Morris Dissertation 8.10.11
Morris Dissertation 8.10.11
by
Rebecca J. Morris
Doctor of Philosophy
University of Pittsburgh
2011
UNIVERSITY OF PITTSBURGH
by
Rebecca J. Morris
It was defended on
and approved by
Dissertation Advisor: Mary Kay Biagini, Associate Professor, School of Information Sciences
ii
Copyright © by Rebecca J. Morris
2011
iii
RESPONSES OF LISTENER-VIEWERS IN DIGITAL STORYTELLING:
COLLABORATIONS IN THE INTERMEDIATE CLASSROOM
AND THE MIDDLE SCHOOL LIBRARY
Storytelling in its traditional form, with active participation by tellers and listeners, is a valuable
model for contemporary library and classroom experiences. Digital storytelling expands
opportunities for storytelling in libraries, and reflects a continuity of innovative library services
for children and students. For this study, “digital storytelling” is defined as a short, multimedia
presentation of a story, created by students, under the guidance of school librarians or teachers.
Because much of the literature and practice of digital storytelling emphasizes the creator, or
teller, this research examines the response of the “listener-viewers” to explore and support in a
digital environment the interactions afforded to audiences of traditional, live storytelling. This
storytelling in intermediate classroom and middle school library settings. The research findings
show six prominent themes representing how students respond to and engage in digital
storytelling, presented in the study in a conceptual model. The themes are Engagement, Action,
Emotions, Learning, Similar Experiences, and Next Steps. Key components of digital
storytelling as a classroom and school library activity are the “self” as a viewer of digital
storytelling, formative and summative viewing practices, and how classroom teachers and school
librarians teach and facilitate digital storytelling, including integration of technology and
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TABLE OF CONTENTS
METHODOLOGY ................................................................................................................. 3
1.5.5 Use of Storytelling- and School-Related Terms and Conventions in This Study
20
v
2.1.2 Digital Storytelling as Storytelling Event ........................................................ 25
vi
3.3.4 Interviews with Teachers and Librarians......................................................... 54
3.4.1 Preparing to Conduct Research in K-12 Schools and Seeking Permission ..... 56
vii
4.0 CHAPTER FOUR: STUDY FINDINGS: RESPONSES OF LISTENER-
VIEWERS.................................................................................................................................... 86
4.1.5 Performance Day Viewing in the Classroom and Library ............................ 104
viii
4.2 RESEARCH QUESTION 2: HOW DO STUDENT LISTENER-VIEWER
4.2.2.2 Students’ Technology, Information Literacy, and Literacy Skills ...... 131
4.2.3 Collaboration: Teacher and Librarians, Teachers and Teachers ................... 132
5.2.4 Georges’ Storytelling as Event and Maguire’s Sounds and Sensibilities ...... 148
ix
5.5.1 Topics for Further Investigation .................................................................... 152
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LIST OF TABLES
Table 1. AASL Standards for the 21st-Century Learner relevant to digital storytelling in the
Table 2. Roles and behaviors of storyteller and listener in traditional storytelling. ....................... 9
Table 5. Sequence of research activities with students and teachers/librarians at each school site.
....................................................................................................................................................... 45
Table 6. Scenarios, participants, and number of days spent observing at each of the three school
sites. “Observation Days” column includes digital storytelling project development and
Table 7. Time frame of performance days, survey and focus group. ........................................... 53
Table 9. Student terminology for technology activities, with invented words and their
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LIST OF FIGURES
Figure 2. Alternate view of School 1 library computer lab, with school library shelving and
student seating in the background. The bookshelves on the left (with the plants, above the
Figure 7. Pink paper covers on computer screens, Ms. Black’s strategy for maintaining student
Figure 8. Library space for performance day of Ancient China Photo Story projects. The librarian
is seated on a desk at the far end of the first row, and she is opening the students’ project files
Figure 9. Student seating for School 1 performance day. The whiteboard where the stories were
Figure 10. In School 2, the students viewed the digital book trailers by gathering around
xii
Figure 11. During the School 2 performances, students stood and knelt around the computers to
view the digital book trailers. They moved from computer to computer as a group to view the
Figure 12. Students set up the projector and laptop for the performance of the Green Team
Figure 13. Seventh grade students watch the Green Team podcast at School 3. ........................ 108
Figure 15. Tommy's self-evaluation of his contributions to his group's digital book trailer:
Figure 16. Allison's self-evaluations: "I would get a bigger group because it is hard with so few
people,” "It's fun and hard,” and “I enjoyed doing it and it was fun working with [classmate].”
..................................................................................................................................................... 138
Figure 17. Casey's self-evaluations: "Yes, I helped [classmate] understand iMovie more," "I
would get songs from iTunes to put on the video," and "I [heart] it! It was so much fun! I hope
we do it again," along with her number scores of "4.5" and "5555555!" ................................... 138
Figure 18. Melissa's self-evaluations: "The why you should read. It was a bit sloppy" and "I
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PREFACE
Style
This dissertation uses The Chicago Manual of Style, 15th Edition. Citations follow the Notes and
Bibliography format.
xiv
ACKNOWLEDGMENTS
I am grateful for the guidance and wisdom of many individuals in the completion of this
dissertation. Thank you to my Dissertation Chair, Mary Kay Biagini, for guiding me toward
starting the PhD program, for having faith in me and providing opportunities for me to learn and
grow, and for being a model of excellence in school library education. To my committee,
Leanne Bowler, Chris Tomer, and Elizabeth Figa, thank you for your wise counsel, your
encouragement, and your enthusiasm for my work. Thank you to the SIS faculty and my
My co-instructors at the University of Pittsburgh – Sally Myers, D’nis Lynch, Joe Prince, and
Patrick Hickey – you are all stars, and your students are so fortunate to have had the chance to
learn from you. It has been my pleasure to teach with you and to learn from your example.
Thank you to the teachers, librarians, students, and school principals who welcomed me into
their schools for this study. You are all doing amazing things. To my colleagues from my days
as a teacher and librarian – I miss you all the time and still think that you have the best job in the
Finally, to my friends and especially to my family, I couldn’t have accomplished this without
your support, patience, and love. Mom, Dad, Babcia and Judge, Aunt Sandy, Lori, and Jim –
computer expert extraordinaire and best brother in the world – thank you and I love you.
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1.0 INTRODUCTION
Building a context for a study of digital storytelling prompts reflection on the story of
humankind, as storytelling and narrative have origins among the first forms of human
communication. Through story, humans explained and questioned the Earth and its phenomena,
their relationships to one another, and their place in the world. Storytelling has a rich tradition,
notably in history, literature, religion, and (in the modern era) folk art, but it has also evolved and
expanded to assume a dynamic, contemporary presence across settings and functions. Diverse
fields as distinct as medicine, religion, business, government, education, and information employ
and experiment with storytelling and digital storytelling to investigate problems, interpret texts,
consider perspectives, and describe events. For this study, “digital storytelling” will be defined
setting. Characteristics and examples of digital storytelling projects are described in greater
Librarians who tell stories, particularly those who serve children in schools and public
libraries, stand on the shoulders of giants–the first children’s librarians, who were talented
storytellers, but also visionaries and fierce advocates for children’s services. In the late 1800s
1
and early 1900s, children’s librarians hosted story hours in urban public libraries. Children’s
librarians such as Effie Lee Power in Cleveland and, later in her career, St. Louis, and Charlotte
Keith Bissell in Pittsburgh, and storytelling programming supervisors such as Anna Cogswell
Tyler in Brooklyn led a new movement in librarianship, focusing attention and services on the
unique needs of children. 1 Their endeavors required not only knowledge of books and literature,
but also a creative and thoughtful approach to interacting with children. 2 Children’s librarians
engaged the children in the library space for specific moments in time by telling captivating
stories, but they also inspired enjoyment of and dedication to reading and information activities
that lasted in the children long after the stories had come to an end.
Though the history of storytelling and the path of storytelling in libraries are topics
worthy of attention and study, this research centers on modern storytelling-related activities in
traditional oral form is still practiced in school and public libraries (among numerous other
settings), digital storytelling is a newer form of storytelling that is expanding opportunities for
storytelling in libraries, while at the same time reflecting a continuity of innovative library
services for children and students. Digital storytelling is an example of the 21st century iteration
of the historical mission of children’s library programs, which then, and still, supports literacy,
captures the imagination, and establishes dispositions of lifelong learning. These outcomes are
readers, skillful researchers, and ethical users of information.” 3 The themes of innovation,
2
reading, and literacy are also part of the Core Organizational Values and Strategic Plan of the
Association for Library Services for Children (ALSC, also a division of ALA). 4
This dissertation presents research questions designed to study student listener-viewers of digital
storytelling in intermediate and middle school settings. The questions are as follows:
(1) How do student listener-viewers respond to and engage in digital storytelling in school
This research study is a mixed methods study, primarily an ethnographic approach, with
library settings. The study is a mixed methods design, with the recursive, “observing, noting,
reading, thinking, observing, and noting” that Heath and Street assert represent the process of
data collection in ethnographic research. 5 The research questions and methods are examined in
Storytelling in its traditional form is a rich, strong model for contemporary library and
classroom storytelling experiences. Through reading, teaching, researching, and writing about
storytelling in libraries and the future of storytelling in libraries, I developed research questions
3
to study digital storytelling through the lens of more traditional storytelling. Digital storytelling
has the potential to provide a rich storytelling and listening/viewing experience. This study
examines the response of the audience, termed “listener-viewers,” in digital storytelling projects,
in order to explore and support in a digital setting the listener benefits inherent to the traditional,
There are three main sources of theory from which I have developed the foundation for
this research: (1) Louise Rosenblatt’s theory of transactional response to reading, known more
commonly as reader response theory, 6 (2) Margaret Mackey’s theory of literacies across
multimedia texts, 7 and (3) Brian Sturm’s theory of the “storylistening trance.” 8 Two essays on
inspiration and reference points for the research questions. These are the 1969 essay by Robert
review of these writings and additional literature across several disciplines is presented in
Chapter 2. The findings of this study as interpreted through these theoretical frameworks are
presented in Chapter 5.
The listener-viewer in digital storytelling is important to study for numerous reasons. Most
importantly, this study shifts the emphasis from the creators of digital stories to the listener-
viewers. As described further in Chapter 2, much of the research on digital storytelling projects
4
storytelling activity in the school library and classroom, this study attends to the listener-viewers’
experiences.
The findings of this research, presented in depth in Chapter 4, can add to a fairly small
body of literature on digital storytelling in library and information science, and contribute to
developing a theory or a model of the role of the listener/viewer in digital storytelling. As Brian
Sturm’s research demonstrates, there are conditions that support the engaged, focused state of the
storylistening trance with potential applications in the classroom setting. 11 In terms of applied
research, the findings can inform librarians and teachers who teach digital storytelling by
providing an increased understanding of the listener experience, and insights on the value of
viewing and listening to digital storytelling for learning. Included in Chapter 5 are
recommendations for teachers and librarians to support effectively the listener-viewer experience
in classroom and school library digital storytelling. This study will contribute to teaching and
new media studies, as well as provide a sustainable line of research in storytelling in the
information sciences.
The American Association for School Librarians Standards for the 21st-Century Learner,
makes clear connections between learning in curricular subjects and the creative expression of
ideas, and as such, digital storytelling is a valuable forum for relevant, authentic study of the
development of 21st-century skills in K-12 students. There are several Standards for the 21st
Century Learner relevant to this study, as listed in Table 1. The Standards are arranged into four
categories, which describe what “learners use skills, resources, and tools to” do. 12 The Standards
are listed at the left side of Table 1. Within each Standard are Skills, Dispositions in Action,
Responsibilities, and Self-Assessment Strategies; those most relevant to digital storytelling are
5
Table 1. AASL Standards for the 21st-Century Learner relevant to digital storytelling in the
6
Standard 4 4.1 Skills
4.1.3 Respond to literature and creative expressions of ideas in various
Pursue Personal formats and genres.
and Aesthetic 4.1.5 Connect ideas to own interests and previous knowledge and experience.
Growth 4.1.8 Use creative and artistic formats to express personal learning.
4.3 Responsibilities
4.3.1 Participate in the social exchange of ideas, both electronically and in
person.
4.4.5 Develop personal criteria for gauging how effectively own ideas are
expressed.
storytelling and digital storytelling. Key components of this discussion are writings on
NSN) and professional texts on storytelling, with a brief look at the growing popularity of
storytelling in different forms. It is important to note that literature on storytelling reflects its
practitioners is “the interactive art of using words and actions to reveal the elements and images
of a story while encouraging the listener’s imagination.” 14 Further, NSN establishes that
storytelling is interactive, and that “the responses of the listeners influence the telling of the
story. In fact, storytelling emerges from the interaction and cooperative, coordinated efforts of
7
teller and audience.” 15 This level of interaction fosters immediacy and a tight connection
NSN affirms that storytelling is intended to capture the imagination of the listener, a state
The storytelling listener’s role is to actively create the vivid, multi-sensory images,
actions, characters, and events—the reality—of the story in his or her mind, based on the
performance by the teller and on the listener’s own past experiences, beliefs, and
understandings. The completed story happens in the mind of the listener, a unique and
personalized individual. The listener becomes, therefore, a co-creator of the story as
experienced. 16
Thus, NSN identifies a very clear and active role for the listener in a storytelling setting.
Storytelling instructor and children’s librarian Carol Birch emphasizes the dialogic nature of
successful storytelling; in fact, she considers it an expectation of a storytelling audience that their
cannot be duplicated. 17 Storyteller and author Margaret Read MacDonald refers to storytelling
as “an audience-shaped art form,” in which “the tale is only one part of the story event.” 18 Table
8
Table 2. Roles and behaviors of storyteller and listener in traditional storytelling.
Storyteller Listener
Creates trust in the listener, creates sense of Trusts the storyteller, feels sense of rapport
and rapport with the listener
Creates and stimulates mental images for Sees images of the story in the mind’s eye
the listener through storytelling through referential and experiential
interpretations
Tells a story with these components: Listens to and follows the story, as listener,
characters, intent, actions, struggles, and enters into dialog with teller
details; 19 as teller, enters into dialog with
listener
Tells a story live, usually in the same room Listens to a live story, usually in the same
as the listeners room as the teller
Performs gestures or movements, uses body Observes the teller’s use of gestures,
language, uses props to support telling the movements, body language, and props as part
story of the listening and viewing experience
Provides opportunities for interaction, Responds to teller’s invitation (which may be
participation, response, dialogue; in turn, overt or less explicit) to participate vocally,
responds to listeners’ responses and with actions, in other observable ways, such as
reactions body language
Adjusts and improvises content, pace, Demonstrates needs through feedback,
timing, vocabulary, dialog according to observable behaviors (e.g., eye contact) and/or
listeners’ responses and needs of the inherent qualities (e.g., age)
audience; connects this audience with this
story 20
Creates and participates in a unique, Creates and participates in a unique, singular
singular storytelling experience via his orstorytelling experience in a time and place via
his or her listening role in the storytelling
her telling role in the storytelling process
process
Provides the focal point of a shared, live Becomes part of a group of listeners and part
experience for the audience of the community in the space
Performance and dramatic appeal may calm Show or feel emotional response or connection
or energize the audience 21
Other requisite qualities of storytelling, according to NSN, are that it uses words and
actions or vocalizations (distinguishing storytelling from dance and mime), and that it presents a
story, though what constitutes a “story” may differ among cultures. 22 Storyteller and author
9
Kendall Haven defines story as, “a detailed, character-based narration of a character’s struggles
to overcome obstacles and reach an important goal.” 23 Haven differentiates stories from
narratives. Stories can be narratives, but narratives are not necessarily all stories, as narratives
may also be more plot-based or information-based accounts that leave the connections of
There are new dimensions to storytelling in libraries and in culture today, including a
heightened interest in storytelling for all age groups and new forums for storytelling. Traditional
storytelling has a dynamic, national and local presence in the United States, with state liaisons of
the National Storytelling Network in every state; popular national and regional festivals such as
storytelling event held in libraries, community centers, and schools each November; and Special
Interest Groups of NSN that support storytelling in higher education, healing professions,
organizations, for youth, and in religious settings. 25 Versions of storytelling have made their
mark in popular culture in such programs as the stage show and podcast, The Moth 26, as well as
the NPR program and podcast This American Life, 27 and in StoryCorps, often heard on NPR, a
traveling program that invites families and friends to record personal interviews, which are
collection. 28
Storytellers Bill Mooney and David Holt, storytellers and authors of The Storyteller’s
Guide, maintain the mantra, “stories aren’t stories until they’re told” in explaining the value of
telling stories to help us understand ourselves and one another. 29 Storytelling in diverse forms
attracts an audience growing accustomed to user-created, Web 2.0-type interactions, and digital
storytelling synthesizes qualities of polished, stage storytelling with the accessible, personalized
10
nature of popular storytelling offerings, venues and formats. For these reasons, digital
programming for young people, and it has also grown in popularity in learning activities in
The level of complexity of the story and the interpretations of “digital” range widely in digital
storytelling activities, from a narrated photo montage, to video clips with text captions, to Skype-
situated readings of picture books. Robin identifies several applications of digital storytelling in
(including those developed by teachers to illustrate content), and stories that recount historical
events. 31 Both of Haven’s aforementioned classifications of “stories” and “narratives” are found
“Digital storytelling” is a term used across disciplines, from education to entertainment 32–not
just in libraries–and the definitions and descriptions vary just as widely. Elements common
11
• Some level of personalization by the author(s)/creator(s)
movie. In their book Multimodal Discourse: The Modes and Media of Contemporary
Communication (Hodder Arnold, 2001), Kress and Van Leeuewen describe a continuum of
communication “strata” that people employ to express and process meaning. Their illustration of
everyday conversation versus the work of professional voiceover specialist is a helpful reference
seamlessly the different skills, or strata, required to make and understand speech. These include
division of labor among professionals, in which experts provide such components as content for
the production (discourse), script writing and research (design), and sound engineering
(production). 33
experts combine different strata to communicate ideas, images, stories, and narratives. Although
students in a classroom setting may share the work and the stories may take the shape of a
“film,” the division of labor is not among professionals, which distinguishes digital storytelling
from feature films or movies, even those that may be short in length. Another common (though
12
not requisite) aspect of classroom or library-situated digital storytelling is the “showcase” or in-
person performance, with the audience and creators of the project together in the same space.
Selected definitions of digital storytelling vary from organizations and practitioners, and the
distinctions among them reflect their objectives and contexts. The University of Houston
maintains a website entitled, “Educational Uses of Digital Storytelling,” which defines digital
storytelling as
“the practice of using computer-based tools to tell stories. As with traditional storytelling,
most digital stories focus on a specific topic and contain a particular point of view.”
The website offers cross-disciplinary examples of digital storytelling as a teaching tool, though
most of the examples seem to present teacher-created work that would be used for instruction on
a topic, such as kitchen and food-themed vocabulary and grammar for ESL learners. The site
provides rubrics and guidance for assessing K-12 student-created digital storytelling projects. 34
Mecklenberg County, describes digital storytelling as “the act of using sound, images, and video
to form a narrative” in the ALA TechSource Library Technology Reports edition, “Digital
Leslie Rule, Producing Supervisor of the Center for Digital Media at KQED, a public
television and radio network in Northern California, presents a definition that focuses on the
13
“the modern expression of the ancient art of storytelling. Digital stories derive their
power by weaving images, music, narrative and voice together, thereby giving deep
dimension and vivid color to characters, situations, experiences, and insights.”
Her discussion of digital storytelling appeared in a 2010 article in Knowledge Quest, the
publication of the American Association for School Librarians, and the article emphasizes the
ease and accessibility of digital storytelling activities for school librarians and the potential for
students. 36
hoc categories and examples of digital storytelling applications include the following:
• In-person, live telling, recorded in a digital format (recorded on video and posted
to Youtube or Vimeo)
Storybird)
14
The Center for Digital Storytelling, led by Joe Lambert, emphasizes the personal narrative
combining recorded voice, still and moving images, and music or other sounds.” Projects
facilitated by Center for Digital Storytelling follow a format that builds personal narratives,
mostly with adults, although a Youth section of example stories is presented on the Center’s
website. 37
Bernajean Porter’s Digitales program also highlights the personal narrative, although her
teaching services are directed more toward K-12 teachers and the educational setting, with tools
and resources for sharing digital storytelling with children after participating in her workshops
and trainings. Porter’s website explains that “each digital story uses a personal or family
experience to develop a living memory with a moral, an a-ha awareness, or a specific lesson
learned” and her method of digital storytelling features still photos, narration, and music. 38
Two examples illustrate the breadth of activities known as digital storytelling according to
the author, creator, or organization. First, “Celebrate Oklahoma Voices,” in which stories are
primarily comprised of still photos with narration, is “a statewide digital storytelling project
empowering learners to become digital witnesses, archiving local oral history and sharing that
history safely on the global stage of the Internet.” Themes to note in this project are
empowerment, community, and oral history, and adults, teens, and children are participants. 39 In
curriculum-related digital stories feature students in videos on plants, animals, and the
environment. 40
show-type format for making “short, visual stories that you make with family and friends to
15
share.” 41 The site was featured in the American Association of School Librarians’ 2010 Top 25
Best Websites for Teaching and Learning under the category of Digital Storytelling, along with
two other sites. 42 Jing, http://www.techsmith.com/jing/, allows users to capture and share screen
captures of what they are doing on their computer monitors. The International Children’s Digital
University of Maryland that provides free online access to digital children’s books. As the
16
Table 3. Characteristics and examples of digital storytelling.
Secondary
Storyboarding, student- Myths and legends, No Ohler 47
selected topics, teacher and character education
expert-facilitated, video
and student drawings Elementary
considered a multimodal text, which here means that more than one format of text is presented,
e.g., words, video, images, music, and voice-over, and that shifting among multiple modes of
17
interaction with the text is required to engage with it, including reading, listening, and viewing
and/or watching. “Media” is the content, i.e., a digital media, and “mode” is the means of
The format and modes of telling and listening to traditional and digital storytelling differ, yet
some critical aspects of storytelling remain consistent between the two forms. The strongest
similarity rests in the presentation of a story or narrative. The most apparent distinction is that,
in most cases, traditional storytelling is presented via live teller or tellers in the same physical
space as a live audience, and digital storytelling is presented via digital multimedia, and the
teller, or author-creator, may or may not be present for the performance. Table 4 below lists
storytelling.
18
Table 4. Comparison of traditional storytelling and digital storytelling.
Length varies from approximately 4-5 Length is usually 3-5 minutes, possibly longer
minutes to 45 minutes-one hour
Includes story or narrative Includes story or narrative
19
1.5.5 Use of Storytelling- and School-Related Terms and Conventions in This Study
It is helpful to the reader to know how some terms and phrases are used in this dissertation. The
definitions and applications of “digital storytelling” and “traditional storytelling” (also referred
in Chapter 2. “Digital stories” and “digital storytelling projects” are used here interchangeably
to describe the product of the students’ work, e.g., their Photo Story presentations and iMovies.
These applications are described further in Chapter 3. In some contexts, the terms “story” and
“video” refer to the digital storytelling projects, and the students and teachers at School 3 prefer
“Teller” is the person telling a story in a live, traditional format. To incorporate the
technology and design skills required to create digital stories, in this study, the term for teller in a
digital story is the “author-creator.” Indeed, the many tasks of the author-creator are difficult to
articulate with one phrase; perhaps one of the students in the study had the right idea by referring
to one group of author-creators as “the makers,” explaining that he liked a particular story
In live, face-to-face storytelling, the person or persons hearing the story are the audience
or the listeners. In this study, the audience of digital storytelling is described as the “listener-
viewer.” I used “performance” in this study to describe the sharing of the completed digital
storytelling projects in the classroom and school library. “Performance” captures the spirit of a
20
Individuals in the school environment are the students, teachers and school librarians,
study, “classroom teacher” is used to describe the subject area teacher, such as the sixth grade
social studies teacher in School 1 and the seventh grade language arts teacher in School 3.
School librarians are also “teachers” by profession and via their status as teaching faculty per
their school or district’s teacher contract, though here, they are primarily referred to as “school
The school principal is the leader directly in charge of the activities, students, and
personnel of a school building. The term “administration” includes school principals, but
“administrators” can also include district level personnel, such as the superintendent, director of
member who provides classroom support to a class or individuals within a class. This job is
When I started analyzing the data, I kept the school settings straight in my mind by
referring to them as “School 1,” “School 2,” and “School 3,” which reflected the chronological
order of when the projects began at each school. For consistency, I maintained the use of these
names in the writing, with appropriate context and descriptors to help the readers understand
which setting is being described. The names of the teachers and students in the study are
a transcript excerpt makes such a reference. Finally, in quoting students’ responses as students
wrote them, I used brackets [such as this example] to note a corrected spelling, which helps
maintain readability of this document but acknowledges the original content of the student
21
response. There are some instances where I did not correct for spelling to illustrate a point, and
22
2.0 CHAPTER TWO: LITERATURE REVIEW
contribute much of the writing on digital storytelling; although some empirical studies do
provide evidence of digital storytelling in practice, including several dissertations in the past six
years (2004-2010) dealing with digital storytelling in education, including the K-12 setting, after
school programs, and adult education. This literature review incorporates essays on traditional
Emeritus in Humanities at UCLA, wrote that there are four, interrelated postulates that come
event.’” 48 Georges posits that (1) every storytelling event is a communicative event, with at least
one decoder and at least one encoder sharing direct, person-to-person communication. Next, (2),
23
every storytelling event is a social experience, with the social identities of storyteller and story
listener becoming, for the course of the event, the most prominent of the social identities
maintained by the people involved. Further, (3), every storytelling event is unique, occurring
only once in time and space in a setting of particular social relationships and forces. Finally, (4),
storytelling events exhibit degrees and kinds of similarities, by which members of a society can
Georges uses these postulates to reject research notions that listeners are passive actors in
storytelling events; that stories should remain static as they are reproduced from teller to teller
and event to event; and that variations in stories represent accidental diversions. Georges asserts
that the relationships and settings of each storytelling event meld into a moment that cannot be
replicated:
“the total message of any given storytelling event is generated and shaped by and exists
because of a specific storyteller and specific story listeners whose interactions constitute
a network of social interrelationships that is unique to a particular storytelling event.” 50
Author and storyteller Jack Maguire presents another set of storytelling characteristics in
an essay about the educational process that is storytelling. Before explicating the benefits of
storytelling, he asserts his disdain for the term “storytelling,” lamenting its inadequacy in
describing the range of activities it entails, including, “listening, imagining, caring, judging,
reading, adapting, creating, observing, remembering, and planning.” 51 In the first of his set of
storytelling benefits, Maguire emphasizes that storytelling fosters direct, positive effects between
human beings, and traces early forms of storytelling to ancient teachers, who not only made
content relevant for their students through stories, but made the teaching process more enjoyable
for themselves. Maguire also suggests that storytelling permits knowledge to take on a human
24
form, distinct from the written word, which motivates listeners to think more actively and
The next major benefit of storytelling that Maguire describes is that storytelling allows
for the listener’s imagination to enter into the story via “the mind’s eye.” Choices about the
appearance of characters, details of settings, and choreography of interactions are in the hands, or
more accurately, the minds, of the listeners. Maguire worries that a media-saturated world
threatens people’s ability to construct personal images, which is a facility he believes supports
encounters with subject-area materials in the school setting. Finally, Maguire maintains that
storytelling is by nature loose, rough-hewn, and accessible. It is not perfect, which allows
Illinois Press) and Maguire’s article comes from the Children’s Literature Association Quarterly
Upon review of Georges’ and Maguire’s storytelling characteristics, and considering other
descriptions of the art and tradition of storytelling, it seems possible that digital storytelling may
not “hold up” in a test for essential characteristics of storytelling, particularly from the side of the
listener or viewer. It becomes clear when comparing examples of digital storytelling to these
qualities of traditional storytelling, that there are distinct differences in the potential for
interaction described by both Georges and Maguire, as well as in the “on-the-fly” changes and
25
space for imagination that characterize Maguire’s vision of storytelling. In digital storytelling,
the performance, or end product, of the story is usually presented in a fixed, finished medium.
As such, it seems that the audience involvement and response in digital storytelling would differ
from the interactive, dialogic nature of oral storytelling as it is experienced live and as it is
described in classic storytelling literature. With so much focus on the user, it seems that the role
events.
Many school and library-based digital storytelling activities include a group viewing of
digital stories with the storyteller(s) in the room. In a study of middle-schoolers in an after-
school digital storytelling program, Roche-Smith explains that seeing peers receive clapping and
attention for screening digital storytelling projects in a group setting motivated one student who
had previously exhibited only minimal efforts in his own digital storytelling project, to share his
writing, create detailed stories, and increase his concentration. 53 In Hug’s study of adolescent
girls in an after-school club, the group viewing was open to friends and family, and this “public”
aspect of the viewing motivated some girls to present less personal stories; other girls elected not
In these group viewing settings, the storyteller does not typically have the opportunity to
adjust the telling to fit the audience response, as would be possible in traditional storytelling. As
part of this same relationship, the listener-viewers of digital storytelling aren’t afforded the
sociologist Marshall McLuhan’s term “cool medium” to compare reading and storytelling,
though, as described below, reading theorist Louise Rosenblatt would likely argue against the
idea that the reading is as “inflexible, one-way” as Maguire contends. Nonetheless, the person-
26
to-person dimension of live storytelling is not embodied in reading, nor, arguably, in digital
versions of storytelling.
“fidelity.” Returning to Kress and Van Leeuwen’s scenario of the voiceover specialist working
as part of a professional team that allocates the strata, or communication elements, of discourse,
design, and production, there is a fourth strata that they identify – distribution. It is the task of
the sound engineers to create a recorded piece with “high fidelity,” a faithful iteration of the
professionally engineered sound for public distribution. 55 Applying this concept to storytelling,
it could be argued that a strength of traditional, live storytelling is in fact its “low fidelity,” that
storytelling events cannot be replicated precisely, and that the flexible, dynamic nature of the
storytelling allows the teller to adapt a story for maximum engagement from a particular
AND RESEARCH
A common emphasis in digital storytelling programs – perhaps with the exception of theater-
based showcases of digital storytelling as described by Lambert in his book about the Center for
Digital Storytelling 56 –is on the role of the creator. In a similar fashion, many school
library/classroom activities assign the learning objective to the creator of the digital story, and
many other digital stories, such as StoryCorps, also focus upon the role of the author/teller, with
27
little attention to who the listener is, what the expectations for the listener are, and what the
intended or observed responses of the listener might be. In this respect, digital storytelling is an
example of a Web 2.0 tool; it is user-created, user-driven content, and outside a structured setting
(such as a class assignment), there is little requirement for form, length, or quality. That open-
endedness creates some of the very appeal and accessibility of digital storytelling to young
people. Yet, as mentioned, most storytelling texts contend that a listener is a requisite element of
It is fair to note that digital media presents new options for collaborative work and shared
authorship, which may introduce altogether new forms of audience involvement in storytelling.
As in traditional storytelling, the roles and experiences of digital storytelling audiences vary
according to the setting or context, and depend on the style and objective of the teller or
program. Digital storytelling programs are offered across settings and age groups that exhibit
From a classroom teaching perspective, digital storytelling can be an accessible and productive
use of educational technology because it utilizes technology that is increasingly affordable and
fairly simple to learn, and combines the technology with storytelling and story writing skills that
teachers teach as part of the regular curriculum. 57 The added component of multimedia in digital
performance: the prop enhances the telling, but the story is the most important part. 58
28
Studies on the use of digital storytelling in the K-12 setting can be classifiable into
several categories. Across the following categories, research studies and doctoral dissertations
share a focus on the authorship and creative process of the development of the story:
• A tool to teach a curricular area, with stories created by the students or by the teacher
• A way to teach story elements, such as plot, characters, and setting or writing, including
revision techniques
• An activity around which a community and identity develop, such as a technology club for
girls 59
Research on digital storytelling with adults also identifies qualities of empowerment and
transformation, including interviews presented by Lambert with individuals who work with
digital storytelling and global cultural activism and victims of domestic violence 62; digital
storytelling as a participatory media practice for Chinese immigrants in California 63; and digital
storytelling as way to foster self-understanding and dialog across groups of migrants in Dublin,
Ireland. 64 Digital storytelling’s capacity to support agency and civic action in young people is
discussed by Erstad and Silseth, in that the process allows young people to “learn how to use
technology to make their own voice heard and the opportunity to use knowledge and experience
Carey studied a second grade class in a year-long ethnographic research study, and she
reported that, “multimodal instruction, based on a social semiotic approach to literacy learning,
29
offered many modes of meaning making that fostered student engagement.” 66 Ochsner found
that making didactic digital movies helped middle school students to learn science content. 67
program, and found that digital storytelling became a means for the students to construct and
express new understandings of themselves and to communicate with each other. 68 Hathorn
studied the same program through a different lens: benefits for the African-American male. She
studied elementary and middle school students in the after-school program, and concluded that
the digital storytelling program helped students to gain language learning, technology skills, and
after-school technology program for adolescent girls and found that the girls used the technology
to create personal stories and stories told from a distance, and that although the girls became
capable users of the digital storytelling technology, they did not identify themselves as expert
users; rather, the technology was “invisible” and the story was the main focus. 70
Stojke conducted a study of four middle school students at a summer writing clinic, and
she found that digital storytelling helped the students to make substantial revisions in their
writing, including “adding, deleting, and rearranging text.” 71 Li studied a digital storytelling
program with adults, in association with the Chinese American Culture Association in the San
Gabriel Valley in Southern California, and found that the project was empowering for the
participants both in the process of creating the stories and in the “pride and collective efficacy”
in the finished product, which was made available to the local community through screenings,
30
2.2.3 Theoretical Models of Digital Storytelling
Theoretical frameworks for digital storytelling are limited. Schäfer developed a reference model
for digital storytelling as part of her doctoral thesis at Technische Universität Berlin. The model,
which she calls “Dimension Star,” is intended for categorization and comparison of digital
interaction, and appeal designates its placement into five categories: Media Repositories, Story
Instructional Technology Professor Bernard Robin writes about the need for a theoretical
framework to use in investigating the value of digital storytelling and other multimedia activities
credits Pierson, Mishra, Koehler and others with developing), a theory which integrates
technology, content knowledge, and pedagogy and seems most pertinent to teacher education. 74
At this time, there appears to be no theoretical framework of digital storytelling in a library and
This section considers theoretical works on responses to stories and multimodal texts, in order to
provide a basis for comparison to digital storytelling experiences. For this study, digital
the presentation of more than one format of text, e.g., words, video, images, music, and voice-
31
over, with a shifting among multiple modes of interaction with the text needed to engage with it,
e.g., reading, listening, and viewing and/or watching. The term “modal” in place of “media” (as
in “multimedia”) encompasses the actions and skills required of the reader/listener/viewer, rather
than just describing the formats. Erstad and Silseth explain that a multimodal text is complex in
the way it is constructed and in how it is “read.” In creating a multimodal text, different kinds of
resources are combined, such as the sounds, images, and text in a digital story. To read, view,
and engage with the multimodal text as a product, a semiotic, or sign-reading, analysis involved,
Louise Rosenblatt is a reading theorist who is known for writing and research about “reader
response,” or “transactional response to reading,” and her research forms one theoretical basis
for this investigation of storytelling response. Although the format of storytelling is not a
“reading experience,” much of Rosenblatt’s work involves the interpretation of texts, which
arguably, storytelling events are. 76 Rosenblatt believed that reading is a transaction between
reader and text, and that it is a dynamic, not passive, relationship. She explains that “the reader
brings to the text a ‘reservoir’ of past experiences with language and the world,” and she uses the
term “reservoir” frequently in her writing to describe how readers approach a text. 77
Margaret Mackey and other writers have used the term “palimpsest” to describe a similar
quality of readers. An ancient palimpsest was like a version of an Etch-a-Sketch toy, a scroll that
could be written on, scraped off, and written on again over the remnants of past writings. 78
Readers bring unique palimpsests to texts, with the potential to produce diverse understandings
of what is read according to personal life experiences. 79 In other words, each reader’s
32
experiences with reading and with life create unique layers upon which new understandings are
developed. As such, multiple readers can read the “same” text and understand it differently
stories. Rosenblatt compares the “cocktail party phenomenon” to reading, in that in a crowded
room, an individual can effectively attend to only one conversation at a time, while the rest of the
room takes on a hum of background noise. Though not in a manner that can necessarily be
controlled, an individual enacts a similar skill when he reads, focusing attention, organizing
meaning, and working back and forth among different areas of consciousness. 80 How readers
attend to a text determines where they appear on Rosenblatt’s model for reading–the continuum
of efferent and aesthetic reading. Attention also has to do with what happens after the reading.
Efferent reading, from the Latin “efferre,” to carry away, is related to what readers take away
from the experience. A stance of efferent reading is reading for facts and information, “concepts
to be retained, ideas to be tested, actions to be performed after the reading.” 81 Aesthetic reading
is about the poetic experience of reading, the here and now, the lived moment. The same reader
may approach different texts, or even the same texts, from different points on the continuum, at
different times. 82
Donald Braid, Professor of English, Folklore, and Anthropology at Butler University uses
the terms “referential” and “experiential” to describe how listeners extract meaning and
coherence when hearing personal narratives. Listeners use real-life experiences, the experiential,
to recontextualize that which they hear in terms of what they know. This process, which Braid
describes as an active, repeating framing of new information and projections of what is about to
33
happen, helps the listener follow what is happening in the narrative. He explains that the
correcting transaction,” though her description doesn’t necessarily fit neatly in the experiential
and referential categories that Braid identifies. Braid’s referential meaning, in contrast, is that
which is outside the lived experience. It is also pertinent to note here that Braid refers to reader
response theory, that of literary critic Stanley Fish in particular, to help analyze listener-response,
Joe Lambert explains that context determines what the listener “hears,” and that which is
the private, internal hearing in the mind. 85 Rosenblatt writes about a related concept, with regard
to the public and private aspects of reading. The public aspect is the scientific denotation of the
text; the private aspect is the ongoing, interpretive, personalized version of a text that a reader
dynamically shapes in the process of reading. 86 This simultaneous process of being in front of
the same “text” as other readers or viewers, while living a different experience, is quite
complicated to capture in a research setting, but the research design, as described below, is
intended to explore both components of this process, as much as is feasible within this
investigation.
experience, which also connects to the experience of digital storytelling. This idea of a response
as a kinesthetic state of being is an interesting theoretical approach for the current study. In
34
Mackey’s book Literacies across Media: Playing the Text (Routledge, 2nd Edition, 2007), an
additional perspective comes from Collins, who argues that reader response is a hybrid space;
readers create images at the direction of the writer, and these images are not so much dictated as
facilitated and inspired. Mackey’s theory may be applied to the digital storytelling experience as
well. 87 She also writes about attention in the context of her study of students’ reading of
multimedia texts. She emphasizes that human attention is finite, and that individuals concentrate
on only one thing at a time, though they can switch very quickly among tasks. As Mackey
explains, “attaining, sustaining, and directing attention is a major thrust of any text, whether
designed for aesthetic, informational, or commercial purposes.” 88 The attention of the student
listener-viewers is important in this study, as the multimodal format of digital storytelling places
particular demands on the attention of the listener-viewers. Different kinds of attention are
required for reading and for listening, and within those activities, the purposes for reading and
Brian Sturm, professor and storyteller at University of North Carolina-Chapel Hill, researches
and writes about the “storylistening trance,” a state of mind into which listeners enter during a
storytelling experience. 89 Extending this theory into digital storytelling experiences makes
sense, as the components of storytelling form the basis for digital storytelling projects, though to
varying extents. Sturm’s theory is shaped in part on Rosenblatt’s theory, particularly her
differentiation between the “text,” which is created by the author, and “the poem,” which is
formed by the reader’s experience with the text. Sturm also bases his research on studies of
35
with constructivist as the primary reference point for his work. Sturm identified six categories to
represent the listener’s experience with the storylistening trance: realism, lack of awareness of
surroundings or other mental processes, engaged receptive channels, control, placeness, and time
festivals and interviews with listeners ranging from young people to the elderly. 90
Of note here are the implications that Sturm identifies for teachers and school librarians,
namely, enlightening what is happening in the mind of “the involved student,” the term Sturm
uses to describe “a child in a classroom who is lost in thought over a particular math problem or
a student in the library media center deeply engrossed in a story, a computer game, or a difficult
information search.” He also relates contributing factors of the storylistening trance to methods
for engaging students in learning. For example, a teacher can use situated, authentic learning and
novelty, provide physical and emotional comfort, and develop rapport to engage students in
learning. 91
Sturm has identified influences on the trance state, that which allow or inhibit the trance.
The storyteller, story, environment, and listener affect the trance according to these qualities;
36
Green, Brock, and Kaufman, in the journal Communication Theory, identify
“transportation into narrative worlds” as an outcome of enjoyable experiences with media, and
there are aspects of their transportation theory that are similar to Sturm’s storylistening trance.
For example, they report listeners becoming emotionally involved in a story, having the feeling
that they are really “there,” and losing track of time. 93 An important connection between the
work of Green, Brock, and Kaufman and the current research is transportation’s effect on
enjoyment, which can inspire listeners and viewers to seek out similar activities in the future.
Lambert maintains that understanding the author’s intent is not easy when viewing a story via the
Internet, which could be the setting of some viewings of digital storytelling. He identifies that
“communities of context” are needed to support understanding of the author’s intent. 94 Although
the digital storytelling format developed by Lambert and colleagues at the Center for Digital
Storytelling (particularly Dana Atchley, who along with Lambert is credited in many sources
with creating digital storytelling) typically includes a performance of the story in a group setting,
with directed debriefing and feedback, it is not clear that all digital storytelling takes place with
such attention to the context of the performance or the viewing of the story.
Even though Lambert’s work is directed primarily toward adult learners, his discussion of
the value of digital storytelling in effectively developing digital literacies is quite relevant to K-
12 settings and supports the use of digital storytelling in the classroom. He explains that in his
experience in over fifteen years of teaching digital storytelling, that the form of project-based
learning within the context of personal narrative supports the learning of multimedia
technologies. Further, even when the goal is to convey information (as a student might do in a
37
curriculum-related story), the personal voice of digital storytelling adds meaning, as the creator
is describing her “version of events and realizations.” 95 Lambert believes that digital storytelling
connects the creator of the story to the content; the current study seeks to investigate where the
listener-viewer fits in this relationship, and how the listener-viewer characterizes digital
storytelling.
Storyteller Kendall Haven’s book, Story Proof: The Science behind the Startling Power
of Story (Libraries Unlimited, 2007), compiles research findings on the brain, learning, and story
to argue that human minds are wired for story. Haven presents vast findings from science,
educational psychology, neurology, psychology, medicine, and other fields to support his thesis
that story is the most effective way to learn. He organizes the cognitive and neural research
studies into the following eight themes: comprehension, logical thinking and general (cross-
curricular) learning, creating meaning from narrative, motivation to learn (and to pay attention),
building a sense of community and involvement, literacy and language mastery, writing, and
memory. All of the studies address the effect of story on the “receiver” of the story, which
Haven exemplifies with practical applications, such as, “placing key concepts and information
within the structure of stories provides motivation to absorb and learn material by creating
Thus, the wide, diverse use of digital storytelling in the K-12 classroom setting and in
other contexts with young people, considered along with digital storytelling literature that
emphasizes the creator/author, not the listener-viewer, sets up a relevant focus for this
investigation. The lens of existing theoretical frameworks for reader and listener responses will
support effectively this exploration of how listener-viewers respond to and engage in digital
38
intermediate classroom and middle school library. The remaining sections of this chapter
provide background into the media lives of children and state educational standards on which
consider young people’s overall use of technology and information. The January 2010 Kaiser
examines the amount of time that children spent interacting with media, a phenomenon perhaps
best described by the title of the related New York Times article, “If Your Kids Are Awake,
They’re Probably Online.” 98 According to the Kaiser report, children ages 8 to 18 spend up to 7
hours and 38 minutes hours a day engaged in media activities, a figure that increases to 10 hours
and 45 minutes and when adding in media that young people view, play, and interact with
simultaneously.
The Kaiser report notes that every type of media usage has increased in the past 10 years
for 8 to 18- year olds, except for reading. Examples of increases in media usage in the years
2004-2009 are as follows: 24 minutes of increased time per day for video games, 27 minutes
more per day for computers, and 47 minutes more per day for music and audio. The Generation
M2 study also reported on ownership of “gadgets.” In 2009, 76% of children ages 8 to 18 owned
iPods or .mp3 players (up from 58% from 2004); 66% owned a cell phone (up from 39%
39
ownership in 2004); 59% owned a handheld video game player; and 29% owned a laptop
computer. 99
Researchers in diverse disciplines are studying learning in the context of digital media.
Among these studies is the Digital Youth Project led by Mizuko Ito. This large-scale, three-year
study of the media use of youth found that children and young adults rely heavily on digital
media for social interaction, and for some, to pursue interests such as gaming, creative writing,
and video editing in online communities. The researchers describe the types of youth media
activities according to three categories: Hanging Out, Messing Around, and Geeking Out, which
knowledge. 100
In Language and Literacy Learning in the Digital Age (Routledge, 2011) Gee and Hayes
examine the learning that takes place within popular culture, and in particular, they identify a
type of learning that is “deep, complex, and knowledge-producing,” which they term “passionate
affinity-based learning.” 101 This type of learning shares some qualities of “Geeking Out” as
described by Ito et al, 102 and it occurs in “passionate affinity spaces” that may exist in a brick-
and-mortar location, in a virtual space, or both. Gee and Hayes name seven qualities of
passionate affinity-based learning. First, shared interests and not credentials bring the learners
together, and the learners have a deep passion for the subject. All participants can be producers
of knowledge and not just consumers, and leadership roles are flexible and changing. Different
members of the spaces have varied areas of specialization and follow different trajectories of
learning, and though some members become experts, learning is perpetual and ongoing in the
space. 103
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2.4.2 School Curriculum and Standards Related to Digital Storytelling
Academic standards documents and school and state-level curricula address the prominence of
technology in 21st century learning. The most recent standards document developed by the
American Association of School Librarians (AASL) is the 2007 Standards for the 21st Century
Learner, in which AASL expands information literacy beyond “the ability to find and use
information,” which was the definition presented in the 1988 and 1998 versions of Information
Power, which were previously guiding documents for school librarians. 104 In the 2007 Standards
and accompanying implementation documents Standards for the 21st-Century Learner in Action
(ALA, 2009) and Empowering Learners: Guidelines for School Library Programs (ALA, 2009),
multiple literacies and affective elements, termed “dispositions,” form a richer, more dynamic
picture of learning outcomes, an update that corresponds more closely with research in
information seeking behavior. 105 The new standards also reflect a more global perspective,
based upon the idea that knowledge is socially constructed, and that collaboration, real world
Education (PDE). In twelve subject areas, PDE mandates academic standards, or “benchmark
measures that define what students should know and be able to do at specified grade levels
beginning in grade 3, and these standards serve “as the basis for curriculum and instruction in
Pennsylvania's public schools.” 106 One of the twelve subject areas is Science and Technology,
In 2010, Pennsylvania replaced two of its sets of subject area standards, “Mathematics”
and “Reading, Writing, Listening and Speaking,” with the Common Core State Standards – Math
and Common Core State Standards – English Language Arts. 107 According to the Common Core
41
State Standards Initiative website, the Common Core is a “state-led effort to establish a shared
set of clear educational standards for English language arts and mathematics that states can
voluntarily adopt.” 108 In the Key Design Considerations of the English Language Arts
Standards, it is explained that “the need to conduct research and to produce and consume media
is embedded into every aspect of today’s curriculum” and as such, information and technology
skills are not treated separately, but incorporated throughout the standards. 109
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3.0 CHAPTER THREE: METHODOLOGY
3.1 INTRODUCTION
(1) How do student listener-viewers respond to and engage in digital storytelling in school
This chapter explains how the methodology was designed and implemented to investigate these
questions.
This study incorporates several methods of qualitative research. The foundation of the project is
43
middle school classroom settings, with student surveys, focus groups, teacher and librarian
Research studies in library and information science support the use of mixed methods.
For example, Agosto and Hughes-Hassell’s study of everyday life information seeking behaviors
of urban teens employed methods of written surveys, audio journals, written activity logs, digital
photographs taken by participants, and semi-structured group interviews. Agosto and Hughes-
Hassell assert that the mixed methods approach allowed the young people in their study to
The “tween day” information behavior studies by Meyers, Fisher, and Marcoux also
utilized mixed methods, including a focus group, interviews, and a WebQuest, to study tweens.
These authors emphasize that doing research “with” youth, rather than “on” youth, provides an
experience that is engaging and empowering for the participants and offers meaningful
In this study, the length of time for the classroom-based activities depended upon the
observer for durations unique to each classroom setting. The number of days spent observing
ranged from six (School 3, grade 7) to thirteen (School 1, grade 6). This relatively short-term,
characterized by short-ranged field visits, intensive, multimedia data collection (such as audio,
photos, and video), and a focused attention on a particular aspect of the participants’ activities. 112
Following the development of the digital storytelling and the viewing of the students’
stories at each school site, I conducted a survey with all of the students in the participating
44
classes and shared focus-group discussions with a group of 6-8 randomly selected students from
each class. I also interviewed the teachers and librarians and collected learning materials from
the activities. Table 5 shows the sequence of research activities at each school site.
Additional data for the study included photographs and video of the classroom space and
the students during digital storytelling performance, the students’ digital stories (in the form of
media files), and the teachers’ classroom materials (handouts and rubrics). These artifacts are
described further below. Table 6 provides the scenario for each setting, including the subject
area in which the digital storytelling was implemented, the type of activity, the number of
student and educator participants, and the number of days spent observing the project
45
Table 6. Scenarios, participants, and number of days spent observing at each of the
three school sites. “Observation Days” column includes digital storytelling project
development and performance days.
School Grades Subject Activity Students Educators in Observation
Levels and Area in Study Study Days
Ages
1 Grade 6, Social Ancient 15 1 teacher 13
ages 11-12 Studies China 1 school
Photo librarian
Story 1 para-
professional
2 Grades 4-5, Technology/ Digital 17 1 teacher 10
ages 9-11 Language Book
Arts Trailers /
iMovie
3 Grade 7, Language Team 22 1 teacher 6
ages 12-13 Arts Podcast/ 1 school
iMovie librarian
The study population is students from classes in three Pittsburgh, Pennsylvania-area schools in
the intermediate and middle school grade levels. The three school sites were selected by
convenience sample, a nonprobability sample in which the researcher selects from groups that
are readily available for study. 113 The study focuses on the students’ activities in series of digital
storytelling lessons or activities for intermediate and middle-school students, taught or facilitated
by teachers and school librarians working in collaboration. As described in more depth in the
sections that follow, the three sites in the study included students in grade 6, who were ages 11
and 12 (School 1), a mixed-grade level classroom of grades four and five, with students ranging
from age 9 to age 11 (School 2), and grade 7, in which the students were 12 and 13 (School 3).
46
In order to answer how students listen and respond to digital storytelling in the
intermediate and middle school classroom and school library setting, I wanted to study the events
of the classroom in as natural and authentic a setting as possible, rather than via experimental
design. As the researcher, my role did not involve the development of the lessons, but rather the
My PhD studies at the University of Pittsburgh spanned the years from 2008 to 2011. During
each semester of my doctoral studies and dissertation research, I taught or co-taught face-to-face
and online graduate courses in the School Library Certification Program at the University of
Pittsburgh.
Prior to matriculating as a full-time student in the doctoral program, I worked for eight
years in K-12 education. I taught first grade for four years in a suburban Pittsburgh school
district, then I worked for four years in a different suburban district, also in the Greater
Pittsburgh area, as the middle school librarian for students in grades six, seven, and eight. In
addition to my work as a professional educator, I also have fifteen years of work and volunteer
experience with students of diverse cultural backgrounds, ages preschool through high school, in
urban, rural, and suburban settings. These activities included substitute teaching and K-12
internships, high school marching band and elementary/junior high baton twirling corps
instruction, day care employment, public library program presentations, and community outreach
programs.
47
3.3 DATA COLLECTION AND RATIONALE
Three different school settings provided a rich body of data for analysis. In this application of an
ethnographic approach, the opportunity to observe more than one implementation of digital
storytelling provides a range of listener-viewer experiences to answer the research questions and
With this type of study, largely exploratory in nature with an aim to characterize the
listener-viewer response and how it is represented in this type of classroom or library activity,
there are additional advantages to having three schools, including a range of independent and
teacher-led projects, different ages and ability levels within the intermediate and middle school
grade levels, varying levels of comfort and familiarity with technology, several software
applications and computer operating systems, varied classroom structures and approaches to
teaching and learning, diverse genres and purposes of digital storytelling, and distinct formats for
the viewing of the completed digital storytelling projects. As Heath and Street describe, there is
“immense variability as well as stability” across cultural contexts, and this was very true of the
In an ethnographic approach, the researcher studies a group through immersion in the setting and
by using several data collection methods. 115 Gay, Mills, and Airasian identify as data sources for
components of the approach in my study. 116 In this approach, the researcher is a participant-
observer who has the opportunity to “hear, see, and begin to experience reality as the participants
48
do.” 117 Characteristics of ethnographic research in the educational setting include the
presentation of “an accurate reflection of participants’ behaviors and perspectives;” “an emphasis
on exploring the nature of particular social phenomena” rather than testing out hypotheses; and
the collection of data through field work experiences. 118 Participant-observers have the
opportunity to develop insights about the culture and relationships with the participants, which
Situating myself in the classroom learning environment for the duration of the digital
storytelling project – not just the sharing of the finished products, even though that aspect was
initially my focus – was necessary for accurate understanding of the research setting. Observing
students throughout the whole activity helped to establish context, which Professor of Education
understood if removed from those contexts.” 120 Erstad and Silseth employed a similar stance in
their study of eighth-grade digital storytelling in a school in Norway, in which they emphasized
the importance of “analyz[ing] the use of technologies within the context in which it [was] being
applied.” 121 Even Robert A. Georges 1960s research on storytelling corroborates the attempt to
study as natural a setting as possible; he points out the value of “captur[ing] the wholeness” of
During the observation phase, descriptive and reflective information about the setting was
recorded via field notes, which describe as accurately and comprehensively as possible the
activities in the research setting. 123 The use of field notes as a data source support the self-
reporting provided via the survey, focus group, and teacher and librarian interviews. The field
notes reflect my observations of what teachers and students did and said during the digital
49
storytelling projects, including the teachers’ instruction and interaction with students; students’
collaborative and individual activities on the computers and in the library and classroom;
discussion among students and my exchanges with students; student behaviors during the class
sessions and when viewing the digital stories; and classroom and technology arrangements and
equipment. Additional data supporting the field notes were photographs and video of the
students and classroom spaces during the performances of the digital stories.
how the performances spaces were set up, as proximity of the sound, volume, and arrangement
also affect listening and who responds and how. 124 Information regarding the class and school
3.3.2 Surveys
The survey instrument was used in this study to collect some information on the students’
background knowledge of storytelling and digital storytelling, their typical computer and gaming
use, and their experiences with this digital storytelling project at school. It should be noted that
surveys are not a typical instrument for an ethnographic study, and that although this study uses
some ethnographic methods (like participant-observation), the survey is part of this study’s
The survey questions in this study were designed to gather sufficient data to support the
exploration of the research questions, while at the same time being interesting enough for the
students to want to answer, not too difficult to read or answer, and not excessively lengthy,
because the surveys were distributed during a class period. The questions follow Converse and
50
narrow reference period, and to ask specific questions. 125 The privacy inherent in a written
survey was intended to offer students the opportunity to answer questions about their peers’
digital stories without making their responses known to the group. The study includes open-
ended and closed-ended questions. Closed-ended questions generated specific responses with
the same frame of reference for all of the students, with a uniformity of responses. 126 The survey
is included in Appendix A, along with a separate version of the survey that maps the research
The initial design of the study included a pre-test of the survey instrument, in the format
of a “participating pretest,” in which respondents understand that the exercise is a practice run,
designed to gather feedback on the survey questions. 127 A pre-test also provides the researcher
the opportunity to test the task difficulty, the flow of the questions, the order of the questions,
and the respondents’ interest and attention. 128 As described in Section 3.3, Data Collection, this
component of the study was not conducted, an outcome of the process of finding schools for
study participation.
The survey and also the focus group (described in the following section) were conducted
as soon as possible following the viewing of the digital stories, in order to prevent students from
forgetting their reactions to what they saw and heard. For School 1, the students participated in
the viewing, survey, and focus group on four successive school days, with a weekend in between
viewing days one and two. At School 2 (book trailers), the students viewed the videos and did
the survey immediately following; the focus group was held the next school day, which was a
Monday after the Friday performance day. For School 3 (Green Team podcast), the students
watched the video and responded to the survey immediately after; the focus group was held the
next day. Note that two separate focus groups were conducted for School 3, due to the class
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schedule of two of the three students who made the (one) digital storytelling video for this study
site. Additional information about how the study was conducted at this school site is presented
in Section 3.4.4.
Asking the students directly about their experience as listener-viewers helped me to learn
about those aspects of their viewing experience that I could not observe directly. Like reading,
viewing digital media is an activity with public and private components. As Mackey explains,
“much of engagement with texts is not only private but also silent and invisible.” 129 Thus, it was
helpful to ask students about their response via survey questions and focus group questions,
which each opened up different aspects of the listener-viewer experience. Table 7 presents
information about when the surveys and focus groups were conducted.
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Table 7. Time frame of performance days, survey and focus group.
For 2 students:
Two days after Monday
performance day
School 2 Part of 1 class period, Part of 1 class period, Part of 1 class period,
Friday Friday Monday
Digital Book
Trailers Afternoon of last work Immediately following Next school day after
day performances. performance/survey day.
School 3 Part of 1 class period Part of 1 class period Part of one class period
Jacob recommends that for children, a focus group take no longer than one-and-a-half hours 130;
the focus group sessions in this study ranged from 12 to 22 minutes, with a group of 6-8
randomly selected students at each school site. The open-ended format of the focus-group
allowed for informal discussion, elaboration on topics, and spring-boarding of ideas from one
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student to another. It is possible that the focus group format allows students at the intermediate
and middle-school level to share more thoughts than they might “feel like” writing, particularly
in an informal conversation scenario. In all three focus group discussions, there was a period of
adjustment to this conversational setting, including clarification from me that the discussion was
not part of a graded classroom assignment and that the students did not have to raise their hands
The social atmosphere may have encouraged new thinking by the students. I attempted
to foster a comfortable setting, with chairs in a circle at two schools, and tables pushed together
to sit around at one school. The natural, relaxed atmosphere is a strength of the focus-group
technique, as is the socially-oriented setting. 131 According to Morgan, focus groups used in
combination with participant-observation can be especially helpful in gaining access to the study
population and may help the researcher to affirm developing conclusions. 132 Jacob notes that
applications of focus groups include “building excitement about a topic from the spontaneous
participants to develop meaning and learn more about a topic,” both of which were beneficial to
I conducted face-to-face interviews and one phone interview with the teachers and school
librarians who planned and facilitated the learning activities, with the rationale that they may
present insights that the students did not provide, as well serve as triangulation for the
observations, survey responses, and focus group responses. A structured, open-ended format
was used to interview the teachers and librarians. The open-ended response platform allows for
54
“detailed responses and elaboration on questions in ways [not] anticipated,” and the interview
format allows for the participants to share attitudes, feelings, concerns, and perspectives on the
experience. 134
I conducted the interviews at the conclusion of the projects in each of the three schools,
and the interview questions are listed in Appendix A. I inquired about the planning of the
activity and why the teachers elected to use digital storytelling, as well as asked for general
reflections on the project, their perceptions of students’ engagement as creators and listener-
viewers, collaborative components of the lesson, and aspects to keep or change for next time.
Additional data sources for the study included the teachers’ and librarians’ classroom teaching
materials, such as Ms. Black’s evaluation rubric for the book trailers and Mrs. Pearl’s topic list
about subjects for the Ancient China unit. The nature and design of each project differed; as
such, the materials representing each activity were different. The classroom teachers’ materials
included handouts, rubrics, topic lists, and self-evaluations. These documents served as
supporting artifacts for the study, providing a starting point for discussion with the participants
and a source for interpretation and reference during data analysis. These are included in
Appendix B.
Another important piece research data for this study is the digital storytelling projects.
The projects were not analyzed in terms of quality or content in the way that the classroom
teacher and school librarian would assess them; instead, they were used as a reference to help
illuminate and clarify the comments made by the students. For example, when a student from
School 1 referred to a “star” transition in one of the videos, I could access this video to find and
55
review the star. Likewise, as students described other images, music, sound effects, and voice-
overs, having the digital stories at hand supported more thorough analysis.
The teachers and activities in the study were selected through professional contacts and the
(1) The teachers and librarians were planning to teach or facilitate a digital storytelling
activity with their students as part of the regular school curriculum in the Spring 2011
school year;
(2) The school district administration permitted me to conduct the study as part of these
(3) The permission process (administrative level and parent consent) would work with the
In the proposal for this research study, I indicated that I would seek two study sites and one
pre-test site where I would test one data collection tool, the student survey. The timing and
permissions process resulted in three actual study sites with no pre-test site.
I shared informal discussions with teachers and librarians at seven potential school sites
beginning in December 2010. At two potential sites, the librarians were planning digital
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storytelling lessons that would have been potential research opportunities, but both were
scheduled too soon to obtain the required administrative approval process and parent consent. I
did not pursue the formal permission process with these districts. I received official Institutional
Review Board approval from the University of Pittsburgh in February 2011, at which point I
initiated the formal permission process with five other schools and districts, hoping to attain
permission to conduct the pre-test and research study at a total of three sites. I also obtained
updated criminal history and child abuse clearances required for working with students in school
districts in the state of Pennsylvania, per the Pennsylvania Department of Education guidelines.
At a district where I asked to conduct the pre-test, the middle school building principal
declined outright, stating district policy that no dissertation studies were to be conducted in their
schools. Through email and phone discussions with a different school district’s administration
(the superintendent and assistant superintendent), I learned that permission for a research study
required discussion by a standing school board committee and, upon approval of the committee,
a vote of approval by the school board. The meeting schedule of the committee would not have
allowed for approval in time for the activities that the school librarian was planning for digital
Through contacts with the librarians, principals, and teachers in three other schools, I was
able to identify teachers and librarians who were planning digital storytelling, in districts where
the administration seemed receptive to a research study, and where the permission process could
be conducted in a timeframe that suited the planned digital storytelling activities. After the
school administration permissions were obtained and the teachers and librarians agreed to
participate, the teachers and librarians selected the classes (i.e., the groups of students) that were
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School 1 was the first school setting where I obtained approval from the district to proceed
with the parent consent process. The school librarian, classroom teacher, and I coordinated the
distribution and collection of consent forms, and then started the project, while the permission
In finding a classroom and teacher to work with at School 2, I found that I had to adjust the
age range of the students that I initially expected to observe. I set out with middle school –
typically grades 6-8 or 5-8 – as my target population, but when a librarian colleague at this K-8
school connected me with her school’s technology teacher, it happened to be that the digital
storytelling lesson she was planning was for a mixed, grades 4/5 classroom. This modification to
the age range of students in the study was submitted and approved by IRB.
The School 2 teacher and school director requested a deletion of the mention of “a small
school supplies gift” that students would receive for participation from the parent consent form
and student assent form, in keeping with school philosophy about intrinsic motivation. They
explained that I could give the children the gift, but that they did not want this information
available going into the study, to prevent students from participating in order to get a reward. I
submitted and received approval for this IRB modification request, and the updated versions of
the forms were used with Schools 2 and 3. Both versions are included in Appendix D.
summary (to accompany the letters of invitation and consent) for review during the school board
approval vote; this summary is included in Appendix D. All invitations and consent forms are
also in Appendix D, including the student assent form, which was strongly recommended by IRB
even though all of the student participants were under the assent form-required age of 14.
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In the process of learning how challenging it was to obtain permission to conduct
research in a K-12 school, I went forward with permission processes for three digital storytelling
projects, hoping that at least two would be approved in the schools. With three complex
permissions processes in various stages of approval, at schools where teachers and librarians
were willing to help me with the study, it turned out that I didn’t end up with a pre-test site.
Once I had two schools approved, I was reluctant to stop a permission process already in
progress at the third school or ask to change my request and proposal by asking to do just the
pre-test instead of observe digital storytelling project that the teacher was anticipating that I
would observe.
School 1 was a sixth grade class of 15 students in a suburban, public middle school that houses
just under 1500 students in grades five through eight, a grade level configuration in its first year
for the district. The school was previously a 6-9 building. The school is classified as a Large
middle school by the National Center for Education Statistics (NCES). The NCES figures
describe the student population as 60.3% African-American, 37.6% White, and less than 1%
reflected that of the school. Fifty-three percent of the student body is eligible for free or reduced
lunch. 135
The classroom teacher in this collaborative project is Mrs. Pearl (a pseudonym), who has
been teaching for 33 years, 20 in her current sixth grade social studies position. The middle
school librarian, Mrs. Auburn (a pseudonym), has been teaching for 13 years, 10.5 of which have
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been in her current position. Mrs. Auburn has a combination fixed and flexible teaching
schedule in the library, with fifth grade library classes in a fixed schedule (35 classes per week)
and some class periods for collaborative teaching with classroom teachers and student visits to
the library.
The class in this study was a group of fifteen students, nine male and six female. In self-
reported information on the survey, 14 students reported that they or their families have a
computer at home. One student skipped the question, though all fifteen students reported that
they use computers at home, for amounts of time ranging from five to ten minutes to “at least
five hours” and “twelve hours.” Only two students reported the same amounts of time – less
than 10 minutes a day and 30-60 minutes a day. The other students reported unique responses
for this group, one, two, three, four-to-five, and five hours, and one student reported 12.
Four students wrote an open response with describing their usage with such remarks as
“once when I get home and later after dinner.” One student reported using the computer “when I
get bored of playing the Xbox 360,” thus separating computer time from game time, although 12
of 15 respondents reported that they play games on the computer. One student skipped the
music (15 of 15 or 100%), watching Youtube (14 of 15, or 93.3%), and “talking to my friends”
(13 of 15 or 86.7%). Ten students in this group of children ages 11 and 12 indicated that they
use Facebook, a social media application with condition “you will not use Facebook if you are
under 13” as an item within their privacy policy. Only one student reported checking school
assignments, and two students reported reading news and making artwork.
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Thirteen of the fifteen reported owning a handheld video game player or a gaming
system; eight students considered themselves “gamers” and seven did not; and ten of the fifteen
said that they played a video game “yesterday,” a question that it turned out amused the students,
and they brought up it up again in the focus group. One of the students informed me that on the
The library space is arranged into two computer labs and a teaching area, each set apart
by bookshelves. The teaching area and the lab where students worked on this project are shown
in Figures 1, 2, and 3. The library also has a kiosk-style grouping of three computers, a
couch/comfortable chair area, and several tables for small groups. There are 14,304 titles and
18,312 volumes in the library collection, as reported by the library secretary/secondary education
technology coordinator. There are several offices and storage areas accessed through the library,
some of which are part of the library and some that are used by other departments.
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Figure 1. Computer lab in Mrs. Auburn's school library, School 1.
Figure 2. Alternate view of School 1 library computer lab, with school library
shelving and student seating in the background. The bookshelves on the left (with the
plants, above the computers) form one wall of the classroom teaching space.
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Figure 3. School library teaching area, School 1.
This digital storytelling project was a very structured activity, planned by Mrs. Auburn and Mrs.
Pearl to implement with the Ancient China unit in the social studies curriculum, using Photo
Story software, with selected, readily available research tools and particular timing during the
school year. This project was the second digital storytelling activity that Mrs. Auburn and Mrs.
Pearl developed together. Two years prior, they facilitated a project with students in the gifted
program, who created a Photo Story project that they had the opportunity to share at a state
Photo Story is a free Microsoft product, described as follows on the product download
website:
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Create slideshows using your digital photos. With a single click, you can touch-up, crop,
or rotate pictures. Add stunning special effects, soundtracks, and your own voice
narration to your photo stories. Then, personalize them with titles and captions. Small file
sizes make it easy to send your photo stories in an e-mail. Watch them on your TV, a
computer, or a Windows Mobile–based portable device. 136
The classroom teacher, Mrs. Pearl, explained that “it [the Photo Story project] was
something I had not even thought about doing until the idea was brought to me by Mrs. Auburn.”
Mrs. Pearl recounted that upon demonstrating a Photo Story project to the current class of
students,
“they were excited - the more they saw, the more they liked. The more they wanted to do
it, and even this class happens after lunch, and after lunch they would come directly
down and line up right away. They were anxious to come down. This was exciting for
them.”
In this collaborative classroom/library project, each student designed his or her own
PhotoStory about one topic in Ancient China. The Photo Story projects contained images and
student-narrated audio, presented in a timed, slide show format. Some students also included
special transitions from one image to the next, image effects (such as a watercolor blur effect),
and sound effects, which was primarily music from the Photo Story music selections.
In this project, the teacher assigned each student a topic from the textbook unit on
Ancient China. The students developed and viewed digital stories in place of the textbook
reading and related activities for this unit, with the exception of the geography section in the
book, which they read in class. Mrs. Pearl explained that she selected topics that she would
highlight if she were teaching from the book and also that were well-represented in the resources,
namely books in the library, the reference database World Book Online, and the website,
www.mrdonn.org 137. She noted that she “made it pretty simple for them to find materials.” Mrs.
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Pearl led the portions of the class that covered note taking, writing a draft, and how much
information was required. Mrs. Auburn presented the research and technology instruction in the
lesson, including finding library books with the students, using the online research resources, and
This social studies class regularly met every day during the class period directly after
lunch, from 1:30 PM to 2:10 PM, although six days of the 15-day project took place during state
standardized testing days. During this portion of the project, the class periods were shortened
from forty minutes to twenty minutes as part of an adjusted school schedule. Each day of the
project, the students reported to their classroom first, and walked to the library together with
Mrs. Pearl.
On an average day in this project, after the students arrived in the library, they gathered either in
the teaching area in the library (which happened more in the beginning of the project), or seated
in the library computer lab. Mrs. Pearl did not assign seats, but she did require that the students
Students spent seven full class periods (about 40 minutes, with travel time from their
classroom) and six abbreviated class periods (during state testing days) on this project. The
students’ tasks in creating this Photo Story project were very sequential and fairly parallel across
the class at first, with more fluid movement between tasks and differentiated activities among the
students as they neared completion. According to the instructions from Mrs. Auburn and Mrs.
Pearl, students found information from library books and online resources first and took notes.
Then they selected pictures from research databases and Google Images, downloaded them, and
imported them in Photo Story, where they sequenced the images via drag-and-drop interface.
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Last, the students wrote a script from their notes, in accordance with the order of the images.
Theoretically, the next step here would be to narrate and record the script, but the compilation
and narration phase was when students started to preview their works-in-progress and recognize
that they needed different pictures or more pictures, or that they didn’t have enough information
I observed a few instances when students considered their listener-viewers during this
work-in-progress viewing. For example, after watching Trey’s Photo Story about the terra cotta
army, I asked him how people would know that his story was “done” (as his video ended without
any indication of a conclusion). Trey explained that he would say, “I'm done!” (emphatically)
and Brian, who had been leaning over to watch, chimed in to add, “you could also say ‘the end.’”
Researcher: What was your favorite thing you learned? Maybe you could end with that.
Trey: That their faces were all different colors. I didn't even know that!
Mrs. Pearl collects some papers, instructs those who have not yet finished scripts to take
them home. Compliments Nick, who has finished his script. Trey says to her that he read
his whole thing to [the researcher] and she said it was good. Researcher and Mrs. Pearl
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By Day 7 of the project, students started recording audio, and this was the point where
students started to require more one-on-one assistance from the teachers and paraprofessionals,
and when they started to use other spaces in the library to work, particularly to take advantage of
a quieter background away from the class during recording. As the students developed more of a
continuous piece that could be viewed or listened to from beginning to end, they started to watch
one another’s projects from where they were sitting in the main lab, or when they were working
in small groups on audio in the second library computer lab (and they weren’t been monitored as
closely by their teachers), they called to each other to watch their videos.
Students helped one another occasionally at School 1, such as when Kaya had some
Kaya and Tanya are working the computers at the kiosk (high table), with one empty
By Day 9 of the project, some students had finished, so these students read alone or together on
the library’s “comfy” chairs or couches, or looked around for new library books. There were
three days at the end of the project during which some students were working and some students
were finished.
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3.4.2.4 School 1: Observation of Digital Storytelling Performance Day
The performances of the completed Photo Story projects took place over the span of two school
days, a Friday and a Monday. The students viewed the projects from the teaching area in the
library, with the videos projected on an interactive white board. I video recorded the students as
they watched the projects, and I also took several digital photographs. The librarian saved the
students’ completed projects to a flash drive for me. Further discussion of the performance day
is presented in Chapter 4.
School 2 is an independent urban school with grades K-8 in one building. The school is
classrooms, depending on the grade level. The class selected for this study was a fourth and fifth
grade class, in which the students self-reported ages of 9, 10, and 11 years old. Eighteen
students participated in the development of the digital stories, and 17 were part of the viewing
and survey group. In the class group, there were 9 males and 9 females. Students in the class
On the survey, 15 of 17 students reported having a computer at home, and two students
skipped this question, but all 17 responded to the next question about how much they use the
computer at home. Three students reported infrequent use (“not much” or “once/twice a
month”), four reported between 10 and 20 minutes a day, four reported between 30 and 60
minutes a day (though here, one wrote in “except for my mom”), and three reported 60 minutes a
day. One student reported spending 60 to 90 minutes per day on the computer at home.
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With the students at School 2, the most commonly reported activities on the computer
were finding facts for school (13 of 17, 76.5%), gaming (12 of 17, 70.6%) and email (12 of 17,
70.6%). It is worth noting that many students in the School 2 had Gmail accounts, and they
frequently opened Gmail and emailed files to themselves as a way of saving and transporting
files. Ten of the students (58.8%) reported watching videos on Youtube. Fifteen of the
seventeen shared that they own a game system or handheld video game player, and their view of
themselves as “gamers” was almost perfectly split: nine responded that they were, and eight
responded that they were not. Six students reported infrequent regular use (from no use at all to
15 minutes every other day). Four students said that they play for 30 minutes a day; one reported
an hour per day; one reported 60 to 90 minutes; one reported two hours and one reported 2 to 3
Students from School 2 used the open-ended format of the “how often do you play video
games” to offer numerous qualifying statements about their game play, in some instances very
possibly like they might have been parroting phrases from their parents – for example: “I do not
play video games I have sports” and “one to two hours but only on weekends.”
My professional connection to this school was the school librarian, who directed my inquiry
about digital storytelling to the school’s technology teacher, who had an upcoming digital
storytelling project in her classroom. When I contacted the technology teacher, Ms. Black (a
pseudonym), she was in the process of coordinating a project with the grades 4/5 classroom
teachers. In this project, the students in the three grade 4/5 technology classes would develop
digital book trailers featuring novels that they had read in language arts. Ms. Black is the
technology teacher for grades K-8, and she has been teaching for 12 years.
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Ms. Black teaches the students in each of the three grade 4/5 classes one time per
week, for one hour and ten minutes per session. The three classroom teachers and Ms. Black
collaborated to plan the lesson and communicate to the families my potential involvement as a
researcher, but Ms. Black was the teacher who was responsible for the implementation and
teaching of the lessons. The letter to the students’ parents describing the project is included in
Appendix D.
This activity took place over a period of twelve weeks, generally with one session per
week from 10:30 to 11:40 AM, though it turned out that I observed on ten occasions, due to
classes missed for school functions such as the school musical and days off from school. One
class of students was the primary group for the observations and research activities, but there
were a few additional students (all of whom had parent consent to participate) who joined the
class for some work time on their stories, as well as for the viewing day, survey, and (for some of
them) the focus group. This occurred as a result of a school environment in which there was
some fluidity to the students’ class schedules. Students moved among teachers and rooms for
different times of the day and different subject areas, a function of the multi-grade level
arrangement, certain subject areas taught by the teachers, and the school’s overall climate and
organization.
In this digital storytelling project, the students used iMovie, a Mac-based movie editing
product, to develop “book trailers” in the style of cinematic coming attractions trailers, for novels
that they had read in language arts. The Apple website describes iMovie as easy, drag and drop
moviemaking. 138
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3.4.3.3 School 2: Observation of Digital Storytelling Project Development
The technology class met in Ms. Black’s computer lab/classroom, which has 28 iMac (desktop-
style) computers, numbered 1-28, an LCD projector and printer. The classroom was set up with
computers on long tables, in an arrangement resembling a capital letter “I,” with short rows of
computers at opposite ends of the classroom, connected by long tables of computers in the
middle, with some additional tables for working and for materials from ongoing projects. The
student chairs in this classroom rolled and swiveled, a feature unique to this setting among the
three settings in the study. Figures 4 and 5 show the classroom arrangement of Ms. Black’s
technology classroom.
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Figure 5. Alternate view, School 2, Ms. Black's technology classroom.
The students selected their novels for the book trailers and they also selected their groups.
Over the course of the 3-month project, the students developed their book trailers mostly during
their technology classes, with some time outside of class during extra time in the school day.
Ms. Black guided the students through the project with a mini-lesson at the beginning of each
class period. This teaching segment included instruction on the book trailer development (such
as a lesson on how to make titles or transitions) and more generally applicable technology skills
(such as how to save files to a flash drive). The students generally worked at a pace that suited
their groups’ needs and working styles, with each group attending to different elements of the
project on a particular day. For example, during one class period, students in different book
trailer groups may have been recording narration, finding pictures, editing sound, or typing text,
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and sometimes this variety was evident within groups, with students working on different pieces
Students moved about the room, and actually, around the school, with a fair amount of
freedom; without hall passes or much question, Ms. Black granted permission for students’
occasional requests to go to the library, classrooms, or lockers to retrieve books, flash drives, or
other materials, and in a few cases towards the end of the project, to film a video sequence or
take pictures. In the technology classroom, students worked excitedly and noisily, though
largely with attention to the task at hand. Many students seemed very comfortable and even
affectionate with each other, at times leaning, hugging, and sharing chairs, and frequently
On the day that we viewed the completed book trailers, several students had just finished their
projects that morning, and several of them had not yet saved the files for portability (they were
still in project form). Because of this and the nearing end of the school year, we viewed the
projects on individual computers around the classroom. As described in more depth in Chapter
4, the students gathered around each computer to view the projects, which were located on the
computers by the students who made them. The students huddled close together to watch, and
they viewed the digital book trailers in basically the same contexts in which they had produced
the projects.
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3.4.4 School 3: Grade 7 Team Podcast
School 3 is a seventh grade language arts class in a suburban middle school that houses grades 6-
8. The enrollment of the school is 474, as reported by the school librarian (via her circulation
and student management software). The student body at School 3 is primarily White, with less
than three percent students who are American Indian/Alaskan, Asian/Pacific Islander, African-
American, and Hispanic, according to information from the National Center for Education
Statistics.139 The class that I observed was actually more diverse than the general student body.
Twenty-two and one-half percent of the students are eligible for free or reduced lunch.
This digital storytelling project was a small group project completed primarily by three
students upon the request of their teacher, Mrs. Silver (a pseudonym), though some of the
activities were shared with the full class of students, including some initial brainstorming and the
viewing of the completed story at the end. This instance of digital storytelling, or podcasting, as
the teachers and students in this class call it, was something that the students did voluntarily,
The three students who made the podcast were Anthony, Abby, and Regan
(pseudonyms). Abby was a student in the class that Mrs. Silver selected to be the participants in
the study, and Anthony and Regan were also students of Mrs. Silver’s, but they had language arts
during a different class period. The 20 students in the language arts class in the study
participated in a brainstorming session at the outset of the project. The same 20 students became
the audience for the showing of the completed Green Team podcast, and the students in the
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In the survey, the students self-reported ages of 12 and 13. Nineteen of the twenty
students who took the survey answered yes to having a computer at home, and one student
skipped the question. The students reported a wide range of amount of time spent using the
computer at home, with responses from zero time to five or six hours. The most-reported range
was 15 to 20 minutes (by seven students), followed by one hour (four students). The students’
most frequent computer activities as reported were listening to music (17 students, 85%) and
watching Youtube (16 students, 80%). Gaming was checked on the list for 14 students, or 70%,
Nineteen of twenty students shared that they had a video game system or handheld
gaming device, and thirteen students (65%) described themselves as “gamers,” the same
percentage of students who noted that they had played a game “yesterday.” When asked about
how much time per day they play video games, three students reported that they don’t play at all,
two reported ten minutes or less of playing time a day, four reported 30 to 45 minutes, and nine
reported an hour or more of video game play per day. Some students wrote in a wide range for
themselves, perhaps considering variation in their days, such as reports of zero to two hours, one
to three hours, and two to six hours, with the latter two ranges included in the group of nine who
The language arts classroom teacher, Mrs. Silver, and the school librarian, Ms. Copper (a
pseudonym), reported that they work together frequently to plan and support students’
technology-related projects. Mrs. Silver has been a teacher for fourteen years, and Ms. Copper
has been teaching for eight and one-half years, three as the librarian at this school. Sometimes
the collaborative activities are part of a whole class lesson and sometimes the teacher and
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librarian act as guides and facilitators of independent or small group technology-related projects,
such as the podcast in the current study and a recent, non-school sponsored video competition. I
observed and the teachers shared in their interviews that their collaboration is flexible and
informal, and that brief emails and phone calls between classroom and library are often their
means of connecting.
In this podcast project, the learning activities took place in Mrs. Silver’s language arts
classroom and in the school library. Mrs. Copper, the school librarian, reported that the school
library has 8,295 titles and 9,903 copies in the collection, with 30 laptops and seven desktop
computers. The students completed their small group work – the development of the iMovie
podcast – in the library, and the whole group activities took place in Mrs. Silver’s classroom,
where the classroom has student desks and chairs that the teacher rearranges for different
groupings and activities, a teacher desktop computer, and laptop computer with LCD projector.
Mrs. Silver also has access to a cart of laptops that she shares with the other members of her
seventh grade cross-curricular teaching team, the Green Team (a pseudonym), though the cart
The Green Team was the subject of the students’ podcasting, or digital storytelling,
activity. Mrs. Silver and another teacher from the Green Team had recently presented a session
on their team model at a state conference on middle schools, and they had invited a small group
of students (three) to create a podcast that the teachers could take along and share during their
presentation. This student perspective on what it was like to be a part of the Green Team was a
success at the conference, so the Green Team teachers, led by Mrs. Silver, thought that such a
video would be beneficial for incoming sixth graders (next year’s new seventh graders) to learn
about seventh grade, the teachers and classes, and life on the Green Team. So the project
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development that I had the opportunity to observe was “Version 2.0” of this Green Team
Podcast, an extended version of the conference video, adapted to incorporate content to share
My observations of the whole group of Mrs. Silver’s language arts students involved a
brainstorming session (over the course of one class period) to start the project and a performance
day at the end of the project. I observed the three students who created the podcast during four
class periods over a two-week span. The students, Anthony, Abby, and Regan, worked on the
project during “tutorial time” at the school. Tutorial is a daily class period during which students
can do homework (as in a traditional study hall), receive tutoring from their Green Team
teachers, or participate in elective music classes. Due to the flexible nature of this class period,
different combinations of the three students worked on the project on different days, depending
on what other tasks or classes required their participation, such as tutoring or music.
Because I did not observe the students during the initial, “Version 1.0” project, my field
notes began with the brainstorming session in the class and the students’ first efforts to edit and
adapt the video for next year’s sixth graders. Mrs. Silver did share with me that the three
students developed the first version of the video over the course of about ten class periods, with
some additional time dedicated to editing and final touches at the end.
Usually the students and I met in their classroom, then we walked together to the library,
where Abby, Anthony, and Regan worked on their podcast. They used iMovie on one Mac
laptop computer and they saved their work directly on that computer. They used the webcam on
the computer for all of their live video, and all of the acting and editing that I observed took
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place in the library, though some of the original video scenes were filmed in the classroom or
I observed two performance days at School 3, one main performance of Abby, Anthony, and
Regan’s Green Team podcast with the class, and one smaller performance on a different day with
just Anthony and Regan, during their tutorial time. The class performance was set up in Mrs.
Silver’s classroom, with students watching from their desks, arranged in rows, with the podcast
projected on to a roll-down screen from a LCD/laptop on a cart. We did some rearranging of the
room that day, as the desks were originally arranged in a big circle for discussion. The students
in the class took the survey immediately following the podcast, and the focus group took place
Anthony and Regan watched part of their movie, then when Internet problems interfered
with the Youtube stream, they paused to talk to me about the focus group questions, and then
they concluded their viewing after, when the wireless signal was functioning again. Additional
During and following my observation time in the schools, I read and re-read the field notes and
survey responses, transcribed and reviewed the student focus group and teacher interview
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comments, viewed video of the performances, and imported the field notes and video into QSR
NVivo qualitative analysis software for coding (Version 9, 2011). Following the surveys at the
schools, I also imported the survey responses into NVivo. The organization and analysis of data
were ongoing processes throughout the study, an approach that was supported by the staggered
The data were collected and coded for emergent categories, or in vivo codes, those
themes which emerge in real-life data. 140 The interpretation of data by categorization into
themes is a characteristic of ethnographic study. 141 In analyzing the data, I followed an iterative
approach to the coding, described in more detail in the following section. I then studied the
coded data using several approaches. In NVivo, the term “node” is used to describe a code. I
conducted queries of each parent node and child node (the broad and specific categories of the
node hierarchy, described further in the next section) to study the related actions, discussion, and
context. I marked relationships among the nodes; for example, engagement (how students attend
and to what they attend) is related to actions (how students demonstrate attention) and emotions
(what students say they feel when they are attending). In another example, in reviewing the
nodes related to the creation of digital stories, I noticed that students called upon familiar or
similar experiences and terminology when creating and viewing digital storytelling, such as the
student who pretended to be a drive-thru restaurant employee when testing the audio equipment.
Therefore, the nodes of student terminology and similar experiences demonstrated a relationship,
I interrogated the data through repeated reviews and refining of codes (as coding shapes
data analysis) and study of the relationship among nodes through code queries, as well as via text
queries and word frequency queries, which I studied in several formats (tag clouds, word trees,
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tree maps, and cluster analyses) as a way to find relationships and themes in the data. Reviewing
the findings through the multiple theoretical perspectives of Rosenblatt, Mackey, and Sturm
supported analysis of the results. Interpretation of the findings through the theoretical
Miles and Huberman explain that in qualitative research, “coding drives ongoing data
collection.” Coding is an iterative process, with repeated reviews of data and both deductive and
inductive analysis. 142 Because this study is exploratory in nature, there was not an existing
coding scheme to apply to the data. I developed my own coding scheme for data analysis, which
I reviewed and coded the data in broad, general categories first, with operational, quickly
identifiable codes. 143 In the first review and coding of data, these “parent” codes included the
following categories:
• Teachers
• Researcher roles
These codes identified actions and discussions of the students, teachers, librarians, and
adult facilitators, as well as my activities as the researcher. The “researcher role” codes were
similar to the system used by Solomon in her dissertation on digital storytelling among first
graders. 144
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After the first round of coding, I added “child” categories as a second level hierarchy of
the “parent” categories listed above. These child codes described more specific attributes of the
tasks. For example, under the parent code “student(s) create(s) digital story,” child codes
included “student research and information gathering approaches” and “student views work-in-
progress.” In the iterative process of coding, I added third- and fourth-level codes to some
categories of the hierarchy, to represent even more granular aspects of the activities.
The development and analysis of the coding scheme helped to shape the themes and
conceptual model presented in the study findings in Chapter 4. For example, the following set of
codes pertains to those digital story features which draw students’ attention:
o Features of digital stories which draw student attention (first-level child code)
For the review and analysis of the videos of students watching the completed stories, I
developed a set of codes to document students’ behaviors as they watched the digital storytelling
projects. The codes for this section included such descriptions as “laugh,” “touch or lean on
student,” and “tap or bounce,” and I generated the codes through my field notes and through
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The child-level codes for the teacher activities reflected whether the actions and dialog
were direct instructional steps, such as demonstrating how to use iMovie or Photo Story, or
guidance and facilitation, such as when Ms. Copper provided resources and space in the library
for the School 3 Green Team podcast. I also coded for classroom management strategies, such
as when Mrs. Pearl collected student notes at the end of each class period, as the classroom
management of the teachers was a key factor in the children’s behavior and their approach to
developing and viewing the stories. Components of the project that would inform best practices
for digital storytelling were coded as “recommendations for teaching and facilitating.”
After the first round of coding, I added the child-level codes described above, and I also
added a parent-level code for “general research study and report notes.” I used this code to
denote topics such as survey logistics in the classrooms and “quotable” phrases. Gorman and
Clayton remind researchers to pull quotations that are “particularly illustrative or poignant,
because exact quotations lend authority to the case description, as well as humanize the study
narrative.” 145 In reviewing my field notes, I noticed that I had recorded numerous school and
environmental factors, such as ringing bells, PA announcements, scheduling concerns, and state
testing, so I added the parent-level code “school environment, class structure, schedule” to help
3.5.2 Trustworthiness
among the data collection methods), member checking (checking accuracy of my understanding
with the students and teachers), and peer debriefing (sharing and discussing findings with a
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colleague). These approaches were used to help ensure complete and credible findings. 146 An
• Analysis of themes show that students in all three settings commented that music
• During the digital storytelling performances, students smiled, danced and bounced
For the practice of member checking, I repeated what I thought I heard participants say
(for confirmation) and asked questions to ensure that I understood what they were doing or
saying. In terms of peer debriefing, I shared my ongoing findings with my dissertation adviser to
3.5.3 Limitations
This exploratory approach affords a holistic look at the experience of the listener-viewer in
digital storytelling and more generally, a view of how digital storytelling is structured and
carried out in a classroom and school library setting. Because I worked with teachers and
librarians who had already selected the digital storytelling activities, as the researcher, I did not
serve a role in choosing the software or genre of the digital storytelling activity. In all three
settings in this study, the teachers and librarians facilitated digital storytelling as an informational
text, and not as a work of fiction, which is perhaps a more typical and familiar storytelling genre.
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As such, the genre itself may be considered a limitation, in that all three study groups of students
and teachers used digital storytelling as a platform for information. The results of the current
research will support and reveal focal points for future studies, including potential experimental
the school library/classroom. The study is not measurement of learning outcomes or student
achievement, though this could be a direction for future study. The study does not evaluate or
formally compare digital storytelling applications, nor is the study designed to evaluate teachers’
and librarians’ methods of implementing digital storytelling. The questions in the survey
instrument relating to students’ computer and video game use were included to provide
background about the students’ technology use, not to show correlation or cause and effect
consciousness. With that note in mind, it is difficult to identify and observe “engagement.” The
behavior that an individual demonstrates may or may not accurately reflect engagement with a
text or video. It is a challenge to isolate engagement from learning, memory, and other aspects
Connections between digital storytelling and information visualization are beyond the scope of
this study.
observer approach is the potential to lose objectivity in the research setting (observer bias), or
that participants will behave differently with an observer in the room (observer effect). 147 There
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is a potential for observer bias due to the convenience method of sampling, i.e., through
professional contacts. The focused ethnographic approach seems suited to observing this type of
learning activity, though length of time spent observing in each setting (which differed according
to the activity) could be considered a limitation. The splitting of performance days and
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4.0 CHAPTER FOUR: STUDY FINDINGS: RESPONSES OF LISTENER-VIEWERS
In preparing to conduct this study, I anticipated that watching the “performance” part of the
digital storytelling process would be the stage at which I could observe the students’ body
language as they viewed the stories, where they turned their attention and why, what they were
doing as they watched, and what they said during and after the digital stories. However, there
were additional dimensions that I had not anticipated with regard to the students’ viewing,
particularly in terms of their dual roles as both creators and audience in the digital storytelling
process.
In classroom and library digital storytelling, the roles of storyteller and audience are not
as clear-cut as in traditional storytelling. In this context, students assume dual roles as creators
and viewers. The most frequent and important “viewer” or audience for digital storytelling
seems to be the self, as shown by the students in their work-in-progress viewing and editing
processes. Just as the line between creator and audience is difficult to ascertain, the processes of
creating a story and viewing a performance of the story are also less defined and less separated
than in traditional storytelling. Students viewed their stories and often, their peers’ stories,
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throughout the development process – not just at the “end.” It may be appropriate to designate
two stages of the “performance” of digital storytelling: formative performance, or the work-in-
progress viewing, and summative performance, the viewing of the story after the digital file has
been converted from a project, or editable file, to a movie file, which can no longer be changed.
The following sections (subsections of 4.1) present the results for Research Question 1,
regarding student responses to digital storytelling. Throughout the discussion, aspects of the
classroom environment and teacher and student interactions are described, as these factors are
very closely related to how digital storytelling functions in the classroom and school library.
This discussion concludes with the presentation of a conceptual model of student responses to
digital storytelling in the classroom and school library (in subsection 4.16).
In the participant-observer, ethnographic component of the study, I first observed the classroom
teacher, school librarian, and students in the instruction and development of the digital
storytelling projects at each school – not only in the listening and viewing portion at the end – in
order to gain a sense of the classroom dynamics, context, and learning environment. This
component of the observations and data analysis was critical in understanding how digital
storytelling is practiced as a classroom and school library activity. Studying how the students
developed their projects was particularly important in reaching conclusions related to when
students view digital stories, especially during the editing phase, and how these activities connect
to the traditional storytelling model. Watching the story development process also informed
recommendations for facilitating digital storytelling in schools and libraries, and this is explored
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I came to understand through the research process that being a “participant-observer” in
students’ digital storytelling. As described in the data analysis section, I coded my interactions
as “researcher roles,” and the roles that emerged were conversation, tech help and
troubleshooting, and consultant. Examples of the interactions typical of each role are presented
in Table 8.
Tech Help and Troubleshooting Nick to Researcher: All my pictures got deleted.
Nick: 7.
Nick: Yeah and it's one of the most important in the world.
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that Nick was absent the previous day, and he did not make
an image folder with the class. In addition, Nick is not
logged in under his name. Researcher asks Nick to log out
and log back in with his user name and password.
In addition to roles that developed as I interacted with the students, another researcher
role that I encountered was an educator-to-educator consulting and peer reflecting role that I was
invited to share with the technology teacher at School 2, where the students created digital book
trailers. After most of the classroom lessons at this school, Ms. Black invited me to stay for
discussion, sometimes over lunch, at which time she would ask for my perspective on the day’s
activities. She inquired about any observations that I wanted to share, how the children were
progressing, and any student behaviors that might be helpful for her to know about as the
classroom teacher.
know them and learn about their work, though I was careful to resist my teacher instincts to
intervene with directions and guidance, especially regarding student behavior of an off-task
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nature. I offered assistance as requested by the students and teachers, and though my influence
and presence were part of the classroom activities and thus the research findings, I attempted as
much as possible to observe and participate in the course of events and the children’s tendencies
There was a significant amount of viewing during the developing and editing process across all
three settings, but particularly with the students who used iMovie, who were the fourth and fifth
graders who made digital book trailers at School 2 and the seventh grade team podcast at School
3. The students at School 1 also previewed their Photo Story projects, but with a less
complicated interface and fewer effects to work with, more often they selected frames for editing
directly from the navigation panel, rather than watching the images from beginning to end. A
screen capture of Photo Story is presented in Figure 6. The iMovie application is visible on the
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Figure 6. Screen capture of Photo Story, used by students at School 1.
Many students from School 2 and School 3 followed a production process in which they
would add a new frame, transition, scene, or sound, and then they would “play” and watch that
new segment (most common with the School 3 students, whose video was about seven minutes
long) or watch the whole video from the beginning (most common with the School 2 students,
whose book trailers averaged 2-3 minutes in length). Work-in-progress viewing happened
individually and within the project group, when students reviewed frames they themselves had
completed so far, as well as across groups, when author-creators shared their ongoing work with
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Viewing the work-in-progress either as a preview video or by clicking frame-by-frame
provided an evaluation tool and a form of enjoyment for the students. For example, here, Tanya
at School 1 has just recorded her narration of her story on Marco Polo, and she listens to the
playback.
Tanya records her script (reading from her lined paper, take #1) for about 45 seconds, and
after pausing for a moment, she stops recording.
Researcher: What do you think? (as Tanya plays back the audio in her headphones)
Tanya: That was not good.
Researcher: Why?
Tanya: It sounded like a robot.
Tanya records again (#2), not stopping between slides. She does one long take.
Researcher: Did you like it this time?
Tanya: Yeah.
Researcher: What’s better?
Tanya: I did it more straight. (She moves her hand to show a smooth motion).
Tanya adds “by Tanya M” to the title.
Tanya: I did the whole story on one picture. She reviews the pictures and sound.
Tanya: I’m one off. I forgot one stupid fact.
Researcher: Do you need to write it down?
Tanya: No, I’ll just delete it [an image of Marco Polo]. I already got one of him.
She records again (take #3).
Tanya: Done. Perfect.
Tanya has done one take (straight through the script without stopping) three times.
She plays the story back on headphone.
Tanya watches full story.
Tanya: Yes, I’m smart.
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4.1.2.1 Kinesthetic Viewing and Editing On-the-Fly
In addition to viewing with a critical eye and ear, students seemed to enjoy watching the frames
that they had completed so far, or at School 2, even the sound waves of their sound tracks in
Garage Band. Around the time that the peer teaching of Garage Band was spreading through
Ms. Black’s class at School 2, I realized that I had to expand my concept of listening and
viewing in digital storytelling, as students didn’t just listen to sounds and watch images – they
experienced the stories kinesthetically. The School 2 students “watched” music, some with
noses practically pressed to the computer screen, intent on the movement of the sound waves,
and when viewing and listening to their projects during editing, they danced, hopped in their
seats, played air guitar, moved to the beat, twisted in their spinning chairs, and showed their
happiness or displeasure with fist pumps, hugs, jumping up and down, and exaggerated arm-
of the content of the team podcast, possibly because this project consisted primarily of student
acting. The students rarely worked from a script, choosing instead to just act out a scene, watch
it, and decide to keep or re-do the scene according to how they thought it turned out. They even
vocalized this process as they worked. For example, this exchange happened when Anthony and
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Similar extemporaneous performances were part of some students’ work at School 2. For
example, two students working on a book trailer for Because of Winn-Dixie narrated a section of
their trailer by recording their voices in iMovie with no script or notes. When they wanted to
change something, either because of what they heard on the playback or right away after a take,
Simultaneous viewing, editing, and addition of content often characterized the work of
the School 3 students. For example, in this exchange, Regan tried to call Anthony over from his
seat on a library beanbag chair to join her to view what they had filmed so far, and she casually
made edits and added to the piece while she watched and waited for him to join her:
She opens PhotoBooth and takes four pictures of herself in succession, holding a book
open. She chooses an Andy Warhol-like silk screen treatment and takes a still
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Anthony, Regan, and Abby’s expertise with iMovie technology was unique among the
schools, and their perspective as “veteran” listener-viewers and author-creators was evident in
Terminology became an intriguing aspect of observing and talking to students as they made and
watched digital storytelling. They used a blend of phrases often spoken by their teachers and
their best descriptions of what they were doing. For purposes of the current study, noticing this
future research, student technology language could be a rich area for discourse analysis. Some
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Table 9. Student terminology for technology activities, with invented words and
I don't know what else I can get on. Student is referring to what resources he
should search next
Student asks about "audio voicing us?" Student asks about the audio recording of
Researcher: Yes, I am going to audio voice you. Is the focus group
that ok? I'm going to put this [audio recorder]
mmm . . . I think we can put this here. It will
probably be ok.
How do we drag this Garage Band thing over to Student is trying to import an .mp3 file into
iMovie? iMovie
You can adjust it on there. You can like, de- , like Student answers a question about adjusting
make the background volume less, or the music sound on iMovie
less.
Regan reviews the existing video and sets up the Regan describes her iMovie project to a
program to film. student in the library
Another student asks her what she’s doing, and
she replies “podcasting.” He asks what it’s
about, and she says that “we’re just adding to it.”
Regan: Stupid. (talking to computer) Regan’s Mac laptop froze and she was
Researcher: What’s the matter? unable to move the cursor
Regan: Mouse got glitched up.
She restarts the computer.
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4.1.2.3 Peer Sharing and Peer Teaching
Peer sharing and peer teaching were evident in all three settings in the editing phase of project
development of digital stories. At School 1, where the students were experiencing Photo Story
for the first time, some of the features that the students figured out for themselves, such as music
and transitions, spread through the group through sharing and teaching. For example,
Brian: Um, so like it will go with the story, with like, what they listened to and what they
did.
Brian goes over to Nina to tell her about the Chinese music. Brian puts on headphones to
listen to Nina’s story, then he takes them off after a few seconds.
across project groups and within their groups with students working at different computers.
Students often called to each other and wheeled across the floor, sliding in and out of different
computer stations in their chairs, as well as walking around to visit other stations, and Ms. Black
permitted this movement about the room. More than once at School 2, students announced their
“worry” about how something was going to sound as part of their request to have classmates
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listen to their soundtrack in Garage Band, and they also queried classmates for what they need to
Laura is working in Garage Band. She creates some music and calls Jamie over to listen.
Jamie: Piano.
tendencies to share or work alone in technology endeavors to “hedgehogs and foxes,” which she
explains is a borrowed reference from Isaiah Berlin’s writing, The Hedgehox and the Fox:
Tolstoy’s View of History. According to Goldman-Segall, kids who are foxes scamper about the
room watching and learning, and in watching others work, they think about and re-envision their
own projects, inspired by fluidity and new ideas. Kids who are hedgehogs burrow away and
keep to themselves while they work, holding off on sharing until the work is completed, in order
to allow their creativity to flow uninterrupted and to keep their initial vision undisturbed. 148
Mrs. Silver at School 3 explained to the three podcasters that there would be two specific
audiences for the Green Team podcast. The first audience was attendees at the middle school
conference where Mrs. Silver presented about the team teaching concept, and then, for the
version that I observed, the second target was to introduce the Green Team to incoming sixth
graders. Consideration of how viewers might react to the digital stories was evident on a few
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occasions in the three schools, mostly as part of informal self-evaluation talk from the students,
such as making sure a project wasn’t so long that it would bore the listeners.
Although the focus of the current study is students’ responses as listeners and viewers of digital
storytelling, it is important to address the students’ dual roles as audience and author-creators in
order to help understand this activity in the classroom and library setting. On self-evaluations in
Ms. Black’s class and in conversation, many students voiced their enjoyment of the projects,
including some enthusiastic comments of “I love it!” “I enjoyed doing it,” “It’s fun,” and “I hope
we do it again.” Not all students assigned the highest possible 5 for their enjoyment of the
activity on the self-evaluation in Ms. Black’s class, and a few mentioned how iMovie and the
book trailers were both fun and hard. Some comments that expressed dislike or disappointment
corresponded to negative experiences with the topic or group members, such as the 3 that Emma
gave for her enjoyment, accompanied by a resolution for next time to “do a different book” and
“choose a book I really like.” Another student who gave a 5 for his enjoyment of the activity
still noted that what he would do differently next time was “not work with [classmate].” The
students’ positive and negative feedback is valuable in crafting recommendations for best
In coding the field notes from all three schools for “student motivation, engagement, and
enjoyment,” a range of behaviors and direct comments suggest that students are interested and
motivated by digital storytelling as author-creators. For example, time seemed to pass quickly
for students working on their projects at School 1 and School 3. Upon hearing his teacher’s
announcement that there were ten minutes remaining to work, a student from School 1 asked,
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“Ten minutes? We just got here.” Several times at School 3, the students took 10-15 minutes to
get organized to record their podcast, and became so involved that they worked through the end
of the 40 minute class period and asked their next period teachers to let them stay and work. (In
Some students took a playful approach to what was for them a novel experience of
recording their voices on a headset. Tanya at School 1 checked her microphone sound by
pretending to be a McDonald’s drive-thru employee, placing the headset on her head and saying,
“Welcome to McDonald’s, may I take your order, please . . .” She continued to hold a back-and-
forth conversation with herself, placing an order for curly fries, until Mrs. Auburn gave her a
signal that that was enough talking for the sound check. When the sound came through
School 2 students also found a chance to play as they learned how to use Garage Band to
And it was interesting to note that they completely veered off of the idea at some point of
doing the song, just for the book trailer, and started to use it as a device for recording
their own voices just singing songs . . . Just having fun, and that's ok. I'm totally ok with
that, that they were enjoying technology.
Mackey uses the term “text tinkering” to describe an “initial, playful” level of
engagement with a text, which she observed in her studies of students’ exploration of multimedia
texts. She proposes that tinkering may serve different ends, according to the user’s
determination of the salience and purpose of a task. Play might form a preliminary, overview-
type engagement that provides orientation to a format, or it might actually be the intended
endpoint of engagement for a reader content to play, rather than pursue deeper engagement. 149
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At School 3, where small groups of students frequently make podcasts for class and for
fun, lots of exposure and experimentation with technology supports confidence and skill
I'm so excited that they know how to use the technology, and that they're willing to use
the technology and they're not afraid of the technology. Because I don't think it's always
been that way.
In a separate interview, Ms. Copper, the librarian at School 3, explains how the students continue
to make podcasts for fun, even after class assignments have ended:
Oh my goodness. Yeah. And it's funny, [be]cause I still have - she's [Mrs. Silver] done
with her projects, but I still have kids coming in, and I let them. Like, they want to go and
create different podcasts for random things. Like, I'm trying to think - oh. Mrs. Silver’s
team's doing this decades dance party. And some of the kids want to create, just on their
own, a podcast from whatever decade they have.
Ms. Copper also recounted how students often came to the library during tutorial (study
hall time), after they ate lunch, or even while they ate lunch, to work on podcasts in the library.
The School 3 teachers’ support of students’ experimentation with technology corresponds to the
recommendations of Ito et al in the Digital Youth Project to honor the learning opportunities that
come through digital experimentation. 150 The podcasters in School 3 – Regan, Anthony, and
Abby – might even be described as “passionate affinity learners,” to apply Gee and Hayes’ term,
or perhaps on their way to such a characterization, with their dedicated to video editing outside
of class and their self-described enjoyment of watching student-created videos like theirs at
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All five teachers and librarians in the study reported a high level of student engagement
and motivation in the development of digital storytelling projects, and this finding triangulates
with my observations and the students’ direct comments. As Mrs. Silver noted, other teachers
also connected the students’ motivation with skill development and confidence. For example,
Mrs. Auburn comments on the intangibles of the Ancient China Photo Story:
Well, I think it gave them some independence in working with a project. You know, they
sat at their own computer, and actually, I thought we were going to have to kind of hover
over them when they recorded. And they just jumped right into that on their own. They
didn't need us there at all, really. And I thought that was great.
Mrs. Pearl, the sixth grade classroom teacher at School 3, recalled during our interview that her
class was lined up at the door at the start of her class each day, ready to go to the library for
digital storytelling.
classroom and library, students showed through posture, actions, and facial expressions that they
were engaged in their work on the digital storytelling projects. On the very first day of work at
School 2, students were eager to begin their project while Ms. Black was demonstrating iMovie,
talking excitedly and sticking their heads under the pink paper covering the computer screens
(pictured in Figure 7), which students were instructed to keep down when the teacher was
teaching.
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Figure 7. Pink paper covers on computer screens, Ms. Black’s strategy for
maintaining student attention when giving instructions.
In a group of five girls at School 2 working on a book trailer for Frindle, I observed that
on different occasions throughout the project, the students engaged in active discussion, joking,
and debate; they worked on one or two computers together, standing, kneeling, and sitting in
close proximity to each other, sometimes leaning or draping arms around one another, usually
with lots of close-up examination and pointing and touching of the screen; and excited reaches
• PhotoBooth is awesome! (after seeing this Apple picture-taking application for the first
time)
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• It was good. It was fantastic. It was awesome. (reporting on an updated version of their
• Yes! (several fifth graders in unison, upon learning from their teachers that they will get
• Oh my gosh, this sounds like video game music! (hearing a Garage Band mix for the first
time)
The performance day arrangements of seating, technology for viewing, and process of sharing
stories differed by school setting. Photographs of the classroom and library spaces and
arrangements for the performance component of each school are presented in Figures 8-13.
At School 1, the sixth grade students were seated in rows of chairs in a semi-circle
configuration, as shown in Figures 8 and 9. The Photo Story files were opened by the librarian
on one laptop on a cart, via networked drive, and sound was projected through external computer
speakers. The order of the presentations was largely random, as Mrs. Auburn opened files as
they were listed in the folder, though at times, some students asked for theirs to be shown next.
The Photo Story projects were displayed on an interactive white board, via LCD projector
mounted on the ceiling. The lights were dimmed, though the whiteboard was positioned in front
of the windows, which let in natural light. This teaching area in the library is open to the rest of
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Figure 8. Library space for performance day of Ancient China Photo Story projects.
The librarian is seated on a desk at the far end of the first row, and she is opening the
students’ project files from a laptop on the cart.
Figure 9. Student seating for School 1 performance day. The whiteboard where the
stories were projected is just out of the frame, at right.
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On School 2’s performance day, the fourth and fifth graders gathered around individual
computers in the technology classroom, and they moved from computer to computer, depending
on where the files were stored. iMovie files can be saved for viewing on other machines, but the
students and Ms. Black hadn’t completed this phase yet. Some students knelt and some students
stood to watch the digital book trailers, and they gathered close together to watch, as shown in
Figure 10. The students opened and played their own groups’ projects within iMovie, via the
hard drives of each computer, and the class viewed the videos directly on the computer screens,
with sound from the computers. The order of presentations was based in part on moving from
one computer to another one nearby in the classroom, and in part on which students requested to
be next. The classroom lights were on, and the classroom door was closed.
Figure 10. In School 2, the students viewed the digital book trailers by gathering
around individual computers.
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Figure 11. During the School 2 performances, students stood and knelt around the
computers to view the digital book trailers. They moved from computer to computer as a
group to view the different projects.
For the performance of the podcast at School 3, the seventh graders were seated at their
(individual) desks in the language arts classroom, with laptop computers on the desks for taking
the survey after viewing. The students’ podcast was presented on the roll-down screen, projected
from an LCD projectors and laptop on a cart. The language arts teacher started the video from
Youtube. The classroom lights were dimmed, and the classroom door was closed. School 3’s
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Figure 12. Students set up the projector and laptop for the performance of the
Green Team podcast.
Figure 13. Seventh grade students watch the Green Team podcast at School 3.
As described in Chapter 3, the amount of time spent creating and viewing the digital
stories varied by setting, but common to all three settings was that the amount of time dedicated
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to the performance of the stories was less than that spent creating the stories. The breakdown of
time spent creating and time dedicated to the performances is presented in Table 10; it is
important to note that this table does not include students’ informal viewing time, which was
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Table 10. Amount of time spent making digital storytelling and listening and
viewing digital storytelling.
School Class Sessions Spent Class Sessions Spent
Photo Story
Trailers
School 3 – Team Podcast 10 class periods (for Version Part of 1 class period
study
= 14 class periods
Digital Storytelling
Mackey notes that “listening affects the body as well as the mind,” 152 and observations of the
students as they listened and viewed the digital stories were critical in shaping the findings of
this study. The analysis of classroom observations and information provided directly from the
students and teachers, showed some anticipated and some surprising responses and ways of
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engaging that were similar across the three school settings, as well as interactions and responses
Upon review of the coded data, six categories of student response emerged:
• What students do
From these categories, I developed themes and a conceptual model that describes the
essence of responses to digital storytelling in the school library and classroom. This conceptual
model, presented in Figure 14 below, synthesizes the findings of Question 1 of this research
study (about student response and engagement), and will be used to extract new study questions,
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Viewing
Similar Experiences
Creating
Similar Experiences
“Digital Story” forms the first piece of the conceptual model. This area of the model
represents the story, which the students create and view. The students’ dual roles of creators and
tellers and the fluid nature of this process are represented in the model. “Engagement” captures
story, sound, images, and whether their friends appear in or made the video. Also included in the
theme of engagement are those aspects that caused students to become less engaged, such as
interactions with each other, and other observable ways of engaging in performances of digital
storytelling. Actions reveal and represent “Emotions,” the part of the model which encompasses
the students’ emotional reactions to viewing and, to some extent, creating digital stories,
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including pride, shyness, embarrassment, happiness, and social connections with peers. Actions
and Emotions are related, and because they happen simultaneously, these two components of the
development supported by engagement, as well as less tangible learning, such as the opportunity
to experience visual and auditory modalities, establishing a sense of belonging, and having
something to share. Learning and the next stage of the model, “Similar Experiences,” are
processes which shape and inform one another in a fluid, continual way. Similar Experiences,
which can originate within or outside classroom digital storytelling, demonstrate students’
evolving process of understanding digital storytelling and how they relate digital storytelling to
familiar activities, such as recording voices as part of video games and watching movie trailers,
new topics for digital stories and hopes to try more advanced digital storytelling. In the model,
Next Steps connects back to Digital Story, Viewing and Creating, and then to Engagement, as
Next Steps lead to new digital storytelling experiences. The following sections explain each of
4.1.6.1 Engagement
Based on analysis of my observations and the feedback that students provided in the survey and
focus group, students paid attention to digital storytelling features and approaches that appealed
to them, such as funny moments or action sequences, but they also provided so much detail on
what they didn’t like that it can be argued that they also paid fair attention to what they did not
like (or maybe the other way around – that something unpleasant drew their attention), such as
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“annoying sounds,” excessive background noise, blurry pictures, and breathy or stuffed up-
Many of the changes that students suggested to improve the digital stories were related to
aspects that would help them understand the piece better, including clearer explanations, better
sound and volume, and adjusted pace. One student at School 2 described in the focus group how
he has to pay attention when he doesn’t understand in order to try and understand the story
better, and one student in the survey reported concentrating on “The Giver, because it was
confusing.” Several students related pace of the story to their understanding, describing a
preference for a slower pace or the need to slow down because “it makes more sense this way,”
and noting that a slower pace allowed them to think about what was going on, to hear all the
details, and to hear clearly. Some students did qualify their notes on slowing down with
warnings about going too slow; for example, “I don't like things to be going too fast, but I also
don't want things to drag on all the time” and “because when they go too fast I can’t hear what
they’re saying and when they go slow it take[s] a longer time.” Another student also addressed
this balance of content and efficiency: “I want to finish it but I want to catch the details.”
Although most comments about pace described being able to hear, one student in the
School 2 survey mentioned having time to read text on the screen, noting that with a slow story,
“I can read the words” but that his preferred pace is “[in between] because I can read it and it is
not going too fast.” With students in grades 4 and 5, School 2’s group was the youngest of the
three settings, so developing reading skills may be a part of this student’s preference for the pace
of a story.
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In all three schools, students indicated widely varied preferences for pace. Although
some students explained a preference for slower or medium pace to help them think, hear, and
question, 5 out of 9 students who named something to change gave some version of “talk louder”
or turn up the volume, and two thought that music should be added. More students, eight,
mentioned some version of needing to “hear it better” in the open-ended survey question about
what they didn’t like, and two mentioned music. In terms of sound, the volume was limited in
that setting to the maximum level on the external computer speakers, and in the large, open
library space, it was a concern to the students, as well as to Mrs. Pearl, who described in the
Music was not a feature of Photo Story that Mrs. Auburn taught directly at School 1, and
the same was true for Ms. Black at School 2 with Garage Band and iMovie. As such, the music
that appeared in the videos was the outcome of students teaching themselves or learning from
their peers, and yet, it was one of the features that that caused the most observable responses and
As Mrs. Silver of School 3 explains, “the kids that are watching, you know, they are
tough critics,” and this statement was easily confirmed with the students’ comments in the
survey and focus groups. Although Students in School 1 assumed a very familiar and candid
approach to their focus group and seemed to hold little back in the way of constructive feedback
(even unprompted for such responses), the surveys of School 2 and School 3 students revealed
more features they didn’t like than they reported in their respective focus groups, including
comments on such components as the acting, sound effects (a hummed version of the Harry
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Potter theme song was especially polarizing in School 2), as well as length and image quality.
Students attended to and remembered very clearly what they considered unfavorable aspects of
their peers’ performances, such as stuffed-up sounding or breathy voices, “mess-ups,” and
Despite the honest critiques of peers, students from all three schools reported that they
liked seeing their friends and hearing their friends’ voices, and this connection drew their
attention. A School 1 student responded thus to the survey question about what made her pay
attention: “Yes. [When] I heard my [friend’s] voice when [her] digital story came up.” A School
2 student explained in the focus group that the digital book trailers were “like movie trailers, but
like watching a movie, with an actor, that was like your friend.”
Personal relevance was important; as one School 3 student recalled, “it seemed like they
were talking to me.” Other attention-getters among the students were pictures and images
(especially at School 1), funny parts, action sequences (especially at School 2), and at School 3,
students reported paying attention to the authority of their classmates in the video, in a way, fact-
Some of the same qualities that appealed to students when they viewed completed stories
were apparent when they made the stories, which is a logical connection. For example, “what
they feel” and “what makes them pay attention” both encompass aspects of personal relevance
and interest in and reactions to seeing themselves. Students devoted time to making themselves
a noticeable part of the videos, even when the stories weren’t necessarily about them. School 2
students included credits with their names, which seemed to take on more of a priority than
citations of images and information, as well as photos of the author-creators, and at both Schools
2 and 3, students included “bloopers,” or outtakes of mistakes in their acting and narration.
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At School 3, Anthony, Regan, and Abby acted out the credits, introducing themselves
and saying “thanks for watching the podcast,” at which point two students watching the video
performance lifted up their heads from their desks, where they were leaning. Then the outtakes
appeared, and students watching the video smiled, laughed, looked at each other, and shifted in
actual outtakes of mistakes in recording, and then students started recording “fake bloopers,” in
which they would intentionally do something silly or flub the script. In survey questions about
what they would change about the stories and what they liked and didn’t really like, some
students reacted positively to the bloopers, expressing that they were funny and that they wished
they had added bloopers to their stories, but other students critiqued the authenticity of the
bloopers, noting “less bloopers, more trailer” and “too many bloopers (the lightning thief) they
4.1.6.2 Actions
As described previously, intermediate and middle school students exhibited kinesthetic watching
and listening behaviors during project development. Movements were more subtle at some
schools during the performances of digital storytelling, but students did show a variety of
physical forms of response. In School 1 (Ancient China Photo Story), students were seated in
chairs (without wheels), and when they moved, they moved mostly their feet or upper bodies
(tapping or shaking feet, nodding or moving heads side-to-side or looking around). At School 2
(iMovie book trailers), the students were gathered around the computer screens, and the most
observable actions were (as stories started), jostling to see the screen, followed by bouncing or
tapping, dancing, talking, looking around or at certain people, and in some cases, touching the
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computer keyboard. At School 3 (iMovie team podcast), students were seated in chairs at their
desks, and the most apparent actions were alternating between leaning on the desks and sitting
back in the chairs, occasional looking around (left and right or behind them), and soft talking.
Some students expressed some frustration or reaction to sitting still for the performances.
Asked on the survey about what they wanted to do next after watching the stories, one School 2
student (grade 4 or 5) said, “Play outside. I was feeling energetic!” A student at School 1
justified a preference for a fast-paced story with the explanation that “[I] really [don’t] like to sit
Students’ shifts in posture were another type of observable behavior. Typical stances for
viewing varied in each room and across the three settings, as each had different seating and
viewing arrangements for the students. I noticed students’ eye contact with the screen,
sometimes brief and interrupted by looking away at classmates, teachers, or around the room and
sometimes in long periods of gaze. Other observable student behaviors during the performances
included laughter, sighing or deep breaths, talking to classmates, smiling, turning around in
chairs (for Schools 1 and 3, where students sat in chairs for the performances), clapping, and
yawning. The full list of types of recorded behaviors is in Appendix C. In some instances, what
the students were responding to was easily discernible, such as music, narrated phrases, or acting
by students in the piece. Other responses, particularly facial expressions, sometimes reflected
students’ reactions to viewing their own work, a connection I could make as a result of my time
spent in the classrooms during the project development. During their own stories, some
behaviors included smiling, looking up at the ceiling, looking around the room, and talking.
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4.1.6.3 Emotions
Students and teachers provided information in the interviews and surveys that help to illuminate
what they were feeling while they viewed and listened to the performances. Students and
teachers specifically pointed out a type of response likely not attainable through traditional, face-
to-face storytelling: students’ reactions to viewing their own digital storytelling. In live
storytelling, the teller does not have the opportunity to experience the storytelling in the same
way as the audience, due to his or her role as the teller. However in digital storytelling, apart
from the insight inherent to viewing something students themselves made, author-creators
experienced the performances of digital storytelling in basically the same way as the rest of the
audience.
Some students wrote that their own was their favorite on the survey, which wasn’t actually an
option I had thought about in designing the survey, and some students asked me directly if it was
ok “to say mine was my favorite.” In this survey question at School 1, two students responded
“mine” and one student wrote (uncorrected for conventions), “i liked my storyteller my story
teller was on confucius i liked my storyteller because my music matched with my story.........”
indicating an element that she appreciated – the music and how it went with the story – and also
bringing to mind with the phrase “my storyteller” the previous discussion about student
terminology and how they understand and talk about digital storytelling. On the survey question
about how their favorite stories made them feel, a School 1 student wrote, in all capital letters,
At School 2, a student explained in the survey that his or her favorite was “mine because
I made it” and a different student described that her favorite part of her favorite story was
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specific effect in her story, an animated, customized globe. With just three students as the
author-creators of the Green Team Podcast at School 3, fewer responses dealt with a student’s
own story as her or her favorite, though some students noticed when they appeared in scenes in
the video (not corrected for conventions): “I was thinking when i seen my self ‘Theres
me!!!!!!!!!’”
The personal relevance factor in a story about the students’ middle school team, also
connected to what draws students attention, generated some emotional response related to the
students’ feelings of being part of the Green Team. For example, of the nineteen responses to
the survey question about whether their favorite story (in this case, the only story) made them
feel any particular way, nine students wrote responses that describing feeling happy, good, lucky,
or excited to be on the Green Team, including, “made me feel good I was in such a supportive
team” and “it made me excited for the Green Team even though I’m already on it.” Eight
responses showed that watching the video made them feel nothing in particular, or the same.
In the focus group interview, School 3 seventh grader and team podcast creator-author
Regan explains how it feels to watch one of her videos, revealing in her comment some
Regan: It's kind of cool, cause if it's a good one, you're like - yeah. That's my video. But
if it's a bad one, you're just like, oh god. Here we go.
Students’ feelings in the experience of digital storytelling were described by their teachers, such
as this comment from Mrs. Silver at School 3 about a mix of pride and embarrassment among
her students:
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Mrs. Silver: Yeah, the kids watching their own - they get a little embarassed. (laughs). I
mean, they're excited, they want everybody to see it, but they get a little embarassed, but
at the same time, they're so proud of what they've done.
According to Mrs. Pearl at School 1, the shyness in watching digital storytelling is typical of her
sixth graders:
Mrs. Pearl: I think they were, sometimes, a little shy when it came up, and they giggled
and kind of hide their faces, but I think that's not uncommon for this age group.
Some students directly addressed feelings of embarrassment; for example, one School 1 student
explained that what she wanted to do next after watching digital storytelling was “[disappear]
4.1.6.4 Learning
After viewing the digital stories, students remembered facts from their classmates’ stories and
their own work, and they recalled and described these mostly at a level of learning that could be
placement for using chopsticks, their animal sign on the Chinese zodiac, and facts about the
polio vaccine, which were actually part of a digital story that students in School 3 watched
In addition to this fact-based learning reported by the students (though, to be clear, not
evaluated formally in this study), the students also self-reported and I observed application of
skills in technology that reflect higher levels of Bloom’s taxonomy, such as application and
analysis. For the students in School 1 and School 2, all of the Photo Story and iMovie
development was new, so students learned each component of the digital storytelling production
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process. They practiced and applied skills to navigate the interface, import images, sequence
frames, add text, and record narration, as well as a variety of other skills in applying transitions
and effects, depending on which software application they used and which features the students
incorporated. They analyzed content independent of any teacher instruction, as in the critical
stance portrayed by the “fact checkers” in the Green Team podcast performance.
In my initial development of the conceptual model, I included the phrase “what they got
out of it” to address those outcomes outside of instructional objectives (related to content and
technology skill development), and teachers and students shared responses that helped me to
understand this part of digital storytelling in the classroom and library. For example, students
also gained enjoyment and relaxation from watching digital storytelling. Mrs. Pearl at School 1
described that an opportunity to “do something on the computer that people would appreciate”
was an intangible outcome that she hoped students would gain. Ms. Copper and Mrs. Silver
explained how students feel a sense of belonging to a group in their podcasting efforts. Ms.
Copper traced a student’s social growth back to his valued role as a technology expert in a
podcasting group, and Mrs. Silver shared her observation that students step out of typical roles as
leaders and followers to honor skill sets and share the work.
The focus group questions on what experiences students think are similar to digital storytelling
elicited some intriguing responses, such as this one from Trey, Louis and Brian at School 1:
Researcher: Can you think of an experience that's similar to watching a digital story?
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Louis: Or doing it in a book.
These students recognize, as participants in digital storytelling, that there is a blending of media,
modalities and literacies, even if these activities are not named as such. Students also compared
the voice narration part of digital storytelling to games they play on the videogame system, Xbox
Live and the handheld game system, Nintendo DS, experiences which they may have tapped into
when recording their scripts. As some students’ use (or misuse) of technology-related
terminology indicates, students may notice less about the distinctions in names and attend more
to the activity that the technology enables, much in the way that Don Tapscott describe in his
book Grown Up Digital (McGraw Hill, 2009), quoting MIT epistemology professor Idit Harel:
“For the kids, it’s like using a pencil. Parents don’t talk about pencils, they talk about
writing. And kids don’t talk about technology – they talk about playing, building a Web
site, writing a friend, about the rainforest.” 154
At School 2, students likened digital storytelling to watching movie trailers and comedy
shows, perhaps the inspiration for their affinity for bloopers, and some students also talked about
wanting to try making their own movie trailers in iMovie next time, rather than book trailers.
Students crossed and jumped around media forms for inspiration and ideas.
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4.1.6.6 Next Steps
After developing and viewing the digital stories, students expressed interest in pursuing more
digital storytelling, some with specific ideas for the stories they wanted to tell. Several students
at School 1 suggested making autobiographies and Photo Stories about famous people. School 2
students said (in the survey) that watching the stories made them want to read the book (that was
shown in the book trailer), read the book again or read a sequel.
For their next digital storytelling projects, some students wanted their school librarians to
“make it more advance[d].” or “take it to a new level.” Students at all three schools wrote and
talked about having more opportunities in general, in different classes and related to different
subjects, and suggesting that “our teachers give us assignments more often that we can do a
podcast with.” Some students even identified past class events suitable for digital storytelling,
such as a School 1 student who said in the focus group that “when we had Black History Month .
. . ., you could, we could have done a PhotoStory on that.” The Next Steps section of the model
incorporates the current digital storytelling experiences, which shape the experiences to follow.
The most notable characteristic of classroom and school library digital storytelling is that the
students assume two roles: author-creators and listener-viewers, and a significant portion of
viewing in this context takes the form of viewing one’s own work. This dual responsibility leads
to increased opportunities for feedback, sharing, and learning, as evidenced by the works-in-
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progress storytelling and peer teaching. Although the social context of the classroom seemingly
and library storytelling encompasses a closeness, familiarity, and peer dynamic that can be
supportive or scary, or at times, just embarrassing, for students. The emotions and personal
relevance that students feel to their work and that of their classmates suggests the need to foster a
Students and teachers are exploring digital storytelling projects and teaching through
lenses, references, and methods that they already know, and this process is described in the
following sections, including how students understand digital storytelling in relation to other
forms of storytelling, how teachers and librarians instruct and teach digital storytelling in the
classroom and school library, factors related to collaboration in digital storytelling, and forms of
evaluation in the digital storytelling activities in this study. As in the previous section, 4.1, how
teachers, librarians, and student interact and work in the classroom context are described, as this
these elements are essential in describing digital storytelling in classroom and school library
settings.
As demonstrated in the previous section with the anecdote about Brian, Trey, and Louis and their
in the experience of digital storytelling, and they articulated this evolving understanding in the
survey and focus groups. Students provided thorough and specific definitions of “storytelling
without the digital part” in the survey, and their responses emphasized concepts of talking,
telling, reading, making up a story as a person tells it, and “reading the story to a live audience,”
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as described by a School 3 student. One student said that storytelling without the digital part was
“boring.” Students remembered hearing about storytelling at school, the school library, the
public library, at home, at festivals, and at bookstores. Some students associated storytelling (not
digital storytelling) with being a young child. For example, students provided the following
perspectives on storytelling:
• “When I was little my mom read me [storytells] so she was [storytelling] me.” (survey
• “I have heard about storytelling from when I was little and my parents would read to me
little stories that would teach me lessons” (survey response, seventh grader at School 3)
• “I have [heard] about story telling in preschool” (survey response, sixth grader, School 1)
Students represented their understanding of the “digital” in digital storytelling with phrases
one student said that with digital storytelling, “you put it on a big screen and put music behind
it.” Several students at each school replied “I don’t know” or “I’m not sure” when asked what
When asked if they had ever made a digital storytelling project before (at the conclusion of
the projects), three students from Schools 1 and 2 (where all students participated in the projects)
said no, which reveals another example of students’ developing understanding of technology
terms, or more importantly, their understanding of terms that their teachers and librarians use.
In considering how digital storytelling and reading a story in a book might be related, some
students defined boundaries, as in “digital stories can have music stories can’t.” Although the
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survey question did not ask students to choose one form over the other, several students made
some evaluations, such as, “the books have more information and the digital had not that much”
and “they both tell a story, but a regular story can explain more things.” In contrast, a student at
School 1 explained that “they are the same by telling us information about the story the
Attending not to information but to imagination, a seventh grader at School 3 wrote of digital
storytelling and stories in books, “they are the same because they talk about one topic. They are
different because they give you the images and I don’t like that as much as imagining the places
storytelling. 155
The teachers in this study identified numerous reasons for implementing digital storytelling in
their classrooms. For Mrs. Pearl at School 1, digital storytelling was selected as a strategy to
engage lower academic performing students, as “something on the computer that’s not a game
and not a PowerPoint,” as well as an alternative method to teaching a unit from the textbook. In
keeping with this objective, Photo Story was selected by Mrs. Auburn as an application that she
For Ms. Black at School 2, an intermediate classroom teacher approached her with an
idea for a project dealing with novels, and Ms. Black decided to use the Apple programs that she
had available for the digital book project. For Mrs. Silver at School 3, the podcast was a means
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Factors such as school schedules, class time, class size, technology resources affected the
teaching and facilitation of digital storytelling in the school context, and some of these concerns
affected the project development and performances. As described, noise and volume issues were
a problem at School 1, where schedules were also a concern, as several of the class periods in
School 1 were abbreviated to accommodate the state testing period in the month of March.
Students at School 3 asked teachers to allow them to continue working past “the bell” to allow
them to finish sequences they were editing, and even in School 2, with nine or ten one-hour and
ten minute class periods, students still expressed a need at the end of the project for more time to
finish and make changes, and as described, many students hadn’t yet saved their files as
The model of presenting digital stories one-by-one as class presentations was represented
in Schools 1 and 2, and this was an area for continued consideration for Ms. Black in her plans to
Ms. Black: I really felt like they could have used better instruction from me in terms of
what does it take to be a better listener, and what's the value in that. I'm sorry that I didn't
do that more. And of course the issue of respect.
The challenge of developing a performance scenario that fits available time, space, and
supervision of students, along with addressing the need to foster a feeling of a safe space for
sharing, is one of the most important characteristics of digital storytelling in school and library
settings, yet one that is critical, to help students cope with feelings of embarrassment or shyness,
or as the previously mentioned School 1 student described, perhaps to prevent having students
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Another unique distinction between traditional storytelling and digital storytelling in the
usually presented by adults, either the teachers or librarians themselves, or an invited guest
storytelling in the library or classroom is that the creation of the stories by the students is a major
focus, and necessarily, time and instruction are required to develop the stories. The time spent
making stories can be considerable, depending on the design of the activity and the teachers’
objectives, as well as the complexity of the software application and the students’ familiarity
with it, and their overall technology and information literacy skills.
Teachers implemented strategies to help their students learn and practice the technology,
information literacy, and literacy skills required to create and view digital stories. Ms. Black,
who teaches technology at School 2, used clear directions, simple terminology, and modeling
and repetition. When demonstrating a skill, Ms. Black often told the students, “covers down,”
meaning that students were to cover their monitors with the pink laminated construction paper
attached to each one, which minimized distractions from looking at screens while she talked.
She checked in on students’ progress frequently during large group instruction and during group
work time, offering to help again and again. Often, Ms. Black modeled a skill using the teacher
computer (and LCD projector) then provided time for guided practice. She incorporated many
kid-friendly phrases into the guided practice, such as “let me know if you don’t have a right
click” (referring to Apple mouses with one button), “you have 10 minutes to be the driver, then
pass the mouse” (in giving instructions to take turns), and “.jpgs mean pictures.” At the
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beginning of iMovie instruction, she introduced features and tasks in small increments,
before moving on to the demonstration of the next step. She also instructed students to repeat
essential steps out loud in choral response, such as “File, Save as. Repeat after me. File, Save
as.”
Ms. Black attended to the students’ affective needs as part of their skill development. For
example, as students practiced a step in iMovie, she asked, “Is anyone here upset and needs
help?” Ms. Black also encouraged students to help each other, and her students explored various
At the beginning of the Ancient China Photo Story project, Mrs. Auburn demonstrated
the steps for each day’s work on a demonstration computer (a desktop with the image projected
on to the wall). This was a short portion of the class, not usually more than five minutes, and
students attended to the demonstration with eye contact and little talking, perhaps because of the
novelty of this project for them. After the teaching part, Mrs. Auburn, Mrs. Pearl, and Mrs.
Kelly, the paraprofessional, provided one-on-one assistance with script writing, file saving and
access, and steps of Photo Story. For this library project, Mrs. Pearl’s class rules were in effect,
including staying seated, and although students did not have assigned seats, they were seated
with an empty computer in between them, or as she called it, “do a computer, skip a computer.”
Mrs. Pearl helped students to stay organized for this research project by collecting their notes and
scripts at the end of each class (so that students couldn’t lose them). Mrs. Pearl, Mrs. Auburn,
and Ms. Black gave 10-minute, 5-minute, and 2-minute warnings as the end of class approached,
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At School 3, I observed fewer direct teaching strategies from Mrs. Silver and Ms.
Copper, as their roles involved more facilitation, though the independence, trust, and technology
and a few instances of mishandling or misusing technology equipment, including this comment
by Mrs. Pearl, “can we please keep our face off the keyboard?” and this caution by Ms. Black,
“I’m hearing something that does not make me happy,” referring to banging on a keyboard from
a student who was unable to log into his account. Students at Schools 1 and 2 used user names
and passwords to access their folders and files, and on one occasion at School 2, Ms. Black’s
students received notices to change their passwords, and she spent a few moments explaining
Students exhibited a range of strengths and needs in the technology, information literacy, and
literacy skills required to use technology resources to create digital stories. Although the Photo
Story and iMovie applications were new for many students, the foundation for effective use of
these tools comes from such skills as reading, manual dexterity and hand-eye coordination (using
the mouse and keyboarding), saving and accessing files, downloading images, navigating
For example, when a system-wide problem at School 1 caused all computers to shut down
suddenly, most of the students lost everything that they had done that day, as few of them had
saved their work. Some students demonstrated more developed skills than their classmates,
which could be related to the quality of story produced, and perhaps, the responses that listener-
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viewers gave. The librarian at School 3, Ms. Copper, pointed out that the students learn
Windows-based computer applications in their technology classes at school, but they were
primarily self-taught in their podcasting activities on the Mac laptop: “They’re not afraid to try
new things . . . and they're not afraid to go and you know, navigate and figure things out. . . I
would have thought that some of them would have been more hesitant, and it wasn't like that at
all.”
Collaboration was a common quality of the three school projects, though at varied levels. The
collaborative process at School 2 (book trailers) took place primarily in the idea generating and
planning, in that the classroom teachers and Ms. Black decided to connect the iMovie project in
the technology class with novels that the students had read in their language arts class. The
At School 2, Mrs. Pearl emphasized that her collaboration with Mrs. Auburn, the school
librarian, was essential to the project’s planning and implementation. As she explained it, Mrs.
Pearl handled the social studies aspects of the project – deciding on the curricular area and the
topics that she wanted students to research – and Mrs. Auburn took responsibility for the library
resources and technology, which was for Mrs. Pearl an area for which she especially appreciated
the support and expertise of her colleague. She describes their collaboration this way, “Find
At School 3, Mrs. Silver’s and Ms. Copper’s collaboration was very fluid and open,
though it was a relationship that both teachers recognized and appreciated. Here, Mrs. Silver
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describes her hopes for continuing the podcasting next school year, and she also acknowledges
Mrs. Silver: As long as I have the technology and the help available to me, because my
tech guys play a really big role in this, my librarian plays a really big role in this, I
couldn't do it without them at all. I mean, the kids do a lot, and honestly, I'm a facilitator.
I mean, I really don't do much. I watch, you know, I listen, I encourage, my librarian
helps out a lot with resources, and my tech guys are able to work with us whenever there
is a problem and there are problems a lot of times that they fix. So as long as we have all
those components, I'm going to definitely do it next year.
Storytelling
Of the three digital storytelling projects, two were evaluated and graded by the teachers: School
1 (Ancient China Photo Story) and School 2 (digital book trailers). The School 3 project was a
voluntary student activity for a small group, facilitated by the teacher and librarian, and as such,
the students did not receive a grade. Only Ms. Black’s lesson at School 2 incorporated a formal
student self-evaluation, but students at all three schools took part in or talked about self-
reflection to some extent, in most cases informally, during the development of the projects and
upon viewing the completed digital storytelling. As described previously, the students’ work-in-
progress viewing and editing was largely based upon frequent, quick reviews of their own work,
with self-assessments and determinations of content needed and changes and additions to make.
Student comments and reactions to viewing their own completed work are examined as part of
At School 1, Mrs. Pearl evaluated the students on their participation and completion of
the digital storytelling projects, and she reported that all fifteen students received an A. In
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accordance with the sixth grade social studies curriculum, Mrs. Pearl administered the unit test
on Ancient China to assess their understanding of the content. I did not observe any classroom
discussion of the grading process or the students’ test taking. In my observations of the sixth
graders in Mrs. Pearl’s class, I didn’t observe any instances of Mrs. Pearl instructing students on
the grading process, and I noted only one occasion when students mentioned the grade they
hoped to earn. In that situation, two female students in the class, Tanya and Kaya, had just
recorded the narration of their Photo Story projects. From my field notes, their interaction went
as follows:
Tanya puts on the headphones to watch and listen to the final version of Kaya's Photo
Story.
Tanya claps and moves her head while she watches and listens, then wipes her eyes as
actual tears drip – but then she explains that “when she stares really long she can make
her eyes dry.”
When she listens and watches she looks like she is listening to music.
Kaya: I want something that people can watch and not get bored cause we have to watch
a lot of them.
Tanya: Yeah.
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As described in the previous sections on students viewing their works-in-progress and their
completed projects, there were occasions when students from School 1 (as well as in the other
two schools) considered their listener-viewers and what they might think of their work, and they
also expressed evaluative comments of their own work, but grading of the projects was not a
dominant focus for the students or one expressed by the teachers. Interestingly, Kaya and
Tanya’s exchange about grading suggests awareness of how classmates may perceive their work,
and unprompted by the teacher or researcher, these students connected the listener-viewer
responses and their grades. Although it would be difficult to assess students’ work on the
response of their peers, this finding might suggest that some form of peer evaluation would be
At School 2, Ms. Black used a scoring rubric that she developed via Rubistar (an online
rubric development tool) to assess the students’ work as groups (one rubric per group project),
and her students also completed individual self-evaluations. These documents are included in
Appendix B.
Ms. Black explained the scoring rubric to the students, section by section, on the seventh
work day of the project. The rubric had eight categories: Editing, Basic Elements, Collaboration
and Contribution, Content and Theme, Documentation, Images, Above and Beyond, and Overall.
Four levels of descriptors were given for each category, with scores of 4, 3, 2, or 1 possible
depending on the level of success in that area. A score of 4 represented the highest level of
completion and achievement, and the skills in the 3, 2, and 1 categories listed the same general
Portions of Ms. Black’s explanation of the rubric (recorded via field notes) are as
follows:
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Ms. Black’s rubric is a Rubistar-based rubric. She shows the rubric.
Ms. Black: if you’re ever seen a rubric before, raise your hand.
Ms. Black explains Editing area of the rubric first. She pauses to help a student adjust the
height of a chair. She reads from the document.
The second rubric category is Basic Elements. The descriptor for the highest possible
points is “Best of All Worlds.”
Ms. Black explains that this would be given: If you could do everything right. I don’t
expect you to.
Ms. Black: This is the area that I’m most concerned with. You’re responsible for
everyone in your group, not just yourself.
Fourth Category is Content and Theme. Ms. Black talks about matching the book with
appropriate mood/theme:
Ms. Black: A serious theme should not be like a ride at Kennywood [local amusement
park].
Ms. Black: What kind of conflicts exist? Maybe show in your book trailers.
Ms. Black mentioned some examples from ongoing projects to help illustrate the descriptors of
the rubric, such as how a light-hearted segment of the book trailer for The Giver, in which
students recorded themselves popping in and out of the frame, probably did not correspond
appropriately with the more serious themes of this book. Ms. Black concluded the discussion
with explanation of the categories, Documentation, Images, Above and Beyond, and Overall.
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According to the rubric, a score of 4 in “Above and Beyond” could be earned when
“parts of the book trailer are unique, demonstrate great effort, and succeed in making the book
trailer better.” I asked Ms. Black after the lesson if “Above and Beyond” was a school-wide
assessment approach or just hers, and she explained that it is something that she does.
self-evaluations on their last work day of the project, at the beginning of the class period.
Students were asked to reflect in a few lines on their contributions to the group project, their
efforts in helping group members, what they might do differently if they could do it over again,
and what they would like their parents to know about the project. Completed evaluations from
some of the students were collected as part of the artifacts for this study, and selections from
these evaluations are presented in Figures 15, 16, 17, and 18.
Figure 15. Tommy's self-evaluation of his contributions to his group's digital book
trailer: “Music. I worked so hard.”
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Figure 16. Allison's self-evaluations: "I would get a bigger group because it is hard
with so few people,” "It's fun and hard,” and “I enjoyed doing it and it was fun working
with [classmate].”
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Figure 18. Melissa's self-evaluations: "The why you should read. It was a bit sloppy"
and "I loved learning how to do IMovie and garage Band."
In this open-ended evaluation, the students identified aspects of the project that mattered
to them, including some of the same listener-viewer dimensions that I hoped to learn about in the
study, such as the role of music and students’ interest in the process of digital storytelling. (It
should be noted that the students did not see the survey questions – which do mention music –
until several days after this self-evaluation). With such positive feedback and enjoyment of
digital storytelling as reported by the students and teachers across the three schools (as described
in the interviews and surveys), it is worth learning about all aspects of the practice to keep
strengthening aspects that have appeal, and to build the engagement and enjoyment of parts of
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5.0 CHAPTER FIVE: CONCLUSIONS
In conclusion, this investigation found six prevalent themes which describe the essence of the
listener-viewer response in digital storytelling in the intermediate classroom and middle school
library. These themes are Engagement, Action, Emotions, Learning, Similar Experiences, and
Next Steps, and the relationships among the themes are suggested in a conceptual model.
Further, the findings identify qualities that characterize the listener-viewer response in digital
storytelling in these settings, most significantly, that the social context of school and library
storytelling and students’ dual roles as author-creators and listener-viewers results in works-in-
progress (or formative) storytelling, peer teaching, and the need to foster a supportive
environment for sharing digital storytelling. Teachers employed strategies for supporting student
In Language and Learning in the Digital Age, Gee and Hayes demonstrate the significant
differences between the writing that young people produce online – such as a fan fiction writer’s
post to her readers – full of abbreviations, emoticons, run-ons and sentence fragments, and
selective use of capitalization, versus the staid, formal reading that students encounter in school
textbooks. 156 I observed how students produce digital content as they constructed their stories,
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and to some extent, I observed the students’ approach to writing through their survey responses.
Students used phrases such as these to respond to questions, pasted here exactly as they appeared
in the survey:
• digital stories are more personal and telling you like it is!!! :)
• idk
• it was cool.:D
This language – both in how it is written and the information it conveys – represents a
small component of students’ ease in digital communications. As national studies like those of
Kaiser and Pew indicate, and as my time with the students corroborates, even with occasional
frustrations and diverse developmental differences in skills, students work, play, listen, question,
and learn in a digital world. Digital storytelling is a way of letting kids “speak” in a language
that they’re still learning, but one that they’re comfortable exploring and one that allows them to
connect with each other. Whether the digital stories were awesome, annoying, or in-between (as
described by the children), the students listened and responded to their peers’ stories with
attention, kinesthetic engagement, and detailed recollections afterward. With digital storytelling
as a current, common learning activity in classrooms and school libraries, this research shows
that students “get” this type of storytelling as listener-viewers. Through the findings presented
here, I have suggested implications for teaching and facilitating digital storytelling to support
students as listener-viewers, as well as several new research directions which can extend the
current research.
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Heath and Street stress that ethnographic research requires wide, interdisciplinary reading
and a “zig zag” style of going back and forth between reviewing literature, spending time in the
field, and returning to literature. 157 Although my work did not follow all the tenets of their
ethnographic methods, this fluidity certainly characterized my time with the teachers and
students and my ongoing, iterative reading and analysis. Attempting to understand my research
questions in action, in real life contexts of students, teachers, and technology, required some
I recognized adolescent development issues, such as peer influence and varied levels of
developmental readiness for cooperation and fine motor skills. I saw educational theory and
policy in motion, as represented by class size, teacher schedules, technology and resources, and
state testing. I observed familiar themes of teaching and learning, including classroom
management, diverse student needs, assessment, and collaboration among colleagues. These
topics were critical considerations for my investigation, and actually none of them even dealt
directly with digital media, school libraries, or storytelling, though these were the areas I entered
the study prepared to reference. I found that I returned to this literature and also branched out
into related areas, such as communication and into different kinds of ethnography, including
digital ethnography, to help me understand what I was seeing and how to study it more deeply.
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5.2 INTERPRETATIONS OF CONCLUSIONS BASED ON GUIDING
THEORETICAL FRAMEWORKS
One lens for my analysis regarding the level of engagement of students in this study was
Mackey’s concept of text tinkering; were the students viewing the digital stories in a playful,
superficial mode, or were they attending at a deeper level to the content and story? 158 As
presented in Chapter 4, it seems that both kinds of viewing were involved in classroom and
library digital storytelling. Play was a part of the project development process, and students
experimented and played with recording and playback of sound and images to help guide their
editing processes, and they also showed playful as well as more serious attention to the
performances of digital stories, sometimes (as it appeared through their body language)
Mackey explains that “listening reverberates in the cavities of the body,” and that “music
. . . has a quality which can command our attention in a way that print on a page cannot do.” 159
Students in the three schools demonstrated that music in the digital stories captured their
attention through their dancing, bouncing, and air guitar playing; through comments about music
preferences throughout the surveys and focus groups; and in School 2, through the students’ time
In Literacies across Media: Playing the Text, Mackey suggests that texts that combine
modalities, such as pictures and reading or pictures and audio, create a “physicality of the
experience” which is inherent in the production of meaning. 160 The range of media that
comprise digital stories and the range of modalities that digital stories demand of listener-
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viewers reflect this physicality of the experience, demonstrated by the students in this study in
Rosenblatt’s transactional theory also provided a basis for interpretation of student engagement
with the digital stories, with regard to how they interacted with the stories as “texts,” and in
particular, whether they viewed the stories in moments of lived experience, representing the
aesthetic end of the reading spectrum, or from efferent, informational orientations, attending to
the concepts and ideas presented in the story. I believe that listening and viewing digital stories
The students’ responses in the survey and focus group suggest that both kinds of interaction with
the digital story “text” were involved. 161 As in Rosenblatt’s “cocktail party phenomenon” – the
metaphor for how readers attend to and interact with certain elements of text – the research
For example, as presented in the conceptual model of the essence of school and library
digital storytelling, stories with personal relevance drew students’ attention and inspired
emotional responses. One such story was Felicia’s story about the Chinese Zodiac (at School 1),
in which she used a question and answer format to review each animal of the zodiac and the
personality qualities of each sign. During this digital story, the students in the audience
demonstrated active engagement through leaning forward, smiling, and talking in response to the
Felicia’s voice in the video when she asked about birth years and zodiac animals. It appeared
that students were enjoying this experience and interacting with the story as a text – waiting to
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hear their signs, reacting to the list of personality traits, and in some cases, affirming what they
heard. In the focus group, the students described the story as entertaining and they recalled
Felicia’s loud, clear voice. An approach for future research about transactional experiences with
digital storytelling may be to involve students in watching themselves react (on video) to a
performance of a digital story, to help inform what it was they were thinking and experiencing as
they viewed the “text,” or the digital story. The responses could then be coded for aesthetic and
efferent viewing.
In terms of efferent viewing, the findings suggest that some students watched with an
orientation for learning and information. After they viewed the stories, students recalled varied
facts about the subjects of the videos, which may suggest as they watched the performances, they
interacted with the text from the efferent end of the continuum. In surveys and focus groups,
students shared that they learned that dragons have five toes, that the Ancient Chinese made ice
cream from rice and snow, that the Green Team offers tutoring on Tuesdays and Thursdays, and
which authors wrote certain books. In an example of applying learning in a new setting, a
student recounted in the School 1 focus group that she read a story about the Terra Cotta army in
her reading book, and that her classmate Trey could have used that information for his project.
The study findings also suggest that in the formative, or work-in-progress viewing of their own
stories, students may have assumed an efferent stance. They viewed with a critical eye in the
editing mode, which may be considered a form of efferent interaction with the text, “taking
away” from the experience that information required to make adjustments and changes in their
work. As noted above with regard to aesthetic viewing, it may be possible learn more about
efferent interaction with digital story “texts” by involving the listener-viewers in an analysis
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process; here, in the editing phase, perhaps a think-aloud protocol would be effective in learning
more about how the student is interacting with the digital story text.
In what may represent an efferent response specific to digital storytelling, students also
viewed their peers’ stories with an orientation toward the media itself, expressing curiosity about
technical aspects of the presentation. For example, they reacted to certain effects with attention
and engagement, and reported later that they wanted to learn how to do something (such as make
a watercolor effect or add music) for the next time they made a digital story. This attention to
the technique and “how-to” of classroom and library digital storytelling might be unique among
happened to be a storyteller himself or herself, or maybe possessed a natural curiosity for the
practice, it is probably not a common response to wonder how a storyteller “did something”
during the process of viewing the performance. Watching and interacting with the digital story
with a curiosity about specific techniques – as the students brought up in all three schools – may
be a characteristic that distinguishes school digital storytelling from other forms of storytelling.
I found that my initial “look-for’s” for gauging a state of trance – eye contact, posture, facial
expressions – were perhaps better suited for confirming what the students reported as those
features which made them pay attention to the stories. Attention and trance are not the same
state of consciousness, and as I realized upon the first few digital storytelling performances at
trance, as in a state of high engagement, and students who stared deeply but were actually
experiencing boredom.
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Nonetheless, several aspects of Sturm’s storylistening theory were represented in some
way, and with the findings of this study uncovering more about how listener-viewer response
works in the classroom and school library context, perhaps more of these elements can be the
subject of more focused investigation. For example, without prompting, several students in
School 1 made comments in the survey about “imagining myself there” and “being there” in the
Ancient China Photo Stories, responses that relate to Sturm’s characteristics of placeness and
realism. 163 Students also reported emotional responses, such as happiness and concern, a level of
channels. 164
Sturm describes the skill of the storyteller as one influence on the storylistening trance,
and this is another potentially applicable area for student digital storytelling. As described in
Chapter 4, students demonstrated ranges of abilities in using technology to make stories, and the
resulting digital stories may reflect that same range in skill. Listener-viewers may engage more
deeply in stories that reflect a higher quality of production, but as the findings here also show,
worlds – is that individuals may seek out additional, similar experiences. 165 This is also a
potential benefit of classroom and school library digital storytelling: students may seek out other
experiences in producing and consuming digital media, which supports their information literacy
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5.2.4 Georges’ Storytelling as Event and Maguire’s Sounds and Sensibilities
As demonstrated in the three classroom settings, digital storytelling can become a shared event,
like Georges’ characterization of traditional face-to-face storytelling, 166 though dynamic, live
interaction takes on different forms in digital storytelling, and the interaction happens during
parts of the storytelling process beyond the finished performance of the story. Georges’
assertion that storytelling is a social, communicative experience held true in varying degrees at
the three schools. Although the arrangement of the performance spaces and teacher expectations
for behavior potentially influenced what social behaviors students exhibited, social context was a
Teachers and students even revealed some ways of making digital storytelling more like
traditional, face-to-face storytelling. In the project development phase, for example, students
showed pieces of the stories to classmates and requested feedback, such as the students
“worried” about Garage Band soundtracks at School 2 and Nina, who made Brian listen and
watch her whole Photo Story at School 1, despite his protests that it would take too long.
The spaces, gaps, and imperfections that Maguire values in rough-hewn, live storytelling
were more evident than I anticipated in the finished digital stories, especially in portions of
digital stories narrated or acted out by students, and as an audience, the students reacted to
classmates’ (and their own) pauses, stumbles, and “mess-ups” (as the student called them) much
in the way that an audience might for a live teller – with giggles, looks around the room, and
perhaps, with imaginative forays into the mind’s eye, which Maguire emphasizes is one of the
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5.3 IMPLICATIONS FOR TEACHING AND FACILITATING DIGITAL
STORYTELLING
There are numerous findings of this study of benefit to teachers and librarians who wish
to facilitate digital storytelling with their students. Placing digital storytelling in the classroom
context, with eyes open to the possibilities and strengths of traditional storytelling, affords some
challenges and great opportunities. As teachers and librarians encounter and try out new
approaches to teaching and learning and integrate new resources into their classrooms and
libraries, student learning remains the central objective. The teachers and librarians in this study
explained that they utilized digital storytelling to strengthen learning, not just because it is an
exciting tool, and through the findings of this study, I have suggested here some additional ways
There are cultural patterns to learning, teaching, and functioning in a school environment,
and one of these is the common model of concluding a project with a sharing or reporting out
day. Teachers get to see completed projects, and students get to share what they did and see the
work of their peers, as well as practice speaking in front of a group. I observed this model in all
three schools, possibly even as an outcome of my interest in watching the students’ reactions to
digital storytelling, but I have also observed and facilitated this scenario in many other
classrooms.
Digital storytelling can also happen in this manner of “stand up and present, next student,
next project, next team,” – but, in assessing this approach with traditional storytelling as a model,
it can be argued that there is a lack of sharing between teller and audience. In face-to-face
storytelling, the exchange and feedback between the teller and the audience happens at the
performance. The possibilities for this interaction are changed – though not eliminated – with
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digital storytelling, so one way to compensate for the changed dynamic is to redistribute and
balance out the sharing so that it happens throughout the time that students are making their
stories, not just at the end. Students in all three settings did this naturally through peer sharing,
and teachers and librarians can enhance and support this practice by suggesting that students
share their work throughout the project, if that style suits the students’ needs and preferences.
Student responses indicate that in addition to any content knowledge or story experience
that they might enjoy or attend to in a digital story, they also want to know about the process of
making the story, which was something not represented in studies of listeners in traditional
storytelling. Librarians and teachers can take advantage of this curiosity and the power of peers
There are numerous “lessons learned” from conducting this exploratory research study of
classroom and school library digital storytelling. These lessons will inform the studies that
follow this investigation. First, as described previously, there was not an existing coding system
to implement in this study, so as the researcher, I developed codes to use in analyzing the data.
Intercoder reliability, in which “’blind review coders . . . apply the definitions to data to check
for consistency in meanings and application,” could be implemented in future studies to ensure
that the codes accurately reflect the events being described, and that consistent coding is being
applied. 168 Additional research and exploration can be conducted with regard to the specificity
and functionality of the codes used to describe classroom and school library digital storytelling.
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The importance of the “self” as a viewer of digital storytelling was not anticipated going
into this study, and this is both one of the most intriguing findings of the study and a lesson to
shape future studies, including the methods employed to study digital storytelling. As described
previously, one way to learn about “the self” as viewer may be to include students in the analysis
of their efferent and aesthetic responses to digital storytelling. Other approaches may be to
include focus group or survey questions relating to the self as viewer, and to develop more well-
defined data codes about the self as viewer for analysis of data
challenging, first in terms of the classroom activities and the students taking part, and second,
with regard to the technology involved in the lessons. The classroom teachers and librarians in
this study were selected in part because of their plans to incorporate digital storytelling in the
2010-2011 school year. To study additional digital storytelling activities with these librarians
and teachers in an upcoming school year may mean that different students would be involved, or
that the subject areas, genres of digital storytelling, or technology resources might not be the
same. With regard to technology, the school computers and the digital storytelling software may
have undergone updates or changes, which could create variation in the activities as designed by
Another lesson learned in this study regards the survey instrument. Due to the
availability of computers for these activities, I decided to have the students complete the survey
using the online survey tool, Survey Monkey. At two of the schools, Schools 1 and 3, the
students seemed interested in the novelty of this survey tool and they completed the questions
with little observable frustration or difficulty. At School 2, however, which was the setting with
the youngest children in the study (ages 9-11), the students’ keyboarding skills seemed to slow
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down their progress and create some difficulty for them. In future studies, I will consider the
keyboarding skills of the students as a factor in implementing any written response instrument,
Another survey component to adjust for next time pertains to students’ activities during
the school week versus over the weekend. Many students wrote-in large spans of variation in
their time spent playing video games or using the computer, and this data would likely be better
understood and more effectively analyzed if the questions separated weekday and weekend
habits.
The findings of this study open up numerous topics for further investigation, which is a fruitful
libraries. In other words, figuring out what this practice is and how it works in classroom and
library environments supports the articulation of rich questions for new study. Some of these
new areas of inquiry relate to the listener-viewer focus of the current study, and some research
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5.5.1.1 Group Dynamics in K-12 Digital Storytelling
Upon studying the students’ collaboration to create digital storytelling projects at School 2
(digital book trailers) and School 3 (team podcast), it is clear that group dynamics are a
School 3 team podcast group, the three students were familiar with one another’s areas of skill,
they edited and filmed in a fluid, productive way, and they supported one another’s creative
process by honoring ideas and helping implement them. In other situations, such as the group of
five students creating the Number the Stars digital book trailer at School 2, the number of
students in the group seemed to pose problems in terms of time on task; tension about who got to
do “fun tasks,” e.g., working with music in Garage Band, and who got “stuck” with more boring
or laborious tasks, such as creating a citations page. Thus, a topic of potential future study is
how children work collaboratively in partners, and in groups of varying sizes – three, four, or
tasks to complete and the assigning of responsibility for working on the story components
students go about their research or information gathering approaches and how that process fits in
with the story development (simultaneous, separate, in what sequence); leaders, followers, and
other roles in groups and how these roles develop; how collaboration affects the creative process;
how students view and assess their works-in-progress and how they might fulfill roles of teller
and audience for each other in this process; and how the number of students in the group
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Studying the group process in developing digital storytelling in classrooms and school
sociology of education. Another angle of this line of inquiry is studying how students work as
they develop individual digital stories, including how (or whether) they seek out peers to preview
or provide feedback. Learning how students work can support the identification of productive
strategies to meet students’ preferences and help them to create good digital storytelling
products.
Peer teaching in digital storytelling seems a rich area for more studies. There is power in
knowledge, and students who had knowledge of tools and tricks in iMovie and Garage Band
were sought after by their classmates for advice and instructions, and these students were also
identified by the teachers as go-to people for help and assistance. As such, the role of peer
teaching in digital storytelling may be examined further, as well as students’ habits and
preferences for teacher-led instruction, peer teaching, learning by observing peers, and self-
teaching and learning. Peer evaluation or feedback may also bring interesting dimensions into
may be a useful approach to studying peer teaching and peer sharing in digital storytelling. 169
Although much of this work focuses on digital storytelling in the classroom and library,
portability and sharing outside of class were still brought up interviews, mostly by the teachers.
The librarian at School 3 emphasized sharing with friends and family outside of school as a
positive aspect of digital storytelling and she mentioned burning CDs for students to take home
from a digital storytelling project with another class. Ms. Black’s self-evaluation at School 2
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asked students to share what they wanted their parents to know about their experience with
iMovie.
Although Regan from School 3 explained that she has shown her podcasts to her parents,
she also noted that she does not show them to friends outside of school, even though the videos
are posted to Youtube on Mrs. Silver’s class channel. Sharing of media files is certainly an
accessible and available option, and as such, digital storytelling can be a way to share stories
with people outside the classroom. How to share and with whom to share, including how to deal
5.5.1.3 Additional Areas for Future Study of Digital Storytelling in Classrooms and School
Libraries
Noted above were aspects of social and peer relationships in developing digital stories, and how
these relationships affect viewing is also worthy of study. What contexts and groupings of
students and teachers support students’ confidence and comfort in sharing their work? How can
teachers and librarians help reluctant presenters, support sharing, and create safe environments
for students?
Another area of need is the identification and study of genres of digital storytelling, such
as subject area-based (social studies, language arts), personal narrative, and fictional (folk tales,
literary tales, retellings of familiar stories) and how varied genres influence the response of
listener-viewers. As described in the limitations, motivations for some of the student behaviors
during the performances are a challenge to understand, as crossed arms or sighs might seem to
indicate boredom, but it is not reliable to make such assumptions. In future research designs, one
way to investigate physical response more deeply may be to involve the participants in viewing
the video, and invite them to reflect on what they were doing.
155
Relationships between author-creators and listener-viewers can be examined further, as to
how creator-authors consider their listener-viewers, and potentially, how, if given the
listener-viewer responses. Author-creator intentions would also make an interesting study; for
example, when the students made fake outtakes at School 2, was their intention to entertain their
In the intermediate and middle school context, an important area for continued study is
the learning outcomes of listener-viewers. It was not part of this study to analyze the students in
Mrs. Pearl’s class on how they performed on a textbook-based test after viewing their classmates
Photo Story projects (and not learning directly from the textbook), but I am curious about this
connection and how learning is or is not supported through viewing student-created digital
stories. Extending this study beyond the intermediate and middle school grade levels into studies
with students in primary or high school grades would be valuable for investigating the current
questions about listener-viewer response, as well as the other topics addressed in this section.
The developmental needs and academic skills of students across grade levels may reveal
direction for new research is taking the study out of the school library setting and into the public
In this study, two types of digital storytelling applications were used, but there are dozens
of applications for digital storytelling. How different applications suit the classroom and library
setting and how students respond to different applications can be explored. The structure of
classroom and library digital storytelling - tightly structured or more flexible, with teacher
156
guidance and instruction (like Schools 1 and 2) or with teacher facilitation and independent
student work (like School 3) – is an area that may also relate to listener-response.
Digital storytelling is one example – albeit, with many iterations – of a multimedia, multi-modal
learning, information, and storytelling activity for children, tweens, and teens. The current study
examines how one aspect of digital storytelling – the listener-viewer response – operates in the
classroom and school library setting. Focused investigations like this one of multimodal and
multimedia learning strategies will inform effective implementation of guiding curriculum and
standards documents, such as the Standards for the 21st-Century Learner. In all of the schools
that I visited, technology was available and at varied levels of readiness and skill, teachers and
students were willing to teach and learn with the technology. Continued research in digital
storytelling, gaming, and other new media will support meaningful application of technology in
learning, the results of which equip students to use information creatively, independently, and
ethically, now and in the diverse contexts in which they will interact, communicate, work, and
play.
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APPENDIX A: SURVEY INSTRUMENTS
7. Have you ever made a digital storytelling project or a digital story? Where?
8. Have you ever watched someone else’s digital story or digital storytelling project? Where?
10. About how much time per day do you use the computer at home?
(provide examples as prompts: instant messaging, finding facts for school, checking
assignments from my teacher, finding information for myself, watching Youtube, listening to
158
music, watching TV shows, blogging, talking to my friends, emailing, Skyping,
Facebooking, making artwork, gaming, uploading pictures, looking for pictures, reading
news)
12. Do you have a video game system or handheld video game player?
14. About how much time do you spend playing video games per day?
1. Think of a favorite story of the ones you just viewed. What did you like about it and why?
2. In your FAVORITE digital story, how much did you like the . . .
Story
Music
Narration (voice-over)
(Responses: I don’t remember it - I didn’t like it at all – it was ok – I liked it - I liked it a lot –
159
3. In your FAVORITE digital story, what do you remember about these things? For example,
for “story,” you might say, “it was about a girl who wanted to try out for a team.” For
images, you might say, “there were photos and a few drawings.”
Story
Music
Images
4. These are some other things I liked about my favorite story and other good stories:
5. Thinking about your FAVORITE digital story, did the digital story make you feel any
particular way?
6. Thinking about your FAVORITE digital story, were you doing anything (in your mind) while
7. Did you notice anything going on around you in the room while you were viewing the
8. What is something that you learned in one of the digital stories? What helps you remember
this?
9. When you view a digital story, what pace or speed do you prefer, and why? (For example,
do you like a fast-paced story or a story that moves more slowly, and why?)
160
10. When telling a story like this, through images, sounds, and words, put in order how important
(1 = most important)
Story
Music
11. Thinking about the story that wasn’t your favorite, why do you think it wasn’t a favorite?
12. In viewing someone else’s story, I didn’t really like when the story had . . .
13. For a story that wasn’t one of your favorites , do you think this was because
14. Did you feel like you were concentrating really hard as you watched any particular story?
161
15. If you could change something about any of the stories, what would you change?
16. If you could change something about any of the digital stories, would you change any of
Prompts:
Pace–faster/slower
17. After you watched the stories, what did you want to do next?
18. After you watched the stories, did you want to do any of these things?
Prompts: Watch another digital story, make my own digital story, learn about this topic:
19. What would you like your librarian to do next with digital storytelling in your school
library?
20. Think about the digital stories you just viewed, and think about stories you read in books.
How do digital stories and stories in books compare? (In other words, how are they the same
or different?)
162
A.2 STUDENT SURVEY MAPPED TO THEORETICAL FRAMEWORK
1. Think of a favorite story of the ones you just viewed. What did you like about it and why?
2. In your FAVORITE digital story, how much did you like the . . .
Story
Music
Narration (voice-over)
Music has the capacity to grab the attention and stick in the mind 170; as such, the factors of
whether there is music in the story or not, what type of music is selected, and if the music is
familiar, may affect the students’ engagement and also how readily they recall a story.
163
3. In your FAVORITE digital story, what do you remember about these things? For
example, for “story,” you might say, “it was about a girl who wanted to try out for a
team.” For images, you might say, “there were photos and a few drawings.”
Story
Music
Images
This question may reveal connections to students’ engagement; they may be more engaged
with stories they liked, so that finding out the qualities of favored stories may be helpful. As
in the next question, this topic also may address the students’ ability to follow the story (if a
story they can follow is one that they like). This topic also connects to aspects of experiential
meaning-making, that is, how much thinking and recontextualizing171 is required to follow
the events.
4. These are some other things I liked about my favorite story and other good stories:
5. Thinking about your FAVORITE digital story, did the digital story make you feel any
particular way?
164
This question reflects Sturm’s findings that storylistening trance experiences include engaged
6. Thinking about your FAVORITE digital story, were you doing anything (in your mind)
This may provide insight as to the attention of the student and factors of distraction, which is
7. Did you notice anything going on around you in the room while you were viewing the
This question also addresses the factor of attention and possibly may reveal characteristics of
8. What is something that you learned in one of the digital stories? What helps you
remember this?
This question may shed light on whether students approached the story from an efferent or
aesthetic stance. It may also indicate whether multimedia components engaged students.
9. When you view a digital story, what pace or speed do you prefer, and why? (For
example, do you like a fast-paced story or a story that moves more slowly, and why?)
This question deals with the students’ ability to follow the story, which connects to aspects of
experiential meaning-making, that is, how much thinking and recontextualizing 174 is required
165
10. When telling a story like this, through images, sounds, and words, put in order how
(1 = most important)
Story
Music
This question relates to the multimedia nature of the digital story and will help provide
11. Thinking about the story that wasn’t your favorite, why do you think it wasn’t a favorite?
This question may relate to several components of the digital storytelling experience,
12. In viewing someone else’s story, I didn’t really like when the story had . . .
13. For a story that wasn’t one of your favorites , do you think this was because
166
It was too hard for me to understand
This question may relate to several components of the digital storytelling experience,
14. Did you feel like you were concentrating really hard as you watched any particular story?
15. If you could change something about any of the stories, what would you change?
This question may provide insight as to whether the student felt involved or engaged in the
16. If you could change something about any of the digital stories, would you change any of
Prompts:
Pace–faster/slower
167
Pictures or images-fewer, more, bigger, smaller, use other pictures instead
17. After you watched the stories, what did you want to do next?
This question may reveal efferent qualities of the students’ experience with the stories, i.e., what
they take away – perhaps questions, interests, or areas to investigate. Depending on the topic of
the digital story, this question may show a call to action; perhaps students want to do or make
18. After you watched the stories, did you want to do any of these things?
Prompts: Watch another digital story, make my own digital story, learn about this topic:
19. What would you like your librarian to do next with digital storytelling in your school
library?
20. Think about the digital stories you just viewed, and think about stories you read in books.
How do digital stories and stories in books compare? (In other words, how are they the same
or different?)
168
A.3 STUDENT FOCUS GROUP QUESTIONS AND SCRIPT
A. Welcome and introductions, explanation of the process and purpose of today’s focus
group. The process will start with this introduction, demonstration and testing of the
audio recording equipment, then questions and discussion, and a time for conclusion and
an opportunity for participants to offer any additional information. The purpose of the
focus group is to obtain feedback from the students on their experiences as listener-
viewers in digital storytelling.
1. The survey asked about things you like to see and hear when listening to and viewing a
2. What special effects did you notice in the digital stories? Which ones did you like or not
like?
3. One of the survey questions asked about stories that really made you concentrate or pay
attention. Tell me about what makes you pay attention to a digital story.
5. What did you notice around you when you watched the stories?
6. Did the story make you think of questions to ask the person who made it, maybe about
the story itself, or how they put it together? What questions would you ask a person
7. One of the survey questions asked what would you like your librarian to do next with
digital storytelling in your school library. Can you talk more about that?
9. What words would you use to describe how it feels to watch a digital story?
169
10. What experiences did you have as a listener-viewer that the survey didn’t ask you about?
C. Concluding remarks from the researcher, invitation for any additional comments from
students, and thanks for participating in the focus group.
170
A.4 TEACHER AND LIBRARIAN INTERVIEW QUESTIONS
2. Why did you decide to use digital storytelling for this lesson?
3. Did you consult any standards documents (academic standards for subject area, library
4. Were there specific parts of the teaching and planning that you were responsible for, as you
worked with your colleague? Can you talk about the process of planning to teach this
lesson?
6. What training or professional development do you have in the area of digital storytelling?
8. What is your perception of the students’ engagement in listening and viewing digital stories?
9. When you planned this lesson, were there “intangibles” that you hoped students would gain,
in addition to the learning of the content? Can you describe these attributes?
10. Will you teach digital storytelling again? What would you keep or change about the lesson?
11. Is there anything else you would like to describe or reflect on regarding this digital
storytelling project? Do you have any insights you would like to share regarding the role of
171
APPENDIX B: SELECTED DATA
Task Date
instructions
172
Revision of survey questions, according to January 2011 (approximately mid-January)
Observation of students during digital Number of days in each school site, depend
storytelling project development and on lesson plans; about one hour per day
viewing
173
B.2 CLASSROOM HANDOUTS AND TEACHING MATERIALS
School 1
This topic and subtopic list on “Ancestor Worship” is a sample of one of the 15 topic and
subtopic lists that Mrs. Pearl developed. Each student received his or her own. The remaining
topics were Geography, Great Wall of China, Terra Cotta Army, Silk Road, Marco Polo, Chinese
New Year and Traditions, Qin Dynasty, Chinese Food and Chopsticks, Giant Panda, Confucius,
Buddhism, Dragon Lore, Animals of the Zodiac, and Achievements and Inventions.
174
School 2 Ms. Black’s Teacher Lesson Plan
175
School 2 Student Work Log (blank)
176
School 2 Student Self-Evaluation (blank)
177
School 2 Student Planning Document (blank)
178
School 2 Rubric
179
180
APPENDIX C: CODING SCHEME
181
tap or bounce
talk
talk to teacher or librarian
talk to self
talk to particular student
talk to general group
smile
sigh or deep breath
shush student
shift in posture
shake head
roll eyes
put head down
play with or manipulate something
move away from group
look down
look at researcher
look at particular student(s)
look around room
laugh
gasp
fidget (several movements in a row - hands, body, looking around)
dance
clap
features of digital stories which draw student attention (child code, level 2)
relevant to student(s) (child codes, level 3)
placeness, realism
images and special effects
friends, peers
boring
experiences similar to digital storytelling (child code, level 2)
emotional responses (child code, level 2)
shy or embarrassed (child codes, level 3)
pride, own story was favorite
funny, humorous, laugh, entertaining, bloopers
classroom set-up for viewing digital stories
school environment, class structure, schedule (parent code, level 1)
182
survey logistics (child codes, level 2)
quotable
183
APPENDIX D: IRB AND RELATED DOCUMENTATION
601 IS Building
135 North Bellefield Avenue
Pittsburgh, PA 15260
Thank you for welcoming me into your classroom and school library to conduct the research
study, Responses of Listener-Viewers in Digital Storytelling in the Middle School Library.
This study has been approved by the district and building administration and by the University of
Pittsburgh Institutional Review Board. You are invited to participate in a face-to-face interview
as part of this study. Your participation is voluntary.
In this study, the students will develop digital storytelling projects in a classroom/school
library activity that is part of the regular curriculum. Digital storytelling is a short, student-made
multimedia story with photos or illustrations, music, and/or narration. Digital storytelling is used
in K-12 education to help students develop technology and information literacy skills and
content area knowledge. I am interested in learning how middle school students respond as
listener-viewers to digital storytelling. This research will help teachers and school librarians
develop best practices for teaching and using digital storytelling in the curriculum to support
student learning.
To help you understand the context of this study, I am doing this research as part of my
dissertation, as I work toward completing my PhD in Library and Information Science. I am a
former elementary classroom teacher and middle school librarian in the Pittsburgh area. I am
mindful of the importance of your responsibilities as an educator, and it is my intention to
provide an experience that may provide interesting insights for you and your students who
participate, without taking away learning time.
184
Please see the attached pages for further details, sample interview topics, and an official
consent form to complete if you decide that you would like to participate. Please feel free to
contact me if you have questions about the study. You can submit completed consent forms to
me.
Sincerely,
185
D.2 SCHOOL DISTRICT PERMISSION
601 IS Building
135 North Bellefield Avenue
Pittsburgh, PA 15260
(School Information)
Dear Xxxxxx:
I am writing to request the permission of your school building administration to visit and observe
a class in your school as part of my dissertation research in Library and Information Science. I
am a former elementary classroom teacher and middle school librarian in the Pittsburgh area, and
I am working toward completing my PhD at the University of Pittsburgh. I selected your school
as a possible study location through my professional relationship with your school librarian, Ms.
XXX.
8. Pre-test of survey instrument with students who are not in one of the two study settings
9. Observation of students during the development of digital storytelling projects.
Instruction led by classroom teacher.
10. Observation of students during viewing of digital stories.
11. Written survey of all participating students as soon after viewing as possible, same day if
school schedule allows (about 20 minutes)
12. Focus-group of 6-8 students (about 30 minutes)
13. Face-to-face interview with teacher (about 45 minutes)
186
I am interested in learning how students respond as listener-viewers to digital
storytelling. I have attached here sample survey and interview topics for your reference. This
research will help teachers and school librarians develop best practices for teaching and using
digital storytelling in the curriculum to support student learning. As a former K-12 teacher, I am
mindful of the importance of students’ learning time, and it is my intention to provide an
experience that may provide interesting insights for the teachers and students, without significant
interruption to the school day.
If you grant your permission for me to do my research at xxx School, a signed statement
like the attached sample below (on school letterhead) would provide sufficient documentation for
me to submit to the University of Pittsburgh IRB. The next step after receiving permission will
be to distribute letters of invitation and consent forms, which I have ready to send at the
appropriate time.
Respectfully,
(Page 2)
Response of Listener-Viewers in Digital Storytelling in the Middle School Library
Rebecca Morris, University of Pittsburgh
On behalf of (school name/district name), I grant permission to Rebecca Morris, PhD Candidate
at the University of Pittsburgh, to conduct the study, Responses of Listener-Viewers in the
Middle School Library, at this school. I understand that school district permission is required to
meet the requirements of University Institutional Review Board (IRB) approval for this study.
_______________________________________________________________________
Printed Name of Person Granting Permission Role of Person Granting Permission
187
______________________________________________________________________________
Signature Date
- Think of a favorite story of the ones you just viewed. What did you like about it and why?
- What special effects did you notice in the digital stories? Which ones did you like or not
like? Why?
-What is your perception of the students’ engagement in listening to and viewing digital
stories?
March 7, 2011
188
Sequence of Activities:
3. Written survey of all participating students soon after viewing, same day if school schedule
allows (about 20-25 minutes)
189
D.3 TEACHER AND LIBRARIAN CONSENT
PRINCIPAL INVESTIGATOR:
Rebecca J. Morris, School of Information Sciences, University of Pittsburgh
601 IS Building, 135 North Bellefield Avenue, Pittsburgh, PA 15260
Phone: 412-400-8692; Email: rjm68@pitt.edu or rmorris1855@gmail.com
FACULTY MENTOR:
Dr. Mary Kay Biagini, School of Information Sciences, University of Pittsburgh
601B IS Building, 135 North Bellefield Avenue, Pittsburgh, PA 15260
Phone: 412-624-5138; Email: mkbiagini@sis.pitt.edu
This research will help teachers and school librarians develop best practices for teaching and
using digital storytelling in the curriculum to support student learning. In addition, the research
will help contribute to literature on digital storytelling in library and information science.
190
The following are sample interview questions:
-What experiences do you have with digital storytelling?
-What is your perception of the students’ engagement in listening to and viewing digital stories?
How will my eligibility for the study be determined?
All teachers and librarians of the class selected for the study are invited to participate.
In unusual cases, your research records may be released in response to an order from a court of
law. It is also possible that authorized representatives from the University of Pittsburgh Research
Conduct and Compliance Office or the University of Pittsburgh IRB may review your data for
the purpose of monitoring the conduct of this study.
191
How can I get more information about this study?
If you have any further questions about this research study, you may contact the investigator
listed at the beginning of this consent form. If you have any questions about your rights as a
research subject, please contact the Human Subjects Protection Advocate at the University of
Pittsburgh IRB Office, 1.866.212.2668.
SUBJECT’S CERTIFICATION
I have read the consent form for this study and any questions I had, including explanation of all
terminology, have been answered to my satisfaction.
I understand that I am encouraged to ask questions about any aspect of this research study during
the course of this study, and that those questions will be answered by the researchers listed on the
first page of this form.
I understand that my participation in this study is voluntary and that I am free to refuse to
participate or to withdraw my consent and discontinue my participation in this study at any time.
__________________________________________________________
Printed Name of Participant
_____________________________________ ______________________
Signature of Participant Date
_________________________________ ____________
Signature of Person Obtaining Consent Date
192
D.4 PARENT INVITATION
February 2011
The enclosed letter is an invitation for your child to participate in a research study. The study is
being conducted by Rebecca Morris, a PhD Candidate at the University of Pittsburgh. Ms.
Morris is a former first grade teacher and school librarian in the Pittsburgh area, and her research
interest is student learning in the middle school library.
The research activities involve observation of a classroom activity taught by the teacher and
librarian, with interview and a survey for the students afterward. The learning activities have
been designed by your child’s classroom teacher (me) and the school librarian, not the
researcher. The activities are part of the regular school curriculum and this is not an
experimental learning activity. Participation is voluntary, and your choice to have your child
participate or not has no effect on his or her grade. More details about the study are included in
the letter from Ms. Morris.
This study has been approved by school district administration and the University of Pittsburgh.
Please contact me or Ms. Morris (contact information included in the enclosed letter) if you have
any questions or concerns.
Sincerely,
193
School 2, Written by classroom teacher
3/19/11
Through discussion and collaboration, the 4/5 teachers and the technology teacher have created a
sequence of lessons to integrate technology into the Reading/Language Arts curriculum. As we
work on the Book Report and Literature Circles, we are having the students create Book Trailers.
These are similar to the movie trailer advertisements. Students will be focusing on the same
concepts in making these as we are emphasizing in class.
Coincidentally, as research proposal came our way that was looking at just such a sequence of
lessons.
We invite your child to be included in the study, as it won’t impact or interrupt the regular
curriculum.
Thank You!
194
D.5 PARENT CONSENT
PRINCIPAL INVESTIGATOR:
Rebecca J. Morris
Library and Information Science PhD Program
School of Information Sciences, University of Pittsburgh
135 North Bellefield Avenue, Pittsburgh, PA 15260
Phone: 412.400.8692; E-mail: rjm68@pitt.edu or rmorris1855@gmail.com
FACULTY MENTOR
Dr. Mary Kay Biagini, School of Information Sciences, University of Pittsburgh
601B IS Building, 135 North Bellefield Avenue, Pittsburgh, PA 15260
Phone: 412-624-5138; Email: mkbiagini@sis.pitt.edu
195
CLASSROOM INSTRUCTION
Ms. Morris will be present in the room as an observer during the instruction and project
development phase. Participants and non-participants will take part in the same curricular
content and lesson; additional components for participants are the survey interview and possibly
the focus group. During the sharing of projects, Ms. Morris will observe and video record the
student-participants as a group while they view the digital storytelling projects.
During this phase, the Ms. Morris will record general observations on how the students watched
the digital stories – for example, if they watched while sharing reactions with classmates and if
the stories captured their attention. The digital storytelling projects will be part of the research
data.
SURVEY
In the next phase, students will be asked to respond to written survey questions about what it was
like to view classmates’ digital storytelling projects. The survey will take about 20-30 minutes
to complete. Sample questions from the survey are as follows:
- Did you feel like you were concentrating really hard on any particular story? What do
you think made you want to pay attention?
- Think of a favorite story of the ones you just viewed. What did you like about it and
why?
FOCUS GROUP
A small group of 6-8 students will be randomly selected to participate in the last phase of the
study, a focus group session of about 30 minutes. Students in the focus group will be asked
questions about what it was like to view classmates’ digital storytelling projects. The focus
group will be audio-recorded. Sample questions from the focus group are as follows:
- One of the survey questions asked what would you like your librarian to do next with digital
storytelling in your school library. Can you talk more about that?
- What special effects did you notice in the digital stories? Which ones did you like or not
like? Why?
196
Will my child benefit from taking part in this study?
There is no direct benefit or guarantee for participation in the study. Your child will have the
opportunity to provide information that will help to build more effective methods for instruction
in information technology and information literacy skills, which is a potential indirect benefit of
the study.
In unusual cases, your child’s research records may be released in response to an order from a
court of law. It is also possible that authorized representatives from the University of Pittsburgh
Research Conduct and Compliance Office may review your child’s data for the purpose of
monitoring the conduct of this study.
197
Responses of Listener-Viewers in Digital Storytelling in the Middle School Library
SUBJECT’S CERTIFICATION
I have read the consent form for this study and any questions I had, including explanation of all
terminology, have been answered to my satisfaction.
I understand that I am encouraged to ask questions about any aspect of this research study during
the course of this study, and that those questions will be answered by the researchers listed on the
first page of this form.
I understand that my child’s participation in this study is voluntary and that I am free to refuse to
participate or to withdraw my consent and discontinue my child’s participation in this study at
any time.
I agree for my child to participate in this study. I will receive a copy of this consent form.
________________________________________________________
Printed Name of Child
I understand that, as a minor (age less than 18 years), the above-named child is not permitted to
participate in this research study without my consent. Therefore, by signing this form, I give
my consent for her/his participation in this research study.
______________________________________ ____________________________
Parent’s Name (Print) Relationship to Participant (Child)
_____________________________________ ____________________________
Parent’s Name (Print) Relationship to Participant (Child)
____________________________________ ____________________________________
Signature of Parent Signature of Parent
_________________________________ ____________
Signature of Person Obtaining Consent Date
198
D.6 STUDENT ASSENT
PRINCIPAL INVESTIGATOR:
Rebecca J. Morris, Library and Information Science PhD Program
School of Information Sciences, University of Pittsburgh
FACULTY MENTOR
Dr. Mary Kay Biagini, School of Information Sciences, University of Pittsburgh
- Think of a favorite story of the ones you just viewed. What did you like about it and why?
- What special effects did you notice in the digital stories? Which ones did you like or not
like? Why?
199
Here are some other important things to know about this study:
(Note: As explained in Chapter 3, this section about being paid was included in the original
consent form approved by IRB and it was used for School 1. Per request from School 2, a
modified version was approved by IRB and used with Schools 2 and 3).
- This study is voluntary, which means it’s up to you whether you do it or not. Student who
do the study also have to have parent permission. (Parents and guardians have a separate
form to fill out).
___________________________________________
Printed Name of Student
_______________________________ ____________
Signature of Student Date
200
no research component of this protocol was begun until after this consent form was signed.
_________________________________ ____________
Signature of Person Obtaining Consent Date
201
NOTES AND BIBLIOGRAPHY
NOTES
1
Greene and Del Negro, Storytelling: Art and Technique.
2
Kimball, Jenkins, and Hearne, “Effie Louise Power: Librarian, Educator, Author.”
3
AASL, Empowering Learners: Guidelines for School Library Media Programs, 8.
4
Association for Library Service to Children, “ALSC Strategic Plan, 2006-2011.”
5
Heath and Street, Ethnography: Approaches to Language and Literacy Research, National
Conference on Research in Language and Literacy:33.
6
Rosenblatt, Making Meaning with Texts; Rosenblatt, The Reader, The Text, The Poem: The
Transactional Theory of the Literary Work.
7
Mackey, Literacies Across Media: Playing the Text.
8
Sturm, “The Enchanted Imagination: Storytelling’s Power to Entrance Listeners”; Sturm, “The
‘Storylistening’ Trance Experience.”
9
Georges, “Toward an Understanding of Storytelling Events.”
10
Maguire, “Sounds and Sensibilities: Storytelling as an Educational Process.”
11
Sturm, “The Enchanted Imagination: Storytelling’s Power to Entrance Listeners.”
12
AASL, Standards for the 21st-Century Learner.
13
Radner, et al, “Visions for Storytelling Studies: Why, How, and For Whom?”.
14
National Storytelling Network, “What Is Storytelling?”.
15
Ibid.
202
16
“National Storytelling Network.”
17
Birch, “Who Says? The Storyteller as Narrator,” 107.
18
MacDonald, The Storyteller’s Start-Up Book: Finding, Learning, Performing, and Using
Folktales, 93, 31.
19
Haven, Story Proof: The Science Behind the Startling Power of Story.
20
Lipman, Improving Your Storytelling: Beyond the Basics for All Who Tell Stories in Work or
Play.
21
MacDonald, The Storyteller’s Start-Up Book: Finding, Learning, Performing, and Using
Folktales.
22
National Storytelling Network, “What Is Storytelling?”.
23
Haven, Story Proof: The Science Behind the Startling Power of Story, 79.
24
Haven, Story Proof: The Science Behind the Startling Power of Story.
25
National Storytelling Network, “Special Interest & Discussion Groups.”
26
The Moth, “The Moth - Live Storytelling Performances.”
27
WBEZ Alliance, Inc. and Ira Glass, “This American Life.”
28
Kniffel, “Everyday Existence.”
29
Mooney and Holt, The Storyteller’s Guide, 9.
30
Farmer, “Using technology for storytelling: Tools for children”; Robin, “Digital Storytelling:
A Powerful Technology Tool for the 21st Century Class...”; Rule, “Digital Storytelling: Never
Has Storytelling Been So Easy or So Powerful.”
31
Robin, “Digital Storytelling: A Powerful Technology Tool for the 21st Century Class...”
32
Miller, Digital Storytelling: A Creator’s Guide to Interactive Entertainment; Ohler, Digital
Storytelling in the Classroom: New Media Pathways to Literacy.
33
Kress and Van Leeuwen, Multimodal Discourse: The Modes and Media of Contemporary
Communication.
34
“Educational Uses of Digital Storytelling.”
35
Czarnecki, “Digital Storytelling in Practice.”
203
36
Rule, “Digital Storytelling: Never Has Storytelling Been So Easy or So Powerful.”
37
“CDS: Digital Storytelling: Capturing Lives, Creating Community.”
38
Porter, “DigiTales: The Art of Telling Digital Stories.”
39
Fryer, “Celebrate Oklahoma Voices! A Learning Community Empowering Digital Witnesses
of Oklahoma Oral History.”
40
Kamehameha Schools, “Integrating Digital Storytelling in Your Classroom Resources.”
41
Storybird, Inc., “About Us: A Peek Inside Storybird.”
42
American Association of School Librarians, “Top 25 Best Websites for Teaching and
Learning.”
43
Chung, “Art Education Technology: Digital Storytelling.”
44
Sylvester and Greenidge, “Digital Storytelling: Extending the Potential for Struggling
Writers.”
45
Kajder, “Enter Here: Personal Narrative and Digital Storytelling.”
46
Sadik, “Digital Storytelling: A Meaningful Technology-Integrated Apporach for Engaged
Student Learning.”
47
Ohler, Digital Storytelling in the Classroom: New Media Pathways to Literacy.
48
Georges, “Toward an Understanding of Storytelling Events,” 317.
49
Ibid., 317-319.
50
Ibid., 324.
51
Maguire, “Sounds and Sensibilities: Storytelling as an Educational Process,” 6.
52
Maguire, “Sounds and Sensibilities: Storytelling as an Educational Process.”
53
Roche-Smith, “Multiple Literacies, New Pedagogy: Emerging Notions of Oneself and Others
in a Digital Storytelling After-School Program for Middle School Students.”
54
Hug, “Developing Technological Fluency in a Community of Digital Storytelling Practice:
Girls Becoming Tech-Savvy.”
55
Kress and Van Leeuwen, Multimodal Discourse: The Modes and Media of Contemporary
Communication.
204
56
Lambert, Digital Storytelling: Capturing Lives, Creating Community.
57
Robin, “Digital Storytelling: A Powerful Technology Tool for the 21st Century Class...”
58
Lambert, Digital Storytelling: Capturing Lives, Creating Community.
59
Hug, “Developing Technological Fluency in a Community of Digital Storytelling Practice:
Girls Becoming Tech-Savvy.”
60
Porter, “Digital Storytelling in Second Life.”
61
Center for Digital Storytelling, “Center for Digital Storytelling.”
62
Lambert, Digital Storytelling: Capturing Lives, Creating Community.
63
Li, “Digital Storytelling as Participatory Media Practice for Empowerment: The Case of the
Chinese Immigrants in the San Gabriel Valley.”
64
Alexandra, “Digital Storytelling as Transformative Practice: Critical Analysis and Creative
Expression in the Representation of Migration in Ireland.”
65
Erstad and Silseth, “Agency in Digital Storytelling: Challenging the Educational Context,”
218.
66
Carey, “Implications for Literacy Learning as Urban Second Graders Engage in Digital
Storytelling,” 146.
67
Ochsner, “Lights, Camera, Action Research: The Effects of Didactic Digital Movie Making on
Students’ Twenty-First Century Learning Skills and Science Content in the Middle School
Classroom.”
68
Roche-Smith, “Multiple Literacies, New Pedagogy: Emerging Notions of Oneself and Others
in a Digital Storytelling After-School Program for Middle School Students.”
69
Hathorn, “Effective Literacy Education for the Inner City African American Male: Key
Elements of a Technology-Based Program.”
70
Hug, “Developing Technological Fluency in a Community of Digital Storytelling Practice:
Girls Becoming Tech-Savvy.”
71
Stojke, “Digital Storytelling as a Tool for Revision,” 84.
72
Li, “Digital Storytelling as Participatory Media Practice for Empowerment: The Case of the
Chinese Immigrants in the San Gabriel Valley.”
73
Schafer, Investigations on Digital Storytelling: The Development of a Reference Model.
205
74
Robin, “Digital Storytelling: A Powerful Technology Tool for the 21st Century Class...”
75
Erstad and Silseth, “Agency in Digital Storytelling: Challenging the Educational Context.”
76
Rosenblatt, The Reader, The Text, The Poem: The Transactional Theory of the Literary Work.
77
Rosenblatt, Making Meaning with Texts, 91.
78
NOVA, “The Archimedes Palimpsest.”
79
Mackey, “Strip Mines in the Garden: Old Stories, New Formats, and the Challenge of
Change.”
80
Rosenblatt, Making Meaning with Texts.
81
Rosenblatt, The Reader, The Text, The Poem: The Transactional Theory of the Literary Work,
24.
82
Rosenblatt, The Reader, The Text, The Poem: The Transactional Theory of the Literary Work.
83
Braid, “Personal Narrative and Experiential Meaning.”
84
Ibid.
85
Lambert, Digital Storytelling: Capturing Lives, Creating Community.
86
Rosenblatt, Making Meaning with Texts.
87
Mackey, Literacies Across Media: Playing the Text.
88
Ibid., 10.
89
Sturm, “The ‘Storylistening’ Trance Experience.”
90
Sturm, “The Enchanted Imagination: Storytelling’s Power to Entrance Listeners.”
91
Ibid.
92
Sturm, “The ‘Storylistening’ Trance Experience”; Sturm, “The Enchanted Imagination:
Storytelling’s Power to Entrance Listeners.”
93
Green, Brock, and Kaufman, “Understanding Media Enjoyment: The Role of Transportation
Into Narrative Worlds.”
94
Lambert, Digital Storytelling: Capturing Lives, Creating Community, 139.
95
Ibid., 49.
206
96
Haven, Story Proof: The Science Behind the Startling Power of Story, 109.
97
Rideout, Foehr, and Roberts, “Generation M: Media in the Lives of 8-18 Year-olds.”
98
Lewin, “If Your Kids Are Awake, They’re Probably Online.”
99
Rideout, Foehr, and Roberts, “Generation M: Media in the Lives of 8-18 Year-olds.”
100
Ito et al., Living and Learning with New Media: Summary of Findings from the Digital Youth
Project.
101
Gee and Hayes, Language and Literacy in the Digital Age, 69.
102
Ito et al., Living and Learning with New Media: Summary of Findings from the Digital Youth
Project.
103
Gee and Hayes, Language and Literacy in the Digital Age.
104
American Association of School Librarians and Association for Educational Communications
and Technology, Information Power: Building Partnerships for Learning.
105
AASL, Standards for the 21st-Century Learner.
106
Pennsylvania Department of Education, “State Academic Standards.”
107
Ibid.
108
Common Core Standards Initiative, “Common Core State Standards Initiative Frequently
Asked Questions.”
109
Common Core Standards Initiative, “Common Core State Standards - English Language
Arts,” 4.
110
Agosto and Hughes-Hassell, “Toward a Model of the Everyday Life Information Needs of
Urban Teenagers, Part 1: Theoretical Model”; Agosto and Hughes-Hassell, “Toward a Model of
the Everyday Life Information Needs of Urban Teenagers, Part 2: Empirical Model.”
111
Meyers, Fisher, and Marcoux, “Studying the Everyday Information Behavior of Tweens:
Notes from the Field”; Meyers, Fisher, and Marcoux, “Making Sense of an Information World:
The Everyday-Life Information Behavior of Preteens.”
112
Knoblauch, “Focused Ethnography.”
113
Herek, “Introduction to Sampling”; Babbie, The Practice of Social Research.
114
Heath and Street, Ethnography: Approaches to Language and Literacy Research, National
Conference on Research in Language and Literacy:3.
207
115
Marshall and Rossman, Designing Qualitative Research.
116
Gay, Mills, and Airasian, Educational Research: Competencies for Analysis and
Applications.
117
Marshall and Rossman, Designing Qualitative Research, 140.
118
Gay, Mills, and Airasian, Educational Research: Competencies for Analysis and
Applications, 406.
119
Gay, Mills, and Airasian, Educational Research: Competencies for Analysis and
Applications.
120
Kincheloe, Teachers as Researchers: Qualitative Inquiry as a Path to Empowerment, 144-
145.
121
Erstad and Silseth, “Agency in Digital Storytelling: Challenging the Educational Context,”
220.
122
Georges, “Toward an Understanding of Storytelling Events,” 327.
123
Gay, Mills, and Airasian, Educational Research: Competencies for Analysis and
Applications.
124
Mackey, Literacies Across Media: Playing the Text.
125
Converse and Presser, Survey Questions: Handcrafting the Standardized Questionnaire.
126
Ibid.; Babbie, The Practice of Social Research.
127
Converse and Presser, Survey Questions: Handcrafting the Standardized Questionnaire.
128
Ibid.
129
Mackey, Literacies Across Media: Playing the Text.
130
Jacob, “How to Conduct a Focus Group: Training Module #2.”
131
Marshall and Rossman, Designing Qualitative Research.
132
Ibid.
133
Jacob, “How to Conduct a Focus Group: Training Module #2,” 1.
134
Gay, Mills, and Airasian, Educational Research: Competencies for Analysis and
Applications, 371.
208
135
National Center for Education Statistics, “National Center for Education Statistics (NCES)
Home Page.”
136
Microsoft, “Download Details Microsoft Download Center Photo Story 3 for Windows.”
137
“MrDonn.org Social Studies.”
138
Apple, “iLife: iMovie: Turn Your Home Video into Your Favorite Films.”
139
National Center for Education Statistics, “National Center for Education Statistics (NCES)
Home Page.”
140
Marshall and Rossman, Designing Qualitative Research.
141
Gay, Mills, and Airasian, Educational Research: Competencies for Analysis and
Applications.
142
Miles and Huberman, Qualitative Data Analysis, 65.
143
Miles and Huberman, Qualitative Data Analysis.
144
Solomon, “The Need for (Digital) Story: First Graders Using Digital Tools to Tell Stories.”
145
Gorman and Clayton, Qualitative Research for the Information Professional: A Practical
Handbook, 212.
146
Marshall and Rossman, Designing Qualitative Research.
147
Gay, Mills, and Airasian, Educational Research: Competencies for Analysis and
Applications.
148
Goldman-Segall, Points of Viewing Children’s Thinking: A Digital Ethnographer’s Journey.
149
Mackey, Literacies Across Media: Playing the Text, 25.
150
Ito et al., Living and Learning with New Media: Summary of Findings from the Digital Youth
Project.
151
Gee and Hayes, Language and Literacy in the Digital Age.
152
Mackey, Literacies Across Media: Playing the Text, 10.
153
Overbaugh and Schultz, “Bloom’s Taxonomy.”
154
Tapscott, Grown Up Digital.
155
Maguire, “Sounds and Sensibilities: Storytelling as an Educational Process.”
209
156
Gee and Hayes, Language and Literacy in the Digital Age.
157
Heath and Street, Ethnography: Approaches to Language and Literacy Research.
158
Mackey, Literacies Across Media: Playing the Text.
159
Ibid., 10-11.
160
Ibid., 131.
161
Rosenblatt, The Reader, The Text, The Poem: The Transactional Theory of the Literary Work.
162
Ibid.; Rosenblatt, Literature as Exploration.
163
Sturm, “The ‘Storylistening’ Trance Experience”; Sturm, “The Enchanted Imagination:
Storytelling’s Power to Entrance Listeners.”
164
Sturm, “The ‘Storylistening’ Trance Experience.”
165
Green, Brock, and Kaufman, “Understanding Media Enjoyment: The Role of Transportation
Into Narrative Worlds.”
166
Georges, “Toward an Understanding of Storytelling Events.”
167
Maguire, “Sounds and Sensibilities: Storytelling as an Educational Process.”
168
Marshall and Rossman, Designing Qualitative Research, 221.
169
Goldman-Segall, Points of Viewing Children’s Thinking: A Digital Ethnographer’s Journey.
170
Mackey, Literacies Across Media: Playing the Text.
171
Braid, “Personal Narrative and Experiential Meaning.”
172
Sturm, “The ‘Storylistening’ Trance Experience.”
173
Ibid.; Sturm, “The Enchanted Imagination: Storytelling’s Power to Entrance Listeners.”
174
Braid, “Personal Narrative and Experiential Meaning.”
210
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