Jessica Cordes, Darrin Gailey, Matthew Anderson
Chung, “Art education technology: Digital storytelling”
Summary:
The article examines the role of
digital storytelling in the classroom. It is presented as a critical tool for
helping students understand, be critical, and make meaning of their world. It
gives a general background about how it came about, then discusses different
classroom approaches. Students should first explore ideas, then create a script
and storyboard before producing it.
Main Points:
-
In a time when multidisciplinary education is
being stressed, digital storytelling is very fitting for students to explore
many different disciplines and dimensions of creating.
-
Digital storytelling, a process of presenting
stories through digital technology, is credited to Dana Atchley and the Center
for Digital Storytelling in California.
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It is important to be aware and respectful of
ownership rights, copyright laws, etc.
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Students should start by exploring topic ideas.
-
The script is prepared by asking questions about
the story.
-
Storyboarding is a process of visualizing, like
a blueprint for the story.
-
Production is the next phase, and it entails
using multimedia programs to actually create the story.
-
Work should be evaluated based on instructor’s
expectations regarding the formal and conceptual elements of the story.
-
Critique enables students to participate in a
meaningful discussion about their work.
Example:
Jerita’s digital story, as
described in the last section before the conclusion, asks about the benefits of
art education by interviewing faculty, particularly the principal. Her
classmates thought it was a productive way to advocate for art education. This
was a good way to use digital media to promote an idea.
Response:
This article was very informative
in terms of step-by-step preparation that students should take to learn and
understand the process of digital storytelling. Through digital storytelling,
students develop and apply multi-literacy skills to their work and their
thinking about the world. It raised a lot of questions about the digital age,
digital technology in the art world and the role that they play together not
only for students, but for the community at large. It was curious how the
article, published in 2007, included specific computer programs that may be
obsolete even today.

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