Introduction
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’ 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 among video among teachers and learners. As part of his
advocacy for increased use of this media he referred to Edgar Dale’s ‘Cone of Experience’
(Dale, 1969), originally developed to highlight the role of media in learning.
According to Dale’s intuitive model, learners learn better by “doing” rather
than through more passive experiences such as reading and observing. “Learning
by doing” is nowadays often termed “experiential learning” or “action
learning”. At the narrow top of Dale’s cone are experiences such as reading
which are furthest removed from real life. At the broad base of the cone are
immersive, contextualized learning experiences (see Fig. 1).
Revisiting this list, it seemed that Dale’s model could
usefully be reinterpreted. Although originally designed to show the role of
educational media somewhere between reading and real activity, the changes in
video production technologies described above enabled the ‘doing’ model to be
applied to a wide range of educational media approaches. It provides a way of
looking at educational video based on the principle that increasing degrees of
learner participation may provide increasing quality of learning.
Fig. 1 Dale's Cone of Experience (Dale, 1969, p. 107)
- The Top Ten Countdown
The Top Ten is based on Dale’s concept that increasingly levels of activity encourage better learning. The Top Ten 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, the Top Ten list will
be presented in reverse order.
- Number 10 - Talking head lectures and tutorials
For many practitioners, the starting point for
self-generated educational video is 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. This has the advantage of
familiarity of format, role and content for the lecturer and raw video be
generated quite quickly if, as is usual, a live event is recorded. The results
when transferred into digital video format can be disappointing however in
terms of learner engagement. Image composition is often a problem as teachers
in live events often move about, which can be distracting and image and
sound quality may be less than optimal if the event has been captured live.
Nonetheless the idea of capturing an otherwise ephemeral learning event is
which can then be accessed at any time is attractive fro both students and
teachers (Uskov 2005). Moreover if the teacher is a good ‘performer’ his or her
enthusiasm and approach can humanise a subject and engage a student. The value
of humour, intonation, body language, articulation and so on cannot be
underestimated; Gladwell (2005) describes research that that students could
rate the quality of a teacher after watching only a few minutes of videotaped
performance. Post-production editing can make the resource more
accessible and engaging. Digital technology makes it relatively easy to
navigate and search within a video presentation, the recording is often
segmented into short topic-related sequences and presentation slides can be
synchronised to the video. More ambitious designs attempt even more
interactivity by posing questions with feedback (sometimes also in video
format) at key points. In conclusion, although the ‘talking head’ is a
relatively passive use of video, if well designed and/or featuring a good
performance, a ‘virtual professor’ can be surprisingly engaging.
- Number 9 - Using authentic archive video material
A second common route into educational video for teachers is
to use existing video and audio archive resources. Until recently this involved
digitisation of videotapes but in recent years there has been an international
proliferation of digital archives offering copyright-cleared digital media
resources to the education sector. Materials from the growing number of
national portals can be searched, selected, sourced, edited and embedded into
for example a virtual learning environment. One problem is that coverage in
many subject areas is still very patchy and there is a still a lack of general
awareness of how particular clips can be used to illustrate specific teaching
points. These may be transitional issues as online libraries grow and users
begin to exchange ideas and even resources themselves.
- Number 8 - Animated screen shots
An important genre of educational video does not involve
shooting or using ‘live action’ material at all. This is the use of software
such as TechSmith Camtasia and Macromedia Captivate to record and edit animated
screenshots of using software together with a soundtrack in the form of
‘mini-movies’. This general technology has been available for some years but
was hampered by large file size until increasing bandwidth made it possible to
deliver such resources to the desktop. Their most usual application is to train
users to use software, but presentations can also be captured along with audio
tracks. Other software such as Photo to Movie allows the designer pan
over and zoom into still images, again adding a soundtrack to potent narrative
effect. In all cases the user can select, skip and fast-forward to specific
segments in the materials. The increasing use of Adobe Flash software to
combine video clips with animation is beginning to blur the distinction between
live and computer-generated material.
- 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. It is also used as a demonstration method
to show experts and apprentices in practice. Instructional video has a long
history in education but a major advantage of the digital format is that a
linear narrative is no longer necessary and users can chose from a menu of
sequences depending on level and need. The best examples such as the BBC “Good
Shooting Guide” (2005) may combine animated screen shots, talking heads and
archive material (as case studies) to produce an attractive, engaging and
relatively interactive experience for the learner. The disadvantage is that
designing stand-alone online learning packages is challenging, time-consuming
and can be expensive.
- Number 6 - Interviewing an expert or expert presentation
From a technical perspective, bringing a guest speaker into
the classroom can be similar to recording a talking head, but the pedagogical aim
is usually to contextualise learning through the often tacit knowledge and
insights of a practitioner or expert, or to present an alternative viewpoint.
Such events are used to trigger further discussion with the contents of the
video resource being a point of reference for participants. Mark-up tools are
emerging to enable students and tutors to attach comments to specific items of
the video and audio track (e.g. Wallace and Donald, 2006).
- Number 5 - Video blogs 'think aloud'
Educational blogs have proliferated where the subject
(learner or teacher) record their thoughts and actions. The success of blogs is
associated with informal personal reflection and as we have seen above video
and audio can capture tone, humour and spontaneity. The subject can be on their
own doing a video diary or be prompted by an off-camera person.
- Number 4 - Video case studies/simulations/role plays
Here the intention is to simulate an event such as a lab
experiment where safety might potentially be at risk or to engage in a role-playing
situation in the form of a case study where the students can experiment with
different responses and behaviours. 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. West and Donald (2006) comment
that in their multilayered simulation of a social work case study “Clydetown”,
“the use of audio and video has been demonstrated to add an authentic voice to
the subject matter being examined”.
- Number 3 - Videoing real events or situations
The purpose here is to capture an action that cannot be
physically brought into the classroom. This might apply to any outdoor event or
situation, typically field trips. Similarly video provides access to events in
which it is difficult for large groups of students to participate 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 has been used for many years
to enhance practical skills with learners such as diverse as teachers, medical
students, theatre students and sales students (Millar, 2005). The
aim is to capture, review and enhance performance of individuals and groups
through reflection and discussion. Strathie (2006) notes that this approach
promotes self-directed learning, increases motivation and activates learners to
find their own solutions, so increasing self-confidence. Although guided, the
learner is an equal partner in this process. These recorded performances can be
further used as part of students’ e-portfolios.
- Number 1 - Students create their own video
So far, we have largely discussed how teachers can make and
use video. However we have put at the top of our list the creation of short
videos by students for projects or portfolios. In Dale’s terms ‘doing the real
thing’ can be considered the most effective context for learning. Allam (2006)
observes that the creative challenge of using moving images and sound to
communicate a topic indeed engaging and insightful, but adds that it also
enables students to acquire a range of transferable skills in addition to
filmmaking itself. These include research skills, collaborative working,
problem solving, technology and organisational skills. 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
should 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. Although Allam reports high quality outputs, it
is the process of creating the video which may be as important as the resource
itself. There are limitations. If the students are new to filmmaking there may
be a fairly steep learning curve so in general creating videos are more
suitable for large groupwork projects.
- Conclusions
The Top Ten is based on Dale’s concept that increasingly
levels of activity encourage better learning. According to this model students
producing a video about a subject may be more effective pedagogically that
students passively watching a video. Although we believe this is a useful
framework we would hesitate to suggest Number One is always pedagogically
superior to Number Ten. Educational contexts are always complex and inevitably
resource dependent. ‘Talking heads’ at the bottom of our list may be
appropriate, useful and effective in many circumstances. Moreover, as we have
seen they may be designed or used in ways that are both interactive and
engaging. Similarly archive materials, animated screenshots, instructional
resources can be used in a variety of active designs. Expert interviews
lend themselves more to reflection and discussion and the entire top five have
an increasing focus on student participation.
The intention of the Top Ten, however, is to be descriptive
rather than prescriptive, to present a range of both well-known and
comparatively novel approaches that may be useful in diverse
circumstances. Nevertheless the participative model provides a useful
perspective to consider how we expand the use of video in education in ways
that are interactive, integrated and creative. This participatory model
underpins our vision a dynamic visually rich learning environment where moving
images and sounds, often sourced from video archives but just as commonly
produced by teachers and students becomes increasingly mainstream. Just as
importantly by creating and sharing video for assignments, assessment or
reflective digital portfolios video is embedded in the everyday activities of
the students.
Dr Clive Young, VideoAktiv
Reference: http://www.videoaktiv.org
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