2006
DOI: 10.1016/j.intcom.2005.11.013
|View full text |Cite
|
Sign up to set email alerts
|

Clover: Connecting technology and character education using personally-constructed animated vignettes

Abstract: K-12 schools need effective methods for delivering technology and character education. In this paper, we describe the iterative design, use, and evaluation of a tool that enables kids to construct animated vignettes expressing personal experiences. By building, sharing, and responding to vignettes, kids become engaged in reflection and problem solving moral and social issues, activities that build character. By creating their own vignettes, kids are able to acquire and apply technology skills within a learning… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
14
0

Year Published

2009
2009
2018
2018

Publication Types

Select...
7

Relationship

0
7

Authors

Journals

citations
Cited by 19 publications
(14 citation statements)
references
References 30 publications
0
14
0
Order By: Relevance
“…However, the prototype's main aim is to gather formative data on the proposal's feasibility rather than to hold up a fully polished product, so its relatively unrefined nature as compared to, for example, modern games, is considered acceptable. Additionally, the graphical sophistication of the latter is not reflected in the kind of art which children and adolescents generally make (compare the resources found in these games with the examples shown by Bailey et al, 2006, which students made themselves). Thus the more elaborate and detailed presupplied content becomes, the greater the danger that it will become more difficult to freely modify, transform and be included alongside user-generated content.…”
Section: Methodsmentioning
confidence: 99%
See 2 more Smart Citations
“…However, the prototype's main aim is to gather formative data on the proposal's feasibility rather than to hold up a fully polished product, so its relatively unrefined nature as compared to, for example, modern games, is considered acceptable. Additionally, the graphical sophistication of the latter is not reflected in the kind of art which children and adolescents generally make (compare the resources found in these games with the examples shown by Bailey et al, 2006, which students made themselves). Thus the more elaborate and detailed presupplied content becomes, the greater the danger that it will become more difficult to freely modify, transform and be included alongside user-generated content.…”
Section: Methodsmentioning
confidence: 99%
“…• Clover: Developed and described by Bailey et al (2006), Clover has been designed to allow 10 to 14 year-olds to create their own animated stories, principally for relating realworld situations and experiences in stories referred to as "vignettes". It integrates tools for planning, scripting, character design, scene design and animation, notably offering substantial process support for these stages.…”
Section: Available Build-centred Softwarementioning
confidence: 99%
See 1 more Smart Citation
“…Yet, the body of research that combines integrated design for storytelling, a focus on children, and mobile devices is relatively small [Franckel et al 2010]. Most research has typically targeted one design goal, such as a desktop tool that supports the creation of personal narratives by adults [Landry and Guzdial 2006]; similar nonmobile interfaces for children [Bailey et al 2006;Klerfelt 2006;Ryokai et al 2009]; mobile-based multimedia toolsets for adults that lack integrated storytelling features [Wu et al 2007]; or similar mobile text-messaging tools designed for children that lack story creation support [Makela et al 2000]. Fails et al's [2010Fails et al's [ , 2011 work to support collaborative mobile storytelling by children (8-11 years old) represents one strand of research that integrates all three facets (children, mobile devices, shared storytelling).…”
Section: Literature Review: Storytelling Literacy Research and Mobimentioning
confidence: 99%
“…The usefulness of technology to enhance learning has been recognized for several decades (Clark, 1998;Jonassen, Howland, Moore, & Marra, 2003); however, much of this work has focused on the role of technology in promoting cognitive or academic success. Much less research has examined the application of technology to promote character in young people (see Bailey, Tettegah, & Bradley, 2006;Narvaez, Mattan, MacMichael & Squillace, 2008 for some examples).…”
Section: Introductionmentioning
confidence: 99%