@article{ART002985062},
author={Kim su yeon},
title={Case Study of Digital Storytelling-based Classes in University General Education},
journal={The Journal of General Education},
issn={2465-7581},
year={2023},
number={24},
pages={51-87},
doi={10.24173/jge.2023.07.24.2}
TY - JOUR
AU - Kim su yeon
TI - Case Study of Digital Storytelling-based Classes in University General Education
JO - The Journal of General Education
PY - 2023
VL - null
IS - 24
PB - Da Vinci Mirae Institute of General Education
SP - 51
EP - 87
SN - 2465-7581
AB - The purpose of this study is to explore and investigate the experiences and perceptions of learners through a digital storytelling-based approach in university liberal arts classes. To achieve this, a digital storytelling integrated with digital tools was implemented in the A.C.T. (Action, Communication, Teamwork) course, which is a required general education subject at C University in Seoul. By analyzing open-ended survey responses and reflective journals written by the learners, the study focused on identifying the competencies that were mainly enhanced and what the learners learned and experienced. The results from the open-ended survey responses indicated that learners generally reported an increase in their digital tool utilization skills, attributing this improvement to direct application, adaptation, and discussions involving digital tools in team projects. Among the digital platforms used for character implementation, Galaxy AR emojis were the most commonly utilized. In addition to increased competency in teamwork, learners mentioned improved feelings of accomplishment, self-confidence, and creativity as some of the benefits they experienced while using digital tools. Overall, learners expressed high satisfaction with the team-oriented class and highlighted the acquisition of new experiences, challenges, and the realization of the importance of collaboration through active and proactive attitudes of team members. Regarding learners' perceptions of the digital storytelling-based class captured in reflective journals, the themes mentioned in descending order were the improvement of teamwork skills, feelings of accomplishment, interest and enjoyment, enhancement of creative elements, and indirect exposure to career experiences.
KW - Digital Storytelling;Utilizing Digital Tools;Storytelling;Virtual Characters;Metaverse in Education;Digital Education
DO - 10.24173/jge.2023.07.24.2
ER -
Kim su yeon. (2023). Case Study of Digital Storytelling-based Classes in University General Education. The Journal of General Education, 24, 51-87.
Kim su yeon. 2023, "Case Study of Digital Storytelling-based Classes in University General Education", The Journal of General Education, no.24, pp.51-87. Available from: doi:10.24173/jge.2023.07.24.2
Kim su yeon "Case Study of Digital Storytelling-based Classes in University General Education" The Journal of General Education 24 pp.51-87 (2023) : 51.
Kim su yeon. Case Study of Digital Storytelling-based Classes in University General Education. 2023; 24 : 51-87. Available from: doi:10.24173/jge.2023.07.24.2
Kim su yeon. "Case Study of Digital Storytelling-based Classes in University General Education" The Journal of General Education no.24(2023) : 51-87.doi: 10.24173/jge.2023.07.24.2
Kim su yeon. Case Study of Digital Storytelling-based Classes in University General Education. The Journal of General Education, 24, 51-87. doi: 10.24173/jge.2023.07.24.2
Kim su yeon. Case Study of Digital Storytelling-based Classes in University General Education. The Journal of General Education. 2023; 24 51-87. doi: 10.24173/jge.2023.07.24.2
Kim su yeon. Case Study of Digital Storytelling-based Classes in University General Education. 2023; 24 : 51-87. Available from: doi:10.24173/jge.2023.07.24.2
Kim su yeon. "Case Study of Digital Storytelling-based Classes in University General Education" The Journal of General Education no.24(2023) : 51-87.doi: 10.24173/jge.2023.07.24.2