USING CONTEXTUALIZED NARRATIVE GAME TO IMPROVE
STUDENTS AND TEACHERS COMMUNICATION
Marcos Alexandre Rose Silva, Ana Luiza Dias and Junia Coutinho Anacleto
Federal University of São Carlos, Washigton Luis KM 235, São Carlos, São Paulo, Brazil
Keywords: Collaboration, Storyteller, Narrative Game, Context, Common Sense, Education, Educational game.
Abstract: Nowadays, school faces several educational challenges to teach children some skills, like ways to express
themselves in an appropriate way in their community and how to collaboratively work in group. However, it
is still very difficult for educator to find tools that are appropriate and in accordance to their pedagogical
planning to stimuli students on those skills. Computers can potentially be a useful tool to promote
expression, communication and collaboration, but the available tools are not yet so user friendly for school
context of teaching and learning. Considering such reality, this game allows educators being co-authors on
creating the story context taking into account their goals, pedagogical approach and the student’s cultural
reality. Then, teachers can adopt values, metaphors, cause and consequence relations or even a common
vocabulary before and during the narrative game and, consequently, enabling students to feel identified in
that story context being considered and get interested and engaged in collaborating with the teacher and
other students to develop the story. In order to observe the use of this game in an educational environment
and collect the target group opinion, a study case was performed at school with teachers and children, and is
described in this paper.
1 INTRODUCTION
Games and storytelling serve an important role in
children’s development (Piaget, 1999). Computers
are increasingly present in the children’s world
(Weib et al., 2008). Therefore, why not to use them
to support children in educational context?
Educational environment is very important to the
children’s quality of life, because this environment
influences intellectual and socio-cultural growth so
that they can expand their social, interpersonal,
cognitive and linguistic skills.
The quality of relationships established at
school, especially at the elementary school, can
affect their learning and development. Because of
that, the relationship among students and between
students and teachers is very important. According
to Benford et al. (2000), collaboration is also other
important skill for young children to learn. These
skills should be learned during childhood. In Brazil
and in other emergent countries teaching those skills
at school is still a challenge. Another skill that is
important in education is to know how to live and to
communicate with different people because each
person has his own culture, values and socio-cultural
reality (Bittencourt et al., 2003).
On the other hand, activities to promote work in
group can rarely occur spontaneously (Diaz-Aguado,
2003) so that teachers and students need to have
activities and tools to support this new way of
studying. Because of that, an educational computer
narrative game to help teachers to work
collaboratively with their students through a cultural
sensitive storytelling environment is presented here.
This game was developed to children from 8 to
12 years old. According to Piaget (1999) in this
phase the children are in the stage called Operational
Concrete Thought. In this stage child has great
interest in games and finds new ways to play and to
work collaboratively. They also have facilities to
build and to maintain friendships using computers;
they usually interact with one another virtually.
2 CONTEXTELLER
Contexteller is a narrative game inspired in Role-
Playing Game – RPG (Bittencourt et al., 2003). In
this type of game there are participants and the
master, who usually is the most experienced player
and his task is to present the story to the group, with
characters, their characteristics, scenarios and
situations that require choices by other participants,
232
Silva M., Dias A. and Anacleto J. (2010).
USING CONTEXTUALIZED NARRATIVE GAME TO IMPROVE STUDENTS AND TEACHERS COMMUNICATION.
In Proceedings of the 2nd International Conference on Computer Supported Education, pages 232-237
DOI: 10.5220/0002787302320237
Copyright
c
SciTePress
who are the players. These players are not just
spectators; they contribute actively in the story,
through their characters that choose paths and take
own decisions, and most of the time not foreseen by
the master contributing to the spontaneous and
unexpected development of the story. In the context
work the master is the teacher who introduces the
story and intervenes collaboratively with the players.
The players are the students, the co-authors of the
narrative.
Figure 1 shows the interface available for
players. This interface allows the players to see their
card (I), their dice (II), and the text area (III), which
allows the master to read all the messages sent to
students and master during the composition of the
collaborative story. In area (IV), the card, with
another color and size, represents the master of the
game, and area (V) shows to other characters´ card
(Silva et al., 2009).
Figure 1: Contexteller interface.
Contexteller also intends to help children to notice
familiarity with the characters, their characteristics
and plot of the story. Therefore, this gives the teacher
computer support through contextualized information
so that he/she can create and tell stories. This support
is provided by common sense that represents cultural
aspects of the students´ community.
The common sense knowledge is obtained by the
Open Mind Common Sense in Brazil Project
(OMCS-Br). This project has been collected
common sense of a general public through a web site
(Silva et al., 2009).
Students can identify themselves with the story
when they observe that it is closer to their reality,
i.e., what happens in the story is or can be similar to
their way of living. Explain better, through stories,
which consider the culture, the values, the beliefs, in
short, the players´ common sense, can allow the
players to identify themselves with the story
language, characters and scenarios. Because of this
allows them to identify mean in the story, then they
can have greater interest in participating in it.
Because of this, Contexteller supports teachers
on defining the initial context and the content of the
game design considering the community’s
knowledge where students live. The initial context
represents the scenario setup with objects, scripts,
characters, their characteristics, actions and abilities
that are going to compose the stories initially. The
content of the story has been built collaboratively by
the players and master.
In order to observe the use of this game in an
educational environment and also collect the views
of students and teachers about the game, a case
study was realized, described in next section.
3 CASE STUDY
Case Study was adopted because in this strategy
there are the necessary tools to conduct research in
order to observe in a real-life context, in this case, in
the classroom. According to Yin (2002), Case Study
is a type of empirical research that investigates a
phenomenon embedded in a context of real life
(Dias, 2009).
3.1 Planning of the Case Study
Place: The Case Study was performed in a school
that is a partner of educational projects in the
Research Laboratory where the Contexteller Game
was developed, in the state of Sao Paulo – Brazil
with about fifty thousand people.
Ways of Collecting Data: To collect data the Case
Study some sources of evidence were used, such as:
Questionnaires: Two types of questionnaires
were used:
Pre-section was distributed to the participants
before the interaction with the Contexteller Game. In
this questionnaire, the data were collected according
to the participant’s backgrounds, the familiarity with
computers, computer games, their satisfaction to
hear and tell stories.
Post-section was given to the participants after
interacting with the Contexteller Game to collect not
only information about the experience but also the
facilities and difficulties perceived during the Game.
Video recording and screen capture:
All interactions were also recorded using software,
called Camtasia, which can record the screen, the
participant's face and his voice. These records (audio
users - thinking aloud, user’s interaction record and
user’s expression image) very important and valid to
demonstrate the levels of attention and interest of
individuals, consider some quantitative criteria (Yin,
2002).
USING CONTEXTUALIZED NARRATIVE GAME TO IMPROVE STUDENTS AND TEACHERS
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233
Infrastructure: One of the initial concerns was to
identify if the school had Internet access and the
amount of available computers. It was found that the
school had access to broadband Internet and three
networked computers. To realize case study, it
would take six computers, five for students and one
for the teacher. Therefore, for the case study could
be realized, was a improvised with five laptops and
two desktop computers provided by the laboratory
from UFSCar, with external mouse, headphones
with microphone and installed software to capture
user interaction.
Method: This case study has divided the Case Study
in three steps, each one with a distinct goal, which
will be described as to following:
First Step: to explain the process and purpose
of the Case Study for the school coordinator;
Second Step: to show and use the Contexteller
Game with the teacher so that she could know
the Game;
Third Step: to use the Contexteller Game in
educational environment with teachers and
students interacting.
3.1.1 First Step
The proposal of the first step was presented to the
coordinator of the school whole steps of the case
study, the Contexteller and explained ways of
collecting data.
Presenting Contexteller to Coordinator: An
instance of the narrative Contexteller Game was
created in order to explain to the coordinator all user
interfaces which the teacher and the students would
have access during their interaction with the Game.
The coordinator reaction seemed positive during all
the presentation, because she kept her attention on
the presented questions and gave some tips related to
other ways to use Contexteller, as:
“While I´m listening the presentation, many
possibilities comes to my mind. Did you imagine that
this Game can be used in many ways? An idea that
came to my mind is that I can use the Game during
the History classes. For example, I can choose some
Brazilian History characters and define that each
student will be one of them and through these
character the students can learn not only the
History, but they will experience it too. ” “There are
lot of possibilities with this Game. The possibility to
retrieve common sense suggestions is very
important.” Another important factor addressed in
this first step was the teachers choose.
The coordinator said that she had thought in a set
of possible teachers to participate of the case study,
but after the Game presentation she decided to
choose a teacher that is more communicative and
that likes to interact with people in a happy and
spontaneous way. Including, this teacher works
nowadays in a municipal school, but she worked
during few years in the school which the case study
was conducted. Thus, the coordinator invited this
teacher to attend the study case and she accepted.
3.1.2 Second Step
Besides the teacher chosen by the coordinator, other
teachers showed interest in participating of this step.
In total, there were three teachers. This step started
with the presentation of the study case’s liable
people and with the Pre-section questionnaires
delivery. Through the Pre-section questionnaire, it
was possible to identify the teacher profile and some
information related to her familiarity to the stories,
games and computers. Teachers have utilized
internet more than 2 years, some activities, which
they usually do, are represented on Figure 2. This
questionnaire also shown that teachers like to tell
and to listen stories and they often do these activities
with students in their classes.
Figure 2: Some activities that teachers usually do on the
Internet.
Presenting Contexteller to the Teachers: During
the Contexteller presentation, some subjects were
addressed, like: the Game objective and why the
choice of a computational narrative Game. In this
step, a Contexteller Game instance was also created
in order to show all the user interfaces that the
teacher and students would have access.
During the presentation, the teachers pointed out
two positive aspects: the common sense and the co-
authoring possibility. Teachers said that common
sense stimulates creativity; expands the possibilities
and the repertory. They also found relevant the
possibility to create a game instance according to
their needs, i.e., the possibility to be co-authors.
The teachers reported that many times they
searched on the Web in order to find learning
materials to use in class, but they said that it is too
difficult to find a learning material that fits the target
audience needs. Teacher 3 reported: “We know what
we want, but we can’t find it. Teacher 1: “That is
right ”.
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Then, Teacher 2 reported one of her experience
with learning material edition: “Most of the time I
need to print the material founded in the Web, scan
it and change the material according to what I
want… I do this because I can’t change the site, but
maybe I don't know how to use it properly, but I
think that the site doesn't have this feature at all”.
Using Contexteller: The instance created during the
Game presentation was used to play with the
teachers. Each participant was one of the characters
and one of the researchers was the master. This
possibility to allow the teacher to play taking into
consideration students´ role was a coordinator
suggestion given in the first step. To her, this could
help the teachers know the tool better. They showed
a lot of interest and engagement. This could be
observed through the video analysis in which they
gave laughter when some objective was achieved
and they whisper some words to the other teachers,
as: “I did it”, “Nice”, etc.
Creating an Instance of Contexteller: After the
presentation, discussion and interaction with the
Game, the teachers were invited to create an instance
of the Game. It was possible to observe three
different ways to use common sense knowledge to
create the Game instance. The Teacher 1 utilized the
common sense to find some character names and
characteristics according to the suspense scenario
that she was developing. She said that: “the common
sense enriches”.
Teacher 2 preferred to see all the existing
characters that exist inside the common sense
knowledge base, and using these options, choose
some characters which she knows and have domain.
Through the video analysis, it was possible to
observe a comment that Teacher 2 did to the Teacher
1: “I want to use a story that I have certainty that I
know… to do the inferences. I don’t want to choose
characters that I don’t know. I want to use one that I
have some domain”. In this case, it is perceived that
the Teacher 2 was afraid to create a story which she
could lose the situation’s control.
Teacher 3 preferred to define the characters,
their characteristics and the scenario without utilize
the common sense. After, she reported: “I stuck in
the first step and I didn’t use the common sense. It’s
interesting that I wanted to resume it and try the
common sense. It’s a database that is available and
I didn’t open the box. Did you understand? I went
straight. I think that I did it because I didn’t have
experience with the tool”.
After this creating process, the teachers filled
pos-section questionnaires. Some questions and
teachers´ answerers are in Table 1. It was possible to
observe that teachers liked to use Contexteller and
thought appropriate many their functions. Only
teacher 3 considered the use of common sense as
indifferent because she did not use it.
Table 1: Some pos-section questions and teachers´
answers.
Questions
Answers
Teacher 1 Teacher 2 Teacher 3
What do you think about
process of creating a
Game?
stimulant stimulant stimulant
What do you think about
the steps of the Game?
appropriate appropriate
inappropriate
Was information on the
Game´s interface clear?
clear clear clear
Did common sense help
you to define characters?
useful useful indifferent
Did common sense help
you to define characters´
characteristics?
useful very useful indifferent
Do you observe any
disadvantage to use
common sense?
no no no
3.1.3 Third Step
Three options were offered to teachers in order to
investigate the use of common sense in a second
contact with Contexteller:
1. Changing the instance created at the second
step,
2. Creating new instance, or
3. Using an instance already created.
Teacher 2 chose the option 2, i.e., to create a new
instance of the Game again. Because of this, she
came to school 30 minutes before the students. This
was the time teachers used to create an instance at
the Second step.
It was possible to observe, analyzing videos, that
the teacher used common sense cards more in this
second contact with Contexteller, as illustrated in
Table 2. In this table there are how many times each
teacher searched and used the common sense help in
first and second contact.
Table 2: Using common sense through Contexteller.
Teacher First contact Second contact
Teacher 1
Searched: 8 times
Used: 6 times
Searched: 11 times
Used: 11 times
Teacher 2
Searched: 9 times
Used: 6 times
Searched: 12 times
Used: 8 times
Teacher 3
Searched: 0 times
Used: 0 times
Searched: 5 times
Used: 2 times
Pre-Section Questionnaire – Children: Students
were invited to get into the classroom to fill pre-
section questionnaires while the teacher was
creating an instance of the Game. Five pre-
questionnaires and five pens were organized on the
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235
desks. Through this type of questionnaire it was
possible to collect some information about the
students´ profile and their familiarity with stories,
games and computers, as in Figure 3. There were
five students: Gender – 3 Feminine and 2 Male; Age
– 11 and 12 years old.
It was possible to observe that students like to
use computers, as well as, listen and tell stories. On
the other hand, nobody has contact with the
computer in an education environment.
Figure 3: Some pre-section questions and students´
answers.
Using Contexteller: Figure 4 presents how the
computers, two desktops and five notebooks, were
distributed in the classroom. The students used
notebooks; the teacher accessed the Game trough a
desktop and another desktop registered the whole
interaction between the teacher and the students.
Figure 4: Teacher and students using Contexteller.
Story: Teacher 2 created a scenario about a castle.
The characters were: Beauty, Witch, Princess, Elf,
Vampire and the Teacher. She wrote on the
scenario: “'ONCE UPON A TIME A CASTLE ON
THE MOUNTAIN. THERE WAS A SIGN, ON THE
CASTLE DOOR, WITH THESE WORDS: "COME
ON! LET’S HAVE FUN! YOU WILL LIKE IT VERY
MUCH!".
Teacher 2 invited each character to enter the
castle; this behavior was in her planning to find out
if the students would get interested in the story.
Beauty was the first invited character: “WOULD
YOU LIKE TO ENTER THIS CASTLE. BELA, DO
YOU WANT TO ENTER IT?” Bela got very
interested as well as the other characters, she
answered: “Oh yes, I would like to enter in so much,
I think that there are many stories in this castle.”
Elf: “yes, it would be a great honor to enter in it”.
When all characters were in the castle, the
teacher wrote: “NOW, EVERYBODY IS IN THE
CASTLE. WE CAN START THE STORY. OPS! I
ALMOST FORGOT, I NEED TO EXPLAIN THAT
WE CAN´T LEAVE THIS PLACE, WE NEED TO
FIND OUT THE PASSWORD BEFORE.”
The students´ behavior showed a good
collaboration to each other. The teacher sometimes
sent some motivated messages, such as: “INVITE A
FRIEND TO FIND OUT THIS WITH YOU.” At the
end of the story there was a wonderful collaboration
among them because they needed to find out the
password together; this password was the beginning
of their character’s name, i.e., BWPEV (Beauty,
Witch, Princess, Elf, Vampire).
During the story, the teacher has used the
common sense twice. First, to know what the
students know about castle, and second what there is
in the castle.
Pos-section Questionnaires – Students: After
the Game, which took 45 minutes, the students
received the pos-section questionnaires. The answers
confirmed the enthusiasm noticed through the
videos. They wrote that Contexteller was very cool
and funny. They also enjoyed the colors, the
characters and the use of the Game was: easy.
Through this question (Who was your character?
Did you like him/her? Why?), all students answered
that they liked their characters chosen by the teacher
with common sense help. Some of their comments:
Student 5: “I loved very much to be an Elf, I
imagined that I was him”; Student 1: “My character
was Beauty. I liked her very much, she helped a lot
to find out the password”; Student 3: “I was a
Vampire and I like it. Because of this, I enjoyed to be
one”.
Most of the students considered very cool the
possibility of telling stories with the teacher and
friends; they also observed that everybody helped to
tell the story. Students said that they did not want to
stop the story; on the contrary, they wanted to play
with their friends again. When they read the question
about what they liked most, they answered: Student
1: “I liked to use my imagination to find out the
password”, Student 2: “Everything”, Student 3:
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236
“mystery”, Student 4: “I though that everything was
real”, Student 5: “I liked to use the imagination”.
Pos-section Questionnaires – Teacher: The
teacher considered the Game easy and she liked to
tell the story with the students through the
Contexteller. She liked to use a scenario that she
created by herself.
“There are many common sense suggestions to
support before and during the story”, she said in the
questionnaire. She did not see any disadvantages in
using common sense. Her opinion, “common sense
is a good way to get to know the students´ culture
and language. I believe that exchanging knowledge
is important to learn in a collaborative way and it is
a source of knowledge for everybody”.
She wrote that the Game was suitable for
children to express themselves and to work
collaboratively. The teacher realized that the
students collaborate with each other: “Characters
were interconnected. It was important the
collaboration.” She realized that the students´
motivation during the story was good: “I noticed
that the students were curious about what could
happen later”.
Analyzing the videos, it was observed that the
teacher was having fun with the story; she laughed
and was interested in reading all the messages. This
behavior demonstrated engagement and motivation.
About her motivation she wrote: “I thought that this
activity was very interesting and pleasant and there
were many possibilities to help and to improve
students´ imagination and creativity”.
Her last comment about the Game: “It was a
pleasure to play this Game. I believe that it can be a
good tool for teachers to help students to improve
themselves in many development and knowledge
areas”.
4 CONCLUSIONS
The results of the case study have shown that
Contexteller is a good tool to achieve these
objectives mentioned above. The students got
involved and liked the stories. They also identified
themselves with their characters and participated
taking consideration the character`s characteristics
defined by the teacher. They also participated
actively, facing and proposing challenges; helping
each other during the whole story to reach a
common aim.
The use of Contexteller as tool to help
collaborative work was other positive data collected
through questionnaires, logs, interviews, among
others. The teacher said that she could identify how
students collaborate in the stories and then she could
propose some challenges to stimulate students to
work better in a collaborative way.
The teacher also said that Contexteller, most of
the time, was an appropriate tool to allow students to
express themselves. They helped to tell stories
through their characters and used that moment as an
opportunity to talk to participants and enjoy
themselves.
The case study showed evidences that the
common sense knowledge makes easier for teacher
to define characters with their characteristics, themes
and scenarios. For the teacher this knowledge helps
to remember these pieces of information and to
present what the students like. Students also
described in questionnaires that all the characters
(chosen with common sense help) were very cool.
Common sense also supports teachers to tell
contextualized stories with characters, events,
places, among others that students know. For
example, in this case study the teacher has used the
common sense twice. First, to know what the
students know about castle, and second what there is
in the castle.
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