top of page

Online survey questionnaire of the second round

Introduction to the second round of the Online survey

Dear Participants,

As the second round of our online survey begins, thank you for your valuable insights in the first phase. Your contributions have significantly contributed to the development of the project. Below is a structured summary of the results of the first survey, followed by a reflection on how these insights have informed the further development of the Interactive Storybook project.

1. Summary of initial survey results and coding analysis

1.1 Researcher's feedback on elements of language proficiency in EDS for KS3 students

- This section presents a summarised view of the key issues identified from your responses, summarised in a clear, accessible code system. Key areas include the contextual nature of creativity, the importance of storytelling, perspectives on critical thinking, and insights into digital literacy and reflective thinking. Your insights have been instrumental in understanding the multifaceted approach to these elements within an educational digital storytelling environment.

Themes arising from Round one coding

 

Contextual nature of creativity:

  • Challenges in assessing the role and impact of creativity

  • Conflict of 'creativity' with other competencies

  • Creativity in learning by playing

  • The need for creativity before critical thinking

  • Creativity as a catalyst for other skills

  • Providing a supportive environment for expressing creativity

  • The multifaceted nature of creativity in storytelling


  • Importance of storytelling to the success of the project:

  • Avoiding stifling effects on 'storytelling skills'

  • Importance of storytelling in the digital age

  • Storytelling skills as basic tools for students 

  • Role of narrative coherence and logic in 'storytelling skills'

  • Value of Arc and characterisation in 'storytelling'

  • Consider the 'storytelling skills' focus and scope of the tool


  • Adaptive approach on 'critical thinking':

  • Student autonomy and creativity in 'critical thinking'

  • The role of critical thinking in shaping citizenship

  • Balancing support and independence in 'critical thinking'

  • The role of critical thinking when strategically crafting stories


  • Educational importance of digital competencies:

  • Meta-cognition as a secondary element

  • Targeting specific groups of learners for improved vocabulary development

  • A discussion on the complexity of competences


  • Difficulty in hierarchical ranking:

  • Impact of personal context on engagement with digital storytelling

  • Need for enhanced discussion and negotiation

  • Agony in the low ranked 'Collaboration'


  • Reflective thinking for youth development:

  • A suggestion for the documentation of reflective practice

  • Critical thinking & digital literacy in relation to 'reflective practices'

  • Challenge in skill identification in 'reflective practices'

  • 'Reflective Practices' for introspection and self-examination

  • 'Reflection' as motivation for improvement

  • The need for reflection after creativity

  • Avoiding excessive introspection through balance


  • The need for strong focus on digital literacy:

  • Digital literacy in the context of lifelong learning

  • Support of text through images

  • Balancing textual and visual elements in 'digital literacy'

  • Expected KS3 level in digital literacy

  • Digital Literacy for using AI & modern Tech

  • Digital literacy as part of this broader set of skills

  • Individual differences in digital literacy


  • Importance of multiple perspectives on 'collaboration':

  • Collaboration is key to employability

  • Ambiguity of active collaboration in digital storytelling

  • Concerns of bullying in collaboration context

  • Empathy and perspective taking in digital storytelling

  • Avoid hyper-individualism in 'collaboration'.

  • Pros and cons of diverse perspectives in ‘collaboration’


  • 1.2 Feedback from schoolteachers on the pilot prototype:

    - Here the main codes derived from the schoolteachers’ feedback are summarised, focusing on their overall impressions, usability, engagement with the content and suggestions for curriculum integration. Their perspectives have provided valuable insights into the practical application and potential areas for enhancement of the pilot prototype.

     

    1. Overall impressions:

    Positive reactions and impressions

  • Positive reaction to innovation

  • Positive feedback on design and navigation

  • Usefulness of external resources to support vocabulary

  • Engagement with the topic

  • User Experience and Accessibility Concerns

  • Accessibility and login concerns

  • User Friendly Feedback on User Experience

  • Areas for improvement

  • Concerns about accuracy and appropriateness of AI content

  • Improved navigation and content structure for a better user experience

  • Integration of Technology and Content Quality

  • The importance of technology integration in learning

  •  

    Potential distractions and challenges

  • Concern about potential distractions

  • 2. Usability and engagement:

    User experience and interface

  • Ease of navigation and usability

  • Clarity of user interface

  • Ease of use and immediate accessibility of content

  • Engagement and content suitability

  • Age appropriateness of vocabulary, images and quizzes

  • Engagement through multimedia elements

  • Engagement and appropriateness of content

  • Navigation and Linking

  • Intuitive navigation and accurate linking

  • Suggestions for improved navigation

  • Personal engagement

  • Personal engagement with the storybook

  • Personal engagement and interest

  • Content relevance and enhancement

  • Ensuring the app content is kept relevant to KS3 core content

  • Diverse content to engage a wide range of learners

  •  

    3. Curriculum integration:

    Integration and adaptability

  • Ease of integration into curriculum

  • Ease of integration into existing teaching methods

  • Potential for adaptability to different topics

  • Application and exploration in education

  • Possible application in language and literature modules

  • A role for guided exploration within the classroom

  • Potential to support classroom learning

  • Enhancing the learning experience

  • Benefits of the multimodal learning approach

  • The potential as a revision and recapitulation tool for more able learners particularly for more advanced learners.

  • The possibility of alignment with curriculum and learning objectives

  • Suggestions for tracking and monitoring learning progress

  • Self-paced learning and learner autonomy

  • Benefits for SEN students and flexible learning

  • A potential for independent learning and homework

  • Training and understanding

  • Importance of adequate training and conceptual understanding

  •  

    4. Additional features or content:

    Enhancement of quiz and assessment features

  • Propose an enhancement to the quiz functionality.

  • Quiz Functionality and Timing

  • Improve types of assessment questions

  • Including model answers for assessment

  • User Experience and Interaction

  • Propose a feature to track progress

  • Suggest interactive learning checks and quizzes

  • Concerns about feedback and online interaction

  • Recommend format and length adjustments

  • Overall tool effectiveness and content differentiation

  • Potential effectiveness as a learning tool

  • Exploring opportunities for content differentiation

  •  

    5. Feasibility in actual educational settings:

    Feasibility assessment and integration

  • Positive assessment of feasibility of integration

  • Overall feasibility in the school environment

  • Ease of integration with existing technology

  • Possible integration with existing technology in the school

  • Accessibility and Resource Limitations

  • Current challenges in schools related to limited digital resources

  • Explore the possibility of using the storybook in pairs or groups

  • Importance of home access for extended learning

  • Usability in educational environments

  • Feasibility and ease of use in educational settings

  •  

    6. Limitations within the educational setting:

    Resource and accessibility limitations

  • Multiple accessibility challenges

  • Cost-related challenges

  • Limited availability of equipment

  • Student distraction with devices

  • Home access and learning support

  • Home access to support learning

  •  

    Content and Technology Management

  • Importance of technology access and availability

  • Suggests content appropriate for different ability levels

  • Training and Content Diversity

  • Concerns about content diversity

  • Need for training and support

  •  

    7. Any other ideas

    General impressions and usefulness

  • Overall positive impression and enjoyment

  • Utility as a time-saving resource for teachers

  • Usefulness for new and inexperienced teachers

  • Commitment and support

  • Engagement for learners with attention problems

  • Gratitude and encouragement

  • Concerns and Reflections

  • Concerns about content generated by ChatGPT

  •  


    2. Contributions of the first survey to the development of the project

    2.1 Impact of the first Delphi survey on the interactive storybook:

    - Based on your feedback, several modifications have been made to the Interactive Storybook. These include integrating immersive images and video clips to enhance the storyline, addressing IP and copyright concerns, and enhancing the content to provide a more engaging user experience. Your contribution has been instrumental in these strategic developments.

    2.2 Influence of feedback from secondary school teachers:

    - Teachers' insights led to the creation of the Story Chain Board, which facilitates better tracking and involvement in the storytelling process. There are plans to improve the usability and accessibility of the application to secure its viability in different educational settings.

    3. Purpose of the second Delphi survey for researchers

     

    - I invite you to first review the summarised results of the first survey. Then I will invite your feedback on your experience with the pilot prototype. Focus on how the amendments are in line with the overall objectives of the project and suggest further improvements. Your detailed and constructive feedback will be invaluable in refining the Interactive Storybook application for the next phase of development.

    Drop Me a Line, Let Me Know What You Think

    Thanks for submitting!

    Join us on mobile!

    Download the “ISOB” app to easily stay updated on the go.

    Scan QR code to join the app
    Download on the App Store
    Get it on Google Play

    © 2035 by Train of Thoughts. Powered and secured byWix

    bottom of page