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Digital storytelling refers to a short form of digital media production that allows everyday people to share aspects of their life story. "Media" may include the digital equivalent of film techniques (full-motion video with sound), animation, stills, audio only, or any of the other forms of non-physical media (material that exists only as electronic files as opposed to actual paintings or photographs on paper, sounds stored on tape or disc, movies stored on film) which individuals can use to tell a story or present an idea.
Tom Barretts, reflective blog on how hes been inspired to use the classic game 'Myst' in his year 5 classroom as a literacy task. Fanstatic practical guide
Storytelling is an age-old art form. With Web 2.0 and the tools already available on most computers, students can use text, music, sound effects, videos, and more to create a multimedia presentation that links them to the world beyond the classroom. Storytelling has the potential to unleash creativity, engage, and motivate. Applicable across the curriculum, digital storytelling teaches students to work collaboratively and use new technologies, skills they will be required to have in the workforce of the future.
This book offers an overview of digital storytelling as well as its variations, including e-portfolios, digital photo essays, and scrapblogs. The many recommendations, overviews, and explanations of digital storytelling tools, along with lists of additional digital storytelling resources, will help educators to apply this exciting technology in their classrooms. Educators will also discover the ways digital storytelling can be used for their own professional development. Digital Storytelling Guide for Educators provides detailed directions to preparation, production, and presentation, and rounds out with a discussion on creating rubrics and evaluating student work. Readers will come away with an understanding of digital stories and the tools needed to create them.
The Lost Lunchbox is the one of internet's first educational role-playing games (RPG) designed specifically for children in grades 3 -8. Conceived by Greg Nussbaum, creator of MrNussbaum.com, and designed by the team at igamestudio.com, The Lost Lunchbox is an unforgettable and exciting experience for students that incorporates critical thinking skills in multiple disciplines, problem solving, and a healthy dose of adventure and curiosity. The Lost Lunchbox is an outstanding, educational alternative to traditional video games that glamorize violence and promote mental stagnation.
Stimulating critical thinking using technology has the potential to create more in depth understanding of science and math content by students when engaged in learning activities which integrate in-class and on-line technology resources.
Technology tools support stimulation of both inquiry-based and critical thinking skills by engaging students in exploring, thinking, reading, writing, researching, inventing, problem-solving, and experiencing the world outside their classroom. This is accomplished through learning content through the lens of video to multimedia to the internet (Using Technology to Improve Student Achievement, NCREL, 2005).
School Grounds Projects Using Google Tools
All the information needed to carry out Digital Fieldwork in the school grounds. The manual is based around a 6 session project investigating any aspect of the school grounds and covers the following topics: digital photography, blogging, Google Earth, Google Maps, digital video, and project management.
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. They have so permeated young lives that it is hard to believe that less than a decade ago these technologies barely existed. Today's youth may be coming of age and struggling for autonomy and identity as did their predecessors, but they are doing so amid new worlds for communication, friendship, play, and self-expression.
We include here the findings of three years of research on kids' informal learning with digital media. The two page summary incorporates a short, accessible version of our findings. The White Paper is a 30-page document prepared for the MacArthur Foundation's Digital Media and Learning Series. The book is an online version of our forthcoming book with MIT Press and incorporates the insights from 800 youth and young adults and over 5000 hours of online observations.