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Article
Publication date: 11 October 2022

Dan Albertson and Melissa P. Johnston

Digital video is regularly used to supplement instruction in K-12 education. However, more research is needed on how teachers interactively search for video to support their…

Abstract

Purpose

Digital video is regularly used to supplement instruction in K-12 education. However, more research is needed on how teachers interactively search for video to support their instructional tasks and activities. The purpose of the study is to better understand teachers’ perceptions of their video searches which can help facilitate video needs and interactions with digital tools.

Design/methodology/approach

Based on an existing image search model, variables were constructed and adapted to reflect the experiences of an interactive video search in an educational context or setting. A survey was then implemented and presented to K-12 teachers to gather perceptions about video searches. Statistical tests were used to examine certain variables that were categorized according to video needs, search tools and video surrogates or representations. The tests included descriptive tests and mean comparisons of variables within the categories to better understand priority among the criteria of teachers when interactively searching for video.

Findings

Results produced various statistical differences between variables within each of the categories of video needs, search tools and video surrogates or representations; as a result, certain priorities among the criteria of a video search emerged.

Originality/value

Online resources, particularly digital video, are likely to keep growing in importance for instruction and learning in K-12 settings. This study provides an important step to understanding different aspects of teachers’ criteria and perspectives of the video search process which will help better facilitate fulfillment of information needs.

Details

Digital Library Perspectives, vol. 39 no. 1
Type: Research Article
ISSN: 2059-5816

Keywords

Book part
Publication date: 6 May 2015

Judith Franzak, Koomi Kim and Mary Fahrenbruck

Our purpose is to examine the outcomes of using video as a reflection tool in peer-to-peer coaching with rural teachers as part of a literacy coaching professional development…

Abstract

Purpose

Our purpose is to examine the outcomes of using video as a reflection tool in peer-to-peer coaching with rural teachers as part of a literacy coaching professional development project.

Methodology/approach

This qualitative case study presents findings from a professional development project serving rural educators interested in becoming literacy coaches. Using a peer coaching model, literacy coaching participants video recorded two literacy coaching cycles capturing pre-conferencing, lesson modeling, and post-conferencing. Reflection was facilitated through face-to-face discussion and online technologies (discussion forums and e-mail).

Findings

Face-to-face sessions were integral in fostering participant reflection. Technology challenges impacted the extent to which participants engaged in and valued video as a reflection tool. Participants repurposed video reflection for self-identified professional and pedagogical purposes.

Practical implications

Video reflection can be used as a part of multimodal set of tools to collaborate with teachers. Face-to-face interaction is important in supporting rural teachers’ use of video reflection. Teacher educators generally need more on-site authentic involvement to gain emic perspectives when working with the rural sites in order for the video tasks to be more effective and meaningful for the teachers. Repurposing video reflection can be an expression of agency in meeting teacher needs.

Details

Video Reflection in Literacy Teacher Education and Development: Lessons from Research and Practice
Type: Book
ISBN: 978-1-78441-676-8

Keywords

Article
Publication date: 28 September 2012

Dimitris Kanellopoulos

This paper aims to propose a system for the semantic annotation of audio‐visual media objects, which are provided in the documentary domain. It presents the system's architecture…

Abstract

Purpose

This paper aims to propose a system for the semantic annotation of audio‐visual media objects, which are provided in the documentary domain. It presents the system's architecture, a manual annotation tool, an authoring tool and a search engine for the documentary experts. The paper discusses the merits of a proposed approach of evolving semantic network as the basis for the audio‐visual content description.

Design/methodology/approach

The author demonstrates how documentary media can be semantically annotated, and how this information can be used for the retrieval of the documentary media objects. Furthermore, the paper outlines the underlying XML schema‐based content description structures of the proposed system.

Findings

Currently, a flexible organization of documentary media content description and the related media data is required. Such an organization requires the adaptable construction in the form of a semantic network. The proposed approach provides semantic structures with the capability to change and grow, allowing an ongoing task‐specific process of inspection and interpretation of source material. The approach also provides technical memory structures (i.e. information nodes), which represent the size, duration, and technical format of the physical audio‐visual material of any media type, such as audio, video and 3D animation.

Originality/value

The proposed approach (architecture) is generic and facilitates the dynamic use of audio‐visual material using links, enabling the connection from multi‐layered information nodes to data on a temporal, spatial and spatial‐temporal level. It enables the semantic connection between information nodes using typed relations, thus structuring the information space on a semantic as well as syntactic level. Since the description of media content holds constant for the associated time interval, the proposed system can handle multiple content descriptions for the same media unit and also handle gaps. The results of this research will be valuable not only for documentary experts but for anyone with a need to manage dynamically audiovisual content in an intelligent way.

Article
Publication date: 1 May 2006

Ibrahim Yucel, Joseph Zupko and Magy Seif El‐Nasr

Researchers have argued that video games have great utility for learning. Games promote experiential learning and can be used to facilitate active learning. This paper examines…

Abstract

Researchers have argued that video games have great utility for learning. Games promote experiential learning and can be used to facilitate active learning. This paper examines the potential of video games in education. In particular, it examines the benefits of game modding compared to playing and/or creating games. However, video game classes have been primarily attended by male students. This paper looks further into the gender issue regarding the use of video game modding in education. This is demonstrated through a course developed by the authors on game design. The main goal of the course was to introduce middle school and high school female students to IT and assist them in acquiring five basic IT skills. During the course, survey data was collected from participating students. Results from the surveys as well as analysis of student projects and anecdotal evidence suggest that using video game modding is successful in increasing self‐efficacy and motivation as well as teaching female students basic IT skills.

Details

Interactive Technology and Smart Education, vol. 3 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 24 August 2023

Tove Seiness Hunskaar and Greta Björk Gudmundsdottir

This paper aims to investigate how school-based mentors and preservice teachers (PTs) perceive mentoring conversations when applying a set of newly developed digital tools

Abstract

Purpose

This paper aims to investigate how school-based mentors and preservice teachers (PTs) perceive mentoring conversations when applying a set of newly developed digital tools accompanied by discursive tools in mentoring in practicum.

Design/methodology/approach

This study performed a thematic analysis of 12 interviews (5 with mentors and 7 with PTs) to explore how the participants perceived mentoring conversations when applying a combination of digital and discursive tools in school-based mentoring conversations. This study uses a model of adaptive expertise to discuss the findings.

Findings

This analysis revealed that the tools could alter the typical order of mentoring conversations. Mentors reported a change in their mentoring routines in which mentees took a more active role in conversations. The use of tools also allowed for richer conversations. From the perspective of PTs, the tools provided a structure for mentoring sessions, provided an alternative opening for mentoring conversations and enhanced their awareness of certain aspects of their own teaching.

Originality/value

This study's results suggest that the application of tools in mentoring enhances mentoring by facilitating reflection among PTs and mentors and fostering the development of adaptive expertise.

Details

International Journal of Mentoring and Coaching in Education, vol. 12 no. 4
Type: Research Article
ISSN: 2046-6854

Keywords

Book part
Publication date: 3 August 2017

Matt Bower

This chapter provides a comprehensive review of research and developments relating to the use of Web 2.0 technologies in education. As opposed to early educational uses of the…

Abstract

This chapter provides a comprehensive review of research and developments relating to the use of Web 2.0 technologies in education. As opposed to early educational uses of the Internet involving publication of static information on web pages, Web 2.0 tools offer a host of opportunities for educators to provide more interactive, collaborative, and creative online learning experiences for students. The chapter starts by defining Web 2.0 tools in terms of their ability to facilitate online creation, editing, and sharing of web content. A typology of Web 2.0 technologies is presented to illustrate the wide variety of tools at teachers’ disposal. Educational uses of Web 2.0 technologies such as wikis, blogs, and microblogging are explored, in order to showcase the variety of designs that can be utilized. Based on a review of the research literature the educational benefits of using Web 2.0 technologies are outlined, including their ability to facilitate communication, collaborative knowledge building, student-centered activity, and vicarious learning. Similarly, issues surrounding the use of Web 2.0 tools are distilled from the literature and discussed, such as the possibility of technical problems, collaboration difficulties, and plagiarism. Two case studies involving the use Web 2.0 tools to support personalized learning and small group collaboration are detailed to exemplify design possibilities in greater detail. Finally, design recommendations for learning and teaching using Web 2.0 are presented, again based on findings from the research literature.

Details

Design of Technology-Enhanced Learning
Type: Book
ISBN: 978-1-78714-183-4

Book part
Publication date: 31 July 2014

Crystal Tremblay and Ana Maria Peredo

The purpose of this chapter is to document the use of Participatory Action Research methods as an effective approach for community empowerment and strategies for more inclusive…

Abstract

Purpose

The purpose of this chapter is to document the use of Participatory Action Research methods as an effective approach for community empowerment and strategies for more inclusive public policy.

Design/methodology

The methodology draws on a “participatory video” project with recycling cooperatives in São Paulo, Brazil, and documents the process, benefits, and challenges of using action-oriented methods and tools as an approach to build capacity for political and social change. The authors provide a step-by-step process of facilitating a PV project, its application for policy engagement, and some of the major dilemmas in using PV, including representation, power, and vulnerability.

Findings

The research findings conclude that the application of Participatory Action Research as a research method in social entrepreneurship, contributes significantly to build transformative capacity in participating members, in addition to creating new spaces for inclusive policy.

Originality/value

The research is unique in that it points to creative and transformative methods of engagement for inclusive governance, embracing multiple forms of personal identity, knowledge and creative expression in moving toward new solutions for equal opportunities and possibilities for change. Participatory video is argued to be an innovative avenue for the inclusion of multiple voices in these arenas, voices of people otherwise left on the margins. Participatory video is an approach that has the potential to transform the way we (local and global) move toward greater social equity, human compassion, and environmental flourishing.

Details

Social Entrepreneurship and Research Methods
Type: Book
ISBN: 978-1-78441-141-1

Keywords

Book part
Publication date: 2 September 2015

Roy Rozario and Evan Ortlieb

To provide a video reflection model based on interactivity for teachers to facilitate disciplinary literacy and a culturally responsive pedagogy during video reflection. The model…

Abstract

Purpose

To provide a video reflection model based on interactivity for teachers to facilitate disciplinary literacy and a culturally responsive pedagogy during video reflection. The model presents multiplicity of voices within the context of classroom activity crossing boundaries to expand teachers beyond their zone of proximal development for enhanced pedagogical practices.

Methodology/approach

Expansive learning as model of learning originates from the Cultural Historic Activity Theory framework. It enables viewing learner–teacher–technology interactions embedded within classroom walls that embrace diverse socio-cultural-historical practices. Given its connectedness to a responsive teaching-learning approach the model is adapted with the tenets of interactivity to help teachers with a professional learning tool to include, promote, and expedite pedagogical practices that reflect learner background through video reflection.

Findings

The video reflective model using four central question and five principles of the expansive learning matrix examines the various interactivities during a science class period to embrace and enhance a disciplinary literacy approach to teaching. The chapter provides details of opportunities on how the teacher uses this model to adopt a disciplinary literacy and responsive pedagogy approach. It provides directions on how to improve learner–technology interactivity and assist teachers to orchestrate other classroom technologies along with videos as teaching and learning artifacts.

Practical implications

Knowledge construction occurs in spaces that are hard to identify, that is to say that it is difficult to measure when, why, and how knowledge construction happens. By identifying, drawing connections, and making interconnections of the various activities and interactivities from their classroom worlds to lived practices through the tenets in our proposed reflective model the teacher will initiate, facilitate, and eventuate expansive learning and teaching processes. Thereby videos can highlight teacher’s motivations and contradictions when paired with this model and promote the examination of one’s practices to cross-boundaries that embrace the dynamics of learning and knowledge construction as and when it occurs.

Details

Video Research in Disciplinary Literacies
Type: Book
ISBN: 978-1-78441-678-2

Keywords

Article
Publication date: 12 September 2016

Dan Albertson and Boryung Ju

The purpose of this paper is to examine perceived self-efficacy of users within an interactive video retrieval context. The motivation for this research includes that…

Abstract

Purpose

The purpose of this paper is to examine perceived self-efficacy of users within an interactive video retrieval context. The motivation for this research includes that understanding self-efficacy will provide insight on how potential users target resources and in turn promote and sustain use of retrieval tools and systems.

Design/methodology/approach

A survey method was employed. In total, 270 participants rated levels of perceived self-efficacy for successfully fulfilling different video needs if using a particular system. Perceived self-efficacy was explored quantitatively, both overall and across different potentially influential factors, such as topic type, topic familiarity, system experience, and system context. In addition, open-ended responses on the survey were categorized through content-analysis and subsequently analyzed using weighted frequencies.

Findings

Findings demonstrated significant associations between participants’ perceived self-efficacy and different topical factors, including familiarity and topic type, and also system factors, such as exposure (or experience) and system context.

Research limitations/implications

User confidence is one belief or attitude about technology acceptance, with self-efficacy intersecting multiple factors related to initial and sustained use of technologies. Findings give researchers a look at users’ preconceptions of interactive video retrieval situations, which, in turn, suggest positive implications for future research and design.

Originality/value

Video retrieval comprises considerations that are unique from other contexts due to the structure and physical makeup of video. However, until now, self-efficacy has not been directly examined in relation to video or according to several of the specific retrieval factors as explored in the current study, which is thus warranted.

Details

Journal of Documentation, vol. 72 no. 5
Type: Research Article
ISSN: 0022-0418

Keywords

Article
Publication date: 30 November 2004

Timothy K Shih, Ya‐Fung Chang, Hun‐Hui Hsu, Ying‐Hong Wang and Yung‐Hui Chen

Distance education has been an important research issue of multimedia computing and communication. Since the instructional activities are implemented on cyberspace, how to control…

Abstract

Distance education has been an important research issue of multimedia computing and communication. Since the instructional activities are implemented on cyberspace, how to control behaviors of students and to increase the degree of communication awareness have been a challenging issue. We propose a system based on the scaffolding theory. Behaviors of students are supervised by an intelligent control system, which is programmed by the instructor under our generic interface. The interface is built based on virtual reality and real‐time communication technologies. Students and instructors have their individual avatars that are controlled by a video game like navigation. Those behaviors that violate virtual campus regulations are detected and interceptive actions are performed. The proposed system is implemented on a Windows system and can be used for general purpose of distance education.

Details

Interactive Technology and Smart Education, vol. 1 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

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