VEJ June 2013

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Storytelling: A creator’s guide to interactive entertainment enters into the bleeding edge technological areas of entertainment and digital media which may transcend the needs of the teacher, yet Ohler’s work draws on some of these ideas to sophisticate how educators may view digital storytelling. Finally, Frazel’s work, written explicitly for educators and published through ISTE, constitutes a baseline-beginning guide. Both Ohler and Frazel include rubrics and resources but Frazel’s work nods more towards the technology integration and NETS and Ohler addresses Common Core in greater depth. In combination, both texts excel at furnishing assessment tools and arm educators looking to proof digital storytelling as curriculum for their classroom. Like the previously mentioned texts, Digital Storytelling in the Classroom becomes a reference guide. The book is divided into three sections for quick reference, including several resource sections at the end. In the first section, the author develops a framework for digital storytelling in the classroom. The second session offers tools and useful planning techniques. Tools, technical skills and guidance regarding rights issues are covered in the last section. The last chapter of section three presents detailed information about copyright issues and fair use which is invaluable for teaching digital citizenship to student story-tellers. Ohler’s book represents a wonderfully, well-resourced tool for educators in the field and as well as a supplement for teaching a course in digital-storytelling. Undoubtedly, more needs to be understood about digital storytelling. Research and practice will continue to unveil new information and opportunities. Meanwhile, progressions in technology will undoubtedly present challenges and opportunities for this medium. Thankfully we benefit from writers like Ohler who work tirelessly to describe this instructional tool for educators. Ohler, J. (2013). Digital storytelling in the classroom second edition: new media pathways to literacy, learning, and creativity. Thousand Oaks: Corwin Press. ISBN978-1-4522-6825-5 Cost of book (paperback): $35.82 Length: 304 Pages and Digital Content Rurik Nackerud is a doctoral student at Portland State University researching games and mobile learning. He consults with schools and educators looking to implement technological tools for educational purposes.

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