SciGen Teacher Dashboard
Unit L2
Interactive Reading: Dustville Dilemmas
Duration: Approximately 80 minutes plus out-of-class reading time
The class reads choose-your-own-adventure story in which students make decisions as the mayor of a fictional town in the desert Southwest.
LEARNING OBJECTIVES
Students consider competing environmental and economic needs of multiple parties, and compare outcomes resulting from various decisions. Students see cause-and-effect relationships.
Teacher Tips
Materials (one per student or group)
Teacher Tune-up
Teaching Notes
ACTIVITY OVERVIEW
Introduce interactive fiction (5 minutes)
Explain to students that the story they will read today may be unique to them. Paraphrase this explanation of interactive fiction:
Interactive fiction isn't the same as other kinds of stories. All stories are interactive to some extent, as you get involved with the characters and imagine what is happening for them. But in typical, traditional stories, there's one path through a story with a beginning, middle, and end.
Interactive fiction, in contrast, usually offers one beginning, then readers have two or more choices for what to do next, and two or more choices every once in a while along the way. So instead of one narrative line, you might have a lot of branches. You could end up with dozens of different endings, or sometimes the stories converge on just one or two outcomes no matter what paths you took to get to the end. A lot of the adventure is the way you got there.
It's a little bit like real life! We are faced with tough choices all the time.
This static image is a map that shows the complexity of the intertwined storylines and pages in the Dustville story. You would not want to show this image to your students. However, here are some notes for your reference.
Begin reading in class (30 minutes)
In this piece of interactive fiction, students take on the role of a new mayor in a small southwestern town. While there are many choices along the way, there is no morality lesson in the end. Any choice can be a good choice or a bad choice as long as it is made with evidence—and, perhaps, confidence.
Start the first few pages of the choose-your-own-adventure out loud as a class. Follow the thread where you take the pictures and loop around to the beginning to start again.
Encourage your students to keep track of the choices they make along the way in their notebooks. Model this note-taking with the first few pages that you read together. Students can use a modified Cornell Notes format for their note-taking to keep track of who you (and they) talk to along the way and decisions you (and they) made.
Once you get to the page with the foxlet eating insects (pictured, right, and faintly marked "009" in the top right corner), stop and tell your students to finish the adventure outside of class time. You can send the link to the page to your students.
Note-taking is key. Reiterate that what is important in this reading is what happens to the town, the foxlets, and the environment. Students should continue their reading and note-taking to prepare for the next part of the lesson.
Students can also jot down unfamiliar words they encounter, such as "dissipate," "parasols," "commotion," or "cordoning." They can later look these words up and write down a few definitions for better understanding.
Students should be prepared to come in and compare their different outcomes in the next class session.
If you decide not to assign the reading as homework, but instead spend class time reading the story, have students read the story individually. If you don't have enough devices for them all to do this, break the class into groups of no more than three.
While the "Start Over" button is available on every page, there is no "Back" button that students can use to change their minds about the most recent decision. Warn the students:
Time marches forward in this story. If you were a mayor, you couldn't change your mind about a decision. So make each choice carefully!
That is, there are no do-overs – a big lesson for students to learn, especially in this time and age!
Warning: Some students may turn the reading into a competition. They may test out all of the possibilities by starting over again and again. Remind students there are no right or wrong decisions – decisions are tough and there is no turning back – that's why there is NO back button! Tell the students to read carefully, and not worry about which is the “best” decision.
Note that students may skim the reading in order to jump to the choices. Encourage them to read the narrative and get involved in the story, imagining that they really are the Mayor of Dustville.
The outcomes of all the "Fast Forward Five Years" as well as a summary chart are linked in the file below.
Review outcomes through surveys (30 minutes)
The story contains multiple endings that result from the different paths the students take through the story.
Ask students:
After the students consider where they ended up as mayors, show the slide or distribute the Mayoral Survey. Students should respond based on the outcome they found at the end of reading Dustville.
Now each students should find another student and compare that student's survey answers to their own.
Repeat with four other students.
In your mailbox, you find a survey from the Organization for Mayoral Growth (OMG), which has contacted all current and former mayors. The survey asks you to describe five aspects of life in your hometown of Dustville, and rate each on a scale of 1–5 (5 being best). You should rate and describe these aspects of life in your hometown of Dustville at the end of the story (that is, how things are in Dustville after the "Fast Forward Five Years").
Example ratings:
Write cause-and-effect statements (10 minutes)
Ask students to find another student whose outcome differed from their own among the five with whom they shared their surveys.
Together the students should look at the notes they took while reading the interactive story Dustville Dilemmas and retrace their path to find a key decision. Paraphrase:
Use your insight from your notes to complete these two sentence starters.
Then write a cause-and-effect statement on a sticky note. As you finish your sticky note, place it on a wall.
Students may write more than one cause-and-effect statement to put on the wall. Many students don’t think making a decision is final. They often assume it can always be undone. But in reality, it cannot.
Class discussion (15 minutes)
End this lesson with a general discussion during which students share their own comments and raise their own questions about the tradeoffs made by municipalities when trying to balance the needs of local wildlife and their human citizens.
Ask students:
Optional extension: Write your own interactive fiction!
In a double period, ELA students at one school wrote a choose-your-own-adventure story of their own. They began by writing the first few passages together as a class, deciding on who the characters were, where the story takes place, etc. And then the students took it from there.
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