________________________________________________________________________________________Narrative is central to human experience, and a key way that experience is made meaningful. Education and entertainment have both played a significant part in the evolution of children's narrative. In its liminal state during the 1500s, children's print narrative was primarily educational. Locke's theories of education in the 1700s encouraged "children playing and doing as children," and narrative slowly moved towards being entertaining as well as educational. Not until the 1800s, with the stories of Lewis Carroll, was narrative created solely for the entertainment of children. Throughout its development it has provided a way for shaping children's experience, reflecting how they fit into their society, and helping them construct meaning for themselves. As narrative evolved to find its rightful place in the mix of technology, education, and entertainment within children's print culture, so it is evolving within the rapidly developing digital environment. Authors, publishers, and producers are responsible for understanding how children respond to a digital environment, and for making the digital narrative a positive experience. This paper presents the history of children's literature as it has developed from oral tradition through print and now into digital environments. It draws parallels, particularly between education and entertainment, in children's print narratives and similar (but more rapid) developments in the evolution of digital narratives. In doing so, it aims to encourage a more positive attitude toward the significant opportunities new technologies offer in reshaping the way in which narrative for children is conceived and presented, and so continue its time-honored role in constructing meaning for children.
PageCraft is an interactive storytelling platform that supports narrative development for young children. It is designed to provide a transition between physical and digital media. By associating physical objects with text and visuals displayed on a digital screen, the system offers children progressive experiences in storytelling through a rich multi-sensory environment they can share with their parents, caregivers, and friends. A multidisciplinary initiative, PageCraft builds a bridge between theory and practice by combining experience in interactive product design together with research in digital narrative to focus on context of use. The system design considers the context of children's experience of narrative as they grow and develop -they learn on the go and they learn from those around them. Historically it has been convenient to pack up books and building blocks for a summer vacation or a day trip to visit grandparents. Most technically oriented products do not meet these criteria. This project presents the prototype framework for a system that aims to address the demands of such daily routines.
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