![]() For example, students could use Twine to create an interactive story about the history of Flamenco for a Spanish class. Also, they can use Twine to illustrate the history of a country that speaks that specific language. Students can use Twine to explain how verbs are conjugated depending on whom the verb is referring to. They could also use Twine to create an explanation of the steps that they used to create their final art project. Students can create an interactive game about a famous artist. They can add different variations depending on whose side of the story is being told. Students can create timeline stories of historical events. Students can recreate a famous story on Twine, but add a twist in the plot or alternate ending. Or, students could create a story about the cell cycle including different outcomes such as cancerous versus healthy cells. The story can change depending on how much sun exposure or water is received by the plant. Students can create interactive stories about the process of plant growth. Then, they share their work with peers and decide which of their peers’ mindmaps to use to create an interactive math story on Twine. They use Twine to map out the middle portion of the problem-solving process. Learning Activities MathĪll students start with the same math problem and are given the final answer. While substitution has some benefits (e.g., students develop their technology skills and knowledge), we encourage you to think about how you might use Twine to modify or redefine learning. Redefinition: Students can create their own interactive stories/games on their own to share with classmates.įar too often, technology is used as a direct substitute for other low-tech tools (e.g., pencil and paper).Students can choose the direction in which they want the story to go and explore different endings. Modification: Students can choose several outcomes of what they read.Augmentation: Students can use Twine to interact with text, games, and stories to deepen their understanding.Substitution: Students can use Twine to read text-based stories instead of reading from a book.Here is an example of how Twine might fit within the SAMR model: As you strive to incorporate online tools into your classroom, we encourage you to use this model as an analytic tool. Ruben Puentedura’s SAMR model offers a lens for examining how technology is adopted in a classroom. ![]() ![]() The Twine homepage features images without alt text descriptions, which indicates a lack of willingness to design for accessibility. Twine does not have an accessibility statement or VPAT available. There is no privacy statement available for Twine. Instructions are needed to navigate smoothly. Twine is difficult to learn to use due to limited instructions on the site. Knowledge Constructor, Creative Communicator Designing with Twine can increase students’ interest, enhance engagement, and deepen their learning. Twine is available on Mac OS X, Windows, and Linux. As an open-source tool, several individuals have expanded and modified Twine. With Twine, users can create choose your own adventure stories, games, and hyperlinked texts ( example Twine “Arcadia” by Jonas Kyratzes). Twine is an “open-source tool for telling interactive, nonlinear stories” ( Twine, 2020, para. ![]()
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