video tools for social media

14 Video Tools for Social Media

use to create screencasts, montages and slideshows.

December 7, 2015

http://www.socialmediaexaminer.com/14-video-tools-for-social-media-marketers

Facebook gives priority to native videos (as opposed to video links to external sources) to encourage this type of content. Videos that are directly uploaded to Facebook perform better and provide a better experience. They receive 30% more video views than videos posted from other websites, and have images up to 11 times larger in the news feed.

Screencasts / Lecture Capture

  • Camtasia Studio
  • ScreenFlow (Apple/Mac)
  • Snagit
  • TechSmith Fuse works with Camtasia Studio and Snagit. Capture the images and videos on your mobile device and send them to your desktop to use in your videos.
  • Reflector by Squirrels allows you to do wireless mirroring, so you can display your smartphone screen (Android or iOS) on your desktop.

Slideshows

Video Montages on Desktop and Mobile Apps

  • Animoto
  • Magisto is a free app that automatically turns your everyday videos and photos into movies
  • Adobe Voice. The app is available only for iPad

Mobile video capture

  • Flipagram. You can record voice narration, choose from Flipagram’s music or upload 15 seconds of music you already have on your mobile device.
  • Diptic app is another video tool for making collages that has a newly added animation feature, which works with transitions
  • Boomerang is a new app from Instagram that takes a burst of photographs and stitches them together into a 1-second video and loops it forward and backward. It’s not an animated GIF, but it’s designed to look like one.

More about lecture capture in this blog: http://blog.stcloudstate.edu/ims/?s=capture&submit=Search
More about video in this blog: http://blog.stcloudstate.edu/ims/?s=video&submit=Search
More about effective presentations and slideshows in this blog: http://blog.stcloudstate.edu/ims/?s=presentations&submit=Search

 

 

 

 

forecast technology in education

Survey: Teachers Say Tech Distractions More Concerning than Privacy, Security

By Joshua Bolkan, 01/26/16

https://thejournal.com/articles/2016/01/26/survey-teachers-say-tech-distractions-more-concerning-than-privacy-security.aspx

“According to the study, U.S. educators believe technology’s potential for distraction will wane as digital culture and infrastructure mature in the next five years, giving way to other concerns like privacy and security in 2020,” according to a news release. “However, these present and future apprehensions don’t stop many U.S. educators from allowing personal electronics in their classrooms. U.S. teachers have a higher tolerance for personal devices in the classroom than do British and Australian teachers. In fact, the study shows that 48 percent of U.S. educators say students can bring technology to class for educational purposes, and one in seven U.S. educators allows any electronic device as long as it doesn’t distract other students.”

tech ed trends in 2016

What’s Hot, What’s Not in 2016

Our expert panelists weigh in on education technology to give us their verdict on which approaches to tech-enabled learning will have a major impact, which ones are stagnating and which ones might be better forgotten entirely.

By Greg Thompson 01/12/16

https://thejournal.com/articles/2016/01/12/whats-hot-whats-not-in-2016.aspx

  • Bring Your Own Device (BYOD): Lukewarm to Hot

  • Social Media for Teaching and Learning: Lukewarm to Hot

  • Digital Badges: Mostly Lukewarm

  • Open Educational Resources (OERs): Mostly Hot

  • E-Portfolios: Losing Steam

  • Learning Management Systems (LMS): Lukewarm to Hot

  • Flipped Learning: Mostly Hot (but Equitability a Question)

  • Blended Learning: Unanimously Hot

  • Student Data Privacy Concerns: Unanimously Hot

  • Apps for Learning: A Mostly Lukewarm Mixed Bag

  • Games for Learning: Hot

What are the hot devices?

Cameras like the Canon VIXIA, the Sony HDR-MV1 or the Zoom Q4 or Q8 range from $200 to $400. The secret of these small devices is a tradeoff between video flexibility and audio power. With digital-only zoom, these cameras still deliver full HD video (or better) but with limited distance capabilities. In return, the audio quality is unsurpassed by anything short of a professional boom or wireless microphone setup; most of these cameras feature high-end condenser microphone capsules that will make music or interview recordings shine.

The Chromebook is hot. Seventy-two percent of Chromebook sales were education-related purchases in 2014.

The smartphone is hot. Every day, the smartphone becomes less of a “phone” and more of a device for connecting with others via social media, researching information on the Internet, learning with apps and games and recording experiences with photos and videos.

BYOD and education

BYOD (BOYE) in the Classroom: Necessary or Nice?

http://www.middleweb.com/26605/byod-in-the-classroom-necessary-or-nice/

► Does the technology accommodate and differentiate for all learners’ needs?
► Are students provided both voice and choice with technology, thereby increasing ownership and engagement?
► Are there opportunities for students to engage in peer feedback and collaborative work?

Having students bring their own devices to school is not a panacea for all the challenges in the secondary classroom. Yet if it is planned with thoughtfulness and intention, we have seen BYOD increase student engagement and relevance while reducing costs for the school. The best part: Teachers and students can be creative and autonomous in how this looks in classrooms.

More on BYOD in this IMS blog:

http://blog.stcloudstate.edu/ims/2015/12/08/millennials-and-mobile-phones/

http://blog.stcloudstate.edu/ims/2015/11/24/ifttt/

http://blog.stcloudstate.edu/ims/2015/11/23/educational-technology-and-faculty-development/

http://blog.stcloudstate.edu/ims/2015/10/28/k-12-technology/

http://blog.stcloudstate.edu/ims/2015/09/21/byoe/

convocation winter 2016

Short link the information below on the IMS blog: http://blog.stcloudstate.edu/ims/?p=4441 and even shorter one: http://scsu.mn/1RsQErr

Weds 6th

Session I 10-11:15         Voyageurs North (Atwood)

Title
Engage your students: connect CMS (D2L) to social media to enhance the learning process.

Plamen Miltenoff and Emil Towner

Join us online via Adobe Connect: http://scsuconnect.stcloudstate.edu/ims (please login as a “guest” and use your real name)

Outline

In this rapid succession of examples, one can experience a showcase how to enhance students’ engagement by modernizing D2L experience through connection with social media. Bring your own examples and participate in a discussion, which aims finding the right tools for your class and field of study.

Audience:
beginners to advanced

Prerequisite:
come with your own social media accounts: Facebook, Twitter, Instagram, Pinterest, Vine

Outcomes:

By the end of this session, the participants will have an idea about peculiarity of each of the social media tools: Facebook, Twitter, Instagram, Pinterest, Vine

By the end of the session, the participants will be familiar with the integration of each of the social media tool into D2L

By the end of the session, the participants will be able to asses to what extent each particular tool fits their field of study

By the end of the session, the participants will be able to compare the pedagogical advantages and disadvantages of the social media tools compared to D2L

Useful links to contact us via social media:
IMS blog: http://blog.stcloudstate.edu/ims
IMS Facebook: https://www.facebook.com/InforMediaServices?ref=hl
IMS Twitter: https://twitter.com/SCSUtechinstruc
IMS Pinterest: http://www.pinterest.com/scsutechnology/
IMS Instagram: http://instagram.com/scsutechinstruct
IMS YouTube: https://www.youtube.com/channel/UC_UMIE5r6YB8KzTF5nZJFyA
IMS Google+: https://plus.google.com/u/0/115966710162153290760/posts/p/pub
IMS LinkedIn: http://www.linkedin.com/in/scsuinstructionaltechnology

Plan – Plamen Miltenoff:

 Please consider the following survey about your opinion regarding social media in education:

*http://aidemoreto.polldaddy.com/s/social-media-in-education*
please have the short link: http://scsu.mn/1Z8EFFx

most recent contemplations about blogs and social media in general:
http://blog.stcloudstate.edu/ims/2016/01/01/4507/

  • D2L and Vine
    Vine is a social media services, which provides the ability to share 7 sec videos. Vine is becoming more popular then Instagram (15 sec videos), with the simplicity to create short videos. Students can take sequence of short videos, which amount to 7 sec to reflect the main points of a project. E.g.: chemical reaction, biology dissection, progress of engineering planning, solving a math formula.
    URL to the vine can be posted in the D2L discussion area for further collaborative effort or for peers’ and instructions evaluation
    Vines are a click away from a FB group page or, with the right handle and hashtag, to a Twitter discussion
    The bottom-line to evaluate if fitting your field of study is: can the content be narrated or is it much better if visualized. If the latter, Vine can be your salvation.
    How to Create Social Videos With Your Smartphone http://blog.stcloudstate.edu/ims/2015/01/10/social-videos-with-your-smartphone/
  • D2L and YouTube, EdPuzzle (https://edpuzzle.com/), etc
    YouTube Unveils New Trending Tab
    http://blog.stcloudstate.edu/ims/2015/12/13/improvements-in-social-media-tools/

    Per SCSU IT disclaimer: MediaSpace (Kaltura) is a free, cloud-based video repository solution for campus that allows faculty and staff to upload and distribute video and audio content for academic or administrative purposes. Facilitators will discuss potential uses of MediaSpace for campus, demonst rate how to create Webcam and screen recordings, upload audio/video, and embed or link to MediaSpace content from D2L or a web site.  YouTube is owned by Google and the integration, including statistics and analytics by Google are way beyond MediaSpace. The only selling point of MediaSpace is the FERPA requirement by MnSCU to host privacy data on a MnSCU owned server
  • Google+
    Google+ is indirect competition with any CMS, D2L included, with its GOogle Classroom platform (https://classroom.google.com/ineligible). K12 and higher institutions are outsourcing to GMAIL and with Google Hangouts (Skype also), one can share video, audio and desktops, which makes Adobe Connect + D2L way behind in integration even before Google Drive is mentioned.
    Google Introduces Shared Albums in Google Photos:
    http://blog.stcloudstate.edu/ims/2015/12/13/improvements-in-social-media-tools/
    8 Ways to Use Google+ Hangouts for Your Business http://blog.stcloudstate.edu/ims/2015/09/23/google-hangouts/You can record hangouts directly to your YouTube channel for future use.For private Google+ Hangouts, choose Google+ Video Hangouts, which allow you to have up to 10 participants in a video chat that is accessible only to the people invited.

Plan – Emil Towner:

  1. General stats on integrating social media and things to consider
  1. Integrating LinkedIn Assignments
  1. Integrating Facebook Groups
  • I will show a couple of groups that I have used
  • I can also come up with an “exercise” that participants can do, just let me know: (1) if you want me to and (2) if participants are suppose to have a Facebook account that they can log into during the session

 ===========================================================

Session K 2-3:15: 2PM Wed, Jan 8.  Location: CH455

Title
Engage your students: gaming and gamification in the learning process.

Outline

As part of the broader discussion, a short discussion segment to form and agree on definitions and terms regarding games and gamification. Another short segment to seek consensus if this SCSU campus is ready to departure on the path of gamifying education. After several examples, of how games are used in education and gamification techniques, a discussion on how gaming and gamification can be streamlined amidst shrinking budget and increasing workload. More details and information about gaming and gamification at: http://scsu.mn/1F008Re

Audience:
beginners to advanced

Outcomes:

By the end of this session, the participants will have a working definitions on play, games, serious games, game-based learning, digital game-based learning, gaming, gamification and badges. (more at http://scsu.mn/1F008Re)

By the end of the session, the participants will be familiar with the possibilities for integration of games in the educational process and for gamification of the educational process.

By the end of the session, the participants will be able to asses to what extent games and gamification fit their field of study

Plan:

===========================================

Friday 8th

Session M 10-11:15: CH 455

Title
Present and be presented: engage your students with modern ways to share information

Outline

Two trends plague education: the swamp of PowerPoint presentations and the lack of visual literacy. In this rapid succession of examples, one can experience a showcase of various cloud-based tools, which brings visual presentations way beyond PowerPoint and align with the Millennials demand for current social interaction. A discussion on how relevant these tools are to various disciplines and details on improving the interaction among instructors and students during the presentation. Ongoing discussion about design as part of visual literacy and the difference between blended learning and technology integration.

Audience:
beginners to advanced

Outcomes:

By the end of this session, the participants will have understand the movement “Death by PowerPoint” and will understand the advantage of cloud-based presentation tools to MS PowerPoint

By the end of the session, the participants will be familiar with several tools, which successfully replace PowerPoint and well beyond.

By the end of the session, the participants will be able to asses to what extent games and gamification fit their field of study

By the end of the session, the participants will be able to discriminate between technology integration and blended learning.

Plan:

 

Millennials and Mobile Phones

Millennials Spend More Than 3 Hours a Day on Mobile Phones

https://thejournal.com/articles/2015/12/01/study-millennials-spend-more-than-3-hours-a-day-on-mobile-phones.aspx

The study also looked at U.S. millennials’ consumption of various media and technologies, finding that 76 percent watch online video on a daily basis; 71 percent use social media; and 55 percent use instant messaging. They spend nearly 3 hours a day watching on-demand video and TV shows on the Internet.

IFTTT

https://ifttt.com/

IFTTT gives you creative control over the products and apps you love.

it is as important as a concept, as it is a real, pragmatic approach to information and hardware.
It shows clearly, how programming becomes prevalent (even for no programmers) and why coding needs to be taught at school from a very early age

What is it: https://en.wikipedia.org/wiki/IFTTT

http://www.pcmag.com/article2/0,2817,2424077,00.asp
http://www.pcworld.com/article/2044579/how-to-use-ifttt-to-automate-your-online-life.html

it provides a glimpse of what the Internet of Things will look like: Unique hardware with software triggers/actions is great for controlling your home: UP by Jawbone, Withings, SmartThings, the WeMo devices, and Harmony remotes from Belkin, Netatmo Weather Station, Philips Hue lightbulbs, and Google Glass have all been around a while. New hardware includes Amazon Echo, Automatic car connectors, Whistle Activity Monitors, Fitbit, GE Appliances, and the Nest Leaning Thermostat and Nest Protect $99.00 at Nest smoke detectors. (PC Magazine)

How to use IFTTT:

http://www.quickanddirtytips.com/tech/web/what-ifttt-and-how-can-it-improve-your-digital-life

http://www.pocket-lint.com/news/130082-ifttt-explained-how-does-it-work-and-what-are-the-new-do-apps