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Intro; Contents; List of Figures; 1: The Age of Autobiography and Narrative Technology; Introduction; The Creative Educational Potential of Narrative and Storytelling; Education as Narrative Process and Product; The Narrative Mode of Thought; Narrative Technology; Intrinsic Narrative Technology; Conclusion; References; 2: Educational Design with a Capital D; Introduction; Characterising the Challenge of Educational Technology Design; Research and Development Methodological Requirements; Rationale for Selection of Design-Based Research Approach

Where Do We Begin in Design-Based Research? Conceptualising a DesignContribution to Design Knowledge and Practice; Characterising Educational Complexity; Support of Emergent Design; Example of Successful Design-Based Research; Possible Limitations of the DBR Approach; Design-Based Research, Ethnography and Summative Evaluation; Common Features of Effective Design-Based Research; Chapter Summary; References; 3: The Pestalozzi Principle; Chapter Introduction; Innovative Computing: New Possibilities for Narrative Technology; Novel Computer-Augmented Toys

Integrating Novel Computational Devices in the ClassroomInnovative Digital-Physical Tools for Narrative Development; KidStory; POGO; StoryMat; Collaborative Technologies in Children's History Pedagogy; Collaborative ICT Supporting Children's Historical Discussion; The Web-Based Historical Curriculum; Palaver Tree Online; Rap Lyrics and Primary Historical Texts: An Innovative Approach to Children's History Pedagogy; Novel Hybrid Reality Learning Environments; The Snark Quest; Ambient Wood: An Augmented Science Field Trip for Children; Review of Museum Interactivity Literature

Handling CollectionsThe Physical Environment; Multi-Modal Interaction; Integrated Interpretation; Embodied Narrative and Enactment; Design Practice; Consultation of Multiple Stakeholders; Summary of Review Findings; Materiality; Narrativity; Sociality; Activity; Multi-Modality; Engagement; Computer as Augmentation Tool; Pedagogical Activity; Chapter Summary; References; 4: Narrative Technology and the 'Third Teacher'; Chapter Introduction; Bringing It All Together: Towards the Final Narrative Technology Design; Scenario Design; The Emerging Dual Exhibition Space

Finalising the Content for Re-Tracing the PastThe Prototype Interactive Desk; Selecting Interpretive Subject Matter: The Four Mystery Artefacts; Incorporating Collaborative Technology: The Interactive Trunk; Design of Digital Content for the Exhibition; Creating the Second Exhibition Area: The Room of Opinion; Incorporating Handling of Artefacts; Collecting Visitors' Interpretations; Linking Both Exhibition Spaces; Sharing Visitors' Interpretations: The Interactive Radio; Refining the Design of the Exhibition's Handling Activity; Building the Exhibition in the Museum

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