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Digital and traditional storytelling
Workshop information and public resource |
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Announcement: Jason's new book about digital storytelling and new media narrative
in education - Digital Storytelling
in the Classroom: New Media Pathways to Literacy, Learning and Creativity- is now available for advance purchase.
Go to the book site to read
reviews, peruse the table of contents, or purchase the book. Would you like your copy "signed at a distance?"
Then contact us to receive a bookplate you can add to the inside cover.
PART II - The Art of Storytelling
Hello and welcome to the story part of digital storytelling!
If you are reading this page, you are probably in one of my digital storytelling workshops, or are simply looking for resources about storytelling in education. Whether or not you are in a workshop, feel free to use any materials you find here.
Storytelling in four parts. I have divided my storytelling resources into four parts, each with its own web page.
This is Part II- The art of storytelling, which is devoted to showing students how to create compelling stories. It also shows the step-by-step process I use with to help students complete digital stories.
If you are attending a workshop, or if you simply want to know more about the many facets of digital storytelling, please read this page, as well as Parts I, III and IV:
Together, all three parts provide a fairly comprehensive overview of digital storytelling in an educational environment, from the big picture down to the details.
This web page is geared toward the classroom teacher. I assume you have limited time
and resources to spend on incorporating digital storytelling
into your curriculum. That is why I tend to think in terms of low budget projects that can yield high academic returns in a short amount of time.
Feel free to contact me with any questions: jason.ohler@uas.alaska.edu
Living in the Storytelling Age
What does it mean to be living in the Digital Age?
- On a technical level: we are bathed in bits.
- On an emotional, humanistic level: we are immersed in stories.
In other words, the Digital Age has unleashed the Storytelling Age for all of us.
The Three Ages of Story Media
Storytelling has been with us for thousands of years, but during the age of media it has taken on new expression and new meaning. I think
of media-based storytelling in terms of three ages, or, to put it in more modern parlance, three versions:
- Floor top media - Version 1.0 (1950's - present). Otherwise known as traditional mass media. Large
media companies told stories to us and for us through broadcast TV and radio, and print publication. You have heard the saying, "the power
of press is reserved for those
who can afford one?" For many years individuals had limited access to "the press" and therefore created very little story media.
- Desktop new media - Version 2.0. (1980's - 2003). Then sometime in the 1980's came the possibility of
people (rather than just corporations) creating "new" media (video, digital stories, music, etc.) with personal computers. But
the promise and reality have been very different. I have been helping people tell digital stories since the days of Apple IIe's (early 1980's),
and I can tell you that until recently it has been difficult, expensive, and required a sledge hammer and a wizard to pull it off. The net
result is that while it was possible for individuals to create new media, very few did. Most of us were left to dream about the day it would
become possible.
- Laptop new media - Version 3.0. (2003 - ??). In the past few years everything has changed. The
very expensive, difficult world of new media has become so inexpensive and easy to use, that anyone with an average computer and a
very small budget can produce quality media. For the first time ever, we can make the kind of media we have been consuming since version
1.0 of the story media revolution. The same way that word processing made writing
accessible to anyone, new media version 3.0 is making media development widely available.
Distribution has undergone radical transformation as well. It costs media companies millions to distribute a video signal.
Now, anyone with
a digital video camera and a reasonably robust Internet connection can do it.
All about access. Keep in mind that not everyone has digital tools and Internet access - the digital divide is real.
But also keep in mind that suddenly lots of people do. One of the newest indicators of social equality, along with access to food, water, shelter,
education and economic opportunity, has become access to digital resources. Those who do not have access to the digital resources they need to
tell their stories are disadvantaged in real and important ways.
Bottom line: A number of very important points emerge as we head into the era of "Laptop new media":
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The Digital Age has produced the Storytelling Age.
- We have shifted from the consumption based storytelling culture of the age of floor top media to a culture that
listens AND tells stories. Studies are emerging that show that well over half of the teenagers who use the Internet are using it,
among other things,
to share original digital creations.
- The era of mass-customized media-based storytelling has finally come of age. We can now tell stories in our own language,
in our own way that we can distribute using our own at-home equipment.
- The greater part of innovation comes from consumers, who stretch what the technology will do, and in the process,
reinvent art, expression and the nature of creative content on an on-going basis.

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Focusing on storytelling
The Digital Age is the Storytelling Age... we all get to tell our stories in our own way on the great stage of the Internet...
A result of the Storytelling Age is that students come to school already immersed in the story culture through digital
channels - as well as interpersonal communication at home and with friends. So, neither storytelling nor media-based storytelling is foreign to them.
Yet I still find that students need help creating and delivering a story "that works" - that flows from beginning to end,
that stays "on message," and that is memorable, and, hopefully, transformational for the the listener. This is particularly important when
it comes to digital storytelling because students can easily become enamored of the technology at the expense of their stories.
I also find that students need help understanding the ethical, social and media literacy aspects of media production. This is particularly important
if students are to understand how the media they consume tries deliberately to persuade how they think, what they buy and how they vote.
Bottom Line: Telling weak stories with technology is like giving a bad guitar player a bigger amplifier. Similarly, when students
have no understanding of how media persuasion works they do not have the skills necessary to understand the digital world they inhabit. Therefore, the
most important thing we can do for students is teach them how to tell an effective story. The rest of this site is dedicated to helping students learn
how to to tell stories so they can persuade, and understand how others persuade them.

New Media Narrative in the Schools
Before you begin a digital storytelling project in your school
Laying the groundwork: involving teachers, parents, the community ahead of time.
The rest of this site takes you through the process I use with teachers and students to facilitate a digital storytelling project in a school setting.
Before I show you the process, here are a few things to consider. These are big picture issues that could scuttle your efforts, so it's best to consider
them ahead of time.
- Every project needs a classroom teacher who is keen to do a digital storytelling project. The teacher needs to
have the interest and passion, as well as time in her curriculum. I always talk to teachers a lot to make sure they understand what they are getting into.
- Every project also needs tech support people who are keen to support a digital storytelling project. Today's students
feel comfortable with technology and in most cases will provide much of the in-class tech support that you need. But I find it is also helpful to involve
the school's technology support person for out-of-class help, such as locating and maintaining equipment, purchasing and installing software, burning DVDs
and so on. I just completed a digital storytelling project in which I worked side by side with both the teacher and technology teacher in the school. It
was an ideal situation.
- Focus on assessment. I encourage teachers ahead of time to think about how they want to assess digital storytelling
projects - As literacy projects? Art projects? Content area projects? Some combination of these? What is important is that teachers consider the important
issue of assessment before they get started, rather than after the project is over. To help them focus I ask them, "Suppose a parent asks you why you are doing this.
What would you say?"
- Parent notification and permission. Because you will be showing student work that might include the actual students
themselves, you must get expressed written permission from parents to do so. I send out a letter at the beginning of the project to let parents know about
the project, then follow up with a permission slip asking for permission to record and show student work.
Letters home to parents. Here are templates for the two letters teachers typically need to send home to parents:
- Parent notification.
This letter explains what a digital storytelling project involves and how it benefits students.
- Parent permission. This letter seeks permission from parents to record and distribute their childrens' performances. I
do not provide an example because parent permission requirements vary from school district to school district. Ask your administrator or district's
counsel for the media release form. When in doubt about any aspects of this, ask them for clarification.

The Story Understanding Process - Begin with the Story Core
No matter what kind of approach to storytelling I am using, I always being by focusing on the story, not the technology.
The story core: from problem, thru change, to resolution.
To do this I usually tell stories and show stories created by other students (on DVD), then "find the story core" in each of the stories. You see
the story core depicted below, as a problem and solution precariously perched on top of a tipping point, signifying that stories have tension that give them
forward motion as they move from problem through transformation to solution. This is explained below, as well as covered in some detail in my book,
Digital Storytelling in the Classroom.
The story core represents only one approach to story and new media. But suffice it to say for now that the world of Western storytelling relies heavily on
stories with "story cores," making it recognizable to students. I start with the core, and see where each project leads me.
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| THE STORY CORE - Basic Configuration |
Story Core's 3 Elements. Note that a story core has the following three basic elememnts:
- The central challenge that creates the story’s tension and forward momentum. This can be a question, a problem, an obstacle, an
opportunity or a goal that needs to be addressed by the main character in the story.The challenge creates tension that gives the story its forward
momentum, which in turn produces listener involvement. FYI: the main character can be anything from a rock, to a group of animals, to a student, to,
in some cases, the audience itself.
- Character transformation that facilitates the response to the challenge. Transformation is difficult and is often resisted, a
portrayed in the picture below. Transformation is the essential change that a character needs to undergo to address the challenge, obstacle or
opportunity. Sometimes the transformation occurs at the end, and, rarely, at the beginning. But it is usually most powerful when it occurs in the
middle and facilitates the response to the challenge. Typically, change is a struggle. Either “life” or the “old you” pushes back as new circumstances
or a “new you” struggles to emerge. If change comes too easily in a story, the audience disengages.
- The response to the challenge that resolves the tension and leads to story closure. The character addresses the challenge made
possible by the transformation.
This can mean solving a mystery, slaying a dragon, reaching a goal, applying new academic knowledge or learning processes, overcoming an obstacle… anything
that addresses the challenge, resolves the tension and leads to closure. Closure by no means implies a happy ending, just a resolution of events.
To me, the story core is about emergence, as portrayed in this image. Here you see an "old me" and "new me" battling with each other. The old me struggles
not to change, to maintain the status quo and thus deny the call to adventure and to transformation. The new me knows that his survival ultimately depends on
his transformation.
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| THE STORY CORE - Illustrated |
Story Mapping
Storymapping is basically a process of fleshing out the story core with story details. To demonstrate this I usually tell and map
stories with students as a group exercise. Students then begin their storytelling projects by creating a story map that sketches out
their stories. This is explained below.
There are many approaches to story mapping (see my book,
Digital Storytelling in the Classroom). However,
my favorite is Brett Dillingham's Visual Portrait of the Story (VPS), presented here. I
recommend you look at
Brett's site for great storytelling materials. The basic VPS as I have adapted it appears below:

The map shows the five essential story elements. Note that the story core is at the heart of the map:
- Beginning. This is Campbell's "call to adventure."
Somehow, normal life is suspended and an adventure begins.
- Problem. Life pushes against the main character in
the story by presenting him or her with a problem to solve, an obstacle to overcome, or a mission to accomplish. The problem
creates the tension that must be resolved. It sets the mood, and makes story listeners want to know what is
going to happen next.
- Changes. The main character transforms in some
significant way, such as learning something important, becoming more skilled, mature or courageous, or developing
personal insight and understanding. In great stories the character's transformation is so great that we, the listening
audience, feel transformed as well. However, this is the simple explanation. I devote an entire chapter in my book to
transformation because it can be a complex topic. For example, with documentaries sometimes the primary transformation is in audience members,
as we learn about a situation that has an effect on us. With academic new media stories, transformation occurs by students
showing what they have learned. See the chapter for much more on this topic.
- Solution. Often due to the transformation, the
character can now solve the problem, overcome the obstacle or accomplish the mission. Sometimes the change and solution don't come until the end of the story.
- End. The end brings the story to "closure." Note that
closure does not necessarily mean "a happy ending." It simply means that the problem in the story has been resolved.
The story mapping process: The story mapping process is fairly straightforward. Students draw this basic VPS story map (without the
wording) on a piece of a regular paper, usually turned sideways to better accommodate the VPS. Then they annotate the VPS with words, phrases or sentences
that describe the basic elements of their story.
Here are a few important points about using story maps:
- Maps are not formulas. In the words of Robert McKee
(author of Story, the well known bible for movie story development) when it comes to creating good
stories, "...there are no formulas but there are guidelines." A story map is just a guideline.
- Characters that grow and change engage listeners.
The heart of so many good stories is the transformation that the main character undergoes. A story that features a
character who learns something or grows in some way to solve a problem or overcomes an obstacle is a time honored way
to create a memorable story that engages story listeners.
- Maps provide an effective way for teachers to interact with
students. Essentially, a story map is a quick write in graphic form. (Dillingham, 2006) Teachers can look at
a map and tell very quickly whether a story is well-developed, and challenge the student as they see fit.
Because mapping happens at the beginning of the process, teacher input can make a big difference in the quality of the story.
Using story mapping is quite a change from the typical media development process, in which teachers don't really know how the story is going to
work until it is in production, at which point it is too late.
How I proceed from here depends on whether I am doing computer-based digital storytelling or
green screen performance-based storytelling. Each is described in turn.
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Two approaches to digital storytelling
As I mentioned earlier, while there are many approaches to developing new media stories,
typically I am involved with two:
computer-based digital storytelling and performance based "green screen" digital storytelling. Each is
described below.
Approach I: Computer-based digital storytelling
This refers to what many would call conventional digital storytelling. Students use the
computer as the
main creation and performance engine. Typically this involves creating a voice-over narration
and then adding images, music, titles etc. using a program like iMovie on the Mac, or MovieMaker on the PC.
The final product is watched on the computer and is very reminiscent of a Ken Burns documentary in form. The process begins with
mapping and the narration process (write, record, listen)
described in the diagram below:
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Story Narrative Steps- create story map and narration first!
- Map. Students create a story map
(see above).
- Peer pitch. Students use their maps
to pitch their stories to each other. They listen, respond, provide feedback they can use to
revise their stories.
- Write. Students write the narrative
they will record.
- Record. Students record themselves
speaking their narrative.
- Listen. Students listen to their
narrative for purposes of revision.
- Done? Students and/or teachers
decide whether the narrative is finished. If not, is this because, a) it needs rewriting or b) it
needs re-recording for technical or expression reasons?
- Next steps. Students proceed with
adding images, music, etc., as well as editing.
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Narrative is key. Have your students spend as much time as possible developing and recording
their narrative for the following important reasons:
- The narration development process facilitates the development
of oral and written literacy skills in real, creative ways that students enjoy. It facilitates "literacy
under the radar."
- The narration process has the same impact as the writing
process on the quality of student work. Just like "good writing is re-writing," it is also true
that "good narrating is re-narrating."
- The narration forms the foundation for everything else
that follows. If the narrative is solid, then the story has a great chance of being successful.
- Tech tip: To reduce technical issues, always perform
a test recording: speak a few sentences, listen to it, and adjust your recording levels as needed.
Many ways to record narrative. You can use a headset, a stationary mike, the mike built into your computer or a wireless mike to
record your narrative. There are pros and cons to each.
I provide information
about audio and miking techniques at a companion storytelling page.
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Next steps: The Media Production Process
Once the story map and narration are completed, students follow the steps in what is commonly referred to as
the media production process to complete their projects. Each of the four phases of this
process is described below.
Phase I. Pre-production. This involves creating, mapping and storyboarding the story,
generating a media list, and gathering media.
In short, pre-production involves the steps that students need to follow before they sit down at the computer and begin
formal production. Each of these is addressed below:
- Create and map the story. This was
covered in some detail above. Don't forget to include peer pitching and other kinds of review.
- Write/script.Students write out the script they are going to speak.
- Record/listen/redo.Students record their script, listen to it, and redo either the script or the recording if necessary.
- Create a storyboard. A story map shows
the flow of emotion in a story. A storyboard shows the flow of motion. A storyboard is used to make sure that
the story flows logically and sequentially, without holes or detours.
Typically, a storyboard looks something like a PowerPoint presentation - a series of panels, each with an image and wording that
explain the action in the story. In fact, I have used PowerPoint as a storyboarding tool very
successfully. A new slide or panel is created whenever there is a significant change in the story, such as a
change in image, location, or character.
There are many approaches to storyboarding, from the very formal to the informal. If students are limiting
their stories to around 2 minutes (which I recommend), and have created either a detailed story map or a completed
written narrative, then I don't require them to make a formal storyboard. Instead I use less formal approaches
to storyboarding, such as:
- Annotate the story map. Usually
there is enough room on the VPS itself to sketch details for scene changes, visual images, music,
and so on.
- Annotate the written narrative. If
students print out their written narrative double-spaced and with wide margins they can add enough
direction and annotation to it to create a useful story planning document.
Storyboarding is a function of complexity. If students create projects that are much longer than 2
minutes, then they should create some kind of formal storyboard. I have created
storyboarding materials specifically for this
kind of digital storytelling that you are free to use.
- Narrate. Write, speak, listen and rewrite the narrative, as explained above.
- Develop a media list. Students use
their story map, narrative, or storyboard to create a list of the images, sounds and other media they will
need.
- Go get the media! Students gather all
of the materials they need. This could mean searching on the Internet, scanning photos or objects, taking
pictures, downloading music, etc. They want all the material with them as they sit down to assemble the story.
If they don't have all the media, then they end up interrupting the creative flow every time they have to go get something.
It is very frustrating.
Phase II. Production. Students sit at the computer with their completed story, narrative and media and assemble
the story. Generally this involves:
- Use iMovie on the Mac or MovieMaker on the PC. There are plenty of programs that can be used
to create a digital story, but these are common, easy to use, and free.
- Add the narrative to their story. Students first add their recorded narrative to their stories.
If they have used iMovie or MovieMaker to create the narrative - an approach that is quite commonly done - then they have already
completed this step.
- Add visual media to the narrative. Students add pictures, scanned images, etc. to support the
narrative. They could also add animation and/or video, but doing so typically adds a level of cost and complexity that is hard to
accommodate in an average K-12 classroom.
- Add music, sounds, other voices. Audio information is added.
- Mix. Once all the media elements have been added to the story, students now mix the
audio. Above all, they need to make sure that nothing drowns out the narrative. Similarly, they need to make sure that visual
information shows for just the length of time they want, in order to support rather than detract from the narrative.
- Peer/instructor review?. Having students show their work in progress can be very helpful. How teachers
approach that depends on a number of factors, including class size, structure and the purpose of the storytelling project.
Phase III. Post-Production. By this phase, the story is basically done but still in rough form. Typically at this point
students do the following:
- Add titles. Students add opening title information, and maybe other titles that appear during the story.
- Add background title music? Up to you.
- Add transitions and effects. iMovie and MovieMaker include many transitions and effects, from common
transitions like fading in and out, to bold effects, like making words swirl on the screen. Caution your students to use the fancy stuff
sparingly and with purpose and deliberation. The gratuitous use of transitions and effects just distracts story listeners.
- Add credits and citations. Students add credits and citations at the end the story.
I provide fairly detailed information about
copyright issues on a companion digital storytelling page .
- Peer/instructor review? Having an in-class showing can be a good way for students to get input
before their final mix.
- Final mix, polishing. Students make any final modifications to their stories - the traditional
"one last pass."
- Export the final file. Students need to create a movie file that can be seen independently of the
software they used to create it. This is generally referred to as "exporting the file." As of 2007, in iMovie the command is either
Share or Export; in MovieMaker, select "Save Movie" from the File menu.
Phase IV. Performance, distribution. The story is done and is ready to be performed and/or distributed. Ways to do this include:
- Burn a DVD for distribution. It is
currently very straightforward to "burn" student work on a DVD. This approach is allows others to just pop the DVD into a computer or home
DVD player and press play. I recommend distributing the DVD to school board members, parents, and others
in the community.
- Showing in-class, in-school, in-community.
Have a showing for other teachers and students within your school or school district. Also consider a public
showing at a school board meeting or other community event.
- Web-casting, web-streaming. Digital
stories are ideal for web showing and distribution. Ask your favorite techie for help with web streaming.
- Community TV. Reach the community by
showing student work on community TV. Don't forget to let people know when it is going to air!
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Digital Storytelling Approach II:
Performance-based "green screen" digital storytelling
The second approach to digital storytelling is "green screen performance-based
storytelling."
Green screen story telling: Harry Potter production techniques meets traditional
story telling performance.
In this approach, students perform their stores in traditional oral fashion in front of a green surface - usually
a painted wall - and then create and add their own artwork behind
themselves using the computer and chroma key editing software. Besides allowing students to stand and deliver their
stories - an immensely powerful experience - this approach also gives them a peek into the world of chroma key editing
and media persuasion that is part of so much of the media they consume.
True story: Once I was doing a green screen storytelling project with a group of fourth graders and asked how
many knew that Harry Potter wasn't actually flying around on a broom in a stadium during the Quidditch match.
Every hand went up. I called on a student who was eager to share his understanding and he explained that Harry was in
a green room, and that everything else was added by computer later. All the kids agreed - one even said "duh!"
Every adult in the room asked me, "What's a green room?"
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Pictorial Overview
The following four pictures provide an idea of how the green screen storytelling approach works. In the first
picture you see Hannah Davis, a 4th grader at the time, performing her story in front of a wall that was painted green.
In the second picture a photograph of a fox she found on the internet appears behind her, added using chroma key "green screen" editing. In photos 3 and 4, she is
performing in front of original artwork, using the same editing techniques.
Incidentally, a very thorough step-by-step pictorial of the entire class-room based green screen process is available at Nome Green Screen Storytelling Project, 2007. This presentation shows all the steps, including story prep, software training, artwork development, and so on.
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In front of the chroma screen...
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In front of a fox!
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In front of original pictures...
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The grand finale!
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Watch Hannah's performance
Green screen technology resources
Part III of of this web resource (Technology and Technique of Digital Storytelling) has a great deal of "how-to" resource material, including software tutorials, purchasing recommendations and so on. Go to the Going green - using green screen and chroma key editing in digital storytelling section of Part III for more details.
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Creating and rehearsing the story. First let's look at the process of creating and rehearsing the story.
As you will see, it is very similar to the process used to create a computer-based story:
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Steps- create the story map and tell the story first!
- Map. Students create a story map (see
above).
- Tell. After receiving storytelling training,
students tell their stories to the whole
group.
- Write. Students write out their stories.
- Tell/retell. Students tell/ retell their
stories in pairs, small groups; listen, respond, provide feedback about improving their story telling.
- Done? This is the teacher's call. Do students need
more work telling? Listening? Writing? Literacy objectives will drive this decision.
- Next steps. Students record their final performances in front of a green screen, create and
add artwork, etc.
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Next steps: The Media Production Process
The next steps in this process are very similar to the steps used in the media production process for the
computer-based digital storytelling process explained above.
A note about green screen details: While I cover a good deal of what you need to consider in producing green screen storytelling in this section,
there are a number of tips and techniques about lighting, clothing, artwork, etc., that I have learned
over the years that space won't allow me to include here. For more information about the details of
green screen storytelling,
download
Green Screening Technical Notes.
Phase I. Pre-production. This involves creating, mapping and storyboarding the story, telling and retelling the story,
recording the final performance, and creating background pictures.
Each of these is addressed below:
- Create and map the story.
This was covered in some detail above.
- Create a storyboard? Because
this a storytelling in which students suggest scene changes, rather than a movie with actual scene
changes, I find this is not usually necessary. Instead I use less formal approaches to storyboarding,
such as annotating the story map or narrative.
- Tell their stores in front of the whole group. Typically this means tells stories in front of
the whole class.
- Write their stores. Students write out their stories.
- Tell and retell stories. Students tell and retell their stories as a means of rehearsal, providing
feedback about what makes the story work, and what could improve it.
- Develop a list of background pictures. Students use
their story map or narrative to determine the pictures they want to create to go behind their performance.
Ideally, they would watch their recorded performances and then decide what they need, but there is rarely time for this.
- Perform and record stories in front of a green
surface. After an extensive telling/retelling and writing process, students take turns telling and
recording each other's final performance in front of a green wall (or sheet). Each student has an opportunity
to be videographer, floor manager (students love saying "Quiet on the set!"), and audio technician, making sure
that performers have their lavaliere mikes placed well.
Note: use a wireless mike. If at all possible use wireless lavaliere mikes,
not the mike built into the video camera. The sound is vastly superior. This will require you use a video camera that has an external
mike input. Technical information about buying
and using video recoding equipment in digital storytelling is covered in some detail in a companion website.
- Create the background pictures. Using
common materials (8 1/2 X 11 sheets of paper, crayons, etc.), students create the artwork that will appear behind
them. For a 2 minute story, 3-5 pieces of
artwork suffices. When students create their artwork be sure that students turn their papers sideways
(8 1/2 inches high, 11 inches wide), because their
work will better fit on a computer screen. Ideally, students watch their video and then determine what they
need in terms of art. But there is rarely time for this.
Note: You can add any digital information you want with chroma key editing: video, animation,
digital art, graphics downloaded from the internet (with obvious copyright considerations)...anything. But, I
usually limit the artwork to paper and crayon because doing so fits
typical classroom time and budget constraints. I also limit using internet materials for copyright reasons, and because i want all the work that students produce to be original.
Phase II. Production. Students sit at the computer with their recorded video and pictures and
assemble the story. Generally this involves:
- Use iMovie on the Mac - I assume
MovieMaker on the PC - with a green screen chroma plug in. While there are plenty of programs that can be used to create a digital story,
these are common, easy to use, and free. There is a $30 plug-in for iMovie that allows green screen chroma key
editing; I assume there is something similar for the PC. My prediction: Soon, you won't need a plug in; software will come with the chroma key capability.
- Scan artwork.
Students then scan their artwork using a typical scanner, and
save it as jpg files. For a 2 minute story 3-5 pieces of artwork suffice. When students create their artwork
be sure that students turn their papers sideways (8 1/2 high, 11 inches wide), because their work will better
fit on a computer screen.
- Add the video recording. Students open up iMovie or Moviemaker and add their recorded video first.
- Add scanned images using chroma editing. It
is easy to do these days, as well as inexpensive:
iMovie has a $30 chroma key editing plug-in that works just fine. Note: the same process is used if they
are replacing the green background with other digital media.
- Add music, sounds, other voices.
Although in my projects music and extra audio is not required, feel free to consider this.
- Mixing. Once all the media elements
have been added to the story, students now mix the audio. If the audio on the video recording was good, there is nothing to do.
- Peer/instructor review?. Having students
show their work in progress can be very helpful. How teachers approach the review process depends on a number of factors,
including class size, structure and the purpose of the storytelling project.
Phase III. Post-Production. By this phase, the story is basically done, but still in rough form.
Typically at this point students do the following:
- Add titles. Students add opening
title information, and maybe other titles that appear during the story.
- Add background title music? Most media production have music playing while the titles are running. It is up to you.
- Add transitions and effects. Typically there is
little to do, except for fading in and out at the beginning and end, and perhaps between pieces of background art.
- Add credits and citations. Students
add credits and citations at the end the story. I
provide fairly detailed
information about copyright issues on a companion digital storytelling page.
- Peer/instructor review? Having an in-class
showing can be a good way to for students to get input before their final mix.
- Final mix, polishing. Students make any
final modifications to their stories - the traditional "one last pass."
- Export the final file. Students need to
create a movie file that can be seen independently of the software they used to create it. This is generally
referred to as "exporting the file." As of 2006, in iMovie the command is either Share or Export; in MovieMaker,
select "Save Movie" from the File menu.
Phase IV. Performance, distribution. The story is done and is ready to be performed and/or
distributed. Ways to do this include:
- Burn a DVD for distribution. It is
very straightforward these days to "burn" student work on a DVD. This approach is allows others to simply just pop in
the DVD into a computer or home DVD player and press play. I recommend distributing it to school board members, parents, and others
in the community.
- Showing in-class, in-school, in-community.
Have a showing for other teachers and students within your school or school district. Also consider a public showing
at a school board meeting or other community context.
- Web-casting, web-streaming. Digital stories
are ideal for web showing and distribution. Ask your favorite techie for help with web streaming.
- Community TV. Reach the community by showing student
work on community TV. Don't forget to let people know when it is going to air!
Note: invite community members to the performance recording. Inviting others
when you record students; final green screen performances provides students an authentic audience,
while involving the community.
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