Category Archives: INF-533

INF-533 Reflection

In my first post for INF-533, I wrote that I interact with digital literature daily. Have I grown to interact with more digital literature?

Not really, no. However, over the course of the subject, my definition of digital literature has changed, and I certainly experience a broader spectrum of digital literature. Having engaged with and created my own piece of digital literature, my understanding and experience have broadened to the point at which I realise how limited my view of digital literature was. Furthermore, I have developed a deeper and more rounded understanding of how to engage with digital literature in the classroom.

Developing an understanding

My understanding of digital literature has expanded drastically. In my first blog post, my understanding was limited to eBooks and their various iterations (scanned book, enhanced eBook, application (app) based books or kindle specific books). I’ve come to see digital literature as a broad concept that is not limited to the various iterations of eBooks, but as discussed in my forum post for Module 3: Exploring Digital Forms, includes storytelling games and immersive journalism. My understanding developed even further when, for assignment 2, I chose to focus on interactive and augmented reality (AR) audio stories.

Content creation

Prior to engaging with the content of this subject, I have written short stories for pleasure. However, I have never thought to write a story for students in my school. Since most print stories are non-interactive, I thought to incorporate this element in my digital literature. I came across several issues when writing with Inklewriter. Firstly, as there were multiple options to select, and only one right answer, I wanted to loop the reader back to the scenario after selecting an unempathetic response. This way the story did not need to be overly complex and could follow the single path of empathetic responses. Furthermore, after creating these loops, I needed to ensure the same unempathetic response could not be selected over again (something I foresaw some students doing), thus creating an infinite loop opportunity. The next issue I discovered was an inability to randomise the order that responses appeared. Unfortunately, it seems this is a limitation of the program, and no amount of troubleshooting or Googling could solve it. The final issue was in making all options become available once again after looping the reader back (if selected) for a second read. Fortunately, I was able to resolve this and reset all the loop rules. In all, the creation of my digital story has been a rewarding experience; I utilised a program I’d never used before and believe I’ve done a good job. It’s far more than a short story in digital format and I feel confident I could use Inklewriter in the classroom.

Socially networked literature in the classroom

As stated earlier, my understanding of what is included in digital literature has broadened. Humans of New York, which I originally encountered on social media and never thought of as digital literature, is a form of socially networked literature I had previously overlooked. It combines photographs and text to share the story of different people living in New York.

In previous years, I have had students engage with social media to campaign and build awareness around key community issues. My experience with digital literature has allowed me to expand my view of what is possible. Reflecting on prior assignments, I now see how they can be modified, from a poetry portfolio to a piece of digital literature, that combines images, sound and text to bring their poetry to life.

Digital literacy: A necessary skill

Throughout the subject, I have developed an understanding of a new literacy necessary for students to navigate the digital world. As I discussed in my forum post for Module 1: Evaluating Digitally Reproduced Stories, often we – and I am guilty of it – assume that as students grew up interacting with digital devices, that they are, therefore ‘digital natives’ with expert digital skills. The reality is they do not have the expert skills we expect, and as educators, it is necessary for us to provide students with the skills in order to access the content. Leu et al. (2011) describe this skill set as a new literacy, digital literacy. In the discussion forum post for Module 2.1: Digital Environments, I discussed my realisation of this literacy and how I have amended how I teach since.

I know I can confidently take my new knowledge and experience of literature in digital environments into my twenty-first-century classroom.

References:

Bell, C. (2021). Digital literature to progress learning. Teacher Librarianship – An Australian in Saudi. https://thinkspace.csu.edu.au/thelibrarykingdom/2021/07/17/digital-literature-to-progress-learning/

Bell, C. (2021). 1.2 Digital narratives [Online discussion comment]. Interact 2.

Bell, C. (2021). 2.1 [Online discussion comment]. Interact 2.

Bell, C. (2021). Exploring digital forms [Online discussion comment]. Interact 2.

Bell, M. (2021). I am eMpathetic. [Digital artwork]. This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. https://i.ibb.co/qm9WTnV/I-am-e-Mpathetic.png

Bell, M. (2021). Football?. [Digital artwork]. This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. https://i.ibb.co/LhJ4N3W/Football.png

Bell, M. (2021). Hurt. [Digital artwork]. This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. https://i.ibb.co/gDLS2Mw/Hurt.png

Bell, M. (2021). Lonely. [Digital artwork]. This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. https://i.ibb.co/mXPbq1Q/Lonely.png

Bell, M. (2021). Overwhelmed. [Digital artwork]. This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.  https://i.ibb.co/dbwgBQs/Overwhelmed.png

Bell, M. (2021). Upset. [Digital artwork]. This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. https://i.ibb.co/QNZgC8m/PNG-image-7-D27453-E30-BB-1.png

Felvégi, E., & Matthew, K. I. (2012). Ebooks and literacy in K-12 schools. Computers in the Schools, 29(1-2), 40-52. https://doi.org/10.1080/07380569.2012.651421

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

Leu, D. J., McVerry, J. G., O’Byrne, W. I., Kiili, C., Zawilinski, L., Everett-Cacopardo, H., Kennedy, C., & Forzani, E. (2011). The new literacies of online reading comprehension: Expanding the literacy and learning curriculum. Journal of Adolsecent & Adult Literacy, 55(1), 5-14. https://www.researchgate.net/publication/228409747_The_New_Literacies_of_Online_Reading_Comprehension_Expanding_the_Literacy_and_Learning_Curriculum

Miller, C. H. (2009). The new frontier of web-based stories: An expert in the field offers a primer on some of the ways you can expand your storytelling horizons. The Writer (Boston), 122(8), 42.

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

Context for Digital Storytelling Project

Kingdom schools is a school for the children of the elite and wealthy of Saudi Arabia. All core subjects are taught by western teachers for whom English is their native language. Prior to the 2019-2020 academic year, staff turnover was high. Perhaps due to this lack of structure and inconsistent teacher expectations, student behaviour was poor. The school moral code was developed and implemented in 2019 to better support the instilling of appropriate behaviours. Since then, staff turnover has remained consistently low and student behaviours in and out of the classroom have improved.

The MORALS, displayed as statements, are an acronym for the behaviours expected of students. The morals were designed to support student well-being. Each fortnight the moral focus changes; throughout daily morning well-being time, the moral is unpacked and the fortnightly assemblies, led by different teachers, incorporates a lesson based around the moral focus. Throughout the year teachers and the principal’s award students for demonstrating certain morals. The school morals are below.

I am empathetic

I take ownership

I am respectful & resilience

I have acceptance & adaptability

I love to learn

I am successful

Each year, returning staff members run the first term’s assemblies. This provides new staff with an opportunity to develop an understanding of the morals and the expectations of assemblies. The library, as part of the boy’s upper primary and middle school (grades four to nine), supports the academic, social and emotional development of each student. Thus, the first in a series of interactive stories have been written to determine its potential success. Furthermore, as learning still takes place at home due to Covid-19, the interactive stories will be available for students online (Felvegi & Matthew, 2012, p. 40).

As a returning staff member, the librarian has developed an ‘I am empathetic’ moral resource in the form of an entertaining and educational interactive story (Green & Jenkins, 2014, p. 280). For students to demonstrate a moral, they and their teachers must first understand it. Empathy is a difficult concept for students to grasp and is often confused with sympathy. As such, the interactive digital story has been written to guide students in better identifying empathetic behaviours and therefore demonstrating them themselves. The interactive story will be used for students from grades four to nine, therefore, the included imagery was created to be relevant and accessible to all students. The school insignia is the apostrophe mark and as we are all members of the school, sharing a vision and purpose, the apostrophe was used to represent people within the interactive story. This allows accessibility for younger students and ensures that none of the images are too confronting.

Throughout the ‘I am empathetic’ fortnight, students will utilise five minutes during the morning check-in time to interact with the digital story and as a class discuss the situations which arise in the story. The story involves the student as the main character and places them in various real-life scenarios. The story guides the students to select the empathetic choice. This is made possible through the creation of rule-based loops that remove unempathetic options once they have been selected. Each option offers an opportunity for the student to demonstrate empathy, sympathy or indifference, thus allowing students to make real-life choices as though they are the character (Miller, 2009). The scenarios encountered in the interactive story are sadness, hurt, anxiety and loneliness.

The interactive story, written on Inklewriter, is not simply the scanning of a print book. The digital elements take it to a new level (Yokota & Teale, 2014). Its creation is purely digital and utilises digital-only elements. This includes the creation of loops, where after selecting an unempathetic response, the reader is looped back to the scenario and the corresponding response is removed. If printed, these elements would cease to function and draw away from the reader’s experience.

The interactive story I am eMpathetic (Bell, 2021) can be read here.

 

References:

Bell, C. (2021). I am eMpathetic. Inklewriter. https://www.inklewriter.com/stories/79840

Felvégi, E., & Matthew, K. I. (2012). Ebooks and literacy in K-12 schools. Computers in the Schools, 29(1-2), 40-52. https://doi.org/10.1080/07380569.2012.651421

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

Miller, C. H. (2009). The new frontier of web-based stories: An expert in the field offers a primer on some of the ways you can expand your storytelling horizons. The Writer (Boston), 122(8), 42.

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

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

Digital Literature to Progress Learning

I interact with digital literature and within the digital literature environment every day. I receive weekly email articles from Edutopia that I read on my phone. I study using my laptop and engage with various readings throughout the week. Each night I watch an episode on Netflix. Once I’m in bed, I pick up my Kindle and read before falling asleep.

I love digital literature, and believe it is impossible not to interact with it in the twenty-first century. Here’s what I now know after one week of study in INF533 – Literature in Digital Environments.

In its most basic form, digital literature is an eBook. Ebooks allow for a greater breadth of accessibility, both in the traditional sense of larger text size and higher contrast ratio, and in the sense that a user need not physical access to a library or bookstore. Having worked as a teacher-librarian in Saudi Arabia throughout the Covid-19 school closures, eBooks provided students access to reading material from the comfort of their own homes (Felvegi & Matthew, 2012, p. 40). Extended forms of eBooks are interactive eBooks such as Lightbox.

Lightbox by Follett Destiny is not just a digitised book. No, it provides several key features that go above and beyond digitised text. These key features include; Google Maps, where students can explore the location they’re reading about whilst remaining in Lightbox; videos, high-definition videos embedded in the text; slideshows, relevant images and video slideshows developed to support comprehension; quizzes, interactive quizzes embedded in the text; audio narration; activities; weblinks; and key words, providing definitions for key concepts (Follett School Solutions, n.d.).

Prior to interacting with this course, I had no knowledge of hypertext fiction. Reading Rettberg‘s (2012) paper on electronic literature brought to mind Adobe Flash games from the 90s that were, choose your own adventure style, multi-optioned games.

My preferred reading option is my Kindle Paperwhite. With it, I am able to select the font, change the text size and brightness of the screen. As Lamb (2011) rightly identifies, e-devices are far lighter than the hundreds of books they can store and don’t just take a load off students’ backs; instead of dropping a 500g book on my face as I fall asleep, I receive a ‘paper-light kiss from a 180g device.
I love being able to click on an unknown word to discover its definition and often catch myself doing it to physical books and even my non-touchscreen laptop.

Currently, I engage with professional readings on my laptop even though it tires my eyes. The kindle is my preferred screen to read from, and it provides more value in highlighting, sharing and bookmarking sections in texts (Lamb, 2011, p. 13). As such, I may soon make the leap to engaging with professional readings on my Kindle.

I have a three-year-old son who engages with interactive books on the iPad application Khan Academy Kids. This app provides my son with a ‘read to me’ option that displays the text and accompanied images and video.

We live in an era of digital innovation, the question is not do you engage with digital literature, but, how do you engage with digital literature to progress learning?

References

Felvégi, E., & Matthew, K. I. (2012). eBooks and Literacy in K-12 Schools. Computers in the schools, 29(1-2), 40-52. https://doi.org/10.1080/07380569.2012.651421 

Follett School Solutions, (n.d.) Lightbox: More than just an interactive book – it’s an educational platform. https://www.titlewave.com/main/lightbox

Lamb, A. (2011). Reading redefined for a transmedia universe. Learning and Leading with Technology, 39(3), 12-17. http://ezproxy.csu.edu.au/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=ehh&AN=67371172&site=ehost-live

Rettberg, J. W. (2012). Electronic literature seen from a distance: The beginnings of a field. Dichtung Digital. https://www.dichtung-digital.org/2012/41/walker-rettberg/walker-rettberg.htm