Digital Storytelling as a Part of Participatory Culture in Communication and Public Relation Practices

Author(s):  
Yeliz Kuşay

The digital content that constitutes the main material of the participatory culture put the digital storytelling concept with the creation of digital stories to the agenda. Users exhibit digital narratives as part of participatory culture by combining their imagination skills, editing skills, problem solving skills, creators, ideas they want to tell or share, with the possibilities provided by digital media. In the scope of the study, the elements of digital storytelling, communication, and public relations which are used by different disciplines are emphasized. In the context of these elements, examples of communication and public relations in the world and in Turkey are being interpreted. As a result, the digital storytelling activities that are important in the participatory culture are evaluated in terms of their reflection on communication and public relations practices, contribution to the field, and the aspects that need to be considered.

2020 ◽  
pp. 073563312096731
Author(s):  
Nadia Parsazadeh ◽  
Pei-Yu Cheng ◽  
Ting-Ting Wu ◽  
Yueh-Min Huang

This paper examines a method which can be used by instructors pursuing innovative methods for language teaching, which expands learners’ motivation in second language learning. Computational thinking (CT) is a problem-solving skill which can motivate students’ English language learning. Designing a learning activity which integrates CT into English language learning has been considered in only a few academic studies. This study aimed to explore whether integrating CT into English language learning can be useful for improving learners’ motivation and performance. The method of “present, practice, and produce” was applied as a method of presenting computational thinking in the English language learning classroom. Fifty-two elementary school students (52) participated in the experimental study. Following an experimental design, data were collected and analyzed from a combination of knowledge test scores, storytelling, motivation, and anxiety surveys. The experimental results indicate that the CT strategy improves students’ language learning and raises their motivation in the two dimensions of extrinsic and intrinsic goal orientation. These results imply the positive effect of CT strategy on strengthening problem-solving skills of students participating in digital storytelling and increases their motivation and performance in English language learning.


2019 ◽  
Vol 3 (1) ◽  
pp. 281
Author(s):  
Endang Fatmawati

A strong correlation exists between reading ability and writing ability. Reading<br />is the window of the world. To produce quality writing then requires the process of<br />internalization of knowledge by reading. Reading can build a person’s character,<br />ranging from the appearance of taste, then there is interest, created habits, until<br />finally formed the character of reading. Subsequently writing becomes a process of<br />externalization of knowledge, from what is thought then poured it into writing. Writing<br />media can be either printed documents or through online documents. Thus, writing is<br />essentially a process of thinking. Critical thinking and problem-solving skills are the<br />outputs of competence that a person must have after he reads.<br />Keywords: reading, writing, character, reading culture,critical thinking


2019 ◽  
pp. 499-508
Author(s):  
Peter Bryant

Understanding how and with your students participate in learning and how technology and social media supports that learning is a key challenge for modern higher education institutions. Learning practices intersect personal, professional and educational lives in complex, inter-connected and personally defined and managed ways. Drawing on the analysis of digital stories told by 100 students at the University of Sydney Business School, this paper will explore the unique methodological approaches of digital storytelling and student-led research to understanding how technology shapes and intersects the learning experience. It will also identify how students use technology (and especially extended forms of social media) to forms connections between their work, life, play and learning.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Nicholas Nicoli ◽  
Kine Henriksen ◽  
Marcos Komodromos ◽  
Dimitrios Tsagalas

PurposeThis study explores how digital storytelling (DST) approaches can be used for social media campaigns to create more engaging digital content. The ability to better engage with networked publics offers benefits to entities of different scale and scope, since in doing so they establish stronger relationships with their consumers and publics.Design/methodology/approachA digital discourse analysis combined with a five-layer coded film analysis is applied to a DST video, viewed on Facebook.FindingsFour overarching and overlapping approaches are identified. These are emotional appeal based on clear human ideals, equality and simplicity of characters, simplicity and universal representations.Research limitations/implicationsSimilar studies are required across varying targeted digital stories of different length and subject matter to distinguish effectiveness.Practical implicationsDespite advanced technological capacity for audience segmentation, social media campaigns often include unengaging content. DST offers universal characteristics that can be used by entities to engage with their consumers and publics.Social implicationsDST has been used to create learning and pedagogical environments and more participative democracies. Yet its use to strategically engage with networked publics is empirically lacking. The findings of the study can facilitate more effective digital content strategies for entities of all purposes to pursue.Originality/valueFew studies have sought to deconstruct effective short form DST for strategic purposes. This study applies a methodological approach best suited for analysing digital content. The findings provide insights into how strategists and social media managers can create more engaging digital content.


2018 ◽  
Vol 7 (3.33) ◽  
pp. 46
Author(s):  
Dongkyun Lim ◽  
Ji Eun Lee ◽  
Dosik Moon ◽  
Gijun Um

As the world confronts the 4th industrial revolution era, there is a growing interest in coding education around the world to cultivate creative and convergent students who possess computational thinking and problem-solving skills. In order for coding education to be successful, the following questions are considered: 1.What should be taught first? 2. How should it be taught? This study aims to determine the priority of leaning topics in elementary school coding education. To do so, a focus group interview was conducted with four experts in the field of coding education, and 12 learning topics were identified. Based on the interview results, a questionnaire was administered to coding instructors. The Analytic Hierarchy Process (AHP) was applied to derive priorities among the learning topics. The results showed that ‘procedural problem solving’ was found as the most important unit that the elementary school coding education needs to deal with. As for the learning topics, ‘problem definition and breakdown’, ‘block coding’, ‘implementation of algorithm’, ‘understanding of algorithm’ and ‘necessity for learning coding’ were found to be the top 5 priorities. Based on these results, this study presents four suggestions to consider for coding education to be carried out more effectively.  


2021 ◽  
Author(s):  
Lorraine OB Madden ◽  
Rebecca Reynolds

Emotional regulation is a developmental skill that everyone must learn. It is the ability for you to tune into, make sense of and control your own strong feelings. It affectively influences how well you can adapt to situations and events in your life, as well as how you navigate and adapt to the world. A lack of healthy emotional regulation can lead one to become dysregulated. Two important phenomenon underpin our ability to regulate: emotional complexity and splitting. The more acknowledgment and understanding that we give to our emotions (not just the thoughts in our mind but the feelings in our better), the more control and problem solving skills we can harness to sustain a good standard of personal well-being.


Author(s):  
Wan Ng ◽  
Howard Nicholas

<p class="Abstract">We live in a multimodal world where communication enabled by digital media supports the expression of ideas, opinions, instructions and experiences in a variety of formats that empower the individual to convey thoughts and emotions persuasively. In education, digital storytelling as a pedagogical strategy can be embedded in student-generated videos of narratives of personal learning experiences or in teacher-constructed stories that inform or instruct. The aim of this qualitative research was to investigate how a group of science pre-service teachers created digital stories to elicit resiliency (risk and protective factors) during their teaching practicum and how their peers responded to the digital stories, uploaded and shared on <em>VoiceThread</em>. The results showed that the digital stories were able to convey thinking and emotions successfully at a deeper level. A range of issues (risk factors) and strategies (protective factors) to overcome them could be identified in the digital stories. As reducing the risk of attrition in teachers’ early professional careers is important for maintaining teacher numbers and quality in teaching, this research is significant in understanding how pre-service teachers view resiliency in their education. Digital stories are able to provide teacher educators and researchers with richer data for this purpose.</p>


Author(s):  
Riri Safitri ◽  
Ade Jamal ◽  
Endang Ripmiatin ◽  
Denny Hermawan ◽  
Arif Supriyanto

<p align="center"><strong>Abstrak</strong> </p><p><em>Teknologi komputer mempengaruhi setiap bidang kehidupan saat ini. ia masuk dan mengubah setiap bidang di dunia, mulai dari industri dan bisnis, transportasi, komunikasi, kesehatan, dan lain-lain. Setiap siswa memiliki kesempatan yang sama untuk mempleajari dan menguasai teknologi, belajar coding, menguasai algoritma, mempelajari bagaimana cara membuat aplikasi, bagaimana internet bekerja, dalam rangka memupuk kreativitas dan keterampilan menyelesaikan masalah (problem solving) yang akan sangat berguna bagi kehidupan mereka di masa depan. Program komputer/perangkat lunak atau software akan menjadi hal yang sangat penting, bahkan mungkin akan menjadi bahasa dunia ke depan. Tidak menguasai programming atau bahasa komputer di masa depan, akan sama efeknya dengan tidak bias baca tulis saat ini. Belajar ilmu komputer tidak hanya belajar tentang teknologi itu sendiri, namun juga belajar logika, penyelesaian masalah (problem solving), dan kreativitas. Oleh karena itu perlu adanya pengenalan dan pelatihan pemrograman untuk siswa sekolah untuk melatih kemampuan logika dan problem solving. Pelatihan pemrograman diberikan dalam bentuk simulasi Blockly berupa games yang menarik dan interaktif. Hasil dari pelatihan didapatkan bahwa siswa SMA peserta pelatihan merasa kegiatan ini sangat menarik dan bermanfaat dan dapat menambah pamahaman dan keterampilan mereka dalam hal IT dan penerapannya.</em></p><p><strong>Kata kunci<em>: </em></strong><strong><em>Coding, </em></strong><strong><em>Komputer, Pemrograman, TIK</em></strong></p><p><strong><em><br /></em></strong></p><p align="center"><strong>Abstract</strong></p><p><em>Computer technology affects every area of life today. he entered and changed every field in the world, starting from industry and business, transportation, communication, health, and others. Every student has the same opportunity to learn and master technology, learn coding, master algorithms, learn how to make applications, how the internet works, in order to foster creativity and problem solving skills that will be very useful for their lives in the future . Computer / software or software programs will be very important, maybe even become the world language in the future. Not mastering programming or computer language in the future, it will have the same effect as the current non-literacy. Learning computer science not only learns about technology itself, but also learns logic, problem solving, and creativity.</em> <em>Therefore there is a need for introduction and programming training for school students to practice logic and problem solving skills. Programming training is provided in the form of Blockly simulations in the form of interesting and interactive games. The results of the training found that high school students participating in the training felt this activity was very interesting and useful and could add to their understanding and skills in terms of IT and its application.</em> </p><p><strong>Keywords<em>: </em></strong><strong><em>Coding, </em></strong><strong><em>Computer, Computer Science, Programming</em></strong></p>


2013 ◽  
Vol 3 (4) ◽  
pp. 9-23
Author(s):  
Erkki Pehkonen ◽  
Liisa Näveri ◽  
Anu Laine

The article begins with a brief overview of the situation throughout the world regarding problem solving. The activities of the ProMath group are then described, as the purpose of this international research group is to improve mathematics teaching in school. One mathematics teaching method that seems to be functioning in school is the use of open problems(i.e., problem fields). Next we discuss the objectives of the Finnish curriculum that are connected with problem solving. Some examples and research results are taken from a Finnish–Chilean research project that monitors the development of problem-solving skills in third grade pupils. Finally, some ideas on “teacher change” are put forward. It is not possible to change teachers, but only to provide hints for possible change routes: the teachers themselves should work out the ideas and their implementation.


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