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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Digital Storytelling: a learning perspective</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Eliana Brunetti</string-name>
          <email>brunettieliana@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Monica Zampella</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Raffaele Di Fuccio</string-name>
          <email>raffaele.difuccio@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fabrizio Ferrara</string-name>
          <email>fabrizio.ferrara80@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Orazio Miglino</string-name>
          <email>orazio.miglino@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Naples Federico II, Department of Humanistic Studies</institution>
          ,
          <addr-line>Naples</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Storytelling is a shared pedagogical experience, expressed in several ways as lifelong learning experiences. A digital version of traditional storytelling could combine together a fundamental tool in human culture with a great range of digital experiences, potentially involving all senses of sight, smell, touch and taste. This would give learners an active and primary role, increasing their engagement and motivation in the learning process. In our work, we combine specific aspects of these two tools, technology and storytelling, to promote unique experiences with the aim of strengthening different learning processes. The great flexibility of our outcomes is made possible by Situated Psychological Agent Framework (SPAF), an agent-based model that reproduces psychological phenomenon basing on agents' interactions. Furthermore, this short paper shows two different uses of storytelling - EULALIA and STop Projects - blended with technology and tangible objects, in two completely different settings.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Storytelling</kwd>
        <kwd>digital</kwd>
        <kwd>learning</kwd>
        <kwd>language</kwd>
        <kwd>lifestyle</kwd>
        <kwd>visual metaphor</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Storytelling has always been a pedagogical strategy and a fundamental tool in human culture,
supporting language acquisition, helping sharing meanings with the community and giving sense to
reality [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4">1,2,3,4</xref>
        ]. Storytelling involves several psychological processes: language expression, semantic
and episodic memory, expectations about actions consequences, empathy activation. Since 1970s, the
storytelling potential has made it a central tool in psychological research [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        Storytelling can be defined as a shared pedagogical experience, expressed in several kinds of lifelong
learning experiences: since early childhood, people meet it very frequently in speeches, anecdotes,
autobiographies, tales and games. This great familiarity with storytelling makes it a powerful
pedagogical approach, that can be used to enhance different kinds of learning outcomes for learners of
all ages [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>A digital version of traditional storytelling could combine together a traditional and fundamental
tool in human culture with a great range of experiences digitally driven, potentially involving all senses
of sight, smell, touch and taste. This would help us giving learners an active and primary role, thus
increasing their engagement and motivation in the learning process.</p>
      <p>
        Starting from a constructive perspective, we can consider learning as a complex process, embracing
experiences and interactions as means to collect knowledge from various sources [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In the specific
teacher-learner interaction, the tutor takes the supportive role of a co-constructor, while learner has an
active role in their own learning process, making a meaningful connection with the acquired knowledge
[
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref13 ref8 ref9">8,9,10,11,12,13</xref>
        ]. So, the constructivist approach allows learners to plan and supervise their own
learning, encouraging the generalization of knowledge to other environments and stimulating
collaboration.
      </p>
      <p>Digital storytelling can support a constructivist learning approach, as it combines traditional
storytelling with digital media and technological tools, setting the stage for innovative learning practice
in several contexts.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Storytelling in Situated Psychological Agents Framework Methodology (SPAF)</title>
      <p>
        In our work, we combine specific aspects of two tools, technology and storytelling, to promote
unique experiences with the aim of strengthening different learning processes. The great flexibility of
our outcomes is made possible by Situated Psychological Agent Framework (SPAF) [
        <xref ref-type="bibr" rid="ref14 ref15">14,15</xref>
        ], a
methodology designed to empower psychological or pedagogical settings through the use of specific
technology systems. SPAF is an agent-based model, so in the first place it consists in analysis and
exploration of real-life contexts to detect their structural and functional features, including all the agents
acting in them and their mutual interactions. The aim of this methodology is to model psychological
phenomenon basing on agents’ interactions, in order to detect specific aspects to improve with
technological tools. Therefore, once the setting is delineated in all its complexity, the next step is to
recognize a particular interaction and supplement it with an ad-hoc designed tool, which could
reproduce or model natural systems to strengthen the process we are interested in.
      </p>
      <p>
        Considering interactive storytelling as our setting of interest, we can easily detect its main elements
according to SPAF methodology [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]:
- Narrator: an agent supporting the listener during the learning experience, reading the story and
stimulating a meaningful interaction with the listeners.
- Listener/learner: one or more agents situated in the learning scene, who actively participate to
the interaction guided by the narrator, selecting autonomously their own actions, thus affecting
the learning scenario.
      </p>
      <p>- Story: the narrative framework in which the learning experience is developed.</p>
      <p>
        To empower this specific educational setting, the narrator’s functions could be implemented by an
Artificial Tutoring System that interacts with the human listener through a smartphone or any other
device. The tool implementation is made possible by the middleware Smart Technologies to Enhance
Learning and Teaching (STELT) [
        <xref ref-type="bibr" rid="ref16 ref17">16,17</xref>
        ], which allows the development of learning scenarios and the
construction of their underlying logic. This authoring system is also suitable for user with low
programming skills, as psychologist and pedagogical tutors could be, and allows the construction of
learning analytics about the learners and the adaptive tutor’s modules. Moreover, using STELT
augmented reality system become easy to implement, thus offering the opportunity to create an
immersive learning experience involving Tangible User Interfaces: basing on RFID/NFC technology,
physical materials become smart objects inserted in the learning environment, which becomes a process
potentially involving all learner senses [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Language learning with digital storytelling: Eulalia</title>
      <p>
        Learning is a process strongly linked to human experience, suitably internalized and transformed.
To become part of the knowledge of an individual, in fact, it is essential that concepts and notions are
anchored to situations of everyday life [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]: only through the concrete link with reality there can be a
real and lasting learning. In other words, learning is a deeply contextual experience that feeds on the
exchanges between the learner and the surrounding environment, giving life to subjective narratives
full of meaning [19].
      </p>
      <p>Given the importance of the link with concrete reality, the EULALIA project was born with the aim
of creating an ad hoc environment to facilitate the learning of a foreign language. In fact, EULALIA is
currently aimed at students who join to Erasmus+ projects, moving to study abroad in countries of
which they do not know the language or the customs and traditions.</p>
      <p>EULALIA’s main goal is "education rather than entertainment"[20] and it is pursued through a
serious game that combines training with elements of gamification and embodied knowing to motivate
and engage students [21].</p>
      <p>The result is a technology-enhanced learning tool that provides the learner with a narrative
framework, in which they have to make choices and solve problems in a multimodal and multisensory
way. EULALIA offers a new original way of learning the language, simulating the interactive exchange
with the context in the most natural way possible. For this purpose, students can also count on the help
of language teachers to conceive, design and implement Open Educational Resources (OERs) to be
implemented as a mobile APP and to be used in interaction with various digital or physical materials
(for example a painting, a conceptual or geographical map). In this way, the students themselves are
involved in the creation of scenarios starting from narratives based on their own needs and interests.</p>
      <p>Eventually, by putting themselves out there, students can improve their Language Learning
Strategies (LLS) and gain greater awareness.</p>
      <p>Although the goal is ambitious, it is pursued in a simple and immediate way. The learners interact
with digital or physical materials, supported by an artificial narrator. The learners have an active and
primary role, exploring the map to discover the story and learn about a new country; the artificial
narrator engage their attention by telling anecdotes or asking questions. Through the use of real tangible
objects and of all five senses, the learner will try to satisfy the storyteller's request and continue the
interaction. For example, the user can search for a place on the map using his smartphone or find a
particular smell using his sense of smell (Figure 2). Everything is made possible by NFC technology
and STELT.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Visual metaphors through a digital experience: Stop Obesity Project</title>
      <p>Stop [22] is a project aimed at facing the challenge of obesity through a digital methodology,
facilitating the acquisition of healthy habits, replacing unhealthy ones. STop is, in fact, the acronym of
«STop Obesity Platform» and consists in an integrate system with an online platform and an app based
on gamification, to support and monitor obese people in the path of changing their lifestyle, under the
supervision of Healthcare Professionals. The platform’s main aim is to collect data on obese people’s
habits in four main areas: diet, hydration, walking and exercise; secondly it enables health
professionals’ access to them.</p>
      <p>In this paragraph we will focus on the app, which has the main goal to support the increase of
selfawareness and self-knowledge in People with Obesity (PwO), considered as the first target of the
project.</p>
      <p>Storytelling has the primary role in focusing the user attention about the changing process on the
consequences of unhealthy habits not on the body image but on body strength, health, and wellness.
This is made possible creating a visual metaphor to represent the body as a place to live in and to take
care of. Since metaphors can have a graphic representation [23], the storytelling framework of a digital
tool can surely base on this kind of narrative, using images with a deep meaning and a link to the main
goal of the app.</p>
      <p>The first aim of the app is to offer a visual representation of the habits’ tracking made by the
platform. Therefore, basing on the allegory of The Portrait of Dorian Gray [24], the data about the user’s
habits in diet, hydration and daily exercise are visually represented in a changing painting; every week
a new interactive painting will be unlocked, even if the user doesn't achieve all his/her goals.</p>
      <p>While the Dorian Gray’s portrait shows the direct effect of age and experiences directly on his
painted image, in Stop App what is visual represented is the user’s effort to start and maintain new
healthy habits. These direct consequences are showed in a changing natural landscape, leaning on the
metaphor of the body as the most important place to live in. This choice was made to help the PwO
differentiate their changing process toward a new healthy life from the expectations about their body
image and the related unrealistic standards promoted by western society.</p>
      <p>People with obesity, compared with normal weight individuals, have a higher body dissatisfaction
[25,26], such as negative perceptions and feelings about their own body [27,28]. This is the reason why
the Stop App focus on the daily cares their bodies need to be healthy, instead.</p>
      <p>There are three elements of the painting which constantly change together with the collected data
variations: flora, fauna and weather events. The player’s results in each one of the collected areas will
cause a change on the various elements of the painting (i.e., user’s eating habits will affect the flora in
the picture). During each of the 8 weeks, the players complete a new personalized painting.
Furthermore, as the paintings will represent the distinctive specific path of each player, every one of
them will have a unique Art Gallery.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions</title>
      <p>This short paper shows two different uses of storytelling, blended with technology and tangible
objects, in two completely different settings. The aim is to show how the great flexibility of storytelling
itself and its long tradition in literature can be empowered with modern tools within the design of
psychological and educational interventions. Thanks to the use of SPAF Methodology it is possible to
blend together aspects classically considered at the extreme poles: tradition and technology, digital and
tangible world, artificial and human agents.</p>
      <p>The accessibility of both the tools and the procedures to make them real are guaranteed by a
middleware designed ad hoc (STELT), to create a meaningful and concrete connection between
professionals from humanistic, scientific and technical fields.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Acknowledgements</title>
      <p>This paper has been supported by EULALIA (Enhancing University Language courses with an App
powered by game-based Learning and tangible user Interfaces Digital Creativity Enhanced in Teacher
education) Project – Erasmus Plus KA2 – [Grant Agreement n° 2019-1-IT02-KA203-063228]. It runs
between October 2019 and September 2021.</p>
      <p>Authors would also like to thank all the partners of STop Obesity Platform (STOP)» Project that is
part of H2020 programme of the European Union [H2020 MSCA-RISE project no 823978]. The project
involves the University of Naples “Federico II” and other parties from Germany, Ireland, Italy and
United Kingdom. It has begun in March 2019, and it will end in February 2023.</p>
      <p>The European Commission’s support for the production of this publication does not constitute an
endorsement of the contents, which reflect the views only of the authors, and the Commission cannot
be held responsible for any use which may be made of the information contained therein.</p>
      <p>7. References
[19] R. S. Caffarella, S. B. Merriam, Linking the individual learner to the context of adult learning, in:
A. L. Wilson, E. Hayes (Ed.), Handbook of adult and continuing education, Jossey-Bass, San
Francisco, pp. 55-70, 2000.
[20] D. Michael, S. Chen, Serious Games: Games that Educate, Train, and Inform. Thomson Course</p>
      <p>Technology PTR. Boston, MA, 2005.
[21] A. Mazzucato, A. Argiuolo, Enhancing students' cultural competences through embodied
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[22] R. Di Fuccio, M. Zampella, O. Miglino, STOP: a gamified approach to support obese patients in
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[23] E. G. McGoun, M. S. Bettner, M. P. Coyne, Pedagogic metaphors and the nature of accounting
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[25] T. F. Cash, The psychology of physical appearance: Aesthetics, attributes, and images. In T. F.</p>
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