Hi all...
If you browse through this blog you will notice a lot of articles on Digital Story Telling...well...that was then, this is now. Guess what??? I changed my topic! Now I'm focusing on why students did not finished the readings (in my case Form 5 novel) assignment; the factors and solutions. So from now on the articles posted in the blog would be on those issues. ;)
Wednesday, 18 June 2014
Monday, 16 June 2014
Wednesday, 16 April 2014
Research Design Table
SHARIZAH BINTI
RIZA
2013753781
EDU 702 (DR.
JOHAN EDDY LUARAN)
RESEARCH DESIGN
TABLE
Research Objectives
|
Research Questions
|
Research Design
|
1.
To determine learners’ ability to write
grammatical paragraphs using digital stories.
|
1.
What are learners’ level of ability to write
grammatical paragraphs?
(determined by SPM band)
|
Research Approach:
Quantitative
Research Design:
Experimental – This research questions
require me to conduct pre and post test to determine the students’ achievement
Research Instruments:
Tests
Data Analysis:
Percentage analysis
|
2.
To identify learners’ improvements in acquiring precise vocabulary using digital stories.
|
2.
What are the learners’ improvements in acquiring precise vocabulary?
(determined by SPM band)
|
Research Approach:
Quantitative
Research Design:
Experimental – This research question
requires me to conduct pre and post test to determine the students’
achievement
Research Instruments:
Tests
Data Analysis:
Percentage analysis
|
3. To examine the effectiveness of using digital
stories in writing compared to the paper-based writing.
|
3. How effective is the use of digital story telling
in writing compared to the paper- based writing?
|
Research Approach:
Quantitative
Research Design:
Experimental – This research question
requires me to compare results of students’ essays on paper
and digital piece to determine the effectiveness of digital story telling
Research Instruments:
Students’ Essays
Data Analysis:
Percentage analysis
|
Tuesday, 15 April 2014
Wednesday, 5 March 2014
Journal 1 about Digital Story
Digital
storytelling finds its place in the classroom
Author: Banaszewski,
Tom
Abstract: Scanning
photographs and hand-drawn images into the computer, using a digital camcorder,
importing music, recording voices, and composing and editing their stories
using programs such as Apple's iMovie comprises a technological process that
enables students to develop and share a clear, structured, effective story.
Technology's place in the classroom has always challenged teachers to maximize
their time and resources while proving its worth.
Full text: My fourth and fifth graders may never say so,
but the Place Project was all about storytelling. At the beginning of the
school year, students answered a survey about writing that asked, "Are you
a writer?" Sixty percent responded yes. After the Place Project, they
responded to the same survey. "Are you a writer?" Ninety-nine percent
said yes. Nothing is foolproof, but I have yet to find anything as motivating
and influential on students' self-expression as helping them tell stories about
an important place. The added dimension of video provided a meeting place for
these students and their creativity.
One student captured it best: -This year I have learned that
places are not just physical matter but emotional places in peoples' hearts.
Movie has made all my thoughts and feelings come alive in an awesome
movie." The project confirmed my belief that everyone has a story about a
place that is important to her or him, and that by using multimedia to develop
and share those stories, we strengthen our understanding of our communities. As
Barbara Ueland wrote in her book If You Want to Write, "Everyone is
talented, original, and has something important to say," and that
certainly holds true about an important place.
Structuring the Story Writing
For the first time in my teaching career, not one student
wrinkled a brow and declared, "I don't have anything to write about!"
I stood in awe of their response to my asking them to write about places where
they felt comfortable, safe, or happy places where they could just be
themselves. Their responses represented the customary places-bedrooms to
backyards to ball fields-and intangible places like their imagination. Fifty
percent of the battle of student writing was won. They were committed to a
topic.
Structuring the second half of what to say and how to say it
required an outline, a variety of pre-writing activities, and Movie, the novice
video-editing program from Apple.
Step by Step, the Journey Begins
Before I could expect them to write a story that had a clear
beginning, middle, and end, students needed preparation. I directed them to
orally answer questions from an outline with a partner. The outline prompted
students to introduce their place by telling where it was, what it looked like,
and why it was important. The body of the story needed to answer several
questions:
* What is your earliest memory of your place?
* What are your feelings when you are there?
* What difference does your place make in your life?
* What do you see in your place that no one else sees?
Adding the Visual Dimension
From there students moved to visually representing their
place by drawing, painting, creating a collage, or using KidPix on the computer
to uncover more details about each place. I have found that asking students to
select one image that best represents her or his place provides an anchor for
the story and helps anyone coaching the story along to elicit more information
from the student.
Although upper elementary students are expected to write
compositions that traditionally contain at least four five-sentence paragraphs,
the place stories were ready to move into the production phase when the outline
questions were answered in sufficient detail. Due to many constraints (computer
memory and the amount of time required to record voice into the computer),
digital stories need to be restricted to approximately 3 minutes in length.
Requiring students to include a hook to their introductions helped avoid the
pitfall of creating merely a simple slide show.
The story writing did not end when students had a clear
beginning, middle, and end, or when they were ready to begin using the scanner
or digital camcorder. Peer coaching occurred throughout the production phase.
Without prompting from me, students asked to see each other's place stories
throughout the production and editing phases. Every student was genuinely
interested in all of the student places and offered helpful suggestions on how
to improve hooks or conclusions. Each time I heard a student ask, "What's
your place?" it reinforced the positive impact of the project on the
classroom community.
Community Building Through Storytelling
Asking students to write about an important place requires
trust. All must value each other's ideas and support the belief that hearing
place stories from everyone benefits the entire class. Using a story-coaching
approach I learned from storyteller Doug Lipman, I got the students to share in
a way that quickly instilled a positive classroom environment and empowered
student voices. When an author/ teller shared her story, she received
appreciations, then suggestions from the class, and finally had a chance to ask
the audience any questions about her piece. The teller did not defend or
explain during appreciations or suggestions. I have used this approach for all
types of sharing, but found it particularly effective in helping students see
themselves as authors with a purpose and an audience for writing that was
greater than the immediate classroom.
Sharing a story about an important place involves many risks
for students. The teacher needs to take those same risks by sharing a place
story of his own. I shared with them how I saw the classroom as a place where I
always felt at home and showed them pictures I had drawn to help convey some of
the feelings about my place. I used the digital story I created about my place
in the classroom to help students practice the story-coaching model.
As a class, we discussed the effectiveness of my hook, the
images I selected, the tone of my voice, and the music that accompanied the
story. Every wise teacher knows it's important to create a model of what you
expect the students to complete. It is paramount in the case of using digital
storytelling in the classroom. By doing so, you will learn more about time
horizons, modifying expectations, and avoiding painful technical difficulties
than I could ever hope to share with you in this article. You will also see how
you are teaching storytelling and not just how to use the iMovie program.
Creating a digital story as a class is also a valuable way
to introduce the iMovie fundamentals. We developed a digital story on Dr.
Martin Luther King to celebrate his life that was not only powerful but unique,
in that we created it collectively. I strongly recommend starting with a class
story, not necessarily about place. It will spark student interest in digital
storytelling and provide several opportunities to model the basic skills of the
iMovie program.
[Editor's Note: The Dr. Martin Luther King iMovie is
available for your viewing on the MULTIMEDiA SCHOOLS Web site at http://www.in
fotoday.com/MMSchools/jan02/dig italplace.mov.]
Gearing Up for the Journey
The first year I introduced the Place Project I had two iMac
DVs, a PowerPC with a UMAX Vista scanner, and handful of Macintosh Performas in
my classroom. There were 24 students, meaning 24 stories had to be produced. It
took 6 months, but every student completed his digital place story. This past
year, I still had 24 students, but I also had an entire computer lab of iMac
DVs ... and it still took 6 months. Two computers or 20, students needed to
share their computer skills. Students were eager to assist their peers and
would also seize any opportunity to ask a classmate to share her or his place
story. Despite the remarkable citizenship among the students, the project
required an extraordinary amount of flexibility in how I organized class time.
Often students were not working on the same task, so I could rotate them on the
computers.
Managing the Technology... and the Learning
The teacher must surrender a great deal of control in
embarking on digital storytelling with students. Part of what makes
writing/storytelling/movie-making with technology so rewarding for students is
that they are in the director's chair. Writing the story, illustrating and
collecting images, and selecting music to match the feeling of the place could
all be completed in a month and a half. So, what takes so long to scan images
into the computer, record your voice, and edit it on the computer?
Individually, a student could create a digital story in a week, but managing an
entire class of digital storytellers presents a difficult pacing problem.
Students will progress through selecting images, scanning, importing them into
the computer, recording their voices, and adding transitions and text at
varying rates. Timetables and due dates were not effective because some
students needed more time to learn how to navigate the Movie program.
After you create your model digital place story, you will
see that students need to learn two major Movie skills: how to bring images,
music, and voice into the computer (importing) and how to sequence them
according to their story (drag and drop). There are many features about the
program that students figure out on their own. I spent very little time
teaching direct Movie skills. Students felt more like authors/ producers when
they were deciding what music to use or how to transition from one image to the
next.
The Dimension of Sound
The Place Project brings each student's voice into the
limelight. Voice recording is the single most timeconsuming part of the
project. A 3minute script could take an hour or a week to record, depending on
the student's confidence in his/her voice. It is always worth the extra time.
Nothing compares to the power of the student's spoken word. Because you can
only have one student record at a time, this creates a class management
nightmare. I had five students in the computer lab at a time and ran it like an
air traffic controller, ensuring that another student was ready to record as
soon as one had finished a take. Parent volunteers were essential in the
computer lab at this time to assist students with routine questions.
Using iMovie to create digital stories does not require a
digital camcorder. Most students used photographs and images that they drew by
hand or on the computer. Students stored their Movie project folders on the
hard drives of the lab computers and returned to work on the same computer each
session. All of the computers were connected to a network server, which made
importing scanned images easier. Students who had scanners at home were willing
to take home images for their classmates' stories and have their parents scan
them. They then e-mailed them back to me or sent them back on a disk. (A
logistical note: Be certain to instruct students on how to determine where and
in what format scanned images are being saved/stored by the scanner software.
Students squandered a lot of time by not paying attention to or understanding
these details. I tried to model for them how to trouble shoot situations when
glitches arose, and they learned how important patience really was when working
with technology.)
Conclusion: Storytelling First
It's vital to note, of course, that the technology was
always secondary to the storytelling. Scanning photographs and hand-drawn
images into the computer, using a digital camcorder, importing music, recording
voices, and composing and editing their stories using Apple's Movie program
comprised a technological process that enabled students to develop and share a
clear, structured, effective story. Technology's place in the classroom has
always challenged teachers to maximize their time and resources while proving
its worth. The Place Project demonstrated how technology can be instrumental in
the perennial student struggle to find voice, confidence, and structure in
their writing.
AuthorAffiliation
Communications to the author may be addressed to Tom
Banaszewski, Educator/Multimedia Author, Maria Hastings School, Lexington, MA
02421; e-mail: tbanaszewski@sch.ci.lexing ton.ma.us.
Subject: Education;
Students; Technology; Storytelling; Digital imaging; Writing;
Publication title: MultiMedia
Schools
Volume: 9
Issue: 1
Pages: 32-35
Number of pages: 4
Publication year: 2002
Publication date: Jan/Feb
2002
Year: 2002
Publisher: Information
Today, Inc.
Place of publication: Wilton
Country of publication: United
States
Publication subject: Education--Computer
Applications, Education, Computers--Computer Networks
ISSN: 10750479
Source type: Trade
Journals
Language of publication: English
Document type: Feature
ProQuest document ID: 229743437
Document URL: http://search.proquest.com.ezaccess.library.uitm.edu.my/docview/229743437?accountid=42518
Copyright: Copyright
Information Today, Inc. Jan/Feb 2002
Last updated: 2011-09-15
Database: ProQuest
Education Journals
_______________________________________________________________
Subscribe to:
Posts (Atom)