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Stories to Life

* Immerse yourself in literature and transform any novel into a playful quest.
  • Project details

  • Designed by: Angela Colvert (University of Roehampton)
  • Educational focus: geography art literacy
  • Age range: 9 to 10

Bringing a Story to Life

This ARG was based on the novel Krindlekrax by Philip Ridley. It was created by a class of 10 and 11 year old children (the designers) for a class of 9 and 10 year old children in the same school (the players).

Next: Planning skip_next


Creating a TOP SECRET planning area

The 10 and 11 year old designers were given a hidden section of the classroom as their 'Secret Work Area' which they were in charge of organising for the duration of the project. The area was sheilded from the view of visitors to the class by a wall of display boards. Behind this wall, each group of designers was given a section of the board onto which they could pin thier 'works in progress'. They were encouraged to comment on their own and each others' work by adding Post-it notes to the boards. They also had access to on online planning forum where they could discuss the next steps with each other and with the teacher.

During the early planning meetings the 10 and 11 year old designers considered the types of clues they would create for the players to discover.

Next: Making skip_next


Krindlekrax close-up of claws from Angela Colvert on Vimeo.

In bringing the story to life, the 10 and 11 year old designers demonstrated and extended their understanding of Ridley’s novel by developing and shaping their own imagined world through their inventive use of websites, films, artifacts and message boards. Everyday technology was used to create the illusion of a ‘real-life’ mystery which could be solved by the players employing their  detective skills and undertaking research. Whilst making this ARG the Y6s experimented with the communicative potential of the modes and media through which the game was made and played. Lizard Street, the setting of the novel. 

The characters were also given online identies as the designers created personal webpages for them.

The designers created and collected  a wide range of texts and artefacts in order to create the game. These artefacts included 'found objects' but also items that they had made such as a book called 'Dragons of the World' which the players would need in order to identify Krindlekrax.

The designers also created film footage. Much of the filming was improvised. For example, one snowy day a small group of designers decided to create some monster footprints in the snow. They created a 'making of' video to share with the rest of the desigers when they returned to class. 

tomwalks from ARGLE.NET on Vimeo.

Krindlekrax close-up of claws from ARGLE.NET on Vimeo.

This was the video footage they created for players. They hoped that this footage would reveal clues about the size of Krindlekrax, the creature on the loose! 

Next: Playing skip_next


Playing the game took two and a half school days, spread over five consequtive mornings. On the first day of gameplay, the players recieved an email from Darren the Dragon Hunter who explained that  explored the links to other webpages and film  footage and in doing so generated many questions they wanted to answer. Community message-boards on the online forum were set up in order to make it possible for the Y5s to contact the residents of Lizard Street to ask for help. On subsequent days they then used the message-boards to cultivate a strategic approach to gathering information, nominating themselves to undertake certain tasks and suggesting possible lines of enquiry

Next: Reflecting skip_next


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