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Narrative and meaning in the design of interactive learning environments

机译:交互式学习环境设计中的叙事和意义

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One problem in developing Interactive Learning Environments (ILEs) that incorporate narrative is how to ensure that the narrative elements used are meaningful to the target audience. This paper proposes a design approach that allows child users to express design ideas that are meaningful to them, in narrative form. The Brampton project is described; this investigated how children could be involved directly in the design of educational resources. It shows how the Informant Design (ID) and ethnographic approaches used in the project were not simply complementary but interdependent in uncovering meaning. The Garstang project builds on this by focusing on the role, that narrative can play in an ILE designed to teach map-reading skills. The design process attempted to address the need for a narrative that had meaning for its target audience. A design framework has been devised that elicits narrative design from children in a way that is useful to designers.
机译:开发包含叙事的交互式学习环境(ILE)的问题之一是如何确保所使用的叙事元素对目标受众有意义。本文提出了一种设计方法,允许儿童用户以叙述形式表达对他们有意义的设计思想。说明了Brampton项目;这调查了儿童如何直接参与教育资源的设计。它显示了项目中使用的信息设计(ID)和人种学方法如何不仅是互补的,而且在揭示意义上是相互依存的。 Garstang项目在此基础上着重于角色,该叙述可以在旨在教授地图阅读技能的ILE中发挥作用。设计过程试图解决对目标受众有意义的叙事的需求。已经设计出一种设计框架,该框架以对设计师有用的方式从儿童身上引出叙事设计。

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