IN BLYTHE, M., MONK
,,
A, OVERBEEKE, C. WRIGHT, P. FUNOLOGY: FROM USABILITY TO
ENJOYMENT, KLUWER, 2003.
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[Editor(s) here] (ed.), [Book Titlen here], 1—11.
© 2010 Kluwer Academic Publishers. Printed in the Netherlands.
ANTONIO RIZZO, PATRIZIA MARTI, FRANCOISE DECORTIS
JOB RUTGERS, PAUL THURSFIELD
BUILDING NARRATIVE EXPERIENCES FOR
CHILDREN THROUGH REAL TIME MEDIA
MANIPULATION
POGOworld
1. INTRODUCTION
When we first started our user study in 1999 for the design of the POGO world,
an information technology environment that should support the development of
narrative competence in children, we were conscious that the development of
educational technologies calls for new interaction design approaches to overcome
the limitation of the current personal computer-based technologies. But, to better
understand the limits and constraints of computer based technology mediating
educational activities and to have some sound empirical evidence to share within the
multidisciplinary design team we carried out a longitudinal study was in two
European schools; one located in Siena, Italy the other in Brussels, Belgium. In this
study, we observed and described more then 30 narrative activities, and we
discovered that even though in one of the schools advanced digital technologies
were available, and although there were several activities that included the use of
computers, none of the narrative practices involving such equipments was among
the most successful ones. Moreover, the teachers considered the possible
introduction of computers in the successful activities a potential disruptive factor
that prevent cooperation, and supported their claim with evidence drawn from their
own experience (UniSi & UniLi, 1999). Thus one of the main challenges we faced
in designing a new system for interactive story building was to envision a new form
of interaction that encourages creativity and cooperation and that did not jeopardise
successful pedagogical activities currently used in the schools.
In the following we describe a general model of successful narrative activities
we developed from the field study in the two schools. Next we present POGO tools
in some detail in order to briefly illustrate how the proposed tools embody the
concept of situated editing as a metaphor to mediate interaction between children
and the POGO world. Finally we present a summary of the tests carried out in the