Children and Narrative Workshop

Sunday March 7, I3 Net Spring Days, Barcelona




Narratives are ubiquitous. Some argue that the fundamental element in life is the story and storytelling can be viewed as a framework for almost all communication. In education, some would also promote that storytelling be acknowledged as fundamental to learning. Within the recently launched I3 ESE framework, there are a number of projects that have a focus on storytelling. Within these projects storytelling is introduced at many different levels. For example, storytelling is used for learning, for collaboration, for creative exploration, for sharing, and for participatory design. As these projects develop, they can benefit from an inter-project awareness, focus and sharing of approach, current work and plans. The workshop offers an interactive forum where the different I3 members have a chance to present and work out these ideas of narrative with interested colleagues. The workshop consists primarily of presentations from ESE projects and will be followed at the end of the day with a workshop discussion session. Workshop participation from members in the greater I3 community is also encouraged.

14:00-19:00, Hotel Melia Gran Sitges.

Workshop Schedule

Session A: 14:00-1600 Storytelling and tools

Introduction

Storytelling and discovery
Carina Fast, KidStory

Tools for storytelling by playing with virtual Puppets
Karin Husballe Munk, Erik Granum, Claus B. Madsen, Claus S. Andersen, Puppet

Tools to support collaborative storytelling
Kristian Simsarian, Pär Hansson, Gustav Taxén, Ben Bederson, KidStory

A design perspective on narrative structures for the Pogo world
Job Rutgers, Mark Hartevelt, Pogo

Today's stories: stimulating reflections
Walter Van de Velde, Stories

16:00-16:15 Coffee Break

Session B: 16:15-17:40 Children, Storytelling and Learning

Visualising stories
Patrizia Marti and Berthe Saudelli, Pogo

Learning through story-telling: the mediating role of puppets, props and people
Yvonne Rogers and Mike Scaife Puppet

Children as design and storytelling partners
Allison Druin, Angela Boltman,
Danaë Stanton and Helen Neale, KidStory

Narratives at schools: preliminary results from field research
Françoise Decortis, and Sandrine Marique, Pogo

Session C: 17:45-18:25 Subgroup discussions

* Narrative structure and tools

* Storytelling as Learning

* Supporting collaboration

* The Role of Children in Research

Session D: 18:30-19:00

Panel report of discussions

Steve Benford, Chair



Subgroups and Panel sessions

In addition to the formal presentations, discussion time has been set aside in order to allow members of different projects to get together and debate, discuss, and brainstorm issues of common interest. At the beginning of the workshop, participants will be able to choose which subgroup they would like to join. The sub group topic titles are as follows:

* Narrative structure and tools

* Storytelling as Learning

* Supporting collaboration

* The Role of Children in Research

The sub group discussions will last approximately 40 minutes. Each group will be asked to nominate a spokesperson. The feedback session will allow 5 minutes per group for presentation of their ideas and a couple of minutes question time. We hope that this approach will enable fruitful discussion and build relations between project groups.

Workshop organizers: Kristian Simsarian Allison Druin Danaë Stanton - KidStory
 
 

Session A: 14:00-1600 Storytelling and tools

Storytelling and discovery

When children listen to stories they receive parts of diverse cultural traditions which nourish their imagination. Through stories, patterns of behaviour and moral truths can easily be conveyed, understood and remembered. When children participate in the story they automatically learn structures of language, which will be helpful for their own language development. Inspired by a story children can create their own stories by telling, drawing and writing. Storytelling as a collaborative process can also be supported by new technologies enabling children to develop stories together. Within KidStory we are using storytelling to help design software tools that enable the child computer users to collaboratively create stories. The storytelling approach to design involves the use of a real artifact, "The magic mirror," an antique golden frame with a hologram paper surface, and an accompanying story. A rich story is created around the mirror, its properties and its origins where the magic properties of the mirror are described abstractly. Technologists, teachers, academic pedagogics and children work together as a storytelling and design team. The Magic Mirror can then be seen as a tool to stimulate children's storytelling imagination and provide a starting point for telling and understanding stories together while also providing insight into the children's own practice of storytelling. By telling a story with well-known ingredients we invited the children into a world where anything can happen. The mirror is also a story that can grow with the development of the technology. In collaboration with the children we will, step by step, know more about how they create their own stories and why and help to provide new tools to support storytelling.
 

Tools for storytelling by playing with virtual Puppets

The two major concepts in the title: "Storytelling" and "Virtual Puppets" (VPs), are brought together in the setting of The Virtual Puppet Theatre (VPT). This setting comprises one or a few children being the storytellers in front of a computer monitor running the VPT system, and possibly supported by an adult.

As other projects, PUPPET covers multiple backgrounds for developing new tools for Early Learning. This contribution represents at least some engineers' interpretation of a design basis after a few months of interdisciplinary and educational consortium collaboration.

The VPT is seen as a system of tools enabling children to tell stories by playing around with VPs in a virtual scenery in various ways, anchored in a puppet theatre metaphor. Thus storytelling is realised by children producing and/or playing puppet theatre pieces.

At one extreme a piece emerges as a simple recording of a child's spontaneous play and interaction with VPs in the virtual scenery on-line and in real time, with the child "embodied" in the virtual domain through an avatar much alike the other VPs.

At the other extreme a piece results from a "playwriter phase", which conveys the desired story content through carefully planning of the VPs' doings. Thus, the piece is scripted to direct all the VPs acting.

The suggested VPT builds on three core notions:

Firstly, the "stage", i.e., the scenery where the story takes place, is a visualised virtual 3D world presented to the child on a computer screen. This may or may not be using 3D stereo projection to enforce the child's feeling of being immersed "on stage".

Secondly, the "stage" is inhabited by VPs as "virtually alive" characters, e.g., humans, animals, or creatures of fantasy. The property "alive" means that VPs may have the ability to move and act/react by themselves, without direct manipulations from the child, as opposed to "real" puppets. Technically the VPs are implemented as fully autonomous agents. The property of "fully autonomous" refers to the possession of an own set of (modelled) intentions and goals as well as virtual senses, driving the agent to decide on and do actions, interactions and moves. Which degree of autonomy actually comes to play in a given context depends upon how close in detail the child scripts the actions and moves for each individual VP in the piece in question.

Thirdly, for balance of control of the play between the child and the system, we aim to support the full range with complete child control at one end and complete system control at the other. We consider this flexibility very valuable for the story telling tool as it allows for adapting to the individual child's abilities, as well as it may provide the tool with more descriptive power. The current approach to achieve this flexibility is to adopt a four-level hierarchical model for VP control by scripting. The four scripting levels are labelled: motor, task, motivation, and environment. Scripting a VP's doings at a certain level means overruling corresponding parts of the VP's potential autonomy.

Having talked about small play pieces we also aim at an editing tool, which should allow for editing such pieces into larger plays. These pieces large or small may be replayed using all the degrees of freedom that a recorded dynamic 3D world provides for presentation for the child and/or an audience.

To illustrate the hierarchical scripting model, an example of how a concrete scene might be scripted at each of the four levels will be given. Also we will present ideas on the interface for the child for the scripting/playwriter phase.

Tools to support collaborative storytelling

KidStory is constructing tools to support collaborative storytelling activities. Our design model is to invite children to be our design partners in an iterative design process that occurs within the school context. Research that informed the creation of the project demonstrated that children in groups tend to be collaborative even when ample equipment is available. However current consumer style (PC) platforms do not readily support this. The KidStory response is to augment the current hardware model with multiple input devices while at the same time, moving away from interaction in the desktop "fishbowl." The project acknowledges that spatial navigation (e.g. in virtual worlds), is problematic and instead offers solutions away from traditional interaction paradigms and toward real world interfaces, e.g. tangible artefacts. These are solutions that employ real-world interaction devices (plush toys) and real world display (reactive spaces, augmented environments) as an answer to spatial navigation and interaction problems.

The narrative focus in KidStory is to go beyond the scripted interactive book-style narrative and allow children to create shared stories and storytelling experiences together. We are building two storytelling platforms with a strategy that the two approaches compliment one another, both in their approach to narrative and in their mode of human computer interaction. The first is a zoomable desktop drawing program with a tools-based interaction metaphor and a 'scene-based' narrative presentation. The second is a 3D shared virtual environment which is based on gesture and mode interaction and is inspired by more improvisational forms of storytelling.

The first platform, KidPad, is a 2D zooming interfaces that enables child users to draw on a canvas, zoom in space, and link locations. The drawing tools, crayons and an eraser, enable the creation of the objects, settings, and characters of the stories. Another tool, the magic wand, enables different locations in space and scale to be linked, creating the story structure. This system enables children to collaboratively author stories on a scale space drawing pad.

The second platform is more experimental and is based on the DIVE (Distributed interactive virtual Environments) system. This system enables the creation of 3D objects within the context of collaborative virtual environments. We are working on methods and mechanisms that promote collaborative exploration and creative play and the creation of novel methods for providing time structuring within the 3D environment (e.g. cinematic, theater, or other form of spatial and temporal linking). This includes 3D objects that provide intuitive and everyday affordances for story creation and retelling. Some of the storytelling inspirations for these objects and mechanism come from 'story quilts', puppetry, campfires, etc.

The two systems are being developed in parallel and benefit from 'cross-pollination' and iterative development with our child and teacher partners in the schools.
 

A design perspective on narrative structures for the Pogo world

Children talk, tell and share stories to express themselves and to construct models of the world they are experiencing. Pogo addresses story-building as the key technology focus in a virtual world. Favourite characters or props will be moved from the virtual environment into 'real world' embodiment as intelligent active toys and devices. Pogo will be a means for children to learn, to explore, to create and to develop language and social skills.

Pogo will appear to the child as an environment containing different elements: the Pogo World, the collaborative virtual environment inhabited by characters and props.

The Pogo Characters: characters (animals, puppets, persons, fantasy creatures, etc.), that are the protagonists in the stories created in the Pogo World.

The Pogo Props: active or passive objects that decorate the Pogo World.

The Pogo Tools: physical interfaces that allow individual and collective access, creation of stories and the building and/or editing of Pogo elements.

The (virtual) Pogo World will result from an 'assemblage' of narratives, created by children. The stories that children will build, share and collaborate in the Pogo environment will include aspects from different narrative models (e.g. film, games, etc.).

In a recent workshop with the design partners that are involved in the Pogo project (Cryo Networks, Ravensburger, Domus Academy and Philips Design), four possible 'models' for the Pogo environment were discussed. These 'models', described in the following section, present an indication for the 'story bandwidth' of the pogo world. These models describe Pogo as:

A playground. In this model, the child plays in a physical environment which contains physical objects. Stories are eventually created by the child re-telling his or her play. The story world is characterised as inspirational, it contains no rules or role descriptions.

A story puzzle. In this model, the child reads and assembles parts of stories in a structured story world. The child's creative process is that of reading and constructing. The resulting narratives are highly structured. The story world contains pre-defined characters, environments and story threads.

Role playing. In this model, the creation process of the child is to re-enact drama. Stories are created by the child re-telling the role playing. The story world contains rules/roles and behaviours (e.g. children role playing cowboy and Indian).

A story chain letter. In this model, the narrative creation process is by group conversation. Stories are shared by a group of children interacting in story sharing. The story world is characterised by collaboration.

Today's Stories: stimulating reflections

Today's Stories is developing technology to stimulate children to reflect on interesting everyday events. Basically we want to collect, during the normal activity of the children, a record of interesting events. The 'value' of that record is determined by the degree to which it stimulates a reflection on the event afterwards. Thus, the record serves as the raw material for a reflection exercise that children and educators do together. What constitutes a useful record is a key research issue in Today's Stories. A useful recollection results from a trigger that is strong enough to have the recall that is necessary, yet weak enough not to bias the interpretation of the event as such. For instance, a video image of two children fighting, which was found to be interesting by a third one, will be interpreted easily as two children fighting, which may, however, not at all reflect the reasons of 'interestingness' of the viewer. A second issue is how to stimulate the reflection. We believe that a process of detachment is key to this. Detachment creates a 'story' that is not about the children/participants themselves, but gets its own life, like a cartoon. This cartoon which originated from the reality, is applied in a reflective act to the same and to other real events. In Stories we are investigating various ways to stimulate the construction of this detached story. A key concern is not to bias the interpretation of the events, so that the child's reflections remain free. On the other hand, structure and interpretation enable the association of records with other secondary material. This process must be set up in such a way that it operationalizes a curriculum of autonomy oriented education.
 
 

Session B: 16:15-17:40 Children, Storytelling and Learning

 

Visualising stories

Children talk and tell stories to communicate. This seems a pervasive attitude that they express in many different ways: drawing, gestures, use of the voice, rhymes, creation of artefacts and games. Stories are then a means to explore, experience and represent the external world and the more the stories emotionally engage children, the more they stimulate learning.

Pogo, one of the ESE projects, addresses story-building as a key concept to drive technology development: a virtual and real environment where children create, explore and develop language and social skills. The design process of the project is basically informed by field studies at primary schools. Findings will afterwards be used to elaborate design concepts of the Pogo environment.

The data presented were collected in an Italian primary school, one of the experimental sites of Pogo, where narratives are extensively used. If we would draw a (not exhaustive) map of the different use of narratives at school (see figure above), we could represent it as a net where elements can be combined on purpose to support different teaching strategies.

The essence of these different uses of narratives is that they are always "contextualised" by the children, who fill in the space that each story leaves to imagination, in a very personal way. The first data seem to suggest that there is not a pre-defined grammar for stories: story-building is a sort of "situated activity" where not defined elements are completed and made meaningful by the reader. A simple gesture, an unexpected noise during the narration, are often sufficient for children to deviate from the main course of action and suggest new happenings. The thread of discourse is sometime lost but the enjoyment is sure.

Learning through storytelling: the mediating role of puppets, props and people

We are currently carrying out a series of exploratory studies to determine current play practices and to analyse the kinds of behaviours and skills that children employ when constructing stories, using a range of artefacts, such as hand puppets and plastic toys. We are also interested in the role of adults and other children in mediating story creation. The rationale for this research is to provide us with an empirical basis to build a virtual puppet theatre that will extend existing forms of play. Specifically, we aim to develop a suite of constructive and expressive tools (e.g. the use of avatars and autonomous agents) that will foster symbolic activity in the use of objects, roles and collaboration. Our preliminary field studies have revealed how different forms of mediation can either facilitate or hinder narrative construction. These include:

· puppets - providing children with hand held puppets facilitates storytelling, whereas it can hinder it if they are given separate plastic figures.

· props - children will use magical props to bridge stories when they get stuck rather than trying to work out how to move onto the next stage of a story.

· people - we have found that audiences can facilitate story development but can also lead to distraction.

In our presentation we shall present a number of these examples, explaining them in terms of developmental theory. We shall also discuss their implications for supporting learning through narrative construction through the use of a virtual puppet theatre.
 

Children as design and storytelling partners

The primary goal of the KidStory project is to support early learning by adapting existing technologies, as well as developing new technologies, that will support children as collaborative storytellers. The KidStory research team is an interdisciplinary, intergenerational, international group of individuals. This diversity in age and discipline necessitates design processes that can support differing strengths and experiences. We have found that when children are partners in developing new technology, what we create and the process of how we create it can change.

In our presentation, we will discuss the critical role of children as research collaborators and inventors of new storytelling technologies. In addition, we will present the iterative design process we use to partner with children. "Cooperative Inquiry" is an approach to research that includes: (1) a multidisciplinary partnership with children; (2) field research that emphasises understanding context, activities, and artefacts; and (3) iterative low-tech and high-tech prototyping. During our presentation, we will discuss this technology research and design process, as well as present initial findings of the project thus far.

Cooperative inquiry techniques have been used by our project team in both English and Swedish school settings. We will present an example of this research process from our work in one Nottingham school. In an early participatory design session, children were asked to "invent something to help them tell stories." A class brainstorming session familiarised children with a number of different storytelling techniques. Low-tech prototyping was then carried out by groups of adult researchers and child inventors who then presented their ideas. The information from the presentations and artefacts were then analysed and used to inform the technology design process. Changes and new developments in technology are being implemented today that reflect this gathering and analysis of ideas.

Although both Swedish and English partners will maintain common educational research goals, the paths to those goals may differ due to differences such as teaching methods, class structure and ideologies concerning assessment. The effect of the process on children's collaborative, storytelling and communication skills will be regularly examined.
 
 
 
 

Narratives at schools : preliminary results from field research


In the context of the POGO project, investigations on sites are taking place at the Hamaide elementary school and preschool. The Hamaide school is characterized by an active pedagogical orientation. One of the features of this active pedagogy is the use of narratives as a vehicle for different learning such as development of language abilities, creativity, self-expression, but also mathematics, geographical notions.

Narratives at Hamaide school rely on diverse aspects: imagining, illustrating, dictating to adult, writing, telling and sharing stories. Within the curriculum different narrative activities are integrated and proposed to the children. Those activities are either collective class activities (e.g., book fancy fair, painting story board, theater play...) or individual (personal story writing book); specific by ages, or vertical workshops for 5 to 8 years old children.

Several artefacts (such as, for 6 years old, observation books, story book, rough book, wall panels, document illustrating a theme) and "tools" (emotions, sensorial modality, drawings, cards, a story to complete) are supporting and stimulating children's narratives

Our approach consists in integrating the literature analysis (with a comparison of different theoretical approaches), and the field analysis. The field analysis is based on observations in classroom, video-based analysis, teachers practices analysis, and elicitation interviews.

On a regular basis, teachers are invited to discuss a theme using concrete examples based on their experiences. One of these thematic discussions was "According to your own experience, how do you recognize a "good" story?"

The results from the teacher practices analysis are the definition of criterion peculiar to the teachers according to their practices or intentions. Criterion obtained were the following:

Imagination and emotions contained in the story, catch the attention of the reader/listener, contains a message-personal (child choosing the means to express his/her personality), personal dimension , generate emotions, thematic (which differs with the age of children), illustrations (contributing to the imagery dimensions and from which the story is issued), intentions (the story should fit the teller intentions), presentation and sharing dimensions (should be taking into account).

The criterion mentioned above are related to the content dimensions of the stories, teachers also gave criterion that were linked with the "well structured" feature of the stories. On this point, the teachers were expressing different points of view. Some of them consider structure as important as narratives are view as a mean to respond to pedagogical concern like learning reading and writing ; while others were arguing that their priority is to lead children through stories to the expression of their own selves, emotions and imaginations.

Teachers perceive different sides of their roles in the process of the story creation (e.g., provide to children several means and tools to support them in their narrative intentions, conduct, encourage through questioning, help children in the narrative building). While discussing their practice teachers raised several questions related to the personal and emotional dimensions of the story such as "how to adequately answer to emotions generated by the activity? What is, in this case, the teacher's role?"

During the oral presentation, the "slice of life" activity will be presented. This activity took place in two classes and shows differences between them in the practice: sequences of activity, interactions teacher-child, teacher's intentions... Pattern of activity describing the "slice of life" activity process will be presented, as well as others activities illustrating that the creative process can also be collective (e.g., painting story board, building a theater play, collective narratives activities in kindergarten class).
 
 

ESE Project Summaries

Pogo: a living, learning environment

The idea for the Pogo project arose from the perception that children talk and tell stories to communicate, to express themselves and to construct models of the world they are experiencing- They project their fantasy world on to inanimate objects such as toys in order to act out and engage in relationships. Early learning is thus driven by the child's need to explore his or her world by engagement with artefacts and people. These experiences are pro-actively contextualised by the child in the form of story telling with imaginary others, often facilitated by the use of inanimate objects as surrogate people within an environment. This process is further stimulated and supported by the use of stories read by parents and teachers. Typically, children's interaction with stories takes the form of an interactive experience, the story-line being embellished and changed in and through use. Pogo will therefore address story- building as the key technology focus: a means used by children to create and explore and to develop language and social skills.

We propose that new media can provide the means for augmenting children's fantasy world. By creation of an enriched language, where text is just one part of a full spectrum of multimedia expressive elements, we will support children in exploring and developing language skills in a multimedia virtual living world called Pogo. Favourite characters or props will be moved from the virtual environment into 'real world' embodiment as intelligent active toys and devices that can 'talk', move, be squeezed and manipulated as a means of interfacing to the virtual story-world via a richer, multi-modal interaction metaphor. In this way, the final realisation of Pogo will be an augmented, living, learning environment that provides feedback to the child, the teacher and the parents. In this project we wish to support children, teachers and parents with a collaborative virtual story world called Pogo. By providing a language and environment for the expression of fantasy, role-playing, representation and pretence, Pogo aims to be instrumental in supporting the children in the development of their ability of self-expression and creativity. More over, Pogo aims to support children in their capacity of sharing stories and their collaboration process in story building. The development of narrative as a vehicle of exchange between cultures is seen as equally important.

Pogo objectives:

- To understand children and active learning. To understand stories, story- telling and story-building and on the basis of this understanding, to create a living, learning world in which children can build their own stories.

- To embody new interaction paradigms in new tools. We will develop interaction paradigms in which multi-sensorial interactive devices provide children with a new means of engaging in the virtual story world of Pogo. We will create new tools which enhance learning through story telling, support story creation and allow highly sensorial interaction.

- To develop enabling technologies. We will develop a network communication infrastructure and the mechanisms to mix and synchronise 3D graphical objects with natural audio and video streams and build a functional prototype system through which the virtual Pogo environment and its new tools can be validated.

KidStory - Developing Collaborative Storytelling Environments for Children, with Children

While more educators and parents are turning toward computer technologies to support learning activities for their students and children, few of these new technologies support collaborative learning experiences. KidStory addresses this by proposing to build systems that support collaborative learning which itself may underpin the development of storytelling and visualisation skills along with the development of multiple forms of literacy. We believe that new learning experiences need to be developed that are supported with technologies that are as inherently collaborative as a box of crayons or a pile of blocks. Thus, the KidStory approach is composed of the following:

· KidStory works with children, educators, and researchers from various disciplines in the development process by building an interdisciplinary, intergenerational, international design team.

· KidStory develops technologies, extending currently available techniques to support inherently social learning experiences while concurrently exploring novel approaches that can be used in the learning environments of tomorrow.

· KidStory assesses the impact of these new technologies in how they promote change in learning outcomes and how these new technologies change teaching practices and classroom structures.

The research process not only includes technology design, development, and testing but also classroom integration and support. Applications will be built and installed in locations where they can be used by children within their context. We believe it is essential that practical educators and the children themselves collaborate in the design process as much as computer scientists and educational researchers. The iterative design process is composed of three key elements: contextual inquiry, technology immersion, and participatory design.

KidStory involves three phases of technological development, each of which extends the interface further away from traditional computer hardware towards more kid-friendly and inherently collaborative forms of interaction. The three technologies are: the shared spatial desktop computer, where multiple input devices enable new forms of sharing; shared storytelling objects, where both physical and virtual objects can be manipulated as part of storytelling; and shared augmented spaces, where movement and gesture within physical space forms the basis of interaction with such objects.

Evaluation methods including surveys, observational instruments, and portfolio coding, will offer a rich archive of change over time. In addition, these assessment methods will offer snapshots of information useful in the on-going technology development efforts.

KidStory combines recognised talent with proven task records in Computer Science, Education, Psychology and in developing technologies through iterative participatory design processes. The partners are The University of Nottingham (UK), The Royal Institute of technology (Sweden) and The Swedish Institute of Computer Science (Sweden). KidStory also involves researchers from the University of Maryland (USA).
 
 

The Educational Puppet Theatre of Virtual Worlds

The objective of the PUPPET project in the field of early learning is to develop and investigate the value of a new virtual reality environment, the Virtual Puppet Theatre, (VPT), based on a theoretical framework of "learning through externalisation". PUPPET aims at extending the current forms of early learning through play by developing a range of novel individual as well as collaborative interactive environments - using a theatre metaphor.

The results of the project will be to:
(a) promote new forms of creativity made possible by new IT tools;

(b) enable new forms of self expression not possible with conventional plays;

(c) encourage learning to learn and

(d) allow for a new form of computer-literacy.

The project intends to develop a virtual puppet theatre (VPT) for:

(1) a single young puppeteer (age 4 to 5) in realistic settings,

(2) a single older puppeteer (age 6 to 8) in settings that encourage symbolic activities, and

(3) multiple puppeteers in settings encouraging collaborative interactions.

In the first phase we are analysing drama and playwriting for children and carrying out a series of exploratory and empirical studies to determine current play practices - especially when using imaginary and physical puppets and props - in order to establish reference and support for the design of the VPTs. We are involving children, teachers and others in co-designing the prototypes of our interactive worlds (VPTs) and their appropriate interfaces, by using a range of innovative low-tech and mid-tech prototyping methods called "informant design".

In the second phase, we will develop and implement the VPTs as full Virtual Reality Environments with the use of avatars, autonomous agents/puppets and "magical" animations. The third phase evaluates the Early Learning benefits of the developed "Virtual Puppet Theatres" through school tests.

Today's Stories

Today's Stories is a project within the ESPRIT long term research initiative on Intelligent Information Interfaces I3. The call on Experimental School Environments (ESE) closed on 15 February 1998. This I3 call solicited proposals to research new kinds of IT-based tools or environments designed to enable new approaches to learning in young children around the transition to literacy, typically in the age range of 4 to 8.

Today's Stories develops an approach to learning for young children (4 to 8) that is aimed at the development of social, communicative and emotional skills in the context of their everyday activities. The underlying idea is, first, that children may learn from reflecting on their actions and, second, that children may learn from other children's perspectives on their own actions. Although this does not require technology per se, we choose to develop and experiment with tools to facilitate it. One technological objective of the project is to develop a wearable device, called the KidsCam, that can capture short sequences of interest in the child's daytime. This can be done on demand, giving the tool a broad educational use. But the KidsCam will also spontaneously retain an episode that leads up to an interesting event. Considering a single device, this provides a fragmented history of the day of a child, as seen from its own perspective. The crucial insight, however, is that the histories as taken from the perspectives of different children, are interrelated. An event of fight, anger or joy typically involves multiple children. It can be arranged, therefore, that such an event be recorded from the different perspectives of those involved or others (adults or children).

Children only slowly build up a capacity of reflection. The mere replay of their behaviour is not sufficient to lead to reflection. In our approach the intertwined day's histories, highlighting 'major' events from different points of view, constitute the raw material for a subsequent reflective dialogue involving children, educators and/or parents. They annotate it with their record of what they see, think, experience, and augment it with expressive media, symbols (e.g., stylised faces to express various emotional states), or sound-effects (e.g., special effects to highlight for example surprise or fear). The resulting multi-medial document captures a tiny 'lesson in living'. It could be kept as a memory, a document for future reference, or as a creative production (like the first paintings that children make). The challenge of Today's Stories is to create a diary document that, even though rooted in an original and personal episode, acquires by a series of editing, annotation and multi-medial augmentation a detached, cartoon-like status. This document is subsequently used to relate to as if from a fresh perspective.

From an educational point of view our working hypothesis is that a fundamental redefinition of education, which we call "Autonomy Oriented Education", can be built around the notions of autonomy, morality and a sense of belonging. What starts out as a playful process of creativity, based on the material collected during the day, is biased by didactic principles that, within this general framework, aim at specific learning objectives. Thus, a quarrel with a friend can lead to an attempt to understanding the common meaning of "fight" and "friend", to understanding the anger leading to the quarrel, or to understanding the meaning one attributes to "friendships". It may lead to examine one's aim and the question of whether the quarrel was the best way to achieve it, or to the examination of the quarrel in light of the pain it caused. If interested and adequate, the children will be able to use external material to support a variety of learning objectives, including the transition to literacy.

The results of Today's Stories are developed and applied within two school environments, in Israel and in Denmark. Exploiting the significant differences between both settings, the project pays attention to social, cultural and ethical implications, as well as to the conditions for acceptance and success of deploying its technology.

The extreme versatility of the tools and results is one of the most compelling factors of the project. The technology could facilitate the discovery of novel forms of education that contribute to social skills, literacy, communication, cross-cultural understanding and highly appreciated and productive home-school relationships. Our results have the potential of becoming the augmented pencil and paper of the future, tools that retain a natural relevance as a child grows and develops.
 
 
 
 

Workshop Participants

Claus S. Andersen, Puppet
U. Aalborg
sig@vision.auc.dk

Steve Benford, KidStory
CompSci, Nottingham U
sdb@Cs.Nott.AC.UK

Angela Boltman, KidStory
KTH, CID/UMD
aboltman@umiacs.umd.edu

John Bowers, eRENA
KTH, CID
bowers@nada.kth.se

Mimo Caenepeel
Editor of i3magazine
mimo@cogsci.ed.ac.uk

Francoise Decortis, Pogo
FNRS University of Liege,
francoise.decortis@ulg.ac.be

Allison Druin, KidStory
KTH, CID/UMD
allisond@umiacs.umd.edu

Lennart Fahlén, eSCAPE
Swedish Inst. of Computer Sci.
lef@sics.se

Carina Fast, KidStory
Uppsala/KTH
carina.fast@ilu.uu.se

Rich Gold
Xerox PARC, RED
richgold@parc.xerox.com

Erik Granum, Puppet
U. Aalborg
eg@vision.auc.dk

Mark Hartevelt, Pogo
Philips Design
m.hartevelt@design.philips.com

Marita Kjellin, KidStory
Uppsala/SICS
marita.kjellin@ilu.uu.se

Martin Klesen, PUPPET
DFKI GmbH
klesen@dfki.de

John Knight, Fabula Project
University of Brighton
john.Knight@bton.ac.uk
Pär Hansson, KidStory
Swedish Inst. of Computer Sci.
par@sics.se

Claus B. Madsen, Puppet
U. Aalborg
cbm@vision.auc.dk
 

Patrizia Marti, Pogo
University of Siena,
marti@media.unisi.it

Nathalie Mathé
Directrice Ville Numérisée
MATHENa@district-parthenay.fr

Rod McCall,
Napier University, Edinburgh
r.mccall@dcs.napier.ac.uk

Claudio Moderini, Pogo
Domus Academy
moderini@domac.it

Lennart Mogren Playground
Uppsala University
lennart.mogren@mailbox.swipnet.se

Karin Munk, PUPPET
U. Aalborg
khm@vision.auc.dk

Helen Neale, KidStory
VIRART, Nottingham U.
epxhn@epn2.maneng.nottingham.ac.uk

Per Persson, Persona
Humle Lab, SICS
perp@sics.se

Daniela Petrelli, Hips
ITC-IRST
petrelli@irst.itc.it

Luca Petroni, Pogo
University of Siena,
petroni@media.unisi.it

Pentti Pirhonen
University of Jyväskylä.
pentti.pirhonen@jamsa.fi

Kris Popat, eTui
Ultra Lab
Kris@ultralab.anglia.ac.uk

Antonio Rizzo, Pogo
University of Siena
rizzo@media.unisi.it

Yvonne Rogers, Puppet
COGS, Sussex
yvonner@cogs.susx.ac.uk

Job Rutgers, Pogo
Philips Design
J.Rutgers@design.philips.com

Berthe Saudelli, Pogo
University of Siena
saudelli@media.unisi.it

Mike Scaife, PUPPET
COGS, Sussex
mikesc@cogs.susx.ac.uk

Phoebe Sengers, eRENA
ZKM, Karlsruhe
phoebe@zkm.de

Kristian Simsarian, KidStory
Swedish Inst. of Computer Sci.
kristian@sics.se

Danaë Stanton, KidStory
Psychology, Nottingham U.
des@psychology.nottingham.ac.uk

Yngve Sundblad, KidStory
KTH, CID
yngve@nada.kth.se

Marco Susani, Pogo
Domus Academy
susani@domac.it

Walter Van de Velde, Stories
Starlab Research Laboratories
wvdv@starlab.net