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StoryGrid: a tangible interface for student expression
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Source Conference on Human Factors in Computing Systems archive
CHI '05 extended abstracts on Human factors in computing systems table of contents
Portland, OR, USA
SESSION: Late breaking results: short papers table of contents
Pages: 1669 - 1672  
Year of Publication: 2005
ISBN:1-59593-002-7
Authors
Tom Moher  University of Illinois at Chicago, Chicago, IL
Ben Watson  Northwestern University, Evanston, IL
Janet Kim  University of Illinois at Chicago, Chicago, IL
Claudia Hindo  Northwestern University, Evanston, IL
Louis Gomez  Northwestern University, Evanston, IL
Stephen Fransen  Roberto Clemente High School, Chicago, IL
Tim McEneany  University of Illinois at Chicago, Chicago, IL
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 7,   Downloads (12 Months): 30,   Citation Count: 1
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ABSTRACT

StoryGrid is a classroom-based design and presentation system for interactive multimedia posters. Employing the technology base first used in Eden's PitABoard, StoryGrid allows groups of learners to manipulate projected multimedia objects on a horizontal board using a small collection of shared physical tokens. In this paper, we present the ongoing design history of StoryGrid in the context of its introduction within an urban high school literature class. Interface modifications based on student and teacher feedback led on changes in token semantics and media importing methods. We describe how StoryGrid features enriched students' interpretations of literature, with particular emphasis in two areas: (1) attention to audience, and (2) reflection of multiple perspectives.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Eden, H. Getting in on the (Inter)Action: Exploring Affordances for Collaborative Learning in a Context of Informed Participation. Proc. CSCL 2002, Lawrence Erlbaum Associates (2002), 399--407.
 
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Frazer. J.H. Use of Simplified Three-Dimensional Computer Input Devices to Encourage Public Participation in Design. Proc. Computer Aided Design 1982, Butterworth Scientific (1982), 143--151.
 
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Hindo, C., Rose, K., and Gomez, L. Searching for Steven Spielberg: Introducing iMovie to the High School English Classroom: A Closer Look at What Open-Ended Technology Project Designs Can Do to Promote Engaged Learning. Proc. ICLS 2004, Erlbaum (2004), 609.
5
 
6
National Endowment for the Arts (NEA). Reading At Risk: A Survey of Literary Reading in America Research Division Report #46 (2004).
 
7
Rogers, Y. and Lindley, S. Collaborating around vertical and horizontal displays: which way is best? Interacting With Computers 16 (2004), 1133--1152.
 
8
Ullmer, B. and Ishii, H. Emerging Frameworks for Tangible User Interfaces. In Human Computer Interaction in the New Millennium, J.M. Carroll (Ed.), Addison-Wesley (2001), 579--601.
 
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Wiggins, G. and McTighe, J. Understanding by design. ASCD (1998).


Collaborative Colleagues:
Tom Moher: colleagues
Ben Watson: colleagues
Janet Kim: colleagues
Claudia Hindo: colleagues
Louis Gomez: colleagues
Stephen Fransen: colleagues
Tim McEneany: colleagues