The Impact of Storytelling on Learning — from campustechnology.com by Ruth Reynard
The benefits of storytelling in teaching and learning are well established — and digital tools can help make stories more interactive, boost engagement, and convey ideas more effectively. Here’s how to make the most of technology and sidestep common mistakes in the use of storytelling for learning.

Excerpts:

Research.com provides a lot of helpful information on digital storytelling, including a breakdown of the tools and media used to tell stories or present ideas: audio capture devices (e.g. microphones and voice recorders), image capture devices (such as digital cameras and scanners), computers (with multimedia capabilities and ample storage), and digital media software (for creating and editing image, video, and audio).

While digital tools evolve rapidly, there are several useful tools listed for teachers and students by Med Kharbach (2022). These include:

    • StoryboardThat – this storyboard design tool helps to support good design and planning for effective storytelling.
    • Canva – this provides already developed templates to use in any story design and development.
    • Adobe Spark – useful if you are already familiar with Adobe products.
 

Beyond Courses: Instructional Approaches in 2022 — from learningguild.com by Jane Bozarth

Excerpts (emphasis DSC):

 In researching “upskilling for L&D practitioners” earlier this year, Learning Guild members were asked what they feel has been the biggest shift in their work over time: While technology has driven much change, sometimes seemingly exponentially, nearly everyone talked about a different sort of shift. This was true even of those who landed on the younger end of the experience spectrum. According to respondents, the biggest change is the move away from the idea that the primary role of L&D is to create “courses.” Technology changed and became easier to use, enabling development of myriad digital solutions. As noted in that report, respondents viewed this change as welcome and positive.

When asked what other types of content respondents created to be delivered OUTSIDE of a traditional course, the most common responses were creating video and job aids/performance support materials. Microlearning and curated content were also frequently mentioned, and curated collections of existing material was popular with those engaged in traditional design.

Also relevant/see:

Games, Organizing, & Motivation: ID Links 10/25/22 — from christytuckerlearning.com by Christy Tucker
Curated links on games built in Twine, storytelling, organization, useful tools, motivation, and transitioning from teaching to ID.

From DSC:
Under the Storytelling and CYOA books section, it was interesting to see the Random Plot Generator, where Christy wrote: “A writing prompt tool to generate two characters, a setting, situation, theme, and character action. This could be a fun way to start scenarios if you’re feeling stuck. h/t Jean Marrapodi.”

I thought this might be a good tool for developing writers, improv actors, and likely others as well!  🙂  

Random Plot Generator

Also from Christy Tucker, see:

If the content is very stable and unlikely to change much over time, voice over might make sense in a branching scenario. Investing in creating video also makes more sense for more stable content and skills than for something that changes every 6 months.

 

Higher Education in Motion: The Digital and Cultural Transformations Ahead — from er.educause.edu by John O’Brien

Excerpts (emphasis DSC):

In 2015 when Janet Napolitano, then president of the University of California, responded to what she saw as a steadily growing “chorus of doom” predicting the demise of higher education, she did so with a turn of phrase that captured my imagination and still does. She said that higher education is not in crisis. “Instead, it is in motion, and it always has been.”

A brief insert by DSC:
Yes. In other words, it’s a learning ecosystem — with constant morphing & changing going on.

“We insisted then, and we continue to insist now, that digital transformation amounts to deep and coordinated change that substantially reshapes the operations, strategic directions, and value propositions of colleges and universities and that this change is enabled by culture, workforce, and technology shifts.

The tidal movement to digital transformation is linked to a demonstrably broader recognition of the strategic role and value of technology professionals and leaders on campus, another area of long-standing EDUCAUSE advocacy. For longer than we have talked about digital transformation, we have insisted that technology must be understood as a strategic asset, not a utility, and that senior IT leaders must be part of the campus strategic decision-making. But the idea of a strategic role for technology had disappointing traction among senior campus leaders before 2020.

From DSC:
The Presidents, Provosts, CIO’s, board members, influential faculty members, and other members of institutions’ key leadership positions who didn’t move powerfully forward with online-based learning over the last two+ decades missed the biggest thing to hit societies’ ability to learn in 500+ years — the Internet. Not since the invention of the printing press has learning had such an incredible gust of wind put in its sails. The affordances have been staggering, with millions of people now being educated in much less expensive ways (MOOCs, YouTube, LinkedIn Learning, other). Those who didn’t move forward with online-based learning in the past are currently scrambling to even survive. We’ll see how many close their doors as the number of effective alternatives increases.

Instead of functioning as a one-time fix during the pandemic, technology has become ubiquitous and relied upon to an ever-increasing degree across campus and across the student experience.

Moving forward, best of luck to those organizations who don’t have their CIOs at the decision-making table and reporting directly to the Presidents — and hopefully those CIO’s are innovative and visionary to begin with. Best of luck to those institutions who refuse to look up and around to see that the world has significantly changed from the time they got their degrees.

The current mix of new realities creates an opportunity for an evolution and, ideally, a synchronized reimagination of higher education overall. This will be driven by technology innovation and technology professionals—and will be made even more enduring by a campus culture of care for students, faculty, and staff.

Time will tell if the current cultures within many traditional institutions of higher education will allow them to adapt/change…or not.


Along the lines of transformations in our learning ecosystems, also see:


OPINION: Let’s use the pandemic as a dress-rehearsal for much-needed digital transformation — from hechingerreport.org by Jean-Claude Brizard
Schools must get ready for the next disruption and make high-quality learning available to all

Excerpts:

We should use this moment to catalyze a digital transformation of education that will prepare schools for our uncertain future.

What should come next is an examination of how schools can more deeply and deliberately harness technology to make high-quality learning accessible to every learner, even in the wake of a crisis. That means a digital transformation, with three key levers for change: in the classroom, in schools and at the systems level.

Platforms like these help improve student outcomes by enhancing teachers’ ability to meet individual students’ needs. They also allow learners to master new skills at their own pace, in their own way.

As Digital Transformation in Schools Continues, the Need for Enterprising IT Leaders Grows — from edtechmagazine.com by Ryan Petersen

K-12 IT leaders move beyond silos to make a meaningful impact inside and outside their schools.According to Korn Ferry’s research on enterprise leadership, “Enterprise leaders envision and grow; scale and create. They go beyond by going across the enterprise, optimizing the whole organization and its entire ecosystem by leading outside what they can control. These are leaders who see their role as being a participant in diverse and dynamic communities.”

 

 

Student Preference for Online Learning Up 220% Since Pre-Pandemic — from campustechnology.com by Rhea Kelly

Excerpt:

According to a recent Educause survey, the number of students expressing preferences for courses that are mostly or completely online has increased 220% since the onset of the pandemic, from 9% in 2020 (before March 11) to 29% in 2022. And while many students still prefer learning mostly or completely face-to-face, that share has dropped precipitously from 65% in 2020 to 41% this year.

“These data point to student demand for online instructional elements, even for fully face-to-face courses,” Educause stated.

Also relevant/see:

  • A Surge in Young Undergrads, Fully Online — from insidehighered.com by Susan D’Agostino
    Tens of thousands of 18- to 24-year-olds are now enrolling at Western Governors, Southern New Hampshire and other national online institutions. Does this represent a change in student behavior?
 

How Long Should a Branching Scenario Be?— from christytuckerlearning.com by Christy Tucker
How long should a branching scenario be? Is 45 minutes too long? Is there an ideal length for a branching scenario?

Excerpt:

Most of the time, the branching scenarios and simulations I build are around 10 minutes long. Overall, I usually end up at 5-15 minutes for branching scenarios, with interactive video scenarios being at the longer end.

From DSC:
This makes sense to me, as (up to) 6 minutes turned out to be an ideal length for videos.

Excerpt from Optimal Video Length for Student Engagement — from blog.edx.org

The optimal video length is 6 minutes or shorter — students watched most of the way through these short videos. In fact, the average engagement time of any video maxes out at 6 minutes, regardless of its length. And engagement times decrease as videos lengthen: For instance, on average students spent around 3 minutes on videos that are longer than 12 minutes, which means that they engaged with less than a quarter of the content. Finally, certificate-earning students engaged more with videos, presumably because they had greater motivation to learn the material. (These findings appeared in a recent Wall Street Journal article, An Early Report Card on Massive Open Online Courses and its accompanying infographic.)

The take-home message for instructors is that, to maximize student engagement, they should work with instructional designers and video producers to break up their lectures into small, bite-sized pieces.

 

What might the ramifications be for text-to-everything? [Christian]

From DSC:

  • We can now type in text to get graphics and artwork.
  • We can now type in text to get videos.
  • There are several tools to give us transcripts of what was said during a presentation.
  • We can search videos for spoken words and/or for words listed within slides within a presentation.

Allie Miller’s posting on LinkedIn (see below) pointed these things out as well — along with several other things.



This raises some ideas/questions for me:

  • What might the ramifications be in our learning ecosystems for these types of functionalities? What affordances are forthcoming? For example, a teacher, professor, or trainer could quickly produce several types of media from the same presentation.
  • What’s said in a videoconference or a webinar can already be captured, translated, and transcribed.
  • Or what’s said in a virtual courtroom, or in a telehealth-based appointment. Or perhaps, what we currently think of as a smart/connected TV will give us these functionalities as well.
  • How might this type of thing impact storytelling?
  • Will this help someone who prefers to soak in information via the spoken word, or via a podcast, or via a video?
  • What does this mean for Augmented Reality (AR), Mixed Reality (MR), and/or Virtual Reality (VR) types of devices?
  • Will this kind of thing be standard in the next version of the Internet (Web3)?
  • Will this help people with special needs — and way beyond accessibility-related needs?
  • Will data be next (instead of typing in text)?

Hmmm….interesting times ahead.

 

Lessons Learned from Six Years of Podcasting — from derekbruff.org by Derek Bruff

Excerpt:

Last month on Twitter, I shared some of the many, many things I’ve learned from podcast guests over the last six years. I encourage you to check out that thread and listen to a few of my favorite episodes. Here on the blog, I’d like to share a few more general reflections about what I learned through producing Leading Lines.

Finally, one lesson that the podcast reinforced for me is that faculty and other instructors want to hear stories. Sure, a peer-reviewed journal article on the impact of some teaching practice is useful, but some of those can focus too much on assessment and not enough on the practice itself. Hearing a colleague talk about their teaching, the choices they’ve made, why they made those choices, what effects those choices have had on student learning… that can be both inspirational and intensely practical for those seeking to improve their teaching. A big part of Leading Lines was finding instructors with compelling stories and then letting them shine during our interviews.

Speaking of digital audio, also relevant/see:

With Audiobooks Launching in the U.S. Today, Spotify Is the Home for All the Audio You Love — from newsroom.spotify.com by

Excerpt:

Adding an entirely new content format to our service is no small feat. But we’ve done it before with podcasts, and we’re excited to now do the same with audiobooks.

Just as we did with podcasting, this will introduce a new format to an audience that has never before consumed it, unlocking a whole new segment of potential listeners. This also helps us support even more kinds of creators and connect them with fans that will love their art—which makes this even more exciting.


Addendum on 9/30/22:


 

Bring Real-Time 3D Into the Classroom, and Teach for the Future — from edsurge.com by Melissa Oldrin and Davis Hepnar

Excerpt:

Real-time 3D (RT3D) is redefining interactive content. No longer confined to the realm of video games, this technology now plays key roles in industries as wide-ranging as architecture, medicine, automotive, aerospace and film.

Demand is growing rapidly for developers, programmers and artists skilled in working with Unity—the leading platform for creating and operating real-time 3D content. As use cases expand, and the much-discussed metaverse takes shape, educators today have an opportunity to prepare their students for the technology careers of tomorrow.

Real-time 3D is a technology that creates three-dimensional models, environments and complete virtual worlds that can be rendered instantly. This content goes far beyond traditional formats like film, television and print because it isn’t static; it’s both immersive and interactive. And it offers incredibly lifelike graphics while giving users precise, immediate control over their experience. In doing so, RT3D creates endless possibilities for media production and engagement.

 

Moving from program effectiveness to organizational implications — from chieflearningofficer.com by Rachel Walter

Excerpt:

To summarize, begin by ensuring that you are able to add business value. Do this by designing solutions specific to the known business problem to achieve relevance through adding value. Build credibility through these successes and expand your network and business acumen. Use the expanding business knowledge to begin gathering information about leading and lagging indicators of business success. Build some hypotheses and start determining where to find data related to your hypotheses.

More than looking at data points, look for trends across the data and communicate these trends to build upon them. It’s critical to talk about your findings and communicate what you are seeing. By continuing to drive business value, you can help others stop looking at data that does not truly matter in favor of data that directly affects the organization’s goals.

Also, from the corporate learning ecosystem:

Creating Better Video For Learning, Part 1 — from elearningindustry.com by Patti Shank

Summary: 

This is the first article in a series about what evidence (research) says about creating better video for learning. It discusses the attributes of media and technologies for digital or blended instruction, selecting content and social interactions, and the strengths and challenges of video.

 

Arts Integration and STEAM Resources for K-12 Educators

Unlock the power of creativity -- arts integration and STEAM resources for K-12 educators

Official Trailer (Art Works for Teachers)

Excerpt:

Introducing the Art Works for Teacher Podcast Trailer! Get a quick sneak peek at what you can expect from this new show, launching September 22, 2022. New episodes will be available each Thursday on your favorite podcast platform, on YouTube, and right here on our site.


From DSC:
Along these lines, also see WEST MICHIGAN CENTER FOR ARTS + TECHNOLOGY. Such a learning environment builds skills and creativity while supercharging participation and engagement!

 

 

From DSC:
I signed up to receive some items from Outlier.org. Here’s one of the emails that I recently received. It seems to me that this type of thing is going to be hard to compete against:

  • Professionally-done content
  • Created by teams of specialists, including game designers
  • Hand-picked professors/SME’s — from all over the world
  • Evidence-based learning tools

Outlier dot org could be tough to compete against -- professional-executed content creation and delivery

 

The next chapter for Learning on YouTube — from blog.youtube by Jonathan Katzman

Next year, qualified creators can begin offering free or paid Courses to provide in-depth, structured learning experiences for viewers. Viewers who choose to buy a Course can watch the video ad-free and play it in the background.

…to help learners apply what they’ve learned, we’re introducing Quizzes — a new way for creators to help viewers test their knowledge.”

.

 

To Improve Outcomes for Students, We Must Improve Support for Faculty — from campustechnology.com by Dr. David Wiley
The doctoral programs that prepare faculty for their positions often fail to train them on effective teaching practices. We owe it to our students to provide faculty with the professional development they need to help learners realize their full potential.

Excerpts:

Why do we allow so much student potential to go unrealized? Why are well-researched, highly effective teaching practices not used more widely?

The doctoral programs that are supposed to prepare them to become faculty in physics, philosophy, and other disciplines don’t require them to take a single course in effective teaching practices. 

The entire faculty preparation enterprise seems to be caught in a loop, unintentionally but consistently passing on an unawareness that some teaching practices are significantly more effective than others. How do we break this cycle and help students realize their full potential as learners?

From DSC:
First of all, I greatly appreciate the work of Dr. David Wiley. His career has been dedicated to teaching and learning, open educational resources, and more. I also appreciate and agree with what David is saying here — i.e., that professors need to be taught how to teach as well as what we know about how people learn at this point in time. 

For years now, I’ve been (unpleasantly) amazed that we hire and pay our professors primarily for their research capabilities — vs. their teaching competence. At the same time, we continually increase the cost of tuition, books, and other fees. Students have the right to let their feet do the walking. As the alternatives to traditional institutions of higher education increase, I’m quite sure that we’ll see that happen more and more.

While I think that training faculty members about effective teaching practices is highly beneficial, I also think that TEAM-BASED content creation and delivery will deliver the best learning experiences that we can provide. I say this because multiple disciplines and specialists are involved, such as:

  • Subject Matter Experts (i.e., faculty members)
  • Instructional Designers
  • Graphic Designers
  • Web Designers
  • Learning Scientists; Cognitive Learning Researchers
  • Audio/Video Specialists  and Learning Space Designers/Architects
  • CMS/LMS Administrators
  • Programmers
  • Multimedia Artists who are skilled in working with digital audio and digital video
  • Accessibility Specialists
  • Librarians
  • Illustrators and Animators
  • and more

The point here is that one person can’t do it all — especially now that the expectation is that courses should be offered in a hybrid format or in an online-based format. For a solid example of the power of team-based content creation/delivery, see this posting.

One last thought/question here though. Once a professor is teaching, are they open to working with and learning from the Instructional Designers, Learning Scientists, and/or others from the Teaching & Learning Centers that do exist on their campus? Or do they, like many faculty members, think that such people are irrelevant because they aren’t faculty members themselves? Oftentimes, faculty members look to each other and don’t really care what support is offered (unless they need help with some of the technology.)


Also relevant/see:


 

What if smart TVs’ new killer app was a next-generation learning-related platform? [Christian]

TV makers are looking beyond streaming to stay relevant — from protocol.com by Janko Roettgers and Nick Statt

A smart TV's main menu listing what's available -- application wise

Excerpts:

The search for TV’s next killer app
TV makers have some reason to celebrate these days: Streaming has officially surpassed cable and broadcast as the most popular form of TV consumption; smart TVs are increasingly replacing external streaming devices; and the makers of these TVs have largely figured out how to turn those one-time purchases into recurring revenue streams, thanks to ad-supported services.

What TV makers need is a new killer app. Consumer electronics companies have for some time toyed with the idea of using TV for all kinds of additional purposes, including gaming, smart home functionality and fitness. Ad-supported video took priority over those use cases over the past few years, but now, TV brands need new ways to differentiate their devices.

Turning the TV into the most useful screen in the house holds a lot of promise for the industry. To truly embrace this trend, TV makers might have to take some bold bets and be willing to push the envelope on what’s possible in the living room.

 


From DSC:
What if smart TVs’ new killer app was a next-generation learning-related platform? Could smart TVs deliver more blended/hybrid learning? Hyflex-based learning?
.

The Living [Class] Room -- by Daniel Christian -- July 2012 -- a second device used in conjunction with a Smart/Connected TV

.

Or what if smart TVs had to do with delivering telehealth-based apps? Or telelegal/virtual courts-based apps?


 
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