trends

Top ten uses of video in education

The aim of "Top ten uses of video in education" is to highlight the range of innovative uses of digital video in education with reference to their relative pedagogical value. The ‘Top Ten’ is a populist format but the underpinning pedagogical approach was inspired by Uskov (2005) who in his National Science Foundation project “Technology for advanced e-learning” investigated the perceived value of among video among teachers and learners. As part of his advocacy for increased use of this media he referred to Edgar Dale’s ‘Cone of Experience’ (Dale, 1969), originally developed to highlight the role of media in learning. According to Dale’s intuitive model, learners learn better by “doing” rather than through more passive experiences such as reading and observing. “Learning by doing” is nowadays often termed “experiential learning” or “action learning”. At the narrow top of Dale’s cone are experiences such as reading which are furthest removed from real life. At the broad base of the cone are immersive, contextualized learning experiences (see Fig. 1).

Related link: full presentation: http://www.videointeraktiv.org/top10.zip or http://www.videoaktiv.org/fileadmin/template/main/resources/presentation...) or more recent MEDEA Awards 2008-related presentation by Dr Clive Young at http://www.slideshare.net/clive_pl_young/the-medea-awards-2008-encouragi...

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Dr. Clive Young, the VideoAktiv Project

Year

2006

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1 article

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Towards a learning organisation - Reviewing technologies for company training

Towards a learning organisation' brings human resource managers up-to-date with the various applications that are open to them, such as Electronic Learning Environments, Web based training, Videoconferencing, etc.
This handbook provides user-friendly information about emerging technologies for training, checklists and other decision-making tools.
Based on broad experience and peppered throughout with case studies and examples from leading European companies and institutions, it also offers plenty of background information including an onverview of network options as well as a handy glossary and further resources list.
Related: http://openlibrary.org/b/OL3993552M

Table of contents: 

# Introduction
# Foreword: Network Infrastructure
# Chapter 1 : Video and Audio
# Chapter 2: CDs, DVDs and Hybrids
# Chapter 3: Video Conferencing
# Chapter 4: Electronic Mail
# Chapter 5: Electronic Learning Platform
# Chapter 6: Web-based Training
# Resource, Reading and Reference List

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Mathy Vanbuel, Annemie Boonen, Jean-Joseph Scheffknecht

Year

2000

ISBN

ISBN-13: 9789058670724

Length

132 pages

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Classrooms for Distance Teaching and Learning: a Blueprint

This handbook provides a step by step guide to setting up a classroom for telepresence learning. Its comprehensivecoverage includes chapters on testing it works, guidelines for the full range of users, together with troubleshooting and reference sections. There are also detailed case studies of the five distinctive learning scenarios developed by the handbook's pan-European authors, which include sites for teaching remote learners, remote and local learners, group presentation and interaction, a single learner, and a learning centre group. The handbook is a BLUEPRINT, to be read cover to cover, or dipped into for specific information as you strive to set up or fine tune your own version of an interactive classroom for distance teaching and learning.

Table of contents: 

Introduction
# Building an Interactive Classroom: The Steps
# Testing it Works
# How to Use the Classrooms
# Troubleshooting
# Case-Studies
Appendices
Glossary of Terms
World TV Standards
References and Further Reading
Websites
Index

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Editors: Michael Hegarty, Anne Phelan, Lisa Kilbride

Year

1998

ISBN

ISBN-13: 9789061868675

Length

270 pages

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TV? It's so over

Rhodri Marsden's article in The Independent on why it's goodbye to the goggle-box and hello to a host of new ways to watch your favourite shows

4 Things Good Teachers do to Get Students REALLY Involved in Projects

“Almost all of the students in classrooms K-12, and a large percentage of students in colleges are ‘digital natives,’ or students who grew up with ubiquitous access to digital media.”

Jeff VanDrimmelen uses his experience in the classroom to list 4 essentials to motivate and enthrall students. Furthermore, he showcases an example of a students’ project called MacBeth Wars, which was first discussed on Infinite Thinking Machine (http://www.infinitethinking.org/2007/04/itm-7-show-tell.html).

Table of contents: 

4 Things to Get ‘Digital Native’ Students REALLY Involved
1. Make the Final Product SHAREABLE!
2. PROJECT’S, not Assignments!
3. Encourage students to use POPULAR TECHNOLOGIES they are familiar with!
4. Give the Student’s OPTIONS!

Technology, Video Gaming, and the Future of Schools

"Literacy In Digital Technology Is The New Generation Gap"
K-12 schools often find themselves resisting the latest technologies in order to preserve their existing methods of teaching and learning. When students begin to use cell phones, iPods, instant messaging, social networking sites, or massively multiplayer gaming, schools often respond with bans and filters to restrict student use. But students don’t stop finding innovative uses for the new technologies--they just do it outside of school. As a result, teachers and school leaders keep the integrity of their instructional programs but continue to fall behind the technological learning curve, and find it more difficult to integrate new learning tools in their classrooms.

Project LIVE

Project LIVE (Learning through Instructional Video in Education) is part of EUDS4kids (Escondido Union School District, California). The goals of Project LIVE are to foster critical and visual literacy skills in both students and teachers to increase student achievement, for example a two-day teacher training about the use of digital video to support curriculum standards.

You can find a lot of useful links and resources on the following pages:
- Pre-production (Learning, Media, Storyboards)
- Production (Camera, Sound, Lighting)
- Post-production (iMovie, Final Cut Pro, Editing, Publishing)/project_live.html#publishing

New Technologies for Learning: Contribution of ICT to Innovation in Education

“New Technologies for Learning: Contribution of ICT to Innovation in Education” tackles the key questions concerning the impact of technology on education. This publication is the result of a study commissioned by the European Round Table of Industrialists (ERT) to LINOV (Leuven Institute for Innovative Learning) at the K.U.Leuven, Belgium.
The authors adopt a dynamic and constructive stance: education should neither eagerly and blindly embrace the oncoming ICT wave, nor passively and reluctantly surrender to it, nor should we make sceptical or defensive attempts to keep it out. Instead, education should actively create new powerful learning applications from the potential of ICT. An open but critical analysis of the new learning opportunities should be conducted, as well as a careful assessment of the critical success factors. For the practical implementation of ICT-based innovation in education a systemic approach to the learning process as well as to the educational system is essential.

Table of contents: 

Part 1: Knowledge-base on ICT, learning and education
Part 2: What will it look like: ICT and the educational systems of the future
Part 3: Implementation scenarios
General reflections and recommendations

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Roger Dillemans, Joost Lowyck, Georges Van der Perre, Christel Claeys, Jan Elen

Year

1998

ISBN

ISBN-13: 9789061868682

Length

282 pages

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Consolarium: games-based learning to boost performance

Consolarium on BBC News - Gaming in Education. Learning and Teaching Scotland's Derek Robertson explains new gaming in education projects with the Nintendo DS which are motivating, engaging and improving the attainment of Scottish students.

Related links:
# video via Technorati: http://technorati.com/videos/youtube.com%2Fwatch%3Fv%3DX5xFMmK5Ujs
# article "Adventures in education - Myst as a teaching tool" (Courtesy of Focus Multimedia & Games Press): http://www.justadventure.com/articles/AdventuresInEducation.shtm
# web site Tim Ryland: http://www.timrylands.com

Common Craft

"Common Craft is the company of Sachi and Lee LeFever, who, through animations in explanatory videos, transform complex ideas into easy-to-understand and humorous videoclips. In the Common Craft Store licensed videos can be purchased, but there are also free versions which could be used in classrooms. "

Table of contents: 

Some of the video categories:
* Government
* green
* multi-packs
* socialmedia

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Sachi and Lee LeFever

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up-to-date

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video repository

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Sponsors

Kaltura MediaSite LEGO Education Evens Foundation Adobe Moovly

Organisers