Theory Into Practice, 47:220–228, 2008
Copyright © The College of Education and Human Ecology, The Ohio State University
ISSN: 0040-5841 print/1543-0421 online
DOI: 10.1080/00405840802153916
Bernard R. Robin
Digital Storytelling: A Powerful
Technology Tool for the
21st Century Classroom
Digital storytelling has emerged over the last few
years as a powerful teaching and learning tool
that engages both teachers and their students.
However, until recently, little attention has been
paid to a theoretical framework that could be
employed to increase the effectiveness of technology as a tool in a classroom environment. A discussion of the history of digital storytelling and
how it is being used educationally is presented
in this article. The theoretical framework, technological pedagogical content knowledge (TPCK),
is described, along with a discussion of how this
model might be used with digital storytelling.
Bernard R. Robin is an Associate Professor of Instructional Technology at University of Houston.
Correspondence should be addressed to Bernard
Robin, Department of Curriculum and Instruction,
Room 343—Farish Hall, University of Houston—
College of Education, Houston, TX 77204-5027.
E-mail: brobin@uh.edu
220
I
N M ARCH OF 2007, THE U.S. Department of
Education reported to Congress the findings
of a major study that focused on the impact
of computer software on academic achievement
by elementary, middle, and high school students
in Reading and Mathematics (U.S. Department
of Education, 2007). The report concluded that
“Test scores were not significantly higher in
classrooms using the reading and mathematics
software products than those in control classrooms,” and there were “no significant differences in student achievement between the classrooms that used the technology products and
classrooms that did not” (p. 1). These results
appeared on the front page of major newspapers across the country and to the casual
reader, this was just another one of the many
indicators that our students are falling behind
and the huge public investment to put computers in schools has been a waste of time and
money.
However, numerous educators, researchers,
and technology advocates would respectfully dis-
Robin
agree with both the findings of the report and the
way that the study was conducted to begin with.
In an article (“ED study slams software efficacy,”
2007, May) in eSchool News, several well-known
technology advocates responded to the report to
Congress. Keith Krueger, chief executive officer of the Consortium for School Networking,
stated, “This study failed to address several key
pieces that other research and educators strongly
agree are critical to the success of any efforts
to transform teaching and learning” (p. 26).
Mary Ann Wolf, executive director of the State
Educational Technology Directors Association,
added, “Strong leadership is needed to encourage
the correct use of technology, provide support
throughout, and systemically integrate the use of
technology for instruction. Integrating technology is much, much more than putting a piece of
software into a classroom” (p. 26). As the study
purports, it addressed a very narrow piece of
educational technology; but more important, the
study did not include critical components known
to be essential for the successful integration
of technology—or any other reform effort in
transforming education.
Noted neuroscientist Michael Merzenich
(2007), a professor at the University of California
at San Francisco’s Keck Center for Integrative
Neurosciences, went on to say that simply adding
computers to conventional teaching strategies is
an unsophisticated approach that, it is not surprising, adds very little to students’ experiences
in the classroom. He stated, “In a world run by
computers, where almost every kid in that class
will have some sort of a computer in their pocket
and on their desk in their future life and job,
wouldn’t it make sense to measure the impacts
of serious computer-based training on our school
children’s reactions to, and their facile uses of
computers?” (p. 1).
The reality is that advocates of instructional
technologies in schools have, for many years,
been urging educational administrators and policymakers to change the focus from the technology itself to ways that technology can be used
to bring out the very best in how teachers teach
and how students learn.
Digital Storytelling
How and Why Students and Teachers
are Engaged by New Technologies
As the debate over the effectiveness of computer technologies in schools rages on, young
people continue to use emerging technologies in
their personal lives, even if a large number of
educators have not yet found ways to meaningfully integrate them in the classroom. Ask just
about any young person about the technologies
that they regularly use and you will find that they
are not just limited to the widely publicized Web
sites such as MySpace and YouTube. The list also
includes blogs, wikipedias, podcasts, and social
bookmarking tools. Some, if not most, of these
resources are unfamiliar to teachers (and parents),
but today’s students are using them at an everincreasing pace and in ways that are helping to
define a new generation of not just informationgathering, but information-creating as well.
What makes these tools so compelling is
the nature of what has come to be known as
user contributed content, social media, and Web
2.0. Roush (2006) wrote that these technologies
are part of a transformation from “one-to-many
communication on the Web” to “many-to-many
communication, and that traffic and conversation
naturally cluster around content, such as videos,
photos, blog posts, and bookmarks” (p. 1). Borland (2007) explained this technological evolution in the following way:
Web 1.0 refers to the first generation of the
commercial Internet, dominated by content that
was only marginally interactive. Web 2.0, characterized by features such as tagging, social
networks, and user-created taxonomies of content called folksonomies, added a new layer of
interactivity, represented by sites such as Flickr,
Del.icio.us, and Wikipedia. (p. 1)
What further distinguishes these emerging
technologies from earlier ones is that they are
being customized and personalized in dynamic,
and often unpredictable, ways by their users, and
this personalization is having a profound impact
on how people, especially young people, are
conducting business, finding entertainment, and
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New Media and Education in the 21st Century
participating in social relationships. However,
when it comes to using these technologies in the
classroom, many teachers still do not have a good
grasp of how to use them in their teaching. Judge,
Puckett, and Cabuk (2004) sum up the situation
this way:
Teacher familiarity, confidence, and skill in
choosing software and integrating technology
into the curriculum are dependent on teacher
training and time for self-directed exploration
and learning. Due to the relative newness of
computer technology, many teachers have not
received adequate training to select appropriate
technologies and lack support to use them.
(pp. 386–387)
The Emergence of Digital Storytelling
Digital storytelling is a technology application that is well-positioned to take advantage
of user-contributed content and to help teachers overcome some of the obstacles to productively using technology in their classrooms.
At its core, digital storytelling allows computer
users to become creative storytellers through
the traditional processes of selecting a topic,
conducting some research, writing a script, and
developing an interesting story. This material is
then combined with various types of multimedia, including computer-based graphics, recorded
audio, computer-generated text, video clips, and
music so that it can be played on a computer,
uploaded on a web site, or burned on a DVD.
Despite the current emphasis on multimedia
technology, digital storytelling is not a new idea.
Joe Lambert and the late Dana Atchley helped
create the digital storytelling movement in the
late 1980s as cofounders of the Center for Digital
Storytelling (CDS), a nonprofit, community arts
organization in Berkeley, California. Since the
early 1990s, the CDS has provided training and
assistance to people interested in creating and
sharing their personal narratives (Center for Digital Storytelling, 2005). The CDS is also known
for developing and disseminating the Seven Elements of Digital Storytelling (as described in
222
Table 1), which are often cited as a useful starting
point to begin working with digital stories.
In the early days of digital storytelling, Lambert was impressed by how easily average people
were able to “capture their story in a really
powerful way in a relatively short amount of time
for a relatively small amount of money” (Tucker,
2006, p. 54). Fast forward to today and one can
see that what is new is that the tools needed for
digital storytelling—computers, scanners, digital
cameras, and high-quality digital audio capture
devices—have become increasingly more affordable and accessible. Add to this mix a series
of powerful, yet inexpensive software programs
that allow even novice computer users to become digital media producers and editors on a
scale that was hardly imagined when Atchley
and Lambert were first beginning their work.
We are currently witnessing dramatic growth in
the educational use of digital storytelling, as a
convergence of affordable technologies interacts
with a contemporary agenda for today’s classroom, as illustrated in Figure 1.
The combination of powerful, yet affordable,
technology hardware and software meshes perfectly with the needs of many of today’s classrooms, where the focus is on providing students
with the skills they will need to “thrive in
increasingly media-varied environments” (Riesland, 2005).
As an instructional tool, teachers have the option of showing previously-created digital stories
to their students to introduce content and capture
students’ attention when presenting new ideas.
Researchers such as Burmark (2004) have found
that integrating visual images with written text
both enhances and accelerates student comprehension, and digital storytelling is an especially
good technology tool for collecting, creating,
analyzing, and combining visual images with
written text. Teachers who are able to create their
own digital stories may find that they can be
particularly helpful not only in engaging students
in the content but also in facilitating discussion
about the topics presented in a story and helping
make abstract or conceptual content more understandable. A multimedia-rich digital story can
serve as an anticipatory set or hook to capture the
Robin
Digital Storytelling
Table 1
The Seven Elements of Digital Storytelling
Center for Digital Storytelling’s Seven Elements of Digital Storytelling
1. Point of view
2. A dramatic question
3. Emotional content
4. The gift of your voice
5. The power of the soundtrack
6. Economy
7. Pacing
What is the main point of the story and what is the perspective
of the author?
A key question that keeps the viewer’s attention and will be
answered by the end of the story.
Serious issues that come alive in a personal and powerful way
and connects the story to the audience.
A way to personalize the story to help the audience understand
the context.
Music or other sounds that support and embellish the storyline.
Using just enough content to tell the story without overloading
the viewer.
The rhythm of the story and how slowly or quickly it progresses.
Figure 1. The convergence of digital storytelling in education.
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New Media and Education in the 21st Century
attention of students and increase their interest
in exploring new ideas. Teacher-created digital
stories may also be used to enhance current
lessons within a larger unit, as a way to facilitate
discussion about the topics presented in a story
and as a way to make abstract or conceptual
content more understandable (Robin, 2008).
Perhaps the greatest benefit in the classroom
may be found when students are given the task of
creating their own digital stories, either individually or as members of a small group. This creative
work provides students with a strong foundation in what many educators (Brown, Bryan, &
Brown, 2005; Jakes, 2006; Partnership for 21st
Century Skills, 2004) have begun calling 21st
Century Literacy, Digital Age Literacies, or 21st
Century Skills. Regardless of the specific term
being used, these skills are being described as
the combination of:
Digital literacy—the ability to communicate
with an ever-expanding community to discuss
issues, gather information, and seek help;
Global literacy—the capacity to read, interpret,
respond, and contextualize messages from a
global perspective
Technology literacy—the ability to use computers and other technology to improve learning, productivity, and performance;
Visual literacy—the ability to understand, produce, and communicate through visual images;
Information literacy—the ability to find, evaluate, and synthesize information.
Digital storytelling can be a potent learning
experience that encompasses much of what society hopes that students will know and be able
to perform in the 21st century (Jakes & Brennan, 2005). The push for students to gain 21st
century literacy skills by using the latest technology to communicate effectively is facilitated
by students actively participating in the creation
process of digital storytelling (Jakes & Brennan,
2005). As they do so, students develop enhanced
communication skills as they learn to conduct
research on a topic, ask questions, organize their
ideas, express opinions, and construct meaningful
narratives. Students who participate in the full
224
digital storytelling experience may also benefit
from learning to critique their own work, as well
as the work of others, facilitating social learning
and emotional intelligence (Robin, 2008).
To practitioners of digital storytelling outside
of education, this technology is most often used
to create personal narratives that document important events in one’s life. However, digital
storytelling can also be a powerful tool in the
classroom when used to produce historical documentaries, as well as instructional presentations
that inform viewers about a particular concept or
practice (Robin, 2008).
At the University of Houston, The Educational Uses of Digital Storytelling Web site has
been established to provide information and examples of how this technology is being used
by students and teachers in K–12 and higher
education classrooms. The Web site, located
at http://www.coe.uh.edu/digitalstorytelling/, also
sorts example digital stories into the following
three major categories: personal or narrative stories, stories that inform or instruct, and stories
that re-tell historical events.
Personal Narratives
Perhaps the most popular type of digital story
is one in which the author tells of personal
experiences. These stories can revolve around
significant events in life and can be emotionally
charged and personally meaningful to both the
author and the viewer. Many subcategories of
personal digital stories have been described by
Lambert (2003) and others and include stories
that honor the memory of specific people and
places, or deal with life’s adventures, accomplishments, challenges, and recovery.
Stories That Inform or Instruct
This type of digital story is used primarily to convey instructional material in many
different content areas. Teachers can use this
type of digital story to present information to
their students on subjects ranging from math
and science, to art, technology, and medical
Robin
education. For example, digital stories have
been created that demonstrate how to construct and use a pinhole camera (http://www.
coe.uh.edu/digitalstorytelling/pinhole.htm), what
can be done to increase someone’s health during the aging process (http://www.coe.uh.edu/
digitalstorytelling/agingwell.htm), and how to
help students understand principles of geometry through an examination of everyday objects (http://www.coe.uh.edu/digital-storytelling/
geo-story.htm). Although many personal narratives may include historical information as
a backdrop to a digital story, digital stories
may also be created by using combinations of
these methods, such as autobiographical stories that use historical material as the backdrop
of a personal narrative (http://www.coe.uh.edu/
digital-storytelling/computer-I.htm).
Stories That Examine Historical Events
A different type of story can be created by
using digital media to recount events from history. In a classroom environment, students might
use historical photographs, newspaper headlines,
speeches, and other available materials to craft
a story that adds depth and meaning to events
from the past. A good example of this type of
story is online at: http://www.coe.uh.edu/digitalstorytelling/civilization.htm.
Visitors to the Examples section of the
Educational Uses of Digital Storytelling Web
site (http://www.coe.uh.edu/digitalstorytelling/
examples.htm) will find many more examples of
digital stories created by educators and students
on topics that cover numerous content areas.
In addition, educators who visit the Web site
may also be interested in exploring the Digital
Storytelling Ideas page (http://www.coe.uh.edu/
digitalstorytelling/educational-uses.html) where
they will find resources aimed at teachers,
instructors, and workshop facilitators who plan
to use digital storytelling in the classroom.
Even though few research studies on the effectiveness of digital storytelling have been conducted, numerous findings have been reported on
the benefits of multimedia projects in which students have shown an increase in research skills,
Digital Storytelling
increased organizational skills, and a greater interest in the content being taught (Paull, 2002;
Salpeter, 2005). Many educators involved in
multimedia projects with students would agree
that some of the most significant gains pertain
to higher-order thinking and problem-solving
skills, including synthesizing, analyzing, evaluating, and presenting information. When students use technology such as digital storytelling,
they learn to “convert data into information and
transform information into knowledge” (Cradler,
McNabb, Freeman, & Burchett, 2002, p. 3).
The Need for a Better
Theoretical Framework
Given what is known about how digital storytelling can be used in the classroom to engage
and motivate both students and teachers, people
must ask themselves if the U.S. Department of
Education 2007 report to Congress that found “no
significant differences in student achievement
between the classrooms that used the technology
products and classrooms that did not” (p. 1)
might have shown vastly different outcomes if
the technology use was different. It is worth
asking what the findings might have been if
digital storytelling had been used by teachers and
students in the classrooms that were the focus of
the research study instead of the mostly drill and
practice reading and mathematics software that
was used.
Part of the problem in this complex set of
issues is that there is not yet a consensus in
the field of instructional technology that serious educators and researchers agree upon with
which to conduct productive and meaningful
investigation. However, it is clear to many that
content integration, supported by powerful computer technologies, is needed, and the impact
that computer technology can have on students
is much more meaningful when it involves an
impact on higher order thinking skills, not just
test scores.
In an editorial that discusses the effectiveness
of technology use in schools, editors of five educational technology journals who are members
of the National Technology Leadership Coalition
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New Media and Education in the 21st Century
(Schrum et al., 2007) wrote “that different technologies do have unique pedagogical affordances
and that the effects of these affordances can
only be understood in the context of a specific
content area (and related learning outcomes) and
a specific pedagogy” (p. 3).
Technological Pedagogical Content
Knowledge (TPCK): A Theory for
Integrating Technology in the
21st Century Classroom
Pierson (2001), Mishra and Koehler (2006,
2007), and others have advocated that the use
of a conceptually-based theoretical framework
can improve how teachers are trained, how they
teach when they arrive in the classroom, and even
what research questions researchers explore in
this area. The term technological pedagogical
content knowledge (TPCK) is gaining a great
deal of attention in the field of technology and
teacher education as it focuses on the relationship
between knowledge about content, pedagogy, and
technology. TPCK can be traced back to the
earlier work of Shulman (1986) who introduced
the idea of pedagogical content knowledge, or
PCK, and Pierson’s investigation of the relationship between teaching abilities and what she
labeled technology-use abilities. Pierson’s framework utilized composite categories of teaching
ability and technology-use, which helped lead to
much deeper investigation of how technology is
used by teachers, both during their preservice
training and once they are practicing classroom
teachers.
But it was Shulman’s (1986) suggestion that
content knowledge and knowledge of pedagogy
no longer needed to be considered as separate,
independent entities that changed much of the
thinking about teacher education. Both Pierson’s
(2001) and Shulman’s work has now evolved to
an overlapping framework that highlights the interactions and connections between content (the
subject being taught), pedagogy (the teaching
process being used), and technology, whether it is
pencils and blackboards or computers and other
sophisticated digital devices.
226
Mishra and Koehler (2006) have written extensively about how TPCK can be used in the
classroom and described its various components
as follows:
TPCK is the basis of good teaching with technology and requires an understanding of the
representation of concepts using technologies;
pedagogical techniques that use technologies in
constructive ways to teach content; knowledge
of what makes concepts difficult or easy to learn
and how technology can help redress some of
the problems that students face; knowledge of
students’ prior knowledge and theories of epistemology; and knowledge of how technologies
can be used to build on existing knowledge and
to develop new epistemologies or strengthen old
ones. (p. 1029)
A graphical representation of how TPCK’s
components fit together is shown in Figure 2.
Mishra and Koehler (2006) underscored that
this framework is just a beginning and, like all
frameworks, it is not perfect and needs additional
testing, use, and modification. But as they noted,
“no single framework can provide all the answers. The TPCK framework is no exception.
However, we do believe that any framework,
however impoverished, is better than no framework at all” (p. 1047).
How TPCK Can Be Used With
Digital Storytelling
We have seen that multimedia projects in
general, and digital storytelling specifically, can
be used to engage and motivate both teachers and
students. This technology, although powerful, is
currently being used in K–12 and higher education classrooms with an emphasis on technical
skills and without the greater level of thought and
consideration to the subject matter, the teaching
strategies, and the real world needs of today’s
classrooms. As Hicks (2006) suggested, this
framework might be helpful in guiding teachers
to apply their knowledge in the classroom by
providing “the ability to think about and use
technology in critical, creative, and responsible
Robin
Digital Storytelling
Figure 2.
Interactions of TPCK as described by Mishra and Koehler (2006).
ways—will then develop and enhance TPCK”
(p. 50).
It is also important to consider how educators might conduct future research studies that
can demonstrate the benefits of multimedia in
general and digital storytelling in particular, and
reduce the controversy generated by findings
such as those from the 2007 U.S. Department of
Education study discussed earlier. Most serious
educators and policy makers would agree that
motivation is a critical ingredient for learning,
and research studies that demonstrate increases in
motivation by students that participate in digital
storytelling and similar technologies should be
designed and conducted. It is also important that
teachers learn effective ways to motivate their
students to become more engaged in learning new
content with the help of multimedia technologies.
Muller, Eklund, and Sharma (2006) acknowledged that motivation can be “difficult to define, measure and control”; however, they believe
that “studies must seek to identify the methods
employed in various media that can demonstrably and repeatedly enhance motivation” (p. 8).
Perhaps by combining the convergence of digital
storytelling in education as earlier described with
the theoretical framework of TPCK, researchers
will arrive at a deeper understanding of the
different and more powerful roles that digital
media can play in both teaching and learning.
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