Storytelling in Instructional Design

Storytelling in Instructional Design

From Learning and training wiki

Share/Save/Bookmark
Revision as of 02:11, 26 December 2014 by Administrator (Talk | contribs)

Jump to: navigation, search
Term2.png Story-telling in Instructional Design

Storytelling is a pedagogical tool used also in instructional design. It is an instructional tool with which designers deliver information dynamically as opposed to the conventional method where information is delivered statically.

The designers outline stories with two main purposes:

1) to deliver information in a narrative way based on facts and experiences; and 2) to assess the learning progress where the stories appear under the form of problem based or case based exercises.[1][2]

Common traits of the two are: they are learner-centred, require collaboration and cooperation between the learners and aim to solve real life problems.

Stories can be great ways of presenting instruction to learners:

• Humans are wired to stories;

• We pay attention to stories and want to know the ending;

• It helps us connect our own lives with stories;

• We remember good stories.

A story should challenge, stimulate thinking, create emotional resonance, and live on in the minds of its readers.[3]


Toolkit.png Outlining a story


Using storytelling to deliver information in the instructional design process implies following few steps, also known as the ADDIE model: design as storytelling

       Step 1. Analyse:

• Identify the conflict: consists in identifying the problem that needs to be solved to achieve the performance wanted.

• Getting to know the learners: Who are the learners? How does one of their day to day lives look like?

• Consider the learners’ environment.

• Decide the form of the story: What kind of story shall be used? A fictional story? A longer story? What multimedia supporting elements should the story include?


       Step 2. Design: Design the plot of the story.

• Introduction: How do we relate the instructional story to their own lives?

• Escalating action: the information is delivered progressively starting with the most basic concepts and ending with the most complex ones. The modules need to be scaffolded.

• Climax (the peak): assessment activities should challenge the learners in accordance with what has been previously provided engaging the learners in critical thinking.

• Resolution: provide learners support to transfer the information provided into their lives. At the end they have to see the relevance of the training they have been provided with.

       Step 3. Development/Implementation/Evaluation:

• These three stages take place almost simultaneously when creating an instructional story. Evaluate the objectives, design and instructional methods constantly throughout the development and implementation phase.

• Keep only the content that supports the plot (need-to-know content).

• Answer the questions: What facts, concepts and principles could support the learners in solving their real life problems? Did you provide them with the big picture? In other words: do they know the context?

• Hand out the story for reviewers to see the story from the eyes of the audience.

[4][5]


See also: Instructional Design, Problem-based learning, Case-based learning, ADDIE


References

  1. Problem based learning http://edutechwiki.unige.ch/en/Problem-based_learning
  2. Case based learning http://edutechwiki.unige.ch/en/Case-based_learning#Instructional_Models
  3. Storytelling http://www.comet.ucar.edu/presentations/DesignasStorytellingWebVersionv2PatParrish.htm
  4. Storytelling and Instructional Design http://instructionaldesignfusions.wordpress.com/2010/07/13/the-instructional-designer-as-storyteller/
  5. Instructional Design https://instructionaldesignfusions.wordpress.com/category/instructional-design-approaches/digital-storytelling/