38,431 research outputs found

    Evaluating a Personal Learning Environment for Digital Storytelling

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    The evaluation of flexible and personal learning environments is extremely challenging. It should not be limited to the assessment of products, but should address the quality of educative experience with close monitoring. The evaluation of a PLE using digital storytelling is even more complicated, due to the unpredictability of the usage scenarios. This paper presents an evaluation methodology for PLEs using digital storytelling, using a participatory design approach. The results from an open validation trial indicate that this methodology is able to incorporate all necessary factors and that the selected evaluation tools are appropriate for addressing the quality of educative experience

    Telling timber tales in higher education: a reflection on my journey with digital storytelling

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    The challenges of the Higher Education landscape are the result of massification and globalisation. The general lack of preparedness in students and lack of academic literacy means that plagiarism is increasingly a challenge in written assignments. In the South African context, this is amplified, as students may be studying in their third or fourth language. Relying on students' affinity for visual learning, digital storytelling was first used as an alternative assessment method (to a written assignment) in 2011. This paper is a reflection on a lecturer's journey with digital storytelling, beginning with the first project in the Industrial Design programme at a University of Technology in South Africa. The short movie clips, known as digital stories, were created with off-the-shelf equipment and techniques, and any open source software available to the students. By evaluating the project using the lens of Authentic Learning, some of the benefits and challenges of using this alternative means of assessment could be identified. The authentic learning, the polished end products, the engagement of students with the material, the decidedly independent learning, and the collaborative practice were recognised as key benefits. The students also saw the visual orientation of the project, the digital literacy-building, and freedom of creative expression as benefits, and revealed their resourcefulness during the student-led project. This paper also acknowledges the two models of digital storytelling, the growth of communities of practice and the possibilities for further research into this growing area of learning in Higher Education

    Life editing: Third-party perspectives on lifelog content

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    Lifelog collections digitally capture and preserve personal experiences and can be mined to reveal insights and understandings of individual significance. These rich data sources also offer opportunities for learning and discovery by motivated third parties. We employ a custom-designed storytelling application in constructing meaningful lifelog summaries from third-party perspectives. This storytelling initiative was implemented as a core component in a university media-editing course. We present promising results from a preliminary study conducted to evaluate the utility and potential of our approach in creatively interpreting a unique experiential dataset

    Community-oriented Service-Learning: A university experience for preventing cannabis abuse in vulnerable adolescents and young people

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    Learning integrated into community action promotes a more active citizenry. More specifically, service-learning (S-L) embedded into higher education can represent a big challenge yet also an opportunity to involve the whole university community in social and community development. This paper addresses this teaching method by identifiying and reviewing the different components that define S-L, that is: civic engagement, social responsibility, civic education, partnership, and reflection. The ways in which S-L can be introduced into the curriculum are explained, through detailing experiences already carried out in the teaching of psychology. Current available data on its efficacy in university education are analyzed. The focus now turns to a university experience involving Community Psychology students across Bachelor’s and Master’s degrees. During this experience, students on both programmes make their final-year projects to develop a prevention resource aimed at young people at high risk of problematic cannabis use. Ultimately, this program not only teaches students the principles of Community Psychology but also give them an opportunity to put them into practice

    Evaluating Engagement in Digital Narratives from Facial Data

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    Engagement researchers indicate that the engagement level of people in a narrative has an influence on people's subsequent story-related attitudes and beliefs, which helps psychologists understand people's social behaviours and personal experience. With the arrival of multimedia, the digital narrative combines multimedia features (e.g. varying images, music and voiceover) with traditional storytelling. Research on digital narratives has been widely used in helping students gain problem-solving and presentation skills as well as supporting child psychologists investigating children's social understanding such as family/peer relationships through completing their digital narratives. However, there is little study on the effect of multimedia features in digital narratives on the engagement level of people. This research focuses on measuring the levels of engagement of people in digital narratives and specifically on understanding the media effect of digital narratives on people's engagement levels. Measurement tools are developed and validated through analyses of facial data from different age groups (children and young adults) in watching stories with different media features of digital narratives. Data sources used in this research include a questionnaire with Smileyometer scale and the observation of each participant's facial behaviours

    From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum

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    Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work

    News Improved: NPR's Transition from Public Radio to Public Media

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    In 2007, National Public Radio adopted a multiyear plan to increase the organization's digital footprint and begin transforming itself from a public radio company to a public media company. Achieving that transformation required staff members to improve their digital skills and to understand the relevancy of NPR's digital news strategy and structure to their own work. In addition, it required a culture shift in the organization to break down barriers and encourage collaboration between radio and digital staff.NPR initiated the most comprehensive training in its history. Six hundred staff members, including reporters, producers and editors, were taught to write for the Web, create digital products including videos and photographs, and use the latest audio production tools. During the course of that massive effort, funded by a $1.5 million grant from the John S. and James L. Knight Foundation, NPR and Knight learned important lessons about conducting effective digital media skills training.These lessons are also relevant to other news organizations as they move from a single platform -- whether audio, print or video -- to a multimedia platform delivered via the Internet. In November 2010, the Knight Foundation retained TCC Group to evaluate the training with an eye toward identifying best practices for both NPR and other journalism enterprises. While the training's goal was to improve NPR's digital content and audience engagement, TCC's evaluation design focused on assessing direct outcomes -- including improvement in individual digital skills, integration of digital media throughout the organization and changes in attitudes toward digital storytelling -- and examining what factors matter most in achieving these outcomes. TCC administered a 360-degree evaluation survey to NPR staff members and conducted in-depth interviews with 18 people.Overall, the evaluation found that the Knight-funded NPR training resulted in a positive shift in individual and organizational attitudes toward digital news. Best practices to improve both individual and organizational outcomes included providing hands-on relevant training, applying it immediately and offering support after the trainin

    'Breaking the glass': preserving social history in virtual environments

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    New media technologies play an important role in the evolution of our society. Traditional museums and heritage sites have evolved from the ‘cabinets of curiosity’ that focused mainly on the authority of the voice organising content, to the places that offer interactivity as a means to experience historical and cultural events of the past. They attempt to break down the division between visitors and historical artefacts, employing modern technologies that allow the audience to perceive a range of perspectives of the historical event. In this paper, we discuss virtual reconstruction and interactive storytelling techniques as a research methodology and educational and presentation practices for cultural heritage sites. We present the Narrating the Past project as a case study, in order to illustrate recent changes in the preservation of social history and guided tourist trails that aim to make the visitor’s experience more than just an architectural walk through
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