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Digital Storytelling
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For this lesson students are required to read"To Kill a Mockingbird" by Harper Lee. Students will then demonstrate an understanding by creating a digital story. Students will give an overview of their favorite part of the book, and present it to the class. Students will create a digital story for their presentation.

Subject:
Electronic Technology
Graphic Arts
Literature
Visual Arts
Material Type:
Lesson
Author:
Tionna Knight
Date Added:
10/26/2022
Digital Storytelling: Through the Eyes of Others
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This website on digital storytelling has been created as a resource for those who would like to pursue digital storytelling for educational, personal, or collaborative purposes. You will find links to a variety of resources that will help you get started.

Subject:
Arts and Humanities
Material Type:
Activity/Lab
Teaching/Learning Strategy
Provider:
National University
Provider Set:
Individual Authors
Author:
Sindy Quigley and Cynthia Sistek-Chandler
Date Added:
05/01/2009
EUROIN
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In Romanian universities, European Studies are traditionally focused on social and political sciences, economics, law or history, as well as international relations. Lately, EU aspects have increasingly been included in study areas that are not specifically related to the EU, and tailor-made courses on specific EU issues have been introduced that are relevant for graduates in their professional life.Unfortunately, only a few interdisciplinary modules have been developed over the last few years in Romanian universities. Therefore, West University of Timisoara (WUT) looks to the best ways of delivering the European dimension in all study programmes, by involving the use of new technologies and innovative teaching methods.Thus, the general aim of the proposed project is to integrate a short teaching programme about digital literacy (DL) into different European contexts, into curricula of different specialisations within WUT. The proposed module adopts innovative teaching methodologies based on Open Educational Practices (OEP), such as flipped classroom, MOOCs.

Subject:
Educational Technology
Material Type:
Module
Author:
Gabriela Grosseck
Laura Malita
Carmen Holotescu
Date Added:
09/24/2019
Erasmus+ KA2 “F.A.S.T.E.S.T.” - Digital Storytelling for Entrepreneurship in VET agroindustrial schools
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Erasmus+ Strategic Partnership project called "Food & Agroindustrial Schools Toward Entrepreneurship by Storytelling & digital Technology" (Project No. 2015-1-IT01-KA202-004608), about developing entrepreneurship in VET agrifood students through digital storytelling techniques

Aim of the project is to develop in VET teachers functional skills to integrate systematically in the curricula entrepreneurship education to develop active citizenship and employability, supporting person-centered and experiential learning, through the creation of OER of “Digital storytelling “.

Context: the project aims to involve multi-disciplinary teams of teachers, as “agents of change”, and students, as a new generation of potential entrepreneurs but also as workers with an “entrepreneurial approach”, of VET schools of secondary level of IT, PT, RO and BG, similar among themselves because of the lack of a systematic training-for-trainers in relation to entrepreneurship, with consequences of absence of entrepreneurship as a field of learning in the regular curricula. The focus is on schools and companies related to the agro-industrial sector, in all countries, that needs an injection of new businesses to emerge from a state of heightened shortage of skilled professionals and young people in working cohorts.

Activities and methodology: creation of 1) action-research that prefigures: terms of educational value of storytelling for the development of an entrepreneurial mind-set; didactical sustainability of practices of digital manipulation in the development of educational programs for the development of entrepreneurial skills; new skills required by teachers for the effective use of the methodology to support the acquisition of entrepreneurial skills; 2) multilingual hypervideos (pupil-led experimentations); 3) Training Programmes for the blended use of hypervideos revised by teachers (teacher-led experimentations); 4) Methodological guidelines for the effective use of digital storytelling for learning entrepreneurial skills in school context – systematization of experimentations for their release as OERs.

Number and profile of participants: they will be directly involved in the project activities: 12 teachers/school principals – in interdisciplinary teams and transnational learning/teaching/training activities; 12 ICT experts and 16 representatives of business sector for O1; 40 teachers in 8 focus groups for O1; min. 8 entrepreneurs of FDMP sector for O2; 160 students for O2 and other 160 students for O3; at least 160 “local participants” in the 4 multiplier events.

In terms of expected results, the use of hypervideos as OERs will allow direct knowledge of the related production chain; their creation will enable a “learning by doing”, with a direct experience of the entrepreneurial skills necessary for the realization of a complex project (experimental meta-learning). It is expected an increase of the dialogue between schools and businesses, able to prevent, in the long term, any gap in the professional knowledge necessary to the efforts of innovation required in an evolving industrial sector.

Impacts for VET: spread / enhance different learning styles (innovative teaching); expand the provision of curricular training; increase motivation among the “digital generation”; open to contributions from experts in the business sector; create a more fluid and productive dialogue between formal and informal knowledge – take informal knowledge and transform it into digital resources. Benefits: the VET system will increase its attractiveness, expand its training offer and modernize its teaching approaches, reduce cases of ESL, qualify its staff members (refer to either digital and entrepreneurial skills), root further in the territory by consolidating relations with the socio-economic context.

Impacts for learners: increase of entrepreneurial skills applied in life and school paths; increase of motivation for further education; stimulus to entrepreneurship as a realistic professional opportunity after school; increase of digital skills through the “generative” choice to produce Learning Objects (benefits: spread of technical-scientific culture and reducing of digital divide).

Impacts for business/FDMP sector: connecting with local educational institutions and new generations of workers (role of “virtual business angel”); reflection on entrepreneurial mind-set skills on a personal and a corporate level; study of the potential of digital storytelling to tell / sell a company, for information, marketing or training purposes. Benefits: increased level of entrepreneurship / entrepreneurial spirit in FDMP.

Please download all the Intellectual Outputs from

http://www.cisita.parma.it/cisita/progetti-internazionali/progetto-erasmus-ka2-fastest/
www.fastesteu.com

Intellectual Output 1: Research Action about the current state of exploitation of storytelling and digital storytelling for didactic purposes in the participating EU countries (Italy, Bulgaria, Romania, Portugal)

Intellectual Output 2: Creation of 8 hypervideos about stories of success and interviews to local entrepreneurs from the agroindustrial sector (Tomato industry, cheese industry, meat industry, bakery industry, wine industry). Videos are made by made by students at school with teachers' supervision and guidance about gaining knowledge and meaning out of the experience. Videos are then turned into hypervideos by students themselves, adding further hypermedia contents from the web about entrepreneurship and /or sector-related information

Intellectual Output 3: Exploitation and testing of the hypervideos as didactic and teaching tools on students who did not take part in the video-making experience. Elaboration of 4 teaching programs (one for each of the 4 participating countries Italy, Bulgaria, Romania and Portugal) about entrepreneurship using hypervideos to create a blended learning experience

Intellectual Output 4: Methodological guidelines for future users or makers of new hypervideos. How to use the project's Output for educational purposes and how to make brand new hypervides from scratch. Technical guide about how to deal with a videomaking & editing process.

Subject:
Business and Communication
Material Type:
Activity/Lab
Case Study
Interactive
Lesson Plan
Author:
Cisita Parma scarl
Date Added:
06/22/2017
Global Nomads Group: Media Literacy Curriculum (5 day workshop)
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This 5-day curriculum teaches digital storytelling and media literacy skills through engaging youth to think critically on issues relevant to their life and future. This unit is guided by the question, "How does media contribute to positive social change?”

Subject:
Arts and Humanities
Social Science
Material Type:
Interactive
Lesson Plan
Student Guide
Date Added:
01/28/2016
Kid Vids: 101 Fun Video Activities
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CC BY-NC
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Integrate the fun of video into your classroom with these fun learning activities. Adaptable for different ages and subjects, the video projects can be as simple or elaborate as time, resources, and creativity allow. These creative activities can be customized to meet specific student learning outcomes, goals, and objectives. 

Subject:
Education
Educational Technology
Material Type:
Activity/Lab
Author:
Thomas R. Wilson
Date Added:
09/13/2023
A Storyteller and Teacher Takes a Digital Dive
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CC BY-SA
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This article discusses how to use digital storytelling in the classroom while keeping the focus on the story itself, not the technology.

Subject:
Applied Science
Environmental Science
Material Type:
Lesson Plan
Provider:
Ohio State University College of Education and Human Ecology
Provider Set:
Beyond Penguins and Polar Bears: An Online Magazine for K-5 Teachers
Author:
Kevin Cordi
Date Added:
10/17/2014
VoiceThread: A Collaborative Tool to Integrate Language Arts and Science!
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This article provides an overview of the free online tool VoiceThread and discusses how elementary teachers might use it in language arts and science classes. Resources provided.

Subject:
Applied Science
Environmental Science
Geoscience
Physical Science
Technology
Material Type:
Lesson Plan
Provider:
Ohio State University College of Education and Human Ecology
Provider Set:
Beyond Penguins and Polar Bears: An Online Magazine for K-5 Teachers
Author:
Pam Burish
Date Added:
10/17/2014
WR 123: Research Writing & Digital Storytelling Calendar
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Weekly Objectives:

Week 1 Objective: Students will recognize how social, cultural, and personal identities shape perceptions of the course content and projects, and they will evaluate research guides to prepare for the first project.

Week 2 Objective: Students will evaluate sample research guides together as the first step to creating their own pages in the guide. They will also evaluate sources and produce annotations for those sources.

Week 3 Objective: Students will apply what they have learned about interviewing and from their research to create interview questions for the documentary. They will also construct a draft of their research guide page.

Subject:
English Language Arts
Material Type:
Lesson
Lesson Plan
Module
Syllabus
Author:
Jessie Herrada Nance
Date Added:
04/07/2023