Storytelling has come into use in instructional design and in education and training as a research and instructional tool to access memories on experience that can then be used in reflective practices.
See also Narrative.
Jonassen and Hernandez-Serrano (2002) compiled a list of functions that have been attributed to stories. Among the most relevant in education are the ways in which telling stories:
Past experience and expertise is related by practitioners through stories rather than principles and stories are recalled when searching for solutions to specific problems (Kolonder, 1992 in Jonassen and Hernandez-Serrano, 2002). They can also substitute real experience giving learners possible options to resolve problems they have never personally encountered.
Instructional design models as varied as methodologies such as Merrill's First principles of instruction, pedagogic strategies like Constructivism, Socio-constructivism, Situated learning and pedagogical scenarios involving microworlds and case-based reasoning all rely use storytelling to create a problem-solving context. Stories and storytelling are useful pedagogical tools for problem-based and case-based learning.
Jonassen and Hernandez-Serrano (2002) consider the use of stories in case-based reasoning through their incorporation in the learning environment within a 'case-based library' with an indexing designed to reflect the process involved in the interpretation and solution of a problem. The collection and anlaysis of stories is useful in instructional design in that it can help in the analysis of tasks to by presented and to support instruction.
Stories can be used to design problem-solving tasks by providing real-life cases and their solutions that can in turn be translated into conceptual and strategic knowledge. To collect domain-relevant stories, onassen and Hernandez-Serrano (2002) suggest:
In instruction, stories can be used to present:
Stories and anecdotes have been used to engage students in reflection. (McGill, 2000) genre of anecdote is effective because of its capacity to :
Furthermore, anecdotes can be shared and written collaboratively to encourage critical thinking.
See Role of narrative in learning.
Stories, being founded in reality, offer a more focussed and particular perspective and can reveal otherwise overlooked design and human-computer interaction issues than 'typical' scenarios making them a useful tool in design-based research. Erickson (1999) points out that stories and anecdotes can be used to “reveal a users-eye view of the landscape, and, provide an extremely effective way for getting people--both users and designers--involved and talking with one another.” and to capture the themes and events that will inform design decisions.