EduTubePlus

media in education

eStream study guides, tutorials and research material

Description: 
eStream (Increasing the use of Streaming technology in school education in Europe 2003 - 2006) gathered a collection of useful resources such as study guides, tutorials and research material about streaming technology in school education. eStream was a transnational project which aimed at promoting the use of Streaming technology in school education. This included technical and organisational aspects as well as the usability and the didactical impact. The eStream partnership, composed by institutions from 6 European countries, targeted at all staff involved into school education, teachers, decision makers, experts and educational multimedia publishers.
Author: 
eStream Consortium
Year: 
2006
Length: 
repository

Looking through Three ‘I’s: the Pedagogic Use of Streaming Video

Description: 
"In this paper we introduce a way to analyse video use through what we have named the Three ‘I’s Framework – image, interactivity and integration. This conceptual framework seeks to provide a practical decision tool to help teaching staff and practitioners with the pedagogic design and development of video streaming resources for online learning. Our aim is to provide a way of understanding the role of video as it changes from a presentation tool to a focus for networked learning." Although the pedagogic use of film and video has a long history, its widespread use has always been limited by production costs and delivery difficulties. In recent years costs of production have fallen and the web has emerged as a mainstream educational distribution medium. Video itself can be used in many ways: ‘talking head’, interviews, video diaries, video labs, simulations, instructional sequences, ‘fly on the wall’, video help etc. Through the browser, ‘streaming’ video sequences can be linked to slides, text conferencing, whiteboards, video conferencing, shared applications, online assessment and third party web sites. A major element of the JISC/DNER Click and Go Video project is to move beyond the current understanding of video as a purely presentational tool. The seamless combination of digital video with other tools offers an opportunity to experiment with video as a focus for networked learning. However there is an acute lack of pedagogic resources, research and evaluation on the use of video streaming for teaching and learning. The pedagogical challenge faced by teaching staff and practitioners is not only to choose the appropriate streaming technology but also to design meaningful learning events.
Author: 
Clive Young, University of Manchester, UK Maria Asensio, Lancaster University, UK
Year: 
2002
Length: 
11 pages
Table of contents: 
Abstract Introduction The Value of Video Streaming and the Three ‘I’s Framework Towards a Decision Tool Acknowledgments References

Rethinking University Teaching A Conversational Framework for the Effective Use of Learning Technologies

Description: 
Teachers in higher education are slowly accepting the fact that they have to become more professional in their approach to teaching, matching their professionalism in research. The notions of quality audit and teacher appraisal are new, and in their existing forms ill-founded, but they represent a challenge that teachers will have to face. The book aims to prepare them for this: both to contribute towards a well-founded implementation of quality audits and appraisal, and to achieve their personal aims of improving their teaching and their students' learning. There is also a growing recognition that the technological media have the potential to improve student learning, or at least teach efficiency, and university teachers are looking for ways of increasing their understanding of what can be done with the new media, and how to do it. This book will inform them about what has been done and what is already known, helping them to think constructively and critically, and building toward a practical methodology for the design, development, and implementation of educational technologies. Part one explores students' learning, and what it is that they need from educational technology; part tow looks at individual teaching methods and media, including non-interactive media (lectures, print, audio, etc.), hypermedia (CD-ROM, etc.), and interactive media (simulations, modelling programs etc.); and part three discussed the design methodology, designing learning activities, setting up the learning context and maintaining quality.
Author: 
Prof. Diana Laurillard, Open University, UK
ISBN: 
ISBN-10: 0415256798, ISBN-13: 978-0415256797
Year: 
2002 (2nd edition)
Length: 
288 pages
Additional comments: 
Google Books: http://books.google.com/books/p/tandf_uk-aa_balkema2?id=99eQakJyAj4C&printsec=frontcover&cd=1&source=gbs_ViewAPI#v=onepage&q=&f=false

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

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.

Audiences' judgements of speakers who use multimedia as a presentation aid: a contribution to training and assessment

Description: 
Abstract: Multimedia technology in principle may help speakers to deliver more effective presentations. The present study examined what effectiveness might mean in terms of audience reaction. Understanding that may help educators to use multimedia more effectively themselves and to help their students to do so. Descriptors were elicited from audiences in response to a total of 56 live presentations in which speakers used multimedia as a presentation aid. Forty-two rating scales were defined. A total of 20 presentations were rated using the scales, with the scales presented in one of two different random orders. The order did not appear to affect the ratings. A factor analysis suggests that three factors may be most important in describing the audiences responses. The first describes audience assessment of how well researched and informative the presentation seemed. The second concerns the design of the multimedia, including how creative and imaginative it was. The third reflects how entertaining and how much fun the audience felt the experience as a whole to be. The results suggest a three-factor model that might be useful when designing multimedia-supported presentations, for providing proactive guidance and feedback when training speakers, and for assessment purposes.
Author: 
Bruce Christie, Jenny Collyer, London Metropolitan University, UK
ISBN: 
ISSN-0007-1013
Year: 
2005
Length: 
22 pages

Meaningful Learning with Digital and Online Videos: Theoretical Perspectives

Description: 
Abstract on Ed/ITLib: "In this paper theoretical perspectives for analyzing the pedagogical meaningfulness of using videos in teaching, studying and learning are presented and discussed with a special focus on using digital and online video materials. The theoretical arguments were applied in the international JIBS – Joint Inserts Bank for Schools project (see < http://www.ebu.ch/departments/television/co_finance/jibs.php>). Out of existing theoretical literature six characteristics of meaningful learning were selected. According to these characteristics, meaningful learning is 1) active, 2) constructive and individual, 3) collaborative and conversational, 4) contextual, 5) guided, and 6) emotionally involving and motivating. In this paper, these characteristics are discussed with a special focus on learning with digital and online video materials. The characteristics provide insights into how digital and online videos can be used in a pedagogically meaningful way in teaching, studying and learning processes. It is evident that videos viewed either through television or computer can be seen as tools for learning. However, videos are just one component in the complexity of a classroom activity system. The learning outcomes depend largely on the way videos are used as part of the overall learning environment, e.g. how viewing or producing videos is integrated into other learning resources and tasks."
Author: 
Päivi Karppinen, University of Lapland, Faculty of Education, Centre for Media Pedagogy, Finland
Year: 
2005
Length: 
18 pages
Additional comments: 
Published in: AACE Journal, 13(3), 233-250. Norfolk, VA: AACE. PDF: http://www.editlib.org/d/6021/article_6021.pdf

Opettaja.tv

Description: 
YLE is Finland's national public service broadcasting company and Opettaja.tv is its service for teachers both on TV and on-line. YLE Teema is broadcasting Opettaja.tv for a few hours on five days of the week, offering teaching material for class work as well as to serve teachers' further education and professional development. Most Opettaja.tv TV programmes are also available online. The web site offers a great amount of audiovisual teaching material and tools for its use in class. The web site also serves as a discussion forum for teachers and as a platform for the exchange of teaching material. Opettaja.tv is made in cooperation with headteachers and the Finnish National Board of Education.
Author: 
YLE
Year: 
continuously

Unseen Voices

Description: 
This project Unseen Voices, is a new silent digital film (8 mins) as part of a collaborative interdisciplinary creative learning project, created and delivered by Sergio López Figueroa (Creative Director of Big Bang Lab). In two-week workshops a group of music students learn the history of the second World War, the Holocaust and Kindertransport (youth refugees in 1939) by learning how to create a film entirely by re-using archive film footage and photography and editing digitised clips, learn where and how to research, copyright issues, make the storyboard and the film, compose the music with support of Music Leader and finally perform live at the Holocaust Memorial Day with the Unseen Voices film in Wembley Town Hall in January 2008. At a second stage, an educational DVD was produced including four mini documentaries of the whole process and further resources including web resources for the use of teachers and other schools and distributed to 100 schools in the Borough. The project was funded by the Museum Libraries and Archive Council (MLA) and is now actually being used as a best practice model for the second stage of their funding program. A MEDEA Showcase is dedicated to this project, including an interview and excerpts from the DVD: http://www.medea-awards.com/unseen-voices
Author: 
Sergio López Figueroa, Big Bang Lab
Year: 
2007
Length: 
DVD

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