scholarly journals Teachers’ practices to support student work in digital storytelling: A study on Finnish and Chinese school teachers’ experiences

Seminar.net ◽  
2017 ◽  
Vol 13 (2) ◽  
Author(s):  
Marianna Vivitsou ◽  
Hannele Niemi ◽  
Ge Wei ◽  
Veera Kallunki ◽  
Rong Miao

This study aims to discuss and analyze Finnish and Chinese primary school teachers’ practices when digital storytelling is the teaching method, aiming for student-generated stories in video format. To meet this end, teachers introduce digital storytelling in their practices and guide and support students into building and sharing digital stories in video format with peers in the classroom and online. In addition, they introduce the use of web-based environments and digital technologies, adapt their teaching plan accordingly, and enrich existing instructional material. As a result, teacher’s practices of organizing and facilitating student work and development change.In order to investigate how teaching practices change, this study draws from Chinese and Finnish teachers’ interviews and observation data and uses inductive analysis and constant comparison for more abstract themes and categories. The findings show that the teachers use formal and informal, natural and technological environments to organize student work and aim for freer learning in digital storytelling activities. Also, different aspects of collaborative work are used to facilitate and, mainly, structure student work and development.

Author(s):  
Marianna Vivitsou

This article examines digital storytelling practices of 12-15-year-old students from Finland and Greece. In online settings, students construct virtual selves through video and text-based interactions with peers and, thus, perform identity work using English as the language of communication. This study examines digital storytelling as space of intertextuality where different speakers' utterances resignify the context of learning. The authors apply inductive analysis of interview data and a multimodal approach to digital stories as combinations of semiotic systems in order to link with a dynamic digital literacy. Findings indicate that the students use an impersonal, scientific-like style to explain how a chemical reaction happens in some stories. In others, they place the focus on human relationships with body language and gesture adding a personal style. However, rather than language, it is the way the story is performed and acted out that authenticates student work. This bears implications for both the teaching of English and the design of digital storytelling aiming for web-based peer exchanges.


Author(s):  
Sally Humphrey ◽  
Thu Ngo ◽  
Tingjia Wang

This chapter reports on a multidisciplinary research collaboration which aims to explore how digital stories may be used to support pre-service teachers across disciplinary boundaries of English, science, and health education. Digital stories play a distinct role in enacting disciplinary practices within each of these curriculum areas and provide a valuable context for expanding students' semiotic repertoire. By integrating digital storytelling in initial teacher education (ITE), the authors provide a pathway for teachers to develop pedagogic knowledge of genres that are distinctly disciplinary in their purpose but which draw on semiotic affordances and pedagogic practices from across boundaries of traditional literacy education. Drawing on digital stories produced for a range of purposes, they report on the metalanguage we have developed in our collaborative work to inform a coherent multiliteracies framework to build on and extend pre-service teachers' semiotic repertoire for functional, critical, and creative disciplinary practice.


2021 ◽  
Vol 8 (12) ◽  
Author(s):  
Konstantina Karanasiou ◽  
Christos Drosos ◽  
Dimitris Tseles ◽  
Dimitris Piromalis ◽  
Nikos Tsotsolas

<p>In recent years, technology has been growing rapidly. The impact that Information and Communication Technology (ICT) and associated teaching tools have on the learning process is already significant, and this is expected to grow further in the future. Digital Storytelling (DST) is a combination of interaction and learning at the same time and it could prove to be an excellent teaching method at the disposal of the educator. The present study is an attempt to examine the impact of the method in adult education, providing that the learners are the creators of digital stories. In addition, the current research is an attempt to examine the relationship between learners’ Working Memory and the impact of DST on their learning performance. The research has been conducted in a public vocational training institute. The findings revealed that DST is an effective learning tool in adult education that can improve learners’ performance. In addition, the findings suggest that the method is more effective in learners which have higher working memory rates than others.</p><p> </p><p><strong> Article visualizations:</strong></p><p><img src="/-counters-/edu_01/0987/a.php" alt="Hit counter" /></p>


2019 ◽  
Vol 8 (2) ◽  
pp. 63
Author(s):  
Gde Deny Gita Pramana . ◽  
Dra. Luh Suartini, M.Pd. . ◽  
I Gusti Made Budiarta, S.Pd., M.Pd. .

Penelitian ini dilatarbelakangi metode pembelajaran guru DPK Keramik menempatkan peranan guru lebih dominan dibandingkan siswa. Dekorasi keramik yang dibuat, mengolah keramik sebagai fungsi pakai. Bentuk penelitian adalah deskriptif yang bersifat kualitatif. Bertujuan untuk mendeskripsikan tujuan penelitian pertama sampai dengan ketiga, yaitu (1) menerapkan metode pembelajaran dekorasi keramik teknik marble di SMK Negeri 1 Sukasada, (2) mendeskripsikan keunggulan dan kelemahan metode pembelajaran dekorasi keramik teknik marble di SMK Negeri 1 Sukasada, (3) mendeskripsikan hasil penerapan dekorasi keramik teknik marble di SMK Negeri 1 Sukasada. Penelitian ini menggunakan teknik pengumpulan data observasi, wawancara, dan dokumentasi dengan objek penelitian adalah guru dan siswa di jurusan DPK Keramik kelas XI. Hasil penelitian ini adalah (1) data berupa dokumentasi dan deskripsi proses guru dalam menerapkan metode pembelajaran dekorasi keramik teknik marble, yaitu dengan metode yang berpusat pada guru (ceramah dan demonstrasi) yang selanjutnya metode yang dipusatkan kepada siswa (eksperimen, mengajar sesama teman, metode drill dan elaborasi). (2) dari proses guru menerapkan metode maka didapat keunggulan dan kelemahan metode pembelajaran dekorasi keramik teknik marble, metode dengan keunggulan paling banyak adalah eksperimen yaitu 8 keunggulan dan metode dengan kelemahan terbanyak adalah metode ceramah dengan 6 kelemahan. (3) hasil penerapan metode pembelajaran dekorasi keramik teknik marble berupa benda keramik yang sudah diberikan dekorasi marble, karya siswa dengan metode drill dan eksperimen yang diberikan guru, sudah menunjukkan keberhasilan penerapan dekorasi teknik marble. Kata Kunci : Kata- kata kunci: metode pembelajaran, dekorasi keramik, teknik marble This research is based on learning method of teacher of DPK Ceramic put role of teacher more dominant than student. Ceramic decorations are made, ceramic processing as a function of wear. The form of research is descriptive that is qualitative. Aiming to describe the purpose of the first study to the third, namely (1) applying the marble ceramic decoration learning method in SMK Negeri 1 Sukasada, (2) describing the advantages and disadvantages of marble ceramic decoration learning method at SMK Negeri 1 Sukasada, (3 ) describes the result of application of ceramic decoration of marble technique at SMK Negeri 1 Sukasada. This study uses observation data collection techniques, interviews, and documentation with the object of research are teachers and students in the department of Class XI Ceramics. The results of this research are (1) data in the form of documentation and description of teacher process in applying marble ceramic decoration teaching method, that is with teacher-centered method (lecture and demonstration), then the method which is centered to the students (experiment, drill and elaboration). (2) from the process of applying the method teacher then obtained the advantages and disadvantages of marble ceramic decoration learning method, the method with the most advantage is the experiment that is 8 advantages and the method with the most weakness is the lecture method with 6 weaknesses. (3) result of application of marble decoration technique method of marble ceramic that have been given marble decoration, student work with drill method and experiment given by teacher, has shown success of marble technique application implementation. keyword : Keywords: learning method, ceramic decoration, marble technique


2021 ◽  
Vol 6 (1) ◽  
pp. 133-138
Author(s):  
Ermawati Zulikhatin Nuroh ◽  
Pratiwi Retnaningdyah ◽  
Ahmad Munir

The use of Multilingual Multimedia Storytelling (MDST) to teach English to primary school students is nothing new in Indonesia. However, digital learning is still not implemented in practice because English in primary schools is a local subject and a foreign language. In this research, the researchers used Multilingual Digital Storytelling (MDST) as a model for encouraging and reflecting on multiliteracy in education. They understand the importance of storytelling, and interactive storytelling has self-representation and communication with others. This research explicitly outlines our experience of using MDST as a pedagogical innovation for pupils aged 12 years. In this MDST project, students co-created digital stories as multimodal texts. In this regard, they used a variety of multilingual (e.g. Javanese, Bahasa Indonesia, and English) as well as visual and technical resources, which enabled them to communicate their real-life experience through digital stories. The practical consequences of the project are that English primary school teachers will experiment with MDST to involve students in effective project-based language learning. HIGHLIGHTS: The multilingual digital story (MDST) -making learning provided students with a new way to tell their ownstory in a multilingual way, and to share and explore their life experiences through the production of digitalstories2. Engaging students with multilingual digital stories, they have more creatively developed their stories basedon images taken by themselves.3. English primary school teachers will experiment with MDST to engage students in language learning as aneffective method of innovative learning.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Christina Louise Romero-Ivanova ◽  
Paul Cook ◽  
Greta Faurote

Purpose This study centers on high school pre-teacher education students’ reviews of their peers’ digital stories. The purpose of this study is twofold: to bring digital storytelling to the forefront as a literacy practice within classrooms that seeks to privilege students’ voices and experiences and also to encapsulate the authors’ different experiences and perspectives as teachers. The authors sought to understand how pre-teacher education candidates analyzed, understood and made meaning from their classmates’ digital stories using the seven elements of digital storytelling (Dreon et al., 2011). Design/methodology/approach Using grounded theory (Charmaz, 2008) as a framework, the question of how do high school pre-teacher education program candidates reflectively peer review their classmates’ digital stories is addressed and discussed through university and high school instructors’ narrative reflections. Through peer reviews of their fellow classmates’ digital stories, students were able to use the digital storytelling guide that included the seven elements of digital storytelling planning to critique and offer suggestions. The authors used the 2018–2019 and 2019–2020 cohorts’ digital stories, digital storytelling guides and peer reviews to discover emerging categories and themes and then made sense of these through narrative analysis. This study looks at students’ narratives through the contexts of peer reviews. Findings The seven elements of digital storytelling, as noted by Dreon et al. (2011, p. 5), which are point of view, dramatic question, emotional content, the gift of your voice, the power of the soundtrack, economy and pacing, were used as starting points for coding students’ responses in their evaluations of their peers’ digital stories. Situated on the premise of 21st century technologies as important promoters of differentiated ways of teaching and learning that are highly interactive (Greenhow et al., 2009), digital stories and students’ reflective practices of peer reviewing were the foundational aspects of this paper. Research limitations/implications The research the authors have done has been in regards to reviewing and analyzing students’ peer reviews of their classmates’ digital stories, so the authors did not conduct a research study empirical in nature. What the authors have done is to use students’ artifacts (digital story, digital storytelling guides and reflections/peer reviews) to allow students’ authentic voices and perspectives to emerge without their own perspectives marring these. The authors, as teachers, are simply the tools of analysis. Practical implications In reading this paper, teachers of different grade levels will be able to obtain ideas on using digital storytelling in their classrooms first. Second, teachers will be able to obtain hands-on tools for implementing digital storytelling. For example, the digital storytelling guide to which the authors refer (Figure 1) can be used in different subject areas to help students plan their stories. Teachers will also be able to glean knowledge on using students’ peer reviews as a kind of authentic assessment. Social implications The authors hope in writing and presenting this paper is that teachers and instructors at different levels, K-12 through higher education, will consider digital storytelling as a pedagogical and learning practice to spark deeper conversations within the classroom that flow beyond margins and borders of instructional settings out into the community and beyond. The authors hope that others will use opportunities for storytelling, digital, verbal, traditional writing and other ways to spark conversations and privilege students’ voices and lives. Originality/value As the authors speak of the original notion of using students’ crucial events as story starters, this is different than prior research for digital storytelling that has focused on lesson units or subject area content. Also, because the authors have used crucial events, this is an entry point to students’ lives and the creation of rapport within the classroom.


2018 ◽  
Vol 14 (11) ◽  
pp. 52
Author(s):  
Yee Bee Choo ◽  
Tina Abdullah ◽  
Abdullah Mohd Nawi

It is a common practice that teachers tell stories in the classroom when teaching literature. They are enthusiastic in their teaching profession but students nowadays are diverse in their learning styles and they need different approaches to be taught. Therefore, this study advocates teachers to reflect on their teaching practice to use technology specifically digital storytelling as a teaching method in the classroom. The single case study involved a pre-service teacher who underwent a micro-teaching session in teaching literature. The instruments used were peer observation checklist, the artefacts of digital storytelling, video recording, and reflective journal. The findings indicated that the participant was able to be more aware of her strengths and weaknesses in the crafts of storytelling, personalise her own learning and improve her teaching practice. The implications are for the educators to encourage pre-service teachers to use digital storytelling in the classroom, provide coaching and support to improve their crafts of storytelling in the teaching of children&rsquo;s literature as well as use digital storytelling as a tool for reflective practice in teacher education.


Author(s):  
Arif Fatahillah ◽  
Irsalina Dwi Puspitasari ◽  
Saddam Hussen

The use of technology in learning is essential for developing students' ICT literacy. However, the application of technology as a learning media remains limited. The purpose of this study is to develop a learning media to enhance students' ICT literacy. This research is conducted using a 4-D model, which consists of four stages: defining, designing, developing, and disseminating. This learning media is developed based on ICT literacy indicators. The study participants are 33 of 10th-grade students at one of the public vocational schools in Jember, East Java. Data collection methods consist of validation sheets, tests, questionnaires, interviews, and observations.  The expert validation is used to validate the media, while the students' response questionnaire determines the practicality. The validity result shows that the media can be used to measure ICT literacy. Moreover, the practicality of media also shows that it can be easily applied. Furthermore, the effectiveness of learning media is obtained from the N-Gain average of test and ICT literacy questionnaire. The observation data also support the effectiveness of the media during the implementation. The result shows that the media confirmed to be effective as it can improve the students' ICT literacy. To sum up, the Schoology web-based learning media with GeoGebra is useful to improve ICT literacy on quadratic functions


2017 ◽  
Vol 5 (10) ◽  
pp. 137 ◽  
Author(s):  
İlknur Özpinar ◽  
Semirhan Gökçe ◽  
Arzu Aydoğan Yenmez

Storytelling is a popular instrument used in every domain of natural and social interaction for human communication and commonly used in classrooms to enrich the learning experience. With the use of technological tools in every field of our daily lives, its use in educational environments has become inevitable and in parallel with the development of these tools, digital stories have started to replace traditional storytelling. Digital storytelling offers advantages such as providing diverse applications in the classroom environment, personalizing the learning experience, being interesting, helping difficult subjects explained, addressing real-life-related situations, supporting active learning, allowing for the creation of costless learning environments, and improving motivation and achievement. Materializing a course such as mathematics in which abstract concepts are given, helping students use the learned information with stories and associate it with daily life, developing activities to make learning environments enjoyable when learning and applying by taking students away from the traditional understanding of instruction are considered some of the most important duties of teachers in this process. In accordance with the related considerations, this study aims to investigate the effects of mathematics courses instructed by association with digital storytelling on 8th-grade students’ academic achievements and the teacher and student opinions on the application process. The study using the quasi-experimental method was conducted with 58 students. The Achievement Test, written opinion forms to receive student opinions and interview form for teacher were prepared by the researchers to this end. At the end of the study, although no statistically significant differences were found between the groups in the posttest and the delayed-posttest in terms of academic achievement score averages of the students in the experimental group were found to be higher than the score averages of the students in the control group. The results achieved in this study show that digital storytelling is a powerful instrument to create more interesting and enjoyable learning environments which facilitate association with daily life, allow for effective learning and participation. It was also stated that the students and the mathematics teacher had positive opinions on use of digital stories in the courses and its contribution to the courses.


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