EDU 642 Instructional Multimedia Final Exam
Instructional Multimedia Evaluation: Digital Storytelling & Webquests
Bradford D. Anderson
Forest Hills Central High School
Abstract
This paper describes the instructional strategies utilized by the multimedia instructional mediums: digital storytelling and webquests. Each can and do effectively address and implement all of Bloom's Revised Taxonomy levels of lower & higher order thinking. This paper outlines the way that both mediums (digital story telling and webquests) could be used in the classroom and their level of effectiveness.
Instructional Multimedia Evaluation: Digital Storytelling & Webquests
Multimedia instruction in the classroom is not an option any more, it is essential. If teachers want to create a meaningful and engaging classroom in today’s educational climate, multimedia technology must be researched, cultivated, experimented,delivered and executed. As is clear in any classroom setting be it urban, rural or suburban, technology is a major part of young people’s lives. When considering Bloom’s digital taxonomy, it is important to remember that multimedia instruction is not the end but rather the mode of instruction. From phones to digital music to video games to social media and online videos, technology has become an essential component of information delivery and student cognitive development. Students in the modern classroom are “digital natives” as suggested by Oblinger & Oblinger, whereby said students have had “unprecedented access to technology” that has changed the way students “learn, communicate, interact, and process information (Oblinger & Oblinger, 2005; Prensky, 2001a, 2001b).
Two multimedia instructional elements that can be valuable tools in a classroom, especially in a high school building,are digital storytelling and interactive tutorials otherwise known as instructional web pages or webquests (as they will be referred to for the entirety of this paper). Both have qualities and benefits that will not only enhance the student experience in the classroom but also increase retention and take students to the different levels of Bloom’s Digital Taxonomy .
In any classroom, the goal is to have students frequently engaging in “higher order thinking skills” like analyzing, evaluating and creating. As a high school educator my objective every day includes base “lower order thinking skills” like remembering, understand and applying. The goal is to use the lower order thinking skills as a foundation for visiting the higher order thinking skills. And that is when real learning occurs. Both digital storytelling and interactive tutorials can engage students in using what they remember, understand and apply to begin to analyze, evaluate and create authentic and original projects.
Digital Storytelling
According to Robin in Theory Into Practice, digital storytelling is defined as the "art of combining narrative with digital media such as images, sound, and video to create a short story" (Robin, 2008). Digital storytelling is an integral part of “building better instruction” as noted by Brabec, Fisher and Pitler who outline nine proven instructional strategies that technology can support (2002). Of the nine strategies, digital storytelling can best support homework & practice, non-linguistic representations, cooperative learning, and cues/questions/advanced organizers (Brabec, Fisher & Pitler, 2011). By way of viewing or creation of their own digital story, students would engage in higher order thinking as prescribed by Bloom’s Revised Taxonomy. If used by a teacher to deliver and engage students in lower order thinking skills, a digital story can help students remember, understand and apply certain concepts. A digital story, as prescribed by Brabec, Fisher and Pitler, can provide a preview of content, activate prior knowledge, cues about what is “central and important” and provide “higher level questions” that force students to dig deeper into the content (2011).
The benefit of digital storytelling is that a teacher can use the medium for said advanced organizers to build off of prior knowledge or use the medium as a culminating project to display student analyzation, evaluation and/or creation. An instructional use of storytelling in my classroom would include aforementioned advanced organizers that could also be used as a means of student review. An advanced organizer digital story can introduce a concept and draw upon prior knowledge (Brabec, Fisher & Pitler, 2004). Viewing a digital story about colonizing America (or any topic for that matter) before and after a unit of study could increase what a student remembers, is able to understand and apply. As stated by Dreon, Kerper and Langis, there are seven elements of digital storytelling that offer “tremendous opportunities” for teachers to engage students (2011):
1. Point of view: Outlines the point of the story and the perspective from which the story is told.
2. A dramatic question: Sets the tension of the story by identifying issues to be resolved.
3. Emotional content: Engages the audience through common emotions and themes (love, pain, humor).
4. The gift of your voice: Helps the audience make meaning of images.
5. The power of the soundtrack: Sets the mood of the story.
6. Economy: Balances the auditory and visual tracks of meaning.
7. Pacing: Sustains the attention of the audience by establishing and modifying the rhythm of the story.
(Dreon, Kerper & Landis, 2011)
If adhered to in principle design of digital storytelling, a well-crafted story can be used and reused as a learning resource for students before, during and after a concept is studied. Moreover, if students build their own digital story via iMovie, Windows Movie Maker, YouTube, Vimeo or any other medium, they reach the higher order thinking levels of Bloom’s Revised Taxonomy. For example a project in my American History class includes created a digital story about a World War Two topic. Students select from a list that includes Bombing of Pearl Harbor, Nazi Invasion of Poland, Battle of Britain, Operation Overlord/D-Day Invasion, Executive Order 9066 & Internment of Japanese-Americans, or Operation Barbarossa. Once they select a topic they gather images, video footage, statistics and details about the topic. This includes the analyzation and evaluation levels of Bloom’s Revised Taxonomy. They analyze the events and then evaluate what is important to report and detail in their digital story. They then use either iMovie or Windows Movie Maker to narrate and present a digital story from the point of view of someone that may have been at the event. The results are usually mixed but it is evident that the “digital natives” (my students) are engaged, interested, learning and building upon what they have learned as they create an authentic assessment of topic.
Webquests
A webquest is, According to Bernie Dodge (1997) from San Diego State University, an “inquiry-oriented activity in which some or all of the information that learners interact with comes from resources on the Internet”. Webquests provide an opportunity for students to visit all levels of Bloom’s Taxonomy. If used and crafted with care, a webquest can allow for students to revisit and remember key concepts, understand and apply the content then analyze, evaluate and create an authentic assessment of their learning.
When constructing a webquest there is a certain formula used. Each webquest has an introduction, task, resources, process, evaluation and conclusion (Dodge, 1997). The elements build a systemic approach to first learning (remembering) and understand the content. Students are engaged during the introduction which is supposed to be interesting and “set the stage for investigation” (Dodge, 1997). The task and resources provide the objective for students and provide internet resources for investigation. The process outlines provides a step-by-step guide to complete the activity prescribed in the “task” (Dodge, 1997). The evaluation states how the students will be assessed on their learning (usually in the form of a list or rubric) while the conclusion de-briefs students (Dodge, 1997). The fact that webquests are online make it an accessible medium at schools with labs or personal tablets and at home. The webquest seemingly puts the learner in the driver’s seat so to speak.
According to Dodge (1997) the benefits of webquests are numerous and include encouraging cooperative learning and encouraging the development of thinking skills. After instituting a handful of webquest in my own American and World History classes I tend to agree. As such, webquests tend to be excellent supplements to informational reading, lectures, notes, discussions and activities. Webquests use a few of the “proven instructional strategies” as outlined by Dreon, Kerper & Landis (2004) including cooperative learning, setting objectives & providing feedback, generating & testing hypothesis, and cues, questions & advanced organizers. In implementing those range of strategies, one could surmise that webquests address remembering (knowledge)-resources, understanding-resources, applying-task & process, analyzing-task & process, evaluating-task & process and creating-task & process (Strickland, 2005).
An example of a classroom webquest would be my World History “Civilization” webquest. The students are tasked with creating their very own early river valley civilization using the basic building blocks of early civilizations: institutions, technology, religion, agriculture, cities and specialization. They must draw, build, craft, engineer and eventually re-enact their own civilization. The students use a series of online resources (teacher-made instructional digital stories, articles, websites) to investigate early river valley civilizations and ancient empires like the Sumerians, the Persians, the Mauryans and the Phoenicians. The process is a colaborative effort by the entire class. In conjunction with one another they must recognize class leaders, divide tasks, implement rules & norms, craft replica hoplite shields and Corinthian helmets and finally test their mettle against another class in an epic game of “Hoplite dodgeball”. The webquest serves as a static and dynamic tool while this three week project un-folds. It is static because the webquest never changes and is placed on my class website for all to view. It is dynamic because the students are constantly learning (remembering & understanding), applying, analyzing, evaluating and creating and going back through the webquest for help. It is the quintessential “ahah” moment for many students. It is a challenge that touches upon every level of Bloom’s Revised Taxonomy. In the end, the webquest and it’s subsequent classroom activities are some of the most memorable moments of the year.
Digital storytelling and webquests implement a number of
effective instructional strategies and address all levels of Bloom’s Revised Taxonomy. Each medium can be used either to instruct (remember, understand, apply) or to engage learning in constructing their own learning (analyze, evaluate, create). In the end, “digital natives” both appreciate and respect teachers that implement effective use of such strategies
that should be the norm in every modern classroom.
References
Dodge, B. (1997). Some thoughts about WebQuests. Retrieved June 19, 2013, from the San Diego
Robin,B. (2008). Digital storytelling: A powerful technology tool for the 21st century
classroom. Theory Into Practice, 47(3), 220–228.
Mayer, R. E. (2008, November). Applying the Science of Learning: Evidence Based
Principles for the Design of Multimedia Instruction [Electronic version]. American Psychologist, 760-766.
Robin, B. (2008). Digital storytelling: A powerful technology tool for the 21st
century classroom. Theory Into Practice, 47(3), 220–228.
Strickland, J. (2005). Using webquests to teach content: Comparing instructional strategies.Contemporary
Issues in Technology and Teacher Education, 5(2), 138-148.