DIGITAL STORYTELLING Presented to: The Decatur County Board of Education Presenter: Marion Bush (Microsoft Company, 2007
WALDEN UNIVERSITY EDUCATION SPECIALIST PROGRAM: EDUCATIONAL TECHNOLOGY EDUC-7101-2/EDUC-8841-2 DR. AMAR ALMASUDE: INSTRUCTOR Microsoft Company, 2010
Diffusion and the Integration of  Technology in Education The overall process of invention, innovation, and diffusion process describes  technological change. In other words, technological change is the invention of  technology that continues to improve by becoming cheaper and continues its diffusion  throughout society and in the industry (Wikipedia, 2011). (Microsoft Company, 2010)
      THE   DEFINITION OF DIGITAL STORYTELLING Digital storytelling is defined as a grassroots movement that uses new digital tools to aide ordinary people to tell their true stories in a compelling and emotionally engaging form which are usually short and can be interactive (Wikipedia, 2011) .   (Writers  Store, 2011)
DIFFUSION DEVELOPMENT PROCESS: The explanation for the need, research organization, development, and the  commercialization of digital storytelling.       (Tolisano, 2008)
STAGE 1: NEED WHAT NEED GAVE WAY TO THE RISE OF DIGITAL STORYTELLING? Storytelling has been around for centuries and with the emergence of digital technologies and tools bought on the movement of digital storytelling. Digital storytelling provided  people with ways to tell  stories in a more compelling and interesting manner. (Microsoft Company, 2007)
STAGE 2: RESEARCH WHO WERE THE RESEARCHERS OF DIGITAL STORYTELLING?  Joe Lambert  Dana Atchley Abbe Don Brenda Laurel Pedro Meyers John Hartley Kelly McWilliam (Wikipedia, 2011)  (Microsoft Company, 2007)
STAGE 3: DEVELOPMENT What problems did Digital storytelling encounter in the development process? One problem that was found was the availability of technology. (Microsoft Company, 2007)
STAGE 4: COMMERCIALIZATION How was digital storytelling promoted to attract manufactories?  Digital Storytelling was promoted through conferences, staff  development, workshops, youtube, my space, and different  websites.  (Microsoft Company, 2007)
THE INNOVATION –DECISION PROCESS "Digital storytelling begins with the sharing one's story through multiple medium such as imagery, text, voice, sound, music, video and animation will be the principal hobby of the world's people" (Joe Lambert, co-founder of the Center for Digital Story Telling).  (Microsoft Company, 2007)
KNOWLEDGE 1986 - Joe Lambert (executive director of the new Life On The Water Theater Company in San Francisco, California) meets Dana Atchley (local video producer), after viewing a production. 1988 Lambert and Atchley worked together to collaborate and develop Atchley’s Next Exit, an interactive theoretical performance (Center for Digital Storytelling, n.d.).  http://storycenter.org/timeline.html Microsoft Co., 2007)
PERSUASION  1993 – Three digital storytelling workshops for documentary  filmmakers were taught by Lambert and Atchley, at the American  Film Institute in Los Angeles, California provided by the Center for  Digital Storytelling.  http://storycenter.org/timeline.html (Microsoft Company, 2007)
DECISION 1993 - New media salons, (a central point for dialogue among  Bay Area new media producers were launched by Lambert  and Atchley (White, 2010). http://storycenter.org/timeline.html (Microsoft Co., 2007)
IMPLEMENTATION  1994-1998 - “ ‘Home Movies’ digital storytelling workshops created by Life      on the Water lead Atchley, Lambert and and Nina Mullen (Lambert’s      wife) to find the San Francisco Digital Media Center.   http://storycenter.org/timeline.html (Microsoft Company, 2007)
CONFIRMATIO N 1994 – Digital storytelling on was featured on CNN and  MSNBC and the SFDMC collaborates with numerous  organizations in England, Germany, and Denmark  (White, 2010).  1996 –The first Digital Storytelling Cookbook a hands-on  production tutorial was published by SFDMC. http://storycenter.org/timeline.html (Microsoft Company, 2007)
THE S-CURVE OF DIGITAL STORYTELLING THIS S CURVE IS NORMAL BUT IT ACCELERATES AS TO THE MAXIMUM AFTER HALF OF INDIVIDUALS OF THE SYSTEM ADOPTS DIGITAL STORYTELLING AND  INCREASES GRADUALLY  BUT AT A SLOWER RATE.  (Microsoft Company, 2007 )
THE DIGITAL STORYTELLING S-CURVE The s-curve presents the dates of adoption by various organizations and the data reveals the adoption of Digital Storytelling does not fit the norm but does slowly increase over time. Some organizations adopted this innovations at the same time. 1986  1988  2000  2002 Introduction  Interactive Theatre  International  Projects  K-12 Implementation
RATE OF ADOPTION In an educational setting the diffusion of digital storytelling is at different rates . (Microsoft Company, 2007)
INNOVATORS The innovator for digital storytelling in education is the Board of education who include digital storytelling and the Internet in the curriculum and instruction.  (Microsoft Company, 2007)
Early Adopters The teachers use digital  storytelling in their classroom. Late Majority The teachers that utilize  digital storytelling but only  because the other teachers  are already using the innovation in the classroom.  (Microsoft Company, 2007)
EARLY MAJORITY The teacher that utilize digital storytelling in the classroom as a part of instruction.
CRITICAL MASS According to Rogers, critical Mass occurs at the point at which enough individuals in a system have adopted an innovation so that the innovation’s further rate of adoption becomes self-sustaining (Rogers, 2003). Critical mass is reached in education when teachers demanded training and attended more digital storytelling . (Microsoft Co., 2007)
LAGGARD The  teachers that are set in their ways but will use digital storytelling in the classroom but only because it is required of them to use in the classroom. (Microsoft Co., 2007)
PERCEIVED ATTRIBUTES Compatibility: Teachers adapting to using technology that are new to them. Teachers really do not need difficult educational tools or concepts . (Microsoft Co., 2007)
PERCEIVED ATTRIBUTES Observability: The teachers that were in doubt when using digital storytelling but become willing to at least try digital storytelling. (Microsoft Company, 2007)
DECENTRALIZED DIFFUSION  In an educational setting of grades 9-12, digital storytelling would be diffused through a decentralized diffusion system. Rogers states that decentralized diffusion occurs when innovations originate from numerous local sources and then evolve as they diffuse via horizontal networks (Rogers, 2003). The 9-12 educational system may diffuse based on usage, adaptation and need (Microsoft Company, 2007)  .
  Key Change Agents  Rogers states that a change agent is an individual who influenced clients’ innovation-decisions in a direction deemed desirable (Rogers, 2003).  Some key change agents maybe classroom teachers, media specialist,  administrators and other school policy personnel who have adopted digital storytelling into the school system’s curriculum. These are adopters would have great influence over others in the school system to adopt digital storytelling.  (Microsoft Company. 2010)
CRITICAL MASS MET In education critical mass has been reached for digital storytelling when in 1999 there was a demand for CDS annual workshops and training that was requested nationally and internationally (CDS, 2009).
The Champions of Digital Storytelling are: Teachers Students  Parents and family members Community members Microsoft Company. 2010
USING DIGITAL STORYTELLING IN THE CLASSROOM IS: An effective way to engage students in their learning and as a medium that is relevant and meaningful to their lives through the use of computers.  (Microsoft Company. 2010)
Continued ….. An opportunity to use their ability to tell stories in a variety of  ways such as through sounds, music, graphics, photographs,  and original artwork as well as to express their creativity in ways other than just text. (Microsoft Co., 2007)
Continued ….. An opportunity for students to use and build planning skills,  organization skills, and time management skills. (Microsoft Co., 2007)
DIGITAL STORYTELLING IS IMPORTANT BECAUSE IT Helps to develop students visual and multimedia literacy.  Helps students to write effectively. Teaches technology, information, and visual literacy as well as encourages self-directed and self-motivated learning experiences. Engages students in their learning .
THE NEED Digital storytelling provide ways for students:  to be engaged and motivated. to express themselves to improve writing skills  to develop technology skills  (Tech4learning,  2010.) (Microsoft Company, 2007)
WHY ADOPT DIGITAL STORYTELLING! The Decatur County Board of Education should adopt  digital storytelling in it’s curriculum and instruction because of the  benefits it  will provide to the students as well as  to the teachers. It  is not very expensive because  the school system already has the  technology available to put these stories together. (Microsoft Company, 2007)
continued The benefits of digital storytelling are that it can be used in instruction in all subject areas and enhance students writing,  communication, planning, creative and organization skills. (Microsoft Company, 2007)
Reference Center for Digital Storytelling & Lambert, J. (n.d.). The Evolution of Digital Storytelling: An Abbreviated History of Key Moments During the First Sixteen Years (1993-2006) Microsoft Company. 2007. Clipart. Rogers, E. (2003). Diffusion of  innovation. 5 th  ed. New York: Free Press. Tech4learning. (2010). Digital storytelling in the classroom. Retrieved from  http://www.tech4learning.com/userfiles/file/pdfs/Frames/digital_storytelling/ds_classroom.pdf Tolisano, S. (2008). Longwitches blog: The magic of learning.  Digital  storytelling . Retrieved from http://langwitches.org/blog/2008/04/19/digital-storytelling-part-i/ Wikipedia. (2011). Digital storytelling. Retrieved from  http://en.wikipedia.org/wiki/Digital_storytelling Wikipedia. (2011). Digital storytelling. Researchers. Retrieved from http://en.wikipedia.org/wiki/Digital_storytelling#Development_and_pioneers Wikipedia, (2011). Technological change. Retrieved from    http://en.wikipedia.org/wiki/Technological_change

More Related Content

PPT
Experiential Learning in Virtu
PPT
networklearning
PPTX
Enriched workshop -group work
PPTX
The new age of learning
PPT
I Learning
PPTX
ICT Workshop July 2018
PDF
Robison New Agendas for Media Literacy
PPTX
New Media in Education
Experiential Learning in Virtu
networklearning
Enriched workshop -group work
The new age of learning
I Learning
ICT Workshop July 2018
Robison New Agendas for Media Literacy
New Media in Education

What's hot (19)

PDF
Using smartphones and facebook
PDF
R Wilkes
KEY
On the Go: Mobile Technologies and Literacy
PPTX
Digital Literacy
PPTX
Digital Literacy
PDF
Brian J King Literature Review Presentation Cte601
PPTX
Taking control of your digital learning environment
PPTX
The ECO Project for E-teaching: social MOOCs at the crossroads of actors’ CO...
PDF
Creating Virtual Communities of Practice with the Visual Social Media Platfor...
PDF
Bildung für Alle? OER und MOOC Initiativen im internationalen Vergleich.
PPT
Technology Leadership
PDF
A learning community for teens on a virtual island - The Schome Park Teen Sec...
PDF
Digitaler Bildungsraum Hochschule – Perspektiven zwischen wiedererwachter Fas...
PPTX
Create, Collaborate and Curate: working and supporting 21st Century learners.
PPT
Where Is The M In Interactivity, Collaboration, and Feedback?
PDF
Technology Enhanced Textbook - Provoking active ways of learning
PDF
3 d virtual worlds as art media and exhibition arenas
DOCX
Digital literacy literature review
PPT
UnwrapThePotential
Using smartphones and facebook
R Wilkes
On the Go: Mobile Technologies and Literacy
Digital Literacy
Digital Literacy
Brian J King Literature Review Presentation Cte601
Taking control of your digital learning environment
The ECO Project for E-teaching: social MOOCs at the crossroads of actors’ CO...
Creating Virtual Communities of Practice with the Visual Social Media Platfor...
Bildung für Alle? OER und MOOC Initiativen im internationalen Vergleich.
Technology Leadership
A learning community for teens on a virtual island - The Schome Park Teen Sec...
Digitaler Bildungsraum Hochschule – Perspektiven zwischen wiedererwachter Fas...
Create, Collaborate and Curate: working and supporting 21st Century learners.
Where Is The M In Interactivity, Collaboration, and Feedback?
Technology Enhanced Textbook - Provoking active ways of learning
3 d virtual worlds as art media and exhibition arenas
Digital literacy literature review
UnwrapThePotential
Ad

Viewers also liked (7)

PPTX
Eme 5050 digital storytelling
PPT
Digital Storytelling
PPT
21st Century Storytelling and DiscoveryStreaming
PPTX
EDU2400 Digital Stories Part 6
PPT
Digital Storytelling
PDF
IOC Questionnaire for Olympic Games Host city
PDF
Lightning Talk #9: How UX and Data Storytelling Can Shape Policy by Mika Aldaba
Eme 5050 digital storytelling
Digital Storytelling
21st Century Storytelling and DiscoveryStreaming
EDU2400 Digital Stories Part 6
Digital Storytelling
IOC Questionnaire for Olympic Games Host city
Lightning Talk #9: How UX and Data Storytelling Can Shape Policy by Mika Aldaba
Ad

Similar to Digital Storytelling Presentation (20)

PPTX
Digital Storytelling
PPTX
Storyboard digital storytelling
PPT
Final Digital Storytelling White J
PPT
Final Digital Storytelling White J
PPTX
Story board part 4
PPT
Week 11 toni d fina_lpresentation-digital storytelling-rev082111
PPT
Engaging Digital Natives With Digital Storytelling
PPT
Dynamic media & digitial storytelling presentation
PPT
Innovation of digital storytelling draft
PPTX
Digital Storytelling Training
PPT
Issues Educational
PPT
Twenty Revelations about Digital Storytelling in Education- Jason Ohler
PPTX
Digital Storytelling Gudjonis
PPTX
Storytelling ppt
PPT
The Conceptual Age
PPTX
Permission to Tell Stories: Digital storytelling, Glogs, and More Fate 09
PPTX
Digi story pp
PPT
Digital Story Telling
PPTX
Digital final pres
PPTX
Digital final pres
Digital Storytelling
Storyboard digital storytelling
Final Digital Storytelling White J
Final Digital Storytelling White J
Story board part 4
Week 11 toni d fina_lpresentation-digital storytelling-rev082111
Engaging Digital Natives With Digital Storytelling
Dynamic media & digitial storytelling presentation
Innovation of digital storytelling draft
Digital Storytelling Training
Issues Educational
Twenty Revelations about Digital Storytelling in Education- Jason Ohler
Digital Storytelling Gudjonis
Storytelling ppt
The Conceptual Age
Permission to Tell Stories: Digital storytelling, Glogs, and More Fate 09
Digi story pp
Digital Story Telling
Digital final pres
Digital final pres

More from marbush50 (20)

DOCX
Visual representation
DOC
Websites 2
DOC
Visualofeducationaltechnologydefinition
PPTX
Presentation2modobsoletenewedited2 1
PPTX
Bush'swikiworkshop pp tutorial
DOCX
Blog tetradbushm
DOCX
Blog tetradbushm1
DOCX
Blog tetradbushm1
DOCX
Blog tetradbushm
PDF
Lesson c nutrition
XLSX
Video notes
PDF
Lesson c nutrition
PDF
Graphic organizer lesson b
PDF
Lesson b nutrition
PDF
Kwlchart
PDF
Lesson plan a nutrition
PDF
Rubriccollaboration
PDF
Categoryrubriccollaboration
PDF
Categoryrubriccollaboration
DOCX
Video podcasts
Visual representation
Websites 2
Visualofeducationaltechnologydefinition
Presentation2modobsoletenewedited2 1
Bush'swikiworkshop pp tutorial
Blog tetradbushm
Blog tetradbushm1
Blog tetradbushm1
Blog tetradbushm
Lesson c nutrition
Video notes
Lesson c nutrition
Graphic organizer lesson b
Lesson b nutrition
Kwlchart
Lesson plan a nutrition
Rubriccollaboration
Categoryrubriccollaboration
Categoryrubriccollaboration
Video podcasts

Recently uploaded (20)

PDF
My India Quiz Book_20210205121199924.pdf
PDF
LEARNERS WITH ADDITIONAL NEEDS ProfEd Topic
PDF
HVAC Specification 2024 according to central public works department
PDF
BP 505 T. PHARMACEUTICAL JURISPRUDENCE (UNIT 1).pdf
PPTX
Core Concepts of Personalized Learning and Virtual Learning Environments
PPTX
Computer Architecture Input Output Memory.pptx
PDF
BP 704 T. NOVEL DRUG DELIVERY SYSTEMS (UNIT 2).pdf
PDF
AI-driven educational solutions for real-life interventions in the Philippine...
PDF
David L Page_DCI Research Study Journey_how Methodology can inform one's prac...
PPTX
Module on health assessment of CHN. pptx
PDF
English Textual Question & Ans (12th Class).pdf
PDF
LIFE & LIVING TRILOGY - PART - (2) THE PURPOSE OF LIFE.pdf
PDF
Complications of Minimal Access-Surgery.pdf
PPTX
B.Sc. DS Unit 2 Software Engineering.pptx
PDF
Paper A Mock Exam 9_ Attempt review.pdf.
PDF
Environmental Education MCQ BD2EE - Share Source.pdf
PPTX
Introduction to pro and eukaryotes and differences.pptx
PDF
1.3 FINAL REVISED K-10 PE and Health CG 2023 Grades 4-10 (1).pdf
PDF
Journal of Dental Science - UDMY (2021).pdf
PPTX
What’s under the hood: Parsing standardized learning content for AI
My India Quiz Book_20210205121199924.pdf
LEARNERS WITH ADDITIONAL NEEDS ProfEd Topic
HVAC Specification 2024 according to central public works department
BP 505 T. PHARMACEUTICAL JURISPRUDENCE (UNIT 1).pdf
Core Concepts of Personalized Learning and Virtual Learning Environments
Computer Architecture Input Output Memory.pptx
BP 704 T. NOVEL DRUG DELIVERY SYSTEMS (UNIT 2).pdf
AI-driven educational solutions for real-life interventions in the Philippine...
David L Page_DCI Research Study Journey_how Methodology can inform one's prac...
Module on health assessment of CHN. pptx
English Textual Question & Ans (12th Class).pdf
LIFE & LIVING TRILOGY - PART - (2) THE PURPOSE OF LIFE.pdf
Complications of Minimal Access-Surgery.pdf
B.Sc. DS Unit 2 Software Engineering.pptx
Paper A Mock Exam 9_ Attempt review.pdf.
Environmental Education MCQ BD2EE - Share Source.pdf
Introduction to pro and eukaryotes and differences.pptx
1.3 FINAL REVISED K-10 PE and Health CG 2023 Grades 4-10 (1).pdf
Journal of Dental Science - UDMY (2021).pdf
What’s under the hood: Parsing standardized learning content for AI

Digital Storytelling Presentation

  • 1. DIGITAL STORYTELLING Presented to: The Decatur County Board of Education Presenter: Marion Bush (Microsoft Company, 2007
  • 2. WALDEN UNIVERSITY EDUCATION SPECIALIST PROGRAM: EDUCATIONAL TECHNOLOGY EDUC-7101-2/EDUC-8841-2 DR. AMAR ALMASUDE: INSTRUCTOR Microsoft Company, 2010
  • 3. Diffusion and the Integration of Technology in Education The overall process of invention, innovation, and diffusion process describes technological change. In other words, technological change is the invention of technology that continues to improve by becoming cheaper and continues its diffusion throughout society and in the industry (Wikipedia, 2011). (Microsoft Company, 2010)
  • 4. THE DEFINITION OF DIGITAL STORYTELLING Digital storytelling is defined as a grassroots movement that uses new digital tools to aide ordinary people to tell their true stories in a compelling and emotionally engaging form which are usually short and can be interactive (Wikipedia, 2011) . (Writers Store, 2011)
  • 5. DIFFUSION DEVELOPMENT PROCESS: The explanation for the need, research organization, development, and the commercialization of digital storytelling. (Tolisano, 2008)
  • 6. STAGE 1: NEED WHAT NEED GAVE WAY TO THE RISE OF DIGITAL STORYTELLING? Storytelling has been around for centuries and with the emergence of digital technologies and tools bought on the movement of digital storytelling. Digital storytelling provided people with ways to tell stories in a more compelling and interesting manner. (Microsoft Company, 2007)
  • 7. STAGE 2: RESEARCH WHO WERE THE RESEARCHERS OF DIGITAL STORYTELLING? Joe Lambert Dana Atchley Abbe Don Brenda Laurel Pedro Meyers John Hartley Kelly McWilliam (Wikipedia, 2011) (Microsoft Company, 2007)
  • 8. STAGE 3: DEVELOPMENT What problems did Digital storytelling encounter in the development process? One problem that was found was the availability of technology. (Microsoft Company, 2007)
  • 9. STAGE 4: COMMERCIALIZATION How was digital storytelling promoted to attract manufactories? Digital Storytelling was promoted through conferences, staff development, workshops, youtube, my space, and different websites. (Microsoft Company, 2007)
  • 10. THE INNOVATION –DECISION PROCESS "Digital storytelling begins with the sharing one's story through multiple medium such as imagery, text, voice, sound, music, video and animation will be the principal hobby of the world's people" (Joe Lambert, co-founder of the Center for Digital Story Telling). (Microsoft Company, 2007)
  • 11. KNOWLEDGE 1986 - Joe Lambert (executive director of the new Life On The Water Theater Company in San Francisco, California) meets Dana Atchley (local video producer), after viewing a production. 1988 Lambert and Atchley worked together to collaborate and develop Atchley’s Next Exit, an interactive theoretical performance (Center for Digital Storytelling, n.d.). http://storycenter.org/timeline.html Microsoft Co., 2007)
  • 12. PERSUASION 1993 – Three digital storytelling workshops for documentary filmmakers were taught by Lambert and Atchley, at the American Film Institute in Los Angeles, California provided by the Center for Digital Storytelling. http://storycenter.org/timeline.html (Microsoft Company, 2007)
  • 13. DECISION 1993 - New media salons, (a central point for dialogue among Bay Area new media producers were launched by Lambert and Atchley (White, 2010). http://storycenter.org/timeline.html (Microsoft Co., 2007)
  • 14. IMPLEMENTATION 1994-1998 - “ ‘Home Movies’ digital storytelling workshops created by Life on the Water lead Atchley, Lambert and and Nina Mullen (Lambert’s wife) to find the San Francisco Digital Media Center. http://storycenter.org/timeline.html (Microsoft Company, 2007)
  • 15. CONFIRMATIO N 1994 – Digital storytelling on was featured on CNN and MSNBC and the SFDMC collaborates with numerous organizations in England, Germany, and Denmark (White, 2010). 1996 –The first Digital Storytelling Cookbook a hands-on production tutorial was published by SFDMC. http://storycenter.org/timeline.html (Microsoft Company, 2007)
  • 16. THE S-CURVE OF DIGITAL STORYTELLING THIS S CURVE IS NORMAL BUT IT ACCELERATES AS TO THE MAXIMUM AFTER HALF OF INDIVIDUALS OF THE SYSTEM ADOPTS DIGITAL STORYTELLING AND INCREASES GRADUALLY BUT AT A SLOWER RATE. (Microsoft Company, 2007 )
  • 17. THE DIGITAL STORYTELLING S-CURVE The s-curve presents the dates of adoption by various organizations and the data reveals the adoption of Digital Storytelling does not fit the norm but does slowly increase over time. Some organizations adopted this innovations at the same time. 1986 1988 2000 2002 Introduction Interactive Theatre International Projects K-12 Implementation
  • 18. RATE OF ADOPTION In an educational setting the diffusion of digital storytelling is at different rates . (Microsoft Company, 2007)
  • 19. INNOVATORS The innovator for digital storytelling in education is the Board of education who include digital storytelling and the Internet in the curriculum and instruction. (Microsoft Company, 2007)
  • 20. Early Adopters The teachers use digital storytelling in their classroom. Late Majority The teachers that utilize digital storytelling but only because the other teachers are already using the innovation in the classroom. (Microsoft Company, 2007)
  • 21. EARLY MAJORITY The teacher that utilize digital storytelling in the classroom as a part of instruction.
  • 22. CRITICAL MASS According to Rogers, critical Mass occurs at the point at which enough individuals in a system have adopted an innovation so that the innovation’s further rate of adoption becomes self-sustaining (Rogers, 2003). Critical mass is reached in education when teachers demanded training and attended more digital storytelling . (Microsoft Co., 2007)
  • 23. LAGGARD The teachers that are set in their ways but will use digital storytelling in the classroom but only because it is required of them to use in the classroom. (Microsoft Co., 2007)
  • 24. PERCEIVED ATTRIBUTES Compatibility: Teachers adapting to using technology that are new to them. Teachers really do not need difficult educational tools or concepts . (Microsoft Co., 2007)
  • 25. PERCEIVED ATTRIBUTES Observability: The teachers that were in doubt when using digital storytelling but become willing to at least try digital storytelling. (Microsoft Company, 2007)
  • 26. DECENTRALIZED DIFFUSION In an educational setting of grades 9-12, digital storytelling would be diffused through a decentralized diffusion system. Rogers states that decentralized diffusion occurs when innovations originate from numerous local sources and then evolve as they diffuse via horizontal networks (Rogers, 2003). The 9-12 educational system may diffuse based on usage, adaptation and need (Microsoft Company, 2007) .
  • 27. Key Change Agents Rogers states that a change agent is an individual who influenced clients’ innovation-decisions in a direction deemed desirable (Rogers, 2003). Some key change agents maybe classroom teachers, media specialist, administrators and other school policy personnel who have adopted digital storytelling into the school system’s curriculum. These are adopters would have great influence over others in the school system to adopt digital storytelling. (Microsoft Company. 2010)
  • 28. CRITICAL MASS MET In education critical mass has been reached for digital storytelling when in 1999 there was a demand for CDS annual workshops and training that was requested nationally and internationally (CDS, 2009).
  • 29. The Champions of Digital Storytelling are: Teachers Students Parents and family members Community members Microsoft Company. 2010
  • 30. USING DIGITAL STORYTELLING IN THE CLASSROOM IS: An effective way to engage students in their learning and as a medium that is relevant and meaningful to their lives through the use of computers. (Microsoft Company. 2010)
  • 31. Continued ….. An opportunity to use their ability to tell stories in a variety of ways such as through sounds, music, graphics, photographs, and original artwork as well as to express their creativity in ways other than just text. (Microsoft Co., 2007)
  • 32. Continued ….. An opportunity for students to use and build planning skills, organization skills, and time management skills. (Microsoft Co., 2007)
  • 33. DIGITAL STORYTELLING IS IMPORTANT BECAUSE IT Helps to develop students visual and multimedia literacy. Helps students to write effectively. Teaches technology, information, and visual literacy as well as encourages self-directed and self-motivated learning experiences. Engages students in their learning .
  • 34. THE NEED Digital storytelling provide ways for students: to be engaged and motivated. to express themselves to improve writing skills to develop technology skills (Tech4learning, 2010.) (Microsoft Company, 2007)
  • 35. WHY ADOPT DIGITAL STORYTELLING! The Decatur County Board of Education should adopt digital storytelling in it’s curriculum and instruction because of the benefits it will provide to the students as well as to the teachers. It is not very expensive because the school system already has the technology available to put these stories together. (Microsoft Company, 2007)
  • 36. continued The benefits of digital storytelling are that it can be used in instruction in all subject areas and enhance students writing, communication, planning, creative and organization skills. (Microsoft Company, 2007)
  • 37. Reference Center for Digital Storytelling & Lambert, J. (n.d.). The Evolution of Digital Storytelling: An Abbreviated History of Key Moments During the First Sixteen Years (1993-2006) Microsoft Company. 2007. Clipart. Rogers, E. (2003). Diffusion of innovation. 5 th ed. New York: Free Press. Tech4learning. (2010). Digital storytelling in the classroom. Retrieved from http://www.tech4learning.com/userfiles/file/pdfs/Frames/digital_storytelling/ds_classroom.pdf Tolisano, S. (2008). Longwitches blog: The magic of learning. Digital storytelling . Retrieved from http://langwitches.org/blog/2008/04/19/digital-storytelling-part-i/ Wikipedia. (2011). Digital storytelling. Retrieved from http://en.wikipedia.org/wiki/Digital_storytelling Wikipedia. (2011). Digital storytelling. Researchers. Retrieved from http://en.wikipedia.org/wiki/Digital_storytelling#Development_and_pioneers Wikipedia, (2011). Technological change. Retrieved from http://en.wikipedia.org/wiki/Technological_change

Editor's Notes

  • #2: Digital storytelling Digital storytelling has been identified as the best technological innovation that can improve the way students learn and teachers work in the field of education. Digital storytelling was presented to the Decatur County Board of Education by change agent and presenter Marion Bush.
  • #3: Walden University Education Specialist Program: Educational Technology EDUC-7101-2/EDUC-8841-2 Dr. Amar Almasude: instructor
  • #4: Diffusion and the integration of technology in education involves: The overall process of invention, innovation, and diffusion process describes technological change. In other words, technological change is the invention of technology that continues to improve by becoming cheaper and continues its diffusion throughout society and in the industry.
  • #5: Digital storytelling is defined as a grassroots movement that uses new digital tools to aide ordinary people to tell their true stories in a compelling and emotionally engaging form which are usually short and can be interactive .
  • #6: The diffusion development process involves: The explanation for the need, researchers or research organization, development, and the commercialization of digital storytelling.
  • #7: Stage one the need for digital storytelling explains that storytelling has been around for centuries and with the emergence of digital technologies and tools bought on the movement of digital storytelling. Digital storytelling provided people with ways to tell stories in a more compelling and interesting manner.
  • #8: Stage 2: Research Who were the researchers of digital storytelling? Joe Lambert Dana Atchley Abbe Don Brenda Laurel Pedro Meyers John Hartley Kelly McWilliam
  • #9: In the development stage of digital storytelling one problem that was found was the availability of technology.
  • #10: Stage 4 Commercialization of digital Storytelling was promoted through conferences, staff development, workshops, youtube, my space, and different websites.
  • #11: The Innovation –Decision Process Lambert states that "Digital storytelling begins with the sharing one's story through multiple medium such as images, text, voice, sound, music, video and animation will be the principle hobby of the world's people" (Lambert, n.d.)
  • #12: Knowledge 1986 - Joe Lambert (executive director of the new Life On The Water Theater Company in San Francisco, California) meets Dana Atchley (local video producer), after viewing a production. 1988 Lambert and Atchley worked together to collaborate and develop Atchley’s Next Exit, an interactive theoretical performance (Center for Digital Storytelling, n.d.).
  • #13: Persuasion 1993 – Three digital storytelling workshops for documentary filmmakers were taught by Lambert and Atchley, at the American Film Institute in Los Angeles, California provided by the Center for Digital Storytelling.
  • #14: Decision 1993 - New media salons, (a central point for dialogue among Bay Area new media producers were launched by Lambert and Atchley.
  • #15: Implementation 1994-1998 - “ ‘Home Movies’ digital storytelling workshops created by Life on the Water lead Atchley, Lambert and and Nina Mullen (Lambert’s wife) to find the San Francisco Digital Media Center.
  • #16: Confirmatio n 1994 – Digital storytelling on was featured on CNN and MSNBC and the SFDMC collaborates with numerous organizations in England, Germany, and Denmark. 1996 –The first Digital Storytelling Cookbook a hands-on production tutorial was published by SFDMC.
  • #17: The S-Curve of digital storytelling is normal but it accelerates to the maximum after half of individuals of the system adopts digital storytelling and increases gradually but at a slower rate.
  • #18: The s-curve presents the dates of adoption by various organizations and the data reveals the adoption of Digital Storytelling does not fit the norm but does slowly increase over time. Some organizations adopted this innovations at the same time.
  • #19: The rate of adoption of digital storytelling in an educational setting is at different rates.
  • #20: The innovator for digital storytelling in education is the Board of education who include digital storytelling and the Internet in the curriculum and instruction.
  • #21: The early adopters of digital storytelling were t he teachers that used digital storytelling in their classroom. The late majority are t he teachers that utilize digital storytelling but only because the other teachers are already using the innovation in the classroom.
  • #22: The early majority were the teachers that utilized digital storytelling in the classroom as a part of their instruction.
  • #23: According to Rogers, critical Mass occurs at the point at which enough individuals in a system have adopted an innovation so that the innovation’s further rate of adoption becomes self-sustaining. Critical mass is reached in education when teachers demanded training and attended more digital storytelling workshops.
  • #24: The Laggard is teachers that are set in their ways but will use digital storytelling in the classroom but only because it is required of them to use in the classroom.
  • #26: Perceived Attributes Observability: The teachers that were in doubt when using digital storytelling but become willing to at least try digital storytelling.
  • #27: Decentralized Diffusion In an educational setting of grades 9-12, digital storytelling would be diffused through a decentralized diffusion system. Rogers states that decentralized diffusion occurs when innovations originate from numerous local sources and then evolve as they diffuse via horizontal networks. The 9-12 educational system may diffuse based on usage, adaptation and need
  • #28: Key Change Agents Rogers states that a change agent is an individual who influenced clients’ innovation-decisions in a direction deemed desirable. Some key change agents maybe classroom teachers including myself, media specialist, administrators and other school policy personnel who have adopted digital storytelling into the school system’s curriculum. These are adopters would have great influence over others in the school system to adopt digital storytelling.
  • #29: Critical Mass Met In education critical mass has been reached for digital storytelling when in 1999 there was a demand for CDS annual workshops and training that was requested nationally and internationally.
  • #30: The Champions of Digital Storytelling are: Teachers Students Parents and family members Community members
  • #31: Using Digital Storytelling in the Classroom is: An effective way to engage students in their learning and as a medium that is relevant and meaningful to their lives through the use of computers.
  • #32: An opportunity to use their ability to tell stories in a variety of ways such as through sounds, music, graphics, photographs, and original artwork as well as to express their creativity in ways other than just text.
  • #33: An opportunity for students to use and build planning skills, organization skills, and time management skills.
  • #34: Digital Storytelling is Important because it: Helps to develop students visual and multimedia literacy. Helps students to write effectively. Teaches technology, information, and visual literacy as well as encourages self-directed and self-motivated learning experiences. Engages students in their learning .
  • #35: The Need Digital storytelling provide ways for students: to be engaged and motivated. to express themselves to improve writing skills to develop technology skills
  • #36: Why Adopt Digital Storytelling! The Decatur County Board of Education should adopt digital storytelling in it’s system’s curriculum and instruction because of the benefits it will provide to the students as well as to the teachers. It is not very expensive because the school system already has the technology available to put these stories together.
  • #37: The benefits of digital storytelling are that it can be used in instruction in all subject areas and enhance students writing, communication, planning, creative and organization skills.