video editing

How to blur a face in the crowd.

I just got a request from a student from School of Education SOE). She has an issue, which pops up rather frequently with pre-service teachers from SOE. When she videotapes in the classroom, she is supposed to obtain permission for the video recording. In her case, one of the student wanted to be blurred out.

Here is a short YouTube video, which guides you through the iMovie process. The same is for Final Cut Pro:

http://youtu.be/YkKuLitUo_k

also helpful hints here: https://sites.google.com/site/karstenschluter/imovie09tricks

Quizzes and fun games (gamification)

Quizzes are considered mostly an assessment tool. The reward is in the end of the game. The player cannot “lose life.”

Students who are used to the logic of a game, expect rewards throughout the game.

Therefore, instead of a final assessment quiz, the class can be phased out with several training quizzes. Each of the training quizzes can allow students to have several attempts (equals lifes). In addition, students can be stimulated  format wise in playing the quizzes=gaming activity by some reward systems. E.g., for each training quiz being scored above B, students can collect badges/tockens, which they can redeem at the end of class. Content-wise, students can be stimulated in playing the quizzes=gaming activity by stepping on the next level and switching from text-based quizzes to quizzes including more multimedia: audio, video and interactivity

#techworkshop #pm great tool to combine with training D2L quizzes: http://quizlet.com
Here is a practical guide on games and quizzes with D2L
http://www.uww.edu/icit/instructional/teachingonline/games_quizzes.html

 

Those are the students we expect on campus: http://www.edweek.org/dd/articles/2012/06/13/03games.h05.html

Clickers, IPADs and stylus; http://www.as.ua.edu/ipad/drs-hong-min-park-emily-hencken-ritter-and-greg-vonnahme-ipads-in-political-science-pt-1/

Games and gamification

References

Frossard, F., Barajas, M., & Trifonova, A. (2012). A learner-centered game-design approach: Impacts on teachers’ creativity. Digital Education Review, (21), 13-22.

Fu-Hsing Tsai, Kuang-Chao Yu, & Hsien-Sheng Hsiao. (2012). Exploring the factors influencing learning effectiveness in digital game-based learning. Journal of Educational Technology & Society, 15(3), 240-250.

1 491 492 493