Effects of Writing for Digital Storytelling on Writing Self-Efficacy and Flow in Virtual Worlds
PROCEEDINGS
Yan Xu, Jooyeun Ahn, Korea National University of Education, Korea (South)
Society for Information Technology & Teacher Education International Conference, in San Diego, CA, USA ISBN 978-1-880094-78-5 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
A significant amount of research examines using video editing software such as Windows Movie Maker to create video clips. However, in this study, the researcher suggests performing digital storytelling in virtual worlds, and places more stress on the writing process. The purpose of this study is to examine the effects of writing for digital storytelling on writing self-efficacy and on flow in the virtual world of Second Life. The researcher organized an activity for undergraduate students creating digital stories. Participants were divided into two groups. One group created their digital stories in Second Life. The other group created their digital stories off-line. The two groups’ independent samples t-tests were employed to compare writing self-efficacy and flow. The results of the experiment demonstrate that digital storytelling in virtual worlds is more effective than digital storytelling off-line. The findings of this study suggest that the technique of digital storytelling can be used effectively in classroom settings as a way of teaching writing.
Citation
Xu, Y. & Ahn, J. (2010). Effects of Writing for Digital Storytelling on Writing Self-Efficacy and Flow in Virtual Worlds. In D. Gibson & B. Dodge (Eds.), Proceedings of SITE 2010--Society for Information Technology & Teacher Education International Conference (pp. 2118-2125). San Diego, CA, USA: Association for the Advancement of Computing in Education (AACE). Retrieved March 19, 2024 from https://www.learntechlib.org/primary/p/33675/.
Keywords
References
View References & Citations Map- McDrury, J., & Alterio, M. (2003). Learning through storytelling in higher education. Sterling, VA: Kogan Page Limited.
- Robin, B. (2005). Educational uses of digital storytelling. Main directory for the educational uses of digital storytelling. Instructional technology Program. University of Houston. Http://www.coe.uh.edu/digitalstorytelling/default.htm. Retrieved 1 May, 2009.
- The Digital Storytelling Association. (2002). The center for digital storytelling. Http://www.dsaweb.org.Retrie ved
- Baek, Y.K. (2005). Understanding and Utilization of Edutainment. Seoul: Jung-il.
- Barrett, H. (2006). Convergence of student-centered learning strategies. Technology and Teacher Education Annual, 1, 647-654.
- Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Haper & Row.
- Sadik, A. (2008). Digital storytelling: a meaningful technology-integrated approach for engaged student learning. Educational Technology Research& Development, 56(4), 487-506.
- Gakhar, S. & Thompson, A. (2007). DIGITAL STORYTELLING: Engaging, Communicating, and Collaborating. In C. Crawford et al. (Eds.), Proceedings of Society for Information Technology and Teacher Education International Conference 2007 (pp. 607-612). Chesapeake, VA: AACE. Retrieved from http://www.editlib.org/p/24609.
- Han, H.W. (2007). Theory and Practice of Digital Storytelling. The society of Korean Language and Culture, 32, 27-43.
- Pajares, F., & Valiante, G. (2001). Gender differences in writing motivation and achievement of middle school students: A function of gender orientation? Contemporary Educational Psychology, 26, 366-381.
- Ballast, K., Stephens, L. & Radcliffe, R. (2008). The Effects of Digital Storytelling on Sixth Grade Students' Writing and Their Attitudes about Writing. In K. McFerrin et al. (Eds.), Proceedings of Society for Information Technology and Teacher Education International Conference 2008 (pp. 875-879). Chesapeake, VA: AACE.
- Banaszewski, T. (2005). Digital storytelling, supporting digital literacy in grades 4-12. A thesis presented to the academic Faculty, Georgia Institute of Technology. Retrieved August 3, 2009, from http://hdl.handle.net/1853/6966
- Warburton, S. & Perez-Garcia, M. (2009). 3D design and collaboration in massively multi-user virtual environments. In D. Russel (Ed.), Cases on collaboration in virtual learning environments: processes and interactions. Hershey, PA: IGI Global.
- Sanchez, J. (2009). Pedagogical Applications of Second Life. Library Technology Reports, 45(2), 21-28.
- Foster, A.L. (2007). “Professor avatar”. Chronicle of Higher Education, 54(4), 24-26.
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to ReferencesCited By
View References & Citations Map-
Digital Storytelling Enhances Students' Speaking Skills at Zewail University of Science and Technology in Egypt
Mohamed Abdelmageed, Zewail City of Science and Technology, Egypt; Zeinab El-Naggar, Ain Shams University, Egypt
Society for Information Technology & Teacher Education International Conference 2018 (Mar 26, 2018) pp. 278–287
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact info@learntechlib.org.
Slides
- presentation_3040_28021.ppt (Access with Subscription)