TITLE
A New Approach Toward Digital Storytelling: An
Activity Focused on Writing Self-efficacy in a Virtual Learning Environment.
JOURNAL
Xu, Y., Park, H., & Baek, Y.
(2011). A New Approach Toward Digital Storytelling: An Activity Focused on
Writing Selfefficacy in a Virtual Learning Environment. Educational
Technology & Society, 14 (4), 181–191.
AUTHORS
Yan
Xu - Department
of Educational Technology, Korea National University of Education, South Korea.
xuyan1218@hotmail.com
Hyungsung Park -
Department
of Teacher Education, Kyonggi University, South Korea. hyungsung@gmail.com
Youngkyun
Baek - 3Department
of Educational Technology, Boise State University, USA. youngkyunbaek@boisestate.edu
SUMMARY
This research is carried out with the aim to examine
the effects of writing for digital storytelling on writing self-efficacy and on
flow in the virtual reality learning environment known as Second Life. The
researchers organized an activity for undergraduate students to create digital
stories. The sample consists of 64 undergraduate university students from two
classes taking “Media Production for Teaching and Learning” at the Korean
National University of Education. There were 32 students in each class with the
age ranged from 20 to 22 years old. One class was selected to perform digital
storytelling in the virtual world of Second Life while the other class
performed digital storytelling off-line utilizing the video editing software
Windows Movie Maker. The findings of the research demonstrate that digital
storytelling in Second Life is more effective than digital storytelling
off-line. It is proven that writing self-efficacy and flow can be improved
through actively engaging in writing for digital storytelling in a
virtual-reality learning environment similar to Second Life. Therefore, it is
suggested that the technique of digital storytelling can be used effectively in
classroom settings to teach writing.
PERSONAL
REACTION
I personally find this
research is very interesting because it reveals a new dimension to attract and
encourage students in writing. I do agree that writing in virtual environment
enables students to pay more attention to the writing process, thus they will have
ownership of their stories. Second Life for instance, serves as an
instructional technology platform whereby students imagine and create the
residents in a 3D virtual world. The residents in Second Life are presented as
avatars in which they can easily build, walk, fly and teleport to anywhere they
want to go in the virtual environment. In this virtual environment, there are
communication tools like Instant Message, Local Chat, Note Card and Voice Chat
to enable a variety of interactions including avatar-to-avatar interaction and
avatar-to-object interaction. Through these functions, students are able to
build an environment in which digital storytelling can take place. All in all, I
believe Second Life not only enhancing students’ self-efficacy in writing but
it also allows them to create an experience or a space in which others can walk
through their stories as Jonassen et al. (1999) stated that meaningful
technology integration is defined as curricula utilizing authentic tasks that
intentionally and actively help learners to construct their own meaning from
thinking about experience.
Since this research is an
experimental study, the researchers had specifically designed a well-planned
procedure in order to obtain valid and reliable data during pre-test and
post-test. Therefore, I do think this research had been well conducted mainly because
the findings met the objective of this research in which digital storytelling
in Second Life is more effective than digital storytelling off-line.
The
findings of this research have significant implications to the writing teachers
especially whereby teachers can utilize digital storytelling to teach writing skill
in classrooms. Digital storytelling in the virtual world like Second Life is
proven to the effective method because it can stimulate learners’ imaginations
and encourage more creative writing. Besides, digital storytelling can be a
platform to encourage learners who do not like writing or who have no confidence
in writing. In the Malaysian Educational Transformation, KSSR and KSSM have
been introduced to enable the implementation of task-based learning in
classrooms. Based on this, I strongly believe that teaching writing through
digital storytelling regardless in Second Life or off-line that utilizing
Windows Movie Maker could be integrated in teaching and learning instructions
in the language classroom. This is because digital storytelling provides the
students with a learning environment whereby they need to apply communication
skills and work collaboratively as well as think critically to generate content
using digital technology. In another words, digital storytelling requires
learners to take the responsibility towards their own learning as Jakes and
Brennan (2005) propose that, in the future, digital storytelling can be a
potent learning experience that encompasses much of what society hopes that
students will know and be able to perform in the future classroom. This is also
in line to the basis of Malaysian Educational Transformation which is to
transform the focus on examinations to the holistic education by focusing in
the development of human capital.
http://www.mediafire.com/?y8tjb0q7t16cw0c
http://www.mediafire.com/?y8tjb0q7t16cw0c
Link to the article please.
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