scholarly journals Five Tips from Filmmakers: An Online Instructional Module for Documentary Film Research

2021 ◽  
Vol 9 (4) ◽  
pp. 63-82
Author(s):  
Patsy Y. Iwasaki

Information about the overall documentary filmmaking process is available; however, there is a lack of literature and educational resources about how to conduct subject research and data collection. As documentary filmmaking becomes an increasingly democratic endeavor due to technology, and information distribution and education use increases, there is a corresponding need for quality resources to support this essential step. In this study, a content-rich, technology-enhanced, online instructional module that was designed and developed in another study to guide and assist beginner documentary filmmakers with subject research and data collection, was implemented and evaluated by the target audience. This module featured five filmmaking tips summarizing professional documentary filmmakers’ wisdom and expertise with subject research and data collection. Motivational and instructional models served as frameworks to inform and guide the study’s learning design process. The quantitative and qualitative findings, field notes and observations provided data triangulation. After analysis and interpretation were completed, the results significantly confirmed the module had a positive, educational impact on the target audience and accomplished its purpose. This module addressed the lack of resources and utilized consultation of experts in content design and development to improve the creativity and production of beginner documentary filmmakers. This project successfully merged learning sciences theory and instructional design with humanities and arts research. It will contribute to the literature of documentary film research studies, the fields of instructional design and education, and the humanities. It has significant potential to influence and impact the broad possibilities of innovative, interdisciplinary research design and collaboration.

Author(s):  
Marina C. Jenkins ◽  
Lauren Kelly ◽  
Kole Binger ◽  
Megan A. Moreno

Abstract Background Since 2012, several states have legalized non-medical cannabis, and cannabis businesses have used social media as a primary form of marketing. There are concerns that social media cannabis exposure may reach underage viewers. Our objective was to identify how cannabis businesses cultivate an online presence and exert influence that may reach youth. Methods We chose a cyber-ethnographic approach to explore cannabis retailers on social media. We searched cannabis retailers with Facebook and Instagram presence from Alaska, Oregon, Colorado, and Washington, and identified 28 social media business profiles. One year of content was evaluated from each profile. In-depth, observational field notes were collected from researchers immersed in data collection on business profiles. Field notes were analyzed to uncover common themes associated with social media cannabis marketing. Results A total of 14 businesses were evaluated across both Facebook and Instagram, resulting in 14 sets of combined field notes. A major theme was Normalization of Cannabis, involving both Broad Appeal and Specific Targeting. Conclusions It is concerning that Normalization of Cannabis by cannabis businesses may increase cannabis acceptability among youth. In a digital world where the majority of youth are spending time online, it is important for policymakers to examine additional restrictions for cannabis businesses marketing through social media.


2008 ◽  
Vol 89 (4) ◽  
pp. 631-639
Author(s):  
Ruth Ann Belknap

Although studies have identified the importance of the mother–daughter relationship and of familism in Mexican culture, there is little in the literature about the mother–daughter experience after daughters have migrated to the United States. This study explores relationships between three daughters in America and their mothers in Mexico, and describes ways in which interdependence between mothers and daughters can be maintained when they are separated by borders and distance. Data collection included prolonged engagement with participants, field notes, and tape-recorded interviews. Narrative analysis techniques were used. Findings suggest mother–daughter interdependence remains. Some aspects may change, but the mother–daughter connection continues to influence lives and provide emotional and, to a lesser extent, material support in their lives.


2021 ◽  
Author(s):  
Shivani Mulekar

Sanctuary is a documentary film in virtual reality (VR). The film uses 360-camera technology to offer a sensory immersive viewing experience. The film attempts to transcend the borders of filmmaking by merging new 360-camera technology and a nonlinear form of storytelling. The film is an observational piece. 360-degree videos are an emerging technology, which offers the viewer a sensory, immersive experience in virtual reality. Influenced by the 360-panoramic mural paintings created in 1860s, the use of the 360-camera breaks away from the syntax of documentary filmmaking and gives the audience an active role in the film-viewing experience. It breaks the traditional semantics of filmmaking and sets new rules of viewing which are personal and unique to each viewer. Sanctuary documents the Juhasz family, which has been living in a church since November 2014. The film is an eight-minute experience that gives the audience a 360- degree glimpse into the Juhasz family’s life and their living conditions. The film is presented as an installation, using Samsung’s Gear VR as the exhibition technology.


2019 ◽  
pp. 150-164
Author(s):  
Anhelina Ganzha

Narratives in cinema text are seen as narratives of interrelated events occurring within specific space-time frames involving the author, narrator and characters. The intermedical nature of documentary filmmaking complicates its analysis in the coordinates of any research paradigm. However, among the universal categories of reception of film narratives, polyphonicism should be singled out as a means of creating a holistic view of a cultural product. The article offers the authorʼs vision of realization of the polyphonism of the film narrative in the documentaries “I Call You” (2006), “Poeta Maximus” (2008), “So No One Loved” (2008) from the series “Game of Fate”. It is concluded that there is a certain plot-compositional scheme of organization of audiovisual polyphonic narrative in the series. Among the specific figures of the screen narration in the analyzed documentary tapes we see transposition (eg, transition from the direct speech of the presenter to a voice-over commentary on a movie quote), overlay (simultaneous use of the “chronicle of the epoch” with the off-screen reading of an excerpt from an artistic text), photos and video snippets).


2019 ◽  
Vol 19 (2) ◽  
pp. 178
Author(s):  
Syamsul Rizal ◽  
Birrul Walidain

The article provides a general description of the Learning Application of Moodle-based e-learning and its feasibility to students of the PGSD FKIP at Serambi Mekkah University in the Introduction to Computer Applications subject. Data collection was done through examining questionnaire and interviewing students. There were various problems faced by students based for example students complaint that the access were a little slow when retrieved simultaneously. However, the content, design and technical feasibility analysis were good and it can be used in the Introduction to Application Computer subject for PGSD students at the Serambi Mekkah University.


2018 ◽  
Vol 2 (2) ◽  
pp. 186
Author(s):  
Shafira Dwintha Aulia ◽  
Wahyudi Wahyudi ◽  
Indri Purwanti

This research aims to improve the thematic learning outcomes of grade 1 students of SDN Salatiga 05 by implementing the Make a Match model based on scientific. Type of this research is class action research with Stringer model includes look, think and act. Data collection instruments used formative tests, observation, and field notes. Analysis techniques using comparative descriptive. The subjects of research were students of grade 1 SDN Salatiga 05. The results of the study found an increase in the percentage of the students learning activities in the first cycle of 79,35% and the second cycle increased to 84,71%. Students activities increased have an impact on thematic learning outcomes completeness shown in the first cycle of 71%, and increased to 86% in the second cycle. Based on these results, the Make a Match model based on scientific can improve students thematic learning outcomes.


2021 ◽  
Vol 2 (1) ◽  
pp. 15-22
Author(s):  
Erna Olua ◽  
Diana Setyaningsih ◽  
Yohana B. Pabendan

The purpose of this study was to describe the increase in numeracy skills of 0-10 through the Abacus Media for Group B children in Integrated PAUD Nagallo Marannu, Puncak Jaya Regency, Academic Year 2017/2018. This research was conducted on group B children, amounting to 16 people. This research is an action research with the method of Kemmis and Taggart which consists of 4 stages, namely (plan, act, observe and reflect). This study consisted of 2 cycles, each of which consisted of 3 meetings. Data collection techniques using observation, field notes, and documentation. Data analysis using quantitative and qualitative. Quantitative data analysis was performed with statistical descriptions to compare pre-cycle to cycle II. Qualitative analysis is carried out by analyzing data from observations, field notes and verified documentation. The results showed that there was an increase in the ability to count numbers 0-10 through the abacus media with a score in the pre-cycle of 46.35% increasing to 66.66% in the first cycle and an increase of 82.29 in the second cycle with the very well developed category.


2021 ◽  
Vol 3 (2) ◽  
pp. 193-201
Author(s):  
Ika Awaliyah ◽  
Zaenal Abidin ◽  
Rusdiono Mukri

Creativity is the ability to think about things in new and unusual ways and give birth to something unique, or create something original. Plasticine is a material that is made of flexible and can be shaped as desired. This study aims to increase early childhood creativity through playing plasticine. This type of research is Classroom Action Research. This research was conducted in 2 cycles, each stage, namely Planning, Implementation, Observation and Reflection. Data collection techniques are observation, interviews, documentation, field notes. The data analysis used is descriptive analysis with a qualitative approach. Subjects in this study were group B with a total of 14 children consisting of 9 boys and 5 girls. The results showed that the creativity of children increased, namely from the pre-cycle the number of undeveloped children decreased from 12 children to 0 (85.7%) in cycles I and II, then children who began to develop from pre-cycle 2 children (14 , 3%) to 9 children (64.3%) in cycle I and to 0 in cycle II. Children who developed as expected from pre-cycle from none to 5 children (35.7%) in cycle I and 3 children (21.4%) in cycle 2. Children who developed very well in pre-cycle and cycle I did not there were 11 children (78.65%). These results indicate that playing plasticine can increase the creativity of early childhood in RA Ibnu Sina, Pamijahan District, Bogor Regency.  


Author(s):  
Marko Siitonen

This chapter discusses participant observation as a method of data collection for studying social interaction in online multiplayer games and the communities within them. Participant observation has its roots in the social sciences, and especially in the field of anthropology. True to a natural inquiry approach, studies utilizing participant observation try to understand the actual habitat or “lifeworld” of those participating in the study. This chapter looks at various practical issues connected to conducting participant observation in online multiplayer communities. Examples of data collection are presented, including saving log files, capturing images and video, and writing field notes. Participant observation seems well suited for studying online communities since it can respond well to the challenges of the ever-changing technology and social situations, the need to take into account multiple channels of communication, and the complex and sometimes hidden nature of computer-mediated social interaction.


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