August 31

Interactive Digital Literature Review

INF533 Literature in Digital Environments

Assignment 2 – Part A

‘The Incredible Tales of Weirdwood Manor’ Interactive Digital Literature Review

The Incredible Tales of Weirdwood Manor (WM) (All Work No Play Inc, 2019) is a multi-award-winning interactive application developed initially produced only in digital form. It is a multimodal text jam-packed with many engaging features, including: three dimensional characters, music, sound effects, a reader with words on the screen, limited animation, 360 degree navigation in some screens and interactive hidden elements to collect. The elements are consistent with the atmosphere, setting, character and plot development in this mixed genre digital narrative. Variable scores corresponding to puzzles, games and riddles solved and the objects collected are linked with the narrative achieve challenging games for students to use their participatory skills (Walker, Jameson & Ryan, 2010, p. 212) rather than just view or read. The objects, ghosts and creatures collected are linked to Oliver’s sketch journal. Highlighted words guide the advancing reader, an option to have a reader or self-recorded reader enhance traditional literacy components achieving the potential for technological features and a narrative that enhance each other in an educational and entertainment sense. The first two books are the basis of this review. They are the free teasers with subsequent volumes 3-6 costing a special bulk deal of $13.99 with 25% off (regularly $17.96). With so many features, how can there be anything missing?

In Book 1, this fantasy-mystery children’s narrative begins with the protagonist, Oliver Gryffon, riding in a quirky and eerie limousine to Arthur Weirdwood’s manor. The setting in the limousine foreshadows the dark and supernatural mystery that develops. Monsters, creatures and ghosts are revealed in the interactive features of the application and develops the spooky atmosphere. Flashbacks assist in creating Oliver’s character, who is an unwanted orphan, gifted artist with a special ability which allows his drawings to move on the page. The viewer also establishes that, although Oliver seems to be an innocent and well-meaning boy but there is something strange about him that has scared previous foster families he lived with.

As the tale progresses in Book 2, the participant meets Weirdwood (a reclusive, inventor, artist and writer), Eugene Donald (sci-fi nerd) and Celia Mei (writer) – two gifted children and an educator, Ms Mathilda Brimley. The artistry involved with the characters and settings are beautifully animated. A complex plot with supernatural occurrences and well-crafted omission of select details creates suspense. More than one mystery begs to be solved, such as the location of a missing ghost, Weirdwood’s hints at a dangerous and life-threatening challenge ahead for the three young children after he recites a riddle and the participant’s suspicions are pricked about Celia.

As glowing as this application seems, it does have some limitations. The characterisation of Celia as a type of beautiful Greek mythological siren seems gender stereotyped. Celia presents as a gifted writer who has written an award-winning romance novella called “Song of the Black Moth”. She seems to have the ability to hypnotically bewitch people like the siren song. Even though the female character is somewhat stereotyped, there is scope to provide for higher level Blooms taxonomy skills such as applying intertextuality.

The developers have included well thought-out multimodal features that includes beautiful unobtrusive original music and sound effects that compliments the narrative. However, at it can become repetitive. There is an option to have the story read to the listener with highlighted rectangles that follow the words as they are read.

Developers of the application have explicitly recommended that the digital narrative is targeted to students 6-12. I suggest that the vocabulary, difficulty of the puzzles and darkness of images combined with some sharp toothed monsters it would be appropriate for more 9-12 year old students or Stage 3-4 classes. This text is applicable to various General Capabilities in the Australian Curriculum Assessment and Reporting Authority (2016) including the entire Literacy element, Information Communication and Technology, Critical and Creative Thinking, and it is applicable to almost all of the English K-10 Syllabus (2012), depending on which outcomes need satisfying, and the learning activities created from the outcomes and content.

It took persistence with the interactive features in the narrative, for the participant to begin to achieve a sense of purpose. It began to seem that finding the hidden features were a bit elusive, distracting and time-consuming (Yokota & Teale, 2014, p. 581). The animations are limited, so that the participant can take their time to locate the hidden items. Many with frozen images with the only animated feature consisting of just blinking eyes or hovering people. While this is understandable, it disturbed the progression of the story. However, as the narrative progresses, it is obvious that as all the items found contribute to the protagonist’s drawing journal, they have will probably contribute to future Books. The books are quite long and, if studied at school, would take quite some time to get through. It may be pertinent to study part of the narrative.

WM is a narrative that became more engaging as I read. However, the interactive hidden objects and frozen screen provided significant disruption to the flow of the narrative. I would reserve judgment on this text until I have read more.

Reference List

All Work, No Play Inc. 2019, The Incredible Tales of Weirdwood Manor, [version 1.6.1] [software application]. Retrieved from: http://weirdwood.com/

Australian Curriculum, Assessment and Reporting Authority, (2016). Critical and Creative Thinking: General Capabilities. Retrieved from: https://www.australiancurriculum.edu.au/media/1072/general-capabilities-creative-and-critical-thinking-learning-continuum.pdf

Australian Curriculum, Assessment and Reporting Authority, (2016). Information Technology and Communication: General Capabilities. Retrieved from: https://www.australiancurriculum.edu.au/media/1074/general-capabilities-information-and-communication-ict-capability-learning-continuum.pdf

Australian Curriculum, Assessment and Reporting Authority, (2016). Literacy element: General Capabilities. Retrieved from: https://www.australiancurriculum.edu.au/media/3596/general-capabilities-literacy-learning-continuum.pdf

NSW Education Standards Authority, (2012). English K-10 Syllabus (2012). Retrieved from: https://educationstandards.nsw.edu.au/wps/portal/nesa/k-10/learning-areas/english-year-10/english-k-10

Yokota, J. & Teale, W. H. (2014). Picture books and the digital world: educators making informed choices. The Reading Teacher, 34(6). Retrieved from: http://www.academia.edu/3886534/Picture_Books_and_the_Digital_World_Educators_ Making_Informed_Choices

Walker, S., Jameson, J., & Ryan, M. (2010). Skills and strategies for e-learning in a participatory culture (Ch. 15). In R. Sharpe, H. Beetham, & S. Freitas (Eds.), Rethinking learning for a digital age: How learners are shaping their own experiences (pp. 212-224). New York, NY: Routledge.

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Posted August 31, 2019 by Elle in category Curriculum and Learning, e-book, e-literature, INF533, Technology, Uncategorized

About the Author

I have a love of learning. For over a decade I have been an secondary teacher. In 2019, I started a Masters in Education (Teacher Librarianship) to foster and evolve that love of learning and literature. As a Novocastrian, I relish coastal and country living alongside the conveniences found in a city. I have enjoyed in my spare time; pottering in my backyard with my partner; completing house renovations; caring for our free-range chickens, vegetable patch and cats; making cold process soaps; and taking trips to the beach as frequently as possible.

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