But here’s an excerpt from the “Summary of Project”:
StoryPix is a platform-agnostic, digital card game designed for middle-school-age children and older. It is an image-based storytelling environment that both visualizes and verbalizes the multitude of ways that people interpret the world. Like other social media platforms, StoryPix users will share images with the intention of telling their “story.” Unlike other social media platforms, StoryPix users will be encouraged to present their images in a more deliberately sequential manner, to present them more like a story, and to create an interpretation of the visual stories of others.
The learning objective of the game is to encourage players to think about their own and others’ thinking. Players will create a story constructed from a series of “cards” or “frames,” static images being either self-created or found (photos or drawings). These images are then sequenced to tell a story (as do, for example, comic strips and photo essays). Players then add a title (of no more than three words) and a descriptive, narrative text (of no more than 200 characters) to accompany their picture sequence. Once a story is completed, the player “publishes” the story and shares it with another player. The recipient of the story, however, only sees the story’s title (not the original narrative text) and a “stack” of images/cards/frames that have been “shuffled” and placed in a random order. The recipient player must then guess the originating player’s story in the original order of the cards and send their guess back to the originating player, along with their own (under 200-character) narrative text. Recipient players are allowed three tries to “get it right.” Players also have the option of sharing one story with multiple recipients, allowing the creator of the visual story to view the multiple ways in which their story is being interpreted. Finally, the player has the option to publish their story, giving other friends or the community a chance to interpret the story as well.
Digital Media Design for Learning (DMDL) degree; Cognitive Science and Educational Technology I course (Spring 2014).
Medium-long (approx. last quarter of the term, final group project design document).
my principle contributions: “Background,” “Problem Description,” “Delivery Platform” and “Project Narrative.”
As a group, produce a full, thorough design document on a project of mutual interest.
A few years ago, I read Maryanne Wolf’s Proust and the Squid (2007) and was floored to learn (amongst other things) that
[a] prominent  study found that by kindergarten, a gap of 32 million words already separates some children in linguistically impoverished homes from their more stimulated peers. In other words, in some environments the average young middle-class child hears 32 million more spoken words than the young underprivileged child by age five. (p. 20)
In class, I was fortunate to have three other classmates become interested enough in this “word gap” to work on a project together. What we came up with was a mobile application titled “OPEN: the Journal.”