993 resultados para digital storytelling
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The results presented in the article are part of a wider PhD project developed under the Doctoral program in Multimedia in Education from the University of Aveiro. The project, which sought to understand student ID in Higher education through the use of Digital Storytelling, was made possible through the Doctoral Grant awarded by Fundação para a Ciência e Tecnologia (FCT).
Resumo:
In today’s globalized world, communication students need to be capable of efficiently communicating across the globe. At ISCAP, part of the 3rd year syllabus in Translation and New Technologies course is focused on culture and the need to be culturally knowledgeable. We argue the approach to incorporate cultural aspects in HE needs to be studentcentered, in order to encompass not only intercultural awareness, but also the 21st century skills students need to be successful and competent citizens. Additionally, as studies have shown, the manipulation of digital tools fosters greater student involvement in learning activities. We have adopted Digital Storytelling - multimodal storytelling technique - to promote a personal, student-centered reflection on intercultural communication. We intend to present student and teacher perspectives on this learning experience and assess its relevance in HE contexts, based on the content analysis of student expressed perspectives on this activity as well as a multimodal analysis of the digital stories created. A preliminary analysis of our case study has demonstrated that Digital Storytelling potentiates two complimentary types of reflection: on the one hand, students felt the need to reflect on their own intercultural knowledge, create and adapt their finding in the form of a story; on the other hand, viewing others’ stories they have raised questions and demonstrated points of view otherwise ignored.
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Societal changes have, throughout history, pushed the long-established boundaries of education across all grade levels. Technology and media merge with education in a continuous complex social process with human consequences and effects. We, teachers, can aspire to understand and interpret this volatile context that is being redesigned at the same time society itself is being reshaped as a result of the technological evolution. The language- learning classroom is not impenetrable to these transformations. Rather, it can perhaps be seen as a playground where teachers and students gather to combine the past and the present in an integrated approach. We draw on the results from a previous study and argue that Digital Storytelling as a Process is capable of aggregating and fostering positive student development in general, as well as enhancing interpersonal relationships and self-knowledge while improving digital literacy. Additionally, we establish a link between the four basic language-learning skills and the Digital Storytelling process and demonstrate how these converge into what can be labeled as an integrated language learning approach.
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Identity achievement is related to personality, as well as cognitive and interpersonal development. In tandem with the deep structural changes that have taken place in society, education must also shift towards a teaching approach focused on learning and the overall development of the student. The integration of technology may be the drive to foster the needed changes. We draw on the literature of multiple subject areas as basis for our work, namely: identity construction and self-representation, within a psychological and social standpoint; Higher Education (HE) in Portugal after Bologna, college student development and other intrinsic relationships, namely the role of emotions and interpersonal relationships in the learning process; the technological evolution of storytelling towards Digital Storytelling (DS) – the Californian model – and its connections to identity and education. Ultimately we propose DS as the aggregator capable of humanizing HE while developing essential skills and competences. Grounded on an interpretative/constructivist paradigm, we implemented a qualitative case study to explore DS in HE. In three attempts to collect student data, we gathered detailed observation notes from two Story Circles; twelve student written reflections; fourteen Digital Stories and detailed observation notes from one Story Show. We carried out three focus groups with teachers where we discussed their perceptions of each student prior to and after watching the Digital Stories, in addition to their opinion on DS in HE as a teaching and learning method and its influence on interpersonal relationships. We sought understandings of the integration of DS to analyze student selfperception and self-representation in HE contexts and intersected our findings with teachers’ perceptions of their students. We compared teachers’ and students’ perspectives, through the analysis of data collected throughout the DS process – Story Circle, Story Creation and Story Show – and triangulated that information with the students’ personal reflections and teacher perceptions. Finally we questioned if and how DS may influence teachers’ perceptions of students. We found participants to be the ultimate gatekeepers in our study. Very few students and teachers voluntarily came forth to take part in the study, confirming the challenge remains in getting participants to see the value and understand the academic rigor of DS. Despite this reluctance, DS proved to be an asset for teachers and students directly and indirectly involved in the study. DS challenges HE contexts, namely teacher established perception of students; student’s own expectations regarding learning in HE; the emotional realm, the private vs. public dichotomy and the shift in educational roles.
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El presente trabajo de investigación propone un proyecto de investigación centrado en los pre-adolescentes para estudiar, a través deautobiografías digitales (digital storytelling, DST) producidas por ellos, laspracticas cultural-medial y las representaciones que ellos han construido sobre los medios, en relación con los contextos de uso significativos, como el hogar, la escuela o su grupo de par. Los medios forman parte de las actividades cotidianas de los niños quien los emplean en prácticas de socialización, aprendizaje, juego y de construcción de la identidad y del conocimiento. Los digital storytelling,insertados en el contexto escolar, serán empleados como metodología didácticapara la adquisición de competencias tecnológicas y como instrumento de lainvestigación. Los DST, como practica cultural de los chicos, constituirán nuestrocampo para la observación de las modalidades de uso de los medios por parte delos jóvenes y sus capacidad de recombinar lenguajes y construir contenidos. LosDST proporcionaran, además, la posibilidad de acceder al universo simbólicoinfantil para comprender el significado que las tecnologías tienen en sus cotidianidad
Resumo:
La narrativa digital es una narración con texto generado a través de ordenador y con contenidos multimedia, pues tanto la web 2.0 como las herramientas de que disponen la mayoría de los ordenadores, permiten a los estudiantes producir historias digitales que combinan texto, música, imágenes, sonidos, narración en audio y formato video. Este recurso proporciona a los educadores recursos, ideas y directrices par la utilización de herramientas digitales para crear, producir y construir relatos y otros contenidos a través de un medio electrónico.
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El propósito de este proyecto de graduación es dar a conocer cómo la influencia de la tecnología hoy en día puede llegar a ser una herramienta útil a la hora de aprender una lengua extranjera, como lo es en éste caso el Inglés. Mediante la herramienta llamada Storybird los estudiantes tienen la capacidad de crear, imaginar y escribir historias que les ayuda a mejorar su destreza enfocado a la escritura. Para esto se analiza tres estudios de caso, los mismos que utilizan como herramienta principal Storybird. Dichos estudios son realizados en diferentes lugares del mundo, y a la vez dirigidos a estudiantes con diferente tipo de destrezas. El propósito de estos estudios es mejorar su escritura por medio de narraciones digitales, conocidos en el ámbito extranjero como Digital Storytelling, dando asíuna alternativa diferente de enseñanza para los estudiantes. Por último, se desarrolla una Guía de Aprendizaje dirigido a docentes, con el propósito de facilitar y brindar nuevos instrumentos de aprendizaje, con el uso de Storybird, para estudiantes que desempeñan un nivel A2 dentro del Marco de Referencia Europeo para las Lenguas.
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Dissertação de mestrado em Ciências da Educação (área de especialização em Tecnologia Educativa)
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
Resumo:
La naturaleza de los medios y lenguajes digitales ha posibilitado el desarrollo de diferentes técnicas que, en el canon del mundo analógico, se veían limitadas. Esta combinación ha originado, en los primeros años de vida del ser humano, nuevas formas de aprender envueltas en una nueva realidad. Las técnicas de creación que adquieren los niños en espacios alejados de cualquier currículo escolar, son desarrolladas gracias a su condición de ciudadanos de un contexto de sabios digitales; condición que trae intrínseco un conocimiento en el manejo tecnológico como de manera innata, convirtiendo la narrativa digital en el medio que ellos utilizan para aprender y comunicarse. Como consecuencia, en el modelo EMEREC más individualista se abre paso una generación de creadores colaborativos otorgando, por medio de la participación infantil, una mayor potencialidad a la ley de los tres tercios.
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Thesis (Ph.D.)--University of Washington, 2016-06
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The increasing use of information and communication technologies (ICT) in diverse professional and personal contexts calls for new knowledge, and a set of abilities, competences and attitudes, for an active and participative citizenship. In this context it is acknowledged that universities have an important role innovating in the educational use of digital media to promote an inclusive digital literacy. The educational potential of digital technologies and resources has been recognized by both researchers and practitioners. Multiple pedagogical models and research approaches have already contributed to put in evidence the importance of adapting instructional and learning practices and processes to concrete contexts and educational goals. Still, academic and scientific communities believe further investments in ICT research is needed in higher education. This study focuses on educational models that may contribute to support digital technology uses, where these can have cognitive and educational relevance when compared to analogical technologies. A teaching and learning model, centered in the active role of the students in the exploration, production, presentation and discussion of interactive multimedia materials, was developed and applied using the internet and exploring emergent semantic hypermedia formats. The research approach focused on the definition of design principles for developing class activities that were applied in three different iterations in undergraduate courses from two institutions, namely the University of Texas at Austin, USA and the University of Lisbon, Portugal. The analysis of this study made possible to evaluate the potential and efficacy of the model proposed and the authoring tool chosen in the support of metacognitive skills and attitudes related to information structuring and management, storytelling and communication, using computers and the internet.
Resumo:
Digitarina (DigiTales) on digitaalinen tarinankerrontaprojekti, jossa osallistujat työstävät media-alan ammattilaisen opastuksella digitaalisesti tuotetun ja levitettävän tarinan tai lyhytelokuvan tekijän itsensä kuvaamasta videomateriaalista, valokuvista, piirustustuksista sekä äänimateriaalista. Digitarina-työskentelyä on testattu eri maissa muun muassa peruskoulunopettajien ja teini-ikäisten mediakasvatustyökaluna ja sillä on pilottikokeilujen perusteella ollut positiivisia vaikutuksia oppilaiden motivointiin erityisesti ryhmissä, joissa motivoitumistaso koulunkäyntiin on ollut alhainen tai joissa oppilailla on vaikeuksia ilmaista itseään tai tuottaa sisältöä itse. Tämän tutkielman tavoite on pohtia digitarina-työskentelyä oppilaiden voimautumista edistävänä keinona Aurinkolahden peruskoulussa tehtyjen digitarina-työpajojen tuloksien perusteella sekä omien havaintojeni kautta koulun harjaantumisluokassa vetämäni työpajan kokemuksista. Digitarinan työstäminen ei itsessään tuota voimaantumista tai johda voimaantumiseen, mutta luova työskentely oppilaita itseään kiinnostavien aiheiden parissa sekä oppilaiden uudenlaisten kykyjen esiintuomisella oli vaikutusta positiiviseen lataukseen ja oppilaiden myönteiseen suhtautumiseen omiin taitoihinsa sekä itseilmaisuun. Lisäksi vuorovaikutus oppilaiden välillä heidän omien teostensa kautta toteutui onnistuneesti, sillä oppilaat oppivat toisistaan uusia asioita, olivat kiinnostuneita toistensa tarinoista ja antoivat toisilleen myönteistä palautetta. Tutkielman tulosten mukaan oppilaat kokivat digitarina-työskentelyn aikana voimautumista: mielihyvää, iloa ja ylpeyttä omasta osaamisestaan. Oppilaat saivat itseluottamusta ja uskoa kykyihinsä tuottaa omaa mediasisältöä. Käsittelen lyhyesti myös erilaisia näkökulmia mediakasvatuksesta ja lasten ja nuorten oman mediasisällön tuottamisesta kouluissa.
Resumo:
Työn tavoitteena on selvittää, minkälaisia mahdollisuuksia digitaalinen tarinankerronta antaa peruskouluissa. Työssä käsitellään digitaalinen tarinankerronta ja se, miten sitä hyödynnetään opetuksessa. Työn taustana on opetushallituksen laatima opetussuunnitelma 2016. Opetussuunnitelmassa uutena on ohjelmointi, jota käsitellään työssä vähän tarkemmin. Tulevaisuudessa teknologia, kuten koodaus ja robotiikka sekä lisätty todellisuus voivat tukea luovuutta, innovatiivisuutta ja ongelmanratkaisukykyä. Työ on kirjallisuuskatsaus, jossa aihetta analysoidaan lähdekirjallisuuden avulla. Digitaalisella tarinankerronnalla luokkahuoneessa on rajattomat mahdollisuudet. Digitaalinen tarinankerronta tukee uuden opetussuunnitelman tavoitteita. Digitaalisen tarinankerronnan avulla voidaan osallistaa lapset oppimisprosessiin, heidän omia vahvuuksia saadaan esille sekä he pääsevät itse oivaltamaan ja ratkomaan ongelmia. Ohjelmointi, robotiikka ja lisätty todellisuus antavat uusia työkaluja opetukseen. Ohjelmointi on älyllisesti motivoiva ajattelutapa. Teknologian käyttö opetuksessa lisää opiskelumotivaatiota ja yhdessä tekemisen iloa.
Resumo:
The purpose of this project is to provide social service practitioners with tools and perspectives to engage young people in a process of developing and connecting with their own personal narratives, and storytelling with others. This project extensively reviews the literature to explore Why Story, What Is Story, Future Directions of Story, and Challenges of Story. Anchoring this exploration is Freire’s (1970/2000) intentional uncovering and decoding. Taking a phenomenological approach, I draw additionally on Brookfield’s (1995) critical reflection; Delgado (1989) and McLaren (1998) for subversive narrative; and Robin (2008) and Sadik (2008) for digital storytelling. The recommendations provided within this project include a practical model built upon Baxter Magolda and King’s (2004) process towards self-authorship for engaging an exercise of storytelling that is accessible to practitioners and young people alike. A personal narrative that aims to help connect lived experience with the theoretical content underscores this project. I call for social service practitioners to engage their own personal narratives in an inclusive and purposeful storytelling method that enhances their ability to help the young people they serve develop and share their stories.