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Investigating digital video applications in distance learning

Description: 
The paper gives a brief overview of the use of digital video in distance education, the background to The Open University's Digital Video Applications (DiVA) Project, the contexts in which the Digital Video Library system is being used and some evaluation findings. Through DiVA, the university is investigating how it can use its video assets effectively, to support reuse of existing materials in course production. The project team is also evaluating student use of the system. The paper reports on an observation study which revealed several usability issues and stakeholders' opinions about potential uses of the DiVA system. This is followed by findings from an evaluation of student use of the system at a residential school and its use as part of an online learning activity undertaken by students accessing the system remotely. Evaluation findings to date indicate some quality and workload issues but they also show opportunities that come to light when using the DiVA system.
Author: 
Agnes Kukulska-Hulme, Juanita Foster-Jones, Anne Jelfs, Elizabeth Mallett, Dawn Holland, Open University, UK
ISBN: 
ISSN-1358-1651
Year: 
2004
Length: 
13 pages
Additional comments: 
Published in Journal of Educational Media, v29 n2 p125-137 Jul 2004

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

Making Video Dance: A Step-by-Step Guide to Creating Dance for the Screen

Description: 
This is the first workbook to follow the entire process of video dance production: fro having an idea, through to choreographing for the screen, filming and editing, and distribution. In doing so it explores and analyses the creative, practical, technical and aesthetic issues that arise when making video dance. The book is written by award-winning director Katrina McPherson, whose passion for the genre combines with her wide experience of choreographing directing and teaching video dance.
Author: 
Katrina McPherson
ISBN: 
ISBN (SB): 0-415–37950-4 ISBN (HB): 0-415-37942-3
Year: 
2006
Length: 
296
Table of contents: 
Author’s Acknowledgements. Introduction Katrina McPherson. Notes on Using the Exercises in this Book. How did We Get Here – An Introductory Chapter Bob Lockyer 1. First Steps 2. Dance and the Camera 3. Developing the Work 4. Creating you On-Screen World 5. Making Strides 6. When the Shoot Comes 7. Light and Sound on the Shoot 8. Preparation for the Edit 9. Choreography of the Edit Feedback time 10. Final Stages 11. Out on the Road Diary – The Making of The Truth Glossary References and Resources. Notes on Contributors. Index
Additional comments: 
Check for accompanying DVD

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.

Keeping It Simple, Online and Personal: Teaching Interpersonal Communication Skills Via the World Wide Web

Description: 
In this case study the authors discuss the creation of a digital video resource delivered via the WWW and CD-ROM for the teaching of interpersonal communication skills to distance students involved in a Masters of Library and Information Studies (MLIS) programme. The learning objectives of the resource, a walkthrough and an examination of the production of the digital video material are provided.
Author: 
Stephen Marshall, Rowena Cullen, Victoria University of Wellington, New Zealand
Year: 
2003

Open Video Alliance wiki

Description: 
The Open Video Alliance (OVA) is a coalition of organizations and individuals devoted to creating and promoting free and open technologies, policies, and practices in online video. "The big idea behind the Open Video Alliance is that heading into this future, the tools for creating, manipulating, and sharing video must be available to everyone. And while having community-developed, open source versions of these tools is critical, it’s not the whole story. Open video requires that legal and business structures support the ability of huge numbers of individuals to use video in ways that go beyond just watching." The Open Video Alliance wiki was started in July 2009 by Maarten Brinkerink and the Netherlands Institute for Sound and Vision (http://www.beeldengeluid.nl/), that donated their Inventory of Open Source Video Software to OVA. This wiki is now maintained by the openvideo community and welcomes help, content and ideas from all those that are interested. It has a huge list of Open Source Video Software.
Author: 
Maarten Brinkerink and the Netherlands Institute for Sound and Vision, Open Video Alliance (OVA)
Year: 
2009
Table of contents: 
List of Open Source Video Software

MICROTUBE

Description: 
MICROTUBE is a website where students can submit short video clips that explain microeconomic concepts, effects, or theorems. The basic idea underlying the MICROTUBE project is very simple: Students of economics produce video clips for students of economics. If these clips are worthwhile to watch, all the better. But how to implement such an idea? After some initial discussions with experts from the media services at the University of Zurich, it was agreed that it would be advisable to invest the available time in a small number of clips (rather than having too many). So a plan was made. A script was written, a casting organized, and locations were selected. Two camera teams worked in parallel over an extremely dense offsite weekend. And then, following weeks of cutting and fine-tuning, we ultimately arrived at the clips that are shown on this website. The MICROTUBE team hopes these clips will be (or have been) enjoyable for you! Acknowledgement. This e-learning project was made possible by the generous support of the Initiate Interactive Learning (IIL) at the University of Zurich during the years 2007 and 2008. The website was designed and realized by Michael Hohl. The MICROTUBE project is an original idea of Christian Ewerhart.
Year: 
2008
Table of contents: 
Home Clips Complementary Material Give-aways Submissions Making-of Information & Contact Chair Homepage

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

JISC Digital Resources

Description: 
This is a website run by JISC in the UK which provides advice, guidance and training on the creation and use of digital media resources. JISC Digital Media also offer an interesting newsletter called Intermedia which includes news on forthcoming events as well as articles on a variety of relevant topics. The Digital Media service is offered to the UK's Further and Higher Education community and covers creating digital media resources (specifically still im-ages, moving images and sound resources), delivering digital media resources to users, using digital media resources to support teaching, learning and research and managing both small and large scale digitalisation projects.
Author: 
mixed

NHK Creative Library

Description: 
A collection of remarkable video bits about various subjects of interest, from wildlife to Japanese culture. Easily reusable because mostly without comentary voice over. Good production quality. As the site in entirely in Japanese it is difficult to browse the site but with Google Translate the site can be accessed with little difficulty.
Author: 
NHK Japanese Public Broadcasting Company
Table of contents: 
n/a
System requirements: 
Browser with flash player plau gin
Additional comments: 
Site is in japanese but can be accessed with Google Translate