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Applying Movement Oriented Design MOD to Create Educational Stories

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Title: Applying Movement Oriented Design MOD to Create Educational Stories


1
Applying Movement Oriented Design (MOD) to
Create Educational Stories
2
Outline
  • Introduction
  • Teaching using story telling
  • Movement Oriented Design
  • Learning Styles
  • Story Telling Principles
  • Conclusions Future Work
  • References

3
Introduction
  • Widely used teaching methodology
  • articulate course objectives, topics, lesson plan
    and evaluation methods.
  • Egan - story telling as an alternative
  • is more effective.
  • Heo -
  • story telling can be applied to e-learning.
  • How to create effective e-Learning
  • Not yet fully explored.
  • Movement Oriented Design (MOD) aims to
  • systematize the creation of multimedia content by
    using story telling
  • Thesis
  • we can apply MOD for creating effective
    educational stories

4
Progress
  • Introduction v
  • Teaching using story telling
  • Movement Oriented Design
  • Learning Styles
  • Story Telling Principles
  • Conclusions Future Work
  • References

5
Teaching using story telling
  • Egan predicates that traditional pedagogy model
  • can lead to a rather mechanistic way of
  • conceptualizing, planning and delivering
    education.
  • focuses on children in his book
  • Transactional Analysis (Eric Berne)
  • every adult has a child within, and
  • winning this child is an effective means of
    communicating with that adult.
  • Story telling does not just relate to fictional
    stories
  • but how to use the story form, or narrative,
  • to engage the learners more effectively
  • Make the meaning of the lesson
  • more powerful
  • understandable and persistent

6
Teaching using story telling
  • Telling and listening stories
  • a universal means of communication.
  • As per some anthropologists, e.g. Levi-Strauss
  • our brain fundamentally works using a story
    oriented structure
  • Our original concept of stories
  • centered on real-life narratives
  • However, we can expand this concept
  • Life experiences stored in our mind as
    narratives.
  • Even facts, ideas, theories and dreams are
    underpinned by narratives
  • Narratives allow us to
  • reconstruct our experiences in different
    contexts, and
  • derive new meanings from them.

7
Teaching using story telling
  • Real-life stories - two types of functions
  • epistemological
  • transformative
  • Epistemological view,
  • story embodies knowledge
  • Transformative view
  • conveys some message
  • Epistemological view used to
  • exemplify concepts, principles, or theories in
    relation to some real-life situation or problem
  • Recalling, reinterpreting, and recreating stories
  • enlarges our experience and
  • facilitate discovery of new knowledge and
    insights

8
Teaching using story telling
  • Ellis - demonstrates the power of story telling
  • Professor George at Oberlin College
  • Told stories from his own life. E.g.
  • cottonwood tree branches can re-grow roots if
    stuck in the ground
  • Ellis recalls profound affect
  • as a science lesson
  • importance of story telling to deep learning
  • My high school Physics teacher Mr. Sutha
  • explained electric current using a story
    involving water current in a river
  • built a deeper understating of Kirkoffs Current
    Law
  • I used it in solving many a tricky problems while
    doing Electrical Engineering at IIT-D
  • This story underpins the MOD-based story
    development example given later

9
Teaching using story telling
  • Good teachers
  • naturally good story tellers, engross their
    students
  • without learning story telling formally
  • If teacher - not a natural story teller
  • difficult to hold students attention.
  • Our aim
  • present a story development model and
  • associated processes
  • let any teacher create good scientific, technical
    or other educational stories.
  • Movement Oriented Design is one such model

10
Progress
  • Introduction v
  • Teaching using story telling v
  • Movement Oriented Design
  • Learning Styles
  • Story Telling Principles
  • Conclusions Future Work
  • References

11
Movement Oriented Design
  • Movement Oriented Design (MOD)
  • a framework for creating contextualized stories
  • all multimedia systems are story telling
    artifacts
  • every story has a Beginning, Middle and an End
  • Most e-Learning systems
  • use multimedia content
  • cater for people with different learning styles
  • The core of MOD - Movement
  • a micro story with its own Beginning, Middle and
    End.
  • MOD Uses the problem solving metaphor
  • introduced by the Dramatica theory of story design

12
Movement Oriented Design
  • Movies gt multimedia, thus
  • we can learn from the theories of screenplay
    writing.
  • Movies vary in temporal and spatial domains
  • interactive multimedia in the navigation domain
    as well
  • Three domains of variation for multimedia

Digital Dimension Media coding Quality of
Service Quality of Presentation
Spatial Dimension Media Elements Placement Linkage
s Multimedia Design Pyramid
Temporal Dimension Narrative Interactivity Movemen
t Oriented Design
13
Movement Oriented Design
  • Creating meaning and emotional movement



































14
Movement Oriented Design
  • Table 1a Types of stories classified based on
    characters

15
Movement Oriented Design
  • Table 1b Types of stories classified based on
    applications

16
Movement Oriented Design
  • Need
  • emotional movement
  • Humanistic story
  • when viewers say That was such a moving story
  • emotions that have been moved
  • A good lecture
  • emotionally engaged if the lecturer begins with a
  • question that intrigues them
  • then answers the question
  • culminates the lecture with some new
    understanding
  • Creating emotional movement
  • most important property to be imbibed in any
    narrative
  • Aim is to devise
  • a simple,
  • systematic, and
  • powerful narrative structure
  • to create emotional movement

17
Movement Oriented Design
  • View a story
  • as a collection of story units,
  • Begin - hook the user.
  • Middle - carry the main message,
  • End - terminate the story or link it to the next
    story unit.
  • Educational multimedia
  • often the authors load it with useful information
  • and loose the viewers interest and attention
  • Linking Movements in a cause and effect
  • create engaging and moving stories.
  • We can create
  • not only moving humanistic stories
  • also Educational Stories
  • Educational story need not be a humanistic story
  • can obscure the real message

18
Movement Oriented Design
  • Starting with an idea, we
  • Brainstorm
  • various options for BME components
  • generate Movements.
  • 2. Generate a plot
  • by choosing well-linked Movements.
  • 3. Create a storyboard
  • represent Movements with iconic multimedia
    elements.
  • 4. Develop content
  • using text, videos, images, graphics, and sound
    elements.
  • 5. Author the presentation
  • by mapping multimedia components to the story
    plot.

19
Movement Oriented Design
  • State the problem
  • Articulating a high-level solution
  • STAGE-1
  • Problem What is Electric Current?
  • Solution To explain the meaning of electric
    current
  • B1 Importance of electric current
  • M1 Define and exemplify electric current
  • E1 Link to Ohms Law. Explain alternating and
    direct current.

20
Movement Oriented Design
  • STAGE 2
  • B1 Problem Why is electric current important?
  • B1 Solution Explain the importance of electric
    current
  • B1,B2 Many people die of electric shock
  • B1,M2 Understand and respect electric current,
    not be afraid of it.
  • B1,E2 Electric current is useful for running
    appliances
  • M1 Problem How is electric current defined?
  • M1 Solution Define and exemplify electric
    current
  • M1,B2 Amperes Coulombs / second
  • M1,M2 Its like watching Coulombs go past and
    counting how many go past in one second.
  • M1,E2 Demonstrate the effect of electric current
    through multimedia and multi-sensory experience.
  • E1 Problem What determines electric current
    strength?
  • E1 Solution Link to Ohms Law. Explain
    alternating and direct current.
  • E1,B2 Current depends upon voltage and resistance
  • E1,M2 Ohms Law I V/R
  • E1,E2 Current can be direct or alternating.

21
Movement Oriented Design
  • Next
  • create a story board for each movement, then
  • author the story.
  • Storyboard
  • widely used technique
  • assumes that a story exists
  • often not the case
  • MOD story development process
  • allows one to start with a concept
  • and develop the story step-by-step
  • Purpose
  • help teachers develop good educational stories
  • even if they are not natural story tellers

22
Progress
  • Introduction v
  • Teaching using story telling v
  • Movement Oriented Design v
  • Learning Styles
  • Story Telling Principles
  • Conclusions Future Work
  • References

23
Learning Styles Models-1
  • A simple learning style model
  • Visual, Auditory and Kinaesthetic learners
  • Felder-Silverman Model
  • 5-dimensions, 2 styles per dimension
  • Dimension-1 Perception
  • Sensing Concrete and practical, oriented toward
    facts and procedures.
  • Intuitive Conceptual and innovative, oriented
    toward theories and meanings.
  • Dimension-2 Input
  • Visual Prefer visual representations pictures,
    diagrams, flow charts.
  • Verbal Prefer written and spoken explanations.

24
Learning Styles Models-2
  • Dimension-3 Organisation
  • Inductive Prefer to proceed from the specific to
    the general.
  • Deductive Prefer to proceed from the general to
    the specific.
  • Dimension-4 Processing
  • Active Learn by trying things out, and working
    with others.
  • Reflective Learn by thinking things through,
    generally working alone.
  • Dimension-5 Understanding
  • Sequential Linear and orderly, learn in small
    incremental steps.
  • Global Holistic and system wide thinkers, learn
    in large leaps.

25
Learning Styles Models-3
  • Learning Style can change with
  • Available time Less time gt style-1 More time gt
    style-2
  • Age Young gt style-1 Old gt style-2
  • Subject Practical gt style-1
    Conceptual gt style-2
  • Task Physical gt style-1 Mental gt
    style-2
  • Recognize dominant style
  • Aim to use the other style as well
  • Use appropriate style for the situation

26
Progress
  • Introduction v
  • Teaching using story telling v
  • Movement Oriented Design v
  • Learning Styles Models v
  • Story Telling Principles
  • Conclusions Future Work
  • References

27
Story Telling Principles
  • To create good stories
  • Rule-1 There are no rules
  • Rule break down (McKee, 1998, p 3)
  • Principles persist
  • Show, dont tell
  • Humanistic story Dont just write he was
    crazy. Make him do crazy things.
  • Educational story Dont just say the algebraic
    sum of all currents at a node is zero. Show an
    animation.
  • Give a range of ways to learn
  • over the Style-1 1/2.. Style-2 spectrum.
  • Style-1 Visualisation of KCL
  • Style-2 Numerical problems based on KCL
  • Style-1/2 Problems to be solved graphically

28
Story Telling Principles
  • Subtext is more powerful than text
  • Humanistic story
  • Text Darling I promise that I will come back
    and marry you.
  • Subtext We know that he is not going to.
  • Educational story
  • Text If the sum of currents entering a node is
    greater than the sum of currents leaving the
    node, then a charge must build up at that node.
  • Subtext If the node cannot store charge then .

29
Story Telling Principles
  • BEGIN Must entice the audience to find out more
  • Importance of a course in getting a good job.
  • MIDDLE Should convey the core meaning.
  • All teacher know how to do this well!
  • END should terminate the (micro) story, or link
    to the next (micro) story movement.
  • William Goldman The key to all story ending is
    to give the audience what it wants, but not the
    way it wants- (McKee, 1998, p 310)
  • Aristotle The ending must be both inevitable and
    unexpected. (McKee, 1998, p 311)
  • If we put a capacitor at the node then KCL need
    not apply.

30
Progress
  • Introduction v
  • Teaching using story telling v
  • Movement Oriented Design v
  • Learning Styles Models v
  • Story Telling Principles v
  • Conclusions Future Work
  • References

31
Conclusions
  • Story telling
  • a powerful pedagogical paradigm
  • An educational story can facilitate deep learning
  • Movement Oriented Design (MOD)
  • views any presentation as a story telling
    artifact
  • A good story
  • must have well linked beginning, middle and an
    end.
  • Movement
  • a micro story with its own Begin, Middle and End
  • Learning Styles
  • Style-1 Doer Style-2 Thinker
  • Story Telling
  • Principles, not rules
  • e- Learning
  • we need new ways to create e-Learning content
  • to assimilate, reevaluate and learn concepts
    deeply.
  • Movement Oriented Design
  • can be used to enhance the pedagogy of e-
    learning,
  • using story telling principles and learning
    styles.

32
Future Work
  • BEGIN-1 MOD Models
  • B-1, BEGIN-2 Develop Fundamentals of MOD
  • B-1, MIDDLE-2 Explore applications of MOD
  • B-1, END-2 Develop formal and SE models of MOD
  • MIDDLE-1 MOD Tools
  • M-1, BEGIN-2 Develop MOD tools
  • M-1, MIDDLE-2 Develop applications with MOD
    tools
  • M-1, END-2 Investigate the efficacy of MOD tools
  • END-1 MOD Usage
  • E-1, BEGIN-2 Explore usability of MOD tools
  • E-1, MIDDLE-2 Improve MOD tools
  • E-1, END-2 Release MOD tools
  • Thank you

33
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