Learner-Generated Video for Education
Transcript of Learner-Generated Video for Education
TRENDS INLEARNERGENERATEDVIDEO
Millennials now expect a more engaging, activeeducation experience that utilizes digital
media. They are more accustomed to enjoyingconstant digital interaction and enjoymentfrom more than one medium and device. Consequently, their attention spans have
become increasingly shorter and their abilityto multi-task is better than any generation
before.
Why video?
It is widely recognized that theeducation system can utilize
learner generated video to appealto our unique learning skills and
styles.
98%of organizations arealready using video aspart of their strategy in2016 and video-basedlearning is expected togrow significantly.
According toby Exult Corporation
5reasons today'sstudent's needtechnology inthe classroom
01
A study by Armstrong(2009) revealed thatstudents who createdlearner generated videoin their courses weremore empowered.
LEARNERGENERATEDVIDEOWhile students develop their skills in multi-mediapresentations, they also develope a sense ofprofessionalism, people skills, planning and teamworkskills. Creating videos gives students a chance to takea break from their routine and enjoy a fun, newexperience.
02
Statistics from ExultCorporation show that alearner is likely toremember 50% of audio-visual content, asopposed to just 10% oftextual content.
Including learnergenerated video intocourse content canproduce a richerunderstanding of thesubject matter forstudents.
Greene andCrespi (2012)showed that
Students who engage in learnergenerated video creation are moresatisfied with the course, subjectcontent, their professor and theirpeers as they are actively participatingin the learning process, rather thanpassively sitting in a lecture.
03
Learner generated videocan be combined withgame-based learning toencourage studentparticipation and measurethe effectiveness of thegames.
"Anything can be taughtmore effectively throughdigital game-basedlearning. From teachingbabies the alphabet totactical skills to themilitary, game-basedlearning can apply to anyperson in any industry." Marc
Prensky
GAMIFICATIONAccording to gamification expert Karl Kapp, the future
of e-learning needs to be more interactive andengaging, and games provide a built in level of
interactivity and engagement.
04
Learner generated videoenables adaptivelearning, rather than aone-size-fits-allapproach.
Every student learns at adifferent pace, andunderstands certain aspectsfaster than others. Learnergenerated video can help tocreate personalized learningpaths based on the outcomeof previous activities.
Adaptive Learning
18% of organizations currentlyprovide adaptive or microlearning, however over 33%of organizations plan toprovide micro learning inthe next 12 months.
According toresearch byeLearning Industry ,only
ADAPTIVELEARNING
A study by Burn (2001) explains how student videosaccommodate students with different learning stylesand abilities. Education providers can use learnergenerated video to access student progress and providethe next chunk of learning experience to them uponsuccessfully accomplishing a learning goal.
05
Learner generatedvideo flips the classroominvolves students in thedelivery of content andextends the learningexperience to beyond theclassroom.
Students may benefit from theopportunity to construct theirown activities to master subjectcontent. Student-to-studentlearning can reinforce learningthrough having a studentexplain something, and allowstheir peers to learn fromsomeone other than theteacher. Gehringer
and Miller(2009)
Flipping the classroom allows a widercohort of students to engage in thelearning experience, compared to thetraditional classroom setting where onlya small number of students choose tospeak up.
RecordingAnswers
As the delivery of content becomesmore self-directed and learnercontrolled, teachers and lecturers willbecome more facilitative and less focuswill be placed on creating coursecontent and scheduling events.
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