Monday, April 22, 2019

2019 WRITE: WW: EDU: Developing an interactive storytelling capability in CybaLOUNGE, a roadmap for education


Developing an interactive storytelling capability 
in CybaLOUNGE, a roadmap for education


Storytelling in a browser-based virtual world.  Accessible on computers, Chromebooks, and tablets.  Here is a preliminary assessment of the needs for educational storytelling on the web. 
ACRL Virtual World interest group
in CybaLOUNGE

Storytelling in CybaLOUNGE

Interactive means what?

  • The visitor takes actions that result in progress through the story 
  • Actions: answer questions, solve puzzles, choose options
  • Result: Continue on the story, get to a new episode, get a new power.


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Storytelling in a web-world: Use cases

  • Educational quests: Interactive stories where the visitor learns something.
  • Entertainment quests: Interactive stories for entertainment.
  • Demonstration: stories about the use of a product.
  • Evaluated educational quests:The system  reports student performance.
  • Evaluated educational use case gets top priority.

Needs for interactive educational storytelling with evaluation

  • Here is a straw-man (preliminary) description of needed capabilities

Sources for suitable scenes

Player inventory and score

  • Guests will need a temporary inventory or record of score.
  • Registered users will need a lasting inventory and record of score.
  • Students will need a lasting inventory and record of score.
  • For students, the system needs to deliver a record of student performance.
  • The record of student performance should fit Moodle

Database for challenges

  • Database of challenges that derive from the subject matter.
  • Instructor provides the challenges and challenge attributes:  
  • Level of difficulty, cognitive level (Bloom), topic subsection.
  • Instructor provides the attributes; database is designed to accommodate them.
  • Instructor may use attributes to select items serving the educational objectives.
  • Player advances though multiple levels by accumulating tokens or scores.
  • In class play, a leader board shows the status of unidentified players.
  • In individual play the leader board shows the player performance
  • It may also show typical performance at the 10th, 50th, and 90th centiles
  • Player may leave the page by earning advancement to a higher level.
  • Player may leave the page by exhausting the item set.
  • On exhausting the item set, player may get a new page with a new set.

Objects to give information

Challenge items

  •  Answer a question with a number response.
  • Questions in a database, with the right answers.
  • Challenge object draws a question from a specified set.
  • Script presents the question and evaluates the response.
  • Right answer may get a rise in score or a new token.

Option Items

  • Player selects game conditions
  • Game conditions may be easy/hard or combat/no combat
  • Conditions chosen lead to different pages matching the choice.

Page advance conditions

  • Page advance takes visitor to a new page, changing conditions of play.
  • Changed conditions may be raised difficulty level or new power to the player.
  • Changed conditions may be in a new scene or the previous one.
  • Page advance conditions may be reaching a set score or a set count of tokens.

Adversaries 

  • To add entertainment value, adversaries may attack, block the way, or steal.
  • In educational games, adversaries would be overcome by knowing something.
  • The player would demonstrate knowledge by meeting challenges.

Health status

  • Health in games
  • In educational games, health would improve with knowledge.
  • The player would demonstrate knowledge by meeting challenges.

Related: writing in virtual worlds

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  • Annotated screenshots made with Jing
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  • Selby Evans in Kitely and hypergrid, Thinkerer Melville in Second Life



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