Innovative Applications of Digital Video

The aim of this section is to highlight the range of innovative uses of digital video in education with reference to their relative pedagogical value. The Top Ten List is a populist format but the underpinning pedagogical approach was inspired by Uskov (2005) who in his National Science Foundation project "Technology for advanced e-learning" investigated the perceived value of video among teachers and learners.
IDevice Icon Reading 3.5

Click on the handbook below and read sections 3 (pp. 12-16).

Digital Video and Audio in Education Creating and Using Audio and Video Education, published by The VideoAktiv Project.

Source: http://www.atit.be/dwnld/VideoAktiv_Handbook_fin.pdf

In this section you would have seen that there are possibilities of designing and producing video presentations with varied learning purposes and effectiveness. The Top Ten List covers what we believe are particularly innovative applications of digital video in terms of increasing levels of student participation and (inter)activity. It will be clear there is considerable technical overlap between the various categories, and the distinction is based on pedagogical aim. As is customary, let us try to examine and understand the Top Ten list in reverse order. Let us list and summarise in short these ten types of video presentations:

Type of presentation

Short description

Number 10 - Talking head lectures and tutorials

  • Some form of ‘talking head', that is a recording of a lecture, tutorial or lab in which the main focus is the teacher who speaks directly to a live audience or the camera.

Number 9 - Using authentic archive video material

  • Use existing video and audio archive resources.
  • This involves digitisation of videotapes.
  • International proliferation of digital archives offering copyright-cleared digital media resources to the education sector.

Number 8 - Animated screen shots

  • Genre of educational video does not involve shooting or using ‘live action' material at all.
  • Use of software such as Tech Smith Camtasia and Macromedia.
  • Captivate to record and edit animated screenshots of using software together with a soundtrack in the form of ‘mini-movies'.

Number 7 - Instructional ‘how to videos' of a practical activity

  • Video is used to show the process, procedures, and different stages of doing something concrete.
  • Used as a demonstration method to show experts and apprentices in practice.

Number 6 - Interviewing an expert or expert presentation

  • Bringing a guest speaker similar to recording a talking head
  • The pedagogical aim is to contextualise learning through tacit knowledge and insights of a practitioner or expert, or to present an alternative viewpoint.
  • To trigger further discussion with the contents of the video resource being a point of reference for participants.

Number 5 - Video blogs ‘ think aloud'

  • Subject (learner or teacher) recording their thoughts and actions.
  • Informal personal reflection as the video and audio can capture tone, humour, and spontaneity.
  • The subject can be doing a video diary or be prompted by an off-camera person.

Number 4 - Video case studies/simulations/role plays

  • To simulate an event such as a lab experiment where safety might potentially be at risk
  • To engage in a role-playing situation in the form of a case study
  • By analysing these behaviours, students can gain a greater insight into the issues at stake.
  • Video in this case provides ‘real life' context, and/or emotional impact.

Number 3 - Making video records of real events in situ

  • To capture an action that cannot be physically brought into the classroom.
  • Provides access to events where it is difficult to secure the participation of large groups of students, such as a clinical events and industrial environments.
  • Real life events can be observed, interpreted, and discussed.
  • Access to external experiences can provide opportunities for contextualisation and knowledge transfer.

Number 2 - Presentation/performance skills and feedback

  • Reflective video self-modelling to enhance practical skills with a diverse range of learners such as teachers, medical students, theatre students and sales students
  • Aims to capture, review, and enhance performance of individuals and groups through reflection and discussion.
  • Promotes self-directed learning, increases motivation, and activates learners to find their own solutions, and increasing self-confidence as a result.

Number 1 - Students create their own video

  • ‘Doing the real thing' can be considered the most effective context for learning.
  • The creative challenge of using moving images and sound to communicate a topic is in itself engaging and insightful.
  • Also enables students to acquire a range of transferable skills such as research skills, collaborative working, problem solving, technology, and organisational skills in addition to filmmaking itself.
  • A balance has to be struck between learning about filmmaking, learning about the subject and acquiring other relevant skills.
  • Other than in media studies the main emphasis would be on video production as a process for gaining deep insight about the subject.
  • From the pedagogical perspective, the focus is on the student and expands the idea introduced in the previous application of the student as a co-creator of knowledge.

Table 3.3 Top ten list of presentation

You can clearly see that the type of format of presentation of the video changes from a ‘teacher-centred', one-way presentation in Type Number 10 to gradually becoming more practical and authentic. Moving up each step sees ever increasing learner participation and performance to the extent that in Type Number 1, the learner actually gets involved in the development and production of the video itself.

Licensed under the Creative Commons Attribution 3.0 License