Schlagwort: Storytelling

  • Grandpa’s Tale of Adventure Comes to Xbox

    Grandpa’s Tale of Adventure Comes to Xbox

    Reading Time: 3 minutes

    The Minotaur King has returned…and it’s all your fault!

    Woah! You’ve only just started Blossom Tales 2: the Minotaur Princeon Xbox and you’re already causing chaos and getting your brother kidnapped?! Guess it’s time to become the hero (again), set things right and save your brother. Before you do, let’s explore what you might face during your heroic adventure.

    Blossom Tales campfir

    We think of Blossom Tales 2: The Minotaur Prince as a heartfelt tribute to both classic adventure games and 80s movies that we loved from our childhood. Movies such as “Labyrinth” and “The Princess Bride” are the best examples and we hope that comes through to our players. Although you play as the protagonist Lily, courageous albeit headstrong, her story is told by her Grandpa who narrates or tells this “story within a story” narrative.

    You know how these stories go, the kid keeps on interrupting and suggests how elements of the story should unfold instead. We took that idea and turned it into one of the features of the game. Would you prefer a pig to be your travelling companion instead of a horse? As you wish! What’s your stance on battling badgers over snails? Or maybe you’d like… actually, we better not give away all the secrets, you’ll have to discover the rest yourself.

    Blossom Tales face

    Your journey begins with the Minotaur Moon Festival in a quiet town called Blossomdale where you and your brother Chrys do what siblings do best…start bickering. As things escalate Lily unknowingly releases the Minotaur King who kidnaps her brother. Oh no! Better grab your gear and save him.

    Blossom Tales pirate ship

    So, dear player/story-teller, take a seat by the campfire and toast some marshmallows, but don’t get too comfortable, Grandpa’s tale will take you on a journey through haunted forests, pirate infested shores, and other mysterious lands across a vast open world.

    Blossom Tales 2: The Minotaur Prince is out now on Xbox One and Xbox Series X|S.

    Xbox Live

    Blossom Tales II: The Minotaur Prince

    Playtonic Friends

    1

    $14.99 $11.99

    Grandpa’s latest tale takes you on a journey through haunted forests, pirate shores, and other mysterious lands across a vast open-world! Charming towns, terrible enemies, tricky puzzles, and powerful weapons await you.
    Enjoy a „story within a story“ as Grandpa narrates exciting moments throughout Lily’s incredible adventure.
    Will you help Lily defeat the Minotaur King and save her brother?

    Website: LINK

  • Integrating primary computing and literacy through multimodal storytelling

    Integrating primary computing and literacy through multimodal storytelling

    Reading Time: 5 minutes

    Broadening participation and finding new entry points for young people to engage with computing is part of how we pursue our mission here at the Raspberry Pi Foundation. It was also the focus of our March online seminar, led by our own Dr Bobby Whyte. In this third seminar of our series on computing education for primary-aged children, Bobby presented his work on ‘designing multimodal composition activities for integrated K-5 programming and storytelling’. In this research he explored the integration of computing and literacy education, and the implications and limitations for classroom practice.

    Young learners at computers in a classroom.

    Motivated by challenges Bobby experienced first-hand as a primary school teacher, his two studies on the topic contribute to the body of research aiming to make computing less narrow and difficult. In this work, Bobby integrated programming and storytelling as a way of making the computing curriculum more applicable, relevant, and contextualised.

    Critically for computing educators and researchers in the area, Bobby explored how theories related to ‘programming as writing’ translate into practice, and what the implications of designing and delivering integrated lessons in classrooms are. While the two studies described here took place in the context of UK schooling, we can learn universal lessons from this work.

    What is multimodal composition?

    In the seminar Bobby made a distinction between applying computing to literacy (or vice versa) and true integration of programming and storytelling. To achieve true integration in the two studies he conducted, Bobby used the idea of ‘multimodal composition’ (MMC). A multimodal composition is defined as “a composition that employs a variety of modes, including sound, writing, image, and gesture/movement [… with] a communicative function”.

    Storytelling comes together with programming in a multimodal composition as learners create a program to tell a story where they:

    • Decide on content and representation (the characters, the setting, the backdrop)
    • Structure text they’ve written
    • Use technical aspects (i.e. motion blocks, tension) to achieve effects for narrative purposes
    A screenshot showing a Scratch project.
    Defining multimodal composition (MMC) for a visual programming context

    Multimodality for programming and storytelling in the classroom

    To investigate the use of MMC in the classroom, Bobby started by designing a curriculum unit of lessons. He mapped the unit’s MMC activities to specific storytelling and programming learning objectives. The MMC activities were designed using design-based research, an approach in which something is designed and tested iteratively in real-world contexts. In practice that means Bobby collaborated with teachers and students to analyse, evaluate, and adapt the unit’s activities.

    A list of learning objectives that could be covered by a multimodal composition activity.
    Mapping of the MMC activities to storytelling and programming learning objectives

    The first of two studies to explore the design and implementation of MMC activities was conducted with 10 K-5 students (age 9 to 11) and showed promising results. All students approached the composition task multimodally, using multiple representations for specific purposes. In other words, they conveyed different parts of their stories using either text, sound, or images.

    Bobby found that broadcast messages and loops were the least used blocks among the group. As a consequence, he modified the curriculum unit to include additional scaffolding and instructional support on how and why the students might embed these elements.

    A list of modifications to the MMC curriculum unit based on testing in a classroom.
    Bobby modified the classroom unit based on findings from his first study

    In the second study, the MMC activities were evaluated in a classroom of 28 K-5 students led by one teacher over two weeks. Findings indicated that students appreciated the longer multi-session project. The teacher reported being satisfied with the project work the learners completed and the skills they practised. The teacher also further integrated and adapted the unit into their classroom practice after the research project had been completed.

    How might you use these research findings?

    Factors that impacted the integration of storytelling and programming included the teacher’s confidence to teach programming as well as the teacher’s ability to differentiate between students and what kind of support they needed depending on their previous programming experience.

    In addition, there are considerations regarding the curriculum. The school where the second study took place considered the activities in the unit to be literacy-light, as the English literacy curriculum is ‘text-heavy’ and the addition of multimodal elements ‘wastes’ opportunities to produce stories that are more text-based.

    Woman teacher and female student at a laptop.

    Bobby’s research indicates that MMC provides useful opportunities for learners to simultaneously pursue storytelling and programming goals, and the curriculum unit designed in the research proved adaptable for the teacher to integrate into their classroom practice. However, Bobby cautioned that there’s a need to carefully consider both the benefits and trade-offs when designing cross-curricular integration projects in order to ensure a fair representation of both subjects.

    Can you see an opportunity for integrating programming and storytelling in your classroom? Let us know your thoughts or questions in the comments below.

    You can watch Bobby’s full presentation:

    [youtube https://www.youtube.com/watch?v=iexR8gW4IrU?feature=oembed&w=500&h=281]

    And you can read his research paper Designing for Integrated K-5 Computing and Literacy through Story-making Activities (open access version).

    You may also be interested in our pilot study on using storytelling to teach computing in primary school, which we conducted as part of our Gender Balance in Computing programme.

    Join our next seminar on primary computing education

    At our next seminar, we welcome Kate Farrell and Professor Judy Robertson (University of Edinburgh). This session will introduce you to how data literacy can be taught in primary and early-years education across different curricular areas. It will take place online on Tuesday 9 May at 17.00 UK time, don’t miss out and sign up now.

    Yo find out more about connecting research to practice for primary computing education, you can find other our upcoming monthly seminars on primary (K–5) teaching and learning and watch the recordings of previous seminars in this series.

    Website: LINK

  • Digital Making at Home: Storytelling with code

    Digital Making at Home: Storytelling with code

    Reading Time: 3 minutes

    Welcome back to Digital Making at Home from the Raspberry Pi Foundation! If you’re joining us for the first time this week, welcome: you’re now part of a global movement with other young digital makers from all over the world. You’re in great company, friend!

    You all CRUSHED making your own games last week, so we’re eager to see how you take on this week’s theme: storytelling!

    Digital Making at Home from the Raspberry Pi Foundation [Week 2]

    Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspbe…

    Tell us a story this week

    We all have a story to tell, and with the power of coding and digital making, you can share your own story in your very own way with other digital makers around the world! This week, your challenge is to tell us a story using code. Maybe you want to create your own story or retell one of your favourite tales in your own way — the possibilities are endless.

    And when you’ve created your story, share it with others! We’re excited to see it too, so show us what you’ve made by sending it to us to check out..

    If you need some inspiration, our Raspberry Pi team is here for you! They’re all back with more code-along videos to help you explore storytelling with code.

    Beginner level

    Join Mr. C and his sidekick Zack as they create their own story generator in Scratch.

    Digital Making at Home – Story generator (Beginner)

    Go to the project guide: http://rpf.io/dm-storygen What do you think about this content? Tell us your feedback: https://docs.google.com/forms/d/e/1FAIpQLScM4…

    Go to the free project guide (available in 19 languages).

    Mr C has also recorded some extra videos showing you how to do cool extra things with your Scratch story! Find them in this week’s playlist.

    Intermediate level

    Christina shows you how to tell a story on a web page you build with HTML/CSS and any pictures you like.

    Digital Making at Home – Tell a story (intermediate)

    Go to the project guide: http://rpf.io/dm-tellastory What do you think about this content? Tell us your feedback: https://docs.google.com/forms/d/e/1FAIpQLSc…

    Go to the free project guide (available in 25 languages).

    Advanced level

    Code along with Marc, who creates his own online version of a classic story using more advanced HTML/CSS code and content that’s in the public domain.

    Digital Making at Home – Magazine (advanced)

    Go to the project guide: http://rpf.io/dm-magazine What do you think abotut his content? Tell us your feedback: https://docs.google.com/forms/d/e/1FAIpQLScM4…

    Go to the free project guide (available in 21 languages).

    Bonus level

    If you want to try something else, here’s a video from a friend of ours! Meet Nick, one of our Raspberry Pi Certified Educators in the USA, as he explains how to create interactive fiction stories:

    Creating Interactive Fiction in the Classroom

    This is a webinar that walks teachers through the steps of creating a piece of Interactive Fiction. This is a great project to do with students who are takin…

    Share your story with us!

    We would love to see the story you’re choosing to tell this week! When you’re ready, enlist an adult to send us your story. Who knows, maybe we will feature it in an upcoming blog for our global community to see?

    As you’re coding something new this week, we’ll be playing through your game projects from last week! We were super thrilled to see so many digital makers submit their games from all over the world: Iraq, Canada, United Kingdom, and beyond. We wonder what story you’ll tell us this week…?

    Are you ready? Get set…LET’S CODE!

    Share your feedback

    We’d love to know what you think of Digital Making at Home, so that we can make it better for you! Please let us know your thoughts.

    PS: All of our resources are available for free forever. This is made possible thanks to the generous donations of individuals and organisations. Learn how you can help too!

    Website: LINK

  • Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Reading Time: 2 minutes

    If you watched our full-length documentary, , you got a glimpse into our journey reinventing the God of War franchise. It should be no surprise, we have plenty of intriguing, untold stories left to tell that dig deeper into the development of God of War. Thus, we’re proud to announce in partnership with the PlayStation Blogcast, a Santa Monica Studio limited podcast miniseries, Worlds Collide.

    In each episode of Worlds Collide, we’ll bring together developers from different departments across our team, who collaborated on a feature that helped evolve God of War. These conversations will shine the Light of Alfheim on our studio culture and game development processes as if you’re right on the ground floor with us.

    Episode 1: “Fitting A Side Quest in Anywhere”

    The development of the Witch Bones quest and others were designed so they could be played at any point in the game. Developers Luis Sanchez (Lead Level Designer), Anthony DiMento (Senior Systems Designer), and Adam Dolin (Narrative Designer) break down how this was made possible across level, system, and narrative design.


    Subscribe via iTunes, Spotify, Google or RSS, or download here


    Additionally, this year marks the 20th Anniversary of Santa Monica Studio. To honor this milestone, starting this Sunday, the PlayStation Store will have a beautiful showcase of our studio that not only will take you on a journey of games (on sale as well) that have helped define our legacy, but also (10) PlayStation 4 games our team hand-selected that have inspired us to no end.

    To learn more about our studio, hit up . Enjoy the show!

    Website: LINK

  • Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Reading Time: 2 minutes

    If you watched our full-length documentary, , you got a glimpse into our journey reinventing the God of War franchise. It should be no surprise, we have plenty of intriguing, untold stories left to tell that dig deeper into the development of God of War. Thus, we’re proud to announce in partnership with the PlayStation Blogcast, a Santa Monica Studio limited podcast miniseries, Worlds Collide.

    In each episode of Worlds Collide, we’ll bring together developers from different departments across our team, who collaborated on a feature that helped evolve God of War. These conversations will shine the Light of Alfheim on our studio culture and game development processes as if you’re right on the ground floor with us.

    Episode 1: “Fitting A Side Quest in Anywhere”

    The development of the Witch Bones quest and others were designed so they could be played at any point in the game. Developers Luis Sanchez (Lead Level Designer), Anthony DiMento (Senior Systems Designer), and Adam Dolin (Narrative Designer) break down how this was made possible across level, system, and narrative design.


    Subscribe via iTunes, Spotify, Google or RSS, or download here


    Additionally, this year marks the 20th Anniversary of Santa Monica Studio. To honor this milestone, starting this Sunday, the PlayStation Store will have a beautiful showcase of our studio that not only will take you on a journey of games (on sale as well) that have helped define our legacy, but also (10) PlayStation 4 games our team hand-selected that have inspired us to no end.

    To learn more about our studio, hit up . Enjoy the show!

    Website: LINK

  • Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Worlds Collide – A Santa Monica Studio Limited Podcast Miniseries

    Reading Time: 2 minutes

    If you watched our full-length documentary, , you got a glimpse into our journey reinventing the God of War franchise. It should be no surprise, we have plenty of intriguing, untold stories left to tell that dig deeper into the development of God of War. Thus, we’re proud to announce in partnership with the PlayStation Blogcast, a Santa Monica Studio limited podcast miniseries, Worlds Collide.

    In each episode of Worlds Collide, we’ll bring together developers from different departments across our team, who collaborated on a feature that helped evolve God of War. These conversations will shine the Light of Alfheim on our studio culture and game development processes as if you’re right on the ground floor with us.

    Episode 1: “Fitting A Side Quest in Anywhere”

    The development of the Witch Bones quest and others were designed so they could be played at any point in the game. Developers Luis Sanchez (Lead Level Designer), Anthony DiMento (Senior Systems Designer), and Adam Dolin (Narrative Designer) break down how this was made possible across level, system, and narrative design.


    Subscribe via iTunes, Spotify, Google or RSS, or download here


    Additionally, this year marks the 20th Anniversary of Santa Monica Studio. To honor this milestone, starting this Sunday, the PlayStation Store will have a beautiful showcase of our studio that not only will take you on a journey of games (on sale as well) that have helped define our legacy, but also (10) PlayStation 4 games our team hand-selected that have inspired us to no end.

    To learn more about our studio, hit up . Enjoy the show!

    Website: LINK