Learning with Litcraft - encouraging reluctant readers
1. Learning with Litcraft
Encouraging Reluctant Readers
Day 1 - Tuesday 15 October 2019
2:30 p.m. - 3:15 pm
C104: Tech for engagement
Stella Wisdom, British Library
2. The British Library is the
national library of the UK
We receive a copy of every
publication produced in the UK
and Ireland
From 6 April 2013, Legal Deposit
covers e-books, e-journals and
other types of electronic
publication
Plus other material that is made
available to the public in the UK
on handheld media such as CD-
ROMs and microfilm, on the web
(including websites) and by
download from a website.
http://www.bl.uk/aboutus/legald
eposit/
3. The Digital Scholarship
Department
Mission
Enable the use of the British Library’s digital
collections for research, inspiration, creativity, and
enjoyment.
Goal
Ensure the Library is able to meet the emerging
needs of everyone who wants to deeply integrate
digital content, data, and methods into their work.
www.bl.uk/digital
4.
5. Off the Map 2013 winning team:
Pudding Lane Productions from De Montfort University, Leicester
Created an interpretation of 17th Century London
http://youtu.be/SPY-hr-8-M0 (Flythrough starts at 0:50)
6. Odyssey Jam 2017 entries
https://itch.io/jam/odysseyjam/entries
We encouraged entrants to make use of the digitised images on Flickr that The British
Library had released under a creative commons license.
Some games used these images, e.g. No One and 108 suitors.
7. Gothic Novel Jam 2018
We received 46 entries submitted by people from all around the world including UK,
Australia, America and France.
https://itch.io/jam/gothic-novel-jam/entries
8.
9. Playing Beowulf
Project with University College London Institute of Education, funded by the Arts
and Humanities Research Council in the UK.
Developed a game-authoring tool based on the Anglo-Saxon epic poem Beowulf,
for use by schools, universities, curators and library visitors.
http://darecollaborative.net/2015/03/11/playing-beowulf-gaming-the-library/
10.
11.
12. Litcraft is the outreach/impact
element for
Chronotopic Cartographies
AHRC Funded Three Year Project
(2017-20)
PI: Professor Sally Bushell
RAs: James Butler, Duncan Hay,
Rebecca Hutcheon
13. Aims of the Litcraft project
• To have an impact on society by changing attitudes
towards our literary culture and heritage
• To work with schools, libraries and museums to re-
engage children with literary classics by using a
popular gaming environment
• To experience literary worlds in new ways by using the
digital environment for reading, writing and
interpreting
• To link our educational resources directly to the KS2
curriculum and present them in an easy-to-use way
14. Core Structure
At the heart of LITCRAFT is a structure that moves
between reading texts externally, immersing oneself in
the game world created from the text, and writing
about that experience.
Resources and lesson plans reflect this “virtuous circle”
TEXT [external; verbal]
WORLD [Immersive; experiential]
16. START WITH READING and Discussion
GO INTO game world
FOLLOW UP: Writing
TEXT [external; verbal]
WORLD [Immersive; experiential]
17. Lesson Plans
4 – 6 Sessions in Litcraft with a series of linked activities
Template for each session:
• Pre- Reading task
• Pre-Vocabulary task
• Audio of text to listen to or read OR Whole Class
reading session
• Immersive IN GAME task
• Writing task (building on immersive activity)
• Follow up task
•
•
18.
19.
20. Session 1: My Shore Adventure
PRE-GAME – read extract (short or long) and answer
questions
26. Feedback from Lancashire Libraries
“The resource worked very well. . . The combination
of reading and digital tasks kept them interested. I
was surprised the group was so focused and willing
to discuss the book as it was a group of cubs and
beavers.”
“I gave the children a tour of the library afterwards
and they were looking at books and talking about
what they could make in Minecraft. The teachers
struggled to get them to leave!”
27.
28. Leeds Libraries
Average score for LITCRAFT
from all participating =
4.67 out of 5.00. [97% liking]
33% disliked “nothing”
33% liked “everything”
“The fact that it was a game
based on a book made it
more enjoyable.”
29. 14 % had read Treasure Island before . . .
74% said they wanted to read Treasure
Island now (after LITCRAFT)
83% said this for Kensuke’s Kingdom
31. William Wordsworth: 1770-1850
CONCEPT OF “The Spots of Time”
There are in our existence spots of time
Which with distinct pre-eminence retain
A fructifying virtue whence depressed
By trivial occupations, and the round
Of ordinary intercourse, our minds,
(Especially the imaginative power)
Are nourished and invisibly repaired:
Such moments chiefly seem to have their date
In our first childhood.
(The Prelude, MS U; later Book XII, 208-16)
33. Ice-skating on Windermere
And in the frosty season, when the sun
Was set, and visible for many a mile
The cottage windows through the twilight blazed,
I heeded not their summons: happy time
It was indeed for all of us – to me
It was a time of rapture. Clear and loud
The village clock tolled six, – I wheeled about,
Proud and exulting like an untired horse
That cares not for his home. All shod with steel,
We hissed along the polished ice in games
Confederate, imitative of the chase
And woodland pleasures, – the resounding horn,
The pack loud chiming, and the hunted hare.
So through the darkness and the cold we flew . . . (Prelude Book I, 425-38)
My talk today is about a project in which Lancaster University partners with the British Library.
My main focus today though is on the way in which our project connects to heritage organisations in the North West and to Library regions in the North and South West.
Set up in 2010 the team was formed as a way of dedicating focus on the changing research landscape in the digital realm. Now embedded in collection areas, and as you’ll see later, joining the library explicitly as part of major digitisation projects.
Main activities:
Working behind the scenes to get content in digital form and online
Offering digital research support and guidance
Supporting collaborative projects
Running events, competitions, and awards
Litcraft is a resource designed and run by Professor Sally Bushell and Dr James Butler.
Read from slide
The success of Litcraft comes from its core structure which creates a linked resource working both outside and inside the game world and connecting the two. At its heart is a virtual circle that always begins with the text, preparing and setting up for the ing-game task, then comes out again at the end.
Our work with libraries draws upon and adapts the core builds made originally for use in schools. We used the same model / structure but adapted it.
Remember the basic structure – start out of game – go into immersive world (with reading and writing tasks in-game) then come out again.
The lesson plans are built around the linked resource with pre- and post- tasks.
The first world we created was for Treasure Island – using the map at the front of Stevenson’s novel we created an accurate scale map in Minecraft.
This slide gives you the contents of Treasure Island with the highlighted chapters having an in-game task relating to them. When working with schools we assume that the whole book is being read, but in libraries we also created a minimum read version – a short extract that MUST be read and discussed before going into Minecraft. Tasks are spread across the text.
So – for example – the first task is centred on the chapter called “My Shore Adventure” in which Jim Hawkins runs onto the island and explores it. Children begin by looking at the map from the book (which can also be used to navigate on the minecraft island since it is an accurate scale-model); think about Jim’s character, and read the passage – then they go into Minecraft and undertake the first task which is a scavenger hunt. In this way they replicate and re-enact what happens in the book so that the virtual world reinforces the textual.
In-game there is always a distinctive starting beacon with chests under it. Each chest corresponds to a challenge activity. The first chest says “Scavenger Hunt”, Children open the chest, take out a book and follow the instructions in it. They can read the book on-screen. They can also write in books within the game and screen shots can be taken to get their writing out from it.
Our second build was for Kensuke’s Kingdom by a living author Michael Morpugo. We chose this because it was a shorter simpler text – although very good and moving – but it made the resource more accessible.
The talk today describes and explains how Litcraft works through its partnership with Museums and Libraries. [Also used in schools as an educational resource – but that is not the focus of today’s talk]
Talk through slide: We have partnerships with five regions in the UK.
We found the libraries a great fit for Litcraft. This is partly because the library space is more relaxed and informal but also because libraries in the UK have very much re-invented themselves as digital spaces and many have a strong digital strand. However, although they were making digital skills accessible this rarely involved relating them to books. For this reason the librarians loved Litcraft since it brought the two together.
We create a box of all that is needed to run Litcraft sessions and this box then circulates round the library system to participating libraries. They use the resource in a number of different ways – going into schools; having special Big Read sessions in the holidays etc. We have Lancashire and Leeds at the end of Year 1, and Devon and Somerset about to roll out the resource.
We started to get feedback from the libraries which we were very happy with. Librarians repeatedly commented that they were surprised at how well the resource worked. In the second quote here the children like it so much that they want to immediately reapply it themselves.
Leeds libraries provided us with more quantifiable data – again very positive.
The Museum partnership I’m going to focus on today is that with the Wordsworth Trust. The Wordsworth Trust is an organisation located in Grasmere in the Lake District dedicated to the study and preservation of the manuscripts of William Wordsworth and his sister Dorothy. 2020 is the 250th Anniversary of Wordsworth’s birth. As part of this major event The Wordsworth Trust received £6 million to redesign the site and museum in Grasmere for future generations in a project entitled “Re-imagining Wordsworth”. Litcraft is involved in this project in creating a digital resource in Minecraft that will be at the heart of the newly designed museum space. A corridor between rooms will allow children to explore the landscape of the poet’s early writings about childhood virtually, and link this to items around the museum.
Wordsworth’s concept of “the spots of time” is a universal one. He argues (over one hundred years ahead of Freud) that our earliest childhood memories are held deep within us and are fundamental to who we are. These memories are isolated bubbles of meaning –before we have continuous memory – but they are vital to our sense of identity. He called these suspended moments “spots of time”. In his autobiographical epic poem The Prelude he writes: [READ LINES]
In his account of a childhood lived out in nature, Wordsworth describes various activities he undertook – ice-skating on the lake; stealing bird’s eggs; rowing out on Ulswater at night. These are all mini-adventures that nonetheless had a profound effect on him and made him the poet he later became
The Litcraft resource for the Spots of Time takes a Minecraft map of the Lake District – originally made by the Ordnance Survey (but made at a larger scale for us by the Centre for Ecology, Wallingford) and places different episodes – spots of time – within the landscape for children to find and re-enact. Children will locate a beacon at a key site, read a passage of poetry relating to the site; undertake a simple comprehension task and re-enact the scene themselves within the landscape.
So – for example – a famous scene has Wordsworth describing skating on Lake Windermere when it froze over in the winter. READ. Wordsworth’s highly sensory account of ice-skating as a boy.
In the Litcraft resource, the children will first read the poem and think about some questions about the text. Then they enter the Minecraft world and are set a challenge that involves them re-enacting the experience in-game. Finally, when they come out they must undertake a hunt around the museum to find an object and a manuscript linked to the task (in this case – Wordsworth’s ice-skates) – next slide.
The virtual environment is connected both to the textual and to items in the museum’s collection. This resource is currently being developed ready for launch in 2020 when the museum re-opens.
A second museum build is planned with Seven Stories in Newcastle. This is a museum for children’s literature. Newcastle author David Almond’s book “The Boy Who Climbed to the Moon” is about a boy who journeys up inside the tower block where he lives and comes out on top. The build will use the text but also allow for creative re-building of the space. We are going to use it with inhabitants in the East of the city who live in Towerblocks. So we have both a rural and an urban museum build.