4,288 research outputs found

    Music Video Redundancy and Half-Life in YouTube

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    PDF of a powerpoint presentation from TPDL 2011: 15th International Conference on Theory and Practice of Digital Libraries, in Berlin, Germany, September 25-29, 2011. Also available on Slideshare.https://digitalcommons.odu.edu/computerscience_presentations/1019/thumbnail.jp

    Online Instructors’ Use of the Cognitive Theory of Multimedia Learning Design Principles: A Mixed Methods Investigation

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    The growing use of digital video for online learning among US higher education instructors accelerated as a result of the COVID-19 pandemic raising questions about instructors’ knowledge of video creation principles (Bétrancourt & Benetos, 2018; Chorianopoulos, 2018; Kay, 2012; McCormack, 2020; Seaman, et al, 2018). This explanatory sequential mixed methods research describes the extent to which higher education instructors who create digital instructional video for online learning applied 11 multimedia design principles of the Cognitive Theory of Multimedia Learning (CTML). The case study triangulated self-reported survey data from 55 online instructors, interview data from five instructors with the highest implementation of CTML design principles as measured in the survey, and analysis of five video artifacts. Instructors implemented the CTML design principles more often than not, but applied certain principles like redundancy less frequently. Students and personal impacts are factors that informed instructor video design decisions and implementation of CTML design principles is driven more by instructors’ personal experiences and preferences rather than knowledge of the design principles. Given these findings, recommendations for instructors include continuing to be “video stars”, incorporating more signals into their videos, checking on-screen text to ensure it is used as little as possible, accounting for the time needed to create a video, and remembering that it is not the tool, but how they use it that matters

    Transitioning Through Layers

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    http://deepblue.lib.umich.edu/bitstream/2027.42/108429/1/blyn_1398992902.pd

    Open Online Knowledge Sharing

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    Chapter 3 in Cultural-historical perspectives on collective intelligence In the era of digital communication, collective problem solving is increasingly important. Large groups can now resolve issues together in completely different ways, which has transformed the arts, sciences, business, education, technology, and medicine. Collective intelligence is something we share with animals and is different from machine learning and artificial intelligence. To design and utilize human collective intelligence, we must understand how its problem-solving mechanisms work. From democracy in ancient Athens, through the invention of the printing press, to COVID-19, this book analyzes how humans developed the ability to find solutions together. This wide-ranging, thought-provoking book is a game-changer for those working strategically with collective problem solving within organizations and using a variety of innovative methods. It sheds light on how humans work effectively alongside machines to confront challenges that are more urgent than what humanity has faced before. This title is also available as Open Access on Cambridge Core.Chapter 3 addresses open online knowledge sharing. Open sharing is becoming more important in all major sectors in society, including science, politics, education and innovation, knowledge products (videos, textbooks and databases). This sharing includes both the domain of expert-produced scientific knowledge and massive amounts of citizen-produced practical knowledge. Because of lower publishing costs, Open Access has become the new dominant trend that makes research accessible to everyone. Increased production of open textbooks gives a more readable access to scientific knowledge and reaches a much wider audience. In addition, scientific knowledge construction processes are becoming transparent. This includes the establishment of many more open digital databases that allow anyone both to make their own contributions and get free access to all the data (e.g. citizen science project like eBird). There is also experimentation with making knowledge construction processes more open, both within scientific discourse (e.g. Polymath project) and the development of encyclopedic knowledge (e.g. Wikipedia). In addition, the recent decade has seen an enormous increase in amateur-produced practical knowledge, not only texts, but an abundance of images and videos. Enthusiasts share their skills and passions concerning any activity that might be of interest to other like-minded persons. It also includes the sharing of political opinions, for example with new digital technologies like argument mapping. Even some companies in the business sector have begun sharing more of its corporate knowledge.publishedVersio

    Intellectual Property and Americana, or Why IP Gets the Blues

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    YouTube in the EFL Classroom and Listening Comprehension – A Corpus-Based Study

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    Bruk av YouTube-videoer i klasserommet har blitt mer og mer vanlig siden opprettelsen av YouTube i 2005. Spesielt i engelskundervisningen kan slike videoer åpne et vindu inn til den verden som engelsktalende mennesker lever i. Som lektorstudent har jeg fått et inntrykk av at lærere liker å bruke YouTube-videoer fordi de tror at elever vil forstå mer av videoer enn av en vanlig tekstbok, samt at videoer bidrar til variasjon i undervisningen. Videre har jeg også inntrykk av at lærere velger slike videoer ut ifra innhold ¬– ikke etter hvor mye de forventer at elevene skal skjønne. Slike videoer krever mye av elevenes lytteferdigheter og de må prosessere alt som skjer på skjermen i løpet av kort tid. Uten å tenke over det kan lærere ende opp med å velge videoer som setter høye leksikalske krav til elevene fordi ordforrådet som kreves for å forstå videoene er høyere enn hva elevene har, og/eller fordi videoene inneholder alt for mange elementer på en og samme tid. Det er dessverre lite forskning på bruk av YouTube-videoer i engelskundervisningen. Denne oppgaven ønsker å sette søkelyset på dette feltet, her ved å undersøke de leksikalske kravene lærere plasserer på elevene sine når de viser slike videoer i klasserommet. Den ønsker også å undersøke hvordan ord blir presentert (som for eksempel skrevet tekst eller tale) og hvilke konsekvenser dette har for elevers lytteforståelse av videoene. Oppgaven er en korpus-basert studie bestående av transkripsjoner fra 20 BBC News videoer fra YouTube. Det teoretiske rammeverket er basert på kognitive teorier som forklarer hvordan mennesker prosesserer lyd og bilder og hvilken påvirkning ulike elementer i en video kan ha på en elevs lytteforståelse. Resultatene viser at et ordforråd på 3,000 ordfamilier gir kjennskap til 95% av innholdet, hvorav 5,000 ordfamilier gir 98% forståelse. Samtidig er tale den mest brukte måten å presentere ord på i videoene etterfulgt av skrevet tekst. Halvparten av videoene bruker både tale og tekst samtidig for å presentere de samme ordene. I lys av prinsipper for multimedia læring kan tale sammen med bilder øke forståelsen. Blir tale, tekst og bilde brukt samtidig kan dette forstyrre elevens oppmerksomhet og føre til redusert forståelse. Man kan også anta at ord som blir brukt i to moduser for å presentere den samme informasjonen er overflødig. Studien viser at lærere må være bevisste på hvilke krav de setter til elevene sine i møte med videoer. Dette fordi videoene kan være leksikalsk utfordrende, samtidig som måten ordene blir vist på enten kan være til hjelp eller til hindring av forståelsen.Engelsk mastergradsoppgaveMAHF-LÆFRMAHF-ENGMPENGLZMPHFFAKENG35

    Horizon Report 2009

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    El informe anual Horizon investiga, identifica y clasifica las tecnologías emergentes que los expertos que lo elaboran prevén tendrán un impacto en la enseñanza aprendizaje, la investigación y la producción creativa en el contexto educativo de la enseñanza superior. También estudia las tendencias clave que permiten prever el uso que se hará de las mismas y los retos que ellos suponen para las aulas. Cada edición identifica seis tecnologías o prácticas. Dos cuyo uso se prevé emergerá en un futuro inmediato (un año o menos) dos que emergerán a medio plazo (en dos o tres años) y dos previstas a más largo plazo (5 años)
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