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Wissenshäppchen als Facebook Instant Article – ein durchaus mögliches ZukunftsszenarioFleck, Rika January 2017 (has links)
„Hast Du Schwierigkeiten, die richtige Ansprache für Millennials zu finden?“ Dann empfiehlt die Onlinemarketingplattform www.onlinemarketing.de sich die perfekte Videowerbung für die Generation Y anzusehen. Im Video sind „hippe, junge Menschen in Zeitlupe“ zu sehen, die fröhlich sind, sich frei fühlen, lachen, bunte Haare haben, gern mit Freunden zusammen sind und Spaß an der Konversation haben, fotografieren, posten, liken und teilen. Natürlich werden im Video die Klischees überzogen und auch aufs Korn genommen. Aber die Kernaussage stimmt mit der Definition der Millennials überein: Sie sind technikaffin, legen Wert auf ihre Selbstverwirklichung und verfolgen eine hohe Leistungsorientierung. Sie studieren und investieren in die Ausbildung. Es ist aber auch die Generation, die mit dem Smartphone groß geworden ist. Sie beziehen nahezu alle Informationen aus dem Internet und halten sich täglich über mehrere Stunden in den sozialen Medien auf. Die Autorin setzt sich in ihrer Dissertation mit dem Thema auseinander, wie diese Generation sich Wissen aneignet. Sie möchte in Experimenten nachweisen, dass die Millennials anders lernen, weil sie aus der Informationsflut selektieren müssen. Sie wollen ihr Wissen möglichst effektiv, auf das Wesentliche reduziert, präsentiert bekommen. Das sind Erfahrungen der Autorin aus der Lehre.
Dieses Paper fasst Hypothesen und Gedanken zusammen, die provokant und als mögliches Zukunftsszenario beschrieben werden. Dabei geht es einerseits um die Distribution. Wo müssen Lehrvideos veröffentlicht werden, dass sie von der lernenden Zielgruppe wahrgenommen und angenommen werden. Auf der anderen Seite geht es auch um den Content selbst und wie er dargestellt wird – strukturell und visuell. Die Autorin zieht dafür Parallelen zum Journalismus sowie zum Marketing.
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Developing A Student Heuristic For The Use And Selection Of Mathematics Instructional Videos Using the Didactic Contract and ResponsibilitiesKELLEY, SUZANNE LYNN January 2020 (has links)
This study investigated the ways in which college algebra students watch mathematics instructional videos with the goal of answering the following research questions: (1) How are student responsibility frames similar or different among students within a particular video? (2) How do the various video design principles support or constrain the uses of particular responsibility frames? This research was guided by the cognitive theory of multimedia design and the theory of didactic situations. The cognitive theory of multimedia design outlined principles for video creation and design that could impact student learning from video watching. The theory of didactic situations defined implicit teacher and student responsibilities within the context of the face-to-face mathematics classroom and was applied in this study to students watching mathematics instructional videos. Participants were recruited from five college algebra classes at a university in the northeastern United States and were asked to attend two semi-structured interviews. During the first interview, participants were pretested to determine their prior knowledge about how to solve quadratic functions and to measure their mathematics-related beliefs. During the second interview, participants watched three different videos about solving quadratic equations by completing the square and were asked questions about the mathematics that they viewed in the videos. Transcriptions of audio recordings of these interviews were coded thematically using categories previously identified by the didactic contract for the face-to-face classroom and expanding the types of student responsibilities identified specifically for video watching as needed. This study found that participants, regardless of overall prior knowledge or mathematics-related beliefs, but who had prior knowledge of completing the square, held a responsibility to use the specific set of steps they were taught by their teacher to solve problems. Additionally, participants at some levels of prior knowledge expressed a responsibility to not watch videos that showed a visual representation of the mathematics. Findings also suggested a student heuristic for the selection and use of mathematics instructional videos that may be useful to both mathematics teachers and video creators. / Math & Science Education
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教學影片講解順序對初學者網球正拍動作偵測錯誤能力的影響 / The Effect of Instructive Content Sequence of Tennis Forehand Teaching Videos on Error Detection Performance陳仲殊, Chen Chung-Su January 1900 (has links)
資訊的進步讓學習者可透過多媒體進行動作學習,有偵測錯誤能力才能在無指導者的狀況下進行自我調整。本研究目的為探討多媒體教學影片講解順序對於學習者錯誤偵測能力的影響。研究對象為四年制大專學生,且無網球或其他持拍類運動背景60名 (男:33位;女:27位;年齡:22.0±1.0)。研究中預先設計A、B兩段網球正拍教學影片,A.先講解身體重心後講解球拍軌跡,以及B.先講解球拍軌跡後講解身體重心,實驗進行前參與者隨機觀看教學影片,建立認知基模,進行實驗時使用SMI 公司的RED遠距測量眼動儀,捕捉參與者偵測初學者網球正拍動作時的凝視軌跡,並以手機錄音的方式紀錄參與者口述偵測的錯誤,所得資料以獨立樣本t檢定處理分析 (α=.05)。結果顯示:1. 觀看不同順序的參與者凝視初學者正拍動作的視覺分配不同,其中手臂、軀幹的AOI達顯著差異;2. 分期階段的拉拍期手臂與軀幹的AOI達顯著差異;3. 擊球期與完成期則皆只有手臂AOI達顯著差異;4. 偵測錯誤結果上觀看A教學影片的參與者偵測較多錯誤,結果也達顯著差異。本研究結果發現不同順序教學影片對參與者偵測錯誤的視覺軌跡或能力皆有影響,建議未來網球正拍教學過程先給予身體重心的重點,將有利於學習者偵測錯誤能力提昇。 / The advent of information technology made learning motor skill through multimedia possible and error-detection ability is essential to self-regulate learning under no instructor condition. In order to study the effect of multimedia instructional video content sequence to the learner’s error-detection ability, this research used sixty (male:33; female:27; age: 22.0±1.0 yrs old) four-years university students with no tennis or racket sports experience as subjects. Two demonstration videos were designed: A: explain body Center of Gravity (CG) first follow by racket trajectory; B: explain racket trajectory first follow by body CG. Participants were randomly assigned to watch the videos to build-up their cognitive schema. The SMI RED remote eye tracker is used to capture participant’s gaze trajectory when watching the beginner’s Tennis forehand drive motion. A cellphone is used to record the participant’s dictation of detection of errors. Data gathered were analysed with independent t-test (α=.05). The results indicate that: 1. participants watching different video content sequence allocate their visual distribution differently, with the arm and truck AOI significantly different; 2. The AOI of arm and truck in backswing stage were significantly different; 3. In waving and follow through stage only the arm AOI exhibit significant difference. 4. In error-detection, watching the A instructional video group exhibit significant error-detection results. The results indicate instructional video content sequence affect the learner’s error-detection visual trajectory and ability. The author suggests that emphasize on body CG in tennis forehand drive instruction process can be favourable to the error-detection ability. / 第壹章 緒論 1
第一節 研究背景 1
第二節 研究目的 2
第三節 研究範圍與限制 2
第四節 操作性定義 3
第貳章 文獻探討 6
第一節 多媒體與學習理論 7
第二節 動作學習理論 14
第三節 眼動與運動相關研究 22
第四節 網球正拍動作 25
第五節 本章總結 27
第參章 研究方法 28
第一節 研究架構 28
第二節 研究對象 29
第三節 實驗時間與地點 29
第四節 教學影片與實驗素材 30
第五節 實驗儀器 32
第六節 場地布置 33
第七節 實驗步驟 34
第八節 收集資料與處理方法 40
第九節 統計分析方法 42
第十節 預備實驗 43
第肆章 結果與討論 45
第一節 凝視AOI區域分佈 46
第二節 偵測錯誤語音資料 51
第三節 偵測錯誤凝視順序 54
第四節 綜合討論 55
第伍章 結論與建議 58
第一節 結論 58
第二節 建議 58
參考文獻 60
附件一 正拍動作技術檢核表 67
附件二 人體研究倫理委員會通過證明 68
附件三 受試者同意書 69
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Design Patterns und CSCL-Scripts für hypervideo-basierte LernumgebungenSeidel, Niels 10 October 2014 (has links)
Gegenstand des Promotionsvorhabens ist die Anwendung der Mustertheorie als systemtheoretische Methode zur Beschreibung verbreiteter Lösungen für wiederkehrende Probleme bei der Gestaltung und Entwicklung videobasierter Lernumgebungen. Diese sogenannten Design Patterns beschreiben dabei abstrakte, generische Lösungen bezüglich des Wissensmanagements, der sozialen Interaktion und der Anreicherung von Inhalten in hypervideo-basierten Lernumgebungen. Um neben rezeptiven und selbstgesteuerten auch kollaborative Lernszenarien in solchen Lernumgebungen zu ermöglichen, werden Materialien, Aufgaben sowie Gruppenzusammensetzungen mit Hilfe von CSCL-Scripts strukturiert. Auf Grundlage der entwickelten Design Patterns und Scripts wurden ein Software-Framework sowie mehrere Lernumgebungen implementiert und in Feldstudien evaluiert.
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Design Patterns und CSCL-Scripts für hypervideo-basierte LernumgebungenSeidel, Niels 10 October 2014 (has links) (PDF)
Gegenstand des Promotionsvorhabens ist die Anwendung der Mustertheorie als systemtheoretische Methode zur Beschreibung verbreiteter Lösungen für wiederkehrende Probleme bei der Gestaltung und Entwicklung videobasierter Lernumgebungen. Diese sogenannten Design Patterns beschreiben dabei abstrakte, generische Lösungen bezüglich des Wissensmanagements, der sozialen Interaktion und der Anreicherung von Inhalten in hypervideo-basierten Lernumgebungen. Um neben rezeptiven und selbstgesteuerten auch kollaborative Lernszenarien in solchen Lernumgebungen zu ermöglichen, werden Materialien, Aufgaben sowie Gruppenzusammensetzungen mit Hilfe von CSCL-Scripts strukturiert. Auf Grundlage der entwickelten Design Patterns und Scripts wurden ein Software-Framework sowie mehrere Lernumgebungen implementiert und in Feldstudien evaluiert.
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Streaming video for parental involvement educationLin, Ching-Ping 01 January 2003 (has links)
The purpose of this project is to develop a way of communication between school and parents. It aims to help parents to be more involved in their children's education. One of the main aspects and focus of this project is the analysis of the use of streaming video.
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Criação e uso de material instrucional digital multimídia para o ensino de conceitos de astronomia para o ensino médioFerreira, Rafael da Costa 24 January 2018 (has links)
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Texto Estático - O nascimento do sistema solar.epub: 591589 bytes, checksum: 7ee6e9828b1ba5ed29a28d20bde48474 (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / O principal objetivo dessa Dissertação é avaliar o efeito, na aprendizagem, de textos com recursos de vídeos integrados, uma aplicação das tecnologias de informação e comunicação (TIC) na sala de aula. Pesquisar os efeitos de tais formatos de texto justifica-se pelo fato de as mídias digitais estarem presentes no cotidiano dos jovens, que são o público alvo do estudo. Pesquisar formas alternativas de mídias educacionais pode representar avanços no processo de ensino e aprendizagem ao tornar mais evidentes quais as melhores formas de utilização desses. Para tanto foi produzido um texto sobre a formação do sistema solar e a energia de fusão nuclear do Sol, em formato EPUB3, o que possibilita qualquer pessoa o acessar nas principais plataformas digitais, com o auxílio de um leitor de ebooks. O mesmo material foi utilizado em dois momentos diferentes com os alunos: no primeiro, usamos um texto em formato tradicional, com imagens estáticas. No segundo momento, o mesmo texto escrito foi apresentado aos alunos, mas desta vez com vídeos substituindo algumas das imagens estáticas do primeiro, contendo animações referentes às imagens estáticas que substituíram. Antes e após a aplicação dos dois materiais, foi aplicado um questionário com perguntas referentes ao texto e aos vídeos. A análise dos questionários e opinião dos alunos participantes mostra uma melhora na aprendizagem e desempenho nos testes e sugere que vídeos em materiais digitais têm forte potencial para facilitar o aprendizado de conceitos físicos bastante abstratos e normalmente distantes do cotidiano dos alunos. / The main goal of this dissertation is to evaluate the effect of digital instructional materials with integrated text and videos, applying therefore an Information and Communication Technology (ICT) in a High School environment. Probing the effects of such materials is justified in that digital media are ubiquitous in young learners’ lives, the target group of our study. Alternative educational media can lead to advances in the teaching and learning processes if the best strategies for their application is made evident. With that aim, we have produced a digital instructional material about the formation of the solar system and nuclear fusion energy in the Sun in EPUB3 format, which makes it readily accesible in the most important operating systems with the aid of an e-book reader. The same material was used in two different instances: in the first one, we used the text in its most traditional format, consisting only of written text and static images. In the second instance, we handed students the same written text, but with videos replacing some of the static images. The videos contained animations which intended to illustrate the same concepts covered in the static images they replaced. Before and after the application of the two materials, students answered a questionnaire about the written material and about the videos. The analysis of the answers to the questionnaire shows a significant improvement in the understanding of the concepts especially after the study of the materials with the videos, which suggests that videos in digital media can potentially enhance the learning of rather abstract physical concepts which are not usually present in the students’ everyday lives.
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