Assessment 2 Part B Critical reflection

Digital literature experiences

Having read and reviewed a variety of digital texts in various formats for primary school students, I’ve re-worked and shifted my definition of what makes a good digital text. Digital literature, as opposed to digitized literature, should be text based, created with computer software, and intended to be read on a device (Heckman & O’Sullivan 2018; Bouchardon, 2016). I’ve now broadened this definition, when considering the purpose and audience of digital texts.

While different formats serve different purposes, essentially, the purpose of digital literature is as a platform for communicating content, and making connections and meaning. Connecting readers with their world and interests can be for leisure or learning. As Lamb (2011, p.17) emphasizes, the content of any text is still the core part of the reading experience that provides value for the individual. Therefore, I’ve included texts that are digitized literature, or print-born, if they also embed enhanced digital features, which provide a multimedia text experience, and maintain the integrity of the story. The enhanced app, War Horse (2012) is an example of such a text. Texts which are digital-born, but which also exist as printed forms, are also included in my expanded definition, if the digital version has components which enable the reader to interact with digital enhancements to make meaning or connections, such as hyperlinks and participatory reader culture, as in The Tea Dragon Society (2016).

Another feature of digital literature I’ve grappled with, is in relation to the concept of digital text being algorithmic. Heckman and O’Sullivan (2018, p.3) stated that digital literature should include text that changes as the reader engages with it. While this is an innovative and exciting feature of digital literature, it is not always suitable for primary school aged children, who are still consolidating their foundational literacy skills, and who may become disorientated by non-linear text structures (Lamb, 2011, p.15).  Consequently, I now consider that quality digital literature includes texts which employ effective literary devices and themes, supported by technical features and smooth digital functioning which enhance the text. Walsh (2013, p.187) refers to this integration of features as an “aesthetic synergy”, and is necessary when educators are recommending digital texts to engage students.

Reading digital texts requires another skill set to traditional literacy skills (Leu et al., 2015). While I enjoyed delving into some excellent examples of digital literature for older readers, such as Device 6 and Nine Billion Branches, which are thought-provoking and perplexing, I also find the twisting, non-linear reading experience fatiguing and at times frustrating. A greater cognitive load is certainly required when engaging with innovative forms of digital literature, even when we have competent, well-developed literacy skills. Researchers have found that an overload of information can interfere with our ability to make meaning, given our information processing systems have a limited capacity (Furenes et al., 2021). For young readers, as well as applying developing literacy skills, such as decoding words and understanding literal and inferred meaning in a text, students must also learn how to navigate these new text structures, such as hypertext fiction, multiple storylines and non-linear narratives (Serafini & Youngs, 2013, p.401-402).

Solid traditional literacy skills must come before students can be expected to engage with any form of digital text (Combes, 2016, para 3). This raises the valid concern of some parents and educators, about the purpose of digital literature in primary school contexts, given the “mismatch often found between the goals of content developers and child development researchers” in new digital media (Hassinger-Das et al., 2020). Two recent studies have found that for those with conventional reading skills, and for children with emergent reading skills, reading performance (including story comprehension), is greater with print-based formats (Clinton, 2019; Furenes et al., 2021). So, what to do?  While students are in primary school settings, it is clear that in order for digital literature to be used effectively for learning, and to be fully appreciated when reading for pleasure, educators and parents must be involved in scaffolding and modelling the necessary skills for meaning making, and social interactivity, with digital literature.

As referred to in my review of the War Horse app, the four, interconnected pillars of learning – cognitively active, engaged, meaningful, and socially interactive (Hirsh-Pasek et al., 2015), are the conditions through which learning most effectively happens. Digital literature has the potential to support these pillars, if educators and/or parents are also involved in bolstering the student interaction with digital texts. The War Horse enhanced app could be successfully used in middle and upper-primary classrooms, as a quality resource when engaging with the Humanities and Social Sciences (HASS) and English curriculums. The app could support the investigation of key concepts for developing historical understanding: significance; continuity and change; cause and effect; place and space; interconnections; roles, rights and responsibilities; and perspectives and action (ACARA 2010-present). Through class or library literature circles, in small groups of mixed ability levels facilitated by a teacher, teacher librarian or teacher aide, students could be supported to make meaningful connections with the literary text and historical information, through dialogic reading and social interaction with peers. Educators could also facilitate a participatory literary community involving students, such as a literary class blog, to create a safe and monitored online social space.  In this way, digital literature can serve its purpose of communicating content and making meaningful connections.

 

References

Australian Curriculum, Assessment and Reporting Authority. (2010 to present). Learning areas. Australian Curriculum. https://www.australiancurriculum.edu.au/f-10-curriculum/learning-areas/

Bouchardon, S. (2016). Towards a Tension-Based Definition of Digital Literature. Journal of Creative Writing Studies, 2(1).

Clinton, V. (2019). Reading from paper compared to screens: A systematic review and meta-analysis. Journal of Research in Reading, 42(2), 288–325. https://doi .org/10.1111/1467-9817.12269

Combes, B. (2016). Digital literacy: A new flavour of literacy of something different? Synergy, 14(1). 

Furenes, M.I., Kucirkova, N., Bus, A.G. (2021). A comparison of children’s reading on paper versus screen: A meta-analysis. Review of Educational Research, 91(4), 483-517.

Hassinger-Das, B., Brennan, S., Dore, R.A., Golinkoff, R.M., & Hirsh-Pasek, K. (2020). Children and Screens. Annual Review of Developmental Psychology, 2(1), 69-92.

Heckman, D., & O’Sullivan, J. (2018) Electronic literature: Contexts and poetics. In K. M. Price & R. Siemens (Eds.) Literary Studies in a Digital Age, Modern Language Association. http://dx.doi.org/10.17613/M6K649S3G

Hirsh-Pasek, K., Zosh, J.M., Golinkoff, R.M., Gray, J.H., Robb, M.B., & Kaufman, J. (2015). Putting education in ‘educational’ apps: Lessons from the science of learning. Psychological Science in the Public Interest, 16(1), 3–34. https://doi.org/10.1177/1529100615569721

Kucirkova, N. (2018) How and Why to Read and Create Children’s Digital Books: A Guide for Primary Practitioners. UCL Press.

Lamb, A. (2011). Reading redefined for a transmedia universe. Learning & Leading with Technology, (39)3, 13-17.

Leu, D. J., Forzani, E., Timbrell, N., & Maykel, C. (2015). Seeing the forest, not the trees: Essential technologies for literacy in the primary-grade and upper elementary-grade classroom. The Reading Teacher, 69(2), 139-145.

Serafini, F. & Youngs, S. (2013). Reading workshop 2.0: Children’s literature in the digital age. The Reading Teacher, 66(5), 401-404.

Walsh, M. (2013).  Literature in a digital environment. In L. McDonald, A literature companion for teachers (pp. 181-185). Primary English Teaching Association.

 

Assessment 2 Part A Digital Literature Review 3: War Horse enhanced app

Morpurgo, M. (2012). War Horse. The Red Green & Blue Co Ltd. (Original work published 1982).

Morpurgo’s enhanced e-book, War Horse (2012), developed by The Red Green & Blue Co Ltd., is historical fiction set in and around World War 1. The text is told from the perspective of a horse named Joey, who travels from rural England to the battlefields of France, experiencing both sides of the war. First published in print in 1982, this text isn’t digital-born, but with interactive features that enhance the original narrative, it is also more than digitized literature.  I’ll expand the definition of digital literature to encompass literature that is print-born, but reworked with multimodal elements that deepen the reader’s understanding of a story. War Horse includes themes of friendship through adversity, courage, and the power and horrors of war. The digital text would be ideal to support the HASS (Humanities and Social Sciences) curriculum in Years 4-6.  Eight selection criteria will be applied for this review, adapted from Kluver (as cited in Kucirkova, 2018), the University of Stavanger (2019), and Walsh (2013). The criteria: literary merit, aesthetic quality, representation, digital enhancements and extras, access, navigation, security and advertising, and authorship, relate to digital literature for primary school children. As this text is evaluated as a resource to support learning, the four pillars of learning – cognitively active, engaged, meaningful, and socially interactive (Hirsh-Pasek et al., 2015) – will also be considered.

The enhanced app of War Horse performs well in terms of security and advertising, and authorship. Morpurgo, former Children’s Laureate, and all producers and contributors to the app are clearly attributed. The e-book is safe and appropriate for children, and free from advertising and in-app purchases; the developer, The Red Green & Blue Co Ltd, does not collect any user data from the app. Unfortunately, access is limited to users of iOS, requiring iPadOS 12.0 or later, and costs $7.99. Consequently, even though many primary schools recommend Apple devices for their BYO device programs, a negative aspect of the enhanced app is in relation to the access criteria, due to the exclusive platform and expense. On a positive note regarding access, the audio-visual enhancements enable the text to be read by a variety of ability levels. The app includes a synchronised and highlighted narration feature, which supports readers with developing literacy skills (Kucirkova, 2018, p.19).

War Horse performs exceptionally well with regards to literary merit, representation, and aesthetic quality. Morpurgo’s narrative is an example of quality literature, with extended vocabulary specific to the historical context, skilfully written in the first person. With regards to representation, the narrative depicts characters from various cultural backgrounds, including German and Welsh, without negative stereotypes or caricatures. War Horse involves an engaging plot filled with action and tension, and character development that promotes empathy for animals. The content of the story is upsetting, with violence, war, and death central themes, which requires parents and educators to engage in dialogic reading with their children. Dialogic reading – a conversation about content during shared reading – is a core component of the four pillars of learning, and is necessary when reading print and digital texts (Hassinger-Das et al., 2020).

The narrative is enriched by the accurate historical information, supported by multimodal visuals, enabled through the app. The original watercolour illustrations by François Place, skilfully support the text. The overall aesthetics and layout of the enhanced app are visually appealing and well designed, demonstrating how older literary texts for children can be successfully renewed for contemporary audiences, immersed in a digital and visual culture. Visually rich narratives are a continuing trend in publishing for children, reflecting this visual culture (Short, 2018, p.289). These enhanced aesthetics contribute to the engagement and active ‘minds-on’ pillars of optimal learning environments.

The War Horse enhanced app successfully utilises digital enhancements and extras in a sophisticated and seamless way. This digital functioning is further supported by a smooth and intuitive navigation and interface. Separate chapters are easily accessed through scrolling across the homepage, with numbered illustrations from each chapter the hyperlinked pathway to the text. The multimodal app extras – a musical performance, interactive timeline, and videos of interviews with historical experts – are all easily located from the homepage. As discussed earlier, the app includes an audiobook, with synchronised sentence-by-sentence highlighting, with narration by the author. This audio-visual synchrony is an enhancement which supports, rather than distracts young readers’ attention, and thus promotes story comprehension (Kucirkova, 2018, p.19; Roskos et al., 2014, p.5). This is a key requirement of digital enhancements in digital literature for children.

An example of quality digital literature for children, the War Horse enhanced e-book successfully integrates story content, technical, and artistic aspects to enhance the reading experience. The multimodal extras add detailed depth to the historical context, supporting students to be engaged, to have active ‘minds-on’ learning, and to make meaningful connections with their existing knowledge and experiences. These are three of the pillars for learning (Hassinger-Das et al., 2020; Hirsh-Pasek et al., 2015). Importantly, the fourth pillar – being socially interactive – will require educators to tie everything together; engaging with the students and the digital text.

References

Hassinger-Das, B., Brennan, S., Dore, R.A., Golinkoff, R.M., & Hirsh-Pasek, K. (2020). Children and Screens. Annual Review of Developmental Psychology, 2(1), 69-92.

Hirsh-Pasek, K., Zosh, J.M., Golinkoff, R.M., Gray, J.H., Robb, M.B., & Kaufman, J. (2015). Putting education in ‘educational’ apps: Lessons from the science of learning. Psychological Science in the Public Interest, 16(1), 3–34. https://doi.org/10.1177/1529100615569721

Kucirkova, N. (2018) How and Why to Read and Create Children’s Digital Books: A Guide for Primary Practitioners. UCL Press.

Roskos, K., Burstein, K., Shang, Y., & Gray, E. (2014). Young children’s engagement with e-books at school: Does device matter? SAGE Open, Jan-Mar, 1-9.

Short, K. (2018). What’s trending in children’s literature and why it matters. Language Arts, 95(5), 287-298.

Walsh, M. (2013).  Literature in a digital environment. In L. McDonald, A literature companion for teachers (pp. 181-185). Primary English Teaching Association.

 

Assessment 2 Part A Digital Literature Review 2: The Tea Dragon Society

O’Neill, K. (2016). The Tea Dragon Society. Onipress. https://teadragonsociety.com/

The Tea Dragon Society is a gentle, all-ages fantasy webcomic, by New Zealand author and artist Katie O’Neill.  Readers are introduced to a world of tea dragons, named after the tea leaves and flowers that grow from their bodies. The protagonist is young goblin Greta, an apprentice blacksmith – her mother is the master blacksmith – who finds a lost tea dragon. Greta learns the ancient and dying art of tea dragon care-taking, while forging new friendships.  Themes include friendship, community and traditions, patience, identity, and caring for other living things. This world-building webcomic was originally published with weekly instalments online; a new page uploaded and open for comments on Sunday evenings during 2016-2017. This ‘update schedule’, is a temporal feature specific to the webcomic format, which has been a publishing trend using Web 2.0 technologies since the 1990s (Grifka, 2015; Moorefield-Lang & Gavigan, 2012). Eight selection criteria are used for this review, adapted from Kluver (as cited in Kucirkova, 2018), the University of Stavanger (2019), and Walsh (2013). The criteria: literary merit, aesthetic quality, representation, digital enhancements and extras, access, navigation, security and advertising, and authorship, relate to digital literature for children aged 8-12 years.

The Tea Dragon Society performs well with regards to access, navigation, and security and advertising. It is free to read online, across multiple platforms, including Microsoft, Android and Apple operating systems. The website has a refreshingly calm tone and is free from advertising and pop-ups. However, parents and educators should be aware that from the Links page, readers can easily access webcomics which are very different to The Tea Dragon Society, rated for 13+ years. The comments section, a valuable feature for participatory reader interaction, may pose some online safety issues if not monitored by parents or educators. Navigation of the webcomic is smooth, with readers able to click on illustrations to move to the next page, or to use the hyperlinked arrows to travel to various and specific points in the text.

The aesthetic quality of The Tea Dragon Society is excellent. O’Neill’s artwork conveys influences of manga and anime styles, and the imaginative setting is depicted with whimsical landscapes and village settings, framed with delicate, botanical illustrations. The text/font is somewhat feint and small, however, they are easily enlarged on iOS and Android devices. Attractive artwork in warm yet soft colours is supported by a clean and uncluttered layout and interface. The University of Stavanger (2019) emphasizes the importance of quality illustrations in digital literature for children, which depict diverse characters, including their emotions, movement and actions. O’Neill skilfully portrays these elements with characters who are diverse in their physical features (e.g. horns, hair, antlers, tails etc.), skin tones, ages, body types, abilities/disabilities, and family structures. The Tea Dragon Society is a gold standard exemplar for the representation criteria, in the way that it normalises diversity in children’s literature.

The Tea Dragon Society has excellent literary merit. With a complex plot based on the character development of a diverse cast of characters, who aren’t constrained by gender stereotypes, O’Neill’s language and dialogue is well-written. Grammatically correct and using accurate capitalisation and punctuation, the narrative is thoughtfully organised into seasonal chapters. O’Neill’s email address is provided on her ‘About’ page, as are links to her social media accounts. While this demonstrates the capability of digital platforms to expand and strengthen author-reader relationships (Skains, 2010), it isn’t a suitable platform for primary school readers and contexts.

The digital enhancements and extras of The Tea Dragon Society webcomic are minimal and subtle. So much so, that it could be argued that this text isn’t actually ‘digital literature’, as it isn’t algorithmic, as defined by Heckman, D. and O’Sullivan, J. (2018) . The webcomic has successfully been published as a printed graphic novel. I would argue, however, that if we broadened the definition of digital literature to be an umbrella term for a wider range of literary digital texts, we can ensure we’re catering for the diverse readers in our primary schools. For example, not all children would enjoy and/or benefit from reading fragmented, non-linear digital texts (Lamb, 2011).  It is important that we recommend and provide a range of quality digital literature, for student learning and their reading pleasure.

The Tea Dragon Society has no audio features or narration functions, being pleasantly quiet. Hyperlinks to extras include an ‘Almanac’ and ‘Cast’ pages, which provide readers with details about the fantasy world and its characters, such as the particular diets, behaviour and habits of tea dragons. This world-building component, particularly of fantasy and science fiction texts, is an online, literary trend which has been expanding over the last 20 years. Skains (2010) discussed “online novel communities” as providing a space for discourse between the author and reader. The Tea Dragon Society includes a comments function, mainly used when the new pages were uploaded, with the author responding with thoughtful detail about specific characters.  Readers are still able to post comments.

Overall, The Tea Dragon Society is a delightful webcomic for all ages. Refreshingly calm and simple, it may be an effective hook into digital realms, for those not usually inclined to engage with online reading environments. Perhaps one day, O’Neill’s tea dragons will return to the digital space, accompanied by augmented or virtual reality enhancements, complete with aromatic scents of herbal tea.

References

Grifka, M. (2015). Webcomic. The Chicago School of Media Theory. https://lucian.uchicago.edu/blogs/mediatheory/keywords/webcomic/

Heckman, D., & O’Sullivan, J. (2018). Electronic literature: Contexts and poetics. In K. M. Price & R. Siemens (Eds.) Literary Studies in a Digital Age, Modern Language Association.

Kucirkova, N. (2018). How and Why to Read and Create Children’s Digital Books: A Guide for Primary Practitioners. UCL Press.

Lamb, A. (2011). Reading redefined for a transmedia universe. Learning & Leading with Technology, (39)3, 13-17.

Moorefield-Lang, H. & Gavigan, K. (2012). These aren’t your father’s: The new world of digital graphic novels. Knowledge Quest, 40(3), 30-35.

Skains, R.L. (2010). The shifting author-reader dynamic: Online novel communities as a bridge from print to digital literature. Convergence: The International Journal of Research into New Media Technologies, 16(1), 95-111.

University of Stavanger. (2019). Best practice design. Children’s Digital Books. https://www.childrensdigitalbooks.com/design/

Walsh, M. (2013).  Literature in a digital environment. In L. McDonald, A literature companion for teachers (pp. 181-185). Primary English Teaching Association.

Assessment 2 Part A Digital Literature Review 1: Switcheroo

Marino Family. (2015). Mrs Wobbles and the Tangerine House: Book 3: Switcheroo  https://elmcip.net/node/9049

Switcheroo (2015) is the third story in a series of interactive fiction – Mrs Wobbles and the Tangerine House – for readers aged 7-11 years. Created by Mark C. Marino, in collaboration with his two children, with artwork by Brian Gallagher, the series is set in a magical foster home, where amusing, fantasy adventures take place. The reader is introduced to the Book of the Lost; a living, magical book and keeper of the tales of Mrs Wobbles, which is inclined to misbehave. This is a playful hook for young readers, and a nod to the academic discussions around digital fiction as “unruly objects” (Allan, 2017). Eight criteria will be applied to this evaluation, adapted from Kluver (as cited in Kucirkova, 2018), the University of Stavanger (2019), and Walsh (2013). The criteria – literary merit, aesthetic quality, representation, digital enhancements and extras, access, navigation, security and advertising, and authorship – relate to digital literature for children in primary schools.

Switcheroo performs well with regards to access, and security and advertising. Online safety is a key consideration for educators, when evaluating digital literature for children (Kucirkova, 2018, p.39). Switcheroo does not require readers to submit any personal information when reading the text (other than a name, which personalises the interaction), the privacy policy is transparent, and there are no distracting or inappropriate ads or pop-ups. There are some links to other websites, for example the author’s blog, however, content on these sites is also suitable for all ages. Marino’s digital fiction is free to access and read on various web browsers, across multiple platforms including Microsoft, Android and iOS.

In terms of aesthetic quality and navigation, Switcheroo has an uncluttered layout and easy to read text. Visually, Switcheroo is quite understated, a book-like interface which appears to mimic a children’s novel, with black font on a cream coloured background, which may support young readers to focus on the story (University of Stavanger, 2019). The text can easily be enlarged on Android or iOS devices. The minimal black and white illustrations support the story, are skilfully drawn and effectively depict the emotion of the protagonist.

Switcheroo involves a relatively complex plot, character development which supports the reader to empathise with diverse characters, humour, and new vocabulary. These are all key features of quality children’s literature (University of Stavanger, 2019; Walsh, 2013). Consequently, the text performs fairly well in regards to literary merit and representation. Switcheroo explores themes of identity, adoption, ability/disability, and gender stereotypes, in an age-appropriate way, without being moralistic or laboured. The reader is situated as the protagonist, Derik, a foster boy who wakes up to find he has the body of a girl; mysteriously, he also no longer needs to use his wheelchair. Derik then identifies as Denise, and is adopted under false pretences. At the conclusion of the story, the reader has to make a significant decision, which requires the young reader to engage with the character dilemma. This is a strength of the narrative, enhanced by the interactive format that enables reader choice.

Developed using Undum and HTML format, the platform of Switcheroo enables branching and reader interactivity. Hypertext fiction, or interactive fiction, has been a technological trend in publishing for more than 30 years, pre-dating the internet (Walsh, 2018). While this trend in literature empowers readers to have control over elements of the story, some young readers/players may become disorientated in non-linear narratives of the genre (Lamb, 2011, p.15).  Switcheroo is fairly linear, which is appropriate for the target audience. An example of effective literary and technological synergy in Switcheroo, occurs when the reader chooses what Derik/Denise should do with their adoptive parents. Each choice results in the reader/protagonist learning something about one of the adults which challenges gender stereotypes.

There are also some shortcomings with regards to the hyperlinked narrative structure of Switcheroo, which interferes with the literary and technical integration. Most of the hyperlinks function as a ‘click to continue’ feature, and the actual choices the reader makes are quite limited. Many of the choices in Switcheroo contribute to the ‘Character chart’; a gaming component connected to the narrative, which may promote sustained engagement (Hassinger-Das et al., 2020). This also includes a scoreboard for ‘Page points’ and ‘Poem powers’. The ‘Character chart’ is a changeable summary of who the reader/player is acting like. This adds a playful layer of intertextuality, referencing popular children’s book characters, such as Hermione Granger or Percy Jackson. This is a fun literary feature which provides readers with immediate feedback, which also supports motivation (Hirsch-Pasek et al. 2015). However, this component of the text isn’t followed through in the narrative. The subsequent text and actions of Derik/Denise are not actually altered by the readers choice.  Other hyperlinks allow the reader to unlock a hidden poem, or find extra sections of text, which contributes to their ‘Page points’ or ‘Poem powers’. Unfortunately, these points and powers are arbitrary, as they don’t enable the player to do anything extra with the text.

Overall, Switcheroo is a sound example of interactive fiction appropriate for middle-upper primary school students, without being overly fragmented and disorientating. While some of the text’s digital enhancements and extras aren’t always integrated and executed as fluently as they could be, these are points for discussion within classrooms and libraries. A suitable text for reading for pleasure, the text could also be used in school contexts for literature circles, reading groups and book clubs, to engage with the themes identified. It would be great to see an audio option of Switcheroo, to support readers with developing literacy skills.

References

Allan, C. (2017). Digital fiction: ‘Unruly object’ or literary artefact? English in Australia, 52(3), 21-27.

Hassinger-Das, B., Brennan, S., Dore, R.A., Golinkoff, R.M., & Hirsh-Pasek, K. (2020). Children and Screens. Annual Review of Developmental Psychology, 2(1), 69-92.

Hirsh-Pasek, K., Zosh, J.M., Golinkoff, R.M., Gray, J.H., Robb, M.B., & Kaufman, J. (2015). Putting education in ‘educational’ apps: Lessons from the science of learning. Psychological Science in the Public Interest, 16(1), 3–34. https://doi.org/10.1177/1529100615569721

Kucirkova, N. (2018). How and Why to Read and Create Children’s Digital Books: A Guide for Primary Practitioners. UCL Press.

Lamb, A. (2011). Reading redefined for a transmedia universe. Learning & Leading with Technology, 39(3), 13-17.

University of Stavanger. (2019). Best practice design. Children’s Digital Books. https://www.childrensdigitalbooks.com/design/

Walsh, K. (2018). Interactive fiction: A fun approach to gamifying learning. EmergingEdTeach.   https://www.emergingedtech.com/2018/12/interactive-fiction-a-fun-approach-to-gamifying-learning/

Walsh, M. (2013).  Literature in a digital environment. In L. McDonald, A Literature Companion for Teachers (pp. 181-185). Primary English Teaching Association.