Student Projects

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Overview | 2018 | 2017 | 2016 | 2015 | 2014 | 2013 | Notes

Overview

These are student projects from DTC 354 Digital Storytelling [1] and DTC 338 Special Topics classes. In each, students conceptualized their projects, and considered the appropriate interface, narrative approach, and digital media to engage their audience(s) with critical thinking, communication, digital literacy, and, in many cases, civic engagement. Enjoy!

2018

I did not offer either DTC 354 Digital Storytelling or DTC 338 Special Topics during 2018.

2017

DTC 354 Digital Storytelling

(Fall 2017)
Luke Barnes, Mask Story
A short story about a brief encounter with the supernatural.

Miranda Barnes, The Spirit of Mr. Scrooge
A comic style video backstory for A Christmas Carol explaining why Scrooge is the say he is, and how his business partner, Jacob Marley, died.

Richard Boneski III, The Donkey and the Dust
A digital animation about a wandering donkey who struggles to find his place during the turbulent, and incredible storms of the 1930s Dustbowl.

Evan Cottle, Building A Band
A video narrative about three young musicians meet to jam, and end up becoming a hit band.

LaMarr Cuffie, Rites of Passage of the Ogitchida
A video memorial for Dennis Banks (1937-2017), Native American activist, teacher, author, and cofounder of the American Indian Movement.

Christian Denny, Spirit Story Stroll
A locative narrative focused on Vancouver, Washington, historic locations and their amusing, sometimes spooky stories.

Deborah Dolphin, Squirrel Bridges: A Small Tale, in a Small Town, about Small Bridges
A video documentary about the small bridges, meant for squirrels, in Longview, Washington.

Burke Johnson, The Venezuelan Purge
Riots, protests, a purge, a civil war. The video tells more of the story of what is happening in Venezuela than what we see or hear in the news media.

Payton Leahy, Story
A web graphic novel horror story.

Brady Lewis, ESPY
A Twine-like choose your own interactive adventure scavenger hunt spanning various locales around Washington and Oregon.

Stephanie Maldonado, The Process of Loss
A personal memoir about the loss of a loved one.

Che'lynne Martinelle, The Moon's Song
Video prologue to a longer work by the same name. This is the story of the Sun and Moon, and how the daughters of the Moon came to be. Best experienced with headphones.

Michael Mason, The History of Us in Our Voices
A personal narrative of family history told with the voices of its members.

Erin McBride, Shadow
A video warning tale for those who forget to keep warmth in their hearts.

Zachary McNaught, The Art of Manipulation
A video about a high school principal's manipulative strategies to get get students talking after they steal the answers to a big test.

Allison Moen, Heist Story
An interactive story about three people planning to steal the Mona Lisa painting.

Andrew Nevue, The Spirit of Dogs Live on through New Dogs
A personal video contemplation about how the spirit of former dogs seem to return in the bodies of their replacements.

Jakob Potter, The Deciding Battle
A web-based interactive comic.

Brianna Rizzi, Storytelling Project
A fantasy visual fairy tale told in silhouettes.

Oliver Romero, Raphael
The thinly disguised (but authorized) biography of yet unknown internationally famous fashion designer, Raphael.

Alexander Shi, The Question
An interactive TWINE philosophical conversation between a man and a cat.

Kaitlyn Slorey, The Art of Letting Go
An interactive Twine story relating the perspective of a leaf on facing anxiety.

Mason Stiller, Gauntlet Quest
A fun audio book fantasy adventure in video format that should not be taken too seriously. A quest for riches quickly turns into something much more. The 1980s inspired logo is the only thing to see. So, sit back and let your imagination construct a magical world with just a slight bit of guidance.

Yuri Vononyuk, Mitasov
First, he lost his folder. Then he lost his mind, and covered the entire neighborhood in senseless writing that has sense inspired an artistic form. A true story, remixed in this video.

Jonathan Wambach, Jose's Story
An interactive kinetic novel (visual novel without choices) based on a true story about a boy raised in Mexico who, after accepting a full scholarship at University of Texas-Austin, learns about his birth parents.


DTC 338 Special Topics: Sound Installations

(Spring 2017)
A collage of 1-minute student sound art works.

Artists and titles, in order of appearance:
Ashley Armstrong, "Rain and Piano"
Roger Balch, "Podcast City"
Madeleine Brookman, "Moments in Anime"
Henry Brooks, "Water and Drums"
Ka Ho Chow, "1 Minute Sound"
Erin Cooper, "DTC 338"
Nathan Craciun, "Bird_Sines"
Jason Espada, "One Minute"
Giselle Gomez, "Sound Installation"
Liliana Gurrola, "Piano Serenade"
Bernd Hoffmann, "Homework at Home"
Travis Jones, "Scary Sounds around the House"
Patricia Juan, "Juan Project #3"
Michael Lessing, "Horror Movie Parody Trailer"
Rayvnn Martin, "DTC 338"
Haley Mitchum, "Mitchum Sounds"
Chuck Mitchell, "Classroom Chatter"
Valerie Parrish, "My Environment"
Jakob Potter, "Water Bottle"
Josh Roberts, "Bar Sounds"
Kaylee Sales, "DTC 338 12:13 PM"
Brianna Savage, "Peace and Quiet"
Ryan Schafte, "Schafte Project #3"
AJ Schock, "The Life of a Bowling Ball"
Julien Stalick, "Stalick1"
Jacob Torres, "Synth Blends"
Bandon Van Sluis, "Installation"


2017 Mid-Term Projects

1-2 minute student sound art works, with individual themes or following the prompt "alien encounter."

Ashley Armstrong, Rebirth

Roger Balch, Egocentricity

Carly Braden, Sleep

Madeleine Brookman, How Video Games Say I Love You

Henry Brooks, Alien Abduction in the Woods

Ka Ho Chow, CMDC 20th Anniversary

Erin Cooper, Aftermath

Nathan Craciun, One Giant Leap for Alienkind

Jason Espada, Journey for Caffeine?

Giselle Gomez, Blue Colored Lenses

Lylliana Gurrola, Beauty Began in A Garden

Bernd Hoffmann, Deep Space Sonar

Travis Jones, Pat Jones: Reflecting on 91 Years of Life

Patricia Juan, Door To the World

Michael Lessing, A Room of Hungry Cougars

Rayvnn Martin, Love Like Lewis

Haley Mitcham, Space Escape

Chuck Mitchell, A New Beginning

Valerie Parrish, We Are Unified

Jakob Potter, Hostile Arrival

Josh Roberts, Horrifying Poltergeist Encounter

Kaylee Sales, Sunny City Stroll

Brianna Savage, Ruff Life

Ryan Schafte, Close Encounters of the Disappointing Kind

AJ Schock, Noisy Apples

Jacob Torres, Voyage to the Future

Brandon Van Sluis, Worrying


2017 Final Projects

Collaborative and individual student sound art works publicaly exhibited as "Divine Sounds," Friday, 5 May 2017, at Divine Consign, Vancouver, WA. Students were interviewed and samples of their works were live streamed via American Senior Radio Network, courtesy of Gerald Gaule. Listen to a recording here.

The broadcast was heard by 577 listeners from 27 countries as follows
United States of America (126), Canada (72), Japan (60), Germany (58), England (55), France (32), Ireland (27), Poland (22), Italy (19), Norway (18), Hungary (16), Costa Rica (15), China (12), Argentina (11), Taiwan (9), Belgium (7), Russia (5), Bolivia (3), Guam (2), Singapore (1), Chile (1), India (1), Senegal (1), Jordan (1), Austria (1), Denmark (1), Panama (1).

Ashley Armstrong, Embrace Nothing
We are lost. Floating through space. A tiny ball of nothing in the corner of the universe. Each living our own individual lives with one another. Embrace each other. Embrace our world. Embrace nothing.

Roger Balch, Converse Mediocrity Insanity
In some ways buying furniture feels the same as walking into a car dealership: two people, two goals, one outcome. It all happens in an insane environment.

Carly Braden, Distortion
How a space looks often drives our expectations of what me might here there. This work disrupts those expectations by creating some surprisingly different sonic combinations.

Madeleine Brookman, Moments in Anime
A combination of tactile and visual elements (photos, figures, books, and manga) as well as environmental and vocal sounds from anime edited over a base instrumental track of "Where Were You?" by Parachutes. This work captures the cultural essence of Japan through anime and takes us through various situations, emotions, and cultural events.

Ka Ho Chow, Deaf Experience in Music
Deaf people can feel and sense music. They can feel the vibrations of musical beats. They can see visualizations like color and movement. They can "listen" without actually hearing. This work seeks to simulate that experience for those who are not deaf.

Erin Cooper, Industrialization
This work creates awareness of the impact humans have on the environment. It is also meant to impact and change listener's perspectives of students in the Creative Media & Digital Culture Program.

Nathan Craciun and Henry Brooks, I/O
This work celebrates the rich auditory history of digital to human interfaces. This montage of sound files spans the sound design that has been developed to connect humans to the digital—from fax machines to smartphone notifications. This work attempts to immerse the listener and make them aware of the beauty and progression of digital interface design.

Jason Espada, Invisible Noise
This work uses an antenna to receive Wi-Fi signals in its vicinity. These invisible, unheard signals are converted to audio and spit from speakers in real time. This invisible noise is invasive, but it represents communication and commerce happening all around us, the sounds of devies using the Internet.

Giselle Gomez, Beneath the Waterfall
All it takes to start a waterfall is one drop of water. Combined with another drop and another, what once could hardly wet a square inch, can now change the face of a mountain. Our desires and actions are the same. The more we add to a sea of actions, the more we can help change the world. This sound work aims to facilitate reflection and introspection. Listen and explore your desires. How will you change the world?

Lylliana Gurrola, Tenalach
A collaboration of different nature sounds that we usually pass by on a daily basis. My intent for the sound is to give you the feeling of adventuring outdoors, taking in a deep breath of fresh air, stepping on crunchy leaves on a brisk morning, or wondering through an amazon forest. To be Tenalach — the relationship one has with the land, the air, the water; a deep connection that makes you one with nature.

Bernd Hoffmann, Sub-Harmonic Duet
A subwoofer-duet of the lowest possible frequencies. Two different tones are generated from two separate subwoofers to create some of the deepest possible harmonics to resonate your ears and minds. And also the walls. NOTE: This work is difficult to hear, by intention. The better the speakers, the better the listening experience.

Travis Jones, Musical Chairs of History
Three chairs. Sit down, relax, and listen. Can you guess the three decades that rest in each chair? Sound samples about music, inventions, and elections provide cues.

Patricia Juan, Opportunities & Second Chances
An imaginary radio show where the host, DJ Shy, reads stories from Filipino Americans about their journeys to America. The desire is to provoke thoughts about today's political climate and share the struggles of a small community of people who wanted better opportunities or second chances.

Michael Lessing, A Cougar's Day
A sonic journey through the day of a WSU student. The sounds, however, come from an unlikely source.

Rayvnn Martin, Retrograde
A celebration of humanity and the complex realities that we create in the world around us. However, who you are is not your external circumstances—you are not your fears, you are not your failures, they are the objects that you juggle.

Haley Mitcham, Crash and Turn
This work uses two objects, normally used to create music, to instead create sound art.

Chuck Mitchell, Natural Destruction
This listening experiment requires listeners to focus on what they are hearing. Sit down, relax, and listen. There will be a test after.

Valerie Parrish, Drawing Sounds
Using provided paper and drawing supplies, listeners are asked to interpret visually what they hear. Take time to listen and transfer the sounds you hear into the community drawing. Interpret the sound waves into a creative visual.

Jakob Potter, Your Computer Can See You
Housed in a striped-out computer, this interactive work plays computer sounds and text-to-speech samples as people walk by. The intent is to inform people about how often they are seen by their devices and other cameras, traffic cams, CCTV, etc.

Josh Roberts, Destroying the Forest
The sounds of nature. The sounds of nature being destroyed. Deforestation affects all of us on this planet. Listen and hear the sound of deforestation. Imagine the results.

Kaylee Sales, Wait, Was That My Phone?
A sound narrative about the impact of technology and how it affects our lives.

Brianna Savage, Hidden Portal
A listening-based adventure story about helping a firefly queen break a curse to save the lights of her subjects. Sound effects and music, inside an immersive environment, all help bring the listener into the narration.

Ryan Schafte, Forgotten Fighters
Sometimes veterans experience things that stick with them. By listening to their stories I hope to create awareness and understanding of what they may be going through.

AJ Schock, The Trophy Case
Recalls the atmosphere of competition of softball, volleyball, and bowling. Seeks to engage the audience with a healthy dose of satisfaction, pride, and defeat.

Jacob Torres, The Voyage to the Future
An attempt to demonstrate that sound modulation or pitch variation produced by synthesizers can be pleasant to hear by re-creating synthesizer sound effects from science fiction movies from the 1950s to present.

Brandon Van Sluis, Typical Anxiety
Sporadic guitar playing, vocal samples, and an ambience of fear. The purpose is to unsettle and disturb. Step into the psyche of anxiousness where the unforgiving nature of mental illness takes over.

John Barber. "Internet Soundscape" and "Words of Wisdom"
Internet Soundscape

Dale Strouse and John Barber, "In Memorium"
Photographs by Dale Strouse. Memorial statements by John Barber. Voice by Troy Scott.

Nicholas Schiller and John Barber, "Dial A Listening Station"
Dial any [two-digit] number on this list and hear sample sounds from that listening station.

Greg Philbrook and John Barber, "Sound Spheres"
Select sound spheres using this game-like interface and hear sample sounds from listening stations.

2016

DTC 354 Digital Storytelling

(Fall 2016). To help students develop experience with digital storytelling, I asked them to produce either an oral history using voice(s) or an aural history using other sounds. I created this story collage from their projects.

Student works (in order of appearance)
Sean Frazier ("Sean's New Day")
Brittany Davis ("Eddie's Game Day")
Lindsey Norberg ("Morning Routine")
Christopher Pien ("Morning Drive")
McKenzie Wells ("Origins of Ruby")
Erin Carlie ("Shutdown")
Mark Campbell ("Chance Encounter">
Jaidah Dickinson ("Interview with My Father')
Rachel Gellinger ("Connie's Corner")
Jewel Harrington ("Moon Landing Interview")
Julli Krishcko ("Forest Sounds")
Valerie Parrish ("Ruined by Rain")
Kaikee Perry ("Rock Story")
David Schneider ("Car Frustrations")
Jeremey Testerman ("3 Timelines 9/11")
Vanessa Rhodes ("Not My Daughter")
Peter Thompson ("Love. International")
Austin Anderson ("The Struggle of Learning to Swim")
Yun Zoo Oh ("Leul's Story")


Final Projects

Students were challenged to conceive, create, and share digital stories of their design as a final project. Each story was to be based in a website, and draw upon features and affordances of multiple digital media for its telling. All stories were collected in an archival website. Learn more.


Partnership

My students collaborated with art students in the ART 272: Introduction to Sculpture class, taught by Ben-Gale Schreck, at University of Washington, Seattle. Schreck challenged his students to create sculptures that collected sounds. These were combined into a collage. Sound collages were exchanged between classes. My students shared the collage above. Schreck's students shared this one.

2015

DTC 354 Digital Storytelling

(Summer 2015). The Golden Age of Superman
Kiggins Theatre
Vancouver, Washington
18 June 2015
Event website
Facebook page
A collaborative partnership with Dan Wyatt, Jr., owner of Kiggins Theatre. Based on Superman comics of the 1930s-1940s, this radio play by Wyatt cast a satirical eye on contemporary issues facing Vancouver, Washington. Starring Vancouver Mayor Timothy Levitt and other local civic leaders. Students provided Foley sound effects, digital graphics, and social media.


DTC 338 Special Topics: Audio Performance

The Case Files of Dr. Moreau
Kiggins Theatre
Vancouver, Washington
22 April 2015
Archival website
(Spring 2015). A collaborative partnership with The Willamette Radio Workshop and Kiggins Theatre. Inspired by the 1896 novel The Island of Dr. Moreau by H.G. Wells and adapted by William S. Gregory, the story focuses on a scientist who attempts to convert animals into humans using vivisection. Themes include pain and cruelty, moral responsibility, human identity, and human interference with nature.

Students wrote and produced short audio performances based on "manimal" characters in Gregory's script. Students wrote their own scripts, cast voice actors, recorded their performances, added sound effects, and produced final audio performances. Example draft works
Captured

Cheetah

Natural Leopard

Sayer of the Law

Story of the Lynx

Final projects were collected in "The Wunderkammer of Dr. Moreau" which was available online and through multiple computers in the theatre lobby the night of the performance of The Case Files of Dr. Moreau. Wunderkammers, collections of unusual or unique natural and created curiosities, began in Renaissance Europe as a way to categorize collections of objects, and gained popularity in Victorian England with many cabinets being prominent features in personal homes. Wunderkammers were precursors to what we now know as museums. The class wunderkammer archives student projects. Learn more.

2014

DTC 354 Digital Storytelling

Chronicles logo Chronicles: Stories of the Past, Present & Future
Nouspace Gallery & Media Lounge
Vancouver, Washington
August 2014
Event website
Promotional website

Background

Student projects responded to the Jules Verne (1866-1946) novel Around the World in Eighty Days, a classic adventure novel concerning Phileas Fogg and his French valet, Passepartout, attempting to travel around the world in eighty days on a bet. The novel, published in 1873, has remained in print since, and is one of Verne's most acclaimed works.

Verne's novel, Around the World in Eighty Days, was adapted for radio by Orson Welles and The Mercury Theatre on the Air. Their hour-long dramatization was broadcast 23 October 1938, just one week prior to their adaptation of The War of the Worlds, perhaps the most famous radio broadcast of all time. Orson Welles starred as Phileas Fogg.

Students first edited a recording of the radio broadcast into a narrative of their own design, ten minutes or less in length. Then, they identified various forms of digital media whose particular affordances could promote an expanded context for their narratives. Students designed and developed content for their selected media and sought to use these media to elaborate the telling of their stories, while maintaining an overarching conceptual narrative framework true to the original work.

Chronicles, the month-long pubic exhibition (August 2014) of these student projects, included a re-imagined performance by the Willamette Radio Workshop of the 1938 Around the World in Eighty Days radio drama broadcast. Learn more.

Research Questions

The use of specific affordances of different digital media platforms is integral to how the story is told, why it is told, and to whom it is told. For example, the combination of social media and multiplayer / multiplatform contexts may promote collaborative creation of interactive narratives. This raises interesting research questions.

How might specific digital media enrich the storytelling experience?
Can digital storytelling serve as a form of tinkering apparati for collaborative thinking/creating, as a mode of knowledge production?
How can we make digital storytelling communicate its content effectively?
How do we build interactivity into a narrative?
How might we apply storytelling elements to the production and experience of narrative delivered on different digital media platforms?
How might digital storytelling facilitate the creation and consumption of knowledge that will engage, enlighten, and involve diverse readers / interactors / participants?

Student Projects

These links lead to the student projects. You can see how students responded to the course challenges and you can interact fully with their narratives. Enjoy!

Passepartout: Valet or Interdimensional Man of Mystery?
Alyssa Korinke and Justin Williams
An alternate backstory for Passepartout, imagining him (and Inspector Fix) as traveler's from a parallel world. Passepartout had stolen an important item in that parallel world, as was in this one to collect needed resources. The journey around the world with Fogg provided convenient cover.

The story was realized as a participatory game. Participants secured "passports" at the Fort Vancouver Regional Library in downtown Vancouver, Washington, and acquired passport stamps by visiting local business partners. At each location, participants found student-designed travel posters for each leg of the around-the-world journey. Participants photographed themselves in front of these posters as proof, along with passport stamps, of their participation in the game. Prizes were awarded the winners.

Aouda's Adventure
Jasmine Bothroyd and Kelsea Rothaus
An illustrated a journal allegedly created by Aouda, the young Indian woman rescued by Fogg and Passepartout from ritualistic sacrifice. In doing so, they brought this otherwise thin character to life, especially through their use of augmented reality.

Around the World in 80 Days
Ryan Grover, Robert Ditty, and Hua-Yang Lee
A multimedia "chose your own adventure" illustrated with 8bit graphics in homage to early video games.

Around the World in 80 Days
Stephen Palermini
Augmented reality and animation illustrate the adventure as never before!

Around the World in 80 Days: A Steampunk Reimagining
Ben Steele
An interactive reader providing the story of Fogg's rescue of Passepartout from the Sioux Indians while traversing the Great Plains of America. All in a gorgeous steampunk style.

Phileas Fogg's Sound Narrative
Dustin Speer
A sound collage to image how Fogg's journey might have sounded. Speer also created and put online a journal and a collection of photographs allegedly produced by Fogg.

Fogg Dimensional
Raymond West
A travel agency offering tours to dimensional and parallel worlds.

2013

DTC 354 Digital Storytelling

Martians logo Martians with Moustaches
Nouspace Gallery & Media Lounge
Vancouver, Washington
1-30 November 2013
Event website
Promotional website

Background

(Fall 2013). The base narrative for student work was the 1989 H.G. Wells novel The War of the Worlds. Wells' novel was adapted for radio by Orson Welles and The Mercury Theatre on the Air. Their hour-long dramatization was broadcast 30 October 1938, and is perhaps the most famous radio broadcast of all time. Orson Welles starred as Professor Pearson.

Students first edited a recording of the radio broadcast into a narrative of their own design, ten minutes or less in length. Then, they identified various forms of digital media whose particular affordances could promote an expanded context for their narratives. Students designed and developed content for their selected media and sought to use these media to elaborate the telling of their stories, while maintaining an overarching conceptual narrative framework true to the original work.

Martians with Moustaches, the month-long pubic exhibition (November 2013) of these student projects, included a re-imagined performance by the Willamette Radio Workshop of the 1938 The War of the Worlds radio drama broadcast by Orson Welles and the Mercury Theatre on the Air on the occasion of its 75th anniversary, 30 October 2013.

Student Projects

Morgan Hutchinson. A Transmedia Experience

Ryan Kellipio. War of the Worlds

Geoffrey Matheson. Pierson's Notes

Angela Morrelli. War of the Worlds Revisited

Brittany Wouden. War of the Worlds


DTC 338 Special Topics: Internet Radio: Theory and Practice

(Spring 2013). Students conceived and produced (individually and collaboratively) these projects to explore effective sound-based dramas for Internet radio broadcasts.

Dan Ashbridge. Empty

Kyle Chin. Beat the Train

Kyle Chin, Nic Stevens, and Aaron Phillips. Cityscape-Sounds of Portland

Kathryn Christopher. There's Something in the Water.

Janel Cohen. Zen 1.

Adam Denny. Sometimes

Ross Dixon. Musical Explorations.

Andrew Dizinno. Clank and Company

Jacob Hanson. Walking Door Crowd Words Glass

Dustin King. Radio Drama Sample

Dustin King, Ross Dixon, Andrew Dizinno, Rudy Nicholas, Randall Thiel, and Josh Thomas. Radio Drama Dreamscapes
A man falls asleep while watching television. We hear six of his dream sequences one after the other, each linked by a cue sound. The goal: tell these stories with as little explanation as possible. Problem: creating suspense without the use of human voice; how to help listener know what sound(s) to which they are listening.

Dustin King. Revisions

Travis Petersen. Finding Leaks.

Aaron Phillips. Spacescape

Glenda Rothfus. Accident in the Alley

Nicholas Rudy (aka DJ Wells). Walter Cronkite
Quiet, unassuming, a soccer jock, Nicholas turns into a turntableist extraordinaire DJ Welles when he gets behind a rig where he creates ALL his sounds from scratching. His "Walther Cronkite" is a tribute to the legendary broadcaster who died in 2009. As Mr. Cronkite says, "that's the way it will be." Shared by DJ Wells via a creative commons license.

Nicholas Rudy (aka DJ Wells). Program or Be Programmed
Another project by DJ Wells. This one responds to a visit by Douglas Rushkoff, author of Program or Be Programmed.

Bryan Ruhe. Reformat.
FM Band

Reformat 1

Reformat 2 (with St. Paul's Cathedral Choir)

Bryan Ruhe, Kathryn Christopher, Jacob Hanson, and Travis Petersen. Ice, Waves, Steam and Streams
A sound art work in six parts: Introduction, The Drip, Conduction, Boiling, Soaking the Calliope, and An Essay.
From the spoken introduction:
Sound waves and radio waves move much in the same way as waves in an ocean. They have an amplitude, a wavelength, a frequency, crests and troughs. But the difference here is that radio waves are broadcast through the air for listeners to capture and hear 24 hours a day, 7 days a week, 365 days a year. How often are the waves of the ocean transmitted through the air? Water is simply not listened to in the same environments or in the same fashion as the radio; but over the next 12 minutes you will hear waves via the airwaves, or if you are listening to this over the world wide web, you will be listening to an audio stream. There's another water word—stream. Isn't it interesting how many words in the English language can refer to sound, water, and radio? So sit back, relax, and listen to the many sounds inspired by and created with steam, water, and ice.

Nicholas Stevens. Temple Fight.

Shane Sullivan. Arcade Action.

Shane Sullivan and Glenda Rothfus. Experience the Alley.

Randall Theil. Voltaire
A multi-vocal story.
Randall 0

Jann 1

Randall 1

Jann 2

Randall 2

Kayla 2

Jacob Thomas. Voice Narrative

Nicholas Walker. Last Stop

Cody Lane. I Am Remixing A Room


Notes

[1] Digital storytelling combines traditional storytelling arts, digital tools, and creative practice to tell stories. Digital stories may use or combine text, photography, video, audio, graphic illustrations, and/or social media. Students carefully conceptualize their projects, and consider the appropriate narrative techniques and digital media to engage their audience(s) with critical thinking, communication, digital literacy, and, in many cases, civic engagement.

Conceptual framework
Digital storytelling, broadly defined, combines digital media / tools with storytelling techniques to create and share stories. Specifically, digital storytelling may use animation, audio, graphics, multiplayer games, music, narration, social media, text, social media, video, Web publishing, writing, and more to help tell stories. Digital stories may be documentaries, essays, historical / eye witness accounts, memoirs, narratives, research findings / presentations, and more, each speaking to aspects of human culture and creative endeavor.

Combining digital tools with storytelling techniques may extend the ability to share stories more easily and to different audiences. The desired result to engage audiences, encourage their belief in the reality of the story, and prompt them for appropriate responses. But, digital media / tools are not the story. In fact, they may be a distraction, so a good narrative remains centrally important. Rather, they are a tool for helping provide an engaging storytelling experience. With digital storytelling, the essential ingredients of a good narrative remain relevant, as does interest in telling and listening to good stories.

The conceptual framework for digital storytelling considers literacy, fluency, and approach.

Literacy focuses on
What is possible? What can be done with digital storytelling?
What forms/genres exist?
What are the prompts for experimentation/remix, creative practice?

Fluency considers
What tools to use
What skills to acquire
How to put your these resources, and your knowledge and skill into practice

Approach can be either individual or collaborative (perhaps required for more complex/ambitious projects.

The desired upshot is to encourage and maintain a teaching / learning environment where we can work through challenges, collaborate on projects, and document our learning experiences.

Questions
Questions student consider include

How might the use of specific digital media enrich the storytelling experience?

Can digital storytelling serve as a form of tinkering apparati for collaborative thinking/creating, as a mode of knowledge production?

How do we make the form of digital storytelling communicate its content effectively?

How do we build interactivity into a narrative?

How might we apply storytelling elements to the production and experience of narrative delivered on different digital media platforms?

How might digital storytelling facilitate the creation and consumption of knowledge that will engage, enlighten, and involve diverse readers/interactors/participants?

There are two starting points for discovering answers. The first is an observation by Marcel Duchamp, "Art is what happens when you take an object out of context and give it a new thought." (Marcel Duchamp, in Calvin Tomkins, Duchamp. London 1997)

The second is a project proposed by Leigh Landy, who calls the form of recycling suggested by Duchamp "1% tilt" (142). Landy suggests the following project as an example: use current radio broadcasts as found sound, take something known and change it ever so slightly (1% tilt) so that it becomes something new, and then present it as a work of art (144). (Leigh Landy. "Re-composing Words." Playing with Words: The Spoken Word in Artistic Practice. Cathy Lane, ed. London: CRISAP, 2008. 140-144.)