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Video is increasingly used to support in-service teacher professional development (TPD). Advances in affordability and usability of technology mean that interest is set to develop further. Studies in this area are diverse in terms of scale, methodology and context. This places limitations on undertaking a systematic review; therefore the authors use a scoping review approach. Their analysis involves 82 studies from which they thematise subtopics and assess research characteristics. This provides a much-needed analysis to inform researchers and practitioners. Additionally, the authors identify robust studies that consider the effect of video on teacher cognition and classroom practice. A consistent finding is that video is effective when used as part of TPD. Since studies largely use thematic qualitative analysis, however, this consensus needs further examination. Further qualitative and quantitative research is needed to identify how the use of video impacts on classroom practices.  相似文献   

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定性与定量研究在教育研究过程中的整合   总被引:1,自引:0,他引:1  
教育领域研究方法在研究范式的发展上表现为定性研究范式与定量研究范式的并存互补,定性、定量研究是研究者分别通过非数字和数字的信号来表征教育现象的方法.定性、定量研究是贯穿教育研究的两条主线,二者的整合,对于科学地揭示教育现象和规律起着重要作用.本文将从定性与定量方法在教育研究中整合的必要性、整合的应用范围和整合的具体方面分别进行阐述,并针对整合后所带来的新问题,提出一些解决的措施.  相似文献   

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经济合作与发展组织在“教师教学国际调查”(TALIS)中新增“视频研究”(Video Study)作为附加项目.本研究首先分析了该项目发起的缘由与目的,并阐述了研究设计中的四个特点,包括共同评估主题、通用评估工具、纵向研究设计、标准化程序等.基于此,本研究试图揭示视频研究对于课堂教学研究的三个作用:作为开发共享话语的工...  相似文献   

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Mixed-methods (MM) designs have gained increasing interest in educational research. Still, many studies collect quantitative and qualitative data but report these data separately and do not attempt to integrate them in practice. The aim of this article is to discuss the purposes and processes of integrating qualitative and quantitative data in an MM classroom interaction study. Issues regarding mixing and integration, including how to overcome integration barriers, are discussed. Based on this outline, the study then presents details about the various integration processes adopted in a recent MM study on classroom interaction in Norway. The possibilities and challenges of integration to produce new knowledge and a deeper understanding throughout the research process in classroom studies are illustrated with a specific focus on points of interface. A key issue is whether the new knowledge obtained in an MM study is more than the sum of the individual quantitative and qualitative parts. Using selected questions from the MM alphabet proved a helpful heuristic for guiding the iterative processes of integration and provided richer explanations and an enhanced understanding of the implementation and impact of a complex classroom intervention initiative. The study provides a new methodological contribution to the MM literature by examining the integration processes and challenges faced in a specific study.  相似文献   

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课件制作中的视频采集方法综述   总被引:4,自引:0,他引:4  
视频因其信息量大,被广泛应用于多媒体CAI课件中,成为课件的重要组成部分,因此了解视频素材的采集方法就显得格外重要。笔者经过多媒体教学课件制作的实践,介绍几种常用的视频采集方法。  相似文献   

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数字视频监控系统的核心就是数字视频采集和处理.数字视频处理的过程分为视频图像输入、视频信号处理、编码.视频图像输入由摄像头扫描光信号转变为电信号(标准信号、非标准信号).视频信号处理主要有计算机系统配合视频采集卡来完成,处理好的信号以数字方式进行编码和储存,也可以进行数模转换后显示输出.  相似文献   

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Video and photography are often used for delivering content within the anatomical sciences. However, instructors typically produce these resources to provide instructional or procedural information. Although the benefits of learner‐generated content have been explored within educational research, virtually no studies have investigated the use of learner‐generated video and photograph content within anatomy dissection laboratories. This study outlines an activity involving learner‐generated video diaries and learner‐generated photograph assignments produced during anatomy laboratory sessions. The learner‐generated photographs and videos provided instructors with a means of formative assessment and allowed instructors to identify evidence of collaborative behavior in the laboratory. Student questionnaires (n = 21) and interviews (n = 5), as well as in‐class observations, were conducted to examine student perspectives on the laboratory activities. The quantitative and qualitative data were examined using the framework of activity theory to identify contradictions between student expectations of, and engagement with, the activity and the actual experiences of the students. Results indicate that learner‐generated photograph and video content can act as a rich source of data on student learning processes and can be used for formative assessment, for observing collaborative behavior, and as a starting point for class discussions. This study stresses the idea that technology choice for activities must align with instructional goals. This research also highlights the utility of activity theory as a framework for assessing classroom and laboratory activities, demonstrating that this approach can guide the development of laboratory activities. Anat Sci Educ 7: 361–369. © 2014 American Association of Anatomists.  相似文献   

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Video production offers a way for students to learn content-area knowledge while simultaneously developing technology skills deemed important in contemporary society. Yet, the research has not been examined in a systematic way to reveal how these types of projects are oriented to align to instructional goals or how learning is investigated when they are implemented as part of content-area pedagogy. A scoping study was conducted to review the research literature on implementation of student video production in content-area classrooms. A total of 61 studies published from 2006 through 2017 were selected and analyzed through a systematic process. Findings suggest that video production projects were conducted to meet information, performance, composition, literacy, or creativity learning goals in content-area classrooms. Strategies used to investigate student learning included evaluation of learner perceptions, analysis of the process of creating video, assessment of the final video project, or a combination of these approaches.  相似文献   

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This paper responds to Eva Lundqvist, Jonas Almqvist and Leif Ostman’s account of how the manner of teaching can strongly influence pupil learning by recommending video supported reflection as a means by which teachers can transform the nature of their practice. Given the complex nature of the many conditions which influence and control teachers’ actions the reframing of routine practice through reflection-in-action can prove challenging. This response paper describes how video can empower teachers to take greater control of their progress and allows for a more social constructivist approach to professional development. Along with a consideration of the difficulties associated with the notion of ‘reflection’ and a short case study, the paper uses Lev Semenovich Vygotsky’s zone of proximal development and the notion of scaffolding to propose that video offers a Video Supported Zone of Proximal Development which can ease the process of teacher development. In capturing permanent and exchangeable representations of practice video encourages a collaborative approach to reflection and is consistent with the original ideas of John Dewey.  相似文献   

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This paper presents the findings of an investigation carried out in Sri Lanka to explore how mobile phones can support science teachers’ pedagogical practices throughout the teaching cycle of planning, teaching and evaluation. Data were collected using observation supported by audio and video recordings from both continuing professional development workshops where a group of teachers planned four science lessons that integrated mobile phones and the subsequent implementation of those lessons. Thematic network analysis, carried out on the data with the help of NVivo8 qualitative analysis software, showed how mobile phones were used and the issues involved. It concluded that mobile phones can support science teaching in a variety of ways, in particular with communication during planning lessons, with relating subject knowledge to authentic locations and activities during teaching and with image and data capture to support assessment and post-lesson reflection. The additional pedagogical practices and knowledge base required when integrating mobile phones into science lessons are discussed in the light of Shulman’s original model.  相似文献   

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要想制作精美的教学电视片需要大量视频素材,视频素材采集分为电脑内部采集、外部采集和自己制作视频素材等三大类。电脑外部视频采集就是从外部视频设备输出的视频信号经采集卡输入到电脑内,从而获取视频素材。内部采集是从现存素材盘上、网络上获取素材,或者利用动态屏幕抓图软件采集视频素材。自己制作就是用动画制作软件制作视频素材。  相似文献   

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本文描述了非线性编辑技术的特点及制作视频课件的优势与策略。针对视频课件制作中分镜头脚本、画面内容的编排和组织进行了分析,对如何有效地利用非线性编辑技术来设计及制作多媒体视频课件进行了探讨。  相似文献   

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基于校园网的视频点播系统   总被引:6,自引:0,他引:6  
视频点播是一种双向视频传播技术,它比较适合于远程教学、企业培训、媒体娱乐等领域。如今,随着视频点播技术的日益成熟和网络教育的广泛展开,各个学校无论是高校还是中小学,都在把视频点播系统作为校园网建设的一个重要组成部分。该文主要讲述了怎样构建基于校园网的视频点播系统,以及如何运用视频点播系统来开展多种形式的双向多媒体教学。  相似文献   

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随着技术的不断进步,高清摄像机的应用越来越普及,并且向多元化发展。高清摄像机使用的知识与技能培训为培养高清影像人才,推动广电行业的发展具有重要的意义,也具有广泛的需求。"高清摄像机使用"电视教材能普及高清技术基本知识,提高学习者使用高清摄像机的技能,它比普通的电视教材更具有针对性、实用性和适用性。详细解析"高清摄像机使用"电视教材的设计导向,提炼出电视教材的开发原则,建构"高清摄像机使用"电视教材的开发策略,介绍电视教材的开发过程和手段,以期为开发此类电视教材提供相应的理论和实践参考。  相似文献   

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The purpose of this article is to exemplify and enhance the place of modelling as a qualitative process in educational research. Modelling is widely used in quantitative research as a tool for analysis, theory building and prediction. Statistical data lend themselves to graphical representation of values, interrelationships and operational systems. This article argues that qualitative data can likewise be modelled, to enable further analysis of the phenomenon investigated, to stimulate theorising about the relationship of factors within the modelled system, and to enable predictions for future scenarios to be formulated. Although this approach has been advocated by qualitative research theorists, it is not commonly used in the field of educational management. The extended example offered in this article therefore demonstrates how modelling can be used as both a conceptual and a practical tool in this field of study, enabling both the construction of theory and the process of organisational development and decision making.  相似文献   

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多媒体技术的广泛应用,使英语视听说课程的教学效果得以优化。然而其生动的视觉效果有时也会导致学生只看热闹而忽略学习语言知识。因此,如何发挥教师在多媒体视听教学中的主导作用是当前值得探讨的课题。  相似文献   

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《理论付诸实践》2012,51(2):91-98
In the ideal, reciprocity in qualitative inquiry occurs when there is give-and-take between researchers and the researched; however, the demands of the academy and resource constraints often make the pursuit of reciprocity difficult. Drawing on two video-based, qualitative studies in which researchers utilized video records as resources to enhance reciprocity, this article explores how educators and researchers can negotiate relationships to make the research enterprise mutually beneficial. In particular, this article examines specific events where researchers and educators collaboratively analyzed video data, including video of the research team engaged in analytic conversations. The resulting conversations interrupted traditional boundaries between researchers and participants and yielded understandings that benefited both parties. The conclusion provides a set of questions educators can pose to researchers to help ensure reciprocity.  相似文献   

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Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and technopoly, and focus on how these concepts demand that we deepen our understanding of the ethics of video games. We address here how the construction of identities within video games involves othering process, that is, processes through which, when signifying and identifying ??Ourselves??, we create and marginalize ??Others??. Moreover, we discuss how video games can play an important role in the legitimation of the technopoly, understood as a totalitarian regime related to science, technology and their place in our societies. Under these two concepts, understanding the ethics of video games goes beyond the controversy about their violence. The main focus of discussion should lie in how the ethics of video games is related to their part in the formation of the players?? citizenship. Examining several examples of electronic games, we consider how video games provide a rich experience in which the player has the opportunity to develop a practical wisdom (phronesis), which can lead her to be a virtuous being. However, they can be also harmful to the moral experiences of the subjects when they show unethical contents related to othering processes that are not so clearly and openly condemned as violence, as in the cases of sexism, racism or xenophobia. Rather than leading us to conclude that video games needed to be banned or censored, this argument makes us highlight their role in the (science) education of critical, socially responsible, ethical, and politically active citizens, precisely because they encompass othering processes and science, technology, and society relationships.  相似文献   

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