180,486 research outputs found

    Using Student Data for Teacher Reflection

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    Current models of teacher reflection focus on teachers and their actions. Although useful to effect practical changes in teacher pedagogy, teacher-focused reflection does not necessarily support transformative change in which teachers challenge implicit intentions and move toward an emancipatory educational system. A practitioner-based research project conducted in a nonacademic secondary mathematics classroom pointed toward the possibility of a learning-focused approach to teacher reflection by using the voices of students. Student data in the form of interactive writings, portfolios, and narrative interviews, framed within a pedagogical relationship, affected the evolution of a teacher’s practice. Narrative inquiry amplified the voices of disenfranchised students and demonstrated a growing metacognitive awareness. Van Manen’s (1977) reflective framework provides support for the use of student data to move teachers toward higher forms of teacher reflection. This article suggests that by listening to and learning from their students, teachers can transform their practice in significant and effective ways

    Possibility and Play: Ludonarratology as Liberating Praxis

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    Studying and composing ergodic media like interactive fiction can be one way of liberating students from the constraints of linear textual composition, encouraging them to explore and experiment with multimodality and remediation. A pedagogy that incorporates narratology and ludology teaches awareness of the remediation of narrative into digital, ludic media, and creates opportunities for the transfer of nonlinear, interactive writing practices back into more conventional writing. This paper describes an example of this pedagogical approach in a Writing for Video Games course, and the preliminary steps toward understanding how such praxis might transfer to writing in new contexts

    Reservoir hill and audiences for online interactive drama

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    This paper analyses the interactive experiences constructed for users of the New Zealand online interactive drama Reservoir Hill (2009, 2010), focusing both on the nature and levels of engagement which the series provided to users and the difficulties of audience research into this kind of media content. The series itself provided tightly prescribed forms of interactivity across multiple platforms, allowing forms of engagement that were greatly appreciated by its audience overall but actively explored only by a small proportion of users. The responses from members of the Reservoir Hill audience suggests that online users themselves are still learning the nature of, and constraints on, their engagements with various forms of online interactive media. This paper also engages with issue of how interactivity itself is defined, the difficulties of both connecting with audience members and securing timely access to online data, and the challenges of undertaking collaborative research with media producers in order to gain access to user data

    What does not happen: quantifying embodied engagement using NIMI and self-adaptors

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    Previous research into the quantification of embodied intellectual and emotional engagement using non-verbal movement parameters has not yielded consistent results across different studies. Our research introduces NIMI (Non-Instrumental Movement Inhibition) as an alternative parameter. We propose that the absence of certain types of possible movements can be a more holistic proxy for cognitive engagement with media (in seated persons) than searching for the presence of other movements. Rather than analyzing total movement as an indicator of engagement, our research team distinguishes between instrumental movements (i.e. physical movement serving a direct purpose in the given situation) and non-instrumental movements, and investigates them in the context of the narrative rhythm of the stimulus. We demonstrate that NIMI occurs by showing viewers’ movement levels entrained (i.e. synchronised) to the repeating narrative rhythm of a timed computer-presented quiz. Finally, we discuss the role of objective metrics of engagement in future context-aware analysis of human behaviour in audience research, interactive media and responsive system and interface design

    Eliciting Behavior From Interactive Narratives: Isolating the Role of Agency in Connecting With and Modeling Characters

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    A key component differentiating interactive storytelling from non-interactive media is agency, or control over character choices. A series of experiments show that providing agency over a character increased the user-character connection, which then increased engagement in a character-consistent charitable act. Findings were observed in technologically simple online narratives that controlled for navigation/controller differences, graphics, sounds, lengthy play, and avatar customization. Effects emerged even though users did not practice these acts by making their character behave charitably. Findings were robust across happy and unfortunate endings and across first-, second-, and third-person narrative perspectives. Findings suggest promise for developing inexpensive ‘‘storygames’’ to encourage supportive behaviors

    Reading a story. Different degrees of learning in different learning environments

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    he learning environment in which material is acquired may produce differences in delayed recall and in the elements that individuals focus on. These differences may appear even during development. In the present study, we compared three different learning environments in 450 normally developing 7-year-old children subdivided into three groups according to the type of learning environment. Specifically, children were asked to learn the same material shown in three different learning environments: reading illustrated books (TB); interacting with the same text displayed on a PC monitor and enriched with interactive activities (PC-IA); reading the same text on a PC monitor but not enriched with interactive narratives (PC-NoIA). Our results demonstrated that TB and PC-NoIA elicited better verbal memory recall. In contrast, PC-IA and PCNoIA produced higher scores for visuo-spatial memory, enhancing memory for spatial relations, positions and colors with respect to TB. Interestingly, only TB seemed to produce a deeper comprehension of the story's moral. Our results indicated that PC-IA offered a different type of learning that favored visual details. In this sense, interactive activities demonstrate certain limitations, probably due to information overabundance, emotional mobilization, emphasis on images and effort exerted in interactive activities. Thus, interactive activities, although entertaining, act as disruptive elements which interfere with verbal memory and deep moral comprehensio
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