Harnessing the Potential of Storytelling and Mobile Technology in Intangible Cultural Heritage: A Case Study in Early Childhood Education in Sustainability
Abstract
:1. Introduction
2. Literature Review
2.1. Sustainability and Intagible Culture Heritage
2.2. Storytelling and Digital Technology
2.2.1. Digital Technology
2.2.2. Storytelling
2.2.3. Digital Storytelling
2.2.4. Digital Storytelling in Cultural Heritage
2.2.5. Digital Storytelling in Education
3. The Case Study
3.1. The Research
- What is the impact of digital storytelling as an educational tool to the acquisition of new knowledge by preschool children?
- How can digital storytelling affect preschool children’s interest about the cultural asset of watermills?
- What are the effects for preschool children and teachers of their own digital story creation in a class context?
- What are the teachers’ opinions about the creation of digital stories by preschool children in a class context?
- class group interview before the educational intervention, in order to find out what the children know about the watermills and matters related to them.
- class group interview after the educational intervention supplemented by discussion with each of the children during the implementation of their paintings, in order to record, in more detail, the results of the pedagogical intervention at individual level as well.
- interview of one class teacher and the internship preservice teacher (hereinafter referred as T2 and T3, respectively), in order to triangulate the results of the research.
- class teacher-researcher observations: the class teacher-researcher was also the coordinator of the educational intervention and she had previously been trained in the video production process by taking part in the digital representation of the myth.
3.2. Myth’s Digital Representation
3.3. Pedagogical Intervention
- Day 1 activities:
- Day 2 activities:
- Day 3 activities:
- Day 4 activities:
- Day 5 activities:
- Day 6 activities:
4. Results
4.1. Digital Storytelling as an Educational Tool
4.2. Digital Storytelling Creation as Educational Class Activity
5. Discussion
- The preschool children that participated in the study had no knowledge about mills, either watermills or windmills. The only part of the watermill somehow familiar to them was the rotational movement of the mills, possibly having their toys in mind, since they mentioned helicopters and their fans. The children were familiar with flour as a final product and its uses, but they ignored the stages of production and processing.
- All children understood the plot of the digital story and the role each character played. They acquired new knowledge about watermills, the way they operate using the power of water, their use and also about grain processing to make flour. They enriched their knowledge about the potential of digital media to photograph, create and project videos, and understood the basic idea of how to create videos with the stop motion technique.
- The digital storytelling intervention led children acquire knowledge about watermills and their use, working with pleasant and entertaining activities. The learning goals were achieved, concerning the construction of the millstone (as presented in the myth), but also the operation of the mill, its usefulness and the processing of grain. The children’s interviews showed that, before the intervention, they ignored all these issues. The current study showed that digital storytelling was an attractive and effective educational tool that gained the interest of children and its value was appreciated by the class educators. It motivated the class to pursue new creative learning goals since it led children to create their own stories, activating their imagination and interest. Finally, it offered the teachers valuable feedback as they said that they were inspired to plan new teaching activities based on digital storytelling.
- According to the teachers’ interviews and the researcher’s observations, digital storytelling has been an attractive educational tool for preschool children that offered them new knowledge and feedback to create their own drawings. The creation of their own digital stories was also an educational experience that was understood by the children in terms of implementation, to a very satisfactory degree, and at the same time offered them the satisfaction of a creative result. It was also a pleasant experience that highlighted the value of cooperation and teamwork. It was a very enjoyable and creative activity for the teachers as well. They stated that it worked as feedback and gave them ideas for future educational activities. It is important that the views of teachers converge, a fact that triangulates and strengthens the results of research.
- myth and storytelling, which are considered capable to engage young generations, to improve learning, to safeguard and to enhance dissemination of cultural heritage [12,16,17,19,25,31,32]. The selected myth is a local traditional story about watermills, the first invention that utilizes a natural and renewable energy source, the water, and is based on local habitant’s narration and on field research [52], and its use is in line with relevant studies [40].
- digital representation and digital storytelling. The digital representation of the myth is based on principles and guidelines of other researches [14,35,43] and it was created using the stop motion technique, a simple and well-known technique that can be used even by children, since it requires no special equipment or expert knowledge, but only minimum guidance. The age appropriate digital representation of the myth attracted children’s attention and created a suitable pedagogical context for discussion about the way older generations covered their basic needs with respect to the physical environment and natural resources.
- digital storytelling as a pre-created story that had the role of a valuable guide for students and teachers in creating their own digital stories and confirms the results of other researches [5] that stress that the difficult part for the students-creators was to write the story, and that the use of a video as an example is necessary [5].
6. Conclusions/Future Work
Author Contributions
Funding
Conflicts of Interest
Appendix A
- 1.
- Do you know what a watermill is? If yes, have you ever visited one? If no, can you think or imagine what a watermill might be?
- 2.
- Do you know what a windmill is? If yes, have you ever visited one? If no, can you think or imagine what a watermill might be?
- 3.
- Do you know how flour is made? What is it used for?
- 4.
- Would you like to watch a video about a story for watermills?
- 5.
- Did you like the video?
- 6.
- What did the miller collect with the shovel?
- 7.
- What was the craftsman’s problem?
- 8.
- Who helped the craftsman?
- 9.
- What do you believe about the goblin, was it good or bad?
- 10.
- What did craftsman insert among the stones?
- 11.
- Why did he do that?
- 12.
- What is a watermill? What does it do?
- 13.
- Would you like to create your own video—digital story?
- 14.
- How did we create the videos?
- 15.
- What did we do with the photos?
- 16.
- Would like to make digital stories again?
- 17.
- Who helped the craftsman? (same question with 8)
- 18.
- What do you believe about the goblin, was it good or bad? (same question with 9)
- 19.
- What did craftsman insert among the stones? (same question with 10)
- 20.
- What is a watermill? what does it do? (same question with 12)
- 21.
- What did you like most of all and would like to draw?
- 1.
- Did you like the video?
- 2.
- Did the children understand the myth?
- 3.
- What is your opinion about the educational value of the presented video?
- 4.
- What is your opinion about creating our own digital stories with the children?
- 5.
- Do you believe that these are some possible difficulties and deterring factors?
- 6.
- What is your opinion on the digital storytelling creation process?
- 7.
- Do you believe that children liked it?
- 8.
- Did children understand the video creation process?
- 9.
- How will you describe children’s response for participation?
- 10.
- Would you apply the same process for a pedagogical purpose in the future?
- 11.
- What is your opinion about the digital stories we created with children?
- 12.
- Do you think the children were impressed by their stories?
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Tzima, S.; Styliaras, G.; Bassounas, A.; Tzima, M. Harnessing the Potential of Storytelling and Mobile Technology in Intangible Cultural Heritage: A Case Study in Early Childhood Education in Sustainability. Sustainability 2020, 12, 9416. https://doi.org/10.3390/su12229416
Tzima S, Styliaras G, Bassounas A, Tzima M. Harnessing the Potential of Storytelling and Mobile Technology in Intangible Cultural Heritage: A Case Study in Early Childhood Education in Sustainability. Sustainability. 2020; 12(22):9416. https://doi.org/10.3390/su12229416
Chicago/Turabian StyleTzima, Stavroula, Georgios Styliaras, Athanasios Bassounas, and Maria Tzima. 2020. "Harnessing the Potential of Storytelling and Mobile Technology in Intangible Cultural Heritage: A Case Study in Early Childhood Education in Sustainability" Sustainability 12, no. 22: 9416. https://doi.org/10.3390/su12229416
APA StyleTzima, S., Styliaras, G., Bassounas, A., & Tzima, M. (2020). Harnessing the Potential of Storytelling and Mobile Technology in Intangible Cultural Heritage: A Case Study in Early Childhood Education in Sustainability. Sustainability, 12(22), 9416. https://doi.org/10.3390/su12229416