Assessment Task, ETL533, Master of Education (Teacher Librarianship)

Assessment item 4 – Digital Storytelling and Reflection: Part D

Part D: Critical Reflection

The subject of Literature in Digital Environments has challenged my thinking about how students engage with digital resources. During the Covid-19 lockdown, libraries had to evolve and connect to their readers in new and innovative ways, which involved interacting online and expanding electronic resource collections (Garner et al., 2021).

Module 1 provided the opportunity to expand thoughts about trends in digital literature. Curtis (2022, July 22) made the point that many teachers continue to evaluate literature based on our preconceived ideology of it being text-based, while digital literature is far beyond this. Similarly, in my first blog post for ETL533 (Foyel, 2022a) it was noted that although digital literature can deepen understanding, careful consideration needs to be made in selecting useful forms of digital literature amongst the vastness of choice (Dobler, 2013). 

Interactive eBooks were featured early in my career (Foyel, 2022a), and was also noted (Foyel, 2022b) that digital texts afford new possibilities for reading and engaging with content (Lamb, 2011). McGeehan et al. (2018) entertained the idea that digital texts need to offer readers the opportunity to interact with the text, and educators seeking criteria to select quality digital literature. 

Frustration arose in Module 2 when asked to consider the challenges of using digital technology in the classroom. For some teachers, embracing change is the first challenge to overcome (Foyel, 2022c), though this is not my biggest concern. Time and resources to explore new resources is my greatest frustration, where infowhelm is often at the forefront of my overwhelm (Foyel, 2022d). 

Assessment 2 allowed time to explore different formats of digital literature. Though the quest to succinctly define what counts as a digital text continued. Wheeler (2022, August 8) aptly pointed out the frustration of defining an eBook vs a book app and Sargeant’s (2015) article helped to put into perspective that an eBook is read, while book apps are used. Undeniably, digital stories are not bound between pages, rather they offer features and experiences that cannot be provided by a print book (Yokota & Teale, 2014).  

Furthermore, storytelling has played an important role in history “to share knowledge, wisdom and values” (Malinta & Martin, 2010, p. 3061) and evolving over time into the digital realm (Combes, 2019). Storytelling is constant, though constantly changing. Fisher and Hitchcock (2022, p. 371) defined digital storytelling broadly as “using computer-based tools to tell stories”. Stackhouse (2013) discussed transmedia and the increasing ways to tell digital stories and gain access to others’ stories. Stackhouse (2013) noted that higher levels of engagement can be linked to making decisions within a story.

This idea of decision-making in a story initiated my ideas about my own storytelling project. After analysing the reading habits of Stage 3 students, there was an undeniable gravitational pull toward graphic novels. Moorefield-Lang and Gavin (2012) discerned the visual nature of digital graphic novels is preferable to the 21st Century reader. Canva was the creative platform of choice due to personal familiarity and having previously taught Stage 3 to use it. Project decisions were based on promoting maximum engagement while building creativity and digital literacy skills (Fisher & Hitchcock, 2022). With this in mind, a folktale was incorporated as Stage 3 enthusiastically engaged in this writing topic during 2022. 

Feedback was gained from road testing the resource with students and peers on my blog post, which was used to refine design choices. Curtis (2022, September 18) suggested adding interactivity elements, such as clicking an image to read a recipe. Interactivity was then included as comprehension tasks. Student feedback also instigated the ‘light bulb’ element to ensure students could locate the comprehension tasks. Facey (2022, August 29) proposed making the resource “real world” for students, this was incorporated into the comprehension tasks, giving the questions a 21st Century feel. 

Stage 3 student feedback was valuable, and adjustments were based on this. Some suggested more dialogue was needed and others wanted more coloured images. Additional dialogue was inserted to help students understand the story and the layout was reordered to ensure the story could be followed. Colour vs black and white images represent “good” vs “bad” characters and was not changed. Overall, student feedback was extremely positive, students were engaged and excited to participate further (Foyel, 2022e).

Future developments may include a read-to-me option, to support students of low ability or from non-English speaking backgrounds. Barnett’s (2022, September 16) comment inspired this idea, where she pointed out that research by Yang et al. (2022) suggests “oral development and creativity skills in non-English speakers benefit from constructing meaning through digital storytelling in English” (2022, para. 2).

This subject has inspired creativity and compelled me to consider the vast formats of digital resources in a new way, though continuing to critically analyse them to ensure they are integral to students’ learning and growth as we “cannot predict what the future will hold” (Yokota & Teale, 2014, p. 585).


References (Part D)

Anonymous. (2022). Module 4.1. Understanding the value of digital storytelling. ETL533, Interact 2. https://interact2.csu.edu.au/webapps/blackboard/execute/displayLearningUnit?course_id=_64104_1&content_id=_5128719_1 

Barnett, C. (2022, September 16). I have no doubt that your Stage 3 students will be completely absorbed in this unit of work! [Comment on “Digital storytelling proposal]. Mastering Librarianship. https://thinkspace.csu.edu.au/librarianlouise/2022/08/28/digital-storytelling-proposal/comment-page-1/#comment-13 

Combes, B. (2019). Digital Literacy: A New Flavour of Literacy or Something Different?. Synergy, 14(1). https://www.slav.vic.edu.au/index.php/Synergy/article/view/v14120163 

Curtis, J. (2022, July 22) If we redefine ‘literature’, do we need to redefine ‘reading’?. [Forum post]. ETL533, Interact 2.  https://interact2.csu.edu.au/webapps/discussionboard/do/message?action=list_messages&course_id=_64104_1&nav=discussion_board_entry&conf_id=_128305_1&forum_id=_282785_1&message_id=_4149565_1 

Curtis, J. (2022, September 18). Firstly, I wholeheartedly agree with your observation about graphic novels soaring popularity. [Comment on “Digital storytelling proposal]. Mastering Librarianship. https://thinkspace.csu.edu.au/librarianlouise/2022/08/28/digital-storytelling-proposal/comment-page-1/#comment-14 

Dobler, E. (2013). Looking beyond the screen: evaluating the quality of digital books. Reading Today, 30(5), 20 – 21. 

Facey, A. (2022, August 29). I love that you are also going to use Canva as a means of producing digital work. [Comment on “Digital storytelling proposal]. Mastering Librarianship. https://thinkspace.csu.edu.au/librarianlouise/2022/08/28/digital-storytelling-proposal/comment-page-1/#comment-8 

Fisher, C. M., & Hitchcock, L. I. (2022). Enhancing Student Learning and Engagement Using Digital Stories. Journal of Teaching in Social Work, 42(4), 371–391. https://doi.org/10.1080/08841233.2022.2113492 

Foyel, L. (2022a, July 24). When is a book not a book? Mastering Librarianship. https://thinkspace.csu.edu.au/librarianlouise/2022/07/24/when-is-a-book-not-a-book/ 

Foyel, L. (2022b, August 21). Critical reflection of digital literature experiences. Mastering Librarianship. https://thinkspace.csu.edu.au/librarianlouise/2022/08/21/critical-reflection-of-digital-literature-experiences/

Foyel, L. (2022c, August, 8). 24 years of change. [Forum post]. ETL533, Interact 2. https://interact2.csu.edu.au/webapps/discussionboard/do/message?action=list_messages&course_id=_64104_1&nav=discussion_board_entry&conf_id=_128305_1&forum_id=_282786_1&message_id=_4177475_1 

Foyel, L. (2022d, August 13). Consumer challenges. [Forum post]. ETL533, Interact 2. https://interact2.csu.edu.au/webapps/discussionboard/do/message?action=list_messages&course_id=_64104_1&nav=discussion_board_entry&conf_id=_128305_1&forum_id=_282787_1&message_id=_4190067_1 

Foyel, L. (2022e, October 2). Creating a digital story – Feedback. [Forum post]. ETL533, Interact 2. https://interact2.csu.edu.au/webapps/discussionboard/do/message?action=list_messages&course_id=_64104_1&nav=discussion_board_entry&conf_id=_128305_1&forum_id=_282779_1&message_id=_4249218_1 

Garner, J., Hider, P., Jamali, H. R., Lymn, J., Mansourian, Y., Randell-Moon, H., & Wakeling, S. (2021). “Steady Ships” in the COVID-19 Crisis: Australian Public Library Responses to the Pandemic. Journal of the Australian Library and Information Association, 70(2), 102–124. https://doi.org/10.1080/24750158.2021.1901329 

Lamb, A. (2011). Reading redefined for a transmedia universe. Learning and Leading with Technology, 39(3), 12-17.  http://ezproxy.csu.edu.au/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=ehh&AN=67371172&site=ehost-live

Malinta, L. and Martin, C. (2010). Digital storytelling as a web passport to success in the 21st Century. Science Direct. Procedia – Social and Behavioral Sciences, 2(2), 3060-3064. https://doi.org/10.1016/j.sbspro.2010.03.465 

McGeehan, C., Chambers, S., & Nowakowski, J. (2018). Just because it’s digital, doesn’t mean it’s good: Evaluating digital picture books. Journal of Digital Learning in Teacher Education, 34(2), 58-70. https://doi.org/10.1080/21532974.2017.139948  

Moorefield-Lang, H. and Gavigan, K. (2012) These aren’t your father’s funny papers: The new world of digital graphic novels. Knowledge Quest,  40(3), 30-42. https://web-s-ebscohost-com.ezproxy.csu.edu.au/ehost/pdfviewer/pdfviewer?vid=1&sid=283419e7-3319-4e52-9b5a-61c67de16080%40redis 

Sargeant, B. (2015, February 6). What is an ebook? What is a book app? And why should we care? An analysis of contemporary digital picture books. Children’s Literature in Education, 46(4), 454-466. https://doi.org/10.1007/s10583-015-9243-5 

Stackhouse, A. (2013, May 22). Blurring the lines: Storytelling in a digital world. [Video]. TEDx Talks. YouTube. https://youtu.be/9c0bEZS1jC4 

Wheeler, A. (2022. August 18). eBook vs book app. [Forum post]. ETL533, Interact 2. https://interact2.csu.edu.au/webapps/discussionboard/do/message?action=list_messages&course_id=_64104_1&nav=discussion_board_entry&conf_id=_128305_1&forum_id=_282788_1&message_id=_4195924_1 

Yang, Y. T. C., Chen. Y. C., & Hung, H. T. (2022). Digital storytelling as an interdisciplinary project to improve students’ English speaking and creative thinking. Computer Assisted Language Learning, 35(4), 840-862. https://doi.org/10.1080/09588221.2020.1750431

Yokota, J., & Teale, W. (2014). Picture books and the digital world. The Reading Teacher, 67(8), 577-585. https://doi.org/10.1002/trtr.1262

Assessment Task, ETL533, Master of Education (Teacher Librarianship)

ETL533 Assessment Item 4 – Digital Storytelling Project and Reflection: Part A and Part B

PART A: Context for Digital Storytelling Project

(Foyel, L. 2022).

Little Red Meets the Wolf is a digital narrative that focuses on folklore and its origins. It was created in the style of a digital graphic novel and intertwines ICT and the NSW Stage 3 English Syllabus outcomes.  As the Teacher Librarian, series like Amulet, Wings of Fire, Mythic and Raina Telgemeier’s books have soared in popularity. Year 6 has sourced the Heartstopper series outside of school too.  The graphic novel style has been chosen to connect with Stage 3 students,  because of the current popularity of this genre and the new experiences it is providing with reading in the 21st Century (Moorefield-Lang & Gavigan, 2012).

Little Red Meets the Wolf has been designed using Canva and can be shared with students via this platform and/or Google Classroom. It is intended for use nearer to the end of a unit about Folklore and Fairytales. Students will be familiar with the traditional versions of the story Little Red Riding Hood and its structural elements prior to being introduced to this resource, accessed via www.gutenberg.org, books in which copyright has now expired.

The protagonist in Little Red meets the Wolf is featured as a coloured image, as are other “good” characters. The rest of the narrative’s images are in black and white to show the contrast between “good” and “bad”. The music was added to create an atmosphere and emotional impact (Serafini et al., 2015) and the animations were added to provide the opportunity to interact with the text (McGeehan et al., 2018). 

Image 1 (Foyel, L. 2022)

When engaging with this resource, students will:

  1. read through the given narrative in presentation mode (accessed via Google Classroom).
  2. engage in the comprehension tasks on each page. Part A (Image 2) is accessed via a clickable image. Answers are submitted via Google Classroom. 
  3. open the Canva link (accessed via Google Classroom) and plan, compose and publish their own ending to the narrative (see Image 1, p6 and Image 3). Students are not required to make a copy as Google Classroom creates a copy for each student when shared as an assignment from Canva.  Students must be aware of copyright (Image 1, p15).

 

Little Red Meets the Wolf Part A:

Page 3 Comprehension Task

Page 4 Comprehension Task

Page 5 Comprehension Task

    Image 2 (Foyel, L. 2022). Click on each image to enlarge.

 

Little Red Meets the Wolf Part B:

Image 3 (Foyel, L. 2022).

Students will share Part A comprehension tasks with their teacher and their peers of Stage 3. Likewise, students’ Part B digital stories will be shared with the same audiences. 

As part of this development process, I road-tested this resource with Stage 3 students. Their feedback lead to some development changes to ensure that my target audience was well catered for. This included changing or adding dialogue, ensuring students could find the activities by adding the light bulb element and introducing the resource after reading the traditional Grimms tale and two other shorter adaptions for context. 

Learning to manipulate the digital platform is one area for students to develop their ICT skills and support the digital narrative process (Fisher & Hitchcock, 2022).  Students in Stage 3 at my current setting have one-to-one access to laptops and access to Canva via their student portal to engage with this resource. 

Pages 7 – 11 (Image 1) of the resource are storyboard templates for students to use, ensuring the digital graphic novel style is incorporated and students learn about the new content format (Moorefield-Lang & Gavigan, 2012). These pages can be rearranged, duplicated or removed. Pages 12 – 14 (Image 1) are story elements such as background pictures, exclamation symbols, speech bubbles, and character elements to help with the design process and enhance consistency with students’ story conclusion. Students should understand that the graphic novel style intertwines both images and dialogue, and the two must coexist to create a comprehensible narrative (LaFille, 2022).

As part of the English curriculum, Stage 3 completes a writing unit on Folklore, Myths and Legends. This unit develops student knowledge, understanding and skills using the NSW English Syllabus (NESA, 2012) outcomes, particularly objective A outcome EN3-2A,  objective B outcome EN3-6B, and objective C outcome EN3-7C. Combined with the NSW curriculum’s general capabilities, that “deepen students engagement” (NESA, 2022) through critical and creative thinking and digital literacy.  

Teachers explore various traditional tales and the style that they use. Stage 3 teachers could use this resource to assess student learning. Assessing learner-generated digital stories can be a challenge, though having a generic design as this resource provides, helps to generate an appropriate marking rubric (Kearney, 2011). Alternatively, this resource could be used in library lessons to support learning in the classroom and allow for collaborative writing and content sharing (Malinta & Martin, 2010). Part A comprehension tasks extend student thinking and learning about this folktale, the origins of the tale and a 21st Century viewpoint. Part B task challenges them to think beyond the traditional tale and construct an alternative viewpoint. Ultimately, Little Red Meets the Wolf is a resource to engage and enthuse students and teachers and deepen their understanding of digital narratives (Dobler, 2013).


References (Part A)

Dobler, E. (2013). Looking beyond the screen: evaluating the quality of digital books. Reading Today, 30(5), 20 – 21. 

Fisher, C. M., & Hitchcock, L. I. (2022). Enhancing Student Learning and Engagement Using Digital Stories. Journal of Teaching in Social Work, 42(4), 371–391. https://doi.org/10.1080/08841233.2022.2113492 

Kearney, M. (2011). A learning design for student-generated digital storytelling. Learning, media and technology, 36(2), 169-188. https://doi.org/10.1080/17439884.2011.553623  

LaFille, R (2022, February 26). Visual writing in graphic novels. Kids Comic Unite. [Blog post]. https://kidscomicsunite.com/visual-writing-in-graphic-novels/

McGeehan, C., Chambers, S., & Nowakowski, J. (2018). Just because it’s digital, doesn’t mean it’s good: Evaluating digital picture books. Journal of Digital Learning in Teacher Education, 34(2), 58-70. https://doi.org/10.1080/21532974.2017.139948  

Moorefield-Lang, H. and Gavigan, K. (2012) These aren’t your father’s funny papers: The new world of digital graphic novels. Knowledge Quest,  40(3), 30-42. 

NSW Education Standards Authority (NESA). (2012). English K-10 syllabus. https://educationstandards.nsw.edu.au/wps/portal/nesa/k-10/learning-areas/english-year-10/english-k-10/outcomes/table-of-objectives-and-outcomes

NSW Education Standards Authority (NESA). (2022). Learning across the curriculum: general capabilities. NSW Curriculum. https://curriculum.nsw.edu.au/teaching-and-learning/learning-across-the-curriculum#general-capabilities 

Project Gutenberg. (n.d). Books: Little Red Riding Hood. https://www.gutenberg.org/ebooks/search/?query=Little+Red+Riding+hood&submit_search=Go%21 

Serafini, F., Kachorsky, D. and Aguilera, E. (2015). Picturebooks 2.0: Transmedial features across narrative platforms. Journal of children’s literature, 41(2), 16-24.

 


 

PART B: Digital Storytelling Project

This resource has been created in its entirety using Canva. Canva allows a variety of ways to share this resource.

The link provided below is the presentation version, where you can advance at your own pace and click all links embedded in the presentation. All embedded links will open in a new window. Please note that music does not play automatically with all computers for this version and you may have to click a purple box in the top left corner to hear it.

There is also an embedded version, which would be used as the first play-through and advances automatically. This is not the version shared with students as the clickable links to the comprehension tasks do not work. 

 

Little Red meets the Wolf : Presentation Link

 

Little Red Meets the Wolf by Louise Foyel


References (PART B)

Foyel, L. (2022).  Little Red meets the Wolf. https://www.canva.com/design/DAFKUiigPvc/JsyCibvVdnTRHmCLyF4c2Q/view?utm_content=DAFKUiigPvc&utm_campaign=designshare&utm_medium=link&utm_source=publishpresent

Grimm, J. and Grimm, W. 1823 (2021). Grimms’ Fairy Tales. [eBook]. Project Gutenberg. https://www.gutenberg.org/files/2591/2591-h/2591-h.htm#link2H_4_0023 

Lang, A. (Ed.). 1889. (2016). The Blue Fairy Book. [eBook]. Project Gutenberg. https://www.gutenberg.org/files/503/503-h/503-h.htm#link2H_4_0005 

Perrault, C., 1889 (2010). Old-Time stories. [eBook]. Project Gutenberg. https://www.gutenberg.org/files/31431/31431-h/31431-h.htm#page92 

Assessment Task, ETL533, Master of Education (Teacher Librarianship)

Digital Storytelling Proposal

ETL533 – Assessment 3: Digital Storytelling Topic Proposal

Image created in Canva by Louise Foyel

Topic: Building literacy connections with folktales and graphic novels through digital storytelling.

Stage 3 students have always had a keen interest in learning about folklore and its origins. This resource aims to use a common folktale, Little Red Riding Hood, and intertwine it with a genre that I have seen rapidly growing in popularity, graphic novels. Then integrating these two genres with the use of ICT to create a digital graphic novel. This resource is in line with the NSW Stage 3 English outcomes (NESA, 2012). 

Platform/Tool: Google Drive and Canva

This digital storytelling resource is aimed at Stage 3 students. They are familiar with using the Google apps and Canva. The students in our diocese are able to access Canva through their portal. Canva is a free resource and the Education Creator is available free to all teachers, which includes Pro level access to premium content. Students can share their designs with teachers within our diocese, teachers can also create collaborative classes and include their students in a team. 

Rationale

Prior to using this digital storytelling tool, students will engage in learning experiences to enhance their understanding of a folktale. By investigating some of the common classic folktales, students will learn about common structural elements of a folktale and other key features, such as the power of 3 or 7, good vs bad characters, complication and resolution, and coda.

Students will also engage in reading graphic novels and look at the style and content of how they were created.  

I aim to create the beginning of a familiar folktale, Little Red Riding Hood. I will use the design tool, Canva, in the style of a digital graphic novel and combine the use of animations and sound. The beginning and the complication will be provided and the students will engage with the resource to complete the story. Their interpretation may follow the traditional ending or an alternate ending. The good characters are the only elements of colour to show the contrast between good and bad. The last few pages will provide blank storyboard pages, speech bubble elements, character pictures, and background pictures to build their own ending appropriate for their audience (their peers). 

This task will work toward building student understanding of digital graphic novels and will address the following outcomes:

  • Through the use of Canva, explore the digital graphic novel, Little Red meets the Wolf By Louise Foyel and its elements.
  • Using Canva, generate ideas, plan and complete a given digital story, Little Red meets the Wolf, combining the structure of a folktale with the elements of a digital graphic novel.

 

Resources

Canva. (2022).  https://www.canva.com/ 

NSW Education Standards Authority (NESA). (2012). English K-10 Syllabus. https://www.educationstandards.nsw.edu.au/wps/portal/nesa/k-10/learning-areas/english-year-10/english-k-10

Assessment Task, ETL533, Master of Education (Teacher Librarianship)

Critical Reflection of Digital Literature Experiences

ETL533 – Assessment 2: PART B: Literature in Digital Environments

 

What makes a good digital text, what counts as one, and what purpose do digital texts serve? 

To determine what makes a good digital text, we first must define what a digital text actually is. The changing landscape of reading is why we need to define a digital text as it affords so many new possibilities for reading and engaging with content in the electronic environment (Lamb, 2011). According to the NSW English K-10 Syllabus (2012), a digital text is “audio, visual or multimodal texts produced through digital or electronic technology which may be interactive and include animations and/or hyperlinks.” But how do we determine if the digital is quality in the abundance of choices? Interacting with the text in order to support reading and enhance enjoyment is the ideal design (McGeehan et al., 2018, p. 58). But the affordances that are offered by way of choice, one needs to be careful to consider and examine the content and what the text has to offer in the way of features, understanding,  and experiences that can be offered beyond what the print book can (Yokota & Teale, 2014) as well as the “literary worthiness of the text” (Dobler, 2013). With such an abundance of digital text at our fingertips, available on multiple devices, the decisions we make when choosing a digital text for learning become more and more important (Leu et al., 2015), and in addition to the quality, a sound set of criteria to evaluate effectiveness and comprehension is also necessary (McGeehan, 2018).

 

Compare your experience of reading digital texts with reading print. 

Reading for enjoyment has always been at the core of my being. Being read to as a child was a joyous occasion by my animated mother and as an adult constantly on the search for my next book to fall in love with. Though I read more online now than I ever did, having gone back to studying, Jabr (2013) aptly honed in on my sentiments in favour of printed books in his findings on paper versus digital texts. It is no wonder I prefer this method, as our brain interprets and responds differently to written language on screen when compared to on paper (Jabr, 2013). Like Jabr’s findings (2013) I too find I lose my place when scrolling through seemingly endless words on a screen as the text cannot be viewed in its entirety. The physical aspects are also more taxing (Jabr, 2013), and I have had to resort to wearing glasses due to eye strain from reading online and constant headaches. Yokota and Teale’s findings (2014), suggest both digital and print-based texts play an important role, something I consider when transferring this into my teaching role. I enjoy the occasional YouTube clip as part of the modules, to break up the monotony of readings. Being online has made access to readings much easier than my first stint at university when I had to physically go into the library and use microfiche to find journal articles (now that’s showing my age!). 

   

Choose the digital text you most enjoyed and discuss how you might incorporate it into a program at your institution.

The last grade I taught before moving into the library was Year 6. I loved taking them to Canberra for their annual Year 6 camp and going to the Australian War Memorial was a highlight. Life during WW1 is incomprehensible for 11 and 12 year olds, so to bring to life some of the hardships we would look at archives of images, letters, and radio broadcasted sound recordings. Life in the trenches was a small aspect of all of this, but when visiting Canberra the experience would become far more meaningful and emotive. 

BBC Bitesize’s image (2022) that I reviewed was similar to one I had used, though the previous one only offered text links to the images. BBC Bitesize’s (2022) image activity was superior in incorporating sound recordings, photographs, and informative text. Disappointingly, I discovered the sound recorded feature was only available to UK residents. Upon completion of my review, I sought alternative digital texts using the same image. Brown’s (n.d.) presentation on Blendspace, is a collection of digital content on one page. Mendivil’s (2019) Prezi presentation interacted with the image similarly to my original post, where hyperlinked portions of the image produced informative text and photographs from the time. As a teacher librarian, I would be interested to use these resources with Year 6 to support and extend their learning in the classroom, by having them create their own digital text using Prezi, Canva, or similar and present it to the class. Their creativity is astounding and their enthusiasm in presenting information in a new way, and transferring what they have learned to their visit to the Australian War Memorial is invaluable learning.

 

References

BBC Bitesize. (2022). KS2 What was life like in a World War One trench? BBC. https://www.bbc.co.uk/bitesize/topics/zqhyb9q/articles/z8sssbk Brown, J. (n.d.). World War 1 trench warfare. Blendspace.   https://www.blendspace.com/lessons/c-Wm64x_n5iKzw/world-war-1-trench-warfare-by-jamie-brown 

Dobler, E. (2013, April/May). Looking beyond the screen: Evaluating the quality of digital books. Reading Today, 30(5), 20-21. https://web-s-ebscohost-com.ezproxy.csu.edu.au/ehost/pdfviewer/pdfviewer?vid=1&sid=f1a0d0fa-45d0-46c2-8871-ec1f3871f561%40redis 

Jabr, F. (2013, April 11). The reading brain in the digital age: The science of paper versus screens. Scientific American. https://www.scientificamerican.com/article/reading-paper-screens/ Lamb, A. (2011). Reading redefined for a transmedia universe. Learning & leading with technology, 39(3), 12-17.

Lamb, A. (2011). Reading redefined for a transmedia universe. Learning and Leading with Technology, 39(3), 12-17.  http://ezproxy.csu.edu.au/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=ehh&AN=67371172&site=ehost-live

Leu, D., Forzani, E., Timbrell, N., & Maykel, C. (2015, September). Seeing the forest, not the trees. Reading Teacher, 69(2), 139-145. https://doi.org/10.1002/trtr.1406 

McGeehan, C., Chambers, S. & Nowakowski, J. (2018). Just because it’s digital, doesn’t mean it’s good: evaluating digital picture books. Journal of Digital Learning in Teacher Education, 34(2), 58-70. https://doi.org/10.1080/21532974.2017.1399488  

Mendivil, M. (2019). WW1 trenches. Prezi. https://prezi.com/p/aaqfpmv7t2yc/ww1-trenches/ NSW Education Standards Authority. (2012). English K-10 Syllabus: Glossary. https://www.educationstandards.nsw.edu.au/wps/portal/nesa/k-10/learning-areas/english-year-10/english-k-10/glossary 

Yokota, J., & Teale, W. (2014). Picture books and the digital world. The Reading Teacher, 67(8), 577-585. https://doi.org/10.1002/trtr.1262 

Assessment Task, ETL533, Master of Education (Teacher Librarianship)

DIGITAL LITERATURE REVIEW 3

ETL533 – Literature in Digital Environments – Assessment 2: PART A

Review 3 – Stage 3: What things were in a WW1 trench?

 

informative
image 3.1 (BBC Bitesize. (2022). KS2 What was life like in a World War One trench? BBC.

BBC Bitesize provides resources to support students, parents, and teachers to learn, revise and teach children of ages 3 – 16+. The website supports all curriculum areas and units linked to the curriculum taught in England, Northern Ireland, Scotland, and Wales and is available in four languages. Many of these units are comparable to the NSW Education curriculum and the one that I have focussed on is a history unit about World War One. The KS2 (Year 5 and 6) history topic of World War One aligns with the NSW Education Stage 3 and 4 History content. 

I will be reviewing the interactive graphic Activity 1: What things were in a trench? (image  3.1).

This graphic can be found as a part of the non-fiction webpage Year 6 World War One, and the learner guide What was life like in a World War One trench? This digital graphic has a hypermedia multimodal format, recorded voice, images, and text to explore.  This activity portion of the webpage follows a variety of information sections about World War One trench life, with a quiz at the end consisting of five multiple choice questions to test your knowledge about the preceding information. 

This type of infographic, with multimodal hypertext and commentary, offers students a different way of thinking about the topic and extends their understanding of the text (Dalton, 2013, p. 649). With the popularity of graphic novels and manga genres, the appeal of this type of image-based learning and interaction with the text is another option for visual digital literacy with Stage Three students (Dalton, p. 648). 

There are ten different objects that can be highlighted individually and explored further (image 3.1). Each highlighted image can be clicked to reveal a combined recording of a British ‘soldier’s’ voice (image 3.2), followed by a black and white photograph from WW1 (image 3.3) and text describing the image (image 3.4).  

Each sound recording is of a first-person account and is under one minute to ensure full engagement (eg, Transcribed from BBC Bitesized (2022). Rats: “those rotten rats, we can’t get rid of them no matter how hard we try. I shot five of them the other day myself, no sooner were they gone, than ten more came running…”). 

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image 3.2 (Screenshots sourced from BBC Bitesize, 2022). Sound recording image of the WW1 soldier

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image 3.3 (Screenshots sourced from BBC Bitesize, 2022). WW1 photograph of British soldiers.

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image 3.4 (Screenshots sourced from BBC Bitesize, 2022). Informative text about the image.

The sound recordings were accessible via an iPhone (using Safari), though were  “not supported”  to play on my desktop computer via any platform.  I discovered that my IP address is the problem as it is not registered in the UK. This limits its use in Australian classrooms.

Following each sound recording is a still image, a black and white photograph from WW1 which clearly depicts the scene. 

Finally, textual information explains each image in an authentic and comprehensive manner, while expressed in appropriate and understandable language for the intended audience, children in years 5 and 6. Thus aligning with the NSW English syllabus outcomes for Stage 3, especially EN3-3A (NESA, 2021). 

Each image compels the reader to seek more information about the trenches, which can be found in other sections of this webpage. The reader has the opportunity to extend their knowledge about WW1 via the other learner guides on the topic of World War One. This multimodal hyperlinked infographic may also be a way to extend students’ knowledge about a topic. Using this infographic as a starting point to creating their own multimodal hyperlinked image, which could include their own voice recordings, additional information about the topic, and hyperlinks to other findings and would make a valuable assessment tool to evaluate their comprehension and continuing to develop their “interest and skill in analysing, critiquing, and responding to text” (Dalton, 2013, p. 649).

 

Resources

BBC Bitesize. (2022). KS2 What was life like in a World War One trench? BBC. https://www.bbc.co.uk/bitesize/topics/zqhyb9q/articles/z8sssbk 

Dalton, B. (2013). Engaging Children in Close Reading: Multimodal Commentaries and Illustration Remix. The Reading Teacher, 66(8), 642–649. https://doi.org/10.1002/trtr.1172 

NSW Education Standards Authority. (2021). Reading and viewing: Stage 3. https://educationstandards.nsw.edu.au/wps/portal/nesa/k-10/learning-areas/english-year-10/english-k-10/content/893 

 

Assessment Task, ETL533, Master of Education (Teacher Librarianship)

DIGITAL LITERATURE REVIEW 2

ETL533 – Literature in Digital Environments – Assessment 2: PART A

Review 2 – Stage 2: Roald Dahl Digital Escape Room 

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image credit 

The phenomena of the escape room is relatively new, and the digital escape room even more so, especially within the context of the classroom (Taraldsen et al, 2022). Although game-based learning is not a new concept, it is a way to engage students in cooperative communication and be critical and active learners (Taraldsen et al, 2022). Being a relatively new framework for education, there is not a lot of research studies in this area (Taraldsen et al, 2022). However, Makri et al. (2021) have looked at Educational Escape Rooms and Digital Educational Escape Rooms (DEERs) in their study. 

I began a search for digital escape rooms as I recalled how much the children in Years 3 to 6 enjoyed the opportunity to engage in a new digital text during the Covid-19 lockdown. I came across a website that features a variety of digital escape rooms for kids and adults compiled onto one page. They are sorted into categories, many with educational themes, and for a variety of levels, and content suitable for family fun, teens, and adults. 

I was drawn to a family favourite, Roald Dahl, in the ‘Based on Books’ section. I have read and reread Roald Dahl’s books to my own children and many of my classes in Stages 1 and 2. I discovered that it had been created by Willoughby City Library in 2020, as an opportunity to connect children and their families to the public library and its services during the Covid-19 lockdown. It is recommended to open the digital escape room using a computer screen, rather than a mobile device for the best experience. It was created using Google Sites in honour of the 30th anniversary of the death of Roald Dahl. 

It requires the reader to be accomplished or have an adult present to help navigate the text and other features. To begin the experience simple navigation by clicking a ‘next’ button at the bottom of the page, and to advance in the story. Once the main ‘room’ is reached, the layout is a simple two-column webpage to present each ‘chapter’.

Each ‘chapter ‘represents a different Roald Dahl book and is characterised by an image from an Unsplash source (image 2.1). 

Chapter One  Chapter Two Chapter Three Chapter Four
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image 2.1 (all credits can be seen here, provided by Willoughby City Library, 2020).

 

There is an embedded Google Form in which the digital escape room story and puzzles are played out. Each image has hidden links, which are clues to answer the questions for each chapter. The clues open up in a new tab via Google Slides, Google Docs, Google Drive, or Google Sheets. The clues must be answered correctly, in all caps, with no spelling errors or accidental additional characters to advance. Each question has a required answer and begins as a red line, then changes to a blue line when answered correctly. Completing the first chapter opens chapter two and three questions, and completing these two opens chapter four questions. 

After becoming stuck on one question in the first chapter and another in the third chapter. I decided to seek assistance from the source. An email address on the introduction page proved most helpful. I contacted the library to request an answer sheet, for the purpose of my assessment and to support students for use in the classroom setting. Support was prompt and courteous and they were excited that a resource that was created quickly during the first sudden lockdown was still useful. 

It is assumed that you have knowledge of the Roald Dahl books prior, as the first question in each chapter asks you to look at the image to determine the title of the book represented. In addition to this, some questions also require knowledge of the characters or storyline to ensure that an answer can be achieved. 

The layout could be a challenge for some students and a suggested improvement would be aligning the chapter pictures with corresponding Google Form questions. At times the questions were quite vague and brief. Rewording the questions may be helpful in understanding what was being asked of each corresponding clue. Most of the clues were well placed though and children could be guided to determine a response. I could see how some students could also be easily discouraged if stuck on clues that required some deciphering using numbers and letters or knowledge of the original text. It would be critical for teachers to have the answers to ensure some level of success or support. 

DEERs are certainly an innovative way to combine digital skills, critical thinking, and teamwork in education and the online classroom, however, certain considerations need to be taken into account (Makri et al., 2021). Considerations include learning objectives, communicative and teamwork skills of participants, and ensuring students can navigate the experience to achieve success. DEERs may also be a tool for teachers to access understanding about a text read in class or another topic that they have been studying, though they would also need to incorporate a way to gather evidence of their learning such as follow-up polls, quiz scores, or comments on the platform (Makri et al., 2021).

Resources

Makri, A., Vlachopoulos, D., & Martina, R. A. (2021). Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review. Sustainability (Basel, Switzerland), 13(8), 4587–. https://doi.org/10.3390/su13084587

Seymour Public Library. (n.d.). Escape rooms and games. https://seymourpubliclibrary.org/departments/escape-rooms/ 

Taraldsen, L. H., Haara, F. O., Lysne, M. S., Jensen, P. R., & Jenssen, E. S. (2022). A review on use of escape rooms in education – touching the void. Education Inquiry, 13(2), 169–184. https://doi.org/10.1080/20004508.2020.1860284

Willoughby City Library. (2020). Roald Dahl digital escape. April 22, 2020. https://sites.google.com/view/roalddahldigitalescape 

 

Assessment Task, ETL533, Master of Education (Teacher Librarianship)

DIGITAL LITERATURE REVIEW 1

ETL533 – Literature in Digital Environments – Assessment 2: PART A

Review 1 – Early Stage 1 and Stage 1: Dr. Seuss Deluxe Books app

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Dr. Seuss Deluxe Books app thumbnail (Oceanhouse Media, 2022)

 

The more that you read,

The more things you will know. 

The more that you learn,

The more places you’ll go. (Dr. Seuss, 1978).

We all know and love Dr. Seuss’ books, and it is easy to become captivated by the verse, rhyming, rhythm, simple illustrations, and imaginative, recurring characters that have made a universal impact over many generations since the 1920s. The original Dr. Seuss books have been reproduced in a multitude of formats including paper, digital, films, television shows, stage productions, and mobile apps. 

For Early Stage One and Stage One I chose to look at apps for iPads, these are the device of choice in Kindergarten to Year 2 classrooms in my school setting. According to Dr. Goodwin (2012) in her study of iPad use in the classroom, there is emerging evidence of iPads being educational tools to support learning via the apps available, though research in this area is failing to keep pace with new technologies. Goodwin (2012, p. 11) also suggests that explicit criteria for app selection be developed to critically analyse their relevance.

I began my search on Google and came across the Oceanhouse Media website. They are a publisher of more than 650 apps for mobile, tablet, and computers. Their Dr. Seuss app was most appealing and linked with the current Dr. Suess borrowing trends in our school library. Their two main Dr. Seuss apps for iPhones, and iPads, offer unique features and can be compared HEREDr. Seuss Deluxe Books app was the most suitable for my setting. 

The app is free to download and offers one free enhanced digital book, Yertle the Turtle, with 16 others available. Each additional book is $5.99, with a recommended grade range of Kindergarten to Year 3. Finding the app through the website provided an opportunity for FREE teacher access to all 17 books via a promotional code. This code is one-time-use, obtained by using the online registration form and a school email address. As promised, the digital books were now available for me to download for free. A substantial saving of AUS$95.84 (as separate purchases), or at a cost of AUS$62.99 for the Read and Play bundle 40, or AUS$57.99 for the Read and Play 37 bundle. This allowed for a more thorough analysis of the app.

The app features an animated version of each book, the characters move simply but do not detract from the text. The settings (image 1.1) allow the reader or parent/teacher to set parameters for different reading modes and other features.

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image 1.1 (image created by me using Canva and an app screenshot from Oceanhouse Media, 2022)

Let’s talk settings…

The reading modes:

  • Read to me – text is highlighted as each word is narrated (image 1.2). The reader taps an arrow to advance to the next page.
  • Read it myself – reader taps each word and is read aloud. After tapping each word a review arrow button appears for a text reread. The dynamic text layout could make reading words left to right challenging for emerging readers.
  • Auto play – plays the whole story automatically, with each read word highlighted. Play is continuous unless the stop button is held for 5 seconds. This feature was difficult to execute on an iPhone. When autoplay is stopped reading mode reverts to ‘read to me’. A good mode for nonreaders or emerging readers who would benefit from seeing text direction. The reader cannot go back to a previous page and cannot access the activities in this mode.
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image 1.2 (image created by me using Canva and an app screenshot from Oceanhouse Media, 2022)

Other features:

  • Activities – It is unclear how to access the activities and took trial and error in the ‘read to me’ mode. Touching images on the page reveals a hidden star image that floats to the bottom right corner and can then be tapped to open the activity (image 1.3). Searching for the activity was a way to engage the reader, though could be a distraction, and locating the correct part of the image was occasionally difficult. Instructions for the activity are announced and repeated if idle. Activities are suitable for the intended grade and may include “spelling, sorting, rhyming, phonics, puzzles, memory, word search, sequence, and more” (Oceanhouse Media, 2022). 
  • Picture words – allows the reader to tap any picture and have a word pop out, narrated, and then disappear. A feature that helps to identify items on the page (image 1.4).
  • Music and Sound – When this feature is left on, it is distracting and the narration is not as clear.
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image 1.3 (image created by me using Canva and an app screenshot from Oceanhouse Media, 2022)
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image 1.4 (image created by me using Canva and an app screenshot from Oceanhouse Media, 2022)

Overall, this app is engaging and can be shared on multiple devices. Parents who download the app can track their child’s progress. The digital books can be viewed on the home page in a variety of ways, including A to Z, favourites, and grades. For this app to play an integral role we need to ensure that nostalgia isn’t getting in the way of knowing an app is appropriate (Yokata & Teale, 2014). Maintaining the aim of this app is not to teach reading, but to access reading in an interactive and engaging way. Undoubtedly this app is fun and entertaining, but in addition could also support student learning at home and in the classroom (Goodwin, 2012, p. 16).

 

Resources

Goodwin, K. (2012). Use of tablet technology in the classroom: Phase 1 iPad trial. NSW Curriculum and Learning Innovation Centre (CLIC). https://www.cirta.org/images/doc_archive/cirta_nouvelles/iPad_Evaluation_Sydney_Region.pdf 

Oceanhouse Media. (2021). Dr. Seuss Deluxe Books. (Version 1.0.7) [mobile app]. 

Oceanhouse Media. (2021). Dr. Seuss app features.  https://edu.oceanhousemedia.com/dr-seuss-treasury-and-dr-seuss-deluxe-book-app-comparison/ 

Seuss, Dr. (1978). I can read with my eyes shut! Random House.

Yokota, J., & Teale, W. (2014). Picture books and the digital world. The Reading Teacher, 67(8), 577-585. https://doi.org/10.1002/trtr.1262 

Assessment Task, ETL533, Master of Education (Teacher Librarianship)

WHEN IS A BOOK NOT A BOOK?

ETL533 – Literature in Digital Environments – Assessment 1

 

 

Reading for me has always been an enjoyable adventure and becoming a teacher meant engaging children in text through modelled reading. Digital technology was a thing of the future then and big books were the tools to do this.

University began with a typewriter, then progressed to a desktop computer in my first year, with dial-up internet not quite off its feet. Microsoft Encarta ’95 was included in the package and brought a whole new meaning to encyclopaedias, with moving pictures, music clips, videos, and other interactive content. A massive leap from my prized Encyclopedia Britannica set!

Uni introduced me to HyperStudio and Myst, both multimedia software products that allowed interactivity and storytelling using HyperCard as a basis (think of a stripped-back version of Microsoft PowerPoint). In HyperStudio, I created an interactive text based on the lifecycle of a butterfly. We were also introduced to the interactive world of Myst. This graphic adventure began by reading a digital book and then navigating through the world/island by solving various clues and puzzles to unlock the next “Age” and the next part of the story. Rettberg (2012) described this as, playing with technology, and not necessarily where authorship is the focus.

Myst book

Fast forward to the beginning of my teaching career and I welcomed Living Books into my classroom. The children loved the interactive read-along books and the various clickable images that made sounds and added to the characterisation, but did not necessarily add to the story. So, can reading include graphics, sounds, and motion or only text (Lamb, 2011)?

Though it’s difficult to determine the beginning of electronic literature (Rettberg, 2012), the pace is hard to keep up with and has become a daily source of engagement with texts for most educators. Although there is no single eBook file that is downloadable to all devices the pros seem to outweigh the cons according to Sadokierski (2013).

Lamb (2011) goes on to say that redefining reading is necessary for the digital age, where reading could be now defined as “the process of constructing meaning from symbols” and furthermore, a book as “a published collection of related pages or screens” (Lamb, 2011, p.2).

In the 2011 TED talk by Joe Sabia, he notes that the way stories are told continues to be reinvented. Though how our brain responds differently to onscreen books compared to paper books (Jabr, 2013). Leu et al (2015) say that reading online prepares students for life in today’s world, though many lack the skills to do so and need to be taught to navigate online texts to ensure comprehension.

Yokota and Teale (2014) found that digital formats have moved on from just a novelty and both print and digital books play a role in the primary school classroom. Careful selection of digital texts is required, just like we do when looking for quality print-based texts. Consideration of the criteria for selection is crucial to ensure it is of benefit to the learner and not just a “window dressing” (Yokota & Teale, 2014, p.585) to ensure that readers are developing through engaging and motivating context.

With the flood of digital texts in vast forms, McGeehan et al.’s (2018) research confirmed that as digital technology is being used more and more in schools, educators seek to use criteria to select quality texts, from trusted sources to ensure a rich reading experience with the end goal of creating more motivated readers with deeper conceptual knowledge.

 

References

Jabr, F. (2013). The reading brain in the digital age: The science of paper versus screens. Scientific American, April 11. Retrieved from http://www.scientificamerican.com/article/reading-paper-screens/

Lamb, A. (2011). Reading redefined for a transmedia universe. Learning and Leading with Technology, 39(3), 12-17. Retrieved from http://ezproxy.csu.edu.au/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=ehh&AN=67371172&site=ehost-live

Leu, D. J, Forzani, E., Timbrell, N., & Maykel, C. (2015). Seeing the forest, not the trees: Essential technologies for literacy in the primary-grade and upper elementary-grade classroom. Reading Teacher, 69(2), 139-145

McGeehan, C., Chambers, S., & Nowakowski, J. (2018). Just because it’s digital, doesn’t mean it’s good: Evaluating digital picture books. Journal of Digital Learning in Teacher Education, 34(2), 58-70. https://doi.org/10.1080/21532974.2017.1399488

Rettberg, J. W. (2012). Electronic literature seen from a distance: The beginnings of a field. Retrieved from http://www.dichtung-digital.org/2012/41/walker-rettberg.htm

Sabia, J (2011, May) The technology of storytelling (TED | 3:45 mins) | https://www.ted.com/talks/joe_sabia_the_technology_of_storytelling

Sadokierski, Z. (2013, November 12). What is a book in the digital age? [Blog post]. Retrieved from http://theconversation.com/what-is-a-book-in-the-digital-age-19071

Yokota, J. & Teale, W. H. (2014). Picture books and the digital world: educators making informed choices. The Reading Teacher, 34(6). http://www.academia.edu/3886534/Picture_Books_and_the_Digital_World_Educators_Making_Informed_Choices