DIGITAL STORYTELLING
INTRODUCTION
Stories is one of the major things
children love. It plays a major role in their daily activities which enhance
their creativity thinking and refreshes mind. The telling of them is one means
by which they are able to create their imaginary world, learn how to
communicate, and bring them together. Also, telling stories is fun and
exciting. It comprises creativity broad thinking and allows imagination of outlandish
places and unrealistic characters. Given the importance of storytelling, it is
no surprise that there have been many attempts in HCI to support it for
children. Some of these, such as Story
Mat [4], are designed to support children engaging in storytelling,
learning from their peers through replaying their stories. Other systems
support multiple co-present children to create stories together in various
ways. Pogo [5] for example, permits
objects including the person using the application to participate using
photography or video.
Problem
definition;
Digital
Storytelling has some challenges to the users. It can be said that corrupt or
evil storytelling using digital media will simply and easily corrupt children’s
mind set. Many students have trouble learning to create an academically sound
argument and providing learners a collection of digital images and short clip
videos. Additional challenging issue for students is respect for copyright and property
of others. Majority students of all ages use the Internet to find images, music
in fact almost everything for attachment in their files or stories. The theory
of educational fair use may be vividly argued, giving learners some freedom in
sort of materials to use, while in other cases, the instructor or tutor may
have restricted area or type of content to be used.
Lastly, people
leave their houses to school, work or possibly a hospital, bank or travelling
on a journey and they are required to wait for a while before been attended
until they arrive at their destinations. Instead of waiting idle and lonely they
could make use of the story app to keep them busy and happy. The application is
available both in mobile phones, pc, or tablet computers. The app has different
categories of stories in different languages ranging from children type of
stories to adult type of stories. One can listen to the stories via audio or by
viewing them to desired text size and reading.
Problem
solving;
With some of the
challenges been stated, here are some possible solutions that will help to
achieving our goals
·
One useful strategy is for dealing with the
copyright issue is for learners to come up with their content, this will
include capturing pictures and recording audio tale with a microphone or
recorder. Though, individually created materials is not the only source of
usable contents. There are multiplicity of sites that permits leaners or
researchers to use any content that is in the public domain.
·
The application should be clean for viewers.
All adulterated content should be limited for adult only (+21), it will bring
stability to the content.
AIM and OBJECTIVES;
The aim of this
project is to develop a story telling app. To develop a story telling app that
is easy to maintain and has the basic functions. Our main objectives is to
analyse the flow of the system and its requirements to apply story telling
approach in educational sector, which will facilitate both the student and
tutors work load. Moreover our project does not require any design phase as instructed.
Literature review;
In the modern
days, our lives have become more involved with technological equipment.
Developing technology resulted in new generations being more technology understanding
than their parents and, even more so, their grandparents. Therefore,
researchers have argued that “the impact of the digital technologies and especially
the Internet in the 21st century post-secondary classroom is unquestionable and
dramatic” (Tamim et al. [2011]).
According to “Prensky”, today’s students are the first
generation to grow up surrounded by digital technology (Prensky [2001]). During their daily
lives these students have been routinely exposed to computers, electronic
games, digital music players, video cameras and mobile phones. They are
immersed in instant messaging, emails, web browsing, blogs, wiki tools,
portable music, social networking and video sites (Prensky [2001]; Lea & Jones [2011]; Sternberg et al. [2007]). These technologies
allow them to communicate instantly and access any information from virtually
any place by pushing a few buttons (Autry & Berge [2011]).
It is likely that the rise of some changes in educational
practice, such as distance education, online learning and blended learning, has
been the response to the integration of computers and the Internet to the new
generation’s lives (Tamim et al. [2011]). Today’s school
environment includes technology, and teachers use it on a daily basis; the
basic school infrastructure includes computers, printers, scanners, digital
cameras and the Internet, and the majority of teachers have access to word
processing, calculations, multimedia and communication software (Hsu [2013]). According to Pitler,
“Applied effectively technology not only increases students’ learning,
understanding, and achievement, but also augments their motivation to learn,
encourages collaborative learning, and develops critical thinking and
problem-solving strategies” (Pitler [2006]). Therefore, attention
should be given to the subject of technology integration (Sadik [2008]).
METHODOLOGY;
This can simply be
describe as the system method applied to a particular field study. In this case
we are going to use the waterfall approach because it is easy to understand due
to the rigidity of the model and perfectly fit for a smaller project.

REQUIREMENT;
1. Script
writing.
2. Creating
a story board.
3. Sounds
and music.
4. Images.
5. Use
of video software such as adobe premiere designed to help tell stories.
6. Animation.
7. Download,
play offline and share your story on social media.
REQUIREMENT
ANALYSIS;
As the requirement been stated above, below
is their responsibilities to the project;
1. Script writing; this aspect of
the project is carried out by the script writer. He or she will be responsible
for writing the scripts for the various categories of stories that can be
accessed by our app such as the;
(i) Accomplishment stories; about achieving
a goal, graduating from school, or winning an honour can easily fit into the
framework of the desired structure.
(ii) Recovery stories; sharing the
experience of overcoming a tragedy,
challenge, or a personal obstacle is an archetype that always have the
potential to move audience.
(iii) Love stories; we all want to know how
someone proposed, met a spouse, experienced the birth of a child or came to
terms with a parent. These type of stories helps affirm our own relationships.
(iv) Discovery stories; these stories review
how we uncover a truth or learned how to do something.
(v) Comedy stories; stories with aims of
making the audience have a good time laughing.
2. Creating the
storyboard; this is where we plot out our visual materials to make them in
order. A story board is simply a place
to plan out a visual story on two levels;
(i) Time; what happens in what order?
(ii) Interaction; how does the voice-over
and music work with the images or videos.
We will begin this process
with a small stack of index cards by taking each visual element that we plan to
use and laying it out on our desk. Next by placing a single index card below
each image. On the index cards, we jot down the main word that can be read as
the image appears in the story making sure we give each element a chance to
breathe rather than rushing through them in an effort to pack in more imaginary.
3. Sound and music; this aspect of the project is
handled by the sound engineer or a multimedia expertise.

He or she will be responsible for including music such as the
background music that plays once the app is launched, and also will choose
music that induces the rhythm and pace of the various categories of stories. Using
the right soundtracks or instrumentals such as the classical, ambient, folk or
jazz with no vocals. And moreover the expertise is responsible for converting
the written script into audio form in a better quality.
5. Images

This task is carried out by the interface designer. The person is responsible for the over all
design of the project ranging from the
high level design that oversees the whole aspect of the project to the low
level design that oversees every sub section of the project. The expert is also
required to include images that describes every story content.
6. Animation.

This is the process
of making the illusion of motion and change by means of rapid display of a
sequence of images fooling the eyes to perceive movement. This will be created
for every story in the application to bring about a more and detailed
understanding of the story.
7. Use of video software such as adobe premiere designed
to help tell stories;
With the adobe
premiere, we will create a project and set up our workspace that will enable us
start pulling together the nature of our story. We will then import photos ,
videos and audio files into our project,
then we will use the project panel to preview the imported video clips and view
infornations about the imported media
assets and organize the assets for use in the future.
8.
Download and Share your story; after accomplishing every step above, and testing our app
for both fuctionality and non-fuctionality requirements we will then implement our app having a
plattform whereby the audience would be able to share any story they have
enjoyed to any of their social media accounts.

SYSTEM REQUIREMENT STRUCTURE
SYSTEM
DESIGN;
This is the phase where al structured
diagrams are included. It has the use case diagram which describe how the system
should be operated it gives a hint to the outcome of the project. It also
include the class diagram which helps to create objects. Sequence diagram
further describe the project and explain it in a brief details. And ghant chart
which shows how long the program will last.
Below are the UML diagrams for the
project;

Fig 1.
|
<< Class>>
storytelling
|
|
+ active story: story
+ possible stories :array[story]
|
|
+ play speech (active story, zone)
Starting once the character enter a zone.
|
CLASS DIAGRAM
|
<<class>>
Caitlyn
|
|
|
|
+ find
storytelling(story) : void
|

Figure
2 use case diagram
. 

Figure
3 sequence diagram

Figure
4GHANT CHAT
ADVANTAGES
OF THE SYSTEM
Digital story telling app
has a lot of advantages which include;
·
It can engage you do something when you feel
lonely or isolated. What you need is just a smartphone.
·
It will facilitate teachers in teaching and a
student in terms of understanding. When a teacher uses story to impact a
knowledge on student they will find it easy to understand and hard to forget.
·
There will be a public domain which will free
majority of students from copyright issues.
·
Lastly, adulterated content will be extremely
limited so that people of any age can get access and use it freely.
FUTURE
ENHANCEMENT;
This phase is important for
the maintenance of the project it is actually depend on the feedback given by
the customers which the project manager will attain in other to satisfy his
customers.
CONCLUSION;
Since the main aim of this
project is to give a blueprint on how a digital storytelling app should be
created, I would like to recommend that if the app is fully implemented and
deployed it will bring a massive change to students and boost their creativity
skills. And also children will be more happy because they got their mini
satellite on phone they can get access to it anytime anywhere
However, a number of storytelling
apps have been developed to assist educational sectors achieve a conducive
environment for learning with digital storytelling; yet, none of these models
provide a complete academic framework for engaging students with digital
storytelling during various stages of learning.
The results of this project is
to show that digital storytelling can provide and improve students with special
needs.. In addition, digital storytelling can help students to improve their
confidence, and can contribute to better social life of a student.
REFRENCES:
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