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In recent years the use of new technologies in educational systems has increased
have become available to educators to harness the digital world. The impact of new
technologies in educational contexts has been mostly positive as new technologies have
given educators the opportunity to enhance their knowledge, skills, and therefore
enhance the standard of education. Researchers have found that student engagement,
However, education systems still face many challenges: one of these challenges is how to
storytelling is one of the innovative pedagogical approaches that can engage students in
deep and meaningful learning. This research project aimed to create a constructivist
A multi-site case study was conducted in one Australian school at primary and
secondary levels. In selected classrooms, students and teachers had the opportunity to
enhance the reliability and validity of the research, multiple methods of data collection
and analysis were used. Data was collected with qualitative and quantitative methods.
An evaluation rubric was used to collect quantitative data, while interviews and
observation were used to collect qualitative data. Data collection was guided by a mixed
methods research design in order to evaluate if and how digital storytelling enhances
The findings from this study suggest that digital storytelling is a powerful tool to
integrate instructional messages with learning activities to create more engaging and
learning environment based on novel principles of teaching and learning. Thus, this
approach has the potential to enhance student engagement and provide better
Introduction
From ancient times to the present, storytelling has served as a popular education tool,
utilised to pass knowledge from one generation to another. Over the past few years
drastic changes have been experienced in the processes used for creating stories, the
variety of media used to convey the message, and the target audience. Storytelling, in
outcomes for general, scientific and technical education (Sharda [2007]). Stories have
been told as a way of passing on traditions, heritage and history to future generations.
Even today people continue to tell stories through new digital media tools. A digital
story can be viewed as a merger between traditional storytelling and the use of
cameras, editing software and authoring tools, have increased the use of technology in
the classroom to help students in constructing their own knowledge and ideas to present
technologies are becoming more readily accessible in the classrooms, and provide
learners and teachers with the tools to create digital stories more easily than ever before
effective pedagogical tool that enhances learners’ motivation, and provides learners with
tools as well as other technology skills to create digital stories based on given
educational issues.
purposes. Therefore, this is becoming a part of our lives, and is on the threshold of
becoming an important part of teaching and learning as well. All of this is being
conjunction with easy to use software. Many educational institutions have already been
exploring the application of digital storytelling for the past few years (Robin [2008]).
The power of storytelling as a pedagogical tool has been recognised since the beginning
of humanity, and in more recent times, for e-Learning (Neal [2001]). Digital storytelling
has become a modern incarnation of the traditional art of oral storytelling; it allows
almost anyone to use off-the-shelf hardware and software to weave personal stories with
the help of still/moving images, music, and sound, combined with the author’s creativity
and innovation.
This research project aimed to explore the impact of digital storytelling on student
impact of digital storytelling on student learning. The research involved a case study of
an Australian P-12 school. It explored the use of digital storytelling within the primary
and secondary curriculum. In selected classrooms students and teachers had the
The outcomes of this research project aim to help teachers and learners tap into the
power of digital storytelling and partake in more engaged teaching and learning.
In recent years, our lives have become more involved with technological tools.
Developing technology resulted in new generations being more technology savvy than
their parents and, even more so, their grandparents. Consequently, researchers have
argued that “the impact of the digital technologies and especially the Internet in the 21st
[2011]).
According to Prensky, today’s students are the first generation to grow up surrounded
by digital technology (Prensky [2001]). During their daily lives these students have been
routinely exposed to computers, electronic games, digital music players, video cameras
and mobile phones. They are immersed in instant messaging, emails, web browsing,
blogs, wiki tools, portable music, social networking and video sites (Prensky [2001]; Lea
& Jones [2011]; Sternberg et al. [2007]). These technologies allow them to communicate
instantly and access any information from virtually any place by pushing a few buttons
It is likely that the rise of some changes in educational practice, such as distance
education, online learning and blended learning, has been the response to the
integration of computers and the Internet to the new generation’s lives (Tamim et al.
[2011]). Today’s school environment includes technology, and teachers use it on a daily
basis; the basic school infrastructure includes computers, printers, scanners, digital
cameras and the Internet, and the majority of teachers have access to word processing,
Storytelling
Throughout the history of human and social development, storytelling has been used as
a tool for the transmission and sharing of knowledge and values, because it is a natural
and yet powerful technique to communicate and exchange knowledge and experiences.
Its application in the classroom is also not new; and in relation to the use of storytelling
what they learn and construct their own meaning and knowledge from the stories they
Over the last two decades, however, much has changed in how stories can be planned
and created; and, as a result, how multimedia can be used to facilitate the dissemination
of stories. With the increased use of computers to tell stories, by using a variety of
hardware and software systems, there has been a significant improvement in the way
stories can be created and presented (Van Gils [2005]). According to Normann, “People
have always told stories. It has been part of our tradition and heritage since the time we
gathered around the fire to share our stories. Today people still tell stories, but now we
have new media tools with which to share them. A digital story can hence be seen as a
merger between the old storytelling tradition and the use of new technology” (Normann
Thus, there is a need to further increase the convergence of storytelling and the use of
computers in the classroom. It has been argued that technology is more useful when it is
Fortuitously, with the increase in computer power and associated cost reduction,
computers and related technologies can play a significant role in making storytelling a
more widely used pedagogical tool, given that “Digital storytelling provides students
with a strong foundation in what are being called ‘21st Century Skills’” (Miller [2009]).
While the essential technology is currently accessible in the classroom, storytelling has
not been fully recognised as a valuable tool for developing students’ learning skills and
Digital storytelling
Digital storytelling emerged at the Center for Digital Storytelling in California in the late
storytelling as “a short story, only 2–3 minutes long, where the storyteller uses his own
voice to tell his own story. The personal element is emphasised, and can be linked to
other people, a place, an interest or to anything that will give the story a personal touch”
personal computing and recording technology, and by its use in a range of academic and
[2011]). Although there is not a single digital storytelling definition, the majority
emphasise the use of multimedia tools including graphics, audio, video, and animation
to tell a story. Benmayor’s digital storytelling definition is: “a short multimedia story
that combines voice, image, and music” (Benmayor [2008]). According to Kajder, Bull &
digital story as long as they relate a story. Focusing on its presentation on screen, Alan
Davis offers another definition of digital story as “a form of short narrative, usually a
personal narrative told in the first person, presented as a short movie for display on a
use of low-cost digital cameras, non-linear authoring tools and computers to create
In recent decades, various learning paradigms have been used to enhance teaching and
learning practice; each one of these learning theories, such as behaviourism, cognitivism
and constructivism, has its own perspective on learning methods. Before explaining the
main concepts underpinning each of these theories, first let us consider what a learning
theory is. According to Hill, a learning theory is the attempt to explain how people (and
assumption that learning changes behaviour, and resultant responses outside the
include the use of direction signs and learning practice. A change in behaviour is based
The key elements of behavioural patterns are motivation, answers, and the connection
between them. One of the most important features is the incentive present for learning
inquire into the processes driving the behaviour. It places greater emphasis on the
environment to facilitate the learning process (Jung [2008]). Cognitivism focuses on the
recent times. It overlaps the cognitive learning school in many ways; however, it is
characterised by its emphasis on learning through the use of authentic contexts, and a
focus on the importance of the social dimension of learning. Wilson defines it as “a place
where learners may work together and support each other as they use a variety of tools
and information resources in their guided pursuit of learning goals and problem-solving
perspective on learning, recognising that people explain the learnt information and the
world around them, based on their personal vision (Anderson [2008]). Jonassen argues
To sum up, the most important learning characteristics of constructivism are that
learners can build on their own interpretation of the world, depending on experience
and interaction, and that will generate a new understanding through the collection of
On the other hand, the education theories developed in the 20th century consider
(Daniels [2001]; Dewey [2007]; Vygotsky et al. [1978]; Wells [1999]). These theories
the two main ones are student-led and teacher-led learning. Student-led learning is a
process of learning information where students ask questions of one another, while they
assist each other as peers in discussing the method used to acquire the answers to those
questions; students are also allowed to work with one another in a student-centred
students. This method involves the teacher holding all the information and sharing it
with the students over time. The most recent works in the literature favour student-led
over teacher-led learning since it leads to longer retention. This hinges on the fact that
when students take a more active role in their learning process, this results in a more
between what a student can do with or without help (Vygotsky et al. [1978]). The main
focus in the ZPD is to ensure that students are actively engaged in learning that will
make them self-directed, lifelong learners in the long run. In this sense, teaching
Digital storytelling can thus facilitate a constructivist approach for teaching and
digital media with innovative teaching and learning practices. Apart from building on
model for creating constructivist e-Learning environments. Digital storytelling has the
pedagogical benefits we need an overarching framework for creating digital stories. This
framework should be cognisant of the needs and capabilities of learners at their various
stages of learning (i.e. catering for learners from primary school to university level, and
(Additional file 1: Appendix A). This framework was developed for application of digital
framework also articulates how storytelling can be used at different levels of education.
The eLDiSt framework is designed primarily as a tool to help story creators in producing
engaging digital stories, the framework is based on thirteen storytelling aspects and five
levels, and each aspect advances in complexity as the learner’s level advances from level
one to five. It considers the needs and abilities of learners at different stages of learning,
including learners from primary school to university, and even professional e-Learning
content creators. With the help of this eLDiSt framework, digital storytelling can be used
as an efficient and effective learning tool at various levels of education. Different aspects
identified in this framework enable teachers as well as students to fully grasp the
research project aim to help teachers and learners tap into the power of digital
Methods
engagement and student outcomes. This research involves a multi-site case study of an
Australian P-12 school, and explores the use of digital storytelling within the primary
and secondary curriculum. In the selected classrooms students and teachers had the
In order to enhance the reliability and validity of the research, both qualitative and
quantitative methods of data collection and analysis were used. A rubric was used to
collect quantitative data, while interviews and observation were used to collect
qualitative data. Data collection and analysis of the feedback provided by teachers was
Research questions
The rationale for this project is to explore the pedagogical benefits of digital storytelling.
Therefore, the overall research question is: How can digital storytelling enhance the
student engagement and provide better educational outcomes for learners? This
What are teacher perceptions about student learning through digital storytelling?
Since the main aim of this research is to investigate the impact of digital storytelling on
student learning, the outcomes of this research will enable both teachers and students to
tap into the power of digital storytelling, leading to more engaged teaching and learning.
the digital story workshop, and explaining teacher roles and student tasks; i.e. this
research gives a clear picture of how to integrate digital storytelling into schools.
Therefore, it is expected that the new knowledge generated by this research will inform
Methodology
A case study design that uses multiple case studies was chosen for this research (Mello
[2001]). Case study research is a qualitative approach in which the researcher explores a
case or multiple cases over time, involving multiple sources of information, for example,
observations, interviews, documents and reports (Yin [2009]; Creswell et al. [2007]).
benefits of digital storytelling; therefore, this research will focus on the level of the
student engagement and the associated educational outcomes using digital storytelling.
Classroom observations
To record both qualitative and quantitative observations an observation tool was created
(Additional file 1: Appendix B). This observation tool was adapted from WestEd
([2002]) to fit the purpose of this study. This tool contains three different forms:
observation form was used to collect information about the class being observed,
objectives of the story, and materials used. Whereas the field notes form was used
The timed observation form was used to collect quantitative data about the use of new
technologies. The timed interval observation sheet is divided into several components,
analysed for the percentage of time each variable observed in the classroom. To collect
data, the observer checks the presence of various attributes of technology integration
observed during three-minute intervals. The check marks for the noted intervals are
then tallied for an overall distribution of observed events (Sadik [2008]). This
learning tasks using digital storytelling, and specifically focuses on: class collaboration,
Evaluation rubric
the quality of the digital stories created by the students. This stage had two different
aims: to assess the level of student engagement, and document the educational
that can be measured with the help of a scoring rubric. According to Sadik, it is
based learning projects (Sadik [2008]). Therefore, the role of digital storytelling was
University of Houston ([2011]) was chosen as a guide to create the rubric for this
research (Additional file 1: Appendix C). The evaluation rubric included nine criteria;
these are: Purpose, Plot, Pacing of Narrative, Dramatic Question, Story Content,
Economy of Content. Four levels of descriptors were given for each category, with scores
Teacher interviews
Once the level of engagement was measured, we needed to ascertain the educational
outcomes associated with digital storytelling. To perform this step qualitative data was
collected through teacher interviews. After conducting interviews, the interview data
were analysed to identify the benefits related to the use of digital storytelling as a
pedagogical approach, and the teacher’s opinion about integrating new technologies in
Therefore, three different methods were utilised for data collection: observation, teacher
evaluation rubric, and interview. Timed observation and field notes were used as the
observation method, while a scoring rubric instrument was used for teacher assessment.
Finally, an interview protocol was used for interviewing the participating teachers. The
(Creswell [2008]).
Participant groups
This study involved five teachers from prioritised curriculum areas (Science, Art,
English, Library and Social Studies) to integrate digital storytelling into the primary and
storytelling was implemented, the number of students, and days spent observing the
Since the main aim of this research was to investigate the impact of digital storytelling
on student learning when teachers and students use digital stories, and evaluate if and
how digital storytelling could enhance student engagement and improve educational
outcomes; the next section will focus on how digital storytelling is implemented in the
classroom, describing the digital story workshop, and explaining the teachers’ roles and
As mentioned by Sadik, the use of technology is only effective if the teachers have the
expertise to customise the use of technology for story creation. The benefits can only be
received if teachers have the ability to use it in the classroom effectively (Sadik [2008]).
workshops to teachers during the first two weeks to support and engage them in the
project.
The following steps were used to help teachers easily integrate digital storytelling in
their classroom. It is not the only way to implement digital storytelling; however, it can
provide clear strategies on how to integrate digital storytelling when teachers and their
students do not have any previous training in digital storytelling (Ohler [2008]; Sadik
[2008]; Miller [2009]; Kajder et al. [2005]; [University of Houston 2011]; Smeda et al.
Two workshops were conducted for the teachers with the following main objectives:
1. 1.
Facilitator: Researcher
Description: The workshop started with a conversation about teachers’ experiences with
digital sound, video, and storytelling. An overview of possible strategies for using digital
storytelling as a medium for engaging students and improving learning outcomes. The
potential power of digital storytelling as a teaching and learning tool was then explored
1. 2.
Objective: Describe how to create a digital story with the Moviemaker software
Facilitator: Researcher
Description: In this workshop Moviemaker software was introduced to the teacher with
an explanation of how to create a digital story using this software; various features and
Students at different levels have different skills and knowledge, so they need different
levels of help. For example, primary school students who have basic skills and
knowledge need more direction and guidance to create a digital story. Obviously,
students in different grades might need different levels of assistance and scaffolding.
Therefore, students worked under the supervision of their teachers, and depending on
each individual student, teachers provided help in constructing and creating the story. It
is expected that the level of teacher support and the extent of scaffolding may vary
across levels; teachers were prepared to provide this support through a series workshops
Using the following lessons, teacher and student worked together to create the digital
stories step-by-step:
Lesson 1: brainstorm
The objective of this lesson is to brainstorm the story. Typical expected duration is 1 to
3 days. In this lesson, teachers divide students into groups and allocate topics for them
to discuss between themselves, share their ideas with each other and brainstorm the
story in different ways. The students jot down ideas and write the initial narrative for
the story for a particular topic the teacher had given them.
Lesson 2: storyboard
The purpose of this lesson is to create the storyboard. The estimated duration is 2 to
4 days. In this lesson, teachers help their students in writing the storyboard to organise
the story sequences. They also help students clarify the main ideas of the story.
Students, on the other hand, create the storyboard and select the right element(s) for it.
They may also start by writing a draft of their storyboard. This assists in planning the
visual materials in the right order, and thinking about how to match images or videos
This lesson is directed towards collecting the material required to create the digital story
over a period of 2 to 4 days. Teachers demonstrate to their students how to look for
images from different sources such as books, magazines, and the internet. They also
explain copyright and digital rights issues related to the materials used. Furthermore,
teachers show the students how to use the digital camera, if required. It is the students’
responsibility to choose elements which match their digital story such as photos, videos,
and music.
The objective is to use Moviemaker software for creating a digital story. Due to the
amount of work associated, the duration of this lesson is 5 to 10 days, the longest among
digital story creation steps. For teachers, this lesson is designed to help students create
the digital story and explain how to import pictures and videos into the Moviemaker
software. Moreover, teachers help the students who want to record their voices and use
them within the story. The students created the digital story based on the storyboard by
importing the elements to Moviemaker software and recording their voice to add to the
narrative and test if it works effectively with the digital story. They can also add special
effects and adjust the length of each visual element. This is achieved by choosing and
adding some special effects, such as music and transitions, to make the story more
attractive, adjusting the length of each visual element to make sure it matches the
This lesson is aimed at editing and finalising the digital story, after the student has
created its first version. The duration of this lesson is 1 to 3 days. In this lesson teachers
provide some feedback to incorporate further improvements before the final draft of the
digital story. Students revise and edit the drafts based on teachers’ comments and
feedback. Then they discuss the final drafts with the teacher and other students. The
final form of the story is prepared based on these comments and feedback.
Lesson 6: presentation and evaluation
The final step of digital story creation is about presenting and evaluating the finalised
digital stories over 1 or 2 days. Teachers attend the student presentation and evaluate
them based on story elements, story creation and presentation. The sole responsibility
of the students in this lesson is to present the digital story to teachers, classmates, and
parents.
Individual case studies using mixed methods constitute the body of this research. Data
for this study was collected through observations, the evaluation rubric, and teacher
interviews. Five separate case reports were prepared. The case reports aim to answer the
research questions; and a cross-case matrix was developed for each research question.
The intent of the study was not comparative, due to the fact that it was conducted in a
single school and all five practice case studies were conducted at different educational
levels such as Years 3–4 in primary school, and Year 11 in secondary school. In addition,
worked in groups.
Considering all the above parameters, the main focus of the research was not to perform
education. The intent was to capture the benefits of using digital storytelling to explore
storytelling.
Therefore, in this section will focus on the main conclusion derived from the discussion
of main findings related to student’s engagements and learning outcomes, as well as the
Enhancing engagement
The findings of this research indicate that levels of student engagement fluctuate
between moderate and high. In other words, students were always engaged in the
classroom. The use of software and conducting searches for digital media took these
levels to very high, and were the highest for student presentations. In all cases students
liked using technology, searching the internet, and watching other digital stories. There
were some differences in implementation. For instance, Year 7 students had very low
engagement levels when they had to complete their storyboards. Year 9 students had a
engagement problem. However, the use of digital media managed to increase their
engagement level. This finding is supported by Dupain and Maguire who argued that
material. With the aid of the latest developments in technology, classrooms welcome
academic concept and transmit their own (Dupain & Maguire [2005]).
The above findings are also in agreement with the current literature which encourages
this new teaching approach, that is, digital storytelling permits students to utilise
paves the way for student motivation and maximises its positive effect (Sadik [2008];
Morris [2011]). This encourages students to put more effort into their stories and to
Yet another result confirming the above findings is reported by Gils, this research
showed that pupils are more engaged with the practical environment. Digital
storytelling makes practice and training more engaging, diverse, and customised to their
needs and challenges, which makes it more realistic. In this sense, it encourages
has the advantage of engaging three different senses: hands, eyes and ears. It also
On the other hand, the findings of this research indicate students had a hard time
getting engaged in the class when they had to finish their storyboard; some students
were not interested in any school activity including digital storytelling. Therefore, they
had a low engagement level. However, when these students started recording their own
with learning activities to create more engaging and exciting learning environments.
This teaching approach enhances emotional interest and cognitive attention, and
reflects consistent and reliable transfer of knowledge in line with modern learning
Fostering collaboration
The findings of this research indicated that students work collaboratively and engage
with digital content. They did more work while directly using applications and digital
resources, such as the internet and/or libraries, instead of conventional printed media,
such as books. This research also observed collaboration between groups where
different groups helped each other with technical or grammar issues. This increased
The above findings are in agreement with Standley who found that the creation of digital
stories encourages collaboration between students, which in turn leads to the utilisation
In addition, other researchers have found similar findings to those in this research.
According to them, the digital learning experience can promote collaborative studying
and encourages students to share resources online. Students’ skills are also enhanced by
using databases and internet sources. Furthermore, digital content ensures that
different groups are helping each other, as networked digital content connects the whole
and expressing opinions (Robin [2006]; VanderArk and Schneider. [2012]; Hung et al.
[2012]).
The fact that students helped one another in problem solution and concept development
reinforces the idea that cooperation and collaboration levels are increased with digital
storytelling, in other words students have a higher engagement level when they are
In conclusion, this research demonstrates that digital storytelling can increase students’
Transforming learning
This research affirms that digital storytelling is suitable for a constructive approach to
learning; because students work on their own story after receiving basic instructions
from the teacher. Students have their own individual approach based on their
interactions and experiences and generate novel outputs by using different sources in
their creation of the digital story. These findings are in line with those reported by other
In addition, the findings of research conducted by Normann concur with this research.
He concluded that digital storytelling is a perfect way of learning new things and to
[2011]).
The constructivist approach has several perspectives on learning since it recognises that
human beings use their own personal vision in explaining the acquired information
(Duffy et al. [2012]). This was supported by teachers in our study who concluded that
digital storytelling permits students to learn by doing, and providing a flexible learning
In addition, the findings of this research confirm that facilitating or scaffolding the
learning process is the teacher’s main role. At the beginning, tasks, software and digital
storytelling are explained by the teacher, which requires a teacher-led mode. Following
this step, students have the necessary knowledge from which to start working
teacher will help students to enhance their abilities. The teacher thus builds the
framework for discussing storytelling topics and makes conceptual and/or abstract
support, students create their own story using iMovie and/or Moviemaker. Thus
students improve their skill set with teacher support in project development (Robin
[2008]).
This has significant congruence with Miller’s findings, i.e. students imitate interactions
with their teacher and use these interactions to help others, thus building their
This research indicates that the utilisation of digital storytelling in education increases
skills. Teachers witnessed that digital storytelling via technology integration assisted
students, and helped them overcome their problems. As supported by Ohler, who
improved. Needless to say, the uptake of technology improves technical skills (Ohler
observations and interviews showed that the use of technology is only effective if
teachers have the expertise to customise content for story creation (Sadik [2008]).
effective tool to help students improve their technical skills and information literacy.
Students have the opportunity to choose the skill they want to work on and improve.
This may include individual skills, such as spelling and writing, as well as interpersonal
skills such as working in a team, or collaborating with students and teachers. Miller also
found that in every class engaged in digital storytelling, one student acted like a tutor.
This student not only worked on the project, but also provided technical support to
peers in terms of developing their stories. In this sense, students are empowered to use
their strongest skills, and improve them. Their research skills are also honed during
video searches, scanning images and selecting audio content for the story (Miller
[2009]).
Also, the findings indicated that teachers believe that the use of stories in education is
very beneficial for countries receiving immigrants, such as Australia, because a digital
story incorporates multiple aspects of the curriculum, and all teachers should use this
medium at some stage. One teacher commented that in their school, where they work
opportunity to express themselves through visual media, rather than more words; it
facilitates communication for new students and builds their confidence. Similar finding
were reported by Benmayor who stated that digital storytelling can help learners to
transfer their knowledge, skills and culture, thereby evolving their thinking process and
Additionally, the findings of teacher interviews indicated that, with digital storytelling,
not only students but the teachers also got the opportunity to improve their
technological skills. This included the use of electronic devices such as personal
computers, cameras and recorders. Miller reported similar findings. She stated that
digital storytelling is the best application for teachers to encourage students to increase
their use and knowledge of technology and technical skills. Furthermore, in order to
create these stories, not only the students but also the teachers are obliged to increase
their technical proficiency in using personal computers, digital cameras, recorders, etc.
This helped teachers keep up with the latest technology (Miller [2009]).
The findings of this research show that digital storytelling can cater for greater diversity
by personalising student’s experience. It can help them improve their confidence, and
contribute to enhanced social and psychological skills. It can also be used to support
These findings are in line with other research outcomes reported in literature. Van Gils
found that personalised education is one of the main advantages of digital storytelling.
He argued that learners can present their experiences, reflections and evaluate their
achievements while creating digital stories (Van Gils [2005]). According to Ohler, digital
Academic efforts that focus on the benefits of digital storytelling are supported by
government agencies. Several governing and regulatory authorities have been working
was specifically designed to ensure that curriculum content and achievement standards
students are expected to enrich their learning experience, not only in a single aspect of
the curriculum, but in all areas. It is known that students in Australian classrooms have
varying needs based on individual’s learning histories, abilities, cultural and educational
outcomes for students with disabilities, and/or to assist students from different
This fact is also recognised by the UNESCO program for the United Nations Decade of
modules which can be used to equip students with professional learning and teaching
skills. This helps students achieve a wide range of knowledge, skills and values, which is
the objective of Education for Sustainable Development (UNESCO [2010]). The use of
UNESCO as “a key teaching strategy for achieving the objectives of education for
Consequently, suffice to say that digital storytelling has, inter alia, the benefit of
increasing student motivation, especially for those students who have difficulties with
experience with in-depth and comprehensible reading and becoming more proficient at
As the latest report for the Programme for International Student Assessment (PISA)
indicated that the use of technology in education can increase various skills of learners,
the findings of this research also suggested that digital storytelling can enhance several
learning skills including writing, designs, library and research, technology and
communication.
In addition, digital storytelling can help students with tasks they previously found very
difficult including spelling, sentence formation and building, and forming the whole
body of a text; this integration of technology assisted students to overcome their writing
problems.
However, age and ability to learn technological subjects have some impact on the
outcomes. When compared with primary school students, secondary school students
have the ability to learn more and faster. They use the internet and computers more
than primary school students. This was apparent during the study, especially where
primary school students worked exclusively on their stories in the class, secondary
school students worked on their stories, both inside and outside the class.
Furthermore, teachers observed that students were learning without realising. Provided
that students are clearly informed about the task that is required of them, digital
storytelling is useful as an all-round skill development tool; the use of digital storytelling
The findings of the cross-case analysis based on the rubric data are presented in the
following sections.
Figure 1 shows the mean of overall scores received by students for digital story quality
for all cases. The overall scores were very close, despite the differences in age, subject,
knowledge, technology use, etc. Nevertheless, the students in primary school (i.e. ESL
and Years 3/4), received the lowest scores while those in secondary school had much
better results. There are two reasons for this. Firstly, primary school students did not
have prior exposure to Moviemaker software while more secondary school students had
used it before.
Figure 1
Overall scores for digital story quality for the five case studies.
Furthermore, age and ability to learn technological subjects have sme impact. When
compared with primary school students, secondary school students have the ability to
learn faster and learn more. They use the internet and computer more regularly than
primary school students. This was apparent during the study where the primary school
students worked on their stories only in the class. On the other hand, secondary school
students worked more regularly on their stories, both inside and outside the class.
It is observed that the subject does not impact student performance. However, the
approach taken by the teacher proved to have significant impact. This was observed in
two cases. In Years 3–4, the teacher observed that students were struggling with their
writing and opted to introduce software so that the students had a clear idea about what
In Year 7, the teacher asked the students to present their work when it was finished.
Consequently, almost every fortnight there was a story presentation in class and this
contributed to their engagement and better performance. Year 11, Victorian Certificate
of Applied Learning (VCAL) students were a special case. There were two groups, one of
which was working very well, while the other group was not interested in school work.
Although digital storytelling created some interest in the second group, especially
during video shoots and presentation, it was not easy to engage them with the overall
task. They did not work on the story creation, required constant help from the teacher
Figure 2 shows the mean score obtained for the selected criteria for the five case studies.
This shows that primary school students performed well in story aspects such as
purpose, plot, pacing of narrative, dramatic question, story characters, and emotional
content. This is because they planned their storyboard well. The key to their success was
that they spent more time in writing and editing their story with some help from the
teacher, before actually starting the creation process. However, they did not perform as
well in technological components, emotional content and economy of the story. Nor did
they perform as well in the “Dramatic Question” and “Grammar and Language Usage”
Figure 2
On the other hand, secondary school students were a complete contrast. They
performed not so well in the story aspects since they did not want to spend much time
writing and storyboarding. This affected their scores in “Plot” and “Pacing of Narrative”.
of content”. This can be traced back to their age group and knowledge in technology use.
Teacher perceptions about student learning through digital storytelling
Teachers had a positive attitude towards the use of digital storytelling as a teaching tool
in their classrooms, as both students and teachers had the opportunity to improve their
technological skills, which included the use of various electronic devices, as previously
mentioned.
Teachers indicated that digital storytelling increased and enhanced the use of
technology in the classroom, which helped students improve their technical skills and
information literacy; digital storytelling can also be applied to subjects such as English
and History, and in almost all the sciences including mathematics, social studies and
humanities.
Furthermore, teachers confirmed that the use of digital stories in education is beneficial
for countries receiving immigrants, such as Australia. The ability for expression through
visual media, rather than words, facilitates communication for new students and builds
their confidence. In addition, teachers fulfilled the role of facilitator, consultant, and
could scaffold the learning process more effectively when they used digital storytelling
in class.
Conclusion
Since the main aim of this research was to investigate the impact of digital storytelling
on student learning, the outcomes of this research will enable both teachers and
students to tap into the power of digital storytelling and more engaged teaching and
learning. This study contributes to new understandings of how to create authentic and
constructivist learning contexts that can be used in a range of educational settings. The
the digital story workshop, and explaining teacher roles and student tasks; therefore,
this research gives a clear picture of how to integrate digital storytelling into schools.
Consequently, the new knowledge generated by this research can inform future
educational policy.
Furthermore, a number of story development models have been created in the past to
help educators achieve better learning outcomes with digital storytelling; however, none
of these models provide a holistic pedagogical framework for engaging students with
digital storytelling during various stages of learning. This research presented a new e-
In addition, even though the findings of this research are important and have the
potential to inform policy, practice and theory, generalisations could not be derived due
to the following reasons. The research only included participants from one school (even
though there were two levels: primary and secondary) and limitations related to the
participant sample used, since unequal numbers of students from primary and
secondary schools took part in this research. In future research this limitation could be
overcome by using multiple sites instead of one school, and the same participant
sample, if possible. Another issue is related to the limited access to technology in the
school; the students faced some technical problems while creating their digital stories,
The results of this research indicate that digital storytelling can provide support to
students with special needs, such as ESL and VCAL students. In addition, digital
storytelling can help students to improve their confidence, and can contribute to better
Endnotes
aEnglish as Second Language.
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Acknowledgements
We are grateful for the support we received from East Preston Islamic School; we would
like to thank all the students and teachers who participate in this research. Also we
would like to acknowledge the support and help provided by Prof. Neil Diamond and Dr.
Author information
Affiliations
8001, Australia
o Najat Smeda
o Eva Dakich
Corresponding author
Additional information
Competing interests
Authors’ contributions
NS is a lecturer at Al-Jabel Al-Gharbi University, [Link] received her PhD from the
in technology applications in education and training. She finished her Bachelor’s degree
from University of Al-Jabel Al-Gharbi, Libya and she worked as an academic teaching
member at University of Al-Jabel Al-Gharbi, Libya for more than 8 years. ED is a Senior
Australian Postgraduate Award and has published widely about the pedagogical and
social transformations occurring in the digital age. These included a co-edited book,
book chapters, journal articles, monographs and refereed conference papers focusing on
21st century learning and digital inclusion. Eva worked as a researcher and consultant on
large Australian research projects, such as the National Evaluation of The Smith
Family’s Tech Packs Project (2009-2010), as well as on the Evaluation of the Victorian
learning and eCitizenship. NSh gained [Link]. and Ph.D. degrees from the Indian
Networking textbook, and around 120 papers and handbook chapters. Nalin has
invented Movement Oriented Design (MOD) paradigm for the creation of effective
applications. NSh has led e-Tourism projects for the Australian Sustainable Tourism
CRC, and is currently guiding research in the innovative applications of ICT systems to
sustainable living. NSh has been invited to present lectures and seminars in the
Distinguished Lecturer series of the European Union’s Prolearn program, and by the
IEEE Education Society. He has presented over fifty seminars, lectures, and Key Note
Pakistan, Japan, Singapore, Sweden, Switzerland, UAE, and USA. All authors read and
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