Title:
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MOBILE TECHNOLOGY TOWARDS OVERCOMING TECHNOLOGY & TIME CONSTRAINS IN DIGITAL VIDEO PRODUCTION |
Author(s):
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Inmaculada Arnedillo-sánchez , Brendan Tangney |
ISBN:
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972-8924-15-1 |
Editors:
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Pedro Isaías, Piet Kommers and Inmaculada Arnedillo Sánchez |
Year:
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2006 |
Edition:
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Single |
Keywords:
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Mobile technology; Mobile telephones; Digital video production; Collaboration; Creativity |
Type:
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Full Paper |
First Page:
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256 |
Last Page:
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259 |
Language:
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English |
Cover:
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Full Contents:
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click to dowload
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Paper Abstract:
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The benefits of Digital Video Production (DVP) for teaching and learning are well documented and broad in scope. In
particular, DVP provides opportunities for collaborative learning (Buckingham, 2003; Burn, et al., 2001), it encourages
creativity and self-expression (Reid, Burn, & Parker, 2002), deeper thinking (Swain, et al., 2003) and draws on students
out-of-school interest (Parker, 2002). Notwithstanding the many potential benefits of DVP, its use in formal education as
a learning methodology is still minimal. Access to technology and time constraints (Burden & Kuechel, 2004; Reid,
Burn, & Parker, 2002) are reported as two of the main barriers to the widespread adoption of DVP as a teaching and
learning tool. This paper presents an approach to DVP that attempts to overcome the previous disadvantages while still
maintaining the learning benefits of the DVP process. In particular, we discuss a methodological approach designed by
one of the authors. This utilises mobile telephones and other technology to bypass difficulties arising from access to
technology and the traditional lengthy DVP process. The approach incorporates unorthodox techniques borrowed from
improv theatre as part of the creative process. Workshops run following our methodology aim to accomplish the
production of a digital video (DV) from conception of idea to final production in approximately three hours. This is
possible by taking advantage of the flexibility and portability of mobile phones that allow us to somehow parallelise the
traditional sequential DVP process. This paper analyses elements of our approach through three case studies: Workshop
A with adult learners on an MSc program in Technology and Learning; Workshop B with teenagers at an after school
Computer Clubhouse activity run in the authors university; and Workshop 3 with groups of 10 teenagers from the
shanty towns of Cape Town. |
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