INF533 Digital Storytelling Project

Digital
This digital storytelling project is designed for year five and six students at Aitken Creek Primary School participating in a Challenge Based Learning (CBL) unit on the big idea of Identity. CBL is a multidisciplinary approach to teaching and learning where students take action on real world issues. This project fits into the initial stages of the CBL process where students begin to explore the big idea and challenge and have an opportunity to ask questions in order to guide their learning.
 
As CBL is designed to be a cross-curricular approach this digital story telling project is designed to develop student thinking across different areas of the AusVELS standards. This includes but is definitely not limited to Civics and Citizenship, Health and Physical Education and questioning and visual literacy from the English curriculum. Further to this, specific to the challenge involved with this project, the Australian Curriculum ICT General Capabilities identifies Applying social and ethical protocols and practices when using ICT as an overarching element in the learning continuum.
 
Typically by the end of year six students should:
 
Recognise intellectual property
Identify the legal obligations regarding the ownership and use of digital products and apply some referencing conventions
 
Apply digital information security practices
Independently apply strategies for determining and protecting the security of digital information and assess the risks associated with online environments
 
Apply personal security protocols
Identify the risks to identity, privacy and emotional safety for themselves when using ICT and apply generally accepted social protocols when sharing information in online environments, taking into account different social and cultural contexts
 
Identify the impacts of ICT in society
Explain the main uses of ICT at school, home and in the local community, and recognise its potential positive and negative impacts on their lives
 
Safe and responsible use of digital technologies is important in order to allow students to gain an understanding of the behaviours and processes which will help them to act in a safe and responsible manner online. Digital identity is increasingly important for students to understand in order to protect them from potential risks. With the use of social media and mobile devices students are using more and more digital technologies to research, gather information, learn, play and communicate. The idea of leaving a digital footprint is one of the biggest challenges in helping students to gain a deep understanding of what it means to be a digital citizen, especially with younger students. Given this, it is obvious that the challenge and this this digital story telling project relates to the real world and will have an impact on students’, their families and even the wider community, a crucial element of CBL (Johnson, Smith, Smythe & Varon, K. 2009). This project is the springboard students will need to critically engage in these topics.
 
CBL is designed to bring relevance to class work (Johnson et al., 2009). As such this digital story is contextually viewed as a traditional learning activity that has been redesigned with digital tools in order to give students the opportunity to focus on a challenge of global significance (Johnson et al., 2009) making the use of technology.
 
The use of different types of multimedia in this text provides both students and teachers with a variety of learning opportunities, creation formats and spaces for expression (Chase & Laufenberg, 2011) that would not be available with a more traditional learning activity. This inclusion of images, video, animation and text was a key design element to appeal to students with diverse learning needs. 
 
As the project as been delivered and made accessible through iTunes U, it allows for transferrable use for other students and teachers all over the world. The added detail of promoting discussion was designed to allow students to delve into greater interaction and create a social experience to encourage them to discuss what they are reading and viewing. These features transcend the written word, offering versatility and accessibility that is impossible to print books (Sadokierski, 2013).
 
To view my digital storytelling project you will need to have an iOS Device with iTunes U installed. Follow this link on your device to view the project. 
 
Tools used for creation-
All images used were sourced from Pixabay- Free for commercial use / No attribution required licensed images. 
References:
 
Chase, Z., & Laufenberg, D. (2011). Digital Literacies: Embracing the Squishiness of Digital Literacy. Journal of Adolescent & Adult Literacy, 54(7), 535–537. Retrieved from http://onlinelibrary.wiley.com/doi/10.1598/JAAL.54.7.7/pdf
 
Johnson, L.; Smith, R.; Smythe, T.; Varon, K. (2009). Challenge-Based Learning: An Approach for Our Time. Austin, Texas: The New Media Consortium. Retrieved from http://www.bisd.net/cms/lib02/TX01001322/Centricity/Domain/318/CBLnew.pdf
 
Sadokierski, Z. (2013). What is a book in the digital age? Retrieved from http://theconversation.com/what-is-a-book-in-the-digital-age-19071

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