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Digital video in the classroom: Integrating theory and practice

Description: 
Abstract: This article is intended to help teacher educators, classroom teachers, and administrators interested in educational technology acquire a firm theoretical as well as practical foundation upon which to introduce nonlinear digital video into their undergraduate or graduate instruction; discover a time-tested, step-by-step process for introducing creative hands-on videography projects into their respective teacher preparation programs or classrooms; and recognize why it is critically important for preservice and in-service teachers to establish a personal underlying pedagogical philosophy for infusing video technology into classroom instruction.
Author: 
John Sweeder, La Salle University, USA
ISBN: 
ISSN 1528-5804
Year: 
2007
Length: 
22 pages
Table of contents: 
Lights Out! The Context Underlying Pedagogical Philosophy Educational Videography: A Time-Tested Instructional Unit Discussion Acknowledgement References Appendix A - Video Project: Assessment Rubric Appendix B - Practicing Basic Videographic Principles: Warm-Up Activity Appendix C - Educational Videography: Questions to Consider Appendix D - Video Project: Requirements and Parameters Appendix F - Video Project: Pre-Production
Additional comments: 
Published in Contemporary Issues in Technology and Teacher Education [Online serial], 7(2). PDF version: http://www.citejournal.org/articles/v7i2currentpractice1.pdf

Print, Video, or the Ceo - The Impact of Media in Teaching Leadership with the Case Method

Description: 
Case teaching has the potential to involve students in complex decision settings, enhancing their identification with protagonists facing difficult challenges. This article explores the impact of teaching a printed leadership case study with and without the appearance of the CEO in class—by video or in person. Our investigation shows, via qualitative and quantitative means, that the leader’s presence, even through video, significantly affects student engagement and can substantially enhance impressions of leadership effectiveness. We offer implications for teachers and propose future research directions.
Author: 
David J. O’Connell, St. Ambrose University, USA John F. McCarthy, University of New Hampshire at Manchester, USA Douglas T. Hall, Boston University School of Management, USA
Year: 
2004
Length: 
24 pages
Additional comments: 
Journal of Management Education.2004; 28: 294-318

Philosophy Through Video Games

Description: 
How can Wii Sports teach us about metaphysics? Can playing World of Warcraft lead to greater self-consciousness? How can we learn about aesthetics, ethics and divine attributes from Zork, Grand Theft Auto, and Civilization? A variety of increasingly sophisticated video games are rapidly overtaking books, films, and television as America's most popular form of media entertainment. It is estimated that by 2011 over 30 percent of US households will own a Wii console - about the same percentage that owned a television in 1953. In Philosophy Through Video Games, Jon Cogburn and Mark Silcox - philosophers with game industry experience - investigate the aesthetic appeal of video games, their effect on our morals, the insights they give us into our understanding of perceptual knowledge, personal identity, artificial intelligence, and the very meaning of life itself, arguing that video games are popular precisely because they engage with longstanding philosophical problems. Topics covered include: * The Problem of the External World * Dualism and Personal Identity * Artificial and Human Intelligence in the Philosophy of Mind * The Idea of Interactive Art * The Moral Effects of Video Games * Games and God's Goodness Games discussed include: Madden Football, Wii Sports, Guitar Hero, World of Warcraft, Sims Online, Second Life, Baldur's Gate, Knights of the Old Republic, Elder Scrolls, Zork, EverQuest Doom, Halo 2, Grand Theft Auto, Civilization, Mortal Kombat, Rome: Total War, Black and White, Aidyn Chronicles
Author: 
Assoc. Prof. Jon Cogburn, Louisiana State University, USA; Assoc. Prof. Mark Silcox University of Central Oklahoma, USA
ISBN: 
ISBN-10: 0415988586, ISBN-13: 978-0415988582
Year: 
2008
Length: 
216 pages
Table of contents: 
1 The Game inside the Mind, the Mind inside the Game (The Nintendo Wii Gaming Console) 2 I, Player: The Puzzle of Personal Identity (MMORPGS and Virtual Communities) 3 Artificial and Human Intelligence (Single-Player RPGs) 4 The Metaphysics of Interactive Art (Puzzle and Adventure Games) 5 Do Video Games Make us Evil? (First-Person Shooters) 6 Games and God’s Goodness (World-Builder and Tycoon Games) 7 Epilogue: Video Games and the Meaning of Life
Additional comments: 
Chapter Resources (key words, key arguments, cool links, discussion questions): http://www.projectbraintrust.com/ptvg/

Playing Video Games Motives, Responses, and Consequences

Description: 
From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.
Author: 
Editors: Peter Vorderer, Jennings Bryant
ISBN: 
ISBN-10: 0805853227, ISBN-13: 978-0805853223
Year: 
2006
Length: 
480 pages
Table of contents: 
Foreword. Preface. P. Vorderer, J. Bryant, K.M. Pieper, R. Weber, Playing Video Games as Entertainment. M. Sellers, Designing the Experience of Interactive Play. Part I: The Product. H. Lowood, A Brief Biography of Computer Games. B.P. Smith, The (Computer) Games People Play. S. Smith, Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games. E. Chan, P. Vorderer, Massively Multiplayer Online Games. Part II: Motivation and Selection. G.C. Klug, J. Schell, Why People Play Games: An Industry Perspective. P. Ohler, G. Nieding, Why Play? An Evolutionary Perspective. T. Hartmann, C. Klimmt, The Influence of Personality Factors on Computer Game Choice. C. Klimmt, T. Hartmann, Effectance, Self-Efficacy, and the Motivation to Play Video Games. M. von Salisch, C. Oppl, A. Kristen, What Attracts Children? A.A. Raney, J.K. Smith, K. Baker, Adolescents and the Appeal of Video Games. J. Bryant, J. Davies, Selective Exposure to Video Games. Part III: Reception and Reaction Processes. D. Williams, A Brief Social History of Game Play. J.L. Sherry, K. Lucas, B.S. Greenberg, K. Lachlan, Video Game Uses and Gratifications as Predicators of Use and Game Preference. R. Tamborini, P. Skalski, The Role of Presence in the Experience of Electronic Games. S.M. Zehnder, S.D. Lipscomb, The Role of Music in Video Games. K.M. Lee, N. Park, S-A. Jin, Narrative and Interactivity in Computer Games. M.A. Shapiro, J. Pe¤a-Herborn, J.T. Hancock, Realism, Imagination, and Narrative Video Games. A-S. Axelsson, T. Regan, Playing Online. F.F. Steen, P.M. Greenfield, M.S. Davies, B. Tynes, What Went Wrong With The Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game. Part IV: Effects and Consequences. K.M. Lee, W. Peng, What Do We Know About Social and Psychological Effects of Computer Games? A Comprehensive Review of the Current Literature. R. Weber, U. Ritterfeld, A. Kostygina, Aggression and Violence as Effects of Playing Violent Video Games? K.E. Buckley, C.A. Anderson, A Theoretical Model of the Effects and Consequences of Playing Video Games. D.A. Lieberman, What Can We Learn From Playing Interactive Games? U. Ritterfeld, R. Weber, Video Games for Entertainment and Education. K. Durkin, Game Playing and Adolescents' Development.

Streaming in the Digital Video Realm

Description: 
This paper offers an overview of streaming video and discusses the different formats of streaming media. Various hardware and software programs used to create streaming video is examined. In addition, the paper discusses the advantages and drawbacks of using streaming video in online teaching. Finally, a discussion of how streaming video can be used in online learning and its curricular applications are addressed.
Author: 
Taralynn Hartsell, Steve Chi-Yin Yuen, The University of Southern Mississippi, USA
Year: 
2003
Length: 
3 pages
Additional comments: 
Published in In Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2003 (pp. 2181-2184)

Video Streaming in Online Learning

Description: 
The use of video in teaching and learning is a common practice in education today. As learning online becomes more of a common practice in education, streaming video and audio will play a bigger role in delivering course materials to online learners. This form of technology brings courses alive by allowing online learners to use their visual and auditory senses to learn complex concepts and difficult procedures. This article offers an overview of using streaming video in the online educational environment and discusses the various formats of streaming media. The various hardware and software programs used to create streaming video are also examined along with the advantages and drawbacks of using streaming video in online instruction. Finally, a discussion of how streaming video can be used in online instruction and its curricular applications are addressed.
Author: 
Taralynn Hartsell, Steve Chi-Yin Yuen, The University of Southern Mississippi, USA
ISBN: 
ISSN 1065-6901
Year: 
2006
Length: 
12 pages
Table of contents: 
• Overview of Video Streaming • The Technology behind Video Streaming • Advantages of Using Streaming Video • Limitations to Consider • Guidelines and Recommendations • Curricular Applications • Conclusions • References
Additional comments: 
Published in AACE Journal, Volume 14, Issue 1, January 2006, PDF: http://www.editlib.org/INDEX.CFM?fuseaction=Reader.ViewFullText&paper_id=6152

Non-optimal uses of video in the classroom

Description: 
This paper examines some instructional practices concerning the non-optimal uses of video, films and other mass media in the K–12 classroom. Based on a six-year process of observing and interviewing teachers regularly in two school districts in Massachusetts, USA, this paper presents a typology of seven common patterns of non-optimal media use, instructional practices that diminish or weaken the value of film and video viewing as a learning tool. A telephone survey was conducted with a purposive sample of 130 middle-school and high-school teachers to provide additional evidence concerning teacher perceptions of the frequency of their colleagues’ non-optimal use of video. Teachers in the USA report that their colleagues frequently use media for non-educational purposes, including to fill time, to keep students quiet, as a break from learning, or as a reward for good behavior. The implications of non-optimal media use are considered in light of renewed interest in integrating media literacy into K–12 instruction.
Author: 
Renee Hobbs, Temple University, Philadelphia, USA
Year: 
2006
Length: 
15 pages
Additional comments: 
Published in: journal Learning, Media and Technology, Volume 31, Issue 1 March 2006 , pages 35 - 50

neoK12: Educational videos and lessons for K-12 school kids

Description: 
Educational videos for kids in preschool, kindergarten, elementary school, middle en high school

KQED Education Network

Description: 
"KQED Education Network engages with community and educational organisations to broaden and deepen the impact of KQED media to effect positive change" The Education section gives more information on how to use media for education through: * Featured Lesson Plan * Examples of digital storytelling And if you log in, you can access media resources for education. On the Digital Storytelling section (http://dsi.kqed.org/index.php/inspirations) you can find out more about * Annual Digital Storytelling Contest and Festival for high school students * Featured Projects such as youth stories from South Africa created at the 5th World Summit on Media and Children. image * Digital Storytelling: Watch stories, explore narrative, investigate new technologies and check out resources that have to do with digital storytelling. Including Mobile Projects such as "'Scape the Hood", the first gps-enabled mobile media project: "'Scape the Hood was conceived and designed as a locative storytelling project for the Digital Storytelling Initiative at KQED for the opening of the 8th annual Digital Storytelling Festival. We convened a group of storytellers, artists, and technologists to envision what this project could be. It became a narrative archeology experiment, combining digital storytelling and emerging technology by overlaying a virtual landscape on the physical world. As originally designed, the audience walks the streets and listens to the neighbourhood stories, taking in the sights, sounds, and smells from both the physical and the virtual world."
Author: 
KQED, Northern California Public Broadcasting
Year: 
up-to-date

Streaming Media in Higher Education: Possibilities and Pitfalls

Description: 
"Streaming media is a rich and powerful tool for delivering instruction to online learners. With the right up-front planning and a mindful eye toward bandwidth consumption, students in your online learning programs can reap the benefits of streaming media while avoiding many of the common frustrations associated with audio, video, and other forms of media on the Web."
Author: 
Brian Klass, Syllabus Magazine
Year: 
2003
Length: 
5 pages