5 research outputs found

    Hand gesture-based interactive puppetry system to assist storytelling for children

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    © 2016 The Author(s)Digital techniques have been used to assist narrative and storytelling, especially in many pedagogical practices. With the rapid development of HCI techniques, saturated with digital media in their daily lives, young children, demands more interactive learning methods and meaningful immersive learning experiences. In this paper, we propose a novel hand gesture-based puppetry storytelling system which provides a more intuitive and natural human computer interaction method for young children to develop narrative ability in virtual story world. Depth motion sensing and hand gestures control technology is utilized in the implementation of user-friendly interaction. Young players could intuitively use hand gestures to manipulate virtual puppet to perform story and interact with different items in virtual environment to assist narration. Based on the result of the evaluation, this novel digital storytelling system shows positive pedagogical functions on children’s narrating ability as well as the competencies of cognitive and motor coordination. The usability of the system is preliminary examined in our test, and the results which showed that young children can benefit from playing with Puppet Narrator

    Student perceptions in the design of a computer card game for learning computer literacy issues: a case study

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    The aim of this work was twofold. First, an empirical study was designed aimed at investigating the perceptions that entry-level non-computing majors -namely Physical Education and Sport Science (PESS) undergraduate students- hold about basic Computer Literacy (CL) issues. The participants were 90 first-year PESS students, and their perceptions were elicited through a written questionnaire. The data analysis revealed scientifically acceptable perceptions as well as various empirical, vague, incomplete and erroneous perceptions. Second, those students’ prior knowledge was utilized to design and implement an Educational Computer Card Game (ECCG) aimed at helping PESS students overcome their conceptual difficulties and approach the aforementioned CL issues in a scientifically consistent manner. The ECCG was designed taking into account basic digital game-based learning principles in combination with basic aspects of social and constructivist perspectives to learning. The ECCG was also pilot-tested in the field with real students, and the results were encouraging. © 2014, Springer Science+Business Media New York

    Digital storytelling tool for education: An analysis of comic authoring environments

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    The adoption of interactive digital storytelling environments for learner-generated comics development has been established by prior researchers.As a powerful visual storytelling medium, the literature on comics in education often emphasizes on their affective and cognitive benefits.However, there have been a deficiency of studies that evaluates existing digital comic authoring tools for achieving defined learning goals.Therefore, this paper aims to outline the dimension of several digital comic authoring systems based on Dimension Star reference model. Five digital comic authoring tools are analyzed which are Bitstrips, Comic Life, Pixton, MakeBeliefComix, and Cambridge University Comic Builder.By categorizing comic authoring tool components using the criteria defined by the digital storytelling environment evaluation framework, this paper’s findings provide options and opportunities for educators in selecting appropriate interactive digital storytelling application to facilitate learner-generated comic projects

    Supporting Literacy and Digital Literacy Development in Early Childhood Education Using Storytelling Activities

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    Educators have increasingly adopted formalized approaches for teaching literacy skills in early childhood education. In line with an emergent critique of this approach, the present study investigated the design and effectiveness of a literacy intervention that blended Gagné’s nine events of instructional design with storytelling. Three classes in a public preschool in Indonesia participated in an experimental study involving 45 children, aged 5–6 years. Across 3 weeks, one experimental condition received storytelling activities and a second experimental condition received digital storytelling activities. The control condition received regular literacy classroom activities. Before, and after, the 3-week storytelling intervention, measures of literacy and digital literacy skills were administered to all groups. In the digital storytelling condition, children’s literacy skills increased significantly compared to children in the control condition. Other exploratory data analyses suggested that both types of storytelling activities enhanced digital literacy skills. The findings need to be replicated with an extended series of storytelling activities that involve larger groups of participants
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