Digital Storytelling: Critical Reflection (Part D)

Bing. (2023). Bing Chat [Gremlin with rubbish]. https://www.bing.com
From evaluating information from modules, readings and additional literature during research, it has been clear that digital literature use in the education environment provides many benefits for both teachers and students. Expressing understanding of learning content, formulating points of view, creative thinking skills, and digital technology capabilities, are a few of the advantages of incorporating digital storytelling into the classroom. By engaging in digital storytelling and tools, students are able to become active information literacy consumers and media creators, rather than passively observing it (Shelby-Caffey et al., 2014, p199, as cited in Robin, 2016, p. 20). Studies have shown that students who participate in digital storytelling opportunities are more confident writers, even influencing their development in other learning areas during the creation process (Foley, 2013, as cited in Robin, 2016, p.20). 

During this subject my knowledge has transformed and grown significantly. When reflecting on my initial understanding of digital literature (Holland, 2023-b), it is clear that I was just beginning my journey when I cited the use of e-books in my school. From readings and subject modules, I now understand that this format is not classified as digital literature due to the absence of enhanced features or interactivity (Wiesen, 2023, para. 2 & Rowland, 2021, para. 4). I noted a goal of investigating the learning versus health implications of digital literature (Holland, 2023-b, para. 9). Examination of professional literature on possible health issues has been debated and less distinct (Mataftsi et al., 2023, pp. 4-5, & Coombes, 2019, p. 3), leading me to formulate my own opinion based on my personal experiences and teaching observations – that the positive benefits that digital literature provides from authentic and meaningful learning opportunities, outweigh any apparent health constraints. Moreover, restricting the use of digital literature tools in our digital world will develop adverse effects and a reduction in 21st century skills and student motivation (O’Connell et al., 2015, p. 195). 

The practicality of the second assignment provided a major learning opportunity. From the beginning adjustments were required, as I was thinking too broad and big picture when proposing a whole school learning activity with digital tools (Holland, 2023-c). Upon receiving feedback from our lecturer and my peers (Croft, 2023, September 7), I restructured my project to create a digital story aimed at year 3 and 4 students with an overarching environmental message relevant to our school (Holland, 2023-e). While writing the interactive story, I modified the story tone and characterisation of the central character, Garbage Gremlin, from an antagonist causing havoc around the school, to one of positive learning and growth, to suit the audience and theme. Additionally, I reduced the number of digital tools I would incorporate into the story, simplifying and enriching the learner’s adventure.  

[Screenshot of Eco Warriors example story path]. (2023). Author’s own photo.
The platform choice to suit the interactive format and non-linear structure of my digital story required a vast amount of critical analysis and trial and error. After researching possible tools and considering the connection they provide students in achieving the learning outcomes using the digital artefact, I trialled three possible platforms. I settled on using Twine, with my reasoning outlined in a discussion on digital creation tools (Holland, 2023-d). It is the go-to-tool for creating interactive digital narrative experiences (Berge et al., 2022, p. 500). Twine proved to be suitable for embedding interactive features, such as hyperlinked text, reveals, and font animations.  However, I discovered it requires a high level of knowledge of coding and web tools for adding additional media. Referencing was a challenge, with limited formatting capabilities available. Upon completion, I had an uploading issue, with WordPress unable to upload the Hyper Text Markup Language (HTML) file. A major drawback of Twine for classroom application is accessibility. It appears that Twine has limited accessibility features, relying on those built into web browsers such as Read&Write for Google Chrome. Additionally, usability for students would be a steep learning curve, as even though the platform has a clear note style interface which displays visually connected links, the background coding for interactivity is difficult to grasp. For use in the classroom and ease of student access to support a range of abilities, I would consider using Sway, PowerPoint or Slides. To enhance my story further, I would add soundscapes and a readability option.   

[Screenshot of Eco Warriors Twine coding]. (2023). Author’s own photo.
The creation of my digital storytelling artefact has been a profound learning transformation and has provided the opportunity to become more confident in digital storytelling platforms and digital literacy tools. As this subject concludes, I feel optimistic and content for my own lifelong learning and future teaching applications, as digital literature was an identified personal goal early in in my studies (Holland, 2023-a, para. 5). There is a long journey of learning and discovery ahead, however I am more equipped to incorporate digital storytelling tools for the benefit of our students. 

 

References

Berge, P., Cox, D., Murray, J., & Salter, A. (n.d.). Adventures in TwineSpace: An augmented reality story format for Twine. In Interactive Storytelling (pp. 499–512). Springer International Publishing. https://doi.org/10.1007/978-3-031-22298-6_32

Combes, B. (2019). Digital Literacy: A new flavour of literacy or something different?. Synergy, 14(1). https://slav.vic.edu.au/index.php/Synergy/article/view/v14120163

Holland, J. [jennifer.holland] (2023-a, January 18). ETL402 assessment 2: Reflective practice. Jennifer’s reflections ‘through the looking glass’. https://thinkspace.csu.edu.au/jennifersjournal/2023/01/18/etl402-assessment-2-reflective-practice/

Holland, J. [jennifer.holland] (2023-b, July 23). A journey into digital literature. Jennifer’s reflections ‘through the looking glass’. https://thinkspace.csu.edu.au/jennifersjournal/2023/07/26/a-journey-into-digital-literature/

Holland, J. [jennifer.holland] (2023-c, September 1). Digital storytelling topic proposal: Eco warriors. Jennifer’s reflections ‘through the looking glass’. https://thinkspace.csu.edu.au/jennifersjournal/2023/09/01/165/

Holland, J. [jennifer.holland] (2023-d, September 29). Digital creation tools [Online discussion comment]. Interact 2. https://bit.ly/45gSfKO

Holland, J. [jennifer.holland] (2023-e, October 3). Digital storytelling: Eco warriors context (Part A). Jennifer’s reflections ‘through the looking glass’. https://thinkspace.csu.edu.au/jennifersjournal/2023/10/03/digital-storytelling-eco-warriors-context-part-a/

Interactive Fiction Foundation. (2023). Twine: An open-source tool for telling interactive, nonlinear stories. (Version 2.7.1) [Computer software]. http://twinery.org/

Mataftsi, A., Seliniotaki, A. K., Moutzouri, S., Prousali, E., Darusman, K. R., Adio, A. O., Haidich, A.-B., & Nischal, K. K. (2023). Digital eye strain in young screen users: A systematic review. Preventive Medicine, 170, 107493–107493. https://doi.org/10.1016/j.ypmed.2023.107493

O’Connell, J., Bales, J., & Mitchell, P. (2015). [R]Evolution in reading cultures: 2020 vision for school libraries. The Australian Library Journal, 64(3), 194-208. https://doi.org/10.1080/00049670.2015.1048043

Robin, B. (2016). The power of digital storytelling to support teaching and learning. Digital Education Review. 30(30). 17-29. https://doi.org/10.1344/der.2016.30.17-29

Rowland, R. (2021, July 8). What is digital literature? Understanding the genre. Book Riot. https://bookriot.com/digital-literature/

tcroft. (2023, September 7). This sounds like an worthy idea, Jennifer, and your proposal demonstrates a clear purpose for the proposed digital product created. [Comment on blog post “Digital storytelling: Eco warriors context (Part A)”]. Jennifer’s reflections ‘through the looking glass’. https://thinkspace.csu.edu.au/jennifersjournal/2023/09/01/165/#comment-8

Wiesen, G. (2022). What is electronic literature? Language Humanities. https://www.languagehumanities.org/what-is-electronic-literature.htm

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