Digital story telling is broadly introduced
as a way for students and teachers to share their knowledge. A more practical explanation might be simply
creating and distributing a story using digital tools.
Linear digital stories
are the simplest design where the story is presented in a number of ordered
chapters. However, digital stories are presented
in a non-linear fashion and as a collage of media types and presentation types
with a backbone of mostly text supported by other media objects. In the non-linear example, the reader or user
of the digital story does not need to explore each of the areas, they should be
able to use the backbone to understand the linear narrative and then to embellish
their version of the digital story through choosing any and as many or few of
the objects as they wish.
A major challenge with digital story
telling is getting the platform to allow the user to read the narrative and to
engage with the multimedia at the same time without the viewing of the
multimedia feeling like a detour (as occurs with the traditional non-linear
story telling style).
Digital story telling occurs across all the
genres of traditional storytelling.
Digital story telling is used extensively in the media. Media digital stories are often about natural
disaster such as the bush fire’s in Tasmania or a avalanche that took the lives
of 15 skiers in Washington State. Many
communities use story telling to bring their story to a larger audience.
Some of the most successful advertisements
tell ‘stories’ and are examples of digital story telling.
Digital Storytelling includes an
understanding of the elements of a story, character development and the process
of story boarding.
If found this blog on how to use Scratch programming language for digital story telling. One of the examples is a student project which tells the story of carbon from the periodic table.
Digitial Storytelling media still need to follow the same copyright rules as before. I liked the approach of the blog with the Scratch programming language stories where the code has been 'remixed' before it has been posted. Depending on where the story is shared from dictates that level of security and privacy that is needed. If the students create most of what they use themselves or they use creative commons licensed material such as the objects from the Scratch platform, then this practice will keep most of the security and privacy issues under control.
I also liked this blog about how digitalstorytelling builds 21st Century skills because it removes some of
the stigma about digital storytelling and it inspired me to think more deeply
about integrating digital storytelling into my own teaching practice.
SAMR for using Digital Story Telling
learner-accessed vs learner generated
Context
|
Substitution
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Augmentation
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Modification
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Redefinition
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Learner-accessed
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Using digital stories as a teaching tool by playing
the digital story and then answering some questions about the digital story.
|
Place the digital story on the class wiki along with
the questions about the story. Ask the
students to post their answers to the questions in text via a wiki.
|
Place the digital story on the class wiki and ask
the students to work in groups to pose questions via a group wiki and then to
present the final answers from the group wiki to the class.
|
Place the digital story on the class wiki and use
collaboration software to view the activities and pose answers to these
activities via the group wiki across two schools. Report final answers from the group wiki to
the class.
|
Learner- generated
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Ask students to storyboard and then create a short
digital story using Scratch about different types of work and how they will
be affected by future trends. Share
the digital story infront of class.
|
Ask students to create a short digital story using
Scratch and post the completed Scratch program on the class wiki allowing
comments to be posted by peers.
|
Ask students to create a short digital story using
Scratch to solve a problem in groups.
|
Ask students to create a short digital story using
Scratch to solve a problem in groups and to swap and use a post-it note
application to comment on and suggest improvements to their program. Finally returning to their own story and
making changes.
|
(SAMR template table adapted from
Technology Is Learning)
I have book marked your link on scratch coding, thanks!
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