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Coding and Computational Thinking IDC 2017, June 27–30, 2017, Stanford, CA, USA

Tangible and Shared Storytelling: Searching


for the Social Dimension of Constructionism
M. Cecília C. Baranauskas Julián E. Gutiérrez Posada
Institute of Computing and NIED, Systems Engineering and Computing,
University of Campinas (UNICAMP) University of Quindio (UNIQUINDIO)
Campinas, Brazil Armenia, Colombia
cecilia@ic.unicamp.br jugutier@uniquindio.edu.co
ABSTRACT Central to the powerful ideas proposed by Papert is the
To reimagine Logo’s ideas in the next years demands materialization he provided with the Logo language, which
imagining ways of reinventing ‘programming’ in learning left its marks in other programming languages, Scratch as
environments, making sense in different social contexts. The possibly the most popular inheritor. To reimagine Logo’s
benefits of storytelling environments built with tangible ideas in the next years means to imagine what would be
technologies have shown a successful endeavor favoring the ‘programming’ 50 years ahead! Perhaps this should not be a
shared construction of the narratives. This article presents a challenge for Papert, who always have been ahead of his
computational environment based on tangible interfaces with time. In this work, we try to revisit and situate constructionist
the purpose of allowing a group of children and teachers, to ideas in the design of a programmable storytelling learning
create, share and tell stories together. The proposed environment for children.
environment was experimented within an educational context
with 9 years old children and their teachers. This We are naming socio-constructionist the (learning)
environment intends to illustrate the concept of socio- environment which besides encouraging the user to be active,
constructionism. and providing sufficient freedom to the user to create
concrete or conceptual objects that are of personal interest to
Author Keywords him/her, is socio-situated favouring working together,
Socio-constructionism; tangible user interface; narrative sharing a common interest and knowledge construction with
construction. others (partners).
ACM Classification Keywords By working together, we do not mean just having
H.5.2 User Interfaces (D.2.2, H.1.2, I.3.6) collaborators in the work; while a collaborator may
INTRODUCTION temporarily help with the construction of a part of the job,
Constructionism is a concept developed by Seymour Papert he/she does not necessarily feel fully committed to the final
[19] in the early 80’s, encompassing two fundamental ideas: product. In the socio-constructionist approach, all partners
a view of the relation teaching-learning as a reconstruction who want to realize their creation share this commitment in
rather than as a transmission of knowledge, and the co-authorship. To illustrate this, imagine a group of children
understanding that learning is most effective when the learner organized to create a story about a matter of common
experiences the construction of a product meaningful to interest; in the process of story creation, they need help for
him/her. creating a story element (e.g. a character) and seek the
assistance of another child of other group, who is good at
Papert’s legacy to those interested in technology design and drawing. This last child does not necessarily share
in children’s education is undeniable. The understanding of commitments regarding the history as a whole, although has
the learner as a ‘bricoleur’, one who, having his/her a real interest in building its character.
inventiveness, builds knowledge as s/he explores and
constructs objects of his/her interest has been the moto for In this paper, we take the benefits of the storytelling activity
many people interested in the design of technology-based for children and the use of tangible elements such as toys and
learning environments for children. children's drawings, to illustrate the concept of a socio-
constructionist environment. The tangible objects make it
Permission to make digital or hard copies of all or part of this work for personal
easier for children to play, build their ideas, and advance their
or classroom use is granted without fee provided that copies are not made or stories in creative ways [21]. This aspect motivated us to
distributed for profit or commercial advantage and that copies bear this notice explore the relationship between storytelling and Tangible
and the full citation on the first page. Copyrights for components of this work User Interfaces (TUIs), to design a socio-constructionist
owned by others than ACM must be honored. Abstracting with credit is
permitted. To copy otherwise, or republish, to post on servers or to redistribute environment.
to lists, requires prior specific permission and/or a fee. Request permissions
from Permissions@acm.org. With the idea of facilitating the construction of stories, the
IDC '17, June 27-30, 2017, Stanford, CA, USA. environment makes use of children’s own designs / pictures
© 2017 ACM ISBN 978-1-4503-4921-5/17/06...15.00
and sounds, including their self-projection. As these elements
DOI: http://dx.doi.org/10.1145/3078072.3079743

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Coding and Computational Thinking IDC 2017, June 27–30, 2017, Stanford, CA, USA

(designs, pictures, sounds) alone do not tell a story, a constructing environments that promote an inclusive
framework called BME (Beginning, Middle and End) [15] is education.
used to give a dramatic structure to the stories. Moreover, the
Previous work on the academic literature review [8] and [4],
BME framework allows the use of interactive elements,
based on the digital libraries of ACM, Springer, IEEE,
which in the environment are translated into some events
Science Direct, identified a set of related works, some of
programmed by the user. In addition to the mentioned
which are summarized in Table 1.
requirements, the environment should be affordable by
school contexts of lower socio-economic levels. Moreover, Alessandrini et al. (2014) [1] present a TUI-based tool for
we have considered the principles of universal design [7] to working with children with autism, which lets the user assign
cope with inclusive environments requirements. sounds to sheets of paper. This feature aims to motivate the
child to the activity of storytelling. The paper sheets can have
This paper is organized as follows: the next section presents a
drawings created by children, images or photos, becoming a
literature review on storytelling learning environments based
flexible tool that a therapist can easily take ownership.
on TUI and situate our contribution. Then, we present the
CPES a Collaborative Programmable Environment for Alves et al. (2010) [2] as well as Muños et al. (2012) [17],
Storytelling, its design rationale, interaction design model, comment about a tool to create stories using a table with
followed by a section that illustrates the use of the proposed tangible objects. The table is used to locate characters and
environment with children and adults in an educational modify some of their properties such as location, inclination
space. In the sequence, a discussion summarizes the and size. By using commands (through buttons, physical
contributions and the final section concludes pointing out objects or cards), the user can create scenes, assign sounds,
further work. and more. There are differences between these two proposals
TUI AND STORYTELLING - RELATED WORK
mainly in the way different devices are used to increase the
Tangible User Interfaces may be defined as interfaces possibilities for the user. For example, the second proposal is
allowing to augment the real physical world by coupling more open to the user, allowing him/her to create new
digital information to everyday physical objects and scenarios and characters, while in the first these elements are
environments [12]. The alignment between TUIs and predefined.
storytelling is also supported by others, in previous works: Juan C. et al. (2008) [13] present a system that uses
with TUIs the users can immediately start telling stories augmented reality cubes with different markings on their
without much training or prior knowledge on technology [22] faces, which are captured by a camera, processed by a
and [8]. TUI-based environments have the potential to computer and replaced by images that overlap the marks. By
engage children along learning activities [24] by evoking looking at small screen with a Head-Mounted Display HMD,
strong feelings of joy and motivation [9], especially the user manipulates the cubes; each face indicates, for
important in learning processes. TUIs, particularly those example, a different ending to the story. This system does not
constructed with RFID technology, are an alternative to make create new elements of the story, but let the user to
computers more accessible as they provide a less abstract manipulate the development of it.
interface [20]. Moreover, there is also a potential of TUIs for
Working with New content by User
Reference Country Children
partners the user programming
Alessandrini et al. [1] Italy 8 – 12 
Alves et al. [2] Brazil 5–9  
Juan C. et al. [13] Spain 5–8
Labrune & Mackay [14] France 10 - ... 
Muños et al. [17] Italy 4 – 10   (full)
Sylla [23] Portugal 4–5 
Vaucelle & Ishii [26] USA 4 – 10 
Vaucelle & Jehan [25] USA 5  
Williams [27] USA 3–5 
Willis et al. [28] USA -
Our proposal Brazil 4 - ...   (full) 
Table 1. Summary of TUI related projects

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Coding and Computational Thinking IDC 2017, June 27–30, 2017, Stanford, CA, USA

Labrune & Mackay (2005) [14] and Vaucelle & Ishii (2008) A COLLABORATIVE PROGRAMMABLE ENVIRONMENT
[26] carried out two different approaches to the problem of FOR STORYTELLING – CPES
storytelling, but in essence the two projects use different Design Rationale
cameras to capture the context of a child, either over a wide The proposed tangible storytelling environment draws on the
area (first project) or restricted to the interaction between two BME framework for structuring narratives with the use of
toys. The creative part of children’s work is manifested in elements of interactivity, on the concept of Affectibility, and
what and how to film. on the Universal Design principles.
Sylla (2013) [23] presents a new device that allows children The BME framework [15] proposes an organization for the
to combine in many ways, different story elements to create narrative to be constructed in six steps: 1. Define the concept
multiple stories. To make this possible, the different elements of history as a problem to be solved; 2. Define the problem
of the story are previously associated with physical objects solution in general; 3. Describe the general solution in three
(blocks); the device identifies the blocks and sends the acts (Beginning: Introduction and call to the adventure,
information for the stories engine, which is responsible for Middle: problems / conflicts, and End: problem/ conflict
taking the combination made by children and generating the solving); 4. Set the main symbols of the history, as characters
final story. and scenarios; 5. Within each act, create micro stories, as
Vaucelle & Jehan (2002) [25] and Williams (2010) [27], many times as desired; 6. Whenever possible, create for each
used puppets with an embedded electrical device to add new story, interaction elements that describe how the characters
capabilities such as recording and playback of dialogues (first will interact in the scenario (with other characters within the
project), or use accelerometers for controlling virtual same scenario).
characters that are projected onto a screen (second The Affectibility concept [11] refers to affective states
project).Willis et al. (2013) [28] combine a camera and a potentially evoked by the environment. It supported design
mobile projector to create a new device to be targeted by the considerations regarding emotional aspects materialized in
user (not restricted to children). For example, the pages of a six design principles: 1. Allow communication of affective
book, which have marks made with a special ink (invisible to states; 2. Consider the social context of user-values, culture;
the human eye), are interpreted, resulting in the projection of 3. Allow the user to include his/her content in the story
a graphical element, of a certain embodied action of a (Tailoring); 4. Promote collaborative construction; 5. Enable
character. the User to perceive the physical presence of others or
Without ignoring the contribution that each of these characters (Awareness); 6. Explore creatively the different
proposals present, and their different approaches, the system media.
proposed by Muñoz gives children complete freedom to Universal Design [7] was our background reference for
create different elements of the history, including their inclusive environment design. It is summarized in seven
image, as well as the possibility of collective construction of principles: 1.Equate the use possibilities for people with
the story, fundamental characteristics to be considered in a different abilities; 2. Make use flexible to meet a wide range
socio-constructionist environment. The other proposals of individuals; 3. Set a simple and intuitive use, regardless of
constrain the type of story elements that the child can create the user conditions; 4. Communicate the necessary
to a few or none, or limit the possibilities of work with information effectively, regardless of their sensory capacity
partners to create stories. or environmental conditions; 5. Minimize the risk and
Finally, none of the analysed proposals considered the consequences of unintended or unforeseen actions; 6.
programming of elements of interactivity by children. This Minimize physical effort for efficient and comfortable use; 7.
feature, which gives the power to the child, not only to create Scale the physical space for appropriate use and interaction,
new elements of the story, but also to program interactivities regardless of size, posture or mobility of the user.
with them, is one of the contributions of our proposal. These 3 conceptual foundations were articulated in the
Besides this difference, there are other characteristics that proposition of the Collaborative Programmable Environment
differentiate our proposal, such as: the design method, the use for Storytelling CPES. In general, the proposed environment
of low-cost technology, the effort to make inclusive is characterized by:
technology and at the same time "invisible", i.e., hiding the
complexity of it. The next sections characterize, present the  Support to multimedia communication, necessary for
design rationale and illustrate the use of the proposed creating free scenarios, characters, sounds, effects, etc.
environment. with the use of Tangible User Interfaces -TUI;
 Invisibility of technology. The focus should be in the
story, technology should be in the background;
 Inclusive design. The environment should be accessible,
understood and used by the greatest possible extent of
people;

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Coding and Computational Thinking IDC 2017, June 27–30, 2017, Stanford, CA, USA

 Diving into the story. The user and his/her own physical
environment might be elements of a story; the users can
share a scene with other real or fictional characters;
 Collaborative construction of narratives. The
environment should engage people in creating stories
collaboratively with peers, using the BME framework;
 Memory and Reuse. The environment should preserve
the stories and their elements maintaining a memory of
the created stories and offering the possibility of reusing
elements;
 Programming of events. The environment should allow
the user to create new interaction elements.

The Narrative Construction Process Figure 2. The most complete level of technology use (Mode
4)
The narrative construction using CPES involves three main
steps (Figure 1): “Planning a story”, “creating the story” and Note that the devices in Figure 2 are classified into categories
“storytelling”. In the first step, the partners meet to define such as Output Devices and Creation Devices. The devices
the different elements of the story, and to plan the beginning, displayed inside the boxes are just examples that can be
middle and end of the story (the story plan) using the BME changed when the model is instantiated. For example, an
Framework with levels of detail compatible with the Output Device can be a TV or an LCD monitor.
participants abilities. In the second step, the partners create CPES supports four modes of interaction (Figure 3); each
all elements of the story using the available physical mode supports the lower modes, creating a system which
resources (e.g. toys, drawings, etc.), and the CPES elements starts from a basic configuration (lowest level of
to create the story. Finally, in the last step “the story is told to interactivity), which is ideal for users with less skill. The
an audience with the use of CPES features. During this following modes of interaction, for example, modes 3 and 4
process of telling the story, the tellers and the audience can represent the highest levels of interactivity of CPES, but also
generate system interactions motivated by some behaviour requires a greater degree of skill from the user.
(e.g. applause), causing the execution of commands
programmed by the users themselves in CPES. In Mode 1 - Presenter1 the users can create stories or
narratives as in a slideshow added with sounds and
narrations. Within CPES, the slides are always created by the
users themselves (individually or collaboratively). The
creations are built with physical objects of the user
environment, such as plasticised models, drawings, figures
made of paper or cloth, etc.

Figure 1. General process of narrative construction with


CPES
The CPES Interaction Model
CPES provides different modes of interaction to support the
children with different skill levels (different ages, abilities,
conditions) in creating and telling the story. This model is
used to define the abstract components of CPES and their
general responsibilities as well as the relationship among
components. This model also provides the definition of usage
scenarios with different levels of the technology use (Figure
2). Figure 3. Interaction Modes of CPES
In this mode, the child uses the Selection Controls to indicate
the action s/he wants to execute in the instance of CPES, for

1
Mode 1 was first presented in HCII 2015 [10].

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Coding and Computational Thinking IDC 2017, June 27–30, 2017, Stanford, CA, USA

example, create a scene or a story. The creation is made with the scene. In response to the events, one or more commands
the devices available in the specific instance of CPES. In this available in CPES can be executed, such as changing scene,
mode, the characters are dependent of the stage created; they changing clothes of a character, replaying a sound effect or
may look like cartoon drawings. Note that the audience that narration, altering the size of a character, among others.
is watching/listening the story may express reactions that
The types of stories that can be created in this Mode are
make the narrator change the course of the story, or add new
similar to those created in Mode 2, except by the ability to
details. Depending on the restrictions to instantiate the
program certain actions. Programming actions to certain
model, a Selection Control can be a traditional keyboard, a
events, aims to promote the development of logical and
barcode reader, a device specially designed to control or a
creative thinking of the child, making richer narratives.
RFID (Radio-Frequency IDentification) card reader, among
many other alternatives. Of course, there must be a The Mode 3 can be used, if necessary, to introduce children
processing unit (Computer) with software control of the in the use of a programming language such as Scratch2. For
instantiated environment. example, CPES can do an automatic conversion of a story to
the programming language; there, in the Scratch
The stories made in Mode 1 are the least interactive,
environment, the children can continue the programming
regarding the technology usage. However, this does not mean
process, adding more actions that CPES does not provide.
that their experience with the environment and the narrative
construction is less rich. Children in their everyday life, The last mode, Mode 4 - Scriptwriter Plus3 (Figure 2) adds
create several objects with the physical resources available to the use of sensors on the audience to use their reactions as a
them (crayons, modelling clay, pieces of cloth or paper, clay, trigger to execute commands on CPES. This mode aims to
sand, glue, cardboard, among a larger set of resources). All increase the experience of the audience to become an active
those objects help for the fun, the learning, and the participant in the process of telling the story. In addition, we
development of skills, while allowing them to express their also seek to enrich the programming process, expanding the
emotions, their ideas and their dreams. The children can use possibilities that involve having an active audience.
the Mode 1, for example, to capture each of these objects, Examples of these sensors could be microphones that capture
and the same children can use CPES to present their creations the level of euphoria (applause, shouts ...) of the public,
to an audience (other children, parents or teachers) in the cameras to identify some expressions on the spectators,
order they wish to show concepts or ideas that are behind sensors to determine the movement of participants, or maybe
these creations, or to tell a story with them. sensors to measure vital signs of the attendees, through smart
watches. The Selection Controls, and Animation / Narration
In Mode 2 – Storytelling, the stories can be told on the fly,
(modes 2, 3 and 4) are categories that may have conventional
while the children use the environment, or as planned, for
devices such as a keyboard, or "unconventional" as other
example, following a dramatic structure (BME Framework).
physical objects (tangible interfaces).
In any case, the user has various resources to create the story,
such as characters, sound effects, scenes, and animations of Regardless of the devices that are used to instantiate the
the characters made at the time he/she is telling the story. To model, the important thing is to define the general
make this feature possible, the Mode 2 adds the Animation / responsibilities of the elements and their relationships. In
Narration Controls. These controls allow the user to animate summary, we can say that:
freely the characters. In addition to this, the CPES provides
the resources to do a live narration (e.g., character size ● The software (CPES) is responsible for coordinating all
amplification and / or sound recording). controls and devices, as well as managing the events
programmed or generated by the installed sensors
The type of stories created in Mode 2 is more interactive than
(modes 3 and 4).
the stories created in Mode 1, due to the new features of
animation of characters, and the possibility of making ● The Output Devices should allow to "send" information
specific changes at any moment. For example, through the to the user, which includes visual and auditory
Selection Controls the users can make changes in the middle information. Other senses might be included such as
of the story regarding the place where the story unfolds, the smell or touch (devices available only experimentally).
dress of the characters, among other things. This kind of ● The Creation Devices should allow the user to create
flexibility allows more interaction with the audience, as they new elements for a story, for example, new images,
can interact choosing certain aspects of the story, even during
sounds, text.
the narration itself.
● The Selection of controls should allow the user to
The Mode 3: Scriptwriter is, in fact, a combination of Mode activate certain features such as visual aids and/or sound
2 - Storytelling with the ability to program actions on CPES,
to be executed in response to some external events triggered
by the Animation Controls. Some possible events include 2
http://scratch.mit.edu/
combining character and scene, animating a character, 3
colliding two characters, colliding a character with an edge of Figure was first presented in HCII 2015 [10].

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Coding and Computational Thinking IDC 2017, June 27–30, 2017, Stanford, CA, USA

resources, or they can execute a command or sequence providing the communication of TUI elements with Scratch
of commands. 2.0.

The CPES model instantiated Chroma Key technique was used for the characters creation
Several technologies could be used to create parts of the and the ReacTIVision Framework (GNU Lesser General
CPES model; one possibility is presented here. The selection Public License) was used for the characters animation.
criteria for the technology is related to Universal Design, Chroma key compositing, or chroma keying, is a visual
and maintaining the lowest possible cost, to be economically effects technique for layering two images together based on
viable for a larger number of schools. colour hues (chroma range). The technique has been used in
In our implementation, the following technological resources videogame industries and other fields to remove a
were used: a camera with stand and embedded microphone background from a photo. The green background (example in
(Figure 4-a); a RFID card reader (Figure 4-b); a set of RFID Figure 4-h) is used because it differs most distinctly in hue
cards (Figure 4-c); some physical objects with fiducial marks from most human skin colours. This effect allows a static
(Figure 4-d); a LCD monitor with a theatre-like decoration image, for example a photo of a character taken in front of
(Figure 4-e), which in fact tries to hide the technology this green background (example in Figure 5-bottom-left) to
("invisibility of technology"); a computer with speakers and be inserted into the scene.
printer (Figure 4-f); a small piece of green material (Figure 4- The animation controls are used to locate and move the
g); and a large piece of green cloth (Figure 4-h). characters in the scene. Each physical object has a character
associated that the user can change at will at any time. The
controls have fiducial marks (Figure 4-d) on top of them, and
the ReacTIVision computer vision framework is used to
facilitate the tracking of these marks with a camera (Figure 4-
a). Figure 5-bottom-right illustrates the animation operation
by a child. In addition to the reference marks (fiducial), the
controls have small signs (represented by small circles in
relief) to identify by touch the control of each character,
allowing its use by people with vision impairments. Another
feature of controls is that they may have physical extensions
(such as a small stick) for facilitating action of people with
mobility problems.
An additional physical element related to accessibility is the
green basis, where the control elements are positioned
(Figure 4-g). This basis should have a correspondence
Figure 4. An Instantiation of CPES between its borders and the limits the camera is able to
capture, so that if a control is placed on the top right corner of
Taking Figure 2 as a reference, the technological resources the basis, the character associated with the control will be
are grouped as follows: Creation Devices: camera with located on the upper right corner of the screen. Furthermore,
stand, small piece of green material, large piece of green the basis thickness facilitates the perception of the screen
cloth, and microphone; Selection Controls: RFID card limits without restricting the movement of the control
reader with their respective set of cards; Animation / elements. This correspondence between the position of the
Narration Controls: physical objects with fiducial marks, physical object and the position of the character on the screen
small piece of green material, and microphone; Output is especially important for visually impaired people to
Devices: LCD monitor, speakers and printer; Monitoring construct a perception of the characters in the scene.
Sensor: microphone; Computer with software of control of
CPES: computer. The CPES language, composed by 41 commands, described
in BNF (Backus–Naur Form), allows the selection and
processing of the RFID cards read by the RFID reader.
Technical Aspects and Choices for CPES Within each RFID card, there is a chip and an antenna that
captures the radio frequency field that the RFID reader
Several development frameworks, tools and techniques were produces. By a physical phenomenon of energy transfer from
used in the current CPES instantiation. For its GUI the reader, the chip inside the card is activated, and transmits,
implementation, we used the C# Visual Studio.NET 2010 for example, its identification number (unique to each card)
Express, the Microsoft XNA Framework (Games), under to the reader, which sends the information to the computer to
Freeware – EULAs (End User License Agreement). The be processed. The type of processing depends on the function
AForge.NET (LGPL v3 Lesser General Public License) was associated with that particular card.
used for operation of the camera. Python 2.7 (GPL General
Public License) was used for controlling the environment and

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Coding and Computational Thinking IDC 2017, June 27–30, 2017, Stanford, CA, USA

Some reasons to support the decision of using RFID cards idea of the possibilities in CPES and showed enthusiasm to
are: the RFID cards allow full customization with drawings make their own stories.
of children, and/or embossed marks, especially useful for
It is worth mentioning how this group of teachers used
people with low vision. In addition, to use a RFID card, we
physical elements of everyday life: sheets of paper and
only need to put it near the reader without even touching the
coloured pencils to create the background of the story, clay to
reader; it enables people with fine motor problems to
create the characters, colour paper to decorate the characters
participate in the narrative construction using CPES. The
and the use of two brushes to hold a character to simulate a
reader has another important feature regarding accessibility:
frog jumping. Of course, every story and every group uses
it beeps and flashes a light every time the users make a
the free resources available, but independent of it, all groups
correct approach of a card. This element represents important
showed creativity, motivation and collaboration in each stage
feedback also for visually impaired or hearing problems
of the story creation.
users.
EXPERIMENTING THE ENVIRONMENT
With children, something similar occurred in the three
moments of the narratives construction (Figure 1). Each
Context and participants group met to plan the story and follow some simple
The CPES project was developed with a partnership of the instructions; each group freely defined the main theme of the
Division of Children’s Complementary Education, which is story and its moments (plan of story) as well as the characters
an educational space inside the University of Campinas, State and their interactions (story elements). After planning, the
of São Paulo in Brazil, aiming at the supplementary children used all available physical resources (as happened
education of the children of the university employees. The with the teachers) to create scenes and characters in stories.
practice of using the CPES environment we are going to Finally, the created stories were socialized among the groups
illustrate here occurred in the first half of 2015. In the next (Storytelling). We did an anonymous voting for children to
subsection, we present some results of the workshops with choose the stories they liked the most, rewarding everyone
CPES, conducted with both the teachers, and children with chocolates.
separately.
An example of a particular story tells about the adventures of
We worked with nineteen children between 9 and 10 years a girl who goes in a trip (beginning of the story) to various
old, and with fourteen teachers between 30 to 50 years old. famous places of the world (middle of history) and
The average age of the group of teachers is 42 years. eventually returns to school to share their experiences with
Method their friends (the end of the history).
Seven (7) workshops were conducted along the semester, It is worth mentioning that none has had the opportunity to
with teachers of the educational unit, and with children and visit any place outside Brazil, or even of their town. Also the
their responsible teacher. During this process, the system was way the different abilities of the children and their
being introduced and its design refined. The teachers preferences of material were combined in the same story.
attended a final workshop to work on semio-participatory Regarding the previous example, there are scenes made with
practices [3, 5] as a closing activity and conclusion of the a combination of drawing, modelling clay and characters cut;
proposed work. other scenes are just made of modelling clay, others were
We filmed all workshops resulting in 15 hours of recording. made using water paints.
All the practices had the written consent of all participants or In Mode 2, differently from Mode 1, the characters are
their respective representatives in the case of children. The independent of the background image and can have position,
videos allowed us to observe the behaviour of the system orientation and size changed using tangible commands
environment, demands for improvements and for new (RFID cards and physical objects, in this case cups with
functionalities along the process. fiducial marks). These features can be used when creating
In addition to filming, at the end of each workshop all scenes (background and characters), or when the story is
participants (children and teachers) filled the SAM (Self- being told.
Assessment Manikin) instrument [6]. SAM is a nonverbal Regarding the stories created in Mode 2, some teachers used
instrument of self-assessment of emotions, specifically the body expressions and different objects like ropes, and spoons
level of pleasure, arousal and dominance, associated with the in addition to their characters, while other group of teachers
affective reaction of a person to a stimulus, in this case, the decided to create characters using puppets.
CPES environment they were experimenting.
In one of the stories created by the teachers in Mode 2, they
The Workshops tell the story of the activities carried by two children in their
As a strategy for the beginning, the stories created by the free time at school: playing in the sandbox, playing soccer,
teachers in their first workshop were used as an example for and jumping rope in the park. It is worth noting that each
children, thus encouraging them to create their own stories. teacher in the scenes are independent characters, and the ball
At the end of the presentations, the children had a clearer itself is a separate character. Thus, the teachers had to

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compose scenes using the tangible elements, instead of just


taking a photo as happens in Mode 1.
In Mode 2 the children gathered together for several minutes
to plan the whole story (even being near the technological
environment), discussing and organizing themselves to plan
the scenes, the characters, the accessories, the poses. Once
planning is done, they create the characters and compose the
scenes through tangible objects, creating the story in CPES.
Finally, the end result of all groups is socialized by showing
their work (storytelling), and, as happened in the Mode 1, the
groups were awarded with chocolate after voting for the most
popular stories.
Other children’s example tells the story of two young girls
playing in the forest (beginning of the story), when suddenly
it started raining and two friends arrived with umbrellas
(middle of history). Then, the snow started to fall and
everyone felt very cold; hopefully, other friends arrived with
warm clothing for all and so they could play in the snow (end
of story). In this story, it is worth noting the use of proper
body positions, and the creative use of physical objects like
pencils to simulate umbrellas. This point is interesting
because for the children, the fact of not having the umbrellas
at the moment was not a problem for creating the scenes they
wanted, showing creativity and motivation for the activity.
Again, the stories created exercise the children’s imagination,
as none of the children have seen or experimented the snow Figure 5. In the top the 3 moments of narrative construction
before, as they live in a tropical country and never had the (planning, creating and telling the story); in the bottom
opportunity to be outside the country. details of creating and animating characters in CPES
For Modes 3 and 4, both teachers and children observed five Although Modes 3 and 4 were not used to create their own
demonstrations of programmed events as a preparation to stories, they could create the examples of the demonstrations
integrate programming in their stories later. With the end of and used SAM to assess their feelings about it.
the class activities in that semester, the involvement with
event programming was planned for activities with older Signs of Effectiveness and Affective Responses
children in the following semester. Nevertheless, these A brief analysis of the responses to the SAM (Self-
groups of children and teachers experimented to program Assessment Manikin) instrument after each workshop,
four types of events in Mode 3: a combination character- reveals the emotional experience with CPES and narrative
background to maintain context between characters and construction. Using a scale of 0 to 8, in Mode 1, most of the
background; moving a character to create animations; responses are in the positive half of the scale and the
collision between characters to create interaction between the percentages of the value 8 responses are: 78.1%, 37.5%, and
characters; collision between a character and an edge of the 40.6% for Pleasure, Arousal and Dominance respectively.
screen to create navigation between scenarios. The fifth type Regarding the results for Mode 2, the percentages regarding
of event (Mode 4), refers to the capture of a loud sound to choices of value 8 are: 91.7% for Pleasure, 62.5% for
generate an action, in this example a character can applaud Arousal, and 45.8% for Dominance, respectively. This
the audience when the audience applauds. represents an increase of 13.5%, 25.0% and 5.2%
Programming of these five events is made using RFID cards respectively for each dimension, compared to Mode 1 results.
and everyday objects. The CPES software provides the The responses for Modes 3 and 4, when compared to the
configuration of the events. For example, if the user has three responses for Mode 2, drop 7.7%, 10.5%, and 5.8% for
active characters on the screen, and execute the command to Pleasure, Arousal and Dominance, respectively. This last
program the event of collision, then the CPES software result might be explained by the greater demands of Modes 3
generates all the necessary configuration to detect the and 4 and less time of practice with them. Nevertheless, the
collision between those characters. Similar situations occur results remain in the positive half of the scale, and are even
for other events involving characters. better than for Mode 1 regarding Pleasure and Arousal,
although slightly lower in the Dominance.

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At the end of the workshops, the teachers were asked to teachers and with children along the different versions of the
evaluate their experience with CPES, by writing their CPES system evolution, allowed us to incorporate extremely
opinions on the overall level of acceptance of CPES. As a valuable contributions of the different participants (teachers
result, all teachers assigned the highest value for the and children) regarding their views on design decisions made
acceptance of CPES, and agreed that the experience and on functions that should be offered. The workshops
produced greater motivation and cooperation among allowed us to reach a product accepted by teachers and
children, creating more complex and rich stories in emotional children, and with the possibility to be used by a wide
and social aspects, when compared to the stories created variety of users (children from 4 years old, teachers with 50
without the environment. years old) aiming to an inclusive school [16].
DISCUSSION The workshops also allowed observing the creativity of
Literature has shown some works on storytelling supported teachers and children, collaboration between partners and
by computational technology, although we could not find between groups of partners. A possible explanation for this
evidence of works allowing children to program their own collaboration is that CPES naturally does not restrict users,
interactive elements. We have proposed an environment that allowing the use of different resources to create their story
allows children to program events, and all programming is elements; the latter feature takes advantage of the ability of
done through tangible objects (with fiducial marks) and children to use the physical elements of classroom and of
RFID cards. their daily lives, to create the elements of the story.
To meet our goal, we had to devise various modes of We must highlight the importance of using a structure for
interaction so that a wider range of users could use the planning and creating stories (BME Framework), as well as
system, balancing user skill with the interactivity level the importance of the having different modes of interaction
offered by the environment. for different age groups of children.
The environment that implements all the modes of interaction During the activities of narrative construction through the
of the model, meets the four essential properties of digital system, we observed that children appropriated of the
environments ideal for creating narratives, according Murray environment, independently of having some disability, to
[18]: Procedural, Participatory, Spatial and Encyclopaedic. participate in the process of storytelling [10]. Thus, the CPES
The first property is satisfied with the possibility to program environment has shown that people with disabilities or
sequences of actions (procedures) associated with the different degrees of computer skills can be important parties
interaction elements of the story (events). The second in the process of storytelling.
property is satisfied because the event programming allows
the computer to respond to certain actions (events) every The designed environment uses low-cost technology easily
time they occur when the story is told; even in Mode 2, the accessible to public schools in the demanding socio-
child's ability to animate characters with physical objects, can economic contexts, especially ours. In addition, we selected
fulfil this second property. These two features define the technologies that allowed to "hide" the formal computer, with
environment as interactive. The third characteristic is directly the intention of leaving the stories and story elements as the
related to the ability to navigate in a space; in this case, protagonists. Moreover, this invisibility can help face the
scenes that represent places and situations in the narrative implicit fear of the computer by some people, allowing the
create the stories; the scenes can be freely navigable using user to focus and enjoy more their creations.
the already mentioned collision events. The fourth property is Towards a socio-constructionism
satisfied when we recognize the storage capacity of CPES
Just as it is incontestable the heritage of Seymour Papert in
and the power of expression that the child has, accessing all
the elements of the story created by him/her or shared by Mindstorms when reflecting on computational technology
others. and knowledge construction, it is impossible to think about
education and social vision without referring to Paulo Freire
As Murray says, these four characteristics give the writer the and his Pedagogy of the Oppressed [29].
opportunity to tell stories from different points of view and
Paulo Freire (1921-1997), educator and Brazilian
build stories intertwined to form a dense network. At this
philosopher, is considered one of the most remarkable
point, we highlight the use of the BME Framework to
support children in planning and creating micro-stories that thinkers in the history of world pedagogy. Currently Patron
in turn, can be organized into micro-stories forming recursive of the Brazilian Education, stood out for his work in the area
of popular education, focusing both on schooling and on the
and complex structures for the general story.
formation of political consciousness. Freire is contrary to the
The system design was a result of semio-participatory process he named the "banking model of education", that of
practices involving the participation of different stakeholders "filling" the students with “content”. Instead, he proposes
(researchers, teachers, students) in workshops conducted to dialogue as the basis of education [29]: “No one educates
reflect on and discuss both the design and the use of the anyone, no one educates himself, men educate one another,
system. The development of different workshops with mediated by the world” (p.78).

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Both, Papert and Freire, were together in a remarkable their informal and formal levels for the co-construction of
meeting in São Paulo, 1995, documented in video, to discuss the system at the technical level.
the future of the school and the impact of technology on The situations promoted along the workshops with children
learning. More than discussing the "use of technology in and with teachers give space to this expressive manifestation
school", the debate showed how they think the School as an of the parties along the design of CPES.
institution in the ‘contemporary’ world, which more and
more includes technology. CONCLUSION
To project Papert’s ideas to the future demands imagining
For Papert, in the education of children we must give them ways of making sense of ‘programming’ in different social
more awareness of the learning process, more control and contexts learning environments. In this paper, we have shown
encourage them to participate in this process. Both agree in that TUIs can be proposed to be a cost effective technology
this aspect. Regarding technology itself, Freire projects his to create an intellectually rich and socially engaging way of
concern about the lack of access for most (Brazilian) children involving children in the process of narrative construction
and recognizes its consequences over time: "What is the with the possibility of programming. We presented the
repercussion of the technology with these and most of the design of a socio-constructionist environment that also draws
Brazilian children, today, and in 20-30 years these millions of on other important concepts like affectibility and universal
children will be further away from technology". design.
The debate is stimulating and ends with the recognition of Imagining Logo’s ideas projected into wide world scenarios
Freire that there is an identity between them and, up to a 50 years ahead of our time is an ambitious endeavour.
certain point of the path, they want the same thing. Their Nevertheless, it should not prevent us of imagining a world
lines of thought differ, for Freire, at the point in which everyone would like to be living in; yes, a world full of
Papert's analysis seems more metaphysical and his own more increasingly ubiquitous technology, but more and more
historical-political. designed for a fairer society.
To project Logo’s ideas 50 years ahead, in our view, ACKNOWLEDGMENTS
demands revisiting Papert’s constructionism to include the We thank all the the students, teachers and administrative
social issues into practical consideration. For this we draw on staff of DEDIC (Division of Child and Supplementary
Freire´s understanding for ‘emancipation’ to consider ways Education), GGBS-UNICAMP, the research group on
of supporting children in making sense of technology, from Human-Digital Artefact Interaction (InterHAD) at
their social contexts. Any wish of transforming educational UNICAMP, and the University of Quindío. Author 1
processes, should not ignore the fundamental and critical gratefully acknowledges the grant from CNPq
discussion that both thinkers put to us about the meaning of a (#308618/2014-9) and grant #2015/16528-0, São Paulo
learning space. Research Foundation (FAPESP).
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