scholarly journals Videoaulas em primeira pessoa: suas características e sua contribuição para a EaD

EAD em FOCO ◽  
2017 ◽  
Vol 7 (2) ◽  
Author(s):  
Guilherme de Carvalho Pereira ◽  
Lidiane Maria Magalini

Desde o início da utilização das ferramentas de vídeo para a educação a distância, vários modelos surgiram de maneira a contribuir com a interação entre aluno e professor. Dentre eles se encontra um modelo de videoaula por meio da captura da tela do computador para ensino de funcionalidades computacionais, entre outros conteúdos. Por utilizar o recurso de câmera subjetiva, tem focalização em primeira pessoa e, assim como no cinema e videogames, proporciona ao aluno-espectador o efeito de imersão e agenciamento, aproximando-o do professor, de quem observa e reproduz as ações. Como ferramenta prática para a EaD mediada por tecnologia, a videoaula em primeira pessoa pode auxiliar no aprendizado dos alunos, no trabalho dos professores e na gestão das instituições.Palavras-chave: Videoaula, Primeira pessoa, Screencast.2 Video Lessons in First Person: their Characteristics and their Contribution to Distance Education AbstractSince the beginning of the use of video tools for distance education, many models for the interaction between student and teacher have emerged. Among those, it is found the screencast model for teaching computer features and other content. By using the subjective camera view and first-person focus, like in the movies and video games, the student is provided with the immersion and agency effects, and is brought closer to the teacher whose actions can be observed and reproduced. As a practical tool for distance education mediated by technology first-person video lessons can help students in the learning process, the teachers work and the management of institutions.Keywords: Video Lessons, First person, Screencast.

2021 ◽  
pp. 113-114
Author(s):  
Melise Maia Ribeiro

The objective of this research is to know new decisions about the teaching and learning process in the context of the pandemic in the state of Amazonas, Brazil. The pandemic suspended classroom classes at more than 200 schools, causing the reorganization of pedagogical practices in distance education. The result was the applicability of the Special Regime of Non-Attendance Classes adopted by the Government of Amazonas (Aula em Casa Project). It is concluded that new directions can be taken from formal education in view of this new reality.


2015 ◽  
Vol 6 (3) ◽  
Author(s):  
Steve Wilcox

There is a considerable amount of academic and non-academic interest in the production and reception of video games. At the same time game scholars encounter questions such as, “are video game academics irrelevant?” In this article I connect questions of relevancy in game studies with the need to develop forms of publishing capable of asserting that relevancy more broadly. As the co-founder and editor-in-chief of First Person Scholar (FPS), a middle-state publication based in the Games Institute at the University of Waterloo, I detail how FPS has attempted to reach beyond the traditional scope of game studies to engage a wider audience and assert a new degree of relevancy for the game scholar.


2019 ◽  
Vol 16 (33) ◽  
pp. 404-422
Author(s):  
B. M. AITBAYEVA ◽  
A. M. MAULENOVA ◽  
Z. B AKHMETZHANOVA ◽  
Z. A. KENZHEBEKOVA ◽  
B. O. RAKHIMBAYEVA

Distance education is essentially the basis for the development of educational institutions that provide innovative services, which cannot be obtained elsewhere. It is believed that distance education is a substitute for the traditional as part of simplifying and cheapening the learning process. At the same time, the leading global trends suggest the need for the development of elements of self-education and the expansion of the geographical nature of educational offers. The relevance of the study is that it is necessary to distinguish between the use of distance education methods in the traditional sphere and the sphere of training professionals. The paper presents the concept of the need to integrate elements of distance education in the process of preparing university teachers. The authors believe that teachers in drawing up courses and applying learning technologies use the same techniques as in distance learning. Therefore, the use of distance learning technologies can be shown as the basis for the development of advanced training programs and additional professional education. The authors proposed a study on the need and sufficiency of the use of distance education technologies and the possibilities for their integration into the process of postgraduate education. The practical significance of the work is determined by the fact that the possibilities of self-development of teachers are fully disclosed, not only as subjects of the educational process but also as subjects of training.


Author(s):  
Zeynep Tanes

Video games and gamified applications have been used for various purposes including helping businesses (in commercial marketing), or helping the individual, community or society (in social marketing). Video games are systems with rules, play structures, and narratives; while gamified applications utilize game elements, mechanics, and ways of thinking to generate meaningful, playful and fun experiences. Both video games and gamified applications require a learning process including learning to play, and learning through the game. This chapter advocates that learning is an inherent component of video games and gamified applications. The main purpose of this chapter is to examine the concept of ‘game learning' from three major theoretical positions, namely Behaviorism, Cognitivism, and Constructivism. In doing so, this chapter first explains, compares, and contrasts these three positions, then elaborates on how learning takes place in specific games designed for commercial and social marketing with the lens of these three positions.


Author(s):  
José Luis González Sánchez ◽  
Rosa Maria Gil Iranzo ◽  
Francisco L. Gutierrez Vela

Video games are the most economically profitable entertainment industry. The nature of their design means that user experience is enriched by emotional, cultural, and other subjective factors that make design and / or evaluation difficult using traditional methods commonly used in interactive systems. It is therefore necessary to know how to apply Playability in order to design, analyze, optimize, and adapt it to a player’s preferences. In this chapter, the authors present a way to perform UX based on Playability techniques by adding hedonic factors that enrich the development of video games. The aim is to easily and cost-effectively analyze the different degrees of Playability within a game and determine how player experience is affected by different game elements. These results can be applied in the educational field where the experience of the pupils with educational video games is a crucial factor for the success of the learning process.


2011 ◽  
pp. 1481-1487 ◽  
Author(s):  
Parviz Partow-Navid ◽  
Ludwig Slusky

E-learning is defined as the transmission of knowledge whereby the instructor and/or the student participate in the learning process from different places and/or different times (Henry, 2001). Many organizations have adopted e-learning as a way to make the learning process faster and better (Roshan, 2002). However, recent studies have revealed that about 85% of students participating in e-learning and distance education fall short of completing their program. Low completion leads to low retention, which leads to low performance (Land, 2002). The problem, exacerbated by rapid changes in information technology (IT), lies on the shoulder of the universities and the students. For universities, e-learning often is such a giant technological and managerial change that the faculty attempts to deal with it by scaling instructions down to merely automated text lectures with a primary focus on the delivery of instructional materials, rather than addressing the students’ needs. For students, e-learning is usually a short experience coupled with little-known technologies for which they need extra guidance and support that is more persistent. However, the challenge is how to employ this new technology and bring students the help they need when they need it (Gordon, 2003; Roberts, 2001).


Author(s):  
Parviz Partow-Navid ◽  
Ludwig Slusky

E-learning is defined as the transmission of knowledge whereby the instructor and/or the student participate in the learning process from different places and/or different times (Henry, 2001). Many organizations have adopted e-learning as a way to make the learning process faster and better (Roshan, 2002). However, recent studies have revealed that about 85% of students participating in e-learning and distance education fall short of completing their program. Low completion leads to low retention, which leads to low performance (Land, 2002). The problem, exacerbated by rapid changes in information technology (IT), lies on the shoulder of the universities and the students. For universities, e-learning often is such a giant technological and managerial change that the faculty attempts to deal with it by scaling instructions down to merely automated text lectures with a primary focus on the delivery of instructional materials, rather than addressing the students’ needs. For students, e-learning is usually a short experience coupled with little-known technologies for which they need extra guidance and support that is more persistent. However, the challenge is how to employ this new technology and bring students the help they need when they need it (Gordon, 2003; Roberts, 2001).


Author(s):  
Peter Bergström

<p>Shifting from an emphasis on teaching to learning is a complex task for both teachers and students. This paper reports on a qualitative study of teachers in a nurse specialist education programme meeting this shift in a distance education course. The study aimed to gain a better understanding of the teacher-student relationship by addressing research questions in relation to the students’ role, the learning process, and the assessment process. A didactical design comprising three phases focusing on distinct learning outcomes for the course was adopted. Data were collected through in-depth interviews with teachers and were analysed using inductive thematic analysis. The results indicate a shift towards a problematising and holistic approach to teaching, learning, and assessment. This shift highlighted a teacher-student relationship with a shared responsibility in the orchestration of the learning experience. The overall picture outlines a distance education experience of process-based assessment characterised by the imposition of teachers’ rules and a lack of creativity due to the limited role of ICT merely as a container of content.</p><input id="gwProxy" type="hidden" /><input id="jsProxy" onclick="if(typeof(jsCall)=='function'){jsCall();}else{setTimeout('jsCall()',500);}" type="hidden" />


2020 ◽  
Vol 12 (22) ◽  
pp. 9584
Author(s):  
Angel Jaramillo-Alcázar ◽  
Paz Cortez-Silva ◽  
Marco Galarza-Castillo ◽  
Sergio Luján-Mora

Video games that are used as teaching tools are called serious games. However, there is an important factor that is not usually considered in the design of serious games— the inclusion of people with disabilities. Inclusion can be reached only if accessibility takes on an important role for all. On the other hand, new trends have resulted in different smart devices being used in classrooms. These devices also allow for applications, such as serious games, to be used to support people’s learning process. Despite this, these applications are generally not multi-platform and do not usually consider accessibility features for people with disabilities. This paper proposes a method to develop accessible online serious games that consider people with disabilities as potential users. The method is applied in the case study of an online serious game that teaches about the architecture of a computer in a fun and entertaining way. The method also presents and describes several guidelines to improve online serious game accessibility for people with disabilities. Finally, tests are conducted with some users to gather information about the online serious game and the accessibility features included. This study has important implications for the development of learning tools that consider people with disabilities.


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