Digital Storytelling in the Classroom


Book Description

Provides information on integrating digital storytelling into curriculum design.




Digital Storytelling in the Classroom


Book Description

Jason Ohler, well-known education technology teacher, writer, keynoter, futurist, and Apple Distinguished Educator, guides educators on how to effectively bring digital storytelling into the classroom. The author links digital storytelling to improving traditional, digital, and media literacy and offers teachers ways to: o Combine curriculum content and storytelling o Blend multiple literacies within the context of digital storytelling o Plan for creating and executing digital stories.




Digital Storytelling


Book Description

Digital Storytelling is a tool that was created to integrate the newest technology in the classroom. It has proven to be a powerful tool indeed. It is said that the reason for its power lies with the type of students we teach each day in our schools. Students today are multi-taskers, creative, and visual learners. They have grown up in a world of multimedia and respond to audio-visual in positive ways. Given the opportunity to tell their stories using digital storytelling models, they are transformed into self-motivated information consumers. Our job, as educators, becomes one of utilizing their natural gravitation to technology to fit our purposes of teaching state and national standards.




Moviemaking in the Classroom


Book Description

Written by an award-winning classroom teacher with years of experience integrating moviemaking into curriculum, this book offers quick-start lesson plans for any content area and grade level, helping students amplify their voices and effect change through moviemaking. Our world hinges on storytelling and the ways in which stories can be told are always evolving. For students to become future-ready, confident creators of original content, they need opportunities to share their stories. Moviemaking helps students showcase their learning, process their lives and connect with others in a meaningful way. Moviemaking in the Classroom breaks down the process of digital storytelling to help teachers plan efficient and effective instructional sequences. The book provides guidance on how to purposefully build visual and audio literacy skills to improve student work and increase student efficacy in the creative process. Also included are practical suggestions for removing barriers from the storytelling process, such as how to provide more opportunities for students to tell their stories during a single academic year. This book: • Shows teachers how to create efficient and effective lesson sequences with digital storytelling in mind, particularly in a blended learning environment. • Supports teachers who are new to digital storytelling by showing the impact and importance of providing students with multiple opportunities to tell their stories. • Offers project ideas for teachers already implementing digital storytelling in their classes and shows how to streamline workflow and improve their professional practice. • Supports distance and remote learning through a full chapter on strategies for applying these practices to a distance learning environment. • Fosters diversity, inclusion and student empowerment by showcasing student examples on topics including racism, death and illness, immigration, gun violence and pollution. This book provides insight, inspiration and practical ideas to empower teachers of all content areas to implement moviemaking projects with their students using best practices.




Developing Technology Mediation in Learning Environments


Book Description

Most technologies have been harnessed to enable educators to conduct their business remotely. However, the social context of technology as a mediating factor needs to be examined to address the perceptions of barriers to learning due to the lack of social interaction between a teacher and a learner in such a setting. Developing Technology Mediation in Learning Environments is an essential reference source that widens the scene of STEM education with an all-encompassing approach to technology-mediated learning, establishing a context for technology as a mediating factor in education. Featuring research on topics such as distance education, digital storytelling, and mobile learning, this book is ideally designed for teachers, IT consultants, educational software developers, researchers, administrators, and professionals seeking coverage on developing digital skills and professional knowledge using technology.




Digital Storytelling for Educative Purposes


Book Description

This book is an exposition of a curriculum innovation within the complex yet fertile ground of school-based education in Singapore. Beyond straightforward descriptions and protocols, this book purposefully connects classroom practices with theories in a clear, uncomplicated way. The result provides a series of rationales for action, reflection and understanding that other publications in digital storytelling sometimes fail to cover or explain in sufficient detail. Broadly, these include digital multimodal authorship; teachers’ and students’ storytelling task design and assessment; the use of digital storytelling as a reflective and reflexive expression of teachers’ professionalism; and dialogism in classroom practice.




Handbook of Research on Integrating Digital Technology With Literacy Pedagogies


Book Description

The allure and marketplace power of digital technologies continues to hold sway over the field of education with billions spent annually on technology in the United States alone. Literacy instruction at all levels is influenced by these evolving and ever-changing tools. While this opens the door to innovations in literacy curricula, it also adds a pedagogical responsibility to operate within a well-developed conceptual framework to ensure instruction is complemented or augmented by technology and does not become secondary to it. The Handbook of Research on Integrating Digital Technology With Literacy Pedagogies is a comprehensive research publication that considers the integration of digital technologies in all levels of literacy instruction and prepares the reader for inevitable technological advancements and changes. Covering a wide range of topics such as augmented reality, literacy, and online games, this book is essential for educators, administrators, IT specialists, curriculum developers, instructional designers, teaching professionals, academicians, researchers, education stakeholders, and students.




Storytelling in Video Games


Book Description

Beginning with the structural features of design and play, this book explores video games as both compelling examples of story-telling and important cultural artifacts. The author analyzes fundamentals like immersion, world building and player agency and their role in crafting narratives in the Mass Effect series, BioShock, The Last of Us, Fallout 4 and many more. The text-focused "visual novel" genre is discussed as a form of interactive fiction.




Deep Stories


Book Description

Have you ever wondered what makes storytelling and digital media a powerful combination? This edited volume examines the opportunities to think, do, and/or create jointly afforded by digital storytelling. The editors of this volume contend that digital storytelling and digital media can create spaces of empowerment and transformation by facilitating multiple kinds of border crossings and convergences involving groups of peoples, places, knowledge, methodologies, and teaching pedagogies. The book is unique in its inclusion of anthropologists and education practitioners and its emphasis on multiple subfields in anthropology. The contributors discuss digital storytelling in the context of educational programs, teaching anthropology, and ethnographic research involving a variety of populations and subjects that will appeal to researchers and practitioners engaged with qualitative methods and pedagogies that rely on media technology.




Story Circle


Book Description

Story Circle is the first collection ever devoted to a comprehensive international study of the digital storytelling movement, exploring subjects of central importance on the emergent and ever-shifting digital landscape. Covers consumer-generated content, memory grids, the digital storytelling youth movement, participatory public history, audience reception, videoblogging and microdocumentary Pinpoints who is telling what stories where, on what terms, and what they look and sound like Explores the boundaries of digital storytelling from China and Brazil to Western Europe and Australia