The document discusses streaming media and multimedia in education. It begins by discussing how Confucius and educational theorists since have found that students remember and understand information better when they are more actively involved in the learning process. It then discusses different levels of multimedia, formats for multimedia content, and methods of delivering multimedia like downloading, streaming, and progressive downloading. The document advocates for the use of screencasts, slidecasts, webcasting, and flipping the classroom to make lectures and classes more interactive and improve student learning outcomes.
25 Tools: A Toolbox for Learning Professionals 2009Jane Hart
This document presents a toolbox of 25 categories of learning tools compiled by Jane Hart. It provides 3 tools within each category, including the most popular or emerging tools as selected by learning professionals in 2009. Within each category there is a short description of the tools and their purposes. The full details of all the tools can be found online at the provided website.
This document discusses the evolution of the World Wide Web and web technologies. It provides an overview of Web 1.0 as a read-only system with one-way content produced by experts, and the emergence of Web 2.0 which enabled users to collaboratively create and share content using social media tools. The document also discusses how these technologies have influenced learning and today's students, noting shifts towards more visual, experiential and social styles of learning. It outlines activities demonstrating social bookmarking using Delicious and social networking using Ning.
Jane Hart gave a presentation on how learning and development is changing in a social world. She discussed how individuals are using social tools like Twitter and Google Drive to build personal learning networks for sharing knowledge and learning from colleagues. New enterprise social networks are also emerging that allow teams to collaborate more effectively. Learning and development professionals need to rethink their practices and support workplace learning in more modern ways using social media, online communities and other new approaches.
The session will provide you with a clear understanding of which social learning tools are available and fit-for-purpose for corporate use. Jane will discuss what tools organisations are using, and will provide practical advice on getting started and setting up informal and social learning tools so they add value to your organisation.
This document discusses the changing landscape of learning and development with the rise of social media. It outlines five ways that social media is being used for learning: formal structured learning, personal directed learning, group directed learning, intra-organizational learning, and accidental/serendipitous learning. It also discusses implications for learning and development professionals, including adopting a new mindset that recognizes self-directed and social learning, using new platforms like personal learning environments and social networks, and acquiring new skills to leverage these technologies.
Is there a place for Blackboard Collaborate in blended learning design?Matt Cornock
Durham Blackboard Users Conference 2016. Does Blackboard Collaborate and similar synchronous collaborative technology has a justifiable place contributing to blended learning and teaching or will forever remain in the distance learning
domain? Please feel free to share your suggestions to the padlet at http://bit.ly/durbbu-collab-ws - abstract available at http://bit.ly/1UzRQJ1
Social Learning - An explanation using TwitterJane Hart
The document discusses how Twitter can be used for social learning. It explains that social learning involves making connections through networks and communities, keeping up to date with colleagues and industry news, and communicating to build relationships. Examples of social learning activities on Twitter include asking and answering questions, sharing thoughts and links, participating in online events using hashtags, synchronous learning through Twitter chats, micro-learning by sharing daily knowledge, and collaborating with others.
25 Tools: A Toolbox for Learning Professionals 2009Jane Hart
This document presents a toolbox of 25 categories of learning tools compiled by Jane Hart. It provides 3 tools within each category, including the most popular or emerging tools as selected by learning professionals in 2009. Within each category there is a short description of the tools and their purposes. The full details of all the tools can be found online at the provided website.
This document discusses the evolution of the World Wide Web and web technologies. It provides an overview of Web 1.0 as a read-only system with one-way content produced by experts, and the emergence of Web 2.0 which enabled users to collaboratively create and share content using social media tools. The document also discusses how these technologies have influenced learning and today's students, noting shifts towards more visual, experiential and social styles of learning. It outlines activities demonstrating social bookmarking using Delicious and social networking using Ning.
Jane Hart gave a presentation on how learning and development is changing in a social world. She discussed how individuals are using social tools like Twitter and Google Drive to build personal learning networks for sharing knowledge and learning from colleagues. New enterprise social networks are also emerging that allow teams to collaborate more effectively. Learning and development professionals need to rethink their practices and support workplace learning in more modern ways using social media, online communities and other new approaches.
The session will provide you with a clear understanding of which social learning tools are available and fit-for-purpose for corporate use. Jane will discuss what tools organisations are using, and will provide practical advice on getting started and setting up informal and social learning tools so they add value to your organisation.
This document discusses the changing landscape of learning and development with the rise of social media. It outlines five ways that social media is being used for learning: formal structured learning, personal directed learning, group directed learning, intra-organizational learning, and accidental/serendipitous learning. It also discusses implications for learning and development professionals, including adopting a new mindset that recognizes self-directed and social learning, using new platforms like personal learning environments and social networks, and acquiring new skills to leverage these technologies.
Is there a place for Blackboard Collaborate in blended learning design?Matt Cornock
Durham Blackboard Users Conference 2016. Does Blackboard Collaborate and similar synchronous collaborative technology has a justifiable place contributing to blended learning and teaching or will forever remain in the distance learning
domain? Please feel free to share your suggestions to the padlet at http://bit.ly/durbbu-collab-ws - abstract available at http://bit.ly/1UzRQJ1
Social Learning - An explanation using TwitterJane Hart
The document discusses how Twitter can be used for social learning. It explains that social learning involves making connections through networks and communities, keeping up to date with colleagues and industry news, and communicating to build relationships. Examples of social learning activities on Twitter include asking and answering questions, sharing thoughts and links, participating in online events using hashtags, synchronous learning through Twitter chats, micro-learning by sharing daily knowledge, and collaborating with others.
An overview of Blackboard Collaborate online seminar (webinar) and synchronous learning platform. Collaborate is available to all Departments, including non-academic teams, who are looking for an online presentation, discussion and collaboration tool. If you are an instructor on a Yorkshare VLE site, you can already use the tool. Simply follow the guidance at https://bit.ly/eldt-webinars.
If you haven't got instructor access to a VLE site, or you would like a separate space to manage Collaborate, contact us at vle-support@york.ac.uk.
Choosing the right social and collaboration platformJane Hart
The document discusses criteria for selecting the right social and collaboration platform for learning. It provides a tour of three platforms - Ning, Grou.ps, and Elgg - comparing their features such as user functionality, whether they are open source or hosted, ease of setup and customization, and cost. The document aims to help users determine which platform is best suited for their learning needs and purposes.
The MOCA (Multimedia Online Collaboration Architecture) suite of tools was developed to facilitate online collaboration and distance learning. It includes tools for synchronous collaboration like shared whiteboarding and chat, as well as asynchronous tools for multimedia presentations, surveys, homework, and project management. The tools are being used in an advanced chip design course involving collaboration between teams at universities and companies. MOCA is built using standard Java technologies and allows real-time collaboration between distributed student groups.
This document discusses various types of open online courses including MOOCs, SPOCs, NOOCs, DOCCs, and more. It notes that while MOOCs are seen as the future of education, they still need to figure out effective pedagogical models and business models. The document then provides context on the history of distance education and compares different generations. It also shares perspectives on guided vs self-guided learning and scenarios for open higher education in 2030. Design patterns for MOOCs are presented including using external platforms to supplement limitations of MOOC platforms. The role of flexibility in MOOC design is discussed.
This document provides a summary of 20 tasks to help get started using Twitter. It begins with explaining what Twitter is and how it works. It then lists the 20 tasks which include signing up for an account, customizing your profile, writing your first tweet, finding people to follow, how to follow someone, sending someone a tweet, and sending a direct message to a follower. The document provides instructions and screenshots to help explain how to complete each task.
Future Learning LandscapesTowards the Convergence of Pervasive and Contextual Computing, Global Social Media and Semantic Web in Technology Enhanced Learning
The 12-step document provides guidance for successful social learning initiatives. The steps include: being clear about the purpose; using the appropriate technology; clarifying who owns the initiative; launching when ready; inviting early users to test the platform; considering a viral launch; and promoting the initiative to drive participation. The overall guidance is focused on proper planning, setup, and promotion of social learning platforms and communities.
The document proposes a new approach to workplace learning that focuses on informal learning through social interactions and collaboration rather than formal classroom-based training. It notes that people forget most of what they learn in formal training quickly, and that 70-90% of learning happens informally. The emergence of social media allows individuals to learn on their own time by accessing resources and connecting with colleagues. The document advocates for a 10 step plan centered around informal, social, and collaborative learning in the workplace in order to work smarter and improve performance outcomes.
The document provides tips and tools for making e-learning more effective. It suggests rethinking the definition of e-learning to focus more on informal learning and collaboration. Learning should improve productivity, not just be about completing courses. Tools recommended include using video sharing, podcasts, wikis, and social networking to encourage self-organized learning and sharing between employees.
This presentation examines three categories of technology for use in Higher Ed Instruction:
1) Web2.0: Slides 5 - 17
2) Cell Phones: Slides 18 - 31
3) Virtual World Learning and Second Life: Slides 33 - 56
This document discusses designing dynamic online instructional environments using multimedia. It proposes using multimedia like graphics, audio and video to make online learning more engaging by addressing multiple senses, as traditional online learning using only text can be passive. Various technologies are presented that can help replicate the instructor presence and interactions of face-to-face learning online, like blogs, Facebook, Google Docs and wikis. The concept of the zone of proximal development and cognitive apprenticeship models of learning are discussed as frameworks for the online environment. Open resources for different types of multimedia content are also listed.
The impact of social media on workplace learnngJane Hart
The document discusses how social media is impacting workplace learning. It notes that only 20% of learning in the workplace is formal, while 80% is informal learning. Social media is now a factor in both formal and informal learning. It is driving trends like the consumerization of IT and learning, where employees use their own devices and tools to meet learning needs. This poses challenges for companies to support a broader approach to workplace learning. The document examines how "smart workers" are already using social media tools to improve productivity, find and share content, build networks and communities, and learn continuously in the flow of work. It suggests companies should provide learning resources for on-the-job use and encourage resource sharing between employees.
From Training to Supporting Social CollaborationJane Hart
This document discusses learning in social organizations and supporting social collaboration. It defines key terms like social organization and social collaboration technologies. It explains how social collaboration has evolved from traditional training to supporting informal learning and knowledge sharing within work teams and communities of practice. The document provides examples of social collaboration technologies and tips for supporting social collaboration initiatives, such as being clear on the purpose and ownership of collaborative groups or communities.
The document provides an overview of Module 2 which focuses on building an effective MSF team. It discusses the MSF team model and identifies six key foundational principles that guide team functioning: having a shared vision, focusing on business value, being agile to change, empowering team members, promoting open communication, and communicating openly with external stakeholders. The module will examine the different MSF role clusters and how teams can be scaled for various project sizes through distributed project management.
Albert Ritzhaupt was teaching an online computer programming course (CGS 3559 - Introduction to the Internet) at the University of North Florida (UNF) from a distance. He was facing challenges with students struggling in the course and becoming frustrated. The UNF Computer and Information Sciences department was trying to increase enrollment through online courses to maintain its position at the university. Ritzhaupt recognized the risks of the course not succeeding and jeopardizing future opportunities to teach. He needed to address the student difficulties to prevent the course from failing.
Social Learning and Collaborative Communicationjstratton
The document discusses social learning and collaborative communication tools that can be used in the classroom, specifically focusing on blogs and wikis. It provides examples of how blogs and wikis can promote collaboration, writing skills, and peer feedback. Challenges with using these tools are also addressed, along with resources and strategies for setting up blogs and wikis and integrating them into classroom lessons and projects.
MCLI Technology Tools in the Classroom - Elie Chmouni v2Mary McGlasson
This is actually not my presentation, but the presentation of a CGCC colleague, Elie Chmouni, for the 2011 Maricopa Teaching and Learning with Technology Conference.
An Approach for Supporting P2P Collaborative Communication Based on Learning ...Luciana Zaina
The diversity of mobile communication scenarios brings up the needs for applications to access not only internet services but also local applications where the communication between the devices (called collaborative communication) happen without the usage of internet infrastructure. This scenario represents a peer-to-peer (P2P) network, which allows the sharing and the exchanging of hardware, software and content. The goal of this work is to propose a mobile P2P collaborative communication approach to allow the sharing and the exchanging of learning objects comparing their metadata to the student learning profile. A prototype was developed and we performed the architecture evaluation with 20 students of an undergraduate course. An evaluation using different message protocols was conducted to verify the proposal and suggest the best communication technology. The communication technology has an impact on the time spent during the exchange of objects which may interfere in the student motivation.
This document discusses developing context and work-based mobile learning in the construction sector. It explores initial research questions on the pedagogical approach and how to connect digital tools to work practices. It describes apprentice smartphone usage and interest in more mobile learning. The document outlines a plan to create a "Learning Toolbox" app with multimedia training content developed iteratively with instructors. This app would allow sharing ideas, media and data to support learning both at work and in training centers.
The challenges of open data: emerging technology to support learner journeys Graham Attwell
The document discusses the development of an open database called LMI for All that contains UK labor market information (LMI) to support individuals' career and learning decisions. It describes the objectives to identify robust LMI sources, collate them in an accessible online tool, facilitate easy use of the data, and evaluate the tool with stakeholders. The process of developing the database involved creating an LMI repository, assessing and linking various data sources, and testing the database with users. Challenges included linking different data sets and developing the technology to support multiple platforms and devices.
An overview of Blackboard Collaborate online seminar (webinar) and synchronous learning platform. Collaborate is available to all Departments, including non-academic teams, who are looking for an online presentation, discussion and collaboration tool. If you are an instructor on a Yorkshare VLE site, you can already use the tool. Simply follow the guidance at https://bit.ly/eldt-webinars.
If you haven't got instructor access to a VLE site, or you would like a separate space to manage Collaborate, contact us at vle-support@york.ac.uk.
Choosing the right social and collaboration platformJane Hart
The document discusses criteria for selecting the right social and collaboration platform for learning. It provides a tour of three platforms - Ning, Grou.ps, and Elgg - comparing their features such as user functionality, whether they are open source or hosted, ease of setup and customization, and cost. The document aims to help users determine which platform is best suited for their learning needs and purposes.
The MOCA (Multimedia Online Collaboration Architecture) suite of tools was developed to facilitate online collaboration and distance learning. It includes tools for synchronous collaboration like shared whiteboarding and chat, as well as asynchronous tools for multimedia presentations, surveys, homework, and project management. The tools are being used in an advanced chip design course involving collaboration between teams at universities and companies. MOCA is built using standard Java technologies and allows real-time collaboration between distributed student groups.
This document discusses various types of open online courses including MOOCs, SPOCs, NOOCs, DOCCs, and more. It notes that while MOOCs are seen as the future of education, they still need to figure out effective pedagogical models and business models. The document then provides context on the history of distance education and compares different generations. It also shares perspectives on guided vs self-guided learning and scenarios for open higher education in 2030. Design patterns for MOOCs are presented including using external platforms to supplement limitations of MOOC platforms. The role of flexibility in MOOC design is discussed.
This document provides a summary of 20 tasks to help get started using Twitter. It begins with explaining what Twitter is and how it works. It then lists the 20 tasks which include signing up for an account, customizing your profile, writing your first tweet, finding people to follow, how to follow someone, sending someone a tweet, and sending a direct message to a follower. The document provides instructions and screenshots to help explain how to complete each task.
Future Learning LandscapesTowards the Convergence of Pervasive and Contextual Computing, Global Social Media and Semantic Web in Technology Enhanced Learning
The 12-step document provides guidance for successful social learning initiatives. The steps include: being clear about the purpose; using the appropriate technology; clarifying who owns the initiative; launching when ready; inviting early users to test the platform; considering a viral launch; and promoting the initiative to drive participation. The overall guidance is focused on proper planning, setup, and promotion of social learning platforms and communities.
The document proposes a new approach to workplace learning that focuses on informal learning through social interactions and collaboration rather than formal classroom-based training. It notes that people forget most of what they learn in formal training quickly, and that 70-90% of learning happens informally. The emergence of social media allows individuals to learn on their own time by accessing resources and connecting with colleagues. The document advocates for a 10 step plan centered around informal, social, and collaborative learning in the workplace in order to work smarter and improve performance outcomes.
The document provides tips and tools for making e-learning more effective. It suggests rethinking the definition of e-learning to focus more on informal learning and collaboration. Learning should improve productivity, not just be about completing courses. Tools recommended include using video sharing, podcasts, wikis, and social networking to encourage self-organized learning and sharing between employees.
This presentation examines three categories of technology for use in Higher Ed Instruction:
1) Web2.0: Slides 5 - 17
2) Cell Phones: Slides 18 - 31
3) Virtual World Learning and Second Life: Slides 33 - 56
This document discusses designing dynamic online instructional environments using multimedia. It proposes using multimedia like graphics, audio and video to make online learning more engaging by addressing multiple senses, as traditional online learning using only text can be passive. Various technologies are presented that can help replicate the instructor presence and interactions of face-to-face learning online, like blogs, Facebook, Google Docs and wikis. The concept of the zone of proximal development and cognitive apprenticeship models of learning are discussed as frameworks for the online environment. Open resources for different types of multimedia content are also listed.
The impact of social media on workplace learnngJane Hart
The document discusses how social media is impacting workplace learning. It notes that only 20% of learning in the workplace is formal, while 80% is informal learning. Social media is now a factor in both formal and informal learning. It is driving trends like the consumerization of IT and learning, where employees use their own devices and tools to meet learning needs. This poses challenges for companies to support a broader approach to workplace learning. The document examines how "smart workers" are already using social media tools to improve productivity, find and share content, build networks and communities, and learn continuously in the flow of work. It suggests companies should provide learning resources for on-the-job use and encourage resource sharing between employees.
From Training to Supporting Social CollaborationJane Hart
This document discusses learning in social organizations and supporting social collaboration. It defines key terms like social organization and social collaboration technologies. It explains how social collaboration has evolved from traditional training to supporting informal learning and knowledge sharing within work teams and communities of practice. The document provides examples of social collaboration technologies and tips for supporting social collaboration initiatives, such as being clear on the purpose and ownership of collaborative groups or communities.
The document provides an overview of Module 2 which focuses on building an effective MSF team. It discusses the MSF team model and identifies six key foundational principles that guide team functioning: having a shared vision, focusing on business value, being agile to change, empowering team members, promoting open communication, and communicating openly with external stakeholders. The module will examine the different MSF role clusters and how teams can be scaled for various project sizes through distributed project management.
Albert Ritzhaupt was teaching an online computer programming course (CGS 3559 - Introduction to the Internet) at the University of North Florida (UNF) from a distance. He was facing challenges with students struggling in the course and becoming frustrated. The UNF Computer and Information Sciences department was trying to increase enrollment through online courses to maintain its position at the university. Ritzhaupt recognized the risks of the course not succeeding and jeopardizing future opportunities to teach. He needed to address the student difficulties to prevent the course from failing.
Social Learning and Collaborative Communicationjstratton
The document discusses social learning and collaborative communication tools that can be used in the classroom, specifically focusing on blogs and wikis. It provides examples of how blogs and wikis can promote collaboration, writing skills, and peer feedback. Challenges with using these tools are also addressed, along with resources and strategies for setting up blogs and wikis and integrating them into classroom lessons and projects.
MCLI Technology Tools in the Classroom - Elie Chmouni v2Mary McGlasson
This is actually not my presentation, but the presentation of a CGCC colleague, Elie Chmouni, for the 2011 Maricopa Teaching and Learning with Technology Conference.
An Approach for Supporting P2P Collaborative Communication Based on Learning ...Luciana Zaina
The diversity of mobile communication scenarios brings up the needs for applications to access not only internet services but also local applications where the communication between the devices (called collaborative communication) happen without the usage of internet infrastructure. This scenario represents a peer-to-peer (P2P) network, which allows the sharing and the exchanging of hardware, software and content. The goal of this work is to propose a mobile P2P collaborative communication approach to allow the sharing and the exchanging of learning objects comparing their metadata to the student learning profile. A prototype was developed and we performed the architecture evaluation with 20 students of an undergraduate course. An evaluation using different message protocols was conducted to verify the proposal and suggest the best communication technology. The communication technology has an impact on the time spent during the exchange of objects which may interfere in the student motivation.
This document discusses developing context and work-based mobile learning in the construction sector. It explores initial research questions on the pedagogical approach and how to connect digital tools to work practices. It describes apprentice smartphone usage and interest in more mobile learning. The document outlines a plan to create a "Learning Toolbox" app with multimedia training content developed iteratively with instructors. This app would allow sharing ideas, media and data to support learning both at work and in training centers.
The challenges of open data: emerging technology to support learner journeys Graham Attwell
The document discusses the development of an open database called LMI for All that contains UK labor market information (LMI) to support individuals' career and learning decisions. It describes the objectives to identify robust LMI sources, collate them in an accessible online tool, facilitate easy use of the data, and evaluate the tool with stakeholders. The process of developing the database involved creating an LMI repository, assessing and linking various data sources, and testing the database with users. Challenges included linking different data sets and developing the technology to support multiple platforms and devices.
The document discusses how marketers can tap into universal archetypes to connect with customers on a deeper level. It identifies 12 common archetypes like the Hero, Explorer, Creator and Caregiver that represent core human motivations. These archetypes emerge when people are at certain life phases or encountering things that evoke the archetype. The document advises marketers to understand the archetype their brand represents to strengthen connections with customers motivated by that archetype. It provides examples of brands that effectively embody different archetypes like Coca-Cola representing the Innocent archetype.
Workplace Learning Analytics for Facilitation in European Public Employment S...Graham Attwell
This document discusses the use of learning analytics to facilitate workplace learning and professional identity transformation in public employment services. It describes how learning analytics can measure and analyze data about learners and their contexts to understand and optimize informal learning. Some tools discussed for social learning analytics include social network analysis, discourse analysis, content analysis and disposition analysis. The document also outlines several methods being used in the EmployID project, including a self-assessment questionnaire, reflective communities, network maps, karma points, reflection analytics, content coding and dynamic social network analysis. It discusses evaluating the impact of interventions on identity transformation and providing tools for self-reflection.
SOAP2015 - Key Challenges in Global Content DevelopmentPiotr Peszko
http://blog.2edu.pl
Key Challenges in Global Content Development SOAP Conference.
The presentation covers key global and local challenges, trends and solutions for global content development.
The document provides key insights from the WOMMA Summit on creating talkable brands and leveraging word-of-mouth and social media. Some of the main points discussed include how Rick Harrison of Pawn Stars created a pawn superstar through word-of-mouth and savvy negotiation, how Team Visa strived for gold in social media during the 2012 Olympics, and lessons on building loyalty from Lady Gaga's approach to fans. The summit also covered topics like social business, engaging customers through social media, and building human brands that move social strategies to the core.
A massive open online course (MOOC) is an online course with unlimited participation and open access on the web. MOOCs provide video lectures, readings, problem sets and interactive user forums to help build a community for students, professors and teaching assistants. They are a recent development in distance education that emerged in 2012. While early MOOCs emphasized open licensing of content to promote reuse, some newer MOOCs use closed licenses for materials while maintaining free access for students.
The document introduces several collaborative Web 2.0 tools that can be used for education, including blogs, wikis, social bookmarking, photo sharing, online office suites, video conferencing, course management systems, and tools for creating presentations, surveys, and screen captures. These tools allow users to interact, share information, and work collaboratively in new ways online.
Thor II is a desktop studio machine created by Dr. Wuttipong Pongsuwan to allow for affordable, high-quality e-learning media production from a single PC. The machine integrates hardware like capture cards and software like vMix to support multiple video/audio inputs, live streaming, recording, and output. It was tested for streaming courses between campuses 40km apart. The machine was also integrated with the open-source edX platform to create MOOCs for Shinawatra University.
Supporting Professional Communities in the Next Web Ralf Klamma
Keynote
PWM Wissenstag Social Enterprise @ I-KNOW 2013
Wednesday, September 4, 2013 in Graz (Austria)
Ralf Klamma
Advanced Community Information Systems (ACIS)
RWTH Aachen
SJA Tech Integration: Intro Meeting - 1/24/08 - No Audiojseamon
The document discusses potential technology integration projects at St. Johnsbury Academy, including creating an online community portal called Academics Manager for classes, developing wikis and advanced course management systems, using tablet PCs and document/media sharing tools, establishing podcasting and videocasting, implementing social bookmarking and open source software, conducting online surveys, and utilizing voice/video collaboration platforms. Next steps proposed are to make policy recommendations, form an Executive Technology Committee, and design a technology boot camp for students.
Web conferencing is used to conduct live meetings, training, or presentations via the Internet. In a web conference, each participant sits at his or her own computer and is connected to other participants via the internet.
The document discusses using video streaming to enhance classroom instruction. It begins with definitions of video streaming and how it works, then discusses the effectiveness of video streaming in instruction. Some advantages include minimal computer memory requirements, free plug-ins, and providing a large video collection at low cost. Disadvantages include variable bandwidth and a limited amount of content cleared for digital rights. The document then provides examples of how teachers can use video streaming, such as for research projects, customized assignments, and bringing real-world examples into the classroom.
This article discusses the design and implementation of an audio/video streaming system to assist students with disabilities in their education. [1] It describes how textbooks and lectures can be recorded digitally and streamed online through a library accessible over the internet or intranet. [2] Standard technologies like Real Networks are used to encode, store, and deliver the audio/video content. [3] The system provides accessible education for students who cannot attend classes in person through features like streamed audio textbooks, video recordings of lectures, and video conferencing.
empowerment-4_compress.pdf in senior high school students PSUaliyahdalogdogan
This document provides an overview of online platforms and applications for developing ICT content. It discusses the nature and purposes of various online platforms, including presentation, cloud computing, social media, web page creation, and file management platforms. Basic principles of web design are also covered, such as using visual language, balance, focus on content and simplification. Common web design elements like illustrations, links, buttons and images are explained. The document concludes by giving instructions on getting started with specific platforms like SlideShare, Google Drive and Tumblr.
This document defines multimedia and discusses its appropriate uses in education. Multimedia combines various media types like text, images, sound, and video. It should be used to enrich learning, not replace traditional teaching. When woven properly, multimedia can improve information retention by provoking active learning. Content is often organized into learning objects and delivered via CD-ROM, DVD, or websites with consideration for file sizes and bandwidth.
This document summarizes the Multimedia Curriculum project at the University of Massachusetts Amherst, which aims to develop multimedia instructional materials and tools to teach multimedia systems engineering. The project includes:
1) Developing 6 interactive multimedia instructional modules on topics related to multimedia systems using web-linked DVDs.
2) Creating multimedia communication utilities to facilitate student-instructor and student-student interaction.
3) Implementing multimedia component design projects for students to work on.
The goal is to use multimedia both as a content area and instructional approach to motivate students and integrate different areas of computer engineering. Preliminary results suggest the modules provide an engaging learning experience for students.
Prototyping Apps for Informal Learning: A Semantic Video Annotation ScenarioNicolaescu Petru
This slide deck discusses a workshop on prototyping web-based and mobile apps to support informal learning. It introduces SeViAnno, a semantic video annotation tool that can capture and share meaning in communities of practice. Workshop participants explored SeViAnno prototypes and designed mockups for using semantic video annotation to scaffold informal workplace learning for construction workers. Their designs aimed to address the problem of information transfer faced by a construction foreman persona.
Web conferencing allows participants in different locations to communicate live over the internet. It allows sharing of presentations, files, and collaboration via chat and whiteboarding. A case study at McMaster University found that web conferencing supported education by allowing classes with remote students. A survey identified views of participants - the majority saw value but cited technical issues, while some enjoyed the technology and communicating remotely. Overall web conferencing was seen as enabling communication when face-to-face was not possible, but training and technical support are needed for successful implementation.
The document discusses creating tutorials using screencasting technology. It begins by outlining the process of conceptualizing tutorials including asking pedagogical questions and storyboarding ideas. It then defines screencasting as a digital recording of a computer screen that can be shared with users. The document provides examples of screencasts and objectives for a session on screencasting. It explores reasons for using screencasts and pedagogical issues related to screencasting. It also outlines the main processes involved in screencasting including recording, editing, producing, and sharing content. The document concludes by demonstrating different screencasting tools and discussing best practices and accessibility.
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
The papers for publication in The International Journal of Engineering& Science are selected through rigorous peer reviews to ensure originality, timeliness, relevance, and readability.
On-Demand Video Tagging, Annotation, and Segmentation in Lecture Recordings t...IJITE
The COVID-19 pandemic has forced much of the academic world to transition into online operations and online learning. Interactions between the teachers and students are carried out via online video conferencing software where possible. All video conferencing software available today is designed for general usage and not for classroom teaching and learning. In this study, we analyzed the features and effectiveness of more than a dozen major video conferencing software that are being used to replace the physical face-to-face learning experiences. While some of the video conferencing software has pause feature but none allow annotation and segmentation of the recording. We propose tagging and annotation during the live streaming to improve direct access to any portion of the recorded video. We also propose automatic segmentation of the video based on the tagging so that the video is short, targeted, and can easily be identified.
The document discusses emerging technologies and their role in libraries over the next 1-5 years. It identifies six emerging technologies: grassroots video, collaboration webs, mobile broadband, data mashups, collective intelligence, and social operating systems. These technologies allow for new forms of interaction, sharing, and knowledge building among library patrons. The document provides examples of how some libraries are already implementing these technologies, such as creating video content for distribution and using social media platforms to engage users.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
Dive into the realm of operating systems (OS) with Pravash Chandra Das, a seasoned Digital Forensic Analyst, as your guide. 🚀 This comprehensive presentation illuminates the core concepts, types, and evolution of OS, essential for understanding modern computing landscapes.
Beginning with the foundational definition, Das clarifies the pivotal role of OS as system software orchestrating hardware resources, software applications, and user interactions. Through succinct descriptions, he delineates the diverse types of OS, from single-user, single-task environments like early MS-DOS iterations, to multi-user, multi-tasking systems exemplified by modern Linux distributions.
Crucial components like the kernel and shell are dissected, highlighting their indispensable functions in resource management and user interface interaction. Das elucidates how the kernel acts as the central nervous system, orchestrating process scheduling, memory allocation, and device management. Meanwhile, the shell serves as the gateway for user commands, bridging the gap between human input and machine execution. 💻
The narrative then shifts to a captivating exploration of prominent desktop OSs, Windows, macOS, and Linux. Windows, with its globally ubiquitous presence and user-friendly interface, emerges as a cornerstone in personal computing history. macOS, lauded for its sleek design and seamless integration with Apple's ecosystem, stands as a beacon of stability and creativity. Linux, an open-source marvel, offers unparalleled flexibility and security, revolutionizing the computing landscape. 🖥️
Moving to the realm of mobile devices, Das unravels the dominance of Android and iOS. Android's open-source ethos fosters a vibrant ecosystem of customization and innovation, while iOS boasts a seamless user experience and robust security infrastructure. Meanwhile, discontinued platforms like Symbian and Palm OS evoke nostalgia for their pioneering roles in the smartphone revolution.
The journey concludes with a reflection on the ever-evolving landscape of OS, underscored by the emergence of real-time operating systems (RTOS) and the persistent quest for innovation and efficiency. As technology continues to shape our world, understanding the foundations and evolution of operating systems remains paramount. Join Pravash Chandra Das on this illuminating journey through the heart of computing. 🌟
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Nunit vs XUnit vs MSTest Differences Between These Unit Testing Frameworks.pdfflufftailshop
When it comes to unit testing in the .NET ecosystem, developers have a wide range of options available. Among the most popular choices are NUnit, XUnit, and MSTest. These unit testing frameworks provide essential tools and features to help ensure the quality and reliability of code. However, understanding the differences between these frameworks is crucial for selecting the most suitable one for your projects.
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
Salesforce Integration for Bonterra Impact Management (fka Social Solutions A...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on integration of Salesforce with Bonterra Impact Management.
Interested in deploying an integration with Salesforce for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Skybuffer AI: Advanced Conversational and Generative AI Solution on SAP Busin...Tatiana Kojar
Skybuffer AI, built on the robust SAP Business Technology Platform (SAP BTP), is the latest and most advanced version of our AI development, reaffirming our commitment to delivering top-tier AI solutions. Skybuffer AI harnesses all the innovative capabilities of the SAP BTP in the AI domain, from Conversational AI to cutting-edge Generative AI and Retrieval-Augmented Generation (RAG). It also helps SAP customers safeguard their investments into SAP Conversational AI and ensure a seamless, one-click transition to SAP Business AI.
With Skybuffer AI, various AI models can be integrated into a single communication channel such as Microsoft Teams. This integration empowers business users with insights drawn from SAP backend systems, enterprise documents, and the expansive knowledge of Generative AI. And the best part of it is that it is all managed through our intuitive no-code Action Server interface, requiring no extensive coding knowledge and making the advanced AI accessible to more users.
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
Trusted Execution Environment for Decentralized Process Mining
Torun2013
1. Towards a new look
at streaming media
R. Robert Gajewski
Warsaw University of Technology
Faculty of Civil Engineering
Institute of Building Engineering
Department of Fundamentals of CE
Division of Information Technologies
2. 2/36
To be continued…
R.Robert Gajewski, How to change the
unchanging? Restructuring Polish universities for
the XXI century, TelE-learning, The challenge for
the Third Millennium, IFIP, 2002
R.Robert Gajewski, e-Learning in Polish
universities of technology: challenges, problems
and own experiences, 8th IFIP World Conference
on Computers in Education, WCCE 2005
R.Robert Gajewski, e-Learning in Polish
Universities: Between Mission and Commerce, 5th
IFIP Conference I3E , in: e-Learning: Experiences,
Cases, Projects, 2005.
Towards a new look at streaming media
3. 3/36
Confucius
Confucius in 450 B.C. said:
“tell me and I will forget, show me and I
may remember, involve me and I will
understand.”
According to many researchers individuals
remember more information and for
longer when they are more involved in
learning process.
5. 5/36
Treichler [1967]
People generally remember:
10% of what they read,
20% of what they see,
50% of what they see and hear,
70% of what they say and write and
90% of what they say as they perform a task
9. 9/36
Three levels of multimedia [1]
High level multimedia require access to
high speed Internet.
Moreover there are often special software
requirements in order to run different
components.
Finally in many cases computers should
be setup in a specific way for such
multimedia.
10. 10/36
Three levels of multimedia [2]
Mid level multimedia are moderately
interactive.
Video, animations and slide shows provide
learners with visual description of
conceptually different tasks.
They are less expensive but their
development in some cases requires time
and expertise.
11. 11/36
Three levels of multimedia [3]
Finally, low level multimedia are definitely
passive but still provide learners with
visual information which facilitates
learning.
They are definitely less expensive to
produce.
12. 12/36
Formats…
There are different file formats suitable
for delivery of multimedia.
There are many pros and cons for each
format.
The choice is not only the matter of
personal preferences.
Much more important are ease of use,
required bandwidth, quality and, last but
not least, costs.
SWF Flash … HTML5
13. 13/36
Downloading
Downloading a file means saving it on a
computer - such a file can be then opened
and viewed (HTTP delivery)
This has some advantages like quick
access to the chosen part of a file but
disadvantages are bigger.
The whole file should be downloaded
before opening it which can cause
problems in the case of long
presentations.
In order to give an access to such file it is
enough to provide appropriate hyperlink.
14. 14/36
Streaming
Streaming media works differently – the
end user can start watching the file as
soon as it begins downloading.
The obvious advantage is that no
additional waiting is required.
Streaming media can also broadcast live
events – this is called webcast or netcast.
Such streaming should be delivered by
specialized streaming server which is the
biggest disadvantage.
15. 15/36
Progressive downloading
Progressive downloading is a hybrid
method in which clip is downloaded from
simple HTTP server but begins playing as
soon as a portion of the file has been
received.
Such approach is only a simulation of true
streaming but has majority of its
advantages.
SWF, FLV and MP3 files are excellent
examples of progressive downloading.
16. 16/36
Broad-casting [Wikipedia]
Broadcasting is the distribution of audio
and video content to a dispersed audience
via any audio or visual mass
communications medium, but usually one
using electromagnetic radiation (radio
waves).
17. 17/36
2002 motivation - screencastings
The type of content which people are
willing to have online is in majority of
cases application or software instruction
More and more online learning is related
to information technology and also to
engineering applications.
Nearly all organizations need to provide
training to software users and the Web is
one of the most effective tools to do this.
What we are now desperately seeking for
are software animations.
18. 18/36
Definition [Wikipedia]
A screencast is a digital recording of
computer screen output, also known as a
video screen capture, often containing
audio narration.
The term screencast compares with the
related term screenshot; whereas
screenshot is a picture of a computer
screen, a screencast is essentially a movie
of the changes over time that a user sees
on a computer screen, enhanced with
audio narration.
20. 20/36
Lotus Screen Cam [1994]
ScreenCam (formerly
Lotus/IBM
ScreenCam) is a
Screencast tool for
Microsoft Windows
that is used to author
software
demonstrations,
software simulations,
branched scenarios,
and tutorials in .swf
(also known as Adobe
Flash) format.
22. 22/36
2004 motivation - slidecasting
PowerPoint gained a position of leading
software used to illustrate lectures.
One can easily add to it audio comments
but such file has tremendous size.
It is also possible to publish PPT as
webpage, but such presentation is
properly visible only for Internet Explorer
users.
The best solution is conversion of PPT file
into SWF format.
23. 23/36
Advantages of SWF (Flash) [1]
Flash format enables greater accessibility of
presentations.
Once PPT files are converted to SWF they can be
easily viewed by any Internet browser equipped
with Flash Player.
Flash format ensures compatibility – everyone
who has a computer including Macs, Linux, Solaris,
HP, SGI workstations as well as handhelds can
watch PPT converted to Flash.
PowerPoint presentation converted to Flash has
drastically reduced size up to 10% of the original
size.
Flash files can also easily integrate audio tracks.
24. 24/36
Advantages of SWF (Flash) [2]
They can also be played at virtually any
resolution and/or screen size.
Due to the fact that progressive
downloading of Flash files is possible such
files can be easily distributed in the
Internet.
Flash files can contain optional embedded
basic interaction controls that let the user
stop or rewind the presentation.
Last but not least Flash files are more
secure from the author rights point of
view – it is very easy to edit and copy PPT
files.
25. 25/36
From lectures to knowledge clips
Lectures recorded at home or at the
university
Reusable Learning Objects – 5 to 10
minutes long parts of lectures
Knowledge clips – short presentations
devoted to particular subject
26. 26/36
Motivation 2009 - webcasting
The two podcasts (personal on demand
broadcasts) mentioned above have one
common drawback – they do not allow
two way communication.
The technology of webcasting gives a
chance to reinvent the lecture which can
be accessible in real time or from archives
as podcast.
Classical lecture has been for a long time
a dominant method for transmission of
knowledge from lecturer to students.
In the era of increased use of technology
this type of teaching can limit learning.
27. 27/36
Webcasting [Wikipedia]
A webcast is a media presentation
distributed over the Internet using
streaming media technology to distribute
a single content source to many
simultaneous listeners/viewers.
A webcast may either be distributed live
or on demand.
Essentially, webcasting is “broadcasting”
over the Internet.
It is a new instructional technology
enabling learners to participate in live
event via personal computer.
28. 28/36
Motivation 2013 – flipping [1]
Tenths of hours of different podcasts
stored on educational portal helped a lot
during classes but did not have expected
impact on quality of learning process
measured in terms of grades obtained by
students.
These observations lead to idea to revert
the situation.
Why not to ask students to perform easier
task at home and learn from podcasts
independently and why not to solve
during classes more difficult problems.
29. 29/36
Motivation 2013 – flipping [2]
Such situation is with agreement with
Bloom’s Revised Taxonomy.
Lower order thinking skills like
remembering, understanding and applying
are gained at home from podcasts which
can be treated as recorded classes.
Higher order thinking skills like analyzing,
evaluating and creating are gained at the
university.
Such situation requires change of the role
of academic staff – from teachers to
tutors.
30. 30/36
To flip or not to flip…
The Short History of Flipped Learning
Told by Jonathan Bergmann, Aaron Sams
One of the problems we noticed right away about
teaching in a relatively rural school is that many of
our students missed a lot of school due to sports and
activities. The nearby schools are not nearby.
Students spent an inordinate amount of time on
buses traveling to and from events. Thus, students
missed our classes and struggled to stay caught up.
31. 31/36
To flip or not to flip…
The Short History of Flipped Learning
Told by Jonathan Bergmann, Aaron Sams
And then one day our world changed. Aaron was
thumbing through a technology magazine and
showed Jon an article about some software that
would record a PowerPoint slide-show including voice
and any annotations, and then it converted the
recording into a video file that could be easily
distributed online. As we discussed the potential of
such software we realized this might be a way for our
students who missed class to not miss out on
learning. So in the spring of 2007, we began to
record our live lessons using screen capture software.
We posted our lectures online so our students could
access them. When we did this YouTube was just
getting started and the world of online video was just
in its infancy.
32. 32/36
Flip your classroom
It started with a
simple observation:
students need their
teachers present to
answer questions or
to provide help if they
get stuck on an
assignment; they
don't need their
teachers present to
listen to a lecture or
review content.
33. 33/36
Definition of flipped classroom
Jon Bergmann, Jerry Overmyer and Brett
Wilie: The Flipped Class: Myths vs. Reality,
The Flipped Class: What it is and What it is
Not
Traditional definition:
Where videos take the place of direct instruction
This then allows students to get individual time in
class to work with their teacher on key learning
activities.
It is called the flipped class because what used to be
classwork (the "lecture" is done at home via teacher-
created videos and what used to be homework
(assigned problems) is now done in class.
34. 34/36
The Flipped Classroom is NOT:
A synonym for online videos. When most
people hear about the flipped class all
they think about are the videos. It is the
interaction and the meaningful learning
activities that occur during the face-to-
face time that is most important.
About replacing teachers with videos.
An online course.
Students working without structure.
Students spending the entire class staring
at a computer screen.
Students working in isolation.
35. 35/36
The Flipped Classroom IS:
A means to INCREASE interaction and
personalized contact time between students and
teachers.
An environment where students take
responsibility for their own learning.
A classroom where the teacher is not the "sage on
the stage", but the "guide on the side".
A blending of direct instruction with constructivist
learning.
A classroom where students who are absent due
to illness or extra-curricular activities such as
athletics or field-trips, don't get left behind.
A class where content is permanently archived for
review or remediation.
A class where all students are engaged in their
learning.
A place where all students can get a personalized
education.
36. 36/36
Preliminary results…
First results from academic year 2012/13
are very positive and promising.
Average result from tests increased by
approximately 5% and the number of
students who failed decreased.
General students’ opinion about two
subjects.
As it could be supposed not all students
were satisfied by this change.
There is quite big group reluctant to work
at home and prepare to classes by
watching podcasts.