USABILITY CONSIDERATIONS MAKE DIGITAL INTERACTIVE BOOK POTENTIAL FOR INCULCATING INTERPERSONAL SKILLS

2015 ◽  
Vol 77 (29) ◽  
Author(s):  
Juhriyansyah Dalle ◽  
Ariffin Abdul Mutalib ◽  
Adi Lukman Saad ◽  
Mohamad Nizam Ayub ◽  
Ainuddin Wahid Abdul Wahab ◽  
...  

This paper reports on an initiative that discovers the potentials of digital interactive books or digital storytelling in developing and inculcating interpersonal skills among children. The rationale for such initiative is to help designing technology for good deeds for the children, who are the future leaders, because they are very much engaged with technologies. Hence, this paper aims at discussing the potentials of digital story-telling in developing the interpersonal skills among children. To achieve that, first, a prototype was designed, and then let users to experience it. Data were collected through observation and interview. In the end, it was initially found that the digital interactive book is potential in inculcating interpersonal skills among children.

2021 ◽  
Vol 20 (1) ◽  
pp. 39-45
Author(s):  
Nadia Tiara Antik Sari ◽  
Nahrowi Adjie ◽  
Gilang Rajasa ◽  
Nuur Wachid Abdul Madjid

ABSTRACT The present study is aimed at investigating the perception of elementary school pre-service teachers regarding the genrebased digital story telling projects in their General English (GE) class. The benefits and challenges of digital storytelling projects have been studied by many researchers. However, perception of elementary school pre-service teachers of the issue is still rarely investigated. The data were collected from open and closed questionnaire to 47 elementary school pre-service teachers of a public university in West Java, Indonesia. In the second semester, they had a GE class (kelas Mata Kuliah Umum/MKU Bahasa Inggris). They were given two genre-based digital storytelling projects i.e. the digital descriptive and narrative text projects. The findings are further explained in relation to the 4Cs skill in 21st century education. It is found that genre-based digital storytelling projects improve the elementary school pre-service teachers’ communication, collaboration, creative thinking, and creativity skill. The pre-service teachers generally perceived the learning as meaningful, engaging, and enjoyable, supporting digital storytelling as a powerful media in the 21st century education.


2019 ◽  
Author(s):  
◽  
Julie Hathaway Walters

Nature and scope: This enquiry examines personal storytelling in the form of the practice of digital storytelling. Digital storytelling is seen as a craft, a creative making practice. The enquiry examines what impact engaging in this practice has on wellbeing. It is a practice based enquiry which draws on art and design research methods and considers the many facets that the author brings to the table, including her identity as a maker and occupational therapy educator and especially, the way her own engagement with making enabled personal, transformational learning and recovery from mental illness, shame and grief. The purpose of the enquiry is to bring these new insights back to occupational therapy and science. Contribution to knowledge: Knowing through making, as conceptualised through art and design research methodologies, has the potential to enable occupational therapy and occupational science to realise the original intensions of its founders. A study of the collaborative process of digital story telling has offered a worked example of this. Comparing and contrasting digital story telling with other collaborative making practices uncovered what digital story telling is and what it is not. Digital story telling is a high-status craft. The key to understanding its potential impact on wellbeing is to understand it as a craft – a making practice. Further, the potential impact on wellbeing is determined not by the process or properties of digital story telling itself, but by the care and attention to the detail of the experience and how connections between the people involved are made. A digital story telling workshop is a non-generalisable event, unique to that time and place and those people. What digital story telling is not, is an ideal method of co-production. Its uses as a participatory arts-based research methodology has been well documented, but I contend that the ideal collaboration is one where the team is assembled first. I propose The crystal model of transformational scholarship in human health and wellbeing which sets out how this may be accomplished.


2021 ◽  
Vol 6 (1) ◽  
pp. 1-6
Author(s):  
Iis Hidayati ◽  
Wahyu Sukartiningsih ◽  
Umi Anugerah Izzati

Penelitian ini bertujuan untuk: Mendeskripsikan proses pengembangan digital story telling untuk menumbuhkan kebiasaan anak minumair; Menghasilkan produkpengembangan digital story telling untuk menumbuhkan kebiasaan anak minumair dan; Menghasilkan produk pengembangan digital story telling untuk menumbuhkan kebiasaan anak minumair. Berdasarkan hasil analisis data, dapat disimpulkan bahwa pengembagangan digital storytelling untuk menumbuhkan kebiasaan anak minum air meliputi tiga hal, yaitu Pengembangan digital storytelling untuk menumbuhkan kebiasaan anak usia minum air memenuhi kelayakan  dengan hasil  validasi dari tiga validator ahli yang meliputi  materi isi dengan skor 75,71 %, materi teknik storytelling skor 82,14 %,materi desain pengembangan digital storytelling skor 72,85 % dengan kategori sangat berkualitas; Pengembangan digital storytelling untuk menumbuhkan kebiasaan anak  minum air merupakan hasil pengembangan  media pembelajaran yang dapat membantu daring online guru disaat pandemi untuk tetap dapat mengedukasi yang menarik minat anak dan meningkatkan motivasi wawasan anak dan orang tua akan  pentingnya menumbuhkan kebiasaan minum air sejak dini dan; pengembangan digital storytelling untuk menumbuhkan kebiasaan anak  minum air cukup praktis dan efektif diimplementasikan karena dikemas dalam bentuk kanal youtobe,sehingga mudah di akses dengan mudah saat ini.


Author(s):  
Kritsupath Sarnok ◽  
◽  
Panita Wannapiroon ◽  
Prachyanun Nilsook

The objective of this research aims 1) to study the components of the digital learning ecosystem 2) to design the digital learning ecosystem with digital story telling for students in the teaching


Author(s):  
Monica E. Nilsson

The aim of this chapter is to discuss digital storytelling in the context of education. Two questions guide the study: What is a digital story? What is the motivation for making a digital story? I have examined short multimodal personally-told digital stories published on the Internet. As a theoretical framework for the discussion I have compared digital storytelling with storytelling traditions in the oral and the written culture. The result implies that the definition of a digital story depends on what is considered a narrative. By transcending what has traditionally been considered narrative and by defining narrative in a broader sense, digital storytelling is an innovative tool and serves as a promising activity facilitating learning and development in the post modern society.


Author(s):  
Jodi Pilgrim ◽  
J. Michael Pilgrim

Technology tools continue to contribute to the digital story formats, and in today's world, multiple modes of communication are used to deliver narratives. Digital storytelling engages an audience by means of computer-based tools to share a message. Through the use of digital technologies like virtual reality (VR), digital stories have evolved to include the concept of immersive storytelling. VR utilizes interactive 360-degree images designed to immerse the user in a virtual environment. Immersive stories provide the storyteller's audience with a sense of being present at the scene. This chapter presents a background on the rationale for the use of VR technologies in storytelling as well as classroom applications for immersive storytelling across all academic disciplines. The technologies and processes for creating an immersive story are presented along with clear steps and recommended websites. In addition, examples of immersive stories are shared.


Author(s):  
David Miller

The ideas of desert and merit are fundamental to the way we normally think about our personal relationships and our social institutions. We believe that people who perform good deeds and display admirable qualities deserve praise, honours and rewards, whereas people whose behaviour is anti-social deserve blame and punishment. We also think that justice is in large part a matter of people receiving the treatment that they deserve. But many philosophers have found these ways of thinking hard to justify. Why should people’s past deeds determine how we should treat them in the future? Since we cannot see inside their heads, how can we ever know what people really deserve? How can we reconcile our belief that people must be responsible for their actions in order to deserve credit or blame with the determinist claim that all actions are in principle capable of being explained by causes over which we have no control?


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