After the summer we will launch a new immersive and exciting format for children’s books. It is focusing on empowering storytelling and learning, and above all improve personalised or/and collaborative inspiration and motivation. The new Children’s Book format is being developed on the SOE PublishingLab-platform.
The printed comics magazine is losing ground, while digital slider-based comics are becoming more and more popular. It is especially among younger people with their smartphones where this concept is a success story. However, we decided to try to take this concept to the next level with integrated interactivity and a virtual 360-degree tour to empower the user’s experience. We are now launching the first production that still is in an experimental mode when it comes to the concept. The application was developed in our Storyteller PublishingLab for interaQtive Books. While it is originally published in our Bordertraveller blog that is now being launched. It is focusing on books, publishing and the society, and it is the English version of Gränsfararebloggen (in Swedish) that has been around for a while.
Using 360 degree comics
To use a 360-degree comics strip experience you drag the strip clockwise. As you follow the comics strip you will find additional integrated features like audio, video, text, links and quizzes. See our 360-degree comics story with the title: The Development of the book and freedom of expression, click here.
Walt Disney’s words are a distinct definition of what a traditional book wants to accomplish and even more the functionally empowered book design of interactive books. Its interactive features take the iReader on a journey of deepening thoughts, engagement and learning by doing. Where the iReader remains the navigator of “opening new doors and doing new things” and curiosity is the fuel for the whole process.
In this light the interactive book could be the source and solution to the following words of Albert Einstein:
“It is a miracle that curiosity survives formal education.”
Since it in itself generates fuel of curiosity for most people. It becomes informal learning in a formal context, which means an optimisation of the learning environment. See the animation and click the links below for more information.
To be able to use more senses than the eyes for simply reading is one of the main benefits with interaQtive books. Audio, video and images integrated with a manifold of interactive features and layouts. This is empowering the engagement of the iReader with integrated activating multimedia. Something that makes Book Designer’s/Author’s task to decide which media-form that will be the most effective for each section of the book, and in the next step which interactive features that should be integrated.
Integrated Activating Multimedia
Build a section with a video-story where you as the author can include multiple-choice questions, word games, links, summaries and much more within the video story. Or simply make it possible for the iReader to listen to the text either with a human voice or AI Storyteller. Or let the iReader answer questions verbally where the interaQtive book evaluates and give instant feedback to your answers. Or turn that concept around and let the iReader listen to a text and the task is to write what is said and then receive instant feedback on the work. These are just a few of a manifold of features in concern of using multimedia in interaQtive books.
You have a story, and you want to empower it even further to improve the readers’ experience. InteraQtive Books here brings loads of opportunities with its about 30 basic interactive features with a manifold of combinations available. Interactive features that will bring your story to an even higher level, at the same time as it transforms the reader to an iReader. An experience that not only is activating as in traditional book formats but also where the reader is acting. As good stories and texts for learning are captivating. An interaQtive Book is taking the reader one or two steps even further to get more integrated into the story.
Story Path features
Improving a book’s “paths” with interactive features offers many opportunities. It could be anything from an encyclopedia link to a explain a term in the text. To fully interactified paths through the book where the story/text is integrated within the interactive features, in most cases, different features for different sections of the book. However, the middle way, where interactive features forming sections within the text is the most common. Which layout to choose? It depends on the story/text, target group(s) and purpose of the book. To empower engagement even further the author can use gamification mechanisms that are integrated into and work with the interactive features.
How to use interactive story path features
The interactive paths in the book could be a summary in books for learning with a memory game or the summary feature. It could include a virtual tour around e.g. a city where the story is taking place with the iReader as the navigator. It could be a simulation where e.g. the iReader tries different paths of the story, for instance for the author to try and test different endings, or let the iReader choose which ending by themselves. These are just three examples of loads of possible interactive paths in an interaQtive Books.
Interesting? Please contact us for more information.
FREE analysis of Your book in order to make it interactive, counselling, development on Storyteller on eLearningworld-platform, demo-test and end-product. The interaQtive books can be published as native interactive books (downloadable) for Android and iOS. Progressive Interactive Books that work on-and offline for most devices and OS. And an Interactive Book Online, it is a web-based application. The interaQtive book-concept is especially well equipped for skills development, learning in general, brand management, engagement and inspirational productions as well as books for children and teenagers. It includes advanced interactive modules and quizzes, and mechanisms for gamification and simulations, and multimedia. Interesting? For more information click here
NEW BOOK TITLES ON THE WAY …
Learning Design – Pedagogy of Coding & Media Literacy – interaQtive book more information
A Frenchman in Stockholm 1844-45 – illustrated and with audio
En fransman i Stockholm 1844-45 – illustrerad och med ljud
Bordertraveller stories (translation of Gränsfarare) with audio
Read.Listen.Interact in interaQtive Books with engaging gamified features – title: Oliver Twist and many more Read.Listen.Interact-titles are on the way – interaQtive books
More titles are being planned, and will be presented soon!
Bernhardin St Pierre’s words from the 18th Century are still vital in our age. Especially, in light of that the book is on a journey into being published in new formats with empowering features for the mind and skill’s development. We offer interactive books with features like gamification, audio, video, loads of different forms of exercises and layouts. Soon augmented reality features will be available on our makerspace Storyteller on eLearningworld. Where the interactive books are developed, published and distributed. The interactive books can be distributed in three different formats. Progressive interactive books that can be used from any computer, tablet or smartphone. Web-based interactive books where you log in online to use the book. And native interactive books that can be used from mobile devices. For more information click below:
The book “Learning Design in Practice for Everybody” by LarsGoran Bostrom is available in a printed hardcover edition and as ebook. You can buy it directly from the publishing house in BiQStore – eBook or hardcover. The ebook is also available in many bookstores allover the world, click here for more information.