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The Effect of Digital Storytelling on Primary School Students

Year 2024, Volume: 7 Issue: 1, 18 - 26, 30.06.2024

Abstract

In this study children’s attitude toward interactive storytelling, as an educational tool was examined. It encompasses the design process of digital storytelling and evaluates its effectiveness through the participation of third and fourth grade students. Twenty two participants were involved in the evaluation process. Children’s attitude was assessed investigating their happiness, enjoyment as well as intention to use interactive storytelling in the future. Data collection methods included observation, interviews, and surveys, specifically designed to accurately capture children's responses regarding interactive digital stories. The data collected through these methods were analyzed and discussed. The majority of participants expressed high satisfaction levels, reporting happiness and enjoyment while engaging in interactive storytelling activities. They found it more interesting and enjoyable than traditional books, highlighting their willingness and intent to continue using digital storytelling as part of their future learning experiences.

References

  • Bakhtiary, M. J., & Behzadi, M. (2023). Digital Storytelling: Unleashing the Power of Narrative in the Digital Age.
  • Barrett, H. (2006). Researching and Evaluating Digital Storytelling as a Deep Learning Tool by Helen Barrett. Published in the Proceedings of the 2006 Society for Information Technology and Teacher Education Conference.
  • Blumenfeld, P. C., Kempler, T. M., & Krajcik, J. S. (2006). Motivation and cognitive engagement in learning environments. In R. K. Sawyer (Ed.), The Cambridge handbook of learning sciences (pp. 475–488). New York: Cambridge University Press.
  • Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). Students’ perceptions about the use of video games in education. Computers & Education, 54(4), 1145–1156.
  • Clark, A., & Dunser, A. (2012). An interactive augmented reality coloring book. In 2012 IEEE Symposium on 3D User Interfaces (3DUI) (pp. 7-10). IEEE Computer Society.
  • Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1992). Extrinsic and intrinsic motivation to use computers in the workplace. Journal of applied social psychology, 22(14), 1111-1132.
  • Deci, E. L., & Ryan, R. M. (2008). Facilitating optimal motivation and psychological well-being across life’s domains. Canadian Psychology, 49(1), 14–23.
  • Giannakos, M. N. (2013). Enjoy and learn with educational games: Examining factors affecting learning performance. Computers & Education, 68, 429-439.
  • Hannaway, D. M., & Steyn, M. G. (2017). Teachers’ experiences of technology-based teaching and learning in the Foundation Phase. Early Child Development and Care, 187(11), 1745-1759.
  • Ha, I., Yoon, Y., & Choi, M. (2007). Determinants of adoption of mobile games under mobile broadband wireless access environment. Information & Management, 44(3), 276–286.
  • Hsu, C. L., & Lu, H. P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41(7), 853–868.
  • Hsu, H. L., & Lin, J. C. C. (2008). Acceptance of blog usage: the roles of technology acceptance, social influence and knowledge sharing motivation. Information & Management, 45, 65–74.
  • Hull, G. A., & Katz, M. L. (2006). Crafting an agentive self: Case studies of digital storytelling. Research in the Teaching of English, 43-81.
  • Kajder, S. B. (2010). Adolescents and digital literacies: Learning alongside our students. Principles in Practice.
  • Kay, R. H. (2008). Exploring the relationship between emotions and the acquisition of computer knowledge. Computers & Education, 50(4), 1269-1283.
  • McKenzie, J., & Darnell, D. (2003). The eyeMagic book: a report into augmented reality storytelling in the context of a children’s workshop. Christchurch, New Zealand: Centre for Children’s Literature and Christchurch College of Education.
  • Moreau, K. A., Eady, K., Sikora, L., & Horsley, T. (2018). Digital storytelling in health professions education: a systematic review. BMC Medical Education, 18(1). DOI: 10.1186/s12909-018-1320-1.
  • Nikola, P. T., Koceska, N., & Koceski, S. (2022). The Use of Augmented Reality in Geometry Teaching. In: International Conference on Information Technology and Development of Education –ITRO, Zrenjanin, Serbia
  • Ohler, J. B. (2013). Digital storytelling in the classroom: New media pathways to literacy, learning, and creativity. Corwin Press.
  • Porter, B. (2005). The art of digital storytelling. Revista Discovery Education.
  • Robin, B. (2006). The educational uses of digital storytelling. In Society for information technology & teacher education international conference (pp. 709-716). Association for the Advancement of Computing in Education (AACE).
  • Robin, B. R. (2015). The effective uses of digital storytelling as a teaching and learning tool. Handbook of research on teaching literacy through the communicative and visual arts, 2, 429-440.
  • Saeed, S., & Zyngier, D. (2012). How motivation influences student engagement: a qualitative case study. Journal of Education and Learning, 1(2), 252–267.
  • Sadik, A. (2008). Digital storytelling: A meaningful technology-integrated approach for engaged student learning. Educational technology research and development, 56, 487-506.
  • Soler-Adillon, J., & Sora-Domenjó, C. (2018). Immersive Journalism and Virtual Reality: From Principles to Practice. In Interaction in Digital News Media (pp. 55-83). doi: 10.1007/978-3-319-96253-5_4
  • Solomon, E., Adu-Debrah, L., & Braimah, M. (2022). Promoting Tourism Destinations Through Storytelling. In Interaction in Digital News Media (pp. 117-135). doi: 10.4018/978-1-6684-3436-9.ch007
  • Timovski, R., Koceska, N., & Koceski, S. (2020). The use of augmented and virtual reality in education. In: International Conference on Information Technology and Development of Education –ITRO, Zrenjanin, Serbia.
  • Venkatesh, V., Speier, C., & Morris, M. G. (2002). User acceptance enablers in individual decision making about technology: toward an integrated model. Decision Sciences, 33, 297–316.
  • Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: at the heart of media entertainment. Communication Theory, 14(4), 388–408.
  • Yang, Y. T. C., & Wu, W. C. I. (2012). Digital storytelling for enhancing student academic achievement, critical thinking, and learning motivation: A year-long experimental study. Computers & education, 59(2), 339-352.
  • Yi, M. Y., & Hwang, Y. (2003). Predicting the use of web-based information systems: self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model. International Journal of Human-Computer Studies, 59(4), 431–449.
Year 2024, Volume: 7 Issue: 1, 18 - 26, 30.06.2024

Abstract

References

  • Bakhtiary, M. J., & Behzadi, M. (2023). Digital Storytelling: Unleashing the Power of Narrative in the Digital Age.
  • Barrett, H. (2006). Researching and Evaluating Digital Storytelling as a Deep Learning Tool by Helen Barrett. Published in the Proceedings of the 2006 Society for Information Technology and Teacher Education Conference.
  • Blumenfeld, P. C., Kempler, T. M., & Krajcik, J. S. (2006). Motivation and cognitive engagement in learning environments. In R. K. Sawyer (Ed.), The Cambridge handbook of learning sciences (pp. 475–488). New York: Cambridge University Press.
  • Bourgonjon, J., Valcke, M., Soetaert, R., & Schellens, T. (2010). Students’ perceptions about the use of video games in education. Computers & Education, 54(4), 1145–1156.
  • Clark, A., & Dunser, A. (2012). An interactive augmented reality coloring book. In 2012 IEEE Symposium on 3D User Interfaces (3DUI) (pp. 7-10). IEEE Computer Society.
  • Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1992). Extrinsic and intrinsic motivation to use computers in the workplace. Journal of applied social psychology, 22(14), 1111-1132.
  • Deci, E. L., & Ryan, R. M. (2008). Facilitating optimal motivation and psychological well-being across life’s domains. Canadian Psychology, 49(1), 14–23.
  • Giannakos, M. N. (2013). Enjoy and learn with educational games: Examining factors affecting learning performance. Computers & Education, 68, 429-439.
  • Hannaway, D. M., & Steyn, M. G. (2017). Teachers’ experiences of technology-based teaching and learning in the Foundation Phase. Early Child Development and Care, 187(11), 1745-1759.
  • Ha, I., Yoon, Y., & Choi, M. (2007). Determinants of adoption of mobile games under mobile broadband wireless access environment. Information & Management, 44(3), 276–286.
  • Hsu, C. L., & Lu, H. P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & Management, 41(7), 853–868.
  • Hsu, H. L., & Lin, J. C. C. (2008). Acceptance of blog usage: the roles of technology acceptance, social influence and knowledge sharing motivation. Information & Management, 45, 65–74.
  • Hull, G. A., & Katz, M. L. (2006). Crafting an agentive self: Case studies of digital storytelling. Research in the Teaching of English, 43-81.
  • Kajder, S. B. (2010). Adolescents and digital literacies: Learning alongside our students. Principles in Practice.
  • Kay, R. H. (2008). Exploring the relationship between emotions and the acquisition of computer knowledge. Computers & Education, 50(4), 1269-1283.
  • McKenzie, J., & Darnell, D. (2003). The eyeMagic book: a report into augmented reality storytelling in the context of a children’s workshop. Christchurch, New Zealand: Centre for Children’s Literature and Christchurch College of Education.
  • Moreau, K. A., Eady, K., Sikora, L., & Horsley, T. (2018). Digital storytelling in health professions education: a systematic review. BMC Medical Education, 18(1). DOI: 10.1186/s12909-018-1320-1.
  • Nikola, P. T., Koceska, N., & Koceski, S. (2022). The Use of Augmented Reality in Geometry Teaching. In: International Conference on Information Technology and Development of Education –ITRO, Zrenjanin, Serbia
  • Ohler, J. B. (2013). Digital storytelling in the classroom: New media pathways to literacy, learning, and creativity. Corwin Press.
  • Porter, B. (2005). The art of digital storytelling. Revista Discovery Education.
  • Robin, B. (2006). The educational uses of digital storytelling. In Society for information technology & teacher education international conference (pp. 709-716). Association for the Advancement of Computing in Education (AACE).
  • Robin, B. R. (2015). The effective uses of digital storytelling as a teaching and learning tool. Handbook of research on teaching literacy through the communicative and visual arts, 2, 429-440.
  • Saeed, S., & Zyngier, D. (2012). How motivation influences student engagement: a qualitative case study. Journal of Education and Learning, 1(2), 252–267.
  • Sadik, A. (2008). Digital storytelling: A meaningful technology-integrated approach for engaged student learning. Educational technology research and development, 56, 487-506.
  • Soler-Adillon, J., & Sora-Domenjó, C. (2018). Immersive Journalism and Virtual Reality: From Principles to Practice. In Interaction in Digital News Media (pp. 55-83). doi: 10.1007/978-3-319-96253-5_4
  • Solomon, E., Adu-Debrah, L., & Braimah, M. (2022). Promoting Tourism Destinations Through Storytelling. In Interaction in Digital News Media (pp. 117-135). doi: 10.4018/978-1-6684-3436-9.ch007
  • Timovski, R., Koceska, N., & Koceski, S. (2020). The use of augmented and virtual reality in education. In: International Conference on Information Technology and Development of Education –ITRO, Zrenjanin, Serbia.
  • Venkatesh, V., Speier, C., & Morris, M. G. (2002). User acceptance enablers in individual decision making about technology: toward an integrated model. Decision Sciences, 33, 297–316.
  • Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: at the heart of media entertainment. Communication Theory, 14(4), 388–408.
  • Yang, Y. T. C., & Wu, W. C. I. (2012). Digital storytelling for enhancing student academic achievement, critical thinking, and learning motivation: A year-long experimental study. Computers & education, 59(2), 339-352.
  • Yi, M. Y., & Hwang, Y. (2003). Predicting the use of web-based information systems: self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model. International Journal of Human-Computer Studies, 59(4), 431–449.
There are 31 citations in total.

Details

Primary Language English
Subjects Educational Technology and Computing
Journal Section Articles
Authors

Martina Peshevska This is me 0009-0006-6217-9650

Natasa Koceska 0000-0002-3392-8871

Publication Date June 30, 2024
Submission Date November 24, 2023
Acceptance Date March 30, 2024
Published in Issue Year 2024 Volume: 7 Issue: 1

Cite

APA Peshevska, M., & Koceska, N. (2024). The Effect of Digital Storytelling on Primary School Students. International Journal of Computers in Education, 7(1), 18-26.