1 / 9

DIGITAL STORYTELLING: The Art of Learning How to Make History Come to Life!

Kyle Danielson Experiential Learning Design Project EDLT 536 – Learning Sciences & Instructional Design Dr. Kozloski. DIGITAL STORYTELLING: The Art of Learning How to Make History Come to Life!. Purpose.

nevaeh
Download Presentation

DIGITAL STORYTELLING: The Art of Learning How to Make History Come to Life!

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Kyle Danielson Experiential Learning Design Project EDLT 536 – Learning Sciences & Instructional Design Dr. Kozloski DIGITAL STORYTELLING:The Art of Learning How to Make History Come to Life!

  2. Purpose • The purpose of my learning experience is to have students choose a historical event or figure that they want to learn more about and then use Digital Storytelling to present both an informative story as well as a visually appealing project. • The visual nature of the project will help the students remember the content better.

  3. Learning Environment • This project can apply to any age students, but I have geared this toward a high school freshman history class. • Students will work independently on the topic of their choice. • In the beginning stages, they will be allowed to brainstorm together to get their project moving.

  4. Learning Models • Two Key Learning Models • Scaffolding • Students will first be shown an example of digital storytelling. • They will then be provided with “prompts and hints that help learners to figure it out on their own (Sawyer, 2006).” • Deep Learning • Students will mix their current knowledge with new knowledge to create a more thorough project . • Project requires students to reflect on their projects and the others completed by their classmates.

  5. Learning Goals • The project will provide a deeper understanding of the subjects because they are more personal to the students. • Become familiar with new technologies to be able to take with them to later classes and teach other students. • The students will feel more independent after the project because they will have completed it on their own. • Students will be able to better recall information from the completed projects.

  6. Key Learning Technologies • Microsoft PowerPoint • Students will create their project in PowerPoint. • Each slide with contain 1-4 pictures relating to their story. • Camtasia Studio (http://www.techsmith.com/camtasia.asp) • Student will use Camtasia Studio to bring their PowerPoint's to life. • They will record their script to flow with the slides to keep the audience interested.

  7. Evaluation

  8. Evaluation (cont.) Rubric created by http://rubistar.4teachers.org/index.php

  9. References • Sawyer, R.K. (2006).(Ed.). The Cambridge Handbook of The Learning Sciences. New York: Cambridge University Press. • Rubric created by http://rubistar.4teachers.org/index.php

More Related