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Pick Your Path - Creating Digital, Choose-Your-Adventure-Style Stories and Activities

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HBGCC - 006CD

Creation Lab
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Session description

In this "choose your adventure"-inspired workshop, participants will create a unique, digital, interactive story. Will you follow 6-year-old Connor through a basic, image-based project in Canva or Amanda through a more advanced journey featuring custom GPTs, CSV files, and Canva apps? Or both?!?

Outline

Workshop Outline and Timing:
- Introduction and Overview - 10 minutes
- Branching Story Basics - 10 minutes
- Pick Your Path Pomodoro (part 1)* - 25 minutes
- Break/Show and Tell - 10 minutes
- Pick Your Path Pomodoro (part 2)* - 25 minutes
-Wrap up / Q&A - 10 minutes

*During the "Pick Your Path Pomodoro" segments, participants will be working through a choose-your-own-adventure-style tutorial playlist, which will prompt them to complete different activities based on their choices, ability level, and interest. Presenters will be available and mingling during this time to answer questions and troubleshoot participant issues.

Engagement Tactics:
-Device-based activities
-Peer-to-peer interaction and collaboration
-Interactive Q&A

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Supporting research

1. Aguiniga, A. M., Phillips, H., & Howard, M. L. (2024). Effect of Choose-Your-Own-Adventure (CYOA) Activities on Pharmacy Student Knowledge. American Journal of Pharmaceutical Education, 101284–101284. https://doi.org/10.1016/j.ajpe.2024.101284

2. How to make an interactive story. (2023, March 30). Yoto Space; How to make an interactive story. https://yoto.space/tutorials/post/how-to-make-an-interactive-story-yGWSd8O2nkbYDmN

3. Konopelko, D., & Bagby, G. (2021). What Educators Can Learn from “Choose Your Own Adventure” Books. ASCD. https://ascd.org/blogs/what-educators-can-learn-from-choose-your-own-adventure-books

4. Korber, I., & Shepherd, J. (2019). Teaching the information literacy Framework. Reference Services Review, 47(4), 461–475. https://doi.org/10.1108/rsr-05-2019-0033

5. Luo, J., & Li, Z. (2022). A Study of the Verification of the Effectiveness of Multiple Endings in Learning Novel Games. Journal of Educational Technology Development and Exchange, 15(2), 45–59. https://doi.org/10.18785/jetde.1502.04

6. Stachowiak, B. (2015, May 5). Choose your own adventure learning. Teaching in Higher Ed. https://teachinginhighered.com/2015/05/05/choose-your-own-adventure-learning/

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Presenters

Photo
Instructional Designer
Francis Tuttle Technology Center

Session specifications

Topic:

Creativity and Storytelling

TLP:

Yes

Audience:

Curriculum Designer/Director, Teacher, Technology Coach/Trainer

Attendee devices:

Devices required

Attendee device specification:

Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows

Participant accounts, software and other materials:

Canva
Chat GPT
Google Docs
Headphones

Subject area:

Interdisciplinary (STEM/STEAM), Technology Education

ISTE Standards:

For Educators:
Designer
  • Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
Facilitator
  • Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
For Students:
Creative Communicator
  • Create original works or responsibly repurpose or remix digital resources into new creations.

TLPs:

Spark Curiosity, Ignite Agency

Additional detail:

Student presentation