Our primary research consists of identifying two SME's to schedule and plan interviews with, as well as a handful of successful digital storytelling examples for beginners located on sites like Youtube and ACMI. Additionally, we referenced the NYU Furman Center for demographic data, as well as a documentary on Jackson Heights and the Queens Public Library website. Some of our planned interview questions include identifying best practices for promoting this educational module, reflecting on teenage technology trends that our SMEs see firsthand, and approaching teenagers' typical storytelling (literacy)/technological levels with an asset-based perspective.
Interview with Shelley Wolfe, the Executive Director of PSTV (an independent education channel with the School District of Philadelphia; dedicated to providing youth with equal access to media production tools/experiences)
Interview with Queens Public Library staff, Samantha Williams. Although she is not part of the specific Jackson Heights library branch, she has insights as to the available tools in the QPL.
Our interview questions consisted of the following:
What is the history of digital storytelling? What essential information do we need to know about digital storytelling to create a successful course?
What are some go-to aspects you consider when creating educational content for teenage students?
What are best practices for promoting this educational module to teens and making this opportunity more accessible to them?
What subject matters do learners typically gravitate towards for creative activities?
How can we use gamified activities in our teaching and/or storytelling?
What are some dying vs. growing mediums in digital storytelling?
What are some “old fashioned” mediums that are popular or trendy right now? How can we incorporate them?
What types of trends do you see in teen’s technology use as of late? How do those trends relate to digital storytelling?
What usability differences exist between teen’s using apps and online software/websites when creating content?
What kind of technology are you as a librarian familiar with right now? What kind of technology are most students familiar with lately?
What types of technology do students have access to in the library and usually at home?
What types of free resources do you use to teach your content?
What are the literacy and technology levels of the community?
What is some demographic information about the teens currently engaging with the library?
Gender, Age, Languages, Race, Ethnicity, Income/Background, Interests, etc.
What are some compelling, successful digital storytelling examples for beginners?
What are some key elements of successful teaching/learning experiences that you’ve had working with beginners?
How do you measure the success of your courses and/or the storytelling that students produce?
What are some communication strategies you use when working with teenagers?
Our secondary research is broken into two categories: (1) scholarly articles that discussed the pedagogical nuances of digital storytelling and (2) resource lists to direct the team's attention to specific tools. Some interesting tools mentioned in the latter category include “MapSkip,” which can be used "to create a weave of stories about the places in our lives...[to] mark up places in Google Maps with [personal] stories and photos. [One] can also browse other users’ stories, rate them, and discuss them" (Pappas, 2020). We will be able to examine this and other tools, choosing which to introduce to learners in the modules.
Meanwhile, the scholarly articles ranged in topic. One examined motivation and the use of digital storytelling in foreign language classrooms, which we feel will be useful when considering teenage motivation trends and Jackson Heights/Queens' linguistic diversity (Castañeda, 2013). Other articles discussed the "expanding media possibilities for learning" through digital storytelling and how "student-produced initiatives" might look in a learning environment (McLellan, 2008). Finally, Nuñez-Janes and Franco provide a case-study of a digital storytelling initiative for high schoolers (2017).
List 1 primary resource
Wolfe, S. (Executive Director of PSTV). (n.d.). Interview.
List of 2 secondary resources
Castañeda, M. (2013). “I am proud that I did it and it's a piece of me”: Digital Storytelling in the Foreign Language Classroom. CALICO Journal, 30(1), 44-62. Retrieved from http://www.jstor.org/stable/calicojournal.30.1.44
Pordelan, N., Hosseinian, S. & Baei Lashaki, A. Digital storytelling: a tool for life design career intervention. Educ Inf Technol (2021). Retrieved from https://doi.org/10.1007/s10639-020-10403-0
List of 3 primary resources
Queens Public Library. (n.d.). Retrieved from https://www.queenslibrary.org/
Williams, S. (QPL Librarian). (n.d.). Interview.
Wolfe, S. (Executive Director of PSTV). (n.d.). Interview.
“Schools & Teachers.” ACMI. Retrieved from www.acmi.net.au/education
List of 2 secondary resources
Pappas, C. (2018, August 02). Top 20 Free Podcast Tools For eLearning Professionals (2018 Update). Retrieved from https://elearningindustry.com/free-podcast-tools
Pappas, C. (2020, December 16). 18 Free Digital Storytelling Tools For Teachers And Students. Retrieved from https://elearningindustry.com/18-free-digital-storytelling-tools-for-teachers-and-students
List of 4 primary resources
Jackson Heights Neighborhood Profile. (n.d.). Retrieved from https://furmancenter.org/neighborhoods/view/jackson-heights
Williams, S. (QPL Librarian). (n.d.). Interview.
Wiseman, F. (Director) (2017) In Jackson Heights [Documentary Trailer] Retrieved from https://www.pbs.org/video/jackson-heights-jackson-heights-trailer/
Wolfe, S. (Executive Director of PSTV). (n.d.). Interview.
List of 2 primary resources
Wolfe, S. (Executive Director of PSTV). (n.d.). Interview.
“Schools & Teachers.” ACMI. Retrieved from www.acmi.net.au/education
List of 1 secondary resource:
Pordelan, N., Hosseinian, S. & Baei Lashaki, A. Digital storytelling: a tool for life design career intervention. Educ Inf Technol (2021). Retrieved from https://doi.org/10.1007/s10639-020-10403-0
List of 2 primary resources
Wolfe, S. (Executive Director of PSTV). (n.d.). Interview.
“Schools & Teachers.” ACMI. Retrieved from www.acmi.net.au/education
List of 3 secondary resources:
Castañeda, M. (2013). “I am proud that I did it and it's a piece of me”: Digital Storytelling in the Foreign Language Classroom. CALICO Journal, 30(1), 44-62. Retrieved from http://www.jstor.org/stable/calicojournal.30.1.44
Nuñez-Janes, M., & Franco, D. (2017). IamWe: Digital Storytelling, Personal Journeys, and Praxis. In Nuñez-Janes M., Thornburg A., Booker A., Penier I., Pack S., & Leverton A. (Eds.), Deep Stories: Practicing, Teaching, and Learning Anthropology with Digital Storytelling (pp. 99-112). Berlin/Boston: De Gruyter. Retrieved from http://www.jstor.org/stable/j.ctvbkjvdr.11
Paulos, E. (2020, May 07). Partnership for Appalachian Girls' Education (PAGE): Teaching 21st Century Literacy Skills to Appalachian Girls. Retrieved from https://www.storycenter.org/case-studies/page
List of 1 primary resource
Wolfe, S. (Executive Director of PSTV). (n.d.). Interview.
List of 1 secondary resource
Nuñez-Janes, M., & Franco, D. (2017). IamWe: Digital Storytelling, Personal Journeys, and Praxis. In Nuñez-Janes M., Thornburg A., Booker A., Penier I., Pack S., & Leverton A. (Eds.), Deep Stories: Practicing, Teaching, and Learning Anthropology with Digital Storytelling (pp. 99-112). Berlin/Boston: De Gruyter. Retrieved from http://www.jstor.org/stable/j.ctvbkjvdr.11
ACMI (formerly Australian Centre for the Moving Image) is a museum that provides free educational content and experiences surrounding film, TV, video games, and art. On this website, teachers and students can explore elements of pre-production, production, and post production as beginners or more experienced filmmakers through set modules. This includes screenwriting, storyboarding, camera angles, editing, audio recording, and more. For those creating their first video game or those with some experience, they also have modules that divide this process into three levels that collectively cover coding, 2D designs, narrative design, graphics, and soundscapes.
Their content is organized by Australian grade levels, which are from Foundation to those who’ve received their Victorian Certificate of Education. Displayed up front below the range of intended grade levels of participants are the learning subject areas the module covers and capabilities that are required in order to complete the exercises. As the learner navigates through these modules, they are taken through a sequence of steps to develop new game design or filmmaking skills with text, links to creative platforms, and video breakdowns.
This primary resource is rife with examples of digital storytelling in the real world for students to access, helping us establish both compelling examples and necessary tools/elements (RQ2, RQ4).
“Schools & Teachers.” ACMI. Retrieved from www.acmi.net.au/education
This study shows the application of digital storytelling could support career decision-making for undergraduate students.
Making the first career decision is challenging for lots of college graduates. In the current labor market, "They have to be informed of their weaknesses, personal characteristics, and strengths to be successful in the changing, unknown, complex, and ambiguous world"(RQ1).
The Life design paradigm has been used by career counselors to create individual stories that express identity, and meaningful life experiences. Also, personal narratives can help individuals become aware of their own existence and discover their passion for life through stories. The study shows digital storytelling results in better career decision-making compared to face-to-face communication in the counseling process (RQ2). And the use of technology can help students to create versatile narrative projects that attract career opportunities, as well as motivate others (RQ3, RQ4).
Pordelan, N., Hosseinian, S. & Baei Lashaki, A. Digital storytelling: a tool for life design career intervention. Educ Inf Technol (2021). Retrieved from https://doi.org/10.1007/s10639-020-10403-0
The article, “I am proud that I did it and it's a piece of me”: Digital Storytelling in the Foreign Language Classroom, describes a case-study that utilized digital storytelling projects for language learning motivation and authenticity.
Although the project had been meant to identify digital storytelling's efficacy in language classrooms, readers can also see the elements that created a strong educational module. High-school students in a fourth year Spanish class were tasked with creating digital stories, and this task ended up shifting students' focus from the presence of linguistic elements in the project to the presence of "meaningful elements" for digital storytelling. This shift was, in part, due to the incorporation of an audience to their final projects. Students were not only creating a digital story to create--but to present as well, inviting teachers, peers, and third-party viewers to see what they had made. This promoted the educational coursework beyond the limit of a classroom and deepened student motivation.
This research can help our team consider a similar audience element to our own instructional course, informing us how to promote this course to students and organize our goals for workshop success (RQ1, RQ5).
Castañeda, M. (2013). “I am proud that I did it and it's a piece of me”: Digital Storytelling in the Foreign Language Classroom. CALICO Journal, 30(1), 44-62. Retrieved from http://www.jstor.org/stable/calicojournal.30.1.44
Mariela Nuñez-Janes and Dave Franco's case study on IamWe, a collaborative digital storytelling workshop between high school aged youth and college communities, highlights the methodologies behind successful digital storytelling workshops (RQ5), as well as key aspects of digital storytelling (RQ6).
They outline the pedagogical theories rooted into IamWe's successful workshops, such as Latina/Chicana Feminist pedagogy which practices "culturally relevant educational tools with an ethnically diverse group of youth." As for the technicalities of IamWe's curriculum: Nuñez-Janes and Franco describe workshop participant's completion of interpersonal "story circles." Participants responded to prompts such as "What was the happiest moment in your life? The saddest?" and they shared highly personal, emotionally charged memories that not only connect narratives to the "heart" of digital storytelling, but also serve as a "brainstorming" for the workshop participants.
This technique helps tackle several of the seven elements of digital storytelling: the dramatic question, emotional content, and gift of your voice. These three are some of the more abstract and difficult "slow skills" that take time to develop, but story circles aided students' grappling of these concepts. Other, more technical elements of digital storytelling that were mentioned include point of view, power of soundtrack, economy, and pace.
Nuñez-Janes, M., & Franco, D. (2017). IamWe: Digital Storytelling, Personal Journeys, and Praxis. In Nuñez-Janes M., Thornburg A., Booker A., Penier I., Pack S., & Leverton A. (Eds.), Deep Stories: Practicing, Teaching, and Learning Anthropology with Digital Storytelling (pp. 99-112). Berlin/Boston: De Gruyter. Retrieved from http://www.jstor.org/stable/j.ctvbkjvdr.11
Paulos' case-study provides a wonderful example of a successful digital storytelling workshop (RQ5). For context, StoryCenter, what was once the "San Francisco Center for Digital Media" that moved to Berkeley and changed to "Center for Digital Storytelling." For this project, StoryCenter worked with the Partnership for Appalachian Girls (PAGE) to create a three-day long workshop intensive on storytelling. Interns from multiple colleges came together to provide the workshop.
The breakthrough in this workshop had been a harkening back to the girls' Appalachian roots and the Appalachian importance of storytelling. Ultimately, StoryCenter and PAGE centered this idea of "blending" new media technology with the girls' culturally "oldest traditions." This reflects the findings from IamWe, which focused on culturally-responsive pedagogy that centered learners' experiences to the process of digital storytelling (RQ6).
Successful digital storytelling, then, must center the cultural framework students approach even the simple notion of "storytelling" sans digital (RQ5). In other words: the digital must enhance learners' established conceptions of storytelling.
Paulos, E. (2020, May 07). Partnership for Appalachian Girls' Education (PAGE): Teaching 21st Century Literacy Skills to Appalachian Girls. Retrieved from https://www.storycenter.org/case-studies/page
Although Adobe is available through QPL programs, ongoing work with digital media storytelling warrants the need of continued media editing experience. However, once the students leave the program they lose Adobe access and individual costs of the Creative Cloud are expensive. Pappas provides a thorough list of free, supplemental resources for media spanning podcast audio editing to photo manipulation. Additionally, some students may find that although the library offers Adobe access, these alternative tools could have an easier learning curve.
Although these tools are not as sophisticated as the industry standard Adobe, they are good starting points. Some specific tools of interest include: Audacity (which is a "cross-platform software for multi-track recording and editing sounds"), WeVideo (for a "cloud-based collaborative video creation platform"), and MapSkip (to "mark up places in Google Maps with your own stories and photos") (RQ2).
Pappas, C. (2018, August 02). Top 20 Free Podcast Tools For eLearning Professionals (2018 Update). Retrieved from https://elearningindustry.com/free-podcast-tools
Pappas, C. (2020, December 16). 18 Free Digital Storytelling Tools For Teachers And Students. Retrieved from https://elearningindustry.com/18-free-digital-storytelling-tools-for-teachers-and-students
Having access to free resources outside of the library is important to student participation in our digital storytelling modules. These resources contribute to their ability to work on activities and projects for the course without being confined to one setting and gives them the option to continue their learning after they complete our learning experience.
Provided by Shelley Wolfe, the executive director of PSTV in Philadelphia, there is an online webpage that links students to free apps and sites for royalty free music, photo/video editing software, articles for lighting tips, illustration and animation software, DJ software trials, music production platforms, video and audio file converters, subtitle editors, AR/VR/3D modeling support, voice manipulators, podcasting software, tutorials and other pre and post production tools. Internet, a computer, or a mobile device is required (RQ2).
Wolfe, Shelley. “PSTV Office of Information Technology and Data Management.” The School District of Philadelphia, www.philasd.org/pstv/mt/.
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Hackastory. “Mapping: The Best Free Tools for Your Digital Story.” Hackastory, 17 Jan. 2018, hackastory.com/best-free-mapping-tools-digital-story/.
For 52 minutes, I (Kyra) conducted an interview with Shelley Wolfe of PSTV to inquire about her experience as a digital media educator for middle and high schoolers in Philadelphia, PA. In our time together, she provided insight to which digital storytelling mediums have been most popular for students, the history and present landscape of digital storytelling, which methods she's employed to measure success, how she assesses student needs, the different activities she thinks are important for students, what she considers when creating learning experiences across varied ages, how she's connected with students on a personal level in her programs, and how she promotes the learning experiences she's created to potential participants.
As a TV station, video is PSTV's main focus but music and photography have been the most popular mediums for students. She expressed that this divergence from video is due to the intimidation associated with being on screen and using equipment on that level. However, she has implemented work arounds to get them more engaged with video which include avatars and finding actors to get them more comfortable with creating in this medium.
When asked about the history of digital storytelling, Shelley immediately mentioned roots of communication in hieroglyphics that told stories of that time. In today's short form content landscape, it's important to understand the old fashioned techniques in mediums such as film to know how to connect people and what benefits they afforded. In her opinion, you have to understand storytelling beyond the digital landscape in order to create stories in digital mediums.
Students of today live in an "app world," as Shelley puts it, and work with their mobile phones more than computers. So when assessing accessibility to resources and teaching digital storytelling mediums, doing so through the lens of phone capabilities is essential, especially for beginners. How do you use your phone to tell stories intentionally and do you really know how to tell those stories although you've been doing so by default? Approaching instruction by answering these questions and teaching the features of their phones and apps is her recommended introductory tool for digital storytelling.
When measuring success of her educational experiences, she doesn't consider herself the judge of art so she doesn't grade in that way. Instead, she looks for the light bulbs that go off and the connections that students make when they reach an understanding of a new medium. To help facilitate success in this way, she works to understand her students. She gets to know them through their creative interests, their fears and excitements, what are they passionate about and what they want to tell stories about. She pushes past barriers to learning digital storytelling skills and makes things accessible by giving them small tasks to break down content that's meaningful to them; they find a creative piece they can relate to and work to understand all of the storytelling components at play. For those who struggle in certain areas, she partners them with other students who have different strengths to help them improve. She also pushes students by grouping them outside of their friend groups. If at any point she reads the room and what she has planned for their session isn't landing on the students, she asks "Why are they not engaging? What do they want to talk about?" and weaves their experiences into media for investment. Overall, for Shelley it's not about them walking away with a finished product necessarily but a personal achievement.
In terms of activities and assessing the needs of the learner, the assignments she assigns reflect weekly lessons. Students determine their own projects within guidelines and deadlines to meet. She encourages them to use their surrounding to tell stories and to see their projects through to meet those requirements but is flexible if they fall short. And in that case, she has one-on-ones to address the reason they're falling behind and provide specific support. One specific activity she has all students do is pitch themselves or a business idea in thirty seconds to one minute. This gives them a sense of who they are, telling their own stories and helping them build themselves up by pinpointing language and confidence.
One major element of Shelley's learning experiences is that she prioritizes the development of critical thinking skills. She doesn't give students a lot of tools and information for their projects in the beginning, allowing them to make mistakes and learn from them. They conduct projects twice to correct those mistakes with more information and resources instead of just giving them the answers to perfecting them on the first try.
Another extremely important element for Shelley is fostering a safe space for students that differs from traditional learning experiences. She makes rooms for conversation, expresses interest in getting to know them, and gives them the floor first. In her words, “this is for them and it's not about me.” She never sits them in a traditional class style, usually forming a half circle to foster community and connection. She asks them how they are, how their week’s been, and engages them in things they want to talk about first. Students are allowed to find a commonality in the room, making new connections with each other across ages, schools, and backgrounds. Community agreements for this environment are led by students. As the instructor, Shelley further nurtures this student-led dynamic by being vulnerable enough to say what she doesn’t know so that learners can share information with her as instructors in a sense. She jokes and is honest with them. She cares about them and even has tools in place where students can mark how they feel for the day so she knows how to better support them at any given moment.
When asked how she promotes her educational experiences, she noted that students who want the resources and opportunities will find them. Her focus is more on accessing the kids who don't have the exposure to know what opportunities to look for. In that case, she relies on educators, students and schools to spread the word and share information. She prompts students already involved in her programs to invite their peers, taking a word of mouth approach. Her programs are typically rooted in a physical space, the tv station at the school district building, but she also acknowledges the importance of meeting students where they are, whether that means bringing programs to schools or offering virtual opportunities during COVID-19 and beyond.
You can listen to our interview below.
Wolfe, S. (Executive Director of PSTV). (n.d.). Interview.
The main goal in chatting with Samantha Williams, a librarian with the Queens Public Library, was to get a sense of our audience demographic and the library's available technology. Due to a hectic schedule, we were only able to speak briefly (about fifteen minutes) on the phone.
I (Lena) ran a few questions by her regarding demographic data from the NYU Furman Center website, which she confirmed. Approximately 70% of Jackson Heights identifies as Hispanic, but a nearby subway transfer station brings even more diversity. We also spoke about the 2015 documentary by Fredrick Wiseman, In Jackson Heights, which showcased Jackson Height's various ethnic enclaves. Ms. Williams told me that the library's location in such an ethnically diverse area was a strength to be utilized for our digital storytelling workshops. "Stories here are always cross-culturally meaningful." Additionally, this information means that we can model some of our program's pedagogy after the culturally diverse IamWe case-study mentioned above. Ms. Williams also mentioned that about 65% of students in the surrounding Jackson Heights area scored "at or above proficiency level" for math and reading last she heard (RQ3).
As for the specifics of available technology, I brought up that the QPL website mentions Adobe Creative Cloud. Ms. Williams confirmed that select locations have these tools and that they can be accessed when patrons are part of an ongoing program (for example, the QPL already hosts podcasting workshops for teens, and Adobe Audition can be used to record, splice, and edit audio). However, she mentioned that in some branches computers are limited. In order to determine how many computers were available in the Jackson Heights library, one would need to go and check (RQ2).
Jackson Heights Neighborhood Profile. (n.d.). Retrieved from https://furmancenter.org/neighborhoods/view/jackson-heights
Queens Public Library. (n.d.). Retrieved from https://www.queenslibrary.org/
Williams, S. (QPL Librarian). (n.d.). Phone-call Interview.
Wiseman, F. (Director) (2017) In Jackson Heights [Documentary Trailer] Retrieved from https://www.pbs.org/video/jackson-heights-jackson-heights-trailer/
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Merlino, Victoria. “The Queens Public Library Wants Your COVID-19 Story.” Queens Daily Eagle, Queens Daily Eagle, 17 Apr. 2020, queenseagle.com/all/the-queens-public-library-wants-your-covid-19-story.