We brainstorm ideas for using video in primary education. You practice creating a narrated screencast of your Project. You record an interview with your partner and learn to use video editing software.
FOLLOW-UP
• Post your screen cast and interview to your blog.
• Make a start on creating your video essay, perhaps incorporating sections of your screencast.
• Draw any remaining work on your Scratch project to a conclusion and assemble media you wish to use in your video essay.
• Chapter 5, Microworlds: Incubators for Knowledge in Papert (1980)
ADDITIONAL RESOURCES
• Chapter 3 of Pritchard (2008)
• Counts (2004)
We brainstorm ideas for using video in primary education. You practice creating a narrated screencast of your Project. You record an interview with your partner and learn to use video editing software.
FOLLOW-UP
• Post your screen cast and interview to your blog.
• Make a start on creating your video essay, perhaps incorporating sections of your screencast.
• Read Wood et al (2009)
ADDITIONAL RESOURCES
• Chapter 3 of Pritchard (2008)
• Counts (2004)
The presentation defines digital storytelling, reviews the learning benefits for college students, and offers sample projects and approaches.
For more info, including links to playable versions of the sample stories featured here as well as other, shorter versions of the presentation, see:
http://digitalwriting101.net/content/presentations-on-digital-storytelling/
This post is on my DigitalWriting101.net help site, which features resources to help students and faculty compose in digital media. Feel free to share the site with students and colleagues!
We brainstorm ideas for using video in primary education. You practice creating a narrated screencast of your Project. You record an interview with your partner and learn to use video editing software.
FOLLOW-UP
• Post your screen cast and interview to your blog.
• Make a start on creating your video essay, perhaps incorporating sections of your screencast.
• Read Wood et al (2009)
ADDITIONAL RESOURCES
• Chapter 3 of Pritchard (2008)
• Counts (2004)
The presentation defines digital storytelling, reviews the learning benefits for college students, and offers sample projects and approaches.
For more info, including links to playable versions of the sample stories featured here as well as other, shorter versions of the presentation, see:
http://digitalwriting101.net/content/presentations-on-digital-storytelling/
This post is on my DigitalWriting101.net help site, which features resources to help students and faculty compose in digital media. Feel free to share the site with students and colleagues!
The core objective of SocialPRO clubs is to educate, impart knowledge & skills on various disciplines of social media to the university students and faculty. These clubs will also provide companies with a talent pool of graduates with a solid understanding of new media to help fix the knowledge gap in the corporate world. These clubs will also enhance collaboration between universities, exchange of ideas among the students and the industry and nurture creativity because students shall be exposed to the limitless possibilities online and learn how to tap into that potential therein. SocialPRO clubs will help university students refine their business ideas and find a high-potential commercial opportunity, gather resources such as talent and capital, figure out how to sell and market the idea and manage rapid growth. How? All the key partners they need for their start up ideas are on social networking sites. SocialPRO clubs will also create a platform that will enhance product and consumer engagement through creativity and innovation. The faculty will also benefit from these clubs as they’ll learn how to create and share digital content in various formats with the students across platforms thus ease content sharing and make learning more fun!
Europe installed and grid connected 293 offshore wind turbines in 2012 - more than one per working day. This brings the total to 1,662 turbines, in 55 offshore wind farms in ten European countries.
• Video and multiple intelligences
• Reflections on using video to evaluate teaching
• Video editing skills revisited
• Other software for video editing (as required)
SESSION TASK
The session provides an opportunity for you to work on your Teaching and Learning video reflection with support from your ICT Tutor.
FOLLOW-UP ACTIVITY
• Read Chapter 4: The Meaning of Making III, Digital, from Gauntlett (2011). Post a reflection to your blog.
Guidelines for communicating work effectively with PowerPoint and poster presentations, developed for an MSU Undergraduate Opportunities in Summer workshop.
The core objective of SocialPRO clubs is to educate, impart knowledge & skills on various disciplines of social media to the university students and faculty. These clubs will also provide companies with a talent pool of graduates with a solid understanding of new media to help fix the knowledge gap in the corporate world. These clubs will also enhance collaboration between universities, exchange of ideas among the students and the industry and nurture creativity because students shall be exposed to the limitless possibilities online and learn how to tap into that potential therein. SocialPRO clubs will help university students refine their business ideas and find a high-potential commercial opportunity, gather resources such as talent and capital, figure out how to sell and market the idea and manage rapid growth. How? All the key partners they need for their start up ideas are on social networking sites. SocialPRO clubs will also create a platform that will enhance product and consumer engagement through creativity and innovation. The faculty will also benefit from these clubs as they’ll learn how to create and share digital content in various formats with the students across platforms thus ease content sharing and make learning more fun!
Europe installed and grid connected 293 offshore wind turbines in 2012 - more than one per working day. This brings the total to 1,662 turbines, in 55 offshore wind farms in ten European countries.
• Video and multiple intelligences
• Reflections on using video to evaluate teaching
• Video editing skills revisited
• Other software for video editing (as required)
SESSION TASK
The session provides an opportunity for you to work on your Teaching and Learning video reflection with support from your ICT Tutor.
FOLLOW-UP ACTIVITY
• Read Chapter 4: The Meaning of Making III, Digital, from Gauntlett (2011). Post a reflection to your blog.
Guidelines for communicating work effectively with PowerPoint and poster presentations, developed for an MSU Undergraduate Opportunities in Summer workshop.
Work in Higher Ed? How do you make compelling video your audience will want to watch? This simple guide walks you through the whole process from story-boarding to distribution.
Slides from my presentation "Video production as a pedagogic tool: an example from the biosciences" at the 2010 Higher Education Academy conference "Shaping the Future". The slides describe an activity in which second year undergraduates produce short films on bioethics topics.
www.lefthandedbiochemist.wordpress.com
Similar to Developing ideas with video - Y1 ICT Specialists, Lecture 15. (20)
We look briefly at examples of robotics work in schools, and explore the use of Lego kit to provide children with an introduction to control technology. You video one another working with the robotics kit used, adding an interview or narration.
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The technologies whose study properly forms a part of ICT education develop at an exponential rate, with Moore’s law promising a doubling of computing capacity every couple of years, and global industries and innovative individuals continually finding new applications to use such capacity. The extent to which your school makes use of such innovation is, to some degree, in your hands.
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Whilst school budgets are not likely to fall within your remit in the early stages of your career, specifying and choosing resources may well fall onto your shoulders. At a time when all public sector funding is squeezed, ensuring best value in ICT procurement is essential, as is making the best possible use of the resources currently available. Some sort of technical support for ICT in schools is now common, and the management of this may well form part of your role.
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READING
Becta (2007). Quality principles for digital learning resources. Coventry: Becta.
Becta (2009). Harnessing technology review 2009: The role of technology in education and skills. Coventry: Becta.
Berry, M. (2010) An ‘open source manifesto’ to counter the ICT cuts.
Fleming, R. (2010) Saving Money with ICT. Reading: Microsoft
Ofsted (2011). ICT 2008-11. London: Ofsted.
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• ICT Capability
• Exploratory play with ICT
• Programmable toys
• Game based learning
SESSION TASK
• Creative challenge – illustrate ‘The Internet’ through a painting. Post it up to BlogFolio and add a reflective comment.
• Play with one of the progtammable toys or video games discussed during the session. Post a reflection to your blog, focussing on what children might learn through this or similar technology.
FOLLOW-UP ACTIVITY
• Read Williamson (2009) and discuss the place of commercial off-the-shelf (COTS) computer games in primary education.
• You might like to spend at least some of the summer break playing one or two computer games; if so, blog about your experience, focussing on the learning that takes place whilst playing.
• Please make sure you have completed all directed task work for Year 1 and that your blog is completely up to date.
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3. Video in primary schools
Recording evidence
Multiple literacies
Live action
Kit?
Edited vs raw footage
Animation
Stop motion
Computer generated (‘tweening vs programming)
YouTube etc
Concerns?
4. Key text for your work as
a student
Counts, E (2004) Multimedia
Design and Production, London:
Pearson
ED Counts’ web site
5. Be a moviemaker
“With contemporary technologies,
virtually anyone can be a
moviemaker … Even more
revolutionary than simply making
our own movies, we can distribute
them to the world via the World
Wide Web.” (p8)
Counts, 2004
6. Be creative
“… students and teachers can
learn to use multimedia tools,
theories and skills to create
original , inventive and
expressive works of high
technical quality.” (p7)
Counts, 2004
7. Spectacular results
“Unfortunately, if one wishes to
use multimedia tools creatively,
there is no way to avoid the
many hours that it takes to learn
to use them. Most often,
however, the time spent pays off
in successful and sometimes even
spectacular results.” (p9)
Counts, 2004
8. Vision
“The creative and expressive
power of contemporary
multimedia production tools is
nearly unlimited … [but] merely
having some skills in operating
tools and devices cannot
compensate for a lack of vision,
imagination, motivation, passion
and above all, a point of view.”
(p12)
Counts, 2004
9. f. Provide a critical justification for the place of
multimedia games in school, in the form of a video
essay. (20%)
You should, drawing on your readings and your
experience in this project and elsewhere, critically justify
the use of multimedia games in school to support or
extend learning. Create an edited video, of no more than
3 minutes duration, in which you give your views on this
question
This and final versions of the above sections must be
submitted on or by 20th May.
10. An excellent video essay should:
•critically reflect on readings and personal experience,
making connections and comparisons between these;
•explain rather than describe;
•include both live recording and illustrative screen
captures;
•be coherent and well structured;
•ensure the quality of the video is acceptable, e.g. set the
white balance/exposure, frame the subject appropriately;
•have titles, credits, a voiceover and carefully chosen
music/sound effects;
•exhibit good standards of spoken English and be no
longer than three minutes.
18. Referencing
Lord, P & Park, N. (2000) Chicken Run.
[VHS Video]. UK: Pathe Distribution
19. To follow up…
Post your screen cast and interview to
your blog.
Make a start on creating your video
essay, perhaps incorporating sections
of your screencast.
Draw any remaining work on your
Scratch project to a conclusion and
assemble media you wish to use in
your video essay.
Chapter 5, Microworlds: Incubators
for Knowledge in Papert (1980)
Editor's Notes
They ’ ve covered the ideas behind these in T&L lectures and the prep. reading, but it ’ s still worth just checking they know what the words mean. I get them to choose the one they ’ re best at and then ask the students who picked each to give examples of how video might be used to develop a pupil ’ s capabilities in that area. A little criticality is no bad thing here, and so it ’ s worth encouraging them to suggest flaws in Gardiner ’ s idea. Recommended readings are at http://www.dawsonera.com/guard/protected/dawson.jsp?name=Roehampton%20University&dest=http://www.dawsonera.com/depp/reader/protected/external/AbstractView/S9780203887240 (requires RU Shibboleth authentication) and http://www.thirteen.org/edonline/concept2class/mi/index.html
I ’ ve generally asked them to share examples of any video work they saw on placement rather than going through the above.