Children S Literature and Computer Based Teaching
Children S Literature and Computer Based Teaching
alyson simpson •
Jennifer Asha is a primary school teacher experienced in teaching
students with a wide range of abilities, and a research assistant and
tutor in education at the University of Sydney and the Australian
jennifer asha •
Catholic University.
email: [email protected]
world wide web: www.openup.co.uk
All rights reserved. Except for the quotation of short passages for the purpose of
criticism and review, no part of this publication may be reproduced, stored in a
retrieval system, or transmitted, in any form or by any means, electronic,
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permission of the publisher or a licence from the Copyright Licensing Agency
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W1T 4LP.
Introduction 1
3 Booktalk ‘on-line’
Learning about literature through ‘book raps’ 44
References 127
Index 137
About the authors
We would very much like to express our deep gratitude and thanks to the
on-line palace community of Middle Earth. In particular, the owner of the
palace, Laurie Sorenson, has been extremely generous in inviting teachers to
bring their classes of children onto the palace, and in preparing a special
section of the palace for this purpose. She has spent long hours in consultation
with the authors of this book in planning the research project outlined in
Chapter 6. We are also deeply indebted to the computer programmer of the
palace, Russel Dell, who listened to the creative ideas for the role-playing and
then wrote sections of complex programming to turn these ideas into reality. A
special thank you is also extended to Lin Ahearn, who has spent time teaching
us Elvish and preparing avatars for the research project. These three members
of the Middle Earth community were also responsible for preparing custom
software for our purpose at no charge (available for free download from the
ELLIE website (http://sirius.linknet.com.au/ellie/) or from the accompanying
CD-ROM), for which we thank them immensely. For teachers visiting Middle
Earth to join us in the research project, please look out for Nimue, Thanatos and
Elrond (their respective screen names) and join us in expressing appreciation
to them for their work.
We would also like to thank the teachers whose exciting classroom work is
showcased in Chapter 5. We are delighted to present their work as exemplary
cases of teachers who are enhancing their classroom work in children’s litera-
ture by the meaningful integration of ICT. These teachers include Mark Pearce,
from Sydney, Australia, and Coco Veillette from Quebec, Canada. We are most
grateful for their contributions to our work in this area. In Chapter 5 we have
also mentioned the contributions of undergraduate students who designed
lesson plans for the class working on an e-book. We wish to thank the Uni-
versity of Sydney BEd primary students who volunteered for the ELLIE project
and made a contribution to the classroom lessons described in Chapter 5. In
particular, we thank Lillian Wassef and Suzanne Teulan.
In Chapter 4 we discuss the work of Swiss educator Edgar Goetschi, who
was kind enough to take us on a tour of his educational palace, Meetpoint, and
to take time to explain how he used his palace in the classroom to teach
foreign languages. We thank him for his time.
The authors would also like to acknowledge the graphic artists who
designed original artwork for the room backgrounds of the Kids, Enfants,
x ACKNOWLEDGEMENTS
Kinder palace. These are featured in Chapters 4 and 5. These talented artists
include: Maarten Toner, Dan Backus and David Washington.
Our appreciation is also extended to the following people for giving us
permission to reprint their images: Roger Garland (for his Tolkien-inspired
artwork illustrated in Chapter 6), and Scott Martins, of Worlds Apart Produc-
tions, for allowing us to print a screenshot of the role-playing MUD featured in
Chapter 4. We would also like to thank Lothian Books for permission to repro-
duce the cover and two pages from Dreamwalker by Isobelle Carmody and
Steve Woolman.
Introduction
conversation about reading a book that takes place on-line among school
children over a number of weeks. In this chapter we propose participation in
book raps as a useful addition to within-class discussion of books. We explain
how teachers can organize for their classes to participate in book raps and
indicate a range of websites that conduct raps. Illustrative evidence for the
benefits of book raps to student learning is included as is a sample unit of work
showing how participation in a book rap can be incorporated into the regular
classroom teaching programme. Teachers and their students can participate in
book raps at different levels of involvement from passive observation to the
generation of new raps. Book raps are also one area where the application of
ICT to classroom learning can be achieved without requiring teachers to have
high levels of technological expertise.
Chapter 4 explains two different types of on-line communities or ‘virtual
worlds’: a MUD (multi-user domain or multi-user dungeon) and a palace. A
very large number of these virtual worlds exist in cyberspace. People of all ages
join these worlds for the enjoyment of interaction with the communities.
Many virtual worlds involve intensive role-playing as a means of constructing
a collaborative narrative. Participants communicate through a wide range of
literate practices from spoken text, to computer commands, to visual images,
to the use of sound effects or sound bytes. We describe how these virtual
worlds operate and provide examples and discussions of the types of collabora-
tive literary narratives in which children can participate on-line. One of these
is a MUD called ‘Moose Crossing’, which was designed by children for children,
and another is a palace called ‘Kids, Enfants, Kinder’. In each case we detail the
multiliteracies (Unsworth, 2001) children are learning through their participa-
tion and we also show how these virtual worlds can enhance classroom work
with children’s literature and literacy.
In Chapter 5 we illustrate the work of three teachers: Jenny, Mark and
Coco, who have gradually been integrating the use of computers into their
classroom practices. The snapshot of Jenny’s classroom illustrates a teacher
beginning to include websites to enrich literature-based units of work that
have a focus on visual literacy and narrative structures, putting into practice
some of the ideas outlined in Chapters 1 and 2. Her unit of work described in
this chapter is designed for younger children aged 7 to 9. The snapshot of
Mark’s classroom reflects his efforts to engage his class, in which many of the
children have English as a second language, in interactions with children from
Finland. He worked with the authors on a project called ELLIE (Electronic
Literature and Literacies in International Education) to explore the use of elec-
tronic forums (similar to the book raps described in Chapter 3) to excite and
stimulate children’s discussions about novels and e-books. Coco’s snapshot
represents a teacher with an interest in developing her children’s collaborative
narrative writing using the on-line virtual environment of the palace, as
discussed in Chapter 4.
4 INTRODUCTION
Introduction
Many children today are well oriented to engaging with the ‘radical change’
in narrative form and presentation of contemporary children’s literature
(Dresang, 1999) because their out-of-school experience with fictional narrative
characters often embraces their various incarnations in picture books, car-
toons, videos, DVDs and CDs, as well as in traditional and electronic games.
While children’s out-of-school experience of fictional narrative may ‘tune’
them to much of the innovative narrative form and technique of contempor-
ary picture books and novels (as well as accompanying multimedia ‘back-
stories’ and para texts), this is frequently not the case for their teachers (and
their parents). Nevertheless, children’s literature continues to be seen as a
crucial resource in nurturing the child’s progress from basic literacy to a level
of critical and cultural literacy necessary for effective adult life (Hollindale,
1995). As Margaret Meek has long pointed out, it is the kinds of texts that
children have access to and the kinds of interactions they experience around
those texts that influence the kinds of readers they become (Meek, 1988). To
sustain the facilitative role of children’s literature in classroom literacy devel-
opment we need to understand the evolving nature of children’s books as
objects in their own right and also how they are positioned by publishers,
educators and readers as phenomena in the new multimedia world in which so
many children move so easily.
In this chapter we will focus on children’s books as objects in their own
right. First, we will indicate some of the key aspects of ‘radical change’ that
characterize current and emerging literary texts for children. Second, we will
outline recent work on a ‘grammar of visual design’ (Kress and van Leeuwen,
1996), which provides an accessible and systematic description of the mean-
ing-making resources of images and helps us to understand the changing
narrative role of images in children’s literature. Third, we will show how func-
tional descriptions of verbal grammar (Halliday, 1994; Matthiessen, 1995) can
6 CHANGING DIMENSIONS OF CHILDREN’S LITERATURE
Children growing up in the early years of the twenty-first century have been
born into a culture that differs immeasurably from past cultures. These chil-
dren are the ‘net-generation’ who take the personal computer and the internet
for granted. Communication in this digital culture is marked by the interactiv-
ity, immediacy, and complexity of both images and text. This is a culture that
has facilitated and promoted the ‘radical change’ in books for children in a
way that has never been done before (Dresang, 1999). The construct of radical
change was developed by Dresang (1999) to identify and explain books with
characteristics reflecting the interactivity, connectivity and access that charac-
terize our emerging digital society. Some books with these characteristics pre-
date contemporary digital culture as noted by Dresang and by Mackey (1994),
but for the net-generation, semiotic devices such as cuts, flashbacks, split-
screen images, hyperlinks and non-linear progression, multiple conclusions,
etc., are very much the norm. Increasingly, these devices are deployed in ways
that integrate the use of language and image. In a textual habitat saturated
with images, moving and still, alone and in all manner of hybrid combin-
ations with texts and sounds, today’s children are likely to possess a richer and
more acute understanding of visual imagery and its modes of deployment
than any other generation (Lewis, 2001). Children’s literature is a key source of
sustained reading by net-generation students, but to optimize its potential for
learning, teachers need to appreciate the nature of the radical change in these
books, which engage young readers.
Three categories of radical change are identified by Dresang: (1) changing
forms and formats; (2) changing perspectives; and (3) changing boundaries. In
the latter category, Dresang discusses the complex ways in which characters
are presented and the greater frequency of ‘unsolved endings’ as well as the
representation of new communities and treatment of previously ‘forbidden’
topics. The focus here will be more on the first two of Dresang’s categories,
dealing with aspects of narrative technique.
CHANGING DIMENSIONS OF CHILDREN’S LITERATURE 7
Changing perspectives
Albert pulled up his socks and wiped his sweaty hands on the seat of
his pants. He did up the top button of his shirt and adjusted his school
tie. Then he trudged slowly up the stairs.
He was going to get the strap.
He knew it, he just knew it. He couldn’t think of one thing he had
done wrong but he knew Mr Brown was going to give him the strap
anyway. He would find some excuse to whack Albert – he always did.
Inside the room Brown heard the knock. He said nothing. Let the
little beggar suffer. Let the little smart alec think he was in luck. Let
him think no one was in.
Brown heard Albert’s soft footsteps going away from the door.
‘Come in, Jenkins,’ he boomed.
1988: 37). However, if children are to learn how to analyze the ways images
make meanings, they need to gain knowledge of the visual meaning-making
systems deployed in images. There is significant support for the view that
systematic knowledge of this kind is essential and that it should be explicitly
taught (Doonan, 1993: 8; Nodelman, 1988: 37). But what kind of description
of visual meaning-making resources is most appropriate for analyzing multi-
modal literary texts for children? The grammar of visual design described by
Gunther Kress and Thao van Leeuwen has been shown to be a productive
analytic resource in recent work with children’s literature (Astorga, 1999;
Lewis, 2001; Stephens, 2000; Styles and Arizpe, 2001; Unsworth, 2001, 2003b;
Williams, 1998, 2000), which can be used in explicit teaching with young
children (Callow and Zammit, 2002).
Kress and van Leeuwen’s work (1996, 2001) recognizes that images, like
language, realize not only representations of material reality but also the inter-
personal interaction of social reality (such as relations between viewers and
what is viewed). The work also recognizes that images cohere into textual com-
positions in different ways and thus realize semiotic reality. More technically,
Kress and van Leeuwen’s functional semiotic account of images adopts from
systemic functional linguistics the metafunctional organization of meaning-
making resources:
Representational meanings
note is the triptych showing the toy gorilla and the doll where the gorilla
grows in size over the three images. The final image in the triptych shows the
startled doll with hair standing on end looking at the enormous gorilla.
There are also no examples of thought clouds in Zoo. In Pat Hutchins’
Don’t Forget the Bacon (Hutchins, 1978), we find both speech bubbles and
thought clouds, with the latter being central to the way the book plays with
the strategy of mental rehearsing of the shopping list in order to remember all
the items. Conceptual images depict classifications or part–whole relations or
symbolic relations. In Zoo, the first image showing separate images of the four
members of the family arranged in tabular format under the heading ‘My
Family’ is an example of such a conceptual classificatory image. Further
examples of this kind of conceptual classificatory image occur in Piggybook
(Browne, 1986), where we have the double-page spread of four images depict-
ing the various kinds of work done by Mum during the day and a subsequent
page of four images showing the work she did at night. While such conceptual
images are not common in picture books, conceptual symbolic images occur
very frequently. In Zoo, there is the obvious symbolic image of Dad with the
clouds in the shape of horns positioned on each side of his head, as well as
many more complex symbolic attributes in images such as the symbolic cruci-
fixion in the close-up image of the gorilla (Styles and Arizpe, 2001).
While the actional, reactional, mental and verbal processes in which
participants are involved are the central aspects of the visual narrative struc-
tures described by Kress and van Leeuwen, they occur in circumstances such as
the setting in which the processes take place, the means by which the processes
are effected and the accompaniment of other participants while such processes
take place. Far from being an inert background, the settings of images can
provoke active engagement of the reader in the nature of the development of
the narrative. This can be easily seen in the provocative aspects of the settings
of the images in Zoo. For example, the pattern of grass in the setting for the
image of the tiger, implying the mirror shape of a tiger and further implying
the tiger’s constant pacing backwards and forwards. Circumstances of means,
dealing with the instruments by which processes are effected can be equally
intriguingly provocative. For instance, the second image in Where the Wild
Things Are (Sendak, 1962) shows Max chasing the dog. But why is Max chasing
the dog with a fork? Circumstances of accompaniment in the images of picture
books are often commented upon in the context of some readers failing to
notice that minor participants accompanying the main participants are
involved in their own subsidiary narrative in the sequence of images. In Don’t
Forget the Bacon (Hutchins, 1978), there is the dog being tantalized/tormented
by the butterfly throughout the story and it has been reported (V. Watson,
1996: 151) that adult readers frequently do not notice the adventurous baby in
Chicken Licken (Ormerod, 1985).
CHANGING DIMENSIONS OF CHILDREN’S LITERATURE 13
Interactive meanings
accorded more power the lower this vertical angle is. This is used to great
effect in Zoo with the cloud-horned image of Dad represented as towering over
the positioning of the viewer, indicative of the power Dad exercises in the
family. A noteworthy high-angle image is that of the orang-utan (‘Miserable
thing’) emphasizing its ‘downtrodden’ demeanour and lack of power. It is also
interesting that the first demand image of Mum looking through the green
grille wire is at eye level with the viewer, indicating equality of power.
When the viewer is ‘front on’ or the horizontal angle of the image is
parallel, the effect is to maximize the viewer’s involvement or identification
with the world of the represented participants. In Zoo, once the family is
inside, the majority of the images depicting them have parallel horizontal
angles maximizing our involvement with them. This is not the case for the
depiction of the animals. Our view of them is side on or from an oblique angle.
Even with the close-up of the gorilla, the frontal angle is not parallel. We are
probably closest to being ‘front on’ with the baboons, and Mum’s comment is
interesting here:
One further aspect of interactive meaning described by Kress and van Leeuwen
is modality. This refers to the extent to which an image depicts the realism of
the aspects of the world it represents and is determined by the benchmark of
the high quality colour photograph. People judge an image to be ‘naturalistic’
if it approximates this level of representation. Colour is a major influence on
naturalistic modality. Naturalistic images have high colour saturation rather
than black and white. Their colours are diversified rather than monochrome,
and they are modulated, using many shades of the various colours. Modality
also varies along a scale from maximum delineation of detail features of parti-
cipants to the schematization of detail. In highly schematic images a head may
be represented by a circle, the eyes by two dots, and the mouth by a curved
line. In Zoo, the family is depicted with somewhat lower modality than the
animals and within the animals the highest modality occurs in the close-up of
the gorilla. Lower modality tends to imply more generic representation and
perhaps in Zoo this helps to generalize the attitudes portrayed by the family.
The high modality of the gorilla combines with the extreme close-up to effect
the intimacy of the interaction with the viewer.
Compositional meanings
In picture books the double-page spread is the usual syntagm with left/right
division the most common means of organizing the information value of the
images. This reflects the feature of written English where what is given infor-
mation occurs in the first part of the clause and what is new comes at the end
CHANGING DIMENSIONS OF CHILDREN’S LITERATURE 15
If we are to help children understand some of the ways in which literary texts
achieve their effects, we need to have access to the kind of grammatical
description that will enable us to talk directly about language form and its use
16 CHANGING DIMENSIONS OF CHILDREN’S LITERATURE
adverbial element could be placed in Theme position (‘In Australia the weather
is mild’). This is not as common, and is likely to occur more frequently in more
formal written language than in informal spoken language. When some idea-
tional element other than the Subject is placed in first position in a clause, we
call it a marked Theme, in that it draws more attention due to is relatively less
frequent use.
Although the three major grammatical systems realize the three main
types of meaning simultaneously, in order to show how they can be used as
a resource for understanding the patterned construction of literary texts,
the construction of ideational, interpersonal and textual meanings will be
discussed separately in the following three sub-sections.
In Zoo, the Themes are mainly the family members or the animals and they are
also the subject of the sentence so they are the most usual or ‘unmarked’
Theme choice:
The fact that marked Themes i.e. where, apart from conjunctive devices or
modal adverbs like ‘probably’, etc., some other element like a complement or
circumstantial adjunct (adverb or adverbial phrase) precedes the subject and is
thus in the topical Theme position in the clause, occur much less frequently
than unmarked Themes (where the subject precedes all other elements except
conjunctives and modal adverbs) makes a marked Theme a signal that the
reader’s attention is being drawn to what is being dealt with at this point in the
text. In some picture books marked Themes signal the episodic development
of the story.
Marked Topical Themes occur in only five clauses in Zoo (Browne, 1994)
and they are all located at the boundaries of episodes in the story as indicated
in Table 1.1. In addition, in Zoo there is only one instance of a dependent
clause preceding the main clause in a sentence:
When we finally got there Dad had to have a row with the man in the
ticket booth.
In a study by Williams (1998) primary school children who had very little prior
systematic knowledge of grammar were able to use functional descriptions of
Process types, Participant and Circumstances, to see how different examples
encode a variety of meanings relevant to the representation of character in
Anthony Browne’s Piggybook (Browne, 1986). The teacher drew attention to
‘said’ as the most common verb used in quoting or reporting speech and then
experimented with the children in choosing alternative verbal processes like
CHANGING DIMENSIONS OF CHILDREN’S LITERATURE 19
Dad 14 3 4 7
Mum 7 2 0 5
Harry 4 1 1 2
I (narrator) 5 2 3 0
boys ask yes/no questions seeking permission (usually about eating) and why
questions about their father’s negative response to their earlier request. In
contrast, the dialogue initiated by Dad is in the form of wh-questions which
are riddle-type jokes and one rude rhetorical question about the boys (‘Which
one is the monkey?’). Although the boys are supposed to answer the riddles,
the punchlines are actually supplied by Dad, which only he finds funny. So
Dad does not engage in meaningful dialogue with the boys. Instead he
either imposes his speech on them or answers their questions in the negative
without giving reasons (‘Because I say so.’). On the other hand, when Mum
refuses the boys’ request to have lunch, she does not do so with a direct ‘no’
but uses a declarative clause to express her negative answer. She says by way
of explanation, ‘But, we’ve only just got here.’ The only time Dad addresses
Mum directly is to refute her sympathetic utterance ‘Poor thing’, concerning
the tiger.
Examining the interpersonal grammar of the dialogue, then, can contrib-
ute to an understanding of how character is constructed. But the mood and
modality choices within the narration are also important in this respect. The
use of modal verbs indicating a high level of obligation to describe Dad’s
behaviour points to the fact that Dad behaves this way habitually (‘Dad had
to have a row’; ‘Dad had to do his King Kong impersonation’). The inclusion of
mood adjuncts like ‘sometimes’ and ‘of course’ reinforces this notion of habit-
ual behaviour (‘Sometimes he can be really embarrassing’; ‘Of course Dad had
to do his King Kong impersonation’). And the comment adjunct ‘luckily’ indi-
cates the feeling of relief in the narrator (‘but luckily we were the only
ones there’). The modal verbs and mood adjuncts also construct the narrator’s
judgments on events. For example, the unwelcome obligation to look at the
polar bears and the boredom experienced in doing so is expressed not only by
the negative attribute ‘stupid’ and repetition of the circumstance of location,
‘up and down’, but also in the high modal verb ‘had to’ and the modal adjunct
‘just’ (‘Then we had to go and see the polar bear. It looked really stupid, just
walking up and down, up and down.’)
CHANGING DIMENSIONS OF CHILDREN’S LITERATURE 21
Conclusion
The use of these kinds of functional grammatical analyses and related image
analyses has been shown to be viable, engaging and productive in classroom
work with children (Callow and Zammit, 2002; Williams, 1998, 2000) and
these have been incorporated in state education syllabus documents (Educa-
tion Queensland, 1995; New South Wales Board of Studies, 1998). They have
also been useful in explicating image/text relations in picture books, such as
The Rabbits by John Marsden and Shaun Tan (Marsden and Tan, 1998),
exemplifying aspects of Dresang’s radical change (Unsworth and Wheeler,
2002). In Chapter 2 we will apply these analyses to explore the nature of the
recontextualization of literary texts from book to various kinds of electronic
presentation formats.
2 Exploring children’s literature
on CD-ROM and the www
Introduction
Some books are re-published as audio CDs only, which may also include music
background and various sound effects. On some CDs these audio features
occur with the text and images. In some cases the images are static, simply
transposed from page to screen. This is the case with The Paper Bag Princess
(Munsch, 1994) for example. In other cases the original images from the book
appear as animations on the CD as in The Polar Express (Van Allsburg, 1997). In
this CD the animations activate automatically, but in others like The Little
Prince (de Saint-Exupéry, 2000), the animations are controlled by the mouse
‘clicks’ of the viewer. This raises the issue of ‘interactivity’ as a key aspect of
children’s narrative experience in a digital age (Dresang and McClelland,
1999). Interactivity can relate to both ‘navigation’ through the digital text and
story construction. Navigation concerns the selection of participation options
such as having the story read to you or reading it yourself, and in the latter case
then determining how to change to the next screen (usually ‘turning the page’
by clicking on the bottom right-hand corner), knowing how to ‘quit’ the story
and return to it, and whether returning necessitates starting from the begin-
ning or whether you can go directly to a particular page somewhere in the
story. Such navigation matters are not completely separate from story con-
struction since many CDs enable readers/viewers to choose particular parts of
the story to read rather than proceeding linearly. As Margaret Mackey points
out, given the structure and presentation of contemporary narratives and
children’s experience of electronic multimedia, ‘It seems fairly clear that the
24 CHILDREN’S LITERATURE ON CD-ROM AND THE WWW
idea of following the narrative thread from beginning to end of the story is
now perceived very broadly as just one option for engaging with fiction’ (1999:
28). A study of fifth grade children using CD-ROM stories indicated that few of
the groups reading at the computer conformed to the convention of reading
the text from start to finish (Trushell et al., 2001).
Interactivity also involves the construction of story from the presentation
of print and images (as well as the audio). One aspect of this interactivity
concerns the options for ‘decoding’ the text. On some CDs children may
choose to have the text read aloud (often with highlighting of text segments
synchronized with the voice over) or to read it themselves. The latter option
may also allow children themselves to highlight text segments or single words
and have just those read aloud. The other aspect of interactivity relating to
story construction concerns the use of hypertext or ‘hot spots’ – frequently
linked to elements in the images. Clicking on these activates some kind of
animation and/or additional text, usually dialogue with audio. Such hot spots
may be integral to the story, peripheral to the story or incongruous with the
story. The CD-ROM version of George Shrinks (Joyce, c.1994) contains hot spots
that are integral to the narrative. In this story George is left to look after the
house and his younger sibling for a time while his parents are out. George
literally shrinks to the size of a mouse and this turns the normal routines into a
series of dramatic events fraught with danger as well as comedy, not the least
of which concerns the now threatening company of the family cat. In the CD
version the foreshadowing of the potential danger posed by the cat to the
now very small George is achieved by clicking, which on one occasion acti-
vates the cat’s paw reaching to the dressing table and towards the diminutive
George in his bed. On the other hand the CD version of Stellaluna (Cannon,
1996) includes many incongruous hot spots with animated images which are
gratuitous intrusions into the narrative. In this story a baby bat, Stellaluna, is
separated from its mother when she was avoiding an attacking owl. Stellaluna
lives in a nest with a family of young birds and adopts bird-like behaviours.
Eventually Stellaluna and the mother bat are reunited but Stellaluna visits the
birds she has made friends with and lived harmoniously with despite their
differences. Clicking on images in the early part of the story initiates a number
of activities of jungle animals which are quite unrelated to each other or to the
story, like a monkey running up a tree, elephants splashing water at each
other, a giraffe drinking and then gargling and a bird sliding down the giraffe’s
neck. In some CDs the hot spots are between these two extremes providing
animations that are peripheral or incidental to the main concerns of the story.
For example in The Little Prince (de Saint-Exupéry, 2000), clicking on his hand
causes his sword to move or clicking on his shoulders causes his epaulettes to
fly off and return to his shoulder. The Little Prince also contains many examples
of hot spots that are integral to the narrative.
CHILDREN’S LITERATURE ON CD-ROM AND THE WWW 25
Much of the research on hypertext in CD-ROM stories for children laments the
role of incongruous hot spots distracting children from engagement with the
actual story and the consequences for story recall and conventional measures
of traditional story comprehension. Typically such researchers call for CD-
ROM design that is more faithful to goals of engagement with story and char-
acter (Burrell and Trushell, 1997; Labbo and Reinking, 2000; Miller and Olsen,
1998; Trushell et al., 2001; Underwood, 2000). This seems eminently reason-
able, but it does tend to maintain the orientation of the research (and teaching)
to an exploration of new electronic routes to conventional literacy practices.
Literary authors and teachers may well seek to deploy hypertext resources
towards the explication of plot theme and character, but as we have noted,
the majority of CD-ROM narratives in children’s literature are adaptations of
traditional tales or classic stories. Given the social construction of these elec-
tronic books with multiple contributors to their composition and the demands
of marketability, it is likely that hypertext will continue to be used for a range
of ‘product’ engagement techniques. Some authors will become more familiar
with hypertext and will co-opt it to generate innovative narrative techniques
while, inevitably, in some texts what are seen as more frivolous uses of hot
spots will continue. From a teaching point of view, it is important to ‘harness’
children’s fascination with hypertext and develop their knowledge about vari-
ous types and purposes, so that this kind of meta-knowledge can put them in a
position to develop a critical appreciation of the use of hot spots. This may
mean a more proactive focus both in teaching and research on hot spots that
are integral to the thematic concerns of the story. Fortunately these are readily
identified in a number of the more prolific and widely accessible CD-ROM
stories. In one of the many ‘Arthur’ stories by Marc Brown, Arthur’s Teacher
Trouble (RandomHouse/Broderbund, 1994), which was used in the Underwood
(2000) study, some hot spots were related to the storyline. For example, click-
ing on Arthur when he first meets his stern new teacher produced a ‘thought
cloud’, which articulates Arthur’s anxiety about being in this teacher’s class.
What is also needed is a more elaborated account of ‘integral’ and ‘peripheral’
hot spots to facilitate a more detailed understanding of the relationship
between electronic presentational format and the interpretive practices of
children reading these new digital narratives derived from the original book
formats. It could be argued that reading the CD-ROM version of George Shrinks
(Joyce, c.1994) or The Little Prince (de Saint-Exupéry, 2000) is in fact the experi-
ence of reading two quite different narratives from the book versions of those
stories – with quite different interpretive practices and responses. This is
largely due to the hypertext activations of different elements of the story and
different points of view constructed through the hyperlinked animations
(Unsworth, 2003).
26 CHILDREN’S LITERATURE ON CD-ROM AND THE WWW
to visitors to his website who mail a request to him. As he notes, readers will be
able to appreciate this story much better if they have read Wicked Part 1, so
this is now available in full on his site (http://www.morrisgleitzman.com/ –
retrieved 4 April 2004).
usually with audio). They also provide reviews including some sent by pur-
chasers of the books.
Arrange for four to six students to meet as a literature circle and dis-
cuss books they have read about Ramona. Each literature circle could
prepare a project based on its book(s) to present to the class.
teaching of the understandings required to respond to the tasks, for the most
part, will have to be facilitated by the teacher, as can be seen in the following
excerpt:
Activities
Our current research into the web-based pedagogic resources for working
with children’s literature (Olondriz Ortigas and Unsworth, forthcoming)
suggests that teachers can contribute a great deal to enhance currently avail-
able material. What is needed is more emphasis on learning experiences pro-
viding explicit guidance to assist children in appreciating the narrative art of
literary texts through an understanding of the grammatical choices of image
and language that construct the engaging interpretive possibilities of the story.
Part of our data concerning websites using the picture books of David Wiesner
demonstrates our viewpoint.
The extent and range of websites dealing with Wiesner’s books (all
retrieved on or about 1 October 2003) indicate they are a popular tool for
learning and that they are used by classroom teachers in a variety of ways. It
seems that the majority of web-lessons involving Wiesner’s books focus
mainly on two types of activities. The first type uses the book as a starting
point for broader thematic units. For instance, Tuesday (Wiesner, 1991) is read
to begin a study of the use of transition words to show that time has elapsed.
The class is then asked to use these words to write about the life cycle of a
plant or animal (http://www.tie-online.org/2002/handouts2000/lessons.pdf-).
A sample Sector 7 (Wiesner, 1999) activity asks students to use cotton balls,
glue, and paper to design different types of clouds (http://faculty.ssu.edu/
sect7.htm). June 29, 1999 (Wiesner, 1992) is recommended reading for classes
learning about vegetables. Other activities for the book consist of making a
graph of favourite vegetables, listing adjectives to describe them, and making
CHILDREN’S LITERATURE ON CD-ROM AND THE WWW 31
vegetable soup; students are also asked to locate the different US states and
cities mentioned in the story (Reading Rainbow Teachers Activities Episode
#100 June 29, 1999 gpn.unl.edu/guides/rr/100.pdf-). One can also find a
website that suggests reading Hurricane (Wiesner, 1990) when learning about
weather patterns (http://www.eduplace.com/tview/tviews/h/hurricane.html).
The second type of activity works beyond the particular text. One website
suggests that classes write the words for Tuesday (http://faculty.ssu.edu/
%7Eelbond/tuesday.htm#hor6); another asks students to write a continuation
for either Tuesday or Sector 7 (http://faculty.ssu.edu/(elbond/tues.htm). The
Children’s Art Activities website invites the class to read Hurricane, then exam-
ine the wallpaper in the main characters’ room – which is the source of the
protagonists’ imaginary adventures – and later design their own wallpaper,
keeping in mind adventures they would like to have (http://www.nccil.org/
forchildren/txt_aa_dw.html). Students are also told to look for Wiesner’s
self-portrait in the same book, then to draw their own self-portraits. The class is
also asked to imagine how the June 29, 1999 space creatures’ planet might
look. A website for The Three Pigs (Wiesner, 2001) has students designing
structures that would withstand extreme conditions (http://eduscapes.com/
caldecott/02a.htm). Another recommends that students write a story about
other folktale or fairytale characters that could be rescued by the three pigs
(http://www.vickiblackwell.com/lit/threepigs/html).
These activities may lead to valid learning experiences for students. How-
ever, they fail to take into account the superb qualities of Wiesner’s art itself.
There is a shortage of activities that examine the elements of his picture books
to determine how he creates stories with universal appeal. Despite Wiesner’s
countless awards as an author/illustrator, few resources investigate how he
utilizes and designs each book’s images and text to tell a story from a unique
viewpoint and to engage the reader in the picture book experience.
Some websites do have activities that look at aspects of Wiesner’s images.
The Trumpet Club website for Grades 1–3 states that the pages in Sector 7
(Wiesner, 1999) have a lot of visual information, yet only goes as far as to ask
students to look at the book page by page and list what they notice (http://
www.trumpetclub.com/primary/activities/sector7.htm). The Children’s Art
Activities site goes further, it explores the use of ‘bird’s eye view’ as the view-
point in Tuesday (http://www.nccil.org/forchildren/text_aa_dw.html). The
Reading Rainbow site also asks the class to discuss Wiesner’s use of different
perspectives in his illustrations for June 29, 1999 (Wiesner, 1992), such as close-
up and long shots, bird’s eye view, and ground level looking up (Reading
Rainbow Teachers Activities Episode #100 June 29, 1999, gpn.unl.edu/guides/
rr/100.pdf-). One website, a picture book illustrator study for Year 6 classes,
comes closest to a possible systematic analysis of Wiesner’s (and other authors’)
visual images. The unit has as one of its aims: ‘To assist students to develop an
awareness of the role of an illustrator and also of the media and illustrative
32 CHILDREN’S LITERATURE ON CD-ROM AND THE WWW
David Wiesner’s picture books are a stimulating and rich source of imagery and
unique points of view, and being able to discuss how his images create mean-
ing for a viewer could be just as exciting and could help students develop a
greater appreciation of the author/illustrator’s craft. What is vital is that
teachers and students have access to a language that can be used to discuss the
semiotics of visual images:
In Harry Potter and the Order of the Phoenix Harry had dreams about
walking down a hallway to a door. Eventually when he stumbled across
the real hallway in the Department of Mysteries, he realized this
dream was a premonition. Have you ever had a dream that turned out
to be a premonition? Describe the dream and whether it helped you.
2004) currently promotes their new book, Henry P. Baloney and included on the
site is an electronic game entitled ‘Henry’s Piskas Game’.
The prominent role of electronic games in concert with children’s litera-
ture as a marketing strategy can be clearly seen in the Penguin site for young
readers (http://www.penguinputnam.com/static/packages/us/yreaders-new/
featuredbooksites-start.html – retrieved 4 April 2004):
Welcome to the Penguin Group for Young Readers Featured Book Sites
portal. Here, you’ll find all of your favorite Penguin Putnam char-
acters, from Peter and Fudge to Winnie-the-Pooh. There are activities,
interviews, reading tips, screensavers, and on-line games! What are
you waiting for?
In this section we will first of all consider a range of on-line resources that
could be used to support classroom work with the gripping novel Dreamwalker
by Isobelle Carmody, richly illustrated by Steve Woolman (2001). A lot of
fascinating learning experiences can be generated using these resources but
there remains a paucity of material which addresses the actual narrative art
entailed in the textual construction of the story through language and image.
We will therefore also indicate the kind of complementary off-line learning
activities that can develop learners’ engagement with an appreciation of the
literary ‘constructedness’ of the novel.
The fascinating story and striking images of Dreamwalker will appeal to readers
from about 10 years of age to adulthood. The narrator, Ken, is a young ado-
lescent who has been an insomniac since childhood. His driving interest is
drawing and his ambition is to become an artistic composer of comic books.
His long waking hours in the night are largely spent drawing stories and on
one such occasion he creates the sorceress, whose vampire-like minions, which
emanate from her dreams, feed on unwitting sleepers. One day Ken wakes
from a dream and finds himself in the world he has created, where one of his
characters, the beautiful Alyssa, claims to have imagined him in a dream. As
the intricate plot unfolds, we are drawn into an incredible situation where it
becomes impossible, even for Ken, to tell who is the creator, who has been
dreamed and who is the dreamer.
The main potential of the www resources for enhancing classroom
activities with Dreamwalker is the facilitation of work with children on
CHILDREN’S LITERATURE ON CD-ROM AND THE WWW 35
Searching beyond publishers’ sites revealed the range of resources that could
be used for intertextual work related to Dreamwalker. The sites included
another children’s novel and a comic book – both with the same title and a
related theme, a free e-book on-line, a gallery of a science fiction and fantasy
art including a work entitled ‘Dreamwalker’, as well as on-line role-playing
games and clubs with the same title and themes (see Chapter 4 for other
examples of on-line role playing game narratives).
The summary information for the Dreamwalker comic series indicates its
potential for intertextual study with Carmody and Woolman’s Dreamwalker:
the person whose dreamworld she has entered. Five issues of this series
were previously published by Dreamwalker Press. The Tapestry series
begins all-new stories and is the perfect jumping on point for new
readers.
(http://www.calibercomics.com/Checkout4Pro/dreamweaver.htm
– retrieved 15 May 2003)
The free on-line e-book, The Dreamwalker’s Daughter, also has clear intertextual
connections with the Carmody and Woolman story (and with the Harry Potter
stories):
Sarah made it through her first year at Dragon’s Wood with a lot of
help from her friends. All she wants is a year without nightmares and
what she finds out about herself makes her long for the days of
nightmares and dreamless sleep potions.
(http://www.thedarkarts.org/authors/tproctor/DD01.html
– retrieved 4 April 2004)
The science fiction and fantasy artist, Cally G. Steussy has created a work called
‘Dreamwalker’, and on her website includes a short narrative about her picture:
Much of this material the students can engage with directly on-line. This is not
possible with the comic books, although some teachers may explore purchas-
ing these. Using only the materials directly available on the www, students can
consider which aspects of the Dreamwalker stories are common in terms of
plot, theme and character. Clearly there are some similarities between the
comic book heroine, Karen Brinson, and the character Nesaka, behind the
picture created by Cally Steussy. Themes of the Dreamwalkers using their
CHILDREN’S LITERATURE ON CD-ROM AND THE WWW 37
powers to defeat forces of evil permeate some of the on-line materials as well
as the Carmody and Woolman story. The images on the web can also be
used to complement exploration of the Steve Woolman images. The second
novel entitled Dreamwalker by Mary Summer Rain (1993) was located on a
bookseller’s site (http://www.hamptonroadspub.com/bookstore/product_info.
php?products_id=61). The cover of this book, shown on the website, has some
visual features that are quite similar to those used by Steve Woolman in his
depiction of the sorceress on the cover of Carmody’s Dreamwalker, which can
be seen on the publishers site (http://www.lothian.com.au). The Cally Steussy
image is very different from both of these, and comparison can be used to
initiate an exploration of the ways in which the language and images in the
Carmody and Woolman book are selected to reflect the uncertainty (on the
part of the narrator, Ken, and the readers!) as to what is occurring in the dream
world and what is occurring in the ‘real’ world.
We mentioned earlier how electronic games were fast becoming part of
the context of composition of children’s literature as well as part of the
context of extended merchandising. While this is not directly the case with
Dreamwalker, games and role-playing on-line are certainly part of the wider
intertextual context of the stories. One on-line role-playing game is entitled
‘Dreamwalker: Roleplaying in the land of dreams’. The brief scenario for
the game indicates the intertextual connections to much of the material we
have discussed:
Again, even if students do not participate in the game, the directly available
on-line materials, including synopses and the images on the introductory
38 CHILDREN’S LITERATURE ON CD-ROM AND THE WWW
website are the kinds of resources that can provoke new perspectives on reading
the novel itself.
Although more tenuously linked to the notions underlying the Carmody
and Woolman Dreamwalker, students may be interested to visit the ‘Dream-
walker Holt’ – an on-line role-playing/collaborative story composition site:
The site publishes guidelines for story contributions, which are common to
many such sites but indicate the key character role of Dreamwalkers very early
in the list:
# No wanderers allowed (for now – we may have some ideas for later
on!). Your character has to be a Dreamwalker, a Two Rivers’ Wolfrider
or a ‘halfbreed’. (Or possibly a Troll!) (This also means that we’ll never
run into Cutter’s tribe, for example!)
There are several sites celebrating Carmody’s work and including images of her
(for example, http://www.skynet.net.au – 4 April 2004) and some including
discussion boards where readers can post comments and questions about her
books (http://www.allreaders.com). The latter are opportunities for learners to
publish perspectives on Dreamwalker not dealt with on other sites. One such
perspective is an appreciation of the verbal and visual ‘constructedness’ of
the narrative art, which teachers can assist children to develop using the
functional resources of visual and verbal grammar outlined in Chapter 1.
how these influence our interpretive responses to the text. First, we explore the
interactive meanings of three images at the beginning of the story, and then
we will explore the role of interpersonal meanings in the language of two
segments later in the novel – one when Ken and Alyssa in the dream world are
trying to work out what the sorceress is trying to do, and one when Ken and
Alyssa in the real world are beginning to negotiate closer sharing with each
other.
The images we will consider are of two of the main characters – the sorcer-
ess depicted on the cover of the book (Figure 2.1) and then the images of the
sorceress and the narrator, Ken, on the first double-page spread of Chapter 1
(Figure 2.2). Our approach would be to model the application of the grammar
of interactive meanings in images using the front cover image of the sorceress
and then scaffold the children’s application of these grammatical concepts to
interpreting the images on the first double-page spread of Chapter 1.
We might begin by noting that this cover picture of the sorceress is a
narrative image and that the main processes are screaming, violent tossing of
the head and flailing of the arms. The tossing and flailing are indicated by the
vectors or action lines shown in grey as the rapidly changing positions of the
head and arms. Then in terms of interactive meanings we might ask the chil-
dren where they would be positioned if they were with the sorceress and they
actually took this image as a photograph. This enables them to understand the
vertical position – they are positioned below the sorceress as if she has power
over them. They are also positioned at an oblique angle to her frontal plane, so
there is no feeling of inclusion with her, they are not part of her world. In
addition, she is not looking directly at them, so there is no contact or demand
for interaction. They are observing her rather than interacting with her.
Then we might ask the children to consider these questions about inter-
active/interpersonal meanings in relation to the first double-page spread. The
children will notice that they are positioned quite differently in relation to
these images than they were positioned in relation to the cover image. By
thinking about this difference in terms of the vertical and horizontal angles
of the images and whether the images are offers or demands, the children
will be able to articulate how the meaning-making resources of the images
are deployed to construct them as viewers in this different position. There
are, of course, many other features of the images at work that also contribute
to this positioning of the viewer, but space will not permit us to pursue
these here.
We can examine the interpersonal resources of the language in a somewhat
similar manner. Again we would model the examination of the interpersonal
grammar and then provide an opportunity for the children to apply this know-
ledge to another segment of the story. In the short passage below from page 31
of the novel, Ken and Alyssa in the dream world are reasoning about the
intention of the sorceress.
Figure 2.1 Dreamwalker Cover
Figure 2.2 The sorceress and Ken
42 CHILDREN’S LITERATURE ON CD-ROM AND THE WWW
In Alyssa’s initially uncertain speculation we notice the use of the low modal
adverb ‘Perhaps’ and the low modal verb ‘could’. Then in clause 7 she is more
confident about her deduction and the modals and modal adverbs disappear.
Then in her confident knowledge in clauses 11–13 the high modal ‘will’
appears. Through this kind of discussion the children can learn how specula-
tion and uncertainty are realized grammatically and the grammatical means
by which this is changed to being sure and confident. Following this kind of
discussion the children might be asked to consider quite a different context
where modal adverbs and verbs feature prominently, such as the following
segment from page 44 when Alyssa in the real world and Ken are beginning to
negotiate a closer sharing with each other:
01 ‘Imagine
02 if I wanted to write a poem about this whole thing that happened
to you.’
03 ‘It would be an epic poem.’
04 ‘It could be,
05 but I would want to try to tell everything in a few perfect
words.’
06 Ken looked at her slyly.
07 ‘I’d really like it
08 if you showed me one of your poems.’
09 She gave him a sharp look.
10 ‘Well maybe.’
11 She bit her lip.
12 ‘I’ve been wanting to ask you something.’
CHILDREN’S LITERATURE ON CD-ROM AND THE WWW 43
It may help some children to have the modal verbs and adverbs highlighted
and to focus on the effects of these choices. Alyssa’s use of ‘could’ in clause 4
accepts Ken’s suggestion even though in the next clause she indicates her
preference for another form of communicating Ken’s experience. Children
might also consider the role of the intensifier ‘really’ by Ken and what the
effect would be if this were simply omitted, or if some alternative was used,
such as ‘kind of’. Similarly, they could consider the effect of ‘maybe’ in clause
10, by imagining other possible endings of that clause and how these would
impact on interpreting the relation between the two characters.
In working with Dreamwalker the www resources provide primarily
opportunities for ‘going beyond the text’ whereas learning experiences involv-
ing students ‘getting into the text’ needed to be generated off-line. At present,
our view is that this is likely to be the case for most children’s books, but as
teachers and children look more at the role of language and images in the
narrative art of children’s literature, perhaps there will be more www-based
resources oriented to ‘getting into the text’.
Conclusion
In this chapter the emphasis has been on children’s literary texts available in
electronic format and on-line resources supporting teaching and learning
about children’s literature. We have briefly noted opportunities for children to
produce on-line responses to literary texts. In the next two chapters we focus
on children’s on-line discussion of literature and their collaborative on-line
production of multimodal narratives.
3 Booktalk ‘on-line’
Learning about literature
through ‘book raps’
Introduction
The essence of a book rap is to take the best of classroom work with literary
texts and make it available to more students. The basic model could be run
within a school via an intranet. The only requirements are that someone plan
a unit of work based on a literary text that includes questions to stimulate rich
discussion, and that this person also provides input for teachers to use to frame
up their lessons, and is ready to sum up and answer questions from book rap
participants.
In the ideal book rap model children still interact with texts to examine
the construction of story through print and image, but as well as speaking to
children in their own classroom, they interact with others who come from
BOOKTALK ‘ON-LINE’ 45
Simon’s story
As part of a book rap in 2001, eleven- and twelve-year-old children
were asked to write reviews on the Children’s Book Council short-
listed picture books for the year and post them to the email list. In the
class where I was teaching, I modelled review writing, we worked on
joint construction of reviews and then I gave each child a book to
which they were meant to respond. One boy, a resistant reader and
writer, wrote a very short and disparaging review of Tohby Riddle’s
book The Singing Hat based on his own personal feelings. He did not
want to take part in the task as he found it annoying to read a picture
book and engage with the text through writing. He posted his nega-
tive opinion and thought he had finished with the task. What he did
not consider was that his posting would be read by other children of
46 BOOKTALK ‘ON-LINE’
his own age, some of whom might have different opinions to him.
The next library lesson when the children read the incoming emails
there was one addressed directly to Simon. The writer, a peer of his
own age, disagreed with him and gave some sound reasons why they
thought the book was worthy of being on the short list. It caused an
unexpected reaction. This was not a teacher who was marking his
work for assessment purposes; this was another kid who was taking
him on. I have never seen Simon so motivated to read closely and
write. For the first time in his troubled literacy experiences, he reread
a book and carefully argued his case, still negative but this time with a
more complex rationale. Because of the complex interaction set up in
the book rap, he was brought face to face with an unknown peer who
wanted to have a conversation with him about a book. It was a
moment of real engagement that was stunning to see.
If we consider Simon’s story, we can see that there are two key elements that
led to its positive outcome. The success of individual book raps depends as
much on the programme of discussion that is shaped by the coordinator of the
book rap as on the nature of the interaction that takes place in the classroom
and on-line between rappers. Simon’s interaction with a peer occurred because
a student wrote back directly to him, yet this is not the usual pattern of con-
nection in book raps where rappers mostly write back to the coordinator. His
teacher had also carefully scaffolded his learning following the rap point set up
by the coordinator so that he was prepared for the task which required him to
consider the construction of the text he read. But what was new to his
engagement with text was the on-line interaction.
Book raps have the potential to increase students’ motivation to engage
with literature and to increase the sophistication of their engagement, as dem-
onstrated through the nature of their on-line shared, interactive responses.
Fortunately, book raps are also one area where the application of ICT to class-
room learning can be achieved without requiring teachers to have high levels
of technological expertise. If as Turnbull reports (as quoted in Lankshear and
Knobel, 2003: 70), teachers are hampered by lack of understanding of, and
confidence in technology, then book raps will demonstrate how they need
only learn some very simple technological skills to work on-line in the familiar
teaching area of children’s literature. The aim in introducing book raps here is
to show one use of ICT in the classroom that provides ‘transformational learn-
ing experiences for students’ (Andrews, 2003) and to encourage teachers to try
it out.
BOOKTALK ‘ON-LINE’ 47
In simple terms, a book rap is a conversation about reading a book that takes
place on-line among school children over a number of weeks. Its main aim is
to develop ‘a love of literature by sharing books with children and having
them share with each other’ (Stubbs, 1999: 59). Although the term ‘rap’ has
become most commonly associated with poetry or other modes of rhyming
and often rhythmic spoken texts, in this case the term ‘rap’ is taken to mean
talk. The adoption of the term ‘rap’ by the original designers signals the moti-
vation of the rap organizers to break down traditional formats of classroom
work with literary texts to create the possibility of more open communication
among a broader range of readers.
Begun in 1996 as an on-line curriculum project with Oz-projects, book
raps have emerged as a key example of purposeful e-literacy practice in Aus-
tralia (Simpson, 2004; Stubbs, 1999). The raps provide an opportunity for
students to develop a wide range of language skills as they read books,
defend their personal point of view, justify choices and review texts. They
have been used successfully in Australia with children and young people
ranging from the first to the final years of schooling to construct interactive
critical literacy events with students beyond their own classroom and across
a diverse range of communities. Raps conducted in recent years are listed in
Table 3.1.
The two rap sites discussed in this chapter were created in Australia by the
New South Wales Department of Education (NSW DET) and the Queensland
University of Technology (QUT). The address for the QUT book raps from
2000–2005 is http://rite.ed.qut.edu.au/old_oz-teachernet/projects/book-rap/.
Table 3.1 Examples of titles on rap lists from the Queensland University of Technology and
the Department of Education and Training NSW run in 2001–2003
planning the incorporation of the rap into their usual programming for work
with literature in the classroom.
There is a language that is particular to the organization of the rap. It creates
a culture and history for those involved and is a kind of code that is internal to
the rap to signal the different activities to complete and to signify that those
who take part are a special group. The specialist terms include: rap point, rap-
pers, rap map, rap wrap up. It is clear that the words are used to construct a self-
referential vocabulary that will be recognized only by those who have taken
part in a rap. The use of the language creates a means of identifying and being
identified with the system. For example, a rap sheet is the on-line version of a
black line master, prepared before the rap starts as support material for teachers
to use. A rap map is one of the features encouraged for use in the book raps
where participating rappers create a map to track where the emails that they
receive are coming from. It is a tangible reminder that their communication is
traveling far and wide (or just to the next suburb in some cases).
An essential part of the book raps are the email lists that are set up for
participants to communicate with the moderator and with each other. There
are two main lists, one for the students to post their responses to the rap points
and the other for teachers to discuss their work on the rap with each other. The
teacher list has closed access for teachers only, while the student list is open to
students, teachers, the rap coordinator and other participants and observers.
The student email list receives the communication from the rap coordinator.
This takes the form of the initial introduction, the rap points, rap point feed-
back and finally the rap wrap up. The student email list also receives the
responses from participants wishing to respond to the rap points or others’
messages. Responses may be sent as messages from whole classes, small groups
or individuals. The choice depends on how the teachers are running the rap in
their classroom – whether it is for the whole class or as an extension reading
activity or special option for those who wish to join.
When students respond to the rap points, all their emails are posted on
this email list. The potential is there for all list members to receive all the emails
sent to this list. This can amount to a very large number of emails to read, so
management of incoming and outgoing messages is an issue for teachers.
What computer is used to send and receive emails? Who collects the emails?
Who reads the emails? Who sends the emails? These are all issues that need
resolving within each teacher’s personal plan for the rap. In raps with large
numbers of participants, instead of reading all emails, some schools only read
the responses from a chosen number of schools. The decision also needs to be
taken whether to print out all emails or read them on screen. This limits the
number of people who can read the emails easily, so again it is a management
issue.
Teachers may nominate to join their own dedicated list as an addition to
the student list. The email list for the teachers is used to provide further
50 BOOKTALK ‘ON-LINE’
support for teachers. Its main purpose is to provide a forum for teachers that
may be used to discuss educational issues. The webmaster will monitor this list
to provide technological advice for those who report that they are having
problems. It is commonly used to discuss teaching strategies and for sharing of
ideas and activities. The teachers’ email list receives communication from the
rap coordinator but not the same messages sent to the children. The coordin-
ator’s messages to the teachers are to further explain the rap points or point
out any special preparation there might be for participation. The quantity of
postings on the teachers’ list is much less than that on the students’ list.
As well as links to current raps, the websites for the raps may also carry
links to records of past book raps. If still live, these archives are made available
for general viewing. They show the rap points and the responses to display
how the discussion ran and to make it possible for those who did not take part
to make use of questions or other resources some time after the event.
It is easy to plan a programme of work around a book rap, as there is a set
procedure that occurs for each rap. This is summarized in Table 3.2.
Table 3.2 An overview of steps to participate in a book rap: timeframe 4–6 weeks
Chooses rap from selection Designs rap and submits Read book
and joins list. Introduces it to webmaster
book to students
Prepares introduction Sends rap introduction Respond to coordinator
with students by writing introduction
including: name of school,
location and message of
welcome from students to
other schools
Note location of other rap Sums up introduction Use rap map to mark where
schools messages and posts schools are. (not obligatory)
Works with students on rap point 1 Respond to introductions
rap point 1 from other schools. (not
obligatory)
Respond to rap point 1 in
discussion and then email
Works with students on Summarizes responses Respond to rap point 2 in
rap point 2 and posts rap point 2 discussion and then email
Works with students on Summarizes responses Respond to rap point 3 in
rap point 3 and posts rap point 3 discussion and then email
Finishes off with rap wrap Summarizes responses Complete rap wrap up work
up comment to class and posts rap wrap up
BOOKTALK ‘ON-LINE’ 51
The entire series of rap points and in some cases suggested teaching activ-
ities is presented on-line weeks before the commencement of the rap. This
allows for forward planning for the teacher to develop a set of lessons that are
framed around the rap points. It is possible for one teacher to run a rap in her/
his own room or for a librarian to run all of the same age group through the
same rap using similar lesson plans. It would be equally possible for a group
of teachers teaching on the same age group to take it in turns to programme for
raps since the core of the preparation work is already done. Teachers may
choose the book they wish to base their unit of work on by accessing the rap
calendar, which lists what will be available for each term of the school year.
For example, the list for the New South Wales Department of Education and
Training raps in 2001 showed the choice of a range of books for different
ages over the year: Big Mob Dreaming – The Bunyip (Big Mob Dreaming – The
Bunyip, 1997) for children aged 6–7 years, Mrs Millie’s Painting (Ottley, 1997)
for children aged 8–9 years, the Children’s Book Council short-listed picture
books for children aged 10–12 years, Binna Binna Man (McDonald, 1999)
for students aged 14–15 years, and Othello (Bentley, 1982) for students aged
16–17 years.
Soldier on the Hill by Jackie French (1997) was the subject of a rap conducted
in 2000. A sample from this rap is shown in Figure 3.1. It demonstrates how
in the first rap point instructions were given to older primary school students
that carefully positioned them to consider the verbal construction of the text.
The moderator led the readers to appreciate French’s use of sensory verbs and
adjectives in order for them to engage more deeply with the experience of the
main character.
Talking about literary texts has long been seen as a useful way to encour-
age students to read texts and read them more closely and critically. Two key
approaches to talk about text in the classroom that have been successfully used
by teachers are Chambers ‘Tell me’ questions (Chambers, 1985) and Daniels’
literature circles (Daniels, 2002). These models of book talk are quite different.
Although they both ask readers to talk, they employ talk for contrasting
purposes.
Chambers’ famous ‘Tell me’ questions focus attention on the way that
children may be prompted to reflect on their responses to a text after reading
it. For example, the question ‘Who was telling the story?’ asks the child to
consider the construction of point of view in a narrative. Instead of just accept-
ing their first impression of a character, the question ‘Did we ever get to know
what the characters were thinking about?’ suggests the possibility of other
reasons behind a turn in the plot. ‘Does anyone know anything about the
52 BOOKTALK ‘ON-LINE’
Hi rappers,
I am so keen to have you start to think about the book that I am going to ask you
to think about two things in one rap point. One is about the writing of the text
and the other is about the background information. I am assuming that you
haven’t had time to read the whole book yet so the first rap point can be
answered even if you have only read chapters 1–2.
Once you have done that, write for yourself the beginning of a story which builds
a similar amount of sensory detail for the reader. Why is it so important?
I was sucking on a green sour tasting gooseberry when I tripped over a sharp twig
and fell on to a sharp prickle on a gooseberry tree. Ouch the prickles were jabbing
into the back of my legs. Blood was running down my legs. I was seeing rabbits
jump slowly across my face I was fainting.
One cold winder night, I could hear the soft touch of rain on the tin roof and
the trickle of water running down the gutter. I could hear the owls hooting outside.
The rain is gradually dying down and the sun is beginning to rise. I lay in my bed
and look at the sunrise. My alarm went off and I gradually but slowly got out of
bed. I slowly drifted down the creaky old staircase.
Figure 3.2 Student responses to rap point one shown in Figure 3.1
When Joey is rescued by the stranger, he is afraid of him because of his race and
speaks of him in a way which we would not consider appropriate now. What is
the historical background to the events on the story that makes it possible/likely
that Joey would be feeling that way about someone who saves his life? Use books
or the research website listed on the book rap intro page for information on
Australia at the time of the story. Write a short summary of the reasons behind
Joey’s attitude.
Just before the end of this rap, a teacher wrote to comment on the children’s
learning (Figure 3.4). She refers to the third rap point they have just finished
and notes that it has created an extension activity for the students to explore
after the rap finishes. She was excited by the literacy experiences that had been
created for her students by someone other than her in a context that encour-
aged a lot of discussion and active reflection both in the classroom and on the
email list.
We spent some time doing – Compare and contrast Joey’s lifestyle with theirs. We
will use this information for each child to do a brief ‘time window’ role play.
We are looking forward to the final rap point. There have been lots of great
learning outcomes and the children have been motivated to think about a variety of
subjects and consider their own thoughts and responses to some of the situations
that Joey experiences.
This section provides an example of how a particular book rap was integrated
into a classroom programme of work. The Children’s Book Council (CBC)
short-list book rap from 2001 is used to demonstrate the programming that
was needed to incorporate on-line work into a classroom programme for chil-
dren aged 10–12 years. The lessons required familiarity with the books and the
use of computers to type, compose word documents as well as access websites
successfully and send emails. When the link was accessed for the CBC Book
Week rap, a series of hypertexts presented the rap points and proforma in the
form of work sheets that had been prepared to scaffold the rap across its seven
weeks. It was then the teacher’s responsibility to plan how the rap points
would fit into the literacy programme that would run across the whole term of
ten weeks. As the dates of the rap points were published before term started,
the teacher knew there was time to work with the students to prepare them for
the rap before they were expected to send any emails to the list. With this
knowledge the teacher was able to organize a guest speaker in the previous
term so that the students would have already been alerted to the topic.
The main aim of this book rap was to encourage critical analysis of tech-
niques used by writers to create certain effects, to use language creatively, to
position the reader in various ways and to construct different interpretations
of experience. The programme of work including the book rap is outlined in a
format typical of teachers’ records of their planning of such units (see Box 3.1).
BOOKTALK ‘ON-LINE’ 55
Book rap week one Outline book rap to preview what tasks the children
rap requirements will have. That is to examine one text closely for its
During the first week construction and then write a review judgement
rappers send a short based on their scaffolded knowledge. Explain that
introductory message their reviews will be sent to others who are taking
about their class or part in a book rap following the same steps as them.
group and give some In effect, it will be a chance for children to vote for the
information about their CBC books, so it is an authentic task. They will carry
school and its location. out this voting before the official results are published
After reading other and then compare their comments with the judges.
schools’ introductions Remind them of visiting reviewer and his outline of
rappers locate schools his job and suggest they begin to take note of reviews
on their Rap Map. in different contexts.
If possible, introduce Introduce book rap map to show how other schools
students to the six short- will be tracked and then in small groups some
listed picture books. compose a short introduction with basic details of
Optional activities class group to be posted on-line. One small group
Visit Children’s Book look on-line for other introductions to log on rap
Council site. map. Another small group look on-line for
Visit author and background information from the CBC website.
illustrator sites for
background In whole class grouping compare introductions and
information. compile ‘best’ bits. On-line groups report back on
Commence rap what introduction messages and/or information they
journal writing. have found. Rap map is displayed on wall for future
reference and additions. A file is started on author
information on the class computer and pages are
book marked for others to read later.
Lesson 3 NB: Rap point one asks the students to look closely
Looking closely at the at the book Fox (Wild and Brooks, 2000) from the
construction of a text. short-list and to use the proforma supplied on-line
Learning about visual to carry out investigations focusing on verbal
grammar. grammar and visual grammar. (The teacher may use
these proforma or not but as they are designed to
Writing guided analysis
help all students within the rap community have
of text and image.
the same experience of a text, it is a good idea to
Writing guided personal
use them.)
response.
58 BOOKTALK ‘ON-LINE’
You may also refer to Post a summary of the results and opinions.
award reports collected
from newspapers during
Book Week. Share your
ideas and feelings with
other rappers.
then develop their own class interpretation of the work needed to form
postings. The model given in Box 3.1 of the teacher working with the
Book Week rap demonstrated that work could be done ahead of and after
the rap.
After participating in existing raps, the next level would be to design your
own rap. It is possible, as suggested earlier, to use the basic model of the book
rap and organize a rap simply using a school intranet. The teachers of one age
group of children could design a rap that suited their literacy goals for
the term. The class just down the hall or across the playground could still
communicate via email to create an interactive on-line literacy experience for
students at a local level.
A challenging level of involvement in a rap would be for a teacher to
design a rap her/himself for one of the websites. After one senior primary class
had experienced raps several times, they suggested to their teacher that they
design a rap for others. They had enjoyed the work and thought they had a
good idea of what would make an interesting rap. They chose the age range
they wanted to design the rap for, slightly younger than themselves, and the
book they wanted to model the rap points on, Billy the Punk (Carroll, 1996).
They chose that book as they thought it would stimulate good discussion,
something they saw as essential for a successful rap. They then designed some
thought-provoking rap points that were sent off as a proposal to the http://
rite.ed.qut.edu.au/old_oz-teachernet/projects/book-rap/ site. The program-
ming steps found on the site as support structures for potential coordinators
were followed (see Figure 3.1). As the rap included rappers emailing the illus-
trator and posting illustrations to the list, the rap plan was quite complex. The
planning of the rap encouraged the students to look closely at the text, and to
consider the role of good questions in a learning situation, the importance of
planning towards a known literacy outcome and the use of technology as a
communication tool.
Conclusion
The raps sites described in this chapter are both established in an Australian
context. However, there are many international websites that showcase chil-
dren talking about books using electronic media. One of these is the Book
Chat site from New Zealand (http://english.unitecnology.ac.nz/bookchat/
home.html). The format for the discussions on this site is quite similar to the
book raps. Another very interesting site is the E-pal site from America (http://
www.brick.net/~classact/nbooks.htm). This site includes the potential for
children to discuss texts with children who speak a language other than their
own. The two web forum discussion sites discussed in Chapter 5 are examples
of children’s cross-cultural exchange of ideas about books. These include the
62 BOOKTALK ‘ON-LINE’
Finnish-based Netlibris, and the Australian ELLIE. There are many other ways
that children may interact on-line through a common engagement with liter-
ary texts. The next chapter discusses other on-line communities in which
students can participate in collaborative co-construction of imaginative
narrative.
4 Playing in the MUD,
performing in the palace
Introduction
Earth, for example, requires a player to choose between dwarf, hobbit, elf,
human, orc, and so on. DartMUD for example (http://www.dartmud.com/)
entices players with the lines:
Players will select a profession and develop skills and talents throughout their
participation in various events in the on-line space. As players acquire skills
and money, these are included in a player’s profile. A profile is partly con-
structed by the player, and partly by the computer program, which will ascribe
it various attributes, skills and rewards that may be gained by the player. A
typical character profile might look like the one shown in Figure 4.1. This
profile came from a character on the MUD ‘Cybersphere’, a MUD with a
cyberpunk futuristic theme.
Once characters are formed, they begin to participate in the world as that
character. Many themed MUDs have associated websites with lists of rules, tips
and ideas, maps of the world, and so on, to assist new players in orienting
themselves to the world. Experienced players will be marked in various ways to
assist new players as they begin their journey into the world. In many com-
munities, these players are called gods or wizards, those this nomenclature
alters to fit the theme of the community. Gods and wizards also have add-
itional ‘powers’ or computer commands at their disposal. These commands
include behaviour management commands (i.e. if a player breaches the proto-
col of the community they can be disconnected and banned) and world-
building commands (i.e. some players are able to build new rooms and objects
for the world once they have proved their programming skills as well as their
trustworthiness).
As players log on to the community, they seek out others and begin role-
playing. Sometimes it may take some ‘out of character’ discussion to negotiate
the general focus that the role-playing will take. This strategy is highly
recommended when working with children. This will enable the children to
have some reflective time to orient themselves before commencing the role-
play. Although essential to the community, the role-playing is only one part of
belonging to the world, which is built through a rich tapestry of literacy
events, including: building a character, creating rooms and objects, thinking
of challenges and quests, and elaborating on the myth and lore to provide the
contexts for the role-playing.
66 PLAYING IN THE MUD, PERFORMING IN THE PALACE
Fabienne
She’s skinny and it makes her look taller than the 5′9″ she really is. Her long face
isn’t exactly beautiful, but it has an intriguing quality. Maybe it’s her eyes, her
dark eyes that always seem to hide more than they reveal. Or maybe it’s her long
black hair that hangs around her face as if it’s always still wet. Maybe it’s her lips,
thin but well defined, as if they had been drawn with a very fine pencil. Maybe it’s
her poise, her back always straight, her head always high. Or maybe it’s the way
she gesticulates when she speaks, deliberately as if she were conducting a big
orchestra. Maybe it’s her voice, the kind of voice that would belong to someone
with a glass of whisky and a cigarette, sitting in the corner of a dark bar, singing,
accompanied by an accordion.
She’s wearing a long leather coat. It has a collar of fake raccoon fur that
seems to be torn loose from the right lapel. The long leather coat has a double set
of buttons that Fabienne keeps unbuttoned. Under her long leather coat you can
see the faint glimmer of a burgundy silk shirt. She also wears a faded pair of black
jeans. Shiny fourteen hole Dr. Martens cling to her feet.
Fabienne is skilled in Martial Arts, Aikijutsu, Japanese and Gun Repair. Her
skills with the knife, swords and pistol are impressive. She has advantages of
superhuman intelligence, superior stealth, remarkable strength and dexterity,
good thievery and ability to have implants.
She is in excellent health. She is holding a credstick, a katana, a copy of
Gideon’s Bible and a glass of zot.
Figure 4.1 A character profile created by a member of the Cybersphere MUD community
Source: Dudfield (1999)
K whistles a little to himself as he tends to his garden near the tree. His hands are
coated with dirt, but he has not taken off any of his rings.
R walks over near the garden and sets his hands to his waist. “Good evening
Kirvo . . .” He turns slightly to C smiling “and praIa”
K looks over his shoulder, “Oh . . . greetings, all.”
C bobs his head in a nod, smiling crookedly, “Hey there, guys, what’s up?”
K hmmms to himself, and says quietly, “I’m trying to sense the relationship
between the plants and the spirits of the wind and sky.”
R glances over to his tsera and turns back to D “Nothing” C nods faintly,
“What, like a dandelion?”
K nods, “Yes prala, exactly.” He glances to the tsera a moment, then looks to
R, then looks back at his plants.
R raises his brows and sighs as he gazes upon the plants. K keeps looking at
the plants, moving soil, “What is it R?”
C has a peek at the vegetation as well, but he isn’t a gardener, so his glance
isn’t with a great deal of understanding.
R lowers his head a little and says “Nothing . . .” He bites his lip a little and
changes his tone to speak in Romany.
range of soft to loud; for a further discussion of modality, see Chapter 1) and
adverbials or circumstances describing aspects of the action such as the loca-
tions of their physical on-line bodies (e.g. near the tree, near the garden, to his
waist, over his shoulder) as cues for each of the other participants. This is a text
in progress, a drama unfolding.
User K, who plays the role of the mage gypsy (a ‘wise one’ or spiritual
leader), has interactional control in this small excerpt, but all participants
typically have equal degrees of control, offering and using cues to sustain their
roles and develop the narrative. A feature of technological literacy is that all
participants are able to ‘speak’ without interruption. As their ‘real’ or ‘eco-
logical’ selves are alone at a keyboard, they read, write and respond to the texts
on their screen at their own leisure. They have time to reflect and formulate
responses. Their words will be processed the instant they press the return or
enter key, and will be seen by all. Further discussion of this particular example
can be found in Dudfield (1998).
Players sometimes write the stories of their role-playing or the context of
their role-playing into myths, which are then published on-line. One example
of this is at ‘Shattered Kingdoms’, see Figure 4.3.
68 PLAYING IN THE MUD, PERFORMING IN THE PALACE
Talde Silvertree lived the first half of his life as a trapper and woodsman in the
village of Elisair. He was a quiet and peaceful elf who deeply loved his native forest
of Selkwood. However, near the end of his prime, in his hundred and thirty-first
summer, shame was brought to the Silvertree name thanks to Talde’s actions. He
had been accused and convicted by the elders of Elisair of being a drow sympa-
thizer and was outcast from Selkwood. In their shame, Talde, his sister and his
cousin left Selkwood, never to return, and travelled to make their home in the
woods on the western shores of Lake Everclear.
It was in this forest that Aster was born, many decades later. Aster was the
fifth of six children born unto Talde and his wife (little is known about Aster’s
mother except that she may have been half-elven; Aster does not like to speak
about her). Aster lived the first eighty years of her life there, in the forest, with her
father, mother, three brothers, two sisters, aunt, uncle, and cousins in a close and
independent family. She learned a lot about the ways of the wilds from her father
and from the many travellers her family took in who passed through the woods.
She heard tales of far away lands and strange creatures which made her young
imagination run wild, inspiring her with a lifetime of incurable wanderlust.
However, this all came to an end on one cold, rainy night when her father took in
the wrong traveller.
No one remembers who built the Harbor of the Moons, nor its towering counterpart,
the spires of unknown stone that rises from the cliffs of Iridine. No one can say when
Moonfall first took place, when the first purplish-black storms appeared, roiling
through the moonlit countryside in furious silence. No one remembers just how old
the inner city really is, nor or to what ends of Midlight its folk were scattered.
Iridine is a vast and ancient metropolis, its origins lost in myth. It is the beloved
city of the sun god, Ereal, said to be raised as a monument to his victories over
the eclipsing moons. It is home to both the savagery of the great Coliseum
and the refinement of the Senate, the twin centers of the mighty Iridine Republic.
It is the Eternal City. It always has been and always will be.
The streets of the City course with human life. Legionaries, workers, priests, ped-
dlers, and patricians crowd the plazas and cobblestone roads. Thieves dart amidst
the crowds, picking pockets and lifting goods, while constables gallantly attempt
to police the busy byways. . . .
Figure 4.4 Example of writing a myth to stimulate role-playing at ‘The Eternal City’
Source: Skotos (2004, on-line)
character comments could be offensive. Most MUDs have strict rules and
protocols and the wizards, gods and administrators ensure a safe environment
as best as possible. With some monitoring, most role-playing MUDs would be
suitable for older children and teenagers. However, for those who are novices
in role-playing or ‘MUDDING’, or who wish to ensure all other users are
either children or teachers, the virtual community of MOOSE Crossing is
recommended.
participated in the developing of the space as they have developed the necessary
programming skills. All members of Moose Crossing are aged 13 and under.
Jenny moved through the crowd like a dancer, weaving in and out of
the spaces. Her small form slipped easily through places where others
could not go, letting her move through where they would be stuck
waiting. But the one thing she never did was touch anyone.
(Casey, 2003, on-line)
Typing in the actions and showing various aspects about a character arouse
much more curiosity in the readers, and leave questions about the character
that the role-playing may unfold. Players are encouraged to type in all of
the affectual cues to supply the other players with an understanding of the
character’s thoughts, emotions and intentions, in order to drive the narrative
along. Some experienced players will take a lead role in perpetuating the narra-
tive, by introducing complications and inviting other players to band together
on a quest to resolve those complications. Those players with some longevity
72 PLAYING IN THE MUD, PERFORMING IN THE PALACE
in games then have stories to boast about and trophies to reveal in future
meetings. The participation in a quest will result in the acquisition of some
form of social or economic capital that is recognized and valued by the
role-playing community.
According to Cucik (2001, on-line) in text-based communities and in par-
ticular text-based role-playing adventures, ‘the player’s brains [are] the most
sophisticated graphics device available’. Books have worked on this principle
too, but in the virtual MUD world, players need to be able to write vivid
descriptions of rooms and actions to help create images in the minds of other
players, and this type of descriptive writing is vital for creating the atmosphere
of the environment.
A high level of literacy is required for children to effectively participate in
on-line communities. For even the simplest form of communication, children
need to be involved in a complex process of both writing (to ‘speak to others’)
and reading (to ‘read’ what other people say to them). In themed role-play
spaces, children are also required to use sophisticated vocabulary consistent
with both the theme and their role within the role-play. As demonstrated in
the example of the gypsy-themed MUD, some children also research other
languages to use where appropriate. Also, the need to supply the other players
with rich descriptions of actions and emotions results in a highly crafted piece
of collaborative writing. Children are motivated to write in various forms for a
very strong purpose: the pleasure afforded by the game. MUDs provide mean-
ingful and pleasurable purposes for children to read and write in collaboration
with others, the virtual community providing plentiful opportunities for
development of literacy skills with a focus on literary texts. Moreover, the
computer literacy or ‘technoliteracy’ skills developed include developing
logical understandings and basic programming skills.
As mentioned previously, one of the best MUDs we recommend for
teachers of younger children is Amy Bruckman’s MOOSE Crossing. Bruckman
explains the educational theory behind Moose Crossing, as:
The wide range of skills children can develop through participation in quests,
projects of world-building and interactive role-playing are legion. Through
reading and writing in virtual environments, children develop their powers of
imagination and inventiveness. Through collaboration with others, they
become critically aware of how to manipulate the resources of both language
and programming to create their world and participate in the game and role-
play. Most importantly, children will be able to participate in the worlds of
children’s literature through immersing themselves in the characters, plots,
and climactic twists of the narrative.
The palace is a visual virtual world, similar to a MUD but existing through the
visual. The palace was an initiative of Jim Baumgartner, who first approached
Time-Warner Interactive (a company mostly concerned with role-playing
74 PLAYING IN THE MUD, PERFORMING IN THE PALACE
Children can then log onto the MUD for the first time
and be guided in writing their character descriptions on-
line into the MUD space.
• What were the actions that Bethany did and what did
they tell us about her character? (The children could
highlight the verbs or processes used by Bethany.)
• How did Laura’s description of the way she moved in
the room show something about her character? (The
children could highlight adverbs and adjectives used by
Laura.)
• What did the descriptions Adam used to portray the
emotions on his face tell us about he was feeling? (The
children could search for Adam’s use of sensing verbs
(mental processes) or adjectives used to describe his
facial features.)
• How did Joel show us that he was an unpleasant
character? (The children could search through Joel’s
contributions and identify the type of language he used
to create a negative impression of him. If the children
have done work on evaluative language or appraisal
(see Droga and Humphrey (2002) for a simple
introduction to appraisal), then they could be asked
specifically to identify the words of negative ‘affect’
used by Joel).
Through this guided reading of the role-playing log, the
teacher is scaffolding the children’s understandings of the
types of language to suit both the theme of the MUD and
the affordances of the on-line environment. The teacher
is also making explicit to children the grammatical
resources used by authors to construct characterizations
in their narratives.
computer games) with his conceptualization, and after some development was
taken over by Electric Communities. Baumgartner and Electric Communities
wanted to create a world that resembled an interactive cartoon, deliberately
choosing not to create a photo-realistic world, in order for the palace to create
a sensory aesthetic with wide appeal.
A room in a palace somewhat resembles a comic book backdrop in
which the characters can create their own narratives, whether they be simply
conversational, confessional, theatrical, soap opera, educational, or other. The
palace has many rooms: some of these are connected in theme, others discrete.
Figure 4.6 shows the entrance room for the palace ‘Kids, Enfants, Kinder’
(Thomas, 1999–2003, on-line).
An avatar is the visual image used to represent a participant in the visual
world. There are many styles of avatars available, from sultry looking models,
to animé cartoon figures, or other objects such as a cloud. Each participant has
a virtual wardrobe of avatars and costumes to select from, including a range of
accessories such as glasses and hats. Here most of the avatars are cartoonish-
style children; the avatar of the realistic-looking person is the adult teacher
working with the group of children. Each participant has avatars available to
represent a range of poses, such as standing, leaning, sitting, stretching and
dancing. Some participants swap and change avatars more than a hundred
times in an hour, others will select their favourite avatar and never change.
The range of palaces on-line is varied and similar to MUDs: from role-
playing worlds, to spaces of social interaction. Media companies have been
quick to develop their own palaces for various purposes. In the months leading
up to the premiere of the movie The Blair Witch Project (Sanchez and Myrick,
1999), a Blair Witch palace was established to help create interest and intrigue
in the story. The station producing the TV show South Park (Parker, 1997–2004),
set up a palace for fans of the show, and the executive producer of the show,
Trey Parker, visited on several occasions to interact with fans.
PLAYING IN THE MUD, PERFORMING IN THE PALACE 79
Some teachers have been using palaces as a resource for teaching com-
munication skills, internet literacy, graphic design, collaborative storytelling.
In 2000, Swiss educator Edgar Goetschi won a European ‘Netdays’ award for his
teaching program using the palace. On his palace, named MeetPoint (Goetschi,
1999–2004, on-line), Goetschi has images from many different countries as
different room backgrounds, and uses them to immerse children in the culture
and festivities of other countries. The Italian room is an image of Venice, and
upon entrance, children’s avatars are automatically turned into a mask, and
they share information about the carnival of Venice, for example. He also has
avatar contests, with children choosing a theme and designing appropriate
avatars using their graphic programs, and then parading themselves (and their
hard work!) in front of other student judges. Goetschi includes images of the
school building and of Switzerland for their friends from other countries to
learn about their culture. Although the main language in Switzerland is Ger-
man, children also learn French as a second language. Goetschi has a Paris
room and only French is permitted to be spoken in that room.
Other volunteer palaces have been designed for a range of educational
purposes. Kids Chat is a palace developed by a group of US parents who wanted
to ensure their children had opportunities to participate in safe communities
on-line. One of the features of this palace was the way in which children could
post questions about any schoolwork they were experiencing difficulty with.
Parents organized volunteer tutors to come on-line and provide additional
support for those children. Kids Chat also held trivia nights, quiz nights and
other fun competitions as a part of the regular community social events. The
Scout Hut is a palace designed by parents and scout leaders to teach scouting
principles. The Job Shop palace is a free job search workplace palace, holding
regular tutorials such as ‘how to perform well in an interview’. Other examples
of palaces based purely on children’s literature are discussed in Chapter 6.
However, educators and parents make up only a small proportion of the
palaces dedicated to teaching and learning. Young people themselves design
by far the majority of palaces with an educational purpose, to teach others
how to participate in the palace effectively. These palaces hold regular lessons
on various elements of computer graphics (e.g. how to make your own avatar,
how to work with colour palettes in your graphic program, how to make ani-
mated room backgrounds) and various elements of programming (e.g. how to
make objects move about on the screen, how to include pop-up text, and so on).
Over the past decade, society has embraced a ‘visual turn’ (Jay, 1989: 49), or a
‘pictorial turn’ (Mitchell, 1994: 13), and is now more than ever seen as ‘a
society of the spectacle’ (Debord [1967] 1977), in which imagery is central to
PLAYING IN THE MUD, PERFORMING IN THE PALACE 81
Some palaces have been designed so that they can be accessed from inside a
web browser. Details of one example of this are discussed in Chapter 6. Accessing
82 PLAYING IN THE MUD, PERFORMING IN THE PALACE
the palace through a web browser, however, does not allow all the features of
the palace to be activated, so we recommend teachers download the free Palace
User software. If teachers wish to explore all palaces available, the free software
can be located at the Palace Planet website (http://www.palaceplanet.net). If
teachers want access to a limited number of G-rated palaces only, then the
software can be downloaded from the ELLIE website (Thomas, 2002–2005).
The specialized software is recommended because it has features which can be
customized by each user, including: the avatar and props and the cyborg script.
Once downloaded, we recommend teachers explore these features.
The avatar and props bag holds the avatars, images used to represent the
user when on the palace, as well as the props, which can be attached to the
user. A prop is an object that can be worn near or placed over the face; or a
small object that can be held (like a baseball bat or a cup) or attached (like a
hat, a pair of sunglasses or a wig). Avatars and props can be found in various
palace ‘libraries’ of images, but can also be home-made, from photos or images
preferred by the user. A picture of a child’s cat, for example, could be turned
into a prop, and then be seemingly sitting with the child, as part of the child’s
avatar. Avatars and props can be animated, so, using the same example of the
cat, the cat’s tongue could be animated to drink from a saucer of milk, or its
head could turn backwards and forwards as if to survey the room.
The cyborg script (denoted as the cyborg.ipt file in the user’s Palace folder)
allows each user to create fun words, actions, sounds and/or images to appear
or disappear on command. Typing in the word ‘party’, for example, might
then execute the associated script from the cyborg file to produce images
(props) of balloons, streamers, confetti, flowers, and so forth, all about the
room. Libraries of cyborg scripts are attainable at palaces and on palace help
websites such as the one at Palace Planet as mentioned above. There, users
can pick and choose ready-made scripts for their cyborgs, as well as coding
their own.
One final point to make about the palace environment is that it allows for
different levels of users to be denoted, those of member, wizard and god. At
most palaces, a member may enter, enjoy the environment, execute cyborg
scripts, and participate in the community. A wizard, on the other hand, has
access to special ‘powers’, that is, special, wizard-only commands. These com-
mands include those used for regulatory purposes (such as kick <username>,
which would allow the wizard to enforce any member violating the rules of
agreed code of conduct or netiquette to exit the community), and those used
for building purposes and coding purposes (such as createroom <name of
room>, which would allow the wizard to make new rooms for the palace at
will). It is recommended that some responsible children be given opportun-
ities to be wizards, though this will be at the discretion of the owner of the
palace.
PLAYING IN THE MUD, PERFORMING IN THE PALACE 83
Eomer: *ignores the hurt welling up from her repeated insults and just nods*
Maltriel: *she walks into her room . . . sighing . . . . back to her prison, though it
may be fair and wishes that the rider upon his fell beast had seen her,
and taken her back to the mordor army camp, where she would be with
angmar most dear once again*
Eomer: *Eomer stands at the door, hating the moment of leaving his sister,
though she does not recognize him.*
Eomer: *He wishes to embrace her and tell her of his affection for her, how
much he missed her when she was thought dead*
Eomer: *but he knows she considers him an enemy*
Maltriel: *she wonders why the king stands in her doorway, lingering for so long*
Eomer: *He smiles politely and bids her farewell*
Eomer: *A guard closes the door*
Maltriel: your majesty . . .? *she asks*
Maltriel: aanug zark, skakh izub *she calls back to eomer*
Eomer: *Eomer opens the door again when she calls*
Eomer: Lady, you know I cannot understand the Black Speech.
Eomer: What did you say?
Maltriel: oh . . . forgive me then. i said, ‘good day, my lord.’
Eomer: *smiles broadly and bows* Good day, my lady.
Eomer: *He closes the door again*
Eomer: *but lingers outside it taking deep breaths to compose himself*
Eomer: *He reassures himself that someday the spell will be broken and she will
recognize him as her brother*
Maltriel: *she goes back to her bed and lies down, feeling weak again . . . the
actions of her enemies confuse her . . . she had been told they were evil,
and they were cowards . . . but they seem polite and kind to her.
Maltriel: *she only hopes it is not because she is a woman, do they treat her so.*
The palace Kids, Enfants, Kinder was established by Angela Thomas in 1999 to
explore children’s virtual role-playing and collaborative storying. Children
from Australia, Canada, the USA, Switzerland and France participated over two
years in a range of interactive on-line experiences. One of the most popular
features of this palace was the virtual theatre performances of Greek myth-
ology. In particular, the children enjoyed reading and participating in the
myth ‘Persephone’s Story’. Figure 4.8 is the first ‘room’ introducing the myth.
This is the myth about Demeter, goddess of nature, and her daughter
Persephone who was kidnapped by Hades and taken down to the Underworld.
To participate in this story, children first read through an on-line animated
version of the legend (this was built into the palace) to the point in the story
where Demeter cursed the land and the earth became barren. At this stage,
children were invited to select a character from a range shown in a book (see
Figure 4.9). Clicking on the character’s name would provide background
information for the character. Clicking the image would automatically turn
the avatar into that character.
The role-playing varied considerably from group to group but mainly
consisted of the characters bemoaning the plight caused by the devastation of
Demeter’s curse. Usually the teacher (or an assigned child) would enter in role
as Demeter (who would refuse to take away the curse until Persephone had
been returned safely from the Underworld), and then Hades (who would
refuse to allow Persephone to return), followed by the village mayor (who
would urge the villagers to make a plan to kidnap Persephone back from the
Underworld). Various students were allocated tasks to find out about the
Underworld and various other Greek characters.
PLAYING IN THE MUD, PERFORMING IN THE PALACE 85
Figure 4.8 The space for the beginning of the role-play about Persephone and Demeter
Source: Thomas (1999–2003, on-line)
The next part of the virtual drama involved the children (villagers) in the
whiteboard room drawing a map and telling of the folklore and family stories
they had ‘heard’ about the perilous journey from their village into the Under-
world. Figure 4.10 shows the map in progress, with Cerberus, the three-headed
hound, guarding the entrance to the Underworld, the poisonous attacking
squids of the River Styx, the frightening pecking parrots, the evil pit of snakes,
and so on. Each ‘villager’ was asked to draw or add something on to the map,
and to tell the story related to their drawing or addition. Some groups of chil-
dren then made special items to assist the brave volunteers who were to rescue
Persephone.
These special items included, for example, pictures done with graphic
programs of nets, bottles of potions, special armour for their characters to wear
(which was converted into an avatar so it could actually be ‘worn’), and differ-
ent types of texts, such as lyrics to a song which would soothe savage Cerberus,
86 PLAYING IN THE MUD, PERFORMING IN THE PALACE
prayers using respectful language to Zeus to ask for help, spells to ‘freeze’ the
snakes or to turn them into stone, and so on.
The role-play would conclude with Persephone and the volunteer rescuers
successfully returning from the Underworld to recount their perilous journey,
explaining how they had escaped and survived, as well as answering villagers’
questions. Students then had a chance to reflect out of role and to publish any
of the writing they had created throughout the drama, such as their imaginary
folk tales or their songs. Teachers reported back on the enthusiasm of students
and the high quality of writing and graphic designs that were produced.
Conclusion
growth of internet usage in the past and projected figures by the ABS, it is likely
that use by children under 18 (in the Australian context) will rapidly increase.
Australia is but one of the Western countries with a high internet usage by
children. According to a report commissioned by the US census (Newburger,
2000), in the year 2000, approximately 30 per cent of all children between 3
and 17 in the USA had (and used) the internet at home. As increasingly more
children come on-line and participate in on-line spaces, teachers would be
wise to explore and exploit these spaces to provide both safe and positive
learning experiences for children.
Advocates of digital media argue that the internet, due to its open, global
nature, allows children freedom from adult control, to escape from the usual
boundaries and lines between childhood and adulthood, and to define them-
selves in alternative ways from their off-line selves. Katz (1997) argues that the
ways in which children are creating their own autonomous cultures and
communities is one way children are bringing about new forms of cultural
88 PLAYING IN THE MUD, PERFORMING IN THE PALACE
Introduction
In this chapter we illustrate the work of three teachers: Jenny, Mark and
Coco, as they integrate and make use of the affordances of information
and communication technologies in their classroom practices. These teachers
have worked to varying degrees over the past five to ten years integrating the
use of computers into their classroom practices, and their work reflects their
wealth of experiences over this time. Additionally, it reflects their considered
experimentation and exploration of the possibilities and potentials of using
ICTs in the classroom in meaningful ways, to enrich and enhance their literacy
programmes.
The snapshot of Jenny’s classroom illustrates a teacher beginning to
include websites to enrich literature-based units of work that have a focus on
visual literacy and narrative structures, putting into practice some of the ideas
outlined previously in Chapters 1 and 2. Her unit of work described in this
chapter is designed particularly for younger children aged 7 to 9. The snapshot
of Mark’s classroom reflects his efforts to engage his class in which many of the
children have English as a second language, in interactions with children from
Finland. He worked with the authors on a project called ELLIE (Electronic
Literature and Literacies in International Education) to explore the use of elec-
tronic forums to excite and stimulate children’s discussions about books and
e-books. The use of forums to talk about books is discussed in Chapter 3, in
terms of what some teachers call ‘book raps’. Mark had not explored electronic
literature prior to working on the ELLIE project, so he was excited to introduce
this new concept to children, and extremely impressed with children’s
responses to the unit of work he implemented. Coco’s snapshot represents a
teacher with an interest in developing her children’s collaborative narrative
writing using the on-line virtual environment of the palace as a stimulus. The
palace was discussed in Chapter 4.
Through sharing these stories and explicit examples of lessons
90 THREE TEACHERS’ CLASSROOM PRACTICES
Snapshot 1: Jenny
Jenny has been developing her work with both children and teachers in the
area of visual literacy. Working as both a teacher and a literacy advisor with
teachers, she has developed an interest in enhancing her work with children
and teachers by exploring ways to integrate the use of ICTs with her work on
visual literacy. Here she shares her unit of work with younger children using
websites related to children’s literature, coupled with a movie version of a
children’s book. As Margaret Mackey (2002) has noted, we are living in an age
of multiple versions of texts. In this unit about Shrek, Jenny shows how she
encourages young children to explore websites, movies and original versions
of a narrative, see Box 5.1.
Classroom considerations
The classroom was set up with two computers connected to the internet, a
television and video, a copy of Shrek on video, three copies of the picture book
and other picture books with fairytale references. The video of the Shrek movie
was available for children to watch at school outside of class time or to borrow
and view at home prior to the unit of work. Children were placed in mixed ability
groups for group work.
Snapshot 2: Mark
This project was extremely successful, winning many local and international awards
for excellence in the use of ICT in the classroom and learning. Consequently,
the site has flourished and grown beyond Finland and is now an international
program where teachers and children all over the world talk about children’s
literature. More about Netlibris and its aims can be found at both the Netlibris
website (1996–2005, on-line) or from an article published by Miller (2000).
Through this site, Mark organized for his class of children to work with a
class of children in Espoo, Finland. After much email discussion between
Mark, the Finnish teachers, and the ELLIE project team, it was decided that
the children would read the David Almond novel Skellig (Almond, 1998) as the
first stage of the project. This award-winning novel was popular with both
the Finnish and Australian audiences and was accessible in both English and
Finnish, so was an excellent choice.
Mark worked with the ELLIE team and his class of children to explore the
novel Skellig. In particular, they explored ways in which David Almond and
the illustrator of the front cover of the novel used image and text to construct
meaning. Mark, the Finnish teachers and the ELLIE team worked collabora-
tively on this sequence of lessons. As children in each class learnt progressively
more about the novel, they were encouraged to write their thoughts in a for-
mal response to the text, post it to Netlibris, and interact with the ideas posted
by other children. This interaction occurred in a similar manner to the book
raps as described in Chapter 3. Children responded to the novel and shared
their thoughts about the themes of the novel and the construction of the text
and image to realize these themes.
The second phase of ELLIE involved similar procedures except that in this
phase we selected an electronic narrative or e-book for the children to read and
respond to, and we used the ELLIE forums as a site for student discussion.
Additionally, we involved some undergraduate students in working with small
groups of children in Mark’s class, to engage our students in classroom-based
research related to children’s literature and electronic literacies. The e-text we
selected was one originally published by the BBC to accompany a television
series, and was entitled Spywatch. The BBC have since taken the e-book off-line
but educator Ben Clarke has (with permission) made it available for free
THREE TEACHERS’ CLASSROOM PRACTICES 97
Snapshot 3: Coco
Box 5.3 Storybuilding using the room background at the palace as a stimulus
Framework of questions
1. Somebody lives alone in the castle on the hill. That person has not left the castle
grounds for over ten years. Is the person a male or a female?
2. How old is s/he?
3. What is his/her first name?
4. What colour/length/type is his/her hair?
5. There is something interesting about this person’s (insert the children’s selected
name for the person from here on) hands, tell us what it is.
6. There is one distinguishing, striking feature about the person, what is it?
7. The person doesn’t have a happy demeanour – describe the expression that is
usually seen on the person’s face.
8. Did s/he always live alone there?
9. The castle is very large for one person – describe the person’s favourite room.
10. Why is this room their favourite room?
11. In the room is a photo of this person when she/he was a child. He/she looks very
like they are laughing. Who took this photo?
12. Where is the person when this photo was taken?
13. What happened to cause the laughter seen in the photo?
14. Looking about in the room, there is another item that seems like a special keep-
sake for the person. What is it?
15. Describe this thing.
16. What makes it so special to the person?
17. The castle is so isolated up on that hill. How does the person get supplies such as
food?
18. Is the person healthy?
19. Does he/she do any exercise?
20. Describe a typical day for this person (this question could be divided up into
morning, afternoon and night to make three questions).
21. Late one afternoon, the person goes into their favourite room. Describe his/her
movements in the room.
22. The person seems to be particularly distressed this particular afternoon, what is
the news that has caused this?
23. The person has decided to write a letter. Who is he/she writing it to?
24. What does he/she write in the letter?
25. Why is it so important for the person to send this letter immediately?
26. For some reason, the letter can’t be sent in the usual way, what is this reason?
27. How does the person decide to overcome this dilemma?
28. Describe the events that followed this decision.
29. By the end of this day, the expression on the person’s face has changed. Describe
this changed expression.
30. One year later, the person is no longer living in the castle alone. Who or what is
living there with them?
THREE TEACHERS’ CLASSROOM PRACTICES 105
this storybuilding exercise. The framework begins with some simple and basic
questions, but as the narrative is developed, the questions are more probing.
The simple questions at the beginning are necessary for creating a shared
understanding of the details from which more creative ideas can flow. The
framework is devised to focus on one small aspect of a narrative and as such
it also provokes further questions without offering children the opportunity
to answer them in this specific session. This leaves space for later creative and
imaginative writing.
The storybuilding activity was a safe, risk-free experience to offer the chil-
dren, and it was one that didn’t involve children from other countries. What it
did do was to encourage confidence in Coco, the children, and the children’s
parents about the environment of the palace. Coco reported that children
were not only creatively stimulated from this experience on the palace, but
they were highly enthusiastic and excited and constantly asking for more – so
much so that she decided to introduce them to the interactive on-line role-
playing of the palace related to the Greek myth of Demeter and Persephone.
Coco’s class was one of the classes reported upon in Chapter 4. The interactive
role-playing was conducted in English and with children from other countries,
so Coco’s initial purpose of engaging children in speaking English with native
speakers was achieved. It was achieved, however, with much more breadth and
depth in terms of curriculum outcomes than she had ever first imagined was
possible.
Conclusion
Introduction
This research project will centre on a study of the world of Tolkien: Middle
Earth. We will present a series of lesson ideas as we articulate the research
design. It is important to keep a clear research focus in mind throughout the
programme, and this begins with defining our research question(s). We suggest
the following:
• What (if anything) did the children learn through their on-line par-
ticipation that they could not have achieved off-line?
Teachers may also have questions in mind such as ‘How does this enhance my
existing practice?’ These questions should help focus and inform the ways of
observing what happens throughout the project. The answers to these ques-
tions will be determined through collecting information at various stages of
the project.
In Chapter 4 we introduced the on-line visual worlds of palaces, sites for
interactive communication and role-playing. The main site for the research
will be at the Middle Earth palace (Sorenson, 2000–2005, on-line), a g-rated
visual virtual world. Instructions and free software required for joining this
site are outlined in detail at the Middle Earth palace website (RAGTime,
2002). The palace is owned by Laurie Sorenson, or, as she prefers to be called
on-line, ‘Nimue’, and she and her volunteer staff are all Tolkien aficionados.
The community members (ranging from age 11 to 70), have names such as
‘Elrond’ and ‘Hobbitness’ and they come from many different countries,
including England, the USA, Holland, and Australia. The palace is replete
with beautiful art work traversing all of Tolkien’s magical lands, from the
Shire to Lothlorien to Helm’s Deep. Many rooms have sound bytes from the
movie versions of the books, and each room has a drop-down help menu for
beginners, covering basics like movement from room to room in the palace,
and a map showing where you are located in Middle Earth. Avatars of
hobbits, elves and the other citizens of Middle Earth are hidden away in
rooms like Easter eggs, and children will find great enjoyment hunting
and collecting them. Some of the Middle Earth community members like to
speak Elvish (but always offer translations for the novice), others like to dance
and sing songs or recite poetry in the Hobbit tradition. Middle Earth also
has an associated website and web forum, as well as a text-based fantasy
role-playing site.
The Middle Earth website provides information about the palace, includ-
ing a list of staff members, the rules for participating, general background
information, instructions for joining, and sample rooms to show what the
palace environment is like, such as Figure 6.1.
The website describes the palace environment as follows:
We have selected this particular palace as the research site for a number of
reasons:
Box 6.1 is the outline of suggested lessons matched with various stages of
the research design. This project is suitable for children aged approximately
10–14 years of age. The lessons are designed to give children time to immerse
themselves in the rich world of Tolkien through both on-line and off-line
experiences. The end point of the lessons is an on-line role-play on the Middle
Earth palace. The lessons are meant as a guide only, and we expect that the
112 MIDDLE EARTH MEETS THE MATRIX
Box 6.1 The Middle Earth Meets the Matrix Research Project
Through this unit of work it is anticipated that students will do the following:
• Revise the grammatical features of narratives and use these to co-construct
their own narratives.
• Discuss in detail the genre of fantasy and in particular, the Hero’s quest,
through comparing examples of literature across different cultures reflecting
this genre, and through writing in this genre.
• Conduct detailed investigations of the type of language used by different
Middle Earth characters in varying contexts (i.e. type of vocabulary used by
different characters, the language of songs and poems used by the Hobbits, an
investigation into the Elvish language, a study of riddles as used by Bilbo
Baggins in the cave, as well as the rich language of fantasy and description used
by Tolkien).
• Be able to describe and critique the style of Tolkien’s writing.
• Write, illustrate and participate in an extended fantasy story, drawing upon
knowledge of the genre.
• Practise and use sophisticated, extended vocabulary as appropriate to
characters and the fantasy context.
• Use technology to create texts and images (e.g. avatars).
• Demonstrate a high degree of technological literacy through effectively
participating in literary events in the digital context.
1. Reading The Teacher reading class novel: The These first lessons are
Hobbit Hobbit setting the stage for
Teachers may also like to show the the research. They are
film version of the The Hobbit, and designed to immerse
compare the film and book versions. the children in the
worlds and words of
During reading, the teacher may
Tolkien, to create
invite some guided discussions about
enthusiasm and to
the characters and Bilbo’s journey,
provoke curiosity.
such as What hints does the narrator
give that the cave will not be the safe
shelter the dwarves hope for? in
Chapter 4.
There are numerous teacher guides
to assist children in reading and
understanding the text. Some on-line
resources such as the Teachers @
MIDDLE EARTH MEETS THE MATRIX 113
4. Introduction Teachers take the children onto the During this phase we
to the Middle palace and give them time to explore suggest the teacher
Earth palace its features. A quick way of exploring keep a journal of
is directly through the web using the reflections and
‘Instant Palace’ version: (http:// observations about
middleearthpalace.com:9984/ the experiences had
palace/client/instantpal.html). both by themselves
However, not all of the features are when first visiting the
available through instant palace, so palace, and by the
we recommend teachers download children as they
the free software ‘palace client’ and explore. It would be
connect using that. As previously valuable to tape
mentioned, this software can be record pairs of
downloaded from the Middle Earth children at a time
palace website. to examine the
language they used
We also recommend that teachers
as they explored,
visit the palace a number of times
negotiated and
prior to the children to familiarize
discovered the world
themselves with the features of the
of the Middle Earth
site, the rules, the staff, and so on.
palace.
This exploration phase of the project
may take some weeks, as the learning
curve may be quite steep.
We suggest doing the beginner
tutorials to best understand the
technicalities of the space.
program will be adapted in numerous ways to suit the particular needs of the
class of children, and also to best meet the curriculum demands of each
teacher’s respective school, education department and country. In the project
design below we have also identified how the suggested lessons may in fact
meet such curriculum demands.
The following role-play in Box 6.2 has been designed with the kind assistance
of the members of the Middle Earth community. It is important for the teacher
to first email the owner, Nimue, to discuss times and organize the groups so
that community assistance is available during the role-play. The teacher
should also email the project manager, Angela Thomas (a.thomas@edfac.
usyd.edu.au), to enable access to ELLIE forums and be directed to resources
necessary. Contact details are included at the end of this chapter. We suggest
the teacher work through the role-play rooms first without the children to
become familiar with how it works.
It is anticipated that the stages in the programme of work (fun!) will be suited
to varying modes of organization by the teacher. The reading of The Hobbit and
study of Elvish will clearly be a whole-class shared activity. Creating characters
would best be independent group tasks, while any stage where children are
actually on-line in Middle Earth should be a strictly supervised and guided
group task. We have suggested that on-line role-playing best be organized in
groups of no more than eight to ten children. However, the number of com-
puters with on-line access and the location of these computers may impact
upon group size. Ideally, a minimum of four on-line computers would be
required to best engage children in all experiences in the programme of work.
It would be valuable to invite parents to be part of the on-line experiences
too – not just for practical purposes of assisting teachers, but also to create a
wider excitement and enthusiasm for the project. It would also offer parents
an opportunity to learn something new about the technological world that
they might not otherwise have a chance to do. In this way, children will also
realize that learning is a lifelong process.
118 MIDDLE EARTH MEETS THE MATRIX
Mallorn Glade 2. Teacher in role The teacher comes on in role as the blue
to establish the wizard Pallando. Children are told by
purpose of quest Pallando that a young elf named
and guide the Mithradir was playing with his friend,
action. Curunir in the valley of Rivendell, when
the evil dragon Scatha swooped down
and snatched Mithradir in his talons,
flying away. Pallando says that he is
unable to use his wizardly powers in
Middle Earth, but will help direct them to
Elrond, since only Elrond, leader of the
elves, has the special gift of foresight.
Only Elrond may be able to reveal
whether or not Mithradir is alive, and if
so, where he is being held. Pallando
directs the children to the entrance of
Lothlorien, the Elven Escort room.
MIDDLE EARTH MEETS THE MATRIX 119
The Forbidden 4. Teacher in Children are to hunt for the room that
Pool role, children meets this description (the room is
The Oliphant questioning, actually called The Forbidden Pool in the
The Forbidden telling riddles, lands of Gondor and Gollum appears
Pool following clues. after a click at the bottom of the pool OR
Ruins in Ithilien if the children are wearing the fish avatar,
but children should be given time to
explore the clues given by Elrond to try to
find the room themselves). The teacher
(or a parent, or one of the children, or a
Middle Earth community member) is to
go in role as Gollum and demand that
the characters entertain him with riddles
before he gives away any clues as to
Mithradir’s whereabouts. After the
children have told a few riddles, Gollum
tells them the next clue: ‘Grey as mouse,
120 MIDDLE EARTH MEETS THE MATRIX
Moria Hall 7. Improvised Children search for the clues until they
Dwarf Lobby role-play, treasure find the room called Moria Hall, at which
Various rooms hunt, resolving they speak the secret password (Moria)
of Isengard the problem, to enter the room with the hoard of
The Hoard completing the treasure. A group of dwarves are
quest and guarding the treasure in the room and
returning home. demand to know what the children are
doing there. The children then need to
ask for the Arkenstone. The dwarves
make the children explain why they want
it, then offer them the Arkenstone only if
they can return with the seven golden
artefacts of Isengard. The golden artefacts
are props hidden in various rooms of
122 MIDDLE EARTH MEETS THE MATRIX
Mallorn Glade 8. Storytelling in Upon their return, the children can tell
role the stories of the quest to the concerned
family and friends in Lothlorien. It would
be fun if the school principal or the
children’s parents were on-line waiting
for the questing characters to listen to the
stories. One of the children might like
to go in role as Mithradir to tell how
frightened it was in Scatha’s cave and
how grateful he was to the rescuers. The
teacher might like to add in a curious
ending by commenting that Mithradir’s
friend Curunir who was with him at the
time of the kidnapping by the dragon
‘looked none too pleased to see his friend
again, though masked his displeasure by
a thin smile’. This might pave the way for
further writing in role, or further role-
playing in the future.
Mallorn Glade 9. Reflection on The teacher should spend some time off-
the role-play line with the children to allow them to
through writing, tell their stories again, both in role, and
drawing, retelling then out of role. Groups might like to
and discussing retell their quest in a series of still photos,
what was learned. or in song, or through writing, to share
with others.
MIDDLE EARTH MEETS THE MATRIX 123
Above we have outlined times throughout the project during which observa-
tions of various activities may be collected. In addition to observations, we
have recommended other types of data also be collected. These included: col-
lecting artefacts such as the text and images created by students as preparation
for their virtual role-playing; keeping transcripts of the palace logs of the role-
playing and using the video and associated storyboards to examine language
use. Methods of analysis are discussed below. Additionally, we suggest giving
the children a questionnaire asking them to describe what they learned
throughout the unit. The questionnaire could ask such questions as:
• What did you enjoy most about the work you did on Middle Earth?
• What three things did you learn that were completely new to you?
• What else would you have liked to do about Middle Earth that you
didn’t get time to do?
• Did your teacher or your parents think you did something special in
this unit of work that you hadn’t done before?
As Mills states, ‘[I]t is generally accepted in action research circles that re-
searchers should not rely on any single source of data, interview, observation,
or instrument’ (2003: 52). Using a range of sources is termed ‘triangulation’
and it is recommended to ensure that varying perspectives can be closely
examined to understand complex phenomena. It also provides a systematic
and rigorous way to ensure that the conclusions from the research are clear
and well supported. The matrix in Table 6.1 reflects the research design taking
into account the need for triangulation.
Data source
Research questions 1 2 3
we wish to suggest teachers use together to understand and interpret the data
collected. This is a discourse analysis (both text and image) of the artefacts and
role-playing logs created by children.
Discourse analysis provides a means for looking closely at the ways in
which children have used language and images to construct their texts. Our
first research question, ‘In what ways (if any) are children’s literacy skills
enhanced through their participation on-line?’ requires an inspection of the
level of literacy demonstrated in the texts constructed by the children. The
second question, ‘What (if anything) did the children learn through their on-
line participation that they could not have achieved off-line?’ requires a close
inspection of the role-playing logs and a comparison between this and other
texts created by children. We would like to propose a basic ten-step process to
the discourse analysis:
1 Looking back over your observations, what are the common themes
or patterns you can identify that seem significant?
2 Reading through the artefacts children made, what grammatical
features of narrative (or other genres where appropriate) are evidenced,
and what in particular stands out as remarkable or unexpected?
3 Viewing the images children created in the various artefacts, what
visual grammar features are evidenced, and does anything stand out
as remarkable or unexpected?
4 What intertextuality is evidenced through the children’s role-playing
MIDDLE EARTH MEETS THE MATRIX 125
(i.e. what are the other texts that children draw from in order to
successfully participate in the role-play)?
5 In responding to the questionnaire, what are the common themes
children mentioned that seem significant?
6 In what ways did you observe children adopting or exercising power
throughout both the on-line and off-line experiences?
7 In what ways did individual children construct a sense of the character
they were role-playing, and what elements of the real child did you
see reflected in the character?
8 When discussing their experiences, what statements did children
make when referring to themselves, i.e. what ‘I-statements’ (Gee,
1999: 124) did they make?
9 What words or phrases used by children seemed particularly import-
ant in the role-playing context?
10 Overall, what did children learn about The Hobbit in this unit that
seemed unique or different to what they have learned in other units
on similar children’s literature, and to what would you attribute this?
This is a starting point for the analysis. For teachers wanting to learn more
about techniques of textual and visual discourse analysis, we recommend the
following references: Phillips and Jorgensen (2002), Gee (1999), Kress and van
Leeuwen (2001), and Rose (2001). As a conclusion to the analysis we invite
teachers to write a report of their experiences, reflections and findings from the
research project. We will collate these reports and publish them at the ELLIE
website, and (ideally) into a future print publication.
The ‘Middle Earth Meets the Matrix’ research project is one exemplar of the
type of research project that could be undertaken by teachers to investigate
meaningful ways of incorporating ICT and children’s literature in classroom
practice. However, there are other palaces and on-line forums dedicated to
children’s literature that could also work as a viable starting point for a similar
type of research project. The palaces Hogwarts (Maykitten, 2004), Harry Potters
(Aurora, 2004), and Bloody Brilliant (Layke, 2004), are dedicated to Harry Potter
fans and have related websites/discussion forums. The palace Nexus Quest
(Souza, 2004) and related website is dedicated to Pokémon fans. There are a
number of anime palaces dedicated to Japanese fantasy quests. Some palaces
have themes based on Arthurian legend or Greek mythology. A directory of all
palaces and a description of the palaces is book marked in the palace software,
so teachers can explore the range of sites and select one that best suits the
needs of the class. A word of caution, however, we have not talked with staff
126 MIDDLE EARTH MEETS THE MATRIX
members of each palace and cannot recommend that any palace apart from
Middle Earth will be suitable for a research project with children. Teachers
should explore the palace site thoroughly and seek permission from its owners
to ensure that children will be in a safe environment at all times. We wish
teachers well in pursuing other suitable research projects and offer the invita-
tion to you to share your experiences with us on ELLIE.
Conclusion
Email for access to the ELLIE forums and participation in the project through
Angela Thomas: [email protected]
Email for the owner of the Middle Earth palace, Nimue: [email protected]
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