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Multimedia Integration
Running head: EFFECTS OF MULTIMEDIA INTEGRATION
Does Multimedia Integration Benefit Student Learners?
Jennifer L. Motter
California State University, Northridge
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Abstract
This study questions the benefits of multimedia curriculum implementation by addressing
student motivation, engagement, success, and memory of details. Using multimedia as a
learning tool was studied by specifically comparing digital storytelling and traditional
written storytelling methods. Multimedia was studied as a form of alternative assessment
and an alternative option for underachieving students. The importance of visual
communication and visual literacy’s integration into the learning environment and their
influence on students living in a highly stimulated contemporary society was also
considered. As a result of these research questions, specifically the outcomes involving
multimedia, the impact that digital storytelling has on students’ learning in a
contemporary society was identified. Research data on the storytelling unit was collected
by conducting student interviews, online attitude surveys, observation notes on student
participation, student written reflections, and project results. According to the qualitative
data collected from this study, students prefer and perform better when multimedia is
integrated into the curriculum. Quantitative data proved that 10% of students scored
higher on the digital story project than the written fictional story. This was the result of
a higher completion rate and lower grade spread for the digital story project.
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Does Multimedia Integration Benefit Student Learners?
“Without image, thinking is impossible.” (Aristotle, as cited in Benson, 1997, p. 141)
According to Cornell University’s Computer Science Department online glossary,
“multimedia” is defined as “a combination of several media types in a single digital
object or collection, e.g., images, audio, video.” Stokes (2001) stated that classroom
instruction needs to change to provide students with adequate instruction. Stokes’
feelings reflect study results showing the validity of visual thought and learning alone, or
combined with traditional oral teaching methods. Many believe that visuals are a
necessary component of learning. In order to achieve success students need visual
instruction and must apply their visual literacy knowledge. As educators, we need to find
adequate ways to address the different instructional needs of individuals, multiple
intelligences, and learning styles (Gardner & Hatch, 1989). The role of educators is to
act as a guide for learners; therefore it is the responsibility of the instructor to reach as
many individuals as possible. The problem existing in many classrooms today is that
traditional lecture-based teaching is still being used as a way to teach students, rather than
allowing student interaction with online activities, which enables them to become part of
the learning process.
Research shows that learners respond differently to various types of instruction
due to their preferred learning style. Through use of multimedia, different learning styles
and Gardner’s eight intelligences can be addressed (Gardner & Hatch, 1989).
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Smith (2002, http://www.infed.org/thinkers/gardner.htm) stated, that Howard Gardner, creator of the “multiple intelligences theory,” argued and provided evidence that there are eight intelligences. “Howard Gardner viewed intelligence as 'the capacity to solve problems or to fashion products that are valued in one or more cultural settings'” (Gardner & Hatch, 1989).
Like Gardner, Richard Felder and Rebecca Brent (2005) believed that student
differences exist, and that it is the responsibility of the educator to address these different
types of learners. According to Felder and Brent, learning styles are classified as
“characteristic cognitive, affective, and psychological behaviors that serve as relatively
stable indicators of how learners perceive, interact with, and respond to the learning
environment” [7]. Felder and Brent (2005) state that learning styles contribute to the
cognitive learning differences between individuals. Creative thinking comes natural to
some, while others have great trouble abstractly thinking and prefer factual information.
Some students learn better working with hands-on learning, and others find studying text
to be more insightful. Lecture-based education works best for some learners, but others
need visual representation to clearly understand concepts. No learning style is superior to
another. Different people simply need instruction geared towards their individual
learning needs. Students need the skills to adjust to every learning style in order to
function as professionals (Felder & Brent, 2005).
Storytelling
Digital storytelling, according to Center for Digital Storytelling, is defined as a
practice involving a variety of media types. Daniel Meadows (2007), digital storyteller,
refers to digital stories as, tales unique to individuals. He describes digital storytelling as
a democratic method because anyone can create one and display it to the public. Bull and
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Kajder (2004) believed that through use of technology, digital stories can send strong
meaningful messages. It was their belief that everyone has a story to tell. Barrett
(2005) argues that many times stories are forgotten without personal
reflection; people are more likely to reflect on a story if it’s told
digitally. Digital storytelling is important because it allows students
freedom to choose the media by which their story is told.
Digital storytelling, as defined by this study’s research process, is telling a story
solely through visual imagery, eliminating text, and utilizing technology. Bull and Kajder
(2004) identified seven different storytelling elements. Those seven elements are: a point
(of view), a dramatic question, emotional content, the gift of your voice, the power of the
soundtrack, economy, and pacing. Students gain control when it comes to storytelling.
The student functions as the director, photographer, editor, and composer. The challenge
and motivation for many students when creating a digital story utilizing technology, is
that they are the ones in control of all of these various tasks, and the finished end product
is their reward (Banaszewski, 2002).
Purpose Statement
This action research study focused specifically on digital storytelling versus
traditional written/oral storytelling methods. Does the integration of multimedia into the
curriculum benefit student learners?
In order to study the role of multimedia this study’s research means was a project-
based multimedia assignment integrating technology into the curriculum for student
digital story creation.
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Through this study’s research the following questions were addressed:
A. Does multimedia such as, digital storytelling, help to motivate student learning?
B. Does the use of multimedia as a learning tool in the classroom produce a high- level of student learning engagement?
C. Can multimedia be used as an alternative assessment?
D. Does multimedia creation serve as an alternative option for underachieving students that struggle with core classes?
E. Are more successful learning results produced through the use of multimedia as a learning tool than traditional teaching methods?
F. Does the use of multimedia as a learning tool aid in student memory of details?
The value of utilizing visuals in a learning environment, and specifically how
multimedia as a classroom learning tool impacts students were evaluated through this
study. Also the importance of visual communication and visual literacy’s integration into
the learning environment as a learning tool, and their influence on students living in a
highly stimulated contemporary society was researched.
Importance of the Study
The information collected in this study will be of value to the educators across the
curriculum. The data presented will provide information on how to create a hands-on
digital story project utilizing visuals and technology. If positive effects are found in
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student learning as a result of multimedia integration then professional development
workshops could be instilled to aid teachers in multimedia curriculum implementation
and accomplish multimedia literacy amongst educators.
Action Research
Students were challenged to communicate visually and tell a story through a
hands-on project-based assignment, rather than traditional written/oral storytelling
methods. Student engagement, motivation, memory of details, and success rate were
evaluated and assessed through both the creation of a digital story and a traditional
written story. The process of digital storytelling creation and presentation versus
traditional written/oral storytelling methods that took place in the classroom environment
aided in data collection based on the students’ experiences.
This research study builds off of previous studies in the areas of digital
storytelling, multimedia, and visual communication as learning tools. Multiple
intelligences and multimedia as an alternative form of assessment will also be referred to
in this study.
Several types of data were collected to help answer the study’s question on the
affects of multimedia in the classroom. Both qualitative and quantitative data was
collected through use of a control group to determine independent and dependent
variables of this research study. A Digital Imaging class, N= 38 students, functioned as
the control group. The student population that aided in this research is a cultural and
gender diverse group that lives in a suburban San Fernando Valley area of Los Angeles
and included ninth through twelfth graders. Student feedback on the results of multimedia
integration within the learning environment was provided through use of attitude surveys,
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interviews, student projects, written reflections, and observation. Students gained
knowledge of artistic and technical skills as a result of project-based assessment. Visual
literacy played a major role in the learning process involved in students’ digital story
creation. Students learned to communicate visually by incorporating multimedia that
they’re familiar with in our contemporary environment.
The control group observation took place during a six-week period in which
several types of research methods were conducted. Data analysis and literature collection
took additional time. The entire action research project took about twenty weeks to
complete. A form of traditional written/oral storytelling first took place in class. Students
participated in a creative writing assignment involving the creation of a one-page
fictional story. Each student was paired with a peer in the classroom and shared their
fictional stories. Student performance was observed determining motivation and
engagement. In the days that followed, students completed written reflections recalling
details from their partners’ stories.
For the following five weeks students participated in a hands-on project creating
their own digital stories utilizing technology. The same observation and evaluation
methods used for the written fictional storytelling lesson took place. After the digital
story projects were complete students presented their project to their same peer partner.
The remainder of the time was spent researching and collecting other forms of research
data. Individual student interviews were given comparing and contrasting traditional
written/oral storytelling methods to digital storytelling methods. Online attitude surveys
based on the integration of multimedia in storytelling and visuals as learning tools in the
classroom were part of the data collection.
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The student data results of this research study were compared for similarities and
differences. Student interviews, online attitude surveys, observation notes on student
participation, written reflections, and project results was included in the data analysis of
this research study.
As a result of these research questions, outcomes involving multimedia,
specifically the impact that digital storytelling has on student learning in a contemporary
society were found. Student classroom performance was monitored to observe the
impact of multimedia on a variety of learners, and whether or not it can be successfully
employed in the classroom to enhance and engage student learning while helping students
succeed.
Definitions of Terms
Multimedia- A combination of media types including sound, animation, video and
graphics.
Storytelling- Delivery of a created or shared story.
Digital Storytelling- Telling a story utilizing digital imagery.
Traditional Storytelling- Telling a story through words or text.
Visual Literacy- The ability to understand the meaning of imagery and translate
visual representation of thoughts and words.
Adobe Photoshop- Software for the creation and manipulation of 2-D graphics.
iMovie- Video editing software developed by Apple.
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REVIEW OF THE LITERATURE
This research study builds off of previous studies in the areas of digital
storytelling, multimedia, and visual communication as learning tools. Multiple
intelligences and multimedia as an alternative form of assessment is also referred to in
this study. The following ideas presented by Wilhelm (2005, p.1) were used as a
foundation for my research: “In order for students to be marketable in modern society,
they must acquire visual literacy skills” (Roblyer & Edwards, 2000). “Multimedia
formats capture children’s interest and are more easily understood, allowing the learner to
focus on higher-level processes such as identifying problem-solving steps” (Cooper,
2003).
Media Literacy
Students are constantly exposed to various types of media in the world today.
Students take in different types of visual communication on a daily basis in the form of
advertisements, videos, and Internet. However, the language of visual communication
and media literacy is still not a focus in most schools.
Students are familiar with today’s technology i.e.: cell phones, iPods, and laptops.
During their free time, many students engage in intensive stimulating activities such as
playing web games and video games including Counter-Strike and Grand Theft Auto.
They spend their free time watching music and entertainment videos through sites such as
YouTube.com instead of watching TV. Online chatting through IM (AOL Instant
Messenger), and popular web blogs and forums including MySpace, Facebook, and
LiveJournal take the place of face-to-face communication. Would students be less likely
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to be victims of Internet predators if proper use of these new technologies was part of the
curriculum? Can students take technical skills learned in the classroom and apply it to
their everyday lives?
Self-publishing, as defined by DoAskDoTell.com (2007), is the presentation to
the public as an open publication of a work by the author of the work, based on the
financial resources of the author, without the intervention or investment of a third party
(and normally without public financial reportability or accountability). Self-publishing is
currently used by over half of America’s youth and 57% of youth Internet users (Jenkins,
2006). Students post information for others to view via web through open source
software. Open source is an online interface that allows website users to submit relevant
material to the website authors for sharing with other users
(http://mynasadata.larc.nasa.gov/glossary.html, 2007).
Technology can play an influential role as an instructional tool in the classroom.
Further questions answered through this research study include: Should these types of
multimedia have a place in the classroom? Can student learning be enhanced through use
of media that students are familiar with?
Visual Literacy
According to the PBS media literacy glossary (2004) “visual literacy” is defined
as the ability to look at visual information with perception. A visually literate person
understands how visual elements contribute to the meaning of the whole. Currently,
visual literacy is not frequently taught in many schools’ curriculum. Students are not
properly being prepared to function in today’s society.
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Finding the meaning behind an image constitutes as visual literacy. Greek scrolls
from 500 B.C. mention image use as a way to enhance learning and memory (Moore &
Dwyer, 1994). West (1997) exemplifies how imagery can be used to enhance learning by
instructing with interactive graphics in mathematics rather than lecture. Students are
more active learners while “doing” rather than “watching”. West (1997) stated. “The
words go into an idea only after the idea has already settled in our mind” (p. 275). Visual
aids as learning tools are proven to have various success rates (Stokes 2001).
Visual literacy has various levels from simply identifying what an image is to
analyzing an image to identify a hidden meaning. Older viewers’ perspectives may differ
from younger viewers because they have more personal experience and more acquired
knowledge (Yenawine, 1997). According to Stokes (2001) the age range of the viewer
effects what type of visuals they prefer. Younger viewers prefer simple visuals, while
older viewers prefer more complex imagery. According to Yenawine (1997) “Many
aspects of cognition are called upon, such as personal association, questioning,
speculating, analyzing, fact-finding, and categorizing.” With practice a viewer develops
analyzing skills and a deeper objective outlook. A viewer tends to develop an
understanding for imagery based on previous experience and exposure. The message or
meaning an individual takes away from an artwork is influenced by media and societal
ideas of the time (Yenawine, 1997). Our reality of what an image represents is created
from our prior experience, emotional state, and beliefs. The cognitive stand is rooted in
ancient imagery and constructivism beliefs (Moore & Dwyer, 1994).
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Visual Literacy Education
Yenawine (1997) states that visual literacy receives little to no recognition of its
importance as a language. Visual literacy is not taught, nor is there standards on how to
teach visual literacy strategies that instruct the viewer on how to view an image. Visual
literacy should be taught similar to reading. Both should involve a slow building learning
process in order to understand the meanings behind the imagery or text.
As cited by Yenawine (1997), Abigal Housen is an aesthetic development
researcher. She believes that an individual can experience strong feelings and develop a
personal understanding towards art similar to literature. Housen’s theory of aesthetic
development and understanding is comprised of various viewer stages. In stages I and II
the viewer is considered “pre-literate”. The viewer defines what they see by what they
know through life experiences. The viewer begins to trust his or her own personal
judgment by stage II. They start to break down the elements of an image to determine its
meaning. Housen refers to viewers as “functionally literate” by the end of stage II. They
attain basic literacy skills, and can determine what imagery interests them. Transitional
stages include III, IV, and V. In these stages the viewer learns to apply art history and art
criticism when deciphering the meaning behind an image. The viewers can demonstrate
a complete visual literacy understanding by creating their own artwork in an art studio
class. Visual literacy is an ongoing learning process that takes practice (Yenawine,
1997).
Beacham, Bouchlaghem, Sher, and Wilson (2002) presented case studies on
digital imagery and visualization to determine an individual’s understanding and learning
of content through multimedia. The article refers to imagery as a way to send a message
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or tell a story. Students can be inspired to reflect and observe more through the use of
imagery. An image, according to the article, offers a different perspective than an oral
lecture. This study, although at a higher education institute, is relevant to the content
area. Wilhelm (2005) states that imagery use is becoming more widespread in our culture
today and schools must adjust their curriculums accordingly.
Color’s Impact on Visual Literacy
Kleinman and Dwyer (1999) studied color usage in visual aids. Their study
proved that color graphics opposed to black and white imagery are proven more
successful when used as learning tools. Another study by Myatt and Carter (as cited in
Heinich et al., 1999) suggested that color graphics are only successful when they are
matched with instructional content. Students may prefer certain imagery types that do not
necessarily benefit their learning.
Visuals and Multimedia in Learning
Students’ knowledge or exposure to various types of graphics may also effect how
graphics impact their learning. Lessons with animated graphics, still graphics, or no
graphics produce varying student learning results. How graphics are used in a lesson can
also benefit different types of learners. Certain types of graphics are better at
representing procedural or descriptive lesson elements. While animated graphics draw
attention to themselves, they sometimes detract from the information being relayed.
Chanlin (1999) suggested that animated graphics are a successful learning tool for male
students. Roshan and Dwyer (1998) found no relevant difference when using a variety of
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still image types. However, the study did prove that imagery-integrated instruction
changes learning results.
Riesland (2005) stressed the need for visual language taught in classrooms. She
felt students need to possess visual decoding methods to find the meaning in everyday
visuals including commercials and Internet pop-up advertisements. Riesland offered
many theories on how to include educational multimedia in the classroom including
Seymour Papert’s (1980) constructionist notion of learning by design and student
participation in “real-world” simulated projects. Riesland also mentioned Garthwait’s
(2001) multimedia design program that focuses on encouraging students to utilize various
types of media.
Settle, Sneddon, and Triggs (2001) stated that multimedia allows students to
control their learning experience while helping motivate students to actively involve
themselves in the learning process by promoting problem solving and group work.
Students can more freely work at their own pace as a result of multimedia delivery.
According to Stokes (2001), students who were able to work at their own pace performed
better than those that had to follow a formatted timeline.
McKay (1999) took into consideration the learner’s prior knowledge as well as
their learning style while conducting studies on visual integration versus text only
instruction. Learners with little previous subject matter experience and verbal cognitive
styles of learning performed best with text and graphics. Those with little previous
subject matter experience and little visual literacy skills performed better with the text
only instruction. Overall, the text-plus-graphic instruction provided the highest test score
improvement. Furthermore, novice learners with little prior experience from both
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learning style types maintained a higher improvement rate in test scores than the learners
experienced in the subject matter. W. Howard, H. Howard, and Rasmussen (2004)
studied the huge role interactivity plays in the present day media rich environment.
Multimedia as an Alternate Assessment
Alternative assessment calls for extended time in order to judge a student’s
knowledge and skill level. There are several types of alternative assessment including
labs, presentations, projects, etc. calling for students to be information managers, problem
solvers, and effective communicators (O’Neil & Abedi, 1996). Alternative assessment
has been on the rise in the educational field. Actions are being taken to find ways to
replace standardized testing with alternative assessment methods.
There are still more conservative individuals in the education field that prefer
traditional teaching methods (based on lecture, textbooks, etc.) and stray from using
alternative assessment. Educators face confusion over it and how to incorporate
alternative assessment in the curriculum (Worthen, 1993). Low student performance
occurring as a result of alternative assessment may be the result of little student
knowledge and skill level, lack of little previous exposure, or poor time management
skills. It is assumed that alternative assessment is beneficial to students in a variety of
ways including causing students less school-related stress and requiring higher cognitive
thinking and skills. However, these particular advantages of alternative assessment do
not need to be gauged (O’Neil & Abedi, 1996). A relevant study based on alternative
assessment was conducted by Chandler-Olcott and Mahar (2003). The study focused on a
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student that did not excel at traditional writing assignments at school, but created
impressive Japanese Anime digital stories through technology access at home.
As cited by O’Neil and Abedi (1996) Herman, Aschbacher, and Winters (1992) list characteristics of alternative assessment: “(a) Ask students to perform, create, produce, or do something; (b) tap higher level thinking and problem-solving skills; (c) use tasks that represent meaningful instructional activities; (d) invoke real-world applications; (e) people, not machines, do the scoring, using human judgment; and (f) require new instructional and assessment roles for teachers (p. 6).”
As cited by Stokes (2001), Mayer, Bove, Bryman, Mars, and Tapangco (1996)
studied the results of multimedia summary versus a traditional verbal summary using
students with little knowledge of the subject area. The multimedia study was found to be
more successful. When the summary was condensed to a minimal amount of text and
included illustrations, learning results were best. Chanlin’s study (1997, 1998) produced
similar results providing that visual usage enhances the learning process for students with
little previous knowledge in the subject area. Visual usage helps build cognitive learning
connections.
Deal (2004) suggested that alternative assessment allows an instructor to assess
the motivation and performance of a student. The article promotes using multimedia
projects as an alternative assessment that demonstrates a learner’s knowledge and
performance level.
Multimedia as an Alternate Option
The effectiveness of multimedia for raising underachieving students’ performance
is another area covered through this study. Bernauer (1996) discussed the use of
multimedia integration at the Western Pennsylvania School of the Deaf in Pittsburgh,
Pennsylvania. Although positive results were found as a result of multimedia integration,
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cost and time restraints kept this school from further learning results. Multimedia
functions as an alternative outlet for students with learning disabilities.
Doolittle (2001) studied the cognitive psychology based design of multimedia as a
learning tool. Doolittle referenced Mayer’s (2001) multimedia studies and cognitive
theory of multimedia learning model. Mayer focused studies on cognitive multimedia
learning including: illustrations, simulations, and computer games. This study expanded
on Mayer’s multimedia studies by researching student generated multimedia projects
rather than multimedia created by instructors.
Broce, Chen, Cumaranatunge, Ji, McGrath, and Wright (1997) suggested that
multimedia was integrated as an alternative outlet into the science curriculum. Student
attitudes were polled involving project versus paper preferences, gender differences, and
project commitment. Gardner’s (1983) theory of multiple intelligences supports
multimedia as a means to involve learners with various dominate intelligences.
According to Algava (1999) multimedia is influential enough to connect with all
styles of learners and multiple intelligences. Through multimedia a learner develops a
sense of confidence, knowledge of the creative process, and appreciation of group work.
A video animation project was used for this study, and similar to the digital storytelling
project that were integrated into this research project, both involve art, academic,
technological skills and knowledge.
Student Achievement through Multimedia
Fisher, Flood, and Lapp (1999) showed the positive relationship between
intermediality and achievement. Studies from this article were conducted capitalizing on
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student receptiveness to media. Through a case study, evidence of greater detail retention
was evident after students viewed video clips along with reading text than reading
without visuals. Aesthetic responses from students that viewed both video and text were
also more common. Positive effects on student achievement were detected as well from
this case study on media integration. This study takes these research results a step further
by emphasizing student creation of multimedia projects.
Debevec, Kashyap and Shih (2006) showed positive assessment results were
found based on integration of PowerPoint presentations including multimedia such as
animation, audio, and video clips as a learning tool. Students motivated by the use of
PowerPoint presentations were more likely to read the text and take notes.
Summary of Literature Review
This collection of research indicates that multimedia, visual literacy, and
technology are all areas of interest in the educational field and worthy of being explored.
The research provided from this study as with past studies focused on how these areas
impact student learning. This study builds off of previous study results by combining the
areas of multimedia, visual literacy, and technology into a storytelling unit, so that
aspects of each could be reflected upon.
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METHODOLOGY
This is a study to show the effects of integrating multimedia as a learning tool in a
storytelling unit. Traditional versus digital storytelling methods are compared and
contrasted. Data on student motivation, engagement, success, and memory of details
were collected. Using multimedia as an alternative form of assessment and as an
academic option for students struggling with core classes was considered. Visual
literacy’s impact on storytelling methods was considered as well.
Participants
The study participants attended a suburban high school located in the San
Fernando Valley area of Los Angeles. This group was cultural and gender diverse and
included ninth through twelfth graders. There were N= 38 public high school students
that participated in this research study. All 38 participants were members of the same
Digital Imaging class. This class was selected for the study because it contained cultural,
gender, economic, and academic diversity. ESL students, honors students, magnet
students, and students with learning disabilities were included in this study forming a
very diverse participation group. The participation group observation took place during
their regular class period in a computer lab containing 38 iMac computers.
Materials
The Digital Imaging class curriculum consisted of the elements of art and
principles of design knowledge, 2-D imagery creation, and technology usage.
Technology utilized in this study involved integration of multimedia (audio, video,
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animation, and graphics) within a unit plan. The hardware used for this study consisted
of 38 iMacs with 2.33GHz Intel Core 2 Duo processors and 2 GB DDR
SDRAM (see Appendix D). Adobe Photoshop and iMovie HD were the software
applications used during the research process to create student produced digital story
projects. Students created 2-D images in Adobe Photoshop modeled after their
storyboards. Photoshop software was chosen for this study because of the vast amount of
capabilities for image creation and photo manipulation. Drawing tools could be used to
create characters and setting, while filter effects such as: colored pencil, plastic wrap,
liquefy, and masking techniques could be applied to manipulate imagery (see Appendix
E).
Students then imported these 2-D images into iMovie HD to create their digital
stories. iMovie HD allows students the capability to include: audio, video clips, effects,
transitions, titles, and 2-D graphics. Students were challenged to communicate visually
and tell a story through a hands-on project-based assignment, rather than traditional
written/oral storytelling methods. The process of digital storytelling creation and
presentation versus traditional written/oral storytelling methods that took place in the
classroom environment aided in collecting data based on the students’ experiences (see
Appendix F & G).
Assessments
Data for this study was provided through use of attitude surveys, interviews,
student projects, written reflections, and observation. Freeonlinesurveys.com was used to
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create the three online attitude surveys for this study (e.g. Figure 1 questions measured
student technology use and visual literacy).
About how much time per day do you spend on the computer?
How much time do you spend online (on the Internet) daily?
Would the use of current technology (computers, ipods, hand-held
devices) in the classroom aid in your learning?
Would the use of current technology in the classroom engage you more in
learning?
How important do you think it is to understand visual symbols' meanings?
Was visual literacy (understanding of symbols' meanings) ever taught to
you in the classroom?
Do you think visual literacy should be taught in the classroom?
Figure 1. Survey 1: Technology/visual literacy/academic achievement questions
Further Survey 1 questions related to multimedia as an alternative assessment and
form of alternative outlet for underachieving students were asked including:
Do you feel that you are often times more successful creating multimedia
(art-related) projects than participating in traditional written assignments?
Do you achieve higher in art classes than core classes (Math, English,
Science, and History)?
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Data was collected regarding the storytelling unit student creation process and
skills attained through use of Survey 3 questions (e.g. Figure 2 questions measured
student interest and reward).
How interested were you in creating a written fictional story?
How interested were you in creating a digital fictional story?
Did you find the creation of a digital story to be more or less rewarding
than the written oral story?
By creating a digital story what did you gain?
By creating a written oral story what did you gain?
Which type of storytelling (digital or written) were you more motivated to
participate?
Which type of storytelling (digital or written oral) helped you gain more
skills and knowledge that will aid in your academic success?
Figure 2. Survey 3: Written story vs. digital story questions
Student study participants answered survey questions regarding memory of detail
in Survey 1 & 2. Example questions are:
How easy was it for you to recall details from your partner's story the
next day after reading it?
How easy was it for you to recall details from your partner's story five
days later?
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Interviews were conducted asking student attitude questions regarding this study
(e.g. Figure 3 questions measured student written or digital preference).
What did you like about creating a digital story project?
What did you dislike about creating a digital story project?
What did you prefer participating in written story or digital story, Why?
Which did you find to me more beneficial to you, Why?
Figure 3. Student interview questions
Procedures
Student observation and data collection took place during a six-week
period (See Figure 4, which represents key events within the six week study).
Figure 4. Timeline of six-week study
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Prior to beginning the study all student participants returned parental signed
permission forms for study and interview participation (see Appendix A & B).
The following is a process timeline of student participation:
Week One, Day One
A form of traditional oral storytelling first took place in class. On day one of the research
study, students participated in a creative writing assignment involving the creation of a
one-page fictional story. Each student was randomly paired with a peer in the classroom
and read aloud their fictional story. Student performance was observed determining
motivation and engagement during the written fictional story creation.
Week One, Day Two
The next day students completed a written reflection of the written fictional story told by
their partner the previous day to determine memory of detail. All students present
completed Survey 1: Technology/Visual Literacy/Academic Achievement questions
online, which required self-reflection during the first fifteen minutes of class.
Week One, Day Three
For the following five weeks students participated in the creation of their own fictional
digital stories through a hands-on multimedia project, which involved utilizing Adobe
Photoshop and iMovie. On the first day of their digital story creation students wrote
another one-page fictional story for the digital story project.
Week One, Day Four through Seven
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The students sketched a twenty-frame storyboard, which took four class periods.
Students indicated a variety of shot types and included brief descriptions for each frame
of their storyboard. On day five students wrote a reflection to determine memory of detail
from the written fictional story. On day seven students wrote a reflection to determine
memory of detail from the written fictional story. On day seven all students present
completed Survey 2: Written Story/Visual Aids questions online, which required
reflecting on the written fictional story lesson and use of visuals in the classroom during
the first fifteen minutes of class.
Week Two, Day Eight through Fourteen
The students then used their storyboards as a guide for their imagery collection and
creation. Students were required to incorporate at least twenty of their original
photographs that they took with digital cameras outside of the classroom in their digital
story project (see Appendix C).
Week Three, Day Fifteen through Twenty-One
For the creation of their digital story projects, students were required to manipulate their
original photographs using tools and techniques in Adobe Photoshop in order to expand
their application knowledge and advance their skills.
Week Four, Day Twenty-Two through Twenty-Eight
Once students created all storyboard imagery digitally using Photoshop these images
were imported into iMovie. Requirements for the digital story included use of audio,
transitions, and effects. Text-usage was not permitted in the digital story projects.
Week Five, Day Twenty through Nine
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The same evaluation methods used for the written oral storytelling lesson took place
following completion of the digital story. After the digital story projects were complete
students presented their project to their same peer partner.
Week Five, Day Thirty
Following the day of presentation students wrote a reflection to determine memory of
detail from the digital story.
Week Five, Day Thirty-One
Students were interviewed for qualitative data collection on the storytelling unit.
Week Six, Day Thirty-Six
Students wrote a reflection to determine memory of detail from the digital story.
Students completed online surveys regarding technology usage and visual literacy. All
students present completed Survey 3: Written Story vs. Digital Story questions online,
which required reflecting on both assignments during the first fifteen minutes of class.
Week Six, Day Thirty-Eight
Students wrote a reflection to determine memory of detail from the digital story.
Analysis
After data was collected, results were compiled and analyzed. Identities from the
research study were removed and made anonymous. Qualitative interview data was
compiled and online survey results were collected and graphed through use of
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freeonlinesurveys.com. I created a rubric and digital story projects were evaluated based
on design/originality, content, craftsmanship, and student responsibility.
FINDINGS
Qualitative data for this study was provided through use of attitude surveys,
interviews, student projects, written reflections, and observation. Permission slips were
sent home and all participant students in this study received parental approval. Online
attitude surveys for this study were created through freeonlinesurveys.com.
Quantitative data for this study was collected by comparing the student completion
rate of the written fictional story assignment versus the digital story project. 10% of
students scored higher on the digital story project than the written fictional story. This
was the result of a higher completion rate and lower grade spread for the digital story
project.
Findings of this study answered the following questions concerning the impact that
multimedia integration has on student learners. The findings from a series of three online
surveys include:
A. Does multimedia such as, digital storytelling, help to motivate
student learning?
Qualitative Data:
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Student motivation in the storytelling unit was polled. Variance in student
interest were found between written storytelling and digital storytelling (see Figure 5-7).
Figure 5. Survey 2 question
Figure 6. Survey 3 question
Figure 7. Survey 3 question
Analysis
The online survey data for this research question showed that the students polled
felt they were more motivated when multimedia was integrated into their learning
experience. 85% of 26 students polled said they were more motivated to participate in
the digital story project.
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B. Does the use of multimedia as a learning tool in the classroom
produce a high-level of student learning engagement?
Qualitative Data:
Student engagement in the storytelling unit was polled. Variance in students’
attitudes were found between written storytelling and digital storytelling (see Figure
8-10).
Figure 8. Survey 2 question
Figure 9. Survey 3 question
Figure 10. Survey 3 question
Analysis
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The results show that students polled through the online survey found the process
of creating a digital story to be overall more enjoyable than creating a written story.
This data shows that students are more interested in an assignment when a
multimedia project is part of the curriculum. 73% of 26 students polled said that the
creation of a digital story was more rewarding than the written story.
C. Can multimedia be used as an alternative assessment?
Quantitative Data Analysis:
When comparing the assessment results of the written fictional story with the
digital story the majority of students scored higher on the digital story due to a higher
completion rate 36 out of 38 participating student finished the digital story project
receiving a grade of “C” or higher. Out of 38 participating students in the written
fictional story 32 out of 38 finished the assignment and received a grade of “C” or higher
(see Appendix H for digital story rubric).
D. Does multimedia creation serve as an alternative option for
underachieving students that struggle with core classes?
Qualitative Data:
Survey questions related to multimedia as an alternative assessment and form of
alternative option for underachieving students were asked (see Figure 11- 13).
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Figure 11. Survey 1 question
Figure 12. Survey 1 question
Figure 13. Survey 1 question
Analysis
From the data received through the online survey questions one can conclude that
multimedia is an affective alternative option for students with low performance skills in
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other content areas. 56% of 25 students polled said they achieved higher in art classes
than core classes (Math, English Language Arts, Science, and History).
E. Are more successful learning results produced through the use of
multimedia as a learning tool than traditional teaching methods?
Qualitative Data:
Students were questioned regarding multimedia projects and the skills and
knowledge gained through the written fictional story assignment and digital story
project (see Figure 14-17).
Figure 14. Survey 1 question
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Figure 15. Survey 3 question
Figure 16. Survey 3 question
Figure 17. Survey 3 question
Analysis
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The majority of students polled through the previous online survey questions felt
they gained more skills from the multimedia project than the traditional writing
assignment. 72% of 25 students polled said they are often times more successful
creating multimedia projects than participating in traditional writing assignments.
F. Does the use of multimedia as a learning tool aid in student
memory of details?
Qualitative Data:
The student participants reflected on their partner’s written and digital stories the
day after the story was introduced to them, five days after, and a week after. The students
were then polled on their memory of details from each story over a period of time. The
results prove that the majority of students found it easier to remember details from their
partner’s digital story. Student study participants answered survey questions regarding
memory of detail.
See Figure 18-20 for example questions regarding the written fictional story.
Figure 18. Survey 2 question
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Figure 19. Survey 2 question
Figure 20. Survey 2 question
See Figure 21-24 for example questions regarding the digital story are:
Figure 21. Survey 3 question
Figure 22. Survey 3 question
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Figure 23. Survey 3 question
Figure 24. Survey 3 question
Analysis
The online survey questions and written reflections on student memory of detail
proved that more students remember more over a longer time span when visuals and
multimedia were used as a means to tell a story. 69% of 26 students polled said they
remembered more details from the digital story than the written story.
Qualitative Data
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Further questions regarding technology and visuals that were addressed in this
study are: Should these types of multimedia and visual literacy have a place in the
classroom? Can student learning be enhanced through use of media that students are
familiar with? The results prove that the majority of students think visual literacy and
technology integration is beneficial to the student learner.
See Figure 25-38 for visual literacy questions:
Figure 25. Survey 1 question
Figure 26. Survey 1 question
Figure 27. Survey 1 question
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Figure 28. Survey 1 question
Figure 29. Survey 2 question
Figure 30. Survey 2 question
Figure 31. Survey 2 question
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Figure 32. Survey 2 question
Figure 33. Survey 2 question
Figure 34. Survey 2 question
Figure 35. Survey 2 question
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Figure 36. Survey 2 question
Figure 37. Survey 2 question
Figure 38. Survey 2 question
Analysis
The student data collected shows that most students feel that visual literacy is
important and visual aids are an integral part of the learning process. Students are aware
of visual usage and the affect it has on the learner.
See Figure 39- 40 for computer usage questions:
Figure 39. Survey 2 question
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Figure 40. Survey 2 question
See Figure 41-42 for homework/computer usage questions:
Figure 41. Survey 2 question
Figure 42. Survey 2 question
See Figure 43-46 for Internet usage questions:
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Figure 43. Survey 2 question
Figure 44. Survey 2 question
Figure 45. Survey 2 question
Figure 46. Survey 2 question
Analysis
The online student survey questions prove that most students spend a large
amount of their time on the computer or Internet. Most of students’ time is spent doing
leisurely actives other than homework.
See Figure 47- for technology in the classroom questions:
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Figure 47. Survey 2 question
Figure 48. Survey 2 question
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Figure 49. Survey 2 question
Analysis
The previous survey questions regarding technology in the classroom show that
the majority of students felt that technology is an important learning aid in the classroom.
Computers were the most popular technology-related learning tool according to this
survey.
Interviews were conducted asking students the following questions regarding this
study:
1. What did you like about creating a written fictional story?
Mary: There are many things that I liked by creating this fictional story. One was the creativity that we created and it was a fun assignment because we used our imagination and we made a real story out of it.
Billy: I liked writing a story because I just like to write. I love writing so there is never any problem with me and making up stories. It gave me a chance to let my imagination run wild.
Sue: I liked that I could use my imagination.
2. What did you dislike about creating a written fictional story?
Mary: Nothing. I loved creating the story.
Billy: At first I couldn’t really think what to write about.
Sue: I didn’t like writing a fictional story because it was kind of hard to put into words exactly what I was thinking of, as opposed to showing it through images.
3. What did you like about creating a digital story project?
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Mary: I thought it was actually fun. It takes time and work but I think it is really fun. You get to learn how to do things and I never know when it will come in handy.
Billy: I liked that we were allowed to make up any kind of story we wanted.
Sue: We could go into dreamy land and make whatever we liked, we were able to get away from life for a little bit and be creative.
4. What did you dislike about creating a digital story project?
Mary: Hm, well, not a lot, I just didn’t like how the movie put in a black slide when I didn’t put one in…that’s it really.
Billy: There really isn’t anything I didn’t like, I just don’t like how it takes a while to make them.
Sue: It was difficult, but very fun.
5. What did you prefer participating in written story or digital story, Why?
Mary: I liked the digital story better because I love to work with computers and when I made the digital story I learned how to use iMovie and it was fun because it might come in use when I look into web design.
Billy: Both. I find both of them really fun and great to do. I mean they both let my imagination run free and let me go wild writing whatever I think entertains others or entertains myself.
Sue: I like the digital story better just because I am more of a visual person and I like the fact people got to present and got to see what other people had done.
6. Which did you find to me more beneficial to you, Why?
Mary: Digital story because I learned how to use more tools on iMovie and Photoshop and can use it for later use. I already know how to write, so I think that making my own movie helped when putting it to life, which I liked a lot.
Billy: Well, the writing part of course. I mean I know how to write a story, but the thing is that also the video part. I mean you just have to learn how to use it then it will be beneficial…so, really both were. I mean after I started to understand the program the digital part was easy.
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Sue: The digital story because I remember it a lot more than the written story, I hardly remember anything from my partners written story. I only remember everything from his digital presentation.
Interview Analysis
The previous student interviews show that the majority of students preferred the
digital story project to the written story assignment. The majority of students found the
digital story to be more enjoyable and beneficial.
Analysis
Results of this study were compiled and analyzed after all data was
collected. Student identities were removed and made anonymous from all collected data.
Qualitative student interview data was compared to determine students’ attitudes on
topics related to this study. Online attitude survey results were collected and graphed
through use of freeonlinesurveys.com. A rubric was created and digital story projects
were evaluated based on design/originality, content, craftsmanship, and student
responsibility.
The findings of this research study proved that the majority of student participants
did benefit and prefer the use of multimedia as a learning tool. Both qualitative and
quantitative data collected from this study prove the benefits of multimedia integration in
the learning environment. Multimedia implementation was specifically demonstrated in
this study through the use of technology in a storytelling unit.
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DISCUSSION
Overview of the Study
Through a storytelling unit the affect of visual and technology integration were
addressed in an oral and written tradition. This study provided insight into how to engage
and instruct students in a highly stimulated society. The control group participants of this
study proved that students are less motivated, engaged, and successful when participating
in traditional writing assignments compared to multimedia-integrated assignments. By
specifically comparing digital storytelling and traditional written storytelling methods the
benefits of multimedia curriculum integration were questioned. Several questions were
addressed including memory of detail, attainment of skills, and alternative assessment.
Summary of Findings
Results of this study were compiled and analyzed after all data was collected.
Student identities were removed and made anonymous from all collected data.
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Qualitative student interview data was compared to determine students’ attitudes on
topics related to this study. Online attitude survey results were collected and graphed
through use of freeonlinesurveys.com. A rubric was created and digital story projects
were evaluated based on design/originality, content, craftsmanship, and student
responsibility. Multimedia implementation was specifically demonstrated in this study
through the use of technology in a storytelling unit.
Conclusions
The findings of this research study proved that the majority of student participants
did benefit and prefer the use of multimedia as a learning tool. Both qualitative and
quantitative data collected from this study prove the benefits of multimedia integration in
the learning environment. Students found the process of telling a story through visuals,
audio, and technology to be more beneficial than traditional methods of storytelling, oral
and written storytelling. Students found the process of creating a digital story to be “hard
fun”. They learned through problem solving, gaining a variety of skills that are simply
not attainable without multimedia implementation. Students’ memory of detail was
higher when visuals and technology were used as a means to tell a story. Students found
comfort in the creation of a multimedia project as an alternative option for low achieving
students and an alternative form of assessment.
Recommendations
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This study proves that multimedia is a valid learning tool, and implementation
into any course curriculum is suggested for an increase in student motivation,
engagement, and success. Accompanying a multimedia project with any lesson would
provide students with a hands-on “real-world” experience that enables the learner to gain
skills as well as knowledge. Through multimedia integration students are exposed to
visual communication and self-expression through a different medium other than text.
Adequate time must be available for creation of a multimedia project.
Limitations of the Study
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This study was based specifically on the comparison between two
different storytelling methods, digital and written. The integration of multimedia projects
in a variety of content areas was not studied. This study took place in a digital art class.
Integration of multimedia in a core class such as: English Language Arts, Mathematics,
Science and History would be more dramatic curriculum integration because multimedia
is mainly found in art classes.
This study consisted mainly of qualitative data. Quantitative assessment data was
limited due to different necessary requirements for different media types. Accessing
multimedia projects in comparison to more traditional written/oral assignments must have
different rubric requirements.
Time spent on the traditional writing assignment and the digital project differed
due to the digital story process requirement. The writing assignment was completed
within one 55-minute class period, while the digital story project creation took weeks.
The high school students needed to learn multimedia, technology skills prior to the
creation of their digital story projects.
In order to recreate this study the instructor needs to be familiar with software
including: Adobe Photoshop and iMovie HD. Hardware at the participating school needs
to be up-to-date, and a computer lab environment also must be available for student use.
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Acknowledgements
Thanks to the student participants enrolled in my Digital Imaging class, CSUN
Educational Technology department, fellow cohort members, family, and friends who
supported me in this endeavor.
A special acknowledgement goes to my sister, Kimberly Motter, for her time and effort
spent proofreading this study.
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APPENDICES
Appendix A
11/13/2006
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Dear Parent and/or Legal Guardian:
I am asking you to give permission for your child to participate in a research study conducted by Ms. Motter during the Fall 2006 semester. This study is focused on the use of visuals as a learning tool, specifically for storytelling purposes. The research study will involve my Digital Imaging class at Make Believe High School. The goal of the study is to identify the benefits of multimedia as a learning tool. I hope to define the strengths and weaknesses of visual aids, identify types of visuals that enhance student learning, and define what types of learners benefit most from using visuals in the learning environment.
The students that participate in this research study will create both traditional written stories and digital story projects. Students’ motivation, engagement, memory of details, and success rate will be recorded for data analysis. The purpose of this study is to help improve instruction to benefit the student learner. The process will be engaging for the students, and they will have an opportunity to voice their personal opinion on teaching/learning techniques, while attaining technical skills. The research study will take place during school hours in my regular classroom.
Data collected will be kept strictly confidential and will only be used by myself for research purposes. The real names of teachers, students, and school will NOT be used when presenting information. Your child’s performance will NOT be reported to the district, nor will his/her grade be affected in anyway. I feel this study will provide valuable information based on the relevancy of visual aids in the learning environment.
Study participation is completely voluntary. I hope you will give permission for your child to participate in this important research study. If you are willing to let your child participate initial line #1 below. If you do not want your child to participate, or if he/she does not wish to participate initial line #2 below. If you have any questions involving this research study please contact Ms. Motter via email at [email protected].
Sincerely,
Jennifer Motter
1. I have read the research study description provided and I give permission for my child to participate and for my child’s interview to be recorded.
2. I do NOT give permission for my child to participate in this research study.
Appendix B11/13/2006
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Dear Parent and/or Legal Guardian:
I am asking you to give permission for your child to participate in a research study conducted by Ms. Motter on Monday March 20, 2006. This study consists of a clinical interview given to three students in Digital Imaging classes at Make Believe High School. The goal of the study is to identify if visuals aid in learning. I hope to define the strengths and weaknesses of visual aids, identify types of visuals that enhance student learning, and define what content areas benefit the most from use of visual aids in the high school environment.
The students that participate in this survey will be asked a series of questions based on visual instruction aids. Students’ answers to the series of questions will be recorded for reference. The purpose of this study is to help improve instruction to benefit the student learner. The questions will be engaging for the students, and they will have an opportunity to voice their personal opinion on teaching/learning techniques. I will give the interview during school hours in my regular classroom.
Interview data will be kept strictly confidential and will only be used by myself for research purposes. The real names of teachers, students, and school will NOT be used when presenting information. Your child’s interview performance will NOT be reported to the district, nor will his/her grade be affected in anyway. I feel this study will provide valuable information based on the relevancy of visual aids in the learning environment.
Study participation is completely voluntary. I hope you will give permission for your child to participate in this important research study. If you are willing to let your child participate initial line #1 below. If you do not want your child to participate, or if he/she does not wish to participate initial line #2 below. If you have any questions involving this research study please contact Ms. Motter via email at [email protected].
Sincerely,
Jennifer Motter
1. I have read the research study description provided and I give permission for my child to participate and for my child’s interview to be recorded.
2. I do NOT give permission for my child to participate in this research study.
Appendix C
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Digital Story
Become an expert at visual literacy. Tell a story digitally using only images.
*Complete story development packet and sketches for a ten frame storyboard.
*YOU MUST USE TEN OF YOUR OWN PHOTOGRAPHS (EITHER USE THE DIGITAL CAMERAS OR BRING IN YOUR OWN PHOTOS TO BE SCANNED).
*Each photo must be manipulated in Photoshop. You must use the following: drawing tools, image adjustment layers, filters, and layer styles.
*Your photos must be saved in your pictures/iphoto folder as .jpeg
*Use iMovie to create your movie with use of your manipulated photographs.
* You must use the following in your movie: audio, ken burns effect, titles, effects, and transitions.
* Your movie should be as long as your audio (You will have to adjust your timing. Use at least 10 frames).
* Save on desktop as: mymovie
Appendix D
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Appendix E
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Appendix F
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Appendix G
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Appendix H
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Digital Storytelling: Still-Story
Teacher Name: Ms. Motter
Student Name: ________________
CATEGORY 4 3 2 1Point of View - Awareness of Audience
Strong awareness of audience in the design. Students can clearly explain why they felt the vocabulary, audio and graphics chosen fit the target audience.
Some awareness of audience in the design. Students can partially explain why they felt the vocabulary, audio and graphics chosen fit the target audience.
Some awareness of audience in the design. Students find it difficult to explain how the vocabulary, audio and graphics chosen fit the target audience.
Limited awareness of the needs and interests of the target audience.
Images Images create a distinct atmosphere or tone that matches different parts of the story. The images may communicate symbolism and/or metaphors. I have at least 15 original/ manipulated photographs.
Images create an atmosphere or tone that matches some parts of the story. The images may communicate symbolism and/or metaphors. I have at least 15 original/ manipulated photographs.
An attempt was made to use images to create an atmosphere/tone but it needed more work. Image choice is logical. I have less than 15 original/ manipulated photographs.
Little or no attempt to use images to create an appropriate atmosphere/tone. I have less than 15 original/ manipulated photographs.
Soundtrack - Emotion Music stirs a rich emotional response that matches the story line well. I have at least two different types of audio.
Music stirs a rich emotional response that somewhat matches the story line. I have at least two different types of audio.
Music is ok, and not distracting, but it does not add much to the story. I have less than two different types of audio.
Music is distracting, inappropriate, OR was not used. I have less than two different types of audio.
Economy The story is told with exactly the right amount of detail throughout. It does not seem too short nor does it seem too long.
The story composition is typically good, though it seems to drag somewhat OR need slightly more detail in one or two sections.
The story seems to need more editing. It is noticeably too long or too short in more than one section.
The story needs extensive editing. It is too long or too short to be interesting.
Timeline The timeline includes at least 20 frames, effects, transitions, and credits.
The timeline includes at least 20 frames, effects, transitions, and credits.
The timeline includes less than 20 frames, effects, transitions, and credits.
The timeline includes less than 20 frames, effects, transitions, and credits.
Point of View - Purpose
Establishes a purpose early on and maintains a clear focus throughout.
Establishes a purpose early on and maintains focus for most of the presentation.
There are a few lapses in focus, but the purpose is fairly clear.
It is difficult to figure out the purpose of the presentation.
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