Digital Texts: A Reflection

Is a story still literature if it doesn’t contain any words?

I am a teacher-librarian for English language learners (ELL) across grades one to nine in Saudi Arabia. As such, the breadth of digital narratives reviewed reflects the breadth of learning that takes place in an ELL classroom throughout these grades. As such, a good text serves different purposes depending on the language development of the student. However, as a general rule, a good digital text incorporates digital affordances that do not distract or take away from the story (Combes, 2016; Yokota & Teale, 2014). Furthermore, these digital affordances must add to the narrative creating something greater than the physical book itself. I enjoyed exploring in-depth the non-linear narratives in the Earplay app although I would not consider it to be a prerequisite of a digital text.

It is important to keep in mind that digital texts should serve a purpose and support the narrative being told. An analogy would be the purpose of background music in films; the purpose being to support the story and help create powerful emotions. The scene of a grand romantic gesture at the end of a romantic comedy is not as moving without music and jarring with the wrong music. The same can be said for digital texts, the digital inclusions should support the story to create something greater than what could have been as a paper book, rather than distracting and removing the reader from the narrative (Combes, 2016).

Khan Academy Kids is an app that I have used both in school for students who have very little understanding of the English language and out of school for my three-year-old son who is learning to count, read and trace his letters. I learned to read by physical book, practising with a parent, teacher or teacher-aid cemented the skill over the years. I enjoyed listening to audiobooks as a child and would spend hours on the floor or bed, playing and listening to a story on my tape deck. As I have kids of my own now, I am only beginning to understand the time that was invested in teaching me and my six siblings to read. The thought of ‘chucking on an app’ would have been abhorrent to my mother, yet I can definitely see the benefit of a well-selected app. Khan Academy Kids represents a well-selected and appropriate app for my sons, the eldest of whom is beginning to read blended sounds, thanks to the app.

As an adult, I love reading on my Kindle; I find most other digital texts very distracting. The greatest part is my vocabulary is constantly developing thanks to the inbuilt dictionary. I’m also able to easily (although I don’t) download and read in Spanish (my second language). That said, I have fond memories (prior to having children) of winter days spent curled up on the couch, enjoying a cup of tea or Milo and nursing a Robin Hobb epic in my lap.

Earplay along with AudioJack are apps I discovered after purchasing a pair of Bose headphones in 2019. If you’d like, you can read about my experience of trying to find these apps after removing and not using them since 2020.

Even though I did not review AudioJack as it is no longer AR functional, I thoroughly enjoyed exploring it and experiencing the ‘audio-free movies’. I can see multiple in its use in a classroom. Firstly, simply as calming music or during lesson change times to reengage and focus the students on the learning. I can also foresee using it as a creative writing prompt in English lessons. Often pictures or words or phrases are used as creative writing prompts, however, this does nothing to aid the students who enjoy experiencing the world through their ears. In the library, it could be played to generate discussion around what constitutes literature and story-telling.

When I began this subject, my view of digital literature was limited to eBooks and interactive eBooks, but the more I read the more I came to understand how vast digital literature really is. Stories in many tribes around the world remain a combination of song, dance and music. A series of illustrations can tell a story without a single word. A conglomeration of artistically arranged sounds can story that resonates uniquely with each listener.

Is that unique story still literature?

References:

Combes, B. (2016). Digital Literacy: A New Flavour of Literacy or Something Different? Synergy (Carlton, Vic.), 14(1).

Yokota, J., & Teale, W. H. (2014). Picture books and the digital age: Educators making informed choices. The Reading teacher, 67(8), 577-585. https://doi.org/10.1002/trtr.1262

Khan Academy Kids: ‘Just a new way of doing stuff’ or a neatly packaged curriculum?

Khan Academy Kids is a free educational application (app) for children aged two to eight (Khan Academy Kids, 2021). The app develops its own curriculum and content with the aim to encourage children to become lifelong learners. Rather than focus on a single skill, Khan Academy Kids “contains a breadth of learning material” (Khan Academy Kids, 2021, para. 3) across various disciplines. As a teacher of English language learners (ELL), I am constantly asked by parents for apps that support their child’s language development. As such, this review will focus on the library section of the app and will specifically look at ‘Books about feelings’.

Interactivity: ⭐️⭐️⭐️⭐️⭐️

When opening the app for the first time, a parent is required to sign in and verify their email address. The child can then create an avatar. With an avatar created, the app introduces you to the characters: Kody the bear, Sandy the fox, Ollo the elephant, Peck the bird, and Reya the red panda.

Khan Characters
(Bell, 2021)

The home screen layout is simple and clutter-free. The user’s name and avatar appear in the top right-hand corner; in the bottom right-hand corner is the music button, by clicking on this the looped background music is muted. The characters appear across the bottom of the screen and are hot spots (interactive on-screen elements); by clicking them, you are taken to a new screen to play (interact with objects) in their room. The centre of the screen contains a house with a large play button. The library is housed in the top left-hand corner.

Khan home
(Bell, 2021)

Within the library, there are various formats: books, videos and create; and disciplines: letters, reading, math and logic+.

Khan library
(Bell, 2021)

Readability: ⭐️⭐️⭐️⭐️⭐️

For this review, I will focus on the book titled When I’m sad by Cynthia Platt. After selecting a book, its cover appears on the screen, alongside the title and author which is read to the user. There are only two buttons on the screen, ‘Read to me’ and ‘Read by myself’.

Khan cover
(Bell, 2021)

When selecting ‘Read to me’, each page is read to the user from start to finish. The words change colour, to purple and back as they are read, supporting print awareness (Yokota & Teale, 2014, p. 583). Whilst the page is being read, you are unable to turn to the next page. The user is provided a short time to turn each page by swiping or clicking on the next arrow, however, if the page is not turned by the user, it is turned automatically.

When selecting ‘Read by myself’, the user can read the book at their own pace. A play button in the centre bottom of the screen provides the opportunity to enable the ‘Read to me’ selection. Once each page is read, the user is required to swipe or click to the next page; if the user wishes to continue to have the book be read to them, they must select the play button at the bottom of each page or swipe or click back to the cover and select the ‘Read to me’ option.

At all points throughout the book, clicking on the text causes it to be read. At any point, the user can swipe or click back to reread a previous page.

Hot spots and interactive games: ⭐️⭐️⭐️⭐️

Throughout the book, there are several hot spots and one interactive game. The first hot spot appears whilst the characters are reading. Reya and Ollo are holding a moveable book that contains a hot spot; clicking on it causes a recording to play, “Once upon a time”. This hot spot whilst relevant does not add to the story.

Khan Hot Spot
(Bell, 2021)

The next page reveals an interactive game of tic-tac-toe which appears on a page in which the characters are playing a game themselves. This game is relevant to the story and allows the user to gain an understanding of the game tic-tac-toe. An astute child would also notice either move from Reya or Ollo would win the game respectively.

Khan Interactive Game
(Bell, 2021)

On the next page, Reya asks Ollo if he would like to dance, on-screen the characters dance, the user can move the dancing characters, doing so elicits a giggle from them.

Khan Hot Spot
(Bell, 2021)

The final hot spot occurs on the last page where the characters discuss that they are ready to paint. Both Ollo and Reya are movable hot spots; clicking on their easel makes their painting appear.

Khan Hot Spot
(Bell, 2021)

There are few hot spots and only one interactive game within the book When I’m Sad. Overall, they do not add much to the story, however, nor are they distracting, attention-demanding elements that pulse or flash drawing the user’s attention away from the text (Combes, 2016); as such, the story and its interactive features maintain integrity to the narrative (Yokota & Teale, 2014, p. 581). Therefore, I believe children will enjoy the interactivity, without dominating the experience, that these hot spots bring to the text.

Functionality and Longevity: ⭐️⭐️⭐️⭐️⭐️

The Khan Academy Kids app is intuitive and very simple. It is easy for children to use to learn to read and its hot spots do not contain distracting or inappropriate elements, advertisements or content. Common Sense Media rated the app five stars with a note of its high educational value and ease of play (VanderBorght, 2021).

Limitations: 😟

Unfortunately, Khan Academy Kids does not incorporate a dictionary that would support vocabulary development (Yokota & Teale, 2014, p. 583); however, the addition of a dictionary would draw away from the simplicity of the app.

Khan Academy Kids is more than just a ‘new way of doing stuff’; it provides children with a well-rounded curriculum neatly packaged in a user-friendly interface. As such, I know what app I will be recommending to parents.

References:

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

Khan Academy Kids. (2020). Welcome to Khan Academy Kids. https://khankids.zendesk.com/hc/en-us/articles/360004559231-Welcome-to-Khan-Academy-Kids

VanderBorght, M. (2021). Khan Academy Kids. Common Sense Media. https://www.commonsensemedia.org/app-reviews/khan-academy-kids

Yokota, J., & Teale, W. H. (2014). Picture books and the digital age: Educators making informed choices. The Reading teacher, 67(8), 577-585. https://doi.org/10.1002/trtr.1262

Lightbox: An interactive eBook or a waste of time?

Lightbox is an educational platform that publishes digitally enhanced eBooks linked to the US Common Core Curriculum. Lightbox, provided by Follett Destiny, boast their series of eBooks support distance education with blended learning and help build students’ background knowledge and vocabulary (Follett Titlewave, n.d.). Students in schools in Saudi Arabia have been learning online since March 2020, this change was forced and unexpected. As such, educational resources have been given the spotlight; if educational resources can entwine with technology for the benefit of all students, it will ensure their use in future years (Rowan, 2012, p. 217). As a teacher-librarian and English teacher in a Follett Destiny school, I am interested to see if Lightbox eBooks can help set education on the right path.

Functionality & Interactivity: ⭐️⭐️

This review will focus on the Lightbox title How Water Shapes the Earth. When opening the book from Destiny Discover, you are greeted with the front cover of the eBook, containing a looped video of water flowing through a canyon. Across the top in the centre is the title. It is difficult to read as the text colour is similar to the background. At the centre bottom of the page are the buttons ‘Open Lightbox’ and ‘Share’.
(Bell, 2021)

When clicking ‘Open Lightbox’, you are taken to a visual contents page containing thumbnail pictures of each of the pages and the ‘features’ and ‘educational resources’ in a bar along the bottom.

Lightbox Contents Page
(Bell, 2021)

By hovering your mouse over the individual ‘features’ the screen is darkened, highlighting pages that contain the selected feature.

Lightbox Contents page - Highlighted
(Bell, 2021)

Ease of Reading: ⭐️

The first page of the story is very text-heavy, with small text dominating half the page. Several keywords are underlined and bold; clicking on these words provides the user with a simple but useful definition. Clicking on the arrow on the right-hand side of the screen takes you to the next page. A highly distracting ‘play’ button pulsates from the left-hand side of the screen which prevents the reader from focussing on the text (Combes, 2016).


(Bell, 2021)

Limitations: 😟😟😟😟

The play button takes you to an embedded YouTube video. The video automatically starts after clicking the ‘play’ button, however, if the ‘pause’ button is not selected prior to exiting the video, the audio continues to play in the background. After a quick YouTube search, it was discovered that this video was not content created specifically for the book, rather it is embedded from GeoScience Videos’ YouTube channel, seemingly without attribution. Furthermore, the embedded video is downloadable, which seems to be in breach of YouTube’s Terms of Service.

Throughout the book, clicking on the ‘audio’ button has no effect. The text is not read, nor is it highlighted to support print awareness (Yokota & Teale, 2014, p. 583).

On a further page, there is an ‘activity’ button that forwards you to a downloadable and printable PDF on writing an expository essay.

Later in the book there is a ‘website’ button that forwards you to a website by Ducksters that provides an entire page of facts.

Educational Merit: ⭐️⭐️

Throughout the book, ‘key facts’ are highlighted in circles at the bottom of the page, and while relevant to the text, they demand the reader’s attention, thus drawing away from the reader from the text (Combes, 2016).

As an educator, I keep coming back to the highlighted and distracting elements, including flashing buttons and highlighted ‘facts’. What is the purpose of providing highlighted ‘key facts’? As a reader, it is what my eyes jumped to upon arrival on the page, yet when trying to remember the facts, I couldn’t.

(Bell, 2021)

Lightbox has the opportunity to develop some truly exceptional educational resources. The curriculum links and links to further reading, videos and activities is poorly sequenced and does little to enhance the reader’s experience. How Water Shapes the Earth, if not Lightbox overall, does very little to include students in what Rowan describes as authentic active learning (2012, p. 219). By providing little opportunity for students to interact with and participate in their learning, they are left to become “passive consumers of a predefined set of ‘curriculum truths’” (Rowan, 2012, p. 219). This active participation could be in the form of links to community websites that support students sharing their learning in a safe space. However, education remains the responsibility of teachers, and how this text is used may influence its value. How would you use this text to support active participation rather than passive consumption?

References:

Combes, Barbara. (2016). Digital Literacy : A New Flavour of Literacy or Something Different? Synergy (Carlton, Vic.), 14(1).

Follett Titlewave. (n.d.). Lightbox, https://www.titlewave.com/main/lightbox

Rowan, L. (2012). Imagining futures (Ch. 13). In L. Rowan, & C. Bigum (Ed.), Transformative approaches to new technologies and student diversity in futures oriented classrooms: Future proofing education (pp. 217-225). Springer Science +Business Media B.V.

Wiseman, B., (2019). How water shapes the earth. Smart Media Inc. https://openlightbox.com/lightbox/?bookCode=1030&customerID=8508818

AudioJack and Earplay: A story on finding apps I used years ago

In 2019 I bought a pair of Bose NC700 headphones. After unwrapping them, I found that they were an AR-enabled device. I downloaded the relevant apps and had a great time changing the storyline with a head movement in Earplay. Another notable was AudioJack which layered hundreds of audio elements to play a speechless film. It was non-linear and the direction of the audio film could be altered with head movement. Both apps were novel, but I stopped using them once I had explored all the stories in Earplay and all the free audio movies in AudioJack. In 2020 I decluttered my phone, removing apps I was no longer using. When looking at this assignment for the first time, my first thoughts were to review an interactive eBook, a narrative-based game and something else of which I was not sure.

Reviewing an online meeting in the late hours one night, I recalled an app that used AR to progress the story. Specifically, I recalled playing a secret agent in Earplay’s Codename Cygnus (although I couldn’t recall the title at the time). I almost gave up after over an hour of searching and finding multiple articles outlining that Bose AR had died. But I persevered and finally found AudioJack, though this wasn’t the app I was searching for and the Bose AR functionality in it no longer works. Further searching finally revealed a list of published apps that were certified by Bose AR; within this list Earplay.

I redownloaded Earplay and got to work immediately only to find my headphones wouldn’t connect. After removing the Bluetooth connection from my phone and reading it, I finally had it working. I looked at the clock, 12:45 am. As I have work the next day, it’s probably time to call it a night. A successful night.

Is the future of audio books is interaction?

Can you imagine controlling the direction of an audio story by voice? What about by movement?

(Giphy, 2019)

This is a reality for Earplay, a revolutionary interactive narrative company (Earplay, n.d., para 1.). Earplay specialises in writing and developing interactive audio story games for their iOS and Android applications (apps); these interactive narratives serve both educational and entertainment purposes (Green & Jenkins, 2014, p. 280) and have effectively bulldozed the boundaries of traditional narratives. In Earplay narratives, you are a character in the story and by utilising the microphone built into your device, you direct the narrative through verbal responses to simple questions; this interactivity through digital affordances is expanding our understanding of what narratives are (Unsworth, 2008, p. 71).

When opening the app for the first time, the stories appear on the home screen with a thumbnail badge above their associated title. The home screen or ‘library’ is simple, clutter-free and easy to navigate. The symbol for Bose AR (augmented reality) is in the top left-hand corner. This button directs you to a new page where you can connect and calibrate your Bose AR-enabled device. It is important to note that Bose AR was discontinued in June 2020, however, as Earplay became a registered ‘Enhanced with Bose AR’ app before this, the feature continues (for the present) to work.

Earplay's Library
(Bell, 2021)

The iOS app features ten free stories; this review will focus on the iOS app using the interactive story You and the Beanstalk. To play, the user selects a story by clicking on the thumbnail picture or title. The app prompts the user, indicating that speech recognition may be slower in noisy environments. The story begins with an explanatory tutorial that introduces you to the concept of responding to prompts at each juncture and verbally choosing the direction of the story.

Functionality & interactivity ⭐️⭐️⭐️⭐️

On-screen, the iOS app continues with its clutter-free design. A stop button replaces the Bose AR symbol in the top left-hand corner, whilst the thumbnail badge and title of the story dominate the centre of the screen. Across the bottom of the screen are three buttons, back, play/pause and next.

Earplay's interactive story 'You and the Beanstalk'
(Bell, 2021)

As the story plays the narrator outlines a juncture in the story, prompting you to decide the direction. At this point a black screen appears with the possible choices along with repeat, stop, resume and start over. These selections can be made verbally or by clicking on the word. If the voice recognition does not register a response, the prompt is repeated. The stories, being directed orally, support vision-impaired users. While the stories are not currently appropriate for, they do support pre-reading age children.

Earplay's juncture
(Bell, 2021)

Immersion: ⭐️⭐️⭐️⭐️⭐️

The stories are incredibly immersive through their design. They combine the voice recordings of several voice actors alongside multiple layers of sound elements and relevant music to add to the digital narrative. When combined with noise-cancelling headphones and closed eyes, or in a distraction-free environment, it becomes fully immersive and consuming, allowing the user to develop a picture in their head. The app, while immersive and content-rich, does have limitations.

Limitations: 😟😟

Listening to a traditional audiobook is a passive act (Geronazzo et al., 2019, p. 1) which provides a linear experience. Earplay has done well to produce something more in line with twenty-first-century education; interactive stories require the user to be an active participant in the story, not passive consumers (Lisenbee et al., 2020, p. 3). Yet it falls short of being considered an educational app. The limited stories available and lack of dictionary integration for users to search definitions affects the app’s usability in a twenty-first-century classroom.

The functionality of the back button is limited and not as user-friendly as it could be. When listening to a story, the back button allows the user to replay from the last juncture, however, after being prompted to choose a direction for the story, the back button will only replay the decision prompt for the current juncture. For example, when prompted with, “Will you climb the stalk fast or slow?”, pressing the back button only repeats this prompt. This can be particularly difficult to interact with if you have not been paying attention to the story, been distracted by the ‘real world’, or are resuming an incomplete story after several days.

Longevity: ⭐️⭐️

An exciting function of the app is the Bose AR-enhanced story, Head Games. The app tracks head movement through the inbuilt accelerometer in Bose AR devices. The story prompts the user to move their head (shake, nod, tilt, turn, etc.) at story junctures, thus progressing the story through movement. Yet, as Bose AR was discontinued in 2020 and Bose AR apps are difficult to find, it’s safe to say this function will not stand the test of time.

The app provides an interesting and viable alternative to the passive media of podcasts, radio, iOS games and audiobooks. Its interactivity is appealing and engaging; however, the iOS app has not received any updates since June 2019. As only ten stories have been developed, it seems that Earplay has already begun its slide into the obscurity of 2019 fads.

References:

Earplay. (n.d.). About Earplay. https://www.earplay.com/about/

Geronazzo, M., Rosenkvist, A., Eriksen, D. S., Markmann-Hansen, C. K., Køhlert, J., Valimaa, M., Vittrup, M. B., & Serafin, S. (2019). Creating an Audio Story with Interactive Binaural Rendering in Virtual Reality. Wireless communications and mobile computing, 2019, 1-14. https://doi.org/10.1155/2019/1463204

Giphy. (2019). Season 10 seriously GIF [Photograph]. Giphy. https://giphy.com/gifs/Friends-friends-episode-6-tv-VzvwjPT555R0mseZSH?utm_source=iframe&utm_medium=embed&utm_campaign=Embeds&utm_term=https%3A%2F%2Fthinkspace.csu.edu.au%2F

Green, M. C., & Jenkins, K. M. (2014). Interactive Narratives: Processes and Outcomes in User-Directed Stories: Interactive Narratives. Journal of communication, 64(3), 479-500. https://doi.org/10.1111/jcom.12093

Lisenbee, P. S., Pilgrim, J., & Vasinda, S. (2020). Integrating technology in literacy instruction: models and frameworks for all learners. Routledge.

Unsworth, L. (2008). Multiliteracies, E-literature and English Teaching. Language and education, 22(1), 62-75. https://doi.org/10.2167/le726.0