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    Learning by playingSupporting and guiding story-creation activities

    Isabel Machado1, Paul Brna2, Ana Paiva3

    1INESC and CBLU University of Leeds, Rua Alves Redol 9, 1000 Lisboa2CBLU -University of Leeds, E.C. Stoner Building, LS2 9JT Leeds

    3IST-Technical University of Lisbon and INESC, Rua Alves Redol 9, 1000 Lisboa

    Abstract. In this paper, we describe an architecture for supporting and guiding children story-creation

    activities. Stories and story telling activities are present in all children developmental stages, assuming

    distinct roles in each stage. Within the scope of this research, our target population is children aged 7-9 years

    old, within the portuguese education context within which we are working, for whom story-telling activities

    assume a more structured format. At this developmental stage, children are more prone to rule-based games, inwhich they tend to create their own rules or even compete inside them. Our approach is based on the

    assumption that by experiencing different situations children at this stage are able to develop: (1) their notions

    of narrative; and (2) their social skills and interpersonal relationships. To achieve such goals we are

    developing a general architecture, which may be applied in different story creation applications, that aims at

    supporting and guiding children in the collaborative story-creation process. Simultaneously, we want to

    trigger some moments during which they are able to reflect on the narrative, which may lead the children to

    analyse, criticise and revise their own story decisions.

    1 IntroductionIn the last years, a new trend in intelligent learning environments has been observed. Makinglearning a more flexible and intuitive activity is now the goal of several researchers, and story

    telling, make-believe and fantasy activities have been the inspiration (e.g. Puppet [1], Kidstory

    [2], Little Planet Literacy Series [3]).

    Cognitive development theorists and psychologists ([4], [5], [6]) suggested that through make-

    believe activities children start to make sense of the world that surrounds them, and to explore

    their environment. Through direct interaction and exploration, they start to assign categories and

    concepts to the objects and events of the world. Moreover, they become able to make some

    variations in the flow of their fantasy games. By doing this they acquire knowledge about the

    external and mysterious world that surrounds them [7].

    From Piagets theory, this evolution of the make-believe activities allows children to performdifferent roles, and gain control of the course of the action. Through this they acquire the skills to

    organise the sequence of play and most important to project these experiences onto the cognitive

    and social requirements of the real world.

    In middle-childhood years, when children go to school, they are confronted with a huge amount

    of new knowledge; they discover new forms of fantasy and make-believe that will help them to

    master all this novelty. Fantasy emerges in the form of board, computer and video games and

    even in creative drama and theatrical performances on the school premises. Even without realising

    it, children make use of story telling and pretending as a medium to communicate and even to

    integrate themselves in this new social world. At this developmental stage, children are more

    prone to rule-based games, in which they tend to create their own rules or even compete insidethem [7].

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    Considering these findings, we realised that we could try to devise an architecture that would

    address the benefits inherent in fantasy and make-believe activities. With this architecture, we aim

    at providing children with support and guidance in collaborative story creation and at the same

    time provide them with the means to:

    - improve their notions of narrative;- develop their social skills and interpersonal relationships.In this paper, we will first present a Portuguese school, O Nosso Sonho, in which story telling

    and dramatic games play an important role in their pedagogical and educational strategy. This

    school was also very important in the development of the architecture because its pedagogical

    approach and its activities were taken as the starting point for our work. Next, the support and

    guidance architecture will be defined, as well as some of the concepts and considerations that are

    crucial to its usage. As an example of its application, we will explain how such an architecture can

    be applied to a virtual story creation application, Teatrix [8]. Finally, some conclusions will be

    drawn.

    2 MotivationO Nosso Sonho is a Portuguese school, with a very particular pedagogical approach. Since it

    is not a curricular school, O Nosso Sonho aims at providing the children with the possibility to

    freely choose their daily activities and through this, promoting the acquisition of mature decisions

    by the children. Furthermore, in this school drama and story telling activities are a constant

    presence in the childrens daily activities. Children, from different age groups, experience and

    meet story telling and fantasy in a wide range of formats, such as: dramatisation of well-known

    fairy tales; dramatic performances; writing of stories; and construction of props or clothes to use

    in the performances (with paper, plasticine, etc.). With the goal of identifying: (1) which were the

    most important features in stories, and in the story-creation process (in written and play format);

    (2) and also, which age group would benefit more from our architecture, we conducted a set of

    empirical studies in this school. The empirical studies involved observations of children performing

    dramatic games and reading/analysing some of their written stories (for further details [9]).

    The data collected from these empirical studies suggested that:

    1. the fairy tales theme was present in both the dramatic performances and written stories;2. younger children (4-6 years old) experienced the dramatic games in a much more free

    and unstructured way, which leads to more frequent teacher interventions. However, the

    objective of the dramatic games, in this age group, is also more directed at the exploration

    and discovery of new objects, emotions, situations than intended for the acquisition of the

    concept of narrative sequence;3. older children (7-9 years old) had a much more responsible and accurate knowledge ofthe rules and when performing, for example, a fairy-tale play they coordinate themselves

    with the result that the teacher rarely intervened;

    4. in dramatic performances older groups identified their roles in the story easily, and stayedin character most of the play time.

    5. some of the written stories analysed showed a mixture between everyday themes andfairy tales, for example: a fairy tale character, a prince, working in a supermarket.

    These results were not very surprising because, as we have seen in the previous section, older

    children in this context face story telling and fantasy in a much more structured and rule-based

    format. In other contexts, such as that found in an English County Primary school shows a relatedbehaviour with 5-6 year old children working within a structured classroom environment (see

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    [10]). Therefore, this finding raises the possibility to develop an architecture that would support

    such story activities, in a game-like way, and at the same time try to tackle the social relations

    development issue. Another important issue was the constant presence of fairy tales, since

    nowadays so many new virtual heroes exist (e.g. Pokemon, Dragon Ball, etc).

    3 Support And Guidance Architecture (SAGA)The Support And Guidance Architecture (SAGA)is being developed with the aim of being

    integrated (like a plug-in facility) in story creation applications. Furthermore, since one of the

    goals of the architecture is to mediate and even promote interpersonal skills, this architecture

    should be applied in a collaborative story creation environment.

    3.1 Design

    From the results of the empirical studies conducted in O Nosso Sonho, we identified that fairy

    tales were a constant presence in childrens stories. Based on this finding, we decided to adopt as

    a starting point the work on narrative analysis conducted by Vladimir Propp [11]. Propp

    analysed one hundred Russian folktales and identified a common structure to all of them. This

    structure is composed by a set of 31functions, which can be understood as both the actions of

    the characters and the consequences of these actions for the story. The characters were

    distributed among seven types (or roles) being each of them characterised by a subset of the 31

    functions. These roles define and establish the functional behaviour of a character, by means of

    the specification of the actions and goals for it. The roles specified by Propp are: villain, hero,

    donor, helper, princess (and father), dispatcher and false hero. Therefore, at this point we can

    already identify some of the major concepts in the architecture:

    - story - is a sequence constituted by the 31 functions. Some of these functions can beomitted from a story. Nevertheless, a story must be started by a villainy or a lack, and

    proceeds through intermediaryfunctions to a reward, a gain or in general a liquidation

    of misfortune. To sum up, the actions of the characters in a story flow from a starting

    point where an initial complication is established, goes through the climax point, down to

    the conclusion of the story. In drama studies, these three points are part of Freytags

    triangle [12], which was proposed as the structure of a dramatic incident. In fact, the

    functions of the actions of the characters and their causality, is according to many writers,

    one of the most important aspects of a story.

    - function - which can be understood as both the actions of the characters and theconsequences of these actions for the story.

    -

    role a set of behaviours (specified by a set offunctions) that are known to both thecharacters and audience [13].

    Additionally, and also based on the results of the empirical studies, we defined the concept of an

    actor. This concept emerges from the theatrical performances, and was considered because it

    enhances the model with more variability. An actoris the physical representation or appearance

    of a character (example: a young girl, a wolf, a witch, etc.). And finally, a character is the

    conjunction of two different concepts: an actor and a role. The characteris the one that acts in

    the story, accordingly to its role and in the skin of the actor.

    3.2 Integration with the Story Creation Application

    To use the facilities provided by SAGA, the story creation application must understand the set ofconcepts presented in the previous section and to have two important properties:

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    - to be observable SAGAmust be able of inspecting the state of the application andalso of identifying the childrens actions in it.

    - and to allow changes SAGA must be able to introduce new elements in the storycreation application or even to take some actions in the story creation application.

    To this end, we defined a communication protocol between the story creation application and

    SAGA, which establishes the directives that will allow the flow of information between thesystems.

    3.3 Components of the Support and Guidance Architecture

    The development of SAGA is being conducted with the aim of dividing the several phases

    associated with the story creation process among the several components (see Figure 1).

    Figure 1 - Support and Guidance Architecture

    The development of SAGA was based on the assumption that the story creation process is

    constituted by two distinct phases: story definition/preparation and story construction (de

    facto). In the first phase the children would define the basic elements for their story: the cast and

    setting, and in the second they collaborate between themselves to build their story. The

    collaboration can be achieved explicitly through personal interactions or mediated by the system

    through the actions children can perform in order to create the story (i.e., a child directing a

    character that plays the role of the helpercan collaborate with other child that directs the hero in

    order to defeat the character villain. Therefore, the second phase is highly dependent on the

    story application that is using the services ofSAGA (for example, we could have applications that

    provide the children with the means to create their story in the format of a play, a cartoon, etc.).However, for SAGA, this kind of decision is completely transparent, providing that the

    application follows the properties referred to previously. The components of SAGA are: the

    Facilitator, the ScriptWriter, the Director Agent, the Narrative Guidance Engine and the

    Reflection Engine.

    The Facilitator is the component of SAGA, which establishes the bridge between the

    architecture and the story creation application.

    The ScriptWriterhas as its main goal to build an initial story situation in accordance with the

    story elements previously chosen by the children. The definition of the storys initial situation was

    based on the work of Propp, and can be specified as the situation in which the characters are

    introduced, the relations between such characters are established, and the story is situated interms of temporal and spatial localisation [11]. Propp defined two types of initial story situation:

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    (1) a situation including the seeker hero, already knowing the difficult task that he must conquer;

    (2) a situation including the villains victim (victim hero) already injured by the villain.

    Therefore, the ScriptWriterconstructs the initial story situation based on this set of premises

    and also on the story elements already chosen by the children. To this end, a set of templates is

    established. A story template is defined by a set of minimum requisites that must be satisfied to

    have an initial story situation. The set of minimum requisites is defined by specifying the minimumset of roles required for each type of story template. The types of story-templates already

    considered were derived from Propps theory and they are the following:

    - story template with a seeker hero - the story template has as pre-conditions the: (1)existence of a character performing the hero role and (2) another character - possibly the

    character performing the role of beloved person or parent - who assigned a difficult task to

    the hero (which he has to accomplish during the story progression). Hence, the motive of

    the story will be accomplishing the difficult task with success.

    - story template with a victim hero - the story template has as pre-conditions the: (1)existence of a character performing the hero role and (2) another character performing the

    villain role - otherwise there would not be anyone to do the villainy. Hence, the motive ofthe story will be primarily to defeat the villain.

    Although, the motive can be established at a large-grain size, by the type of story template, there

    is also the need to establish a set of challenges to be discovered throughout the story progression.

    These challenges aim at enhancing the story with an extra degree of suspense, which would be

    translated into a more interesting experience for the children (in a game like way).

    The main goal of theNarrative Guidance Engine is to generate the space of all plot points for

    a particular story. A plot point is an important story situation, which should be played by the

    children in order to achieve the goal of the story (similar to the approach taken in the OZ project

    [14]). These plot points will be defined from the initial story situation and from the functional roles

    performed by the characters - closely related with the narrative structure defined by Propp. The

    space of all plot points is the result of all paths between plot points that make possible the

    achievement of the end of the story, implicitly reaching also the goal of the story. To evaluate, at

    each point in time, which is the best path to follow an evaluation function was defined. This

    evaluation function has to assess which are the candidates for being the next plot point. Such

    evaluation has to make sure that the selected plot point will make the story creation process a

    fulfilling experience for the children (in terms of improving their concept of narrative and also

    providing a rich collaborative experience), and simultaneously that will take into account the

    actions previously chosen by the children.

    TheDirector Agent is the component that has the responsibility of deciding how and when

    should be provided any kind of support to the story creation activity. Although, we do not want

    to impose the presence of a director agent in childrens story creation activities, we would like to

    provide them at least with some character (implicit or explicit) that can act coherently with its task

    and also provide the children with the means to engage in an entertainment experience, which can

    meet childrens cognitive needs to interpret, understand and interact with the world in term of

    stories [15].

    To do this, we are developing the concept of a narrative agent. This narrative agent uses its

    sensors to get information from the story world and based on that information decides whether it

    should provide any support or guidance to the children, implicitly or explicitly through its

    actuators. This decision process is performed with the help of the agents narrative memory. Its

    narrative memory is organised in the form of episodes and contains information about the story

    progression from each story character's point of view. For example, if there are three characters

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    in the story, the narrative agent will maintain three different stories (each one from a different point

    of view). Each episode is constituted by three important events: crisis, climax and resolution [16].

    In detail, every episode contains: the description of relevant elements (such as: the setting and

    characters), a conflict, a transition, a crisis, a climax and a resolution. The episodes are organised

    in a temporal sequence and with cause-effect links. In the end of the story creation activity the

    narrative agent can use the various character-centred stories, stored in its memory, to generate aunique story that reflects the overall experience of the story creation activity.

    To better understand how the Director Agentinteracts with the other components of SAGA.

    TheDirector Agent:

    1. receives the set of all possible plots points from the narrative guidance engine;2. creates a model of the story world - based on the information obtained from narrative

    guidance engine. In this model it represents the several scenes, props and characters. In

    particular, for the characters only the minds (assuming that they are represented as agents)

    are represented, and their behaviour and goals are defined in accordance with their roles in

    the story.

    At story-creation time theDirector Agenthas also a very important role:1. when it receives information from the Facilitator, it updates its model of the story world

    and searches for new episodes. To do this, the Director Agent inspects the characters

    goals in order to find conflicts among characters. When it detects a conflict of goals

    between two characters, it adds to its memory a new episode in each of their stories.

    2. when an episode is completed the Director Agent compares it with the set of nextcandidate plot points, and in case of a match informs the Narrative Guidance Engine and

    asks for an update of the set of next plot points.

    3. also, each time it receives an information directive from the Facilitator and updates itsstory world model.

    The Director Agent also has the important role of asking a child to reflect upon the actions

    performed by her character. This can happen, for example, when it detects a conflict between the

    actions performed by the child and her characters role. To trigger such reflection moments the

    Director Agentcommunicates with another component ofSAGA: the reflection engine.

    TheReflection Engine is the component that on demand (by the Director Agent) generates a

    reflection moment. The theory behind the design of such component was based on the research of

    Dorothy Heathcote on acting in classroom drama [17]. The idea is that a child is asked to freeze

    her characters actions and explain the meaning of her characters current behaviour. The

    reflection moment is composed by a question, which tries to make the children think and justify

    why her character performed a certain action. Additionally, all the other children collaborating in

    the story creation process should be informed about such reflection, since it can influence the flow

    and development of the story.

    4 Integration with theTeatrixApplicationTeatrix is an application developed under the NIMIS (Networked Interactive Media In

    Schools) project, which was an EU-funded project under the Experimental School Environments

    (ESE) program. It is a collaborative virtual environment for story creation, which provides the

    children with the means for collaboratively creating their story on a virtual stage. The children are

    able to create the stories using a set of pre-defined scenes and characters. These characters may

    act on behalf of the children or autonomously (for further details see [18], [8], [19]). Teatrix wasdeveloped as a three-phase application: (1) the backstage option definition of the story

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    elements; (2) the on stage option collaborative acting of the story by the children with each

    child controlling a character during the story; (3) and the audience option children have the

    chance to watch their stories and even write about them.

    The application ofSAGAin Teatrix is distributed among the first and second phases described

    above. In the backstage option, the ScriptWriterhas the opportunity to take the choices of the

    children and to set up an initial story situation. This initial story situation is then used to startthe acting part (on stage option). To better explain how SAGA is applied, lets look at a partial

    example of story creation activity played by two children.

    When the acting of the story starts theNarrative Guidance Engine generates thespace of all

    plot points associated with this story. In this story, in particular, there are two characters, Baddy

    a wolf(actor)performing the role of the villain - andMaria agirlperforming the role of the

    hero. At this point of the story, both of characters meet in the forest (see Figure 2). The Director

    Agentbased on: (1) the information received from the Facilitatorabout the interventions made

    by the children; (2) and on the structure defined by the Narrative Guidance Engine, willkeep

    track of the flow of the story. For example, in the situation shown in Figure 2, for the story to

    progress - and considering the roles assigned to the characters - the characterBaddy should tryto harm or deceiveMaria.

    Figure 2 - Story creation phase

    If this doesnt happen theDirector Agentmay intervene and trigger a reflection moment for the

    child controllingBaddy - aided by theReflection Engine. The reflection moments in Teatrix are

    presented to the children in the format of a reflection tool, which stops the storys progression

    and gives the possibility to the owner of the character that triggered the reflection moment to

    justify its actions (see Figure 3) [20].

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    Figure 3 - Reflection tool Hot Seating

    With the feedback received from the reflection moment, the Director Agentwill decide what do

    next. For instance, if the child decides to ignore her characters role and do nothing to the other

    character, theDirector Agentmay decide to introduce a new object or even a new character

    that will force a conflict to occur. This cycle would be repeated until the story comes to its end.

    5

    Future StepsThe research presented in this paper is ongoing and future work includes not only further

    development of the components ofSAGA, but also an evaluation within the school context (with

    the Teatrix application) for which the main goal will be to evaluate the level of adequacy of the

    support and guidance mechanism implemented by SAGA. The evaluation of SAGA will mostly

    try to compare the differences between the narrative productions achieved with and without the

    use ofSAGA. The main issues that we are interested to analyse are: the impact of SAGA on the

    structure of the stories created and on also the influence of the Reflection Engine on the stories

    (for example: if children carry to the story what has been discussed in the reflection moments).

    A further test of the validity of SAGA would be to try to integrate it with a commercial

    computer game, and examine the benefits of the introduction of narrative structure and whetherthis introduction would make the children's experiences more entertaining and even more

    educationally valuable.

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