TELL ME A STORY: ASSESSING THE IMPACT OF STORIFICATION IN THE GHANAIAN CLASSROOM
DOI:
https://doi.org/10.46827/ejes.v11i11.5669Paraules clau:
storification, digression, pedagogy, affective filterResum
Following insights from the impact of technology on education and the implementation of innovative strategies in the classroom, there has been a recent growing interest in exploring storied pedagogy in the classroom. The present study contributes to this growing body of studies by assessing the utilization of personal narratives or stories in ongoing lessons. This study seeks to achieve two main objectives. All fourteen lecturers at the Department of English Education, University of Education, Winneba and twenty randomly selected students were included in the study. In all, a total of nine non-relational and four relational instances were recorded and analyzed. The relational digressional instances facilitated understanding on the part of students since the stories made lessons relatively easy to understand. The non-relational digression instances also played a significant role in enhancing teaching and learning. These instances highlighted the affective and didactic dimensions of classroom teaching and learning. All the non-relational digression instances allowed students and the lecturer to engage in issues unrelated to the lecture. These occasions encouraged students to put off their affective filters to relax and be mentally ready when the lecture resumed. The study confirms established studies that storied pedagogy or the inclusion of personal narratives in ongoing lessons effectively enhances teaching and learning. It also has implications for further research in storied pedagogy, teacher’s digressional instances in the classroom and how digressions can be utilized to ease learners’ anxiety in the classroom.
Article visualizations:
Referències
Akkerman, S., Admiraal, W., & Huizenga, J. (2009). Storification in History education: A mobile game in and about medieval Amsterdam. Computers & Education, 52 (2), 449–459. https://doi.org/10.1016/j.compedu.2008.09.014
Armstrong, M. B., & Landers, R. N. (2017). An evaluation of gamified training: Using narrative to improve reactions and learning. Simulation & Gaming, 48(4), 513–538. https://doi.org/10.1177/1046878117703749.
Bernstein, B. (2003). Class, codes and control: Applied studies towards a sociology of language (Vol. 2). Psychology Press. Retrieved from https://anekawarnapendidikan.wordpress.com/wp-content/uploads/2014/04/class-codes-and-control-vol-1-theoretical-studies-towards-a-sociology-of-language-by-basi-bernstein.pdf
Bernstein, B. (2003). Class, codes and control: Towards a theory of educational transmission (Vol. 3). Psychology Press. Retrieved from https://books.google.ro/books/about/Class_Codes_and_Control_Towards_a_theory.html?id=yXsG5fMI9-kC&redir_esc=y
Brouwer, J., Jansen, E., Severiens, S., & Meeuwisse, M. (2019). Interaction and belongingness in two student-centered learning environments. International Journal of Educational Research, 97, 119–130. https://doi.org/10.1016/j.ijer.2019.07.006
Butler, H. E. (1920). Institutio Oratoria (Vol. 1). Loeb-Harvard UP. Retrieved from https://archive.org/details/h.-e.-butlers-quintilian-instit.-oratoria-translat.-loeb-vol.-iv-books-x-xi-xii.
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers and Education, 59(2), 661–686. https://doi.org/10.1016/j.compedu.2012.03.004.
Deterding, C. S. (2016). Make-believe in gameful and playful design. In P. Turner, & J. T. Harviainen (Eds.), Digital make-believe. Human-computer interaction series (pp. 101–124). Basel: Springer. https://doi.org/10.1007/978-3-319-29553-4_7.
Frederick, S. (2011). Re-reading Digression: Towards a Theory of Plotless Narrativity in R. Atkin (Ed.), Textual Wanderings: The Theory and Practice of Narrative Digression (pp.15-26) Legenda, Modern Humanities Research Association and Maney Publishing. Retrieved from https://www.routledge.com/Textual-Wanderings-The-Theory-and-Practice-of-Narrative-Digression/Atkin/p/book/9780367603342
Green, M. C., & Dill, K. E. (2013). Engaging with stories and characters: Learning, persuasion, and transportation into narrative worlds. The Oxford handbook of media psychology, 449-461. https://doi.org/10.1093/oxfordhb/9780195398809.013.0025
Hassad, R. A. (2011). Constructivist and behaviorist approaches: Development and initial evaluation of a teaching practice scale for introductory statistics at the college level. Numeracy, 4(2). https://doi.org/10.5038/1936-4660.4.2.7.
Isabella Aura, (2024). Storification in Formal Education Experiences, behavior and 21st century skills propensity. Dissertation submitted to the Tampere University Dissertations 940. Retrieved from https://researchportal.tuni.fi/en/publications/storification-in-formal-education-experiences-behavior-and-21st-c
Heyward, P. (2010). Emotional engagement through drama: Strategies to assist learning through role-play. International Journal of Teaching and Learning in Higher Education, 22(2), 197–204. Retrieved June 25, 2020, from http://www.isetl.org/ijtlhe/pdf/IJTLHE751.pdf
Heyward, P. (2010). Emotional engagement through drama: Strategies to assist learning through role-play. International Journal of Teaching and Learning in Higher Education, 22(2), 197–204. Retrieved June 25, 2020, from http://www.isetl.org/ijtlhe/pdf/IJTLHE751.pdf
Hsieh, H.-F., & Shannon, S. E. (2005). Three Approaches to Qualitative Content Analysis. Qualitative Health Research, 15(9), 1277–1288.
Ke, F. (2016). Designing and integrating purposeful learning in game play: A systematic review. Educational Technology Research and Development, 64(2), 219–244. https://doi.org/10.1007/s11423-015-9418-1
Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. Proceedings of the 2nd International GamiFIN Conference. CEUR-WS. Retrieved May 25, 2020, from http://ceur-ws.org/Vol-2186/paper2.pdf.
Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. Proceedings of the 2nd International GamiFIN Conference. CEUR-WS. Retrieved May 25, 2020, from http://ceur-ws.org/Vol-2186/paper2.pdf
Marton, E and Booth, S. (1997). Learning and Awareness, Mahwah NJ: Lawrence Erlbaum.
Parker, L. E., & Lepper, M. R. (1992). Effects of fantasy contexts on children’s learning and motivation: Making learning more fun. Journal of Personality and Social Psychology, 62(4), 625–633. https://doi.org/10.1037/0022-3514.62.4.625.
Patton, M. Q. (2002). Qualitative Research & Evaluation Methods (4th ed.). SAGE Publications, Inc. Retrieved from https://aulasvirtuales.wordpress.com/wp-content/uploads/2014/02/qualitative-research-evaluation-methods-by-michael-patton.pdf
Piaget, J. (1977). Psychology and epistemology: Towards a theory of knowledge. New York: Penguin. Retrieved from https://openlibrary.org/books/OL5455742M/Psychology_and_epistemology.
Piipponen, O., & Karlsson, L. (2019). Children encountering each other through storytelling: Promoting intercultural learning in schools. The Journal of Educational Research, 112(5), 590–603. https://doi.org/10.1080/00220671.2019.1614514.
Prestopnik, N. R., & Tang, J. (2015). Points, stories, worlds, and diegesis: Comparing player experiences in two citizen science games. Computers in Human Behavior, 52, 492–506. https://doi.org/10.1016/j.chb.2015.05.051.
Rymes, B. (2012). Recontextualizing YouTube: From macro–Micro to mass-mediated communicative repertoires. Anthropology & Education Quarterly, 43(2), 214–227. https://doi.org/10.1111/j.1548-1492.2012.01170.x.
Sadik, A. (2008). Digital storytelling: A meaningful technology-integrated approach for engaged student learning. Educational Technology Research and Development, 56 (4), 487–506. https://doi.org/10.1007/s11423-008-9091-8.
Schreier, M. (2012). Qualitative Content Analysis in Practice. Sage Publications Ltd
Stewart, M. (2012). Understanding learning: Theories and critique. In L. Hunt, & D. Chalmers (Eds.), University teaching in focus: A learning-centred approach (pp. 3–20). New York: Routledge. https://doi.org/10.4324/9780203079690
Tanggaard, L. (2014). A situated model of creative learning. European Educational Research Journal, 13(1), 107–116. https://doi.org/10.2304/eerj.2014.13.1.107.
Vos, N., Van Der Meijden, H., & Denessen, E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers and Education, 56(1), 127–137. https://doi.org/10.1016/j.compedu.2010.08.013.
Isabella A, Lobna H., & Juho H., (2021). Teaching within a Story: Understanding Storification of pedagogy. International Journal of Educational Research. 106, https://doi.org/10.1016/j.ijer.2020.101728.
Glaser, M., Garsoffky, B., & Schwan, S. (2009). Narrative-based learning: Possible benefits and problems. Communications, https://doi.org/10.1515/COMM.2009.026
Prins, R., Avraamidou, L., & Goedhart, M. (2017). Tell me a story: The use of narrative as a learning tool for natural selection. Educational Media International, 54(1), 20-33. https://doi.org/10.1080/09523987.2017.1324361
Green, M. C., & Dill, K. E. (2013). Engaging with stories and characters: Learning, persuasion, and transportation into narrative worlds. The Oxford handbook of media psychology, 449-461. Retrieved from https://psycnet.apa.org/record/2013-00995-025
Piipponen, O., & Karlsson, L. (2019). Children encountering each other through storytelling: Promoting intercultural learning in schools. The Journal of Educational Research, 112(5), 590-603. Retrieved from https://doi.org/10.1080/00220671.2019.1614514
Prins, R., Avraamidou, L., & Goedhart, M. (2017). Tell me a story: The use of narrative as a learning tool for natural selection. Educational Media International, 54(1), 20-33. https://doi.org/10.1080/09523987.2017.1324361
Descàrregues
Publicat
Número
Secció
Llicència
Authors who publish with this journal agree to the following terms:
Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (See The Effect of Open Access).


