Skip Navigation LinksHome > May/June 2008 - Volume 26 - Issue 3 > Enhancing Children's Health Through Digital Story
CIN: Computers, Informatics, Nursing:
doi: 10.1097/01.NCN.0000304794.41424.e7

Enhancing Children's Health Through Digital Story

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Back to Top | Article Outline


General Purpose: To familiarize the registered professional nurse with how the use of story and technology can be joined to promote positive health outcomes.

Learning Objectives: After reading this article and taking this test, the nurse will be able to:

1. Explain the use of digital stories for health.

2. Describe the methodology necessary to construct and evaluate stories in a digital story format.

1. The purpose of a digital story is to

a. assist users who cannot hear.

b. assist users who cannot read.

c. engage the reader.

d. entertain the reader.

2. According to the study by Werle, using storytelling methods to present information about violence encouraged students to

a. engage in violence.

b. explore their feelings about violence.

c. take actions to prevent violence.

d. empathize with victims of violence.

3. Which of the following best describes the use of stories that address problems or issues that parallel the reader's experience?

a. bibliotherapy

b. literotherapy

c. story-line therapy

d. story-book therapy

4. Use of stories to teach social and health-related behaviors is useful to children because they often possess which of the following thinking styles?

a. imaginative

b. creative

c. concrete

d. flexible

5. How do individuals make sense of their lives according to Bruner?

a. through lived experiences

b. through the affirmation of others

c. by recalling events

d. by comparing it to others

6. By what age do children often include real-life situations in their stories?

a. 3 or 4 years of age

b. 5 or 6 years of age

c. 7 or 8 years of age

d. 9 years of age and older

7. Chandler used story writing to promote which of the following in adolescents?

a. healthy behaviors

b. appropriate social behaviors

c. self-esteem

d. imagination

8. According to Mayer, presenting material in multiple media enhances

a. self-efficacy.

b. imagination.

c. creativity.

d. learning.

9. Interacting with scenes in a story can promote all of the following except

a. active learning.

b. passive learning.

c. problem solving.

d. information seeking.

10. What did Daily find that individuals have been able to achieve by reflecting on life events through expressive writing?

a. explore new ideas

b. set life goals

c. reduce unhealthy behaviors

d. reduce emotional distress

11. The results of children with asthma after watching a digital story on asthma and writing their own story showed

a. improvement and sustainment in their knowledge of asthma.

b. improvement, but no sustainment in their knowledge of asthma.

c. little improvement in their knowledge of asthma.

d. no improvement in their knowledge of asthma.

12. What did Egan propose that readers do while relating to the characters and events of a story?

a. problem solve

b. learn the content

c. share the story with others

d. label themselves in the story

13. In general, stories for children present the conflict or problem at the

a. beginning of the story.

b. end of the beginning of the story.

c. beginning of the middle of the story.

d. end of the middle of the story.

14. Which type of digital stories requires the user to simply observe or watch?

a. lean back story

b. lean forward story

c. simplistic story

d. complex story

15. One risk with extensive interactivity and multimedia in a story is that the user is

a. unable to comprehend the message.

b. too stimulated by the extensive multimedia that he or she stops the story.

c. unable to perform the extensive commands and activities that he or she gives up.

d. consumed with manipulating objects that the story and message become invisible.

16. Which of the following evaluation methods may identify a poorly crafted digital story before it is completed?

a. rapid prototyping

b. simplistic prototyping

c. storyboarding

d. rough cut editing

17. A heuristic method of evaluation is a technique that uses

a. nonuser groups.

b. focus or user groups.

c. small sets of evaluators.

d. large sets of evaluators.

18. The first stage recommended for the development of a digital story that incorporates complex design elements and interactivity is to

a. develop the curriculum.

b. write the story.

c. develop a storyboard.

d. determine the interactive design elements.

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