Teaching With Digital Video - Watch, Analyze, Create (PDFDrive)
Teaching With Digital Video - Watch, Analyze, Create (PDFDrive)
Teaching With Digital Video - Watch, Analyze, Create (PDFDrive)
with
digital video
WA T C H • A N A LY Z E • C R E A T E
Edited by
Glen L. Bull
Lynn Bell
Teaching with digital video : watch, analyze, create / Glen L. Bull, Lynn Bell,
editors. — 1st ed.
p. cm.
ISBN 978-1-56484-266-4 (pbk.)
1. Digital video. 2. Interactive videos. 3. Educational technology. 4. Digital
technology. I. Bull, Glen L. II. Bell, Lynn.
LB1028.75.T43 2010
371.33'46696—dc22
2010003694
First Edition
ISBN: 978-1-56484-266-4
Cover Images © iStockphoto.com (clockwise from top right): Grzegorz Choinski, Darren Hendley,
Henrik Jonsson, Audrey Toutant, Rernd Wittelsbach
Northern Exposure stills © 1990 Universal Television Enterprises, Inc.
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T e a c h i n g w i t h Digi t a l v id e o
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About the Editors
GLEN L. BULL is past president of the Virginia Society for
Technology in Education and the Society for Information
Technology and Teacher Education. He is a professor of
instructional technology in the Curry School of Education
at the University of Virginia and co-director of the Curry
School Center for Technology and Teacher Education. He is
co-editor of the online journal Contemporary Issues in Tech-
nology and Teacher Education and is co-editor of the book
Teaching with Digital Images (ISTE, 2005).
T e a c h i n g w i t h Digi t a l v id e o
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About the Contributors
CURBY ALEXANDER is an assistant professor of education at
the University of Illinois at Springfield. His research interests
include the use of technological innovations in history and social
studies education, as well as the preparation of preservice and
inservice teachers in all disciplines to use technology effectively
in their instruction. Curby taught public school several years in
Texas and Wyoming. His teaching and writing are grounded in
his classroom experiences working with students of all ages, with
technology, and with enrichment activities.
T e a c h i n g w i t h Digi t a l v id e o
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About the Authors
T e a c h i n g w i t h Digi t a l v id e o
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About the Authors
T e a c h i n g w i t h Digi t a l v id e o
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Contents
INTRODUC TION ■ Teaching with Digital Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Glen L. Bull and Lynn Bell
Digital Video: A Ubiquitous Presence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
A Content-First Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Content: Digital Video across the Curriculum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Pedagogy: Student-Centered Classroom Uses of Digital Video . . . . . . . . . . . . . . 5
Watching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Critical Viewing by T. C. Hammond and J. K. Lee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Analyzing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Creating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Technology: New Tools, New Capabilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Acquiring Digital Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Creating Digital Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Communicating: Context for a Social Medium . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The SITE Screening Room . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
T e a c h i n g w i t h Digi t a l v id e o
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Contents
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Contents
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Contents
AppendiXes
Appendix A: Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Appendix B: A Few Words about Copyright and Educational Fair Use . . . . . . . . . . . 199
Appendix C: National Educational Technology Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . 201
National Educational Technology Standards for Students (NETS·S) . . . . . . . . . . . . . . . . 201
National Educational Technology Standards for Teachers (NETS·T) . . . . . . . . . . . . . . . 203
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
T e a c h i n g w i t h Digi t a l v id e o
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IN T R O D UC T I O N
teaching
with digital video
IN 2005, AT the time digital cameras
were first becoming ubiquitous, we
introduced the book Teaching with
Digital Images to provide a frame-
work for using digital images in the
teaching and learning of the four
core subject areas in the school
curriculum.
T e a c h i n g w i t h Digi t a l v id e o
1
Introduction
Inexpensive, easy-to-use digital video cameras are accelerating this trend. With the Flip
digital video camera, for example, users simply press the record button once to start
recording and a second time to stop. A USB connector flips out and plugs directly into
a computer to transfer the video. The camera functions as a flash drive and includes
built-in video editing software. The software will also transfer video clips to YouTube or
transmit them via e-mail.
The inclusion of video recording and viewing capabilities in mobile devices such as
cell phones has had a profound effect on the spread of digital video as well. The ease of
transfer across formats erases technological boundaries that formerly kept content
confined to its originating medium. A video can be recorded on a cell phone video camera,
edited with a cell phone application, and wirelessly uploaded to YouTube. As these tech-
nologies become more ubiquitous, intuitive, and affordable, digital videos are being
created at an exponential rate.
As a result of technological advances, the definition of digital video is also broader than
in the past. No longer is “video” limited to moving images filmed by a video camera. New
technologies allow students to combine still images with their own narration for digital
storytelling, construct digital animations such as Flash movies, and capture computer
displays to create screencasts, resulting in new forms of digital video.
T e a c h i n g w i t h Digi t a l v id e o
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Introduction
He begins:
When his son introduced him to YouTube, Klose was a reluctant convert, resisting at
first, commenting that he didn’t want to watch “old rock bands.” However, YouTube (and
other video sites) has a nearly infinite variety of video on almost any conceivable topic,
including “jellyfish with bioluminescent tentacles, octopi on the prowl, a scallop that
swam like a set of animated dentures, sea cucumbers snuffling in the muck, flying fish
soaring over the waves.” Klose waited with great anticipation for an opportunity to use
the clips in class. The result more than met his expectations.
The effect was magical. The blue ocean ebbed and flowed before us as
myriad sea creatures swam, crawled, and flew about. I stood alongside the
screen, narrating the action, occasionally pausing a video clip to point out this
or that detail that illuminated my students’ notes. … The “wows” and “whoas”
from the class confirmed for me that I had struck gold.
A Content-First Framework
DIGITAL VIDEO has now become a common feature of commercial, religious, political,
and government contexts, as well as social interactions. In order for schools to remain
relevant to students’ lives and to the 21st-century workforce, educators must also seri-
ously consider if and when digital video should be adapted for classroom use. An even
more compelling argument for digital video may be made, however. Obviously, the mere
existence of digital video will not, in and of itself, induce better learning. Yet an effective
teaching method incorporating the right video may be one of the most successful means
by which we can engage students’ interest, help them understand a difficult concept, or
improve their long-term retention of knowledge.
Student learning should be the primary objective for using digital video, and best prac-
tices with digital video may differ according to the curricular content to be learned. In
the four subject-specific chapters of this book (Part 1, Chapters 1–4), you will find that
each example activity begins by identifying the content or skill students will learn from
the activity. Following the content description will be tips on how to use video technology
most effectively and, then, an overview of the instructional strategy (or pedagogy).
T e a c h i n g w i t h Digi t a l v id e o
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Introduction
Uses in mathematics, social studies, science, and language arts are discussed in Part 1.
The best uses of digital video can vary dramatically from one content area to another. You
might use video in language arts instruction very differently from the way you would use
video in math instruction.
In math instruction, for example, digital video can be used to present challenging
questions or improve students’ visualization of mathematical concepts. It can offer
opportunities for students to analyze situations and models leading to mathematical
descriptions of relationships. Digital video, especially when it is layered with other inter-
active media, can also engage students in thinking about mathematics in ways that were
previously difficult to achieve.
In social studies, on the other hand, digital video is taking its place alongside other
forms of historical artifacts, such as photographs, maps, newspapers, and texts. Many
social studies teachers already take advantage of documentaries and Hollywood films
to investigate the big ideas of history, geography, economics, and civics. Video can add
motion, sound, and a sense of real life to social studies instruction. You can even guide
students through documentary projects in which they engage in critical thinking as they
work with digitized primary sources, the raw materials of social studies.
In contrast to social studies, which focuses on history and human endeavors, science
is primarily concerned with natural phenomena explored empirically, often through
visual observation. In the science classroom, digital video—especially when enhanced
by special effects such as time-lapse, slow-motion, and extreme closeup, or paired with
data collected via probeware—provides a wide range of opportunities for engaging in
scientific inquiry. Video allows students not only to see detail in a phenomenon that they
might not otherwise be able to see, but it also invites repeated watching and application
of science-process skills such as observing, inferring, classifying, predicting, measuring,
communicating, and generating hypotheses.
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Introduction
In science, social studies, and mathematics, digital video is used as a mechanism for
learning about a subject area. In language arts, digital media has become a facet of the
subject area. This new mode of communication should be analyzed as well as utilized in
learning. Students outside the classroom are increasingly consuming and creating multi-
modal compositions that include images, sound, and digital video. Classroom projects
using digital video offer an authentic framework for exploring the concepts of nonprint
text and new literacies.
Because uses of digital video differ by subject area, this book approaches ideas for
teaching with digital video by addressing each of the four core curriculum areas—math-
ematics, social studies, science, and English language arts—in separate chapters. Each
chapter begins with an overview describing a variety of ways digital video can be used
for teaching and learning specific to the subject area, followed by several activity descrip-
tions that will catalyze your thinking about ways to use video in your instruction.
Although the book is structured to emphasize uses of video in specific subject areas,
please don’t limit yourself to reading only one content-area chapter. You’ll be sure to find
ideas in other chapters that you can adapt to multiple subjects and even to interdisci-
plinary projects.
Pedagogy: Student-Centered
Classroom Uses of Digital Video
EACH OF the four subject-specific chapters in Part 1 of this book presents sample activi-
ties categorized according to the primary means by which students are engaged with the
video: watching, analyzing, and creating. These verbs are not meant to specify steps in
a process, nor are they exclusive. For example, students may both watch and analyze a
video, or they may need to create a video before they can analyze it.
Watching
The traditional mode of teaching with digital video involved turning on a film projector
(or laserdisc or VHS or DVD) and stepping out of the instructional role for the next 30 to
60 minutes. Today, the ease of presenting short, 30- to 60-second video clips allows you
to pinpoint the most relevant information and play an active role in the instructional
process. Locating video on the web to illustrate almost any phenomenon is relatively
straightforward. Series of short video clips can easily be combined into a playlist specifi-
cally aligned to the needs of your students and the curriculum.
T e a c h i n g w i t h Digi t a l v id e o
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Introduction
In each case, you will need to guide students to be active watchers. Watch as used in this
book is not a passive activity.
Critical Viewing
By Thomas C. Hammond and John K. Lee
A challenging point within this book is the difference between watching as a casual consumer
and watching as a learner. Watching as a learner requires a form of critical viewing that incor-
porates at least two forms of awareness. The critical viewer must first be aware of the context of
production—who made the video? When? Why? What genre does it fall into? In this sense, critical
viewing is similar to media literacy, an awareness of the intentions embedded within media.
Whether watching a science instruction video or a political campaign commercial or a Hollywood
film, students must be aware of the video’s intent: This video is commanding your attention, and its
creator had certain goals in mind, such as to deliver information, persuade, or entertain—or there
may even have been multiple goals. Teachers should direct students’ attention to these contexts
before showing the video to the class.
The second layer of awareness in critical viewing is self-awareness. As viewers watch the presentation,
how does information being viewed fit within each person’s existing ways of knowing and under-
standing? What associations is the viewer making with previous knowledge? In what ways does the
information confirm or conflict with this previous knowledge? How is the viewer being affected by
the information in terms of its mood or tone? How does the viewer identify with the subject? What
questions is the viewer left with?
Critical viewing of video parallels critical reading of texts. As with critical reading, critical viewing is
mentally active and requires the viewer to be in dialogue with the material. The critical viewer is ready
to challenge the video and engage it as a text or argument, not just as information or entertainment.
Although these distinctions may not emerge naturally for students, as the teacher you can discuss
critical viewing, encourage it, and even model it while viewing videos with your class.
Analyzing
Activities that engage students in analysis of events can typically be classified as knowl-
edge building as well. However, in these instances the students apply prior knowledge
to reach a conclusion. In social studies the videos to be analyzed by students are often
primary (i.e., original) sources. These might include user-generated content, political
commercials and debates, or propaganda movies from prior eras. In mathematics,
T e a c h i n g w i t h Digi t a l v id e o
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Introduction
Creating
Creating digital video typically is a form of knowledge expression—often divergent
knowledge expression—which permits students more freedom and creativity as they
synthesize and communicate what they have learned. Students have traditionally demon-
strated their learning through composing lab reports in science and written essays in
language arts. Creating digital video can also involve composing, through a written
script, but with an added dimension. Students have become accustomed to communi-
cating outside school using multiple forms of media that combine written language,
audio, still images, and video (sometimes called multimodal writing). The same factors
that make this form of communication engaging in other contexts can also be put to
good use to address instructional objectives in school.
As attested to by the popularity of video sharing services such as YouTube, people enjoy
creating video. Teaching strategies that engage students in creating digital video capi-
talize on students’ desire to express themselves through this compelling medium and
bring this energy into students’ work with curricular content. Sites such as Edutopia’s
Digital Generation Project (www.edutopia.org/digital-generation) and the International
Student Media Festival (sponsored by the Association for Educational Communications
and Technology; www.ismf.net) both illustrate the growing interest in student-created
video and the range of student video production capability by age level.
T e a c h i n g w i t h Digi t a l v id e o
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Introduction
■ Obtain original footage with a digital or still camera, cell phone, webcam, or
screen capture software
■ Go to websites where digital videos are stored (you can either watch from the
website or download video to your computer)
■ Combine a collection of still images, enhanced with pans and zooms and even
narration and background music
T e a c h i n g w i t h Digi t a l v id e o
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Introduction
In addition, screencasting software such as Camtasia and Captivate allows you to create
interactive quizzes associated with video content, permitting students to assess their
understanding of content viewed. Screencasts also offer capabilities that cannot be
easily replicated in a live presentation. Screencasting software makes it convenient to
add callouts (arrows and bubbles to highlight features of interest), captions, and annota-
tions to the video. It also lets you zoom in to a specific section of the screen or pan across
from one section of the screen to another. Other features, such as “picture-in-picture” (for
example, a headshot of a narrator inset into the larger screen), are also supported.
The resulting product can be customized for dissemination on a traditional DVD or CD,
transmitted to the web or a video service such as YouTube (or educational equivalents
such as TeacherTube), transferred to a video iPod, or simply saved to a portable hard
drive.
Researchers working within the Pew Foundation note that the desire to share a viewing
experience with others plays an important role in the spread of online video. The major-
ity of online video viewers share links to online video with others. The Internet and
American Life Project reports that “young adults are the most ‘contagious carriers’ in
the viral spread of online video” (Madden, 2007, p. 6).
Much of this communication takes place on the Internet—via Facebook, blogs, Twitter
links, and other social media. This activity contrasts with schools, where the cell phones
T e a c h i n g w i t h Digi t a l v id e o
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Introduction
may be blocked and the Internet may be down or intermittent for several days at a time.
Teachers who use video should be aware of ways in which digital video can be linked
or embedded in a class web page, blog, or wiki. Some of these uses are discussed in
Chapter 8: “Communicating with Digital Video.”
Because of this shifting social context, organizations as varied as the National Science
Foundation and the MacArthur Foundation are extremely interested in boundaries
between formal and informal learning. Chapter 5 (“Digital Video and Informal Learning:
Turning the Lens Outside the Classroom”) discusses opportunities in the area of using
digital video in informal learning settings.
In order to recognize and support your work, each year SITE will recognize outstanding
instructional uses of digital video in K–12 subject areas—science, mathematics, language
arts, and social studies. If you or your students have created a noteworthy or innova-
tive video in a content area, we encourage you to submit the video to the SITE Screening
Room. Awards recognizing exemplary uses will be announced at the SITE annual confer-
ence each spring and posted on the SITE website (http://site.aace.org).
T e a c h i n g w i t h Digi t a l v id e o
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Introduction
Conclusion
TONY WAGNER (2008), in his book the Global Achievement Gap, said that today’s
students and young workers want to be “interactive producers, not isolated consumers….
They long to interact,” and they “long to learn and to create in a collaborative, collegial
environment” (p. 188). These young people are engaged by learning through multimedia
and connections to others, approaching learning as discovery, and learning by creating,
according to Wagner. In the following chapters, you will find a number of ideas for using
digital video to facilitate these very kinds of learning experiences. The ultimate objec-
tive is to harness and focus the energies of your students, so, as Wagner suggested, they
will use their skills with digital technologies to, “make significant contributions to our
society as learners, workers, and citizens” (p. 187).
References
Klose, R. (2008, November 17). OK, class, it’s time for YouTube. Christian Science Monitor.
Retrieved from www.csmonitor.com/2008/1117/p19s03-hfes.html
Madden, M. (2007). Online video. Washington, DC: Pew Internet & American Life Project.
Wagner, T. (2008). The global achievement gap: Why even our best schools don’t teach the
new survival skills our children need—And what we can do about it. New York, NY: Basic
Books.
YouTube (2010, March 17). Oops pow surprise...24 hours of video all up in your eyes! [Blog
post]. Retrieved from http://youtube-global.blogspot.com/2010/03/oops-pow-surprise24-
hours-of-video-all.html
T e a c h i n g w i t h Digi t a l v id e o
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P A R T 1
using
digital video
across the
curriculum
CHA P T E R 1
digital video in
social studies education
THE BACKBONE of social studies such as Ken Burns’ Civil War. These
instruction is media. The big ideas sources are not only significant
of history, geography, economics, historical artifacts (the first battle-
and civics have been power- field photographs, the first world
fully expressed in documentary, atlas, and a massively popular social
Hollywood film, and pictorial form. protest film) but also powerful
As a social studies teacher, you teaching tools. Skillful teachers use
may already use classic resources these resources and others—often
such as Matthew Brady’s Civil War in a digital format—to bring social
photographs or maps from Ortelius’ studies alive for students through
16th-century atlas to make videos. their compelling visuals.
You might also use excerpts from
movies such as Charlie Chaplin’s Today, digital video is taking its
Modern Times or documentaries place alongside other forms of
T e a c h i n g w i t h Digi t a l v id e o
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Part 1 ■ Using Digital Video across the Curriculum
F IG U R E 1 . 1 . Examples of historical artifacts that are also visual media for instruction.
media as a record of significant historical events. On the subject of the Iraq War, entire
documentaries have been created using only amateur video shot by soldiers. In 2007,
CNN’s “YouTube Debates” brought homemade digital video into the heart of national
political campaigns. Digital video, even in lower-quality forms, can trigger social and
political action, as demonstrated by the events following the 1991 arrest and beating of
Rodney King in Los Angeles and in the 2006 collapse of Virginia Senator George Allen’s
re-election campaign. Examples of historically significant digital videos will continue to
multiply as digital video cameras in one form or another—handheld, cell phone, webcam,
and so forth—make their way into every household and public space (and classroom!) in
the world.
Digital video also poses important new teaching opportunities for social studies
teachers. Using a simple, free digital video editor, you can compose a documentary on
your computer, mixing together photographs, documents, maps, audio clips, and even
snippets of other videos. Alternatively, you can facilitate student project work. For
example, students can compose a short film about the Civil War drawing upon Brady’s
photographs (Figure 1.2), scanned soldiers’ letters and battlefield maps, period music,
and contemporary video recorded at battle sites or re-enactments. The medium of digital
video opens up possibilities for both you and your students.
T e a c h i n g w i t h Digi t a l v id e o
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Digital Video in Social Studies Education ■ Chapter 1
As mentioned in the introduction, digital video can include a wide range of media, such
as film, video captured with a camera, and still images with motion added. We will look at
these and other types of digital video in various content-based instructional settings, but
first we will review some of the strengths and weaknesses of the digital video medium
for social studies instruction.
T e a c h i n g w i t h Digi t a l v id e o
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Part 1 ■ Using Digital Video across the Curriculum
video produced by the very people participating in the events or located in the places
being studied. If you are teaching a unit on Haiti, for example, you can find YouTube
videos made by people in Haiti that show transportation systems, markets, Carnival cele-
brations, beaches, and even news reports from the country. Participant video content can
provide unique teaching opportunities, such as when you show footage taken by cruise
ship patrons landing on fenced-off beaches in the north and contrasting it with scenes
from food riots in the capital.
As described in the introduction, you can create your own video content for students to
watch, too. For example, in a geography lesson, you can create a video that draws upon
local features to illustrate concepts such as landforms, location, or movement. By inte-
grating local references into the lesson, you are both building students’ interest in the
content and helping students anchor their understanding of the concepts in familiar
reference points.
Digital video is also useful for compressing content, which can be vital in coverage-ori-
ented fields such as history. Research has demonstrated that students learn more
from a combination of words and pictures than from text alone (Mayer, 2005), and by
selecting only the key sections of a video, you can use the minimal instructional time
to achieve the maximum content exposure. For example, rather than show an entire
documentary on World War I, you can create a customized version addressing the
exact concepts specified within the curriculum. Some video services such as Discovery
Education (http://streaming.discoveryeducation.com) make this process easier by
cutting full-length videos into individual chapters or clips.
You can engage students in critical thinking and analysis using digital video as well.
Although an emerging body of research suggests that students are deeply, often uncon-
sciously, influenced by what they see in films (for example, see Dimitriadis, 2000), you
can design activities to counteract this passive absorption of information and emotions.
For example, base a study of American presidential elections on a set of campaign
commercials, such as those available from the Museum of the Moving Image
(www.livingroomcandidate.org). By guiding the class through a careful analysis of
selected commercials, you can help students progress as scholars, citizens, and media
consumers. This approach can also be used with commercial films, where students
learn to “read” films as primary sources rather than viewing them as an authority or a
re-creation of reality.
The most powerful way to immerse students in critical thinking using digital video is to
engage them in authorship, or creating their own video. As students compose a documen-
tary using historical artifacts, they learn the content, develop their research and primary
source analysis skills, and even come to understand the interpretive nature of historical
T e a c h i n g w i t h Digi t a l v id e o
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Digital Video in Social Studies Education ■ Chapter 1
accounts. An ambitious teacher can even have students “re-cut” a finished documentary
to provide alternate emphasis—sometimes just by rearranging the visuals or using a
different motion over an image.
A reflective teacher will, therefore, consider how to compensate for these disadvantages
when using digital video. Before showing a video to students, differentiate between
watching a video as a casual viewer and watching as a scholar. You may also wish to
explain to students the learning purpose of the video and their expected behaviors (for
example, watching and analyzing, or creating).
You can interrupt the video. In a geography lesson about regions, for example, you could
stop and restart the video or select key frames that focus on other geographic themes,
such as movement or place. For a history lesson about triangular trade, you might use
clips from multiple sources to discuss or illustrate the different aspects of the trade
routes rather than rely on a single video.
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Modern Times
American History
G R A D E L E V E L : 11
Objectives
■ Students will be able to describe the economic uncertainties facing Americans in the 1930s, both
in terms of employment and in the role of technology.
■ Students will understand that film is a historical source that reflects the cultural context of its
production as well as the viewpoint of its creators/financiers.
Technology/Materials Needed
■ DVD or online video of Modern Times
Content
Modern Times can be used to address many content areas, from civics to economics
to history. Here, the film is used to address American history, specifically the Great
Depression (1929–39). In the film, Chaplin, who was simultaneously the writer, director,
producer, and star, expresses the fears and hopes that society experienced during those
uncertain times. The film captures ideas common during the Great Depression, such
as the tenuous nature of employment, struggles over unions (e.g., the International
Workers of the World), and attacks on socialist or communist organizations (e.g., Palmer
Raids of 1919). By watching Modern Times, students can consider the human side of the
Depression.
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Technology
Modern Times is available in a variety of formats, including DVD and online clips. Using
these formats will allow you to control stopping and starting points more easily and to
rapidly leap from one scene to another. If you are showing the film on a DVD, you can do
this manually, provided that you are able to skillfully fast-forward and pause as needed.
If you are showing the film via a media player (e.g., Windows Media Player), you can move
the cursor to the correct starting times. Finally, the film is available (in sections) on
YouTube; you can arrange the clips in order and skip ahead using the cursor. Note that
the resolution of the online clips may not be high enough for students to pick up details of
facial expressions and body language. We recommend finding a copy of the DVD at your
local library.
Pedagogy
Although students will enjoy watching Chaplin and may already be familiar with the
character and some of the scenes, their work will require careful scaffolding so that they
will grasp how the action on-screen connects to the larger framework of American life
and ideas during the 1930s. The activity described here is designed to engage students
in a critical, reflective form of watching. You will be asking them to do something chal-
lenging and very different from what they normally do. Students will watch the film and
(we hope!) enjoy the comedy, but they will also note where the action on screen parallels
events in real life and what ideas or people from history are portrayed in the film. There
may also be moments when the students are confused or have questions.
Before beginning the movie, you should check for students’ prior knowledge about the
Depression era, and especially the character of The Tramp. Also, before beginning the
study of the film, you should describe for students its use of sound. Modern Times has
been identified as one of the last silent movies, but it is only quasi-silent. Sound effects
and music are used, and there is some spoken dialogue and even singing. However, in
these instances, the voice is not fully synchronized to the film, and pantomime and
music are still the primary storytelling vehicles. These concepts should be explained in
advance to the students; otherwise, questions might arise in the middle of a sequence
when students are supposed to be focusing on content.
Finally, you should situate the movie within its time period: the 1930s, during the Great
Depression. Again, ask students to discuss what they know about this era and identify
the topics and events that they expect to see in the film.
Once you are ready to begin, distribute to the students a sheet with the text from the title
cards in the scenes you are showing. As a silent (or quasi-silent) film, title cards were
used to set up each scene. This text will serve both to introduce the characters (e.g., “The
gamin—a child of the waterfront, who refuses to go hungry”) and to structure students’
discussion of the movie. As you reach these title cards, you can pause the film to explore
the ideas presented.
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We suggest showing only sections of the film. For this activity, four scenes are most
relevant:
■ A scene that involves Chaplin’s interactions with the police and prison system
■ A scene with his wife that focuses on their visions of a happy future
The film’s opening (about 15 minutes) helps establish the key elements of the film,
including the setting, characters, tone, and theme.
■ The main characters are The Tramp and The Gamin, played by Paulette
Goddard, Chaplin’s real-life wife at the time.
■ The tone is expressed through both the music (ominous horns and dramatic
strings—not a score that suggests slapstick comedy) and the opening shots (a
ticking clock, a flock of sheep moving forward intercut with crowds of workers
exiting a subway and entering a factory).
Beyond establishing the key elements, the opening scene of Modern Times can be used
to initiate discussion about industrialization and working conditions in the 1930s. In
the opening scene, The Tramp suffers a nervous breakdown while working, ultimately
running amok throughout the factory (approximately 15 minutes into the film). Ask
students to recap the big ideas presented in the opening scene. These may include indus-
trialization, efficiency, and dehumanization.
Encourage students to draw a contrast between the pain and anguish demonstrated by
Chaplin’s character and the factory owner’s vision of happiness, which is an automated
eating machine that will help his workers to keep working nonstop, thus allowing him
to “get ahead of [his] competition.” This is the heart of Chaplin’s critique of 20th-century
life: when taken to its extreme, industrialization dehumanizes people and literally drives
them insane. This anti-mechanization perspective was a common theme in the 1930s
(see, for example, William Ogburn’s You and Machines [1934]). Especially insightful
students may be able to make the connection between Chaplin’s dim view of techno-
logical progress expressed in the film (e.g., the sales pitch comes from a “mechanical
salesman,” and the inventor pantomimes speaking) and Chaplin’s refusal to embrace
spoken dialogue.
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After showing the first 15 minutes of the film, you can skip ahead to The Tramp’s release
from the hospital. The title card for this scene says, “Cured of a nervous breakdown but
without a job, he leaves the hospital to start life anew.” The subsequent action shows
Chaplin being confused for a communist and thrown in jail. At this point we recommend
skipping further ahead to the title card “Happy in his comfortable cell” (approximately
10 minutes), showing The Tramp lolling on his prison bunk, reading about strikes and
riots outside the jail. The Tramp is freed from prison but begs to stay. (“Can’t I stay a little
longer? I’m so happy here.”) At this point, you may have to stop the film to explain the
reason he is being pardoned (he helped quell a prison riot), and you should also discuss
the viewpoint being suggested by Chaplin that life outside the prison is worse than life
inside. Inside the prison, you are fed and sheltered; outside the prison, you are on your
own.
Following his release from prison, skip ahead to the point where The Tramp and his wife,
The Gamin (a take on gamine, which is French word for a homeless girl), have met and
are envisioning a future together (approximately 40 minutes into the film). Sitting in a
suburb, The Tramp asks, “Can you imagine us in a little home like that?” The following
dream sequence presents a vision of Utopia in which the two characters are living happily
together in a neat, suburban house. A cow provides milk, and grapes are growing imme-
diately outside the door. Dinner is a massive steak, and the scene transitions back to
reality with Chaplin pretending to eat it. This scene captures the middle class aspira-
tions of the 1920s, such as the Republicans’ 1928 presidential campaign ads featuring
“a chicken in every pot.” You may wish to revisit this scene when discussing suburban
life in the 1950s and ’60s, when this accomplishment was first realized on a large scale—
employment for unskilled and semiskilled labor was steady and wages were high enough
for workers to become homeowners. In the depths of the Great Depression, however, it
appeared to be a dream.
Close the viewing by showing the last scene of the film: The Tramp and The Gamin sit by
a road, disconsolate. When The Gamin asks, “What’s the use of Trying?” she is cheered
by The Tramp, who says, “Buck up—never say die. We’ll get along!” The two walk off, arm-
in-arm into the sunset. You can situate this scene in the political promise expressed by
Franklin Roosevelt at the time that, although no one knew how the Depression would
end, the people would persevere. You can discuss Roosevelt’s Fireside Chats as a national
form of encouragement (e.g., 1934’s “On Moving Forward to Greater Freedom and Greater
Security”).
Note that this activity does not require showing the entire film but rather selected
scenes. The primary ideas in the activity can be conveyed using only a few key scenes. In
a film class, you would want to show the entire movie. For a social studies class, on the
other hand, you should show only what you need. Think of yourself as an editor. Just as
Chaplin cut out scenes to focus the film on selected ideas and characters, you will do the
same, making selections for the purposes of social studies content learning.
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Transportation Systems
Social Studies—Transportation Systems
GRADE LEVELS: 5–8
Objectives
■ Students will be able to identify contrasting cultural patterns in transportation systems and
cultural expectations or patterns of behavior.
■ Students will be able to identify and explain patterns of historical change over time and connect
them to changes in policy and/or economics.
Technology/Materials Needed
Digital videos available online on YouTube:
■ Actually Full Train in 1991 (Why Flex Time is a Good Idea)—
www.youtube.com/watch?v=Lf8Ig2M3Zq0
■ Less Crowded in 2008—www.youtube.com/watch?v=8ScexNfYbBQ
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Content
Students in the United States may not be familiar with the phenomenon of “train
packing.” This practice originated in Japan on the commuter rail systems running
through densely populated urban areas. The rides on tightly packed trains are uncom-
fortable and unpleasant, but they serve to move millions of people around cities each day.
White-gloved employees of the train companies are an essential part of the system. These
train packers herd and push people onto the trains working to maximize the number of
people who can fit.
For this activity, use two digital videos taken by Lyle Saxon, an Australian living and
working in Japan. In the videos and associated blog postings, Saxon captures the
flavor of train packing. The first video, from 1991, shows people boarding a train at the
Hibarigaoka Station on the Seibu-Ikebukuro Line. The second video, from 2008 at the
same station, shows that trains have become less crowded, thanks to additional train
lines and the innovation of “flextime,” allowing Japanese workers to arrive at work at
hours of their own choosing, as long as they make up the time later.
Technology
Saxon (the creator of these Tokyo train videos) has blog postings that can be used,
among other resources, to provide context. The address for the page containing links to
the videos and providing his thoughts on them is www5d.biglobe.ne.jp/~LLLtrs/blog/
prev/blog2008.html. Scroll down to the entry for 2008/07/21, “Tokyo Morning Trains
(February 1991).”
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Figure 1.4 shows a YouTube video embedded on a teacher-created web page. Part of the
reason for embedding the video is pedagogical. With an embedded video you can orga-
nize contextual information that will support the class discussion. For example, the 1991
video title mentions flextime. You might want to rename the video so that students do not
have this information until they have viewed both videos.
A second reason to embed videos rather than show them directly from YouTube is to
control for inappropriate material. YouTube videos often come with comments, not all of
which are appropriate for K–12 classrooms. The list of “Related Videos” may link to mate-
rial that is highly objectionable. Accordingly, the best practice (almost always) is
to place the video in a different page or to embed
it in a slide show. The instructions are provided
on the YouTube page itself (see Figure 1.5). For BLOCKED SITES
more information, see Chapter 6: “Acquiring
Digital Video.” Don’t assume you will be
able to acquire YouTube
Pedagogy video clips at your school.
Saxon’s videos on Japanese trains can serve as Many school networks block
an anticipatory set. In the setup, tell students
YouTube and similar sites.
they are about to see a video of people boarding
a train, then show the first video. Provide some
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of the context immediately (e.g., this video was taken in 1991), but draw out the rest by
posing questions to the students:
■ The train is fast and reliable, and they have to get to work on time.
■ Yes.
■ They are more expensive to buy, operate, and park, and traffic jams can be just
as unpleasant.
Students can record the questions, conduct research, and report back later, or you may
want to post the questions to a blog or wiki page and have students answer them on their
own over the course of the activity.
Once you have established the context of the first video, conduct a brief discussion
around the question “What can be done to improve the situation?” Logical responses are
to add more trains or otherwise provide alternative transportation routes. You may have
to point out to students the costs of these alternatives. Adding new tracks may mean
tearing down buildings, and in a densely populated city, doing so is not easy.
After students have explored the issue and discussed some possibilities, explain that
they will now analyze another video, taken at the same station in 2008. Again, elicit
observations. At first, students might not be able to detect any differences. They will
likely notice that there are still large numbers of people cramming onto the trains.
However, careful replaying should allow students to observe that the commuters do
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enter in a more orderly fashion, far fewer people are being pushed on at the end, and
(tellingly) there are fewer packers. The driver of the train, in fact, is visible leaving the
steering compartment and acting as a packer.
Once the class has discussed the second video and noted differences, ask students what
might have changed in the 17 years between the two videos. Again, you can either provide
the answer (the introduction of flextime) or have students research it themselves. An
important part of this process is to help students expand the context of this video to
include historical information. Such work might involve using population data from 1991
and 2008 or reviewing the political and economic situations at the two times.
You may also have students watch more videos by Saxon, many of which deal with Tokyo
commuting and nightlife. If you wish to discuss Saxon as the author of the video, he
makes a brief appearance in at least two of the other videos featured in his site.
To conclude the activity, ask students to review the videos and write answers to the
following questions:
■ How did the policy of flextime change Japanese transportation and culture?
■ What other information sources can help us analyze the Japanese transporta-
tion system and Japanese culture?
■ Analyze feature films to learn about history and its selective portrayal. James
Percoco is a history teacher in Virginia and has written several books about his
teaching practices. In A Passion for the Past (1998), Percoco describes how he
uses Glory (1989), Sergeant York (1941), and other films to have students learn
about the difference between “real history” and “reel history.”
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You can use digital video to explain the cultural traditions associated with these holi-
days, showing students how the special foods are made and showing examples of families
observing the holidays, and even showing historical examples of the holiday being
celebrated. A topic as local, personal, and ubiquitous as holidays presents a unique oppor-
tunity to support students in creating their own digital videos about their families and
the ways they observe the holidays.
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Objectives
■ Students will understand that holidays and food are parts of cultural expression.
■ Students will be able to use images to document or analyze a culture.
■ Students will be able to construct a digital documentary from one or more images.
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Technology/Materials Needed
■ Windows Photo Story 3 (for PC users) or iMovie (for Mac users)
■ Options for completing the project on the web: PrimaryAccess
(www.primaryaccess.org) or VoiceThread (http://voicethread.com)
Content
This lesson will allow you to branch off into many different directions, such as family
structure, holidays, and culture. For example, you may want to study the cultural impor-
tance and timing of holidays such as Halloween and Diwali. These holidays often occur
at the same time of the year, but because Halloween is a North American and European
holiday and Diwali is a South Asian holiday, various calendars will place the holidays on
different days each year. The lunisolar Hindu calendar is commonly used in South Asia
and is used to mark Diwali. Halloween is dated according to the solar Gregorian calendar.
You can find plenty of other examples when important holidays do not align. For example,
on some years, Chinese New Year will fall in January on the Gregorian calendar and not
February and, thus, be within a few weeks of the Western New Year’s Day on January 1.
As another example, the Muslim holy month of Ramadan falls near the Christian holiday
of Easter in some years and the Jewish observance of Yom Kippur in other years. By
comparing across holidays, particularly familiar and unfamiliar holidays, you will be
able to broaden students’ cultural perspectives and demonstrate the universal nature of
some cultural practices.
Technology
When working with young students, simplicity is the key. Maintaining a simple focus
will help prevent the technology from overwhelming the content. You may even complete
much of the technology work, but leave portions as students’ hands-on work. In all cases,
you will be able to focus on the content and pedagogy more if you keep the technological
aspects simple.
For creating the video, Windows Photo Story 3 is an excellent choice for PC users. The
narration can be recorded with one visual at a time and utilizing appropriate pans and
zooms. For example, if a video is describing a Thanksgiving dinner, you may want to
include one copy of the image to focus on groups of family members, one to show main
courses, one to show desserts, and so forth.
A good choice for Mac users is iMovie. Be sure to load the required photos into the library
before trying to access them from iMovie. You may also want to include multiple copies of
the image(s) to allow pans and zooms to highlight different aspects of the photograph.
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Once the projects are finished, save them as movie files and share! Digital video files
can be linked to a teacher web page or uploaded to a channel on YouTube or TeacherTube
(teachertube.com).
Pedagogy
A number of pedagogical questions will need to be addressed as you adapt this digital
video activity for your class. For example, what time of the year is the best to intro-
duce these concepts? In the United States, many holidays fall in October (Halloween),
November (Veterans Day, Thanksgiving), and December (Christmas, Hanukkah,
Kwanzaa). This lesson can be conducted at any point during the year or can even be
revisited at multiple points throughout the year. In any case, bring it up in advance of a
holiday. For example, to take advantage of children’s excitement about Valentine’s Day,
initiate this activity at the end of January or the beginning of February.
As you consider which holidays to address, you should also consider your classroom and
your community. Which cultural traditions do you think will be represented among your
students? What cultural groups are present in your community that might be willing to
demonstrate traditional practices for your students? Of course, you will also want to be
sensitive to students and families who might not want to fully participate in the activity.
For some families, holidays can even be a painful time of year, reminding them of loss
or separation. Try to anticipate where problems might arise and speak to students and
parents privately.
When teaching this activity, your tasks are twofold. First, introduce the content. The
content (holidays, families, cultures, food, and in-depth topics such as calendars) can be
introduced through a variety of means. One approach is to read aloud and then discuss a
relevant children’s book, such as Behind the Mask, written and illustrated by Yangsook
Choi, which is a story about Halloween and a traditional Korean folk dance called
Talchum. Another approach might be to lead a discussion with the students about their
families’ practices during the holiday.
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Once children have an understanding of the topic, your second task is to introduce and
facilitate the digital video-making activity. Perhaps the best tactic is to show them a
sample video you have created yourself. A sample video can both provide a model of a
finished product and set the tone for sharing and making students feel more comfortable
about sharing. Once students have viewed and discussed the model, explain that they
will be making their own video.
To make the video, students will first locate appropriate photos. Invite students to bring
in one—or two—but not more! family photos showing their family, food, and activities
during a holiday. If students bring in print photos, you can scan them or take a picture
with a digital camera to produce digital versions.
After the photos are collected, students should write short state-
DIGITAL IMAGES ments about what is happening in the photos. Depending on the
content focus of your lesson, make sure that students include
If you need to find information that extends what they already know about the
additional photos topic to include something new they have learned. For example,
if the focus is on calendars, students can comment on where the
to illustrate foods or
holiday falls on the calendar, how that date was determined, how
activities, try www.flickr. holiday dates might change over consecutive years, or how the
com/creativecommons, holiday might fall on different days in different calendars.
searching for photos
The key here is to support students with clear expectations
that allow users to make about what they should include in their voice-over narrative. As
derivative works. you scaffold the activity, provide students with the beginnings
of sentences that they then fill in, such as “This is my family
at.... Present are.... We are eating.... We are doing....” These
statements will be read out loud to form the voice-over narra-
tion, so be sure they are clearly written and rehearsed. If the videos will be posted on the
Internet, remind them to limit the amount of personal information in the final version!
■ Students can collect images from online archives and use them to create
digital documentaries. For example, students studying Japanese-American
history could use the Library of Congress’ collection of photographs taken at
the Manzanar Relocation Camp to compose a documentary about internment.
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Conclusion
THE ACTIVITIES described here are only a small sample of the full range of possibili-
ties for applying digital video to social studies instruction. Digital video can allow
you to enhance or compress content, as well as engage students in critical thinking.
We have presented these activities to illustrate how students can watch, analyze, and
create digital videos. These teacher and student actions require different pedagogical
approaches and emerge from different educational aims. In order to best use digital
video in your class, stay focused on your aims and the approaches that will support those
aims. The activities also draw uponon a range of technologies, from simple tools to more
complex ones. It is important not to let the use of more complex digital video obstruct
your instructional goals.
As you design your own activities with digital video, keep in mind the options available
to you and observe the ways in which the technology interacts with the content and peda-
gogy to make your instruction more powerful.
References
Dimitriadis, G. (2000). “Making history go” at a local community center: Popular media
and the construction of historical knowledge among African American youth. Theory
and Research in Social Education, 28(1), 40–64.
National Council for Social Studies (NCSS). (1994). Expectations of excellence: Curriculum
standards for social studies. Washington, DC: Author.
Ogburn, W. F. (1934). You and machines. Chicago, IL: University of Chicago Press.
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Vanden, H. (2007). Bringing Latin America to life with films in the classroom. Social
Education, 71(4), 177–181.
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CHA P T E R 2
digital video in
mathematics education
MATHEMATICS IS typically that has significantly advanced
described as a body of knowledge through the use of digital technolo-
about quantity, structure, space, gies with computational, graphical,
and change. Some people consider and symbolic capabilities.
mathematics to be the language of
science. Some conceive it as a way of High-speed, technological advance-
thinking that results in organizing, ments in the quality of image
analyzing, and synthesizing data. display, color, and smooth motion
Some describe mathematics as a have paved the way for amazing
study of patterns, while still others digital video representations for
envision mathematics as an art. mathematical developments such
Irrespective of these various view- as in fractal and chaos theories.
points, mathematics is a discipline A quick Internet search reveals
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numerous displays of digital videos characterizing the structure, patterns, and art of
mathematics.
If you try searching the word fractals at the popular website YouTube, you will find
fascinating videos. In the video Fractal Zoom Mandelbrot Corner (www.youtube.com/
watch?v=G_GBwuYuOOs), the camera zooms in on the famous Mandelbrot fractal.
As the view of the fractal is enlarged, the similarity of the parts of the object to the
overall image is quickly obvious. This image was developed using iterations (a form of
feedback called recursion). The result is a marvelous mathematical expression in an
artful pattern.
Advanced digital technologies have changed the nature of today’s culture as well as the
way mathematicians think about and do mathematics. Have these technologies also
changed how students today are learning mathematics—are they using today’s technolo-
gies in learning mathematical ideas?
Before answering this question, consider the students in your school. The majority
are exposed to and engaged in a culture where many hours are spent texting, playing
video games, and “talking” on social networking sites such as MySpace or Facebook,
often while watching television. Many newer communication technologies require and
facilitate interaction. Students with cell phones rarely pass written notes to each other;
instead, they text messages in an abbreviated language. Over the past few decades, with
the advancement of digital technologies, our society has moved from communicating
with others over the telephone, by mail, or in person to communicating by e-mails and
instant messages that may even be in digital video format. These technologies have
changed the way many adolescents (and even adults) interact with each other, suggesting
new ways they can interact and learn both inside and outside the classroom.
Let’s return to the question of students learning mathematics with today’s digital tech-
nologies. In 2000, the National Council of Teachers of Mathematics (NCTM) published
a Technology Principle in its Principles and Standards for School Mathematics stating,
“The existence, versatility, and power of technology make it possible and necessary to
reexamine what mathematics students should learn as well as how they can best learn it”
(NCTM, 2000, p. 25).
Many digital technologies have been considered useful for students in learning math-
ematics: graphing calculators, applets of virtual manipulatives (such as those available
through the National Library of Virtual Manipulatives at http://nlvm.usu.edu/en/
nav/vLibrary.html), spreadsheets, and dynamic geometry tools (such as Geometer’s
Sketchpad). Each of these technologies provides visual representations, enabling
students to explore mathematical ideas in more dynamic ways. When asked to identify
technologies for teaching mathematics, Joe Garofalo, a mathematics teacher education
professor from the University of Virginia, proposed a technology that surprised many of
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the participants at his 2006 workshop: “iPods—because students have them and we as
teachers need to think of how this technology can be useful in teaching mathematics.”
Many of today’s school-aged youth actively contribute to YouTube, where they upload,
view, and share their video clips as a way of communicating their thinking and ideas.
They use simple digital video tools such as cell phones, digital cameras with movie
settings, and inexpensive camcorders to create and share video, communicating with
others far beyond their local community.
The perspective we present goes beyond the traditional view of videos as being made by
others and passively watched by students. We suggest ways digital videos can be used
to present challenging mathematical questions for students. Watching, analyzing, and
creating are three lenses we use for describing active student engagement with video.
Many videos can also be layered with other dynamic, interactive media to engage today’s
students in thinking about mathematics in ways that were previously difficult to achieve.
Visualization is an important tool in problem solving, and students need multiple visu-
alization opportunities if this tool is to be developed (NCTM, 2000). Through watching
appropriate digital videos, students can further develop their visualization skills.
Watching is a strategy that requires gathering and integrating information from
multiple sources, both audio and visual.
For example, students can make a conjecture about the mathematical notion of simi-
larity through this simple video activity: Students watch multiple images captured using
a zoom-in and zoom-out feature in a simple video editor, such as iMovie or Windows
Movie Maker. As they watch, they should consider whether the images presented
in various sizes are similar. To determine if the images are similar or perhaps even
congruent, they can collect data on the primary features of the images that appear to be
similar. Entering the data in a spreadsheet table allows students to explore the ratio of
the measurements for each feature. Does a common ratio exist for all features? If it does,
what does that mean?
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(NCTM, 2000). Analysis is a reasoning process that means “separation of a whole into its
component parts” (Analysis, 2010).
The movie The Sound of Music received the Academy Award for Best Picture in 1965 and
was nominated for an award for its art direction. You can devise a mathematical problem
by separating or distinguishing the component parts of the various scenes in The Sound
of Music to discover how these parts helped create a movie recognized for outstanding
art direction. Engage students in analyzing clips of the poses used in the song and dance
numbers, such as when the children are singing “Do-Re-Mi” with Maria. Why are only
six of the children shown in the scene where they follow Maria across a meadow while
singing? What happened to little Gretl? Probably, the choreographer purposefully chose
to maintain symmetry in the scene. Analyze the geometry in clips throughout the movie
and make a conjecture about why the visual effects were so pleasing. What geometric
concepts were used in creating these visual effects? You may find Geometer’s Sketchpad
and spreadsheet capabilities to be useful in this analysis.
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Students can explore mathematical concepts and processes in visual ways and use digital
video as a tool for communicating their thinking. Video media provide capabilities that
engage them in higher order thinking in a classroom where traditionally they have been
expected to follow a set of rules for solving a problem. With students’ confidence in using
the multimedia technologies, they also gain confidence in learning mathematics with the
technologies. Your charge is to determine effective ways for integrating video technolo-
gies with other technology tools that students use as they explore mathematics.
In this chapter we describe ways for video technologies to be integrated, layered, and
incorporated with other dynamic technologies for enhancing students’ mathematics
learning. The instructional key is to engage students in thinking about ideas presented
with moving images and make connections with mathematical ideas. Of course, when-
ever you incorporate digital video and other technology, your goal must always be to
facilitate students’ mathematical understandings. Students need the guidance of a
skillful teacher who understands what they know and how they learn (NCTM, 2000).
For example, you might introduce chaos theory with a short clip from Jurassic Park. In
Austin Powers: The Spy Who Shagged Me, Dr. Evil’s clone, whom he named “Mini-Me,”
is “one-eighth the size” of Dr. Evil. Use a video clip from this movie to introduce and
discuss transformations, specifically dilations. See how engaging students in watching
videos provides a useful instructional tool for engaging students in thinking about
mathematics.
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You can find many more ideas for using the watching mode in a mathematics class at
these websites:
■ Math Bits—http://mathbits.com/MathBits/MathMovies/MathMovies.htm
■ PBS Mathline—www.pbs.org/teachers/mathline/concepts/movies.shtm
If you are thinking about using videos in a watching mode, be sure to preview every video
clip to ensure that the content is appropriate for the age group you are teaching. Select a
short, relevant clip for the content of the day. The best clips used in this watching mode
are 1 to 5 minutes in length. Make sure the video or media player is ready before class
begins, queuing it to the location of the clip you want to show. Set the stage for the video
so that students don’t assume it is merely padding to keep them occupied until you are
ready to begin “teaching.” Students must engage in more than passive watching. Provide
a mathematical challenge that requires students to watch in preparation for responding
after the video. Variety in the mathematics classroom helps to maintain students’
interest, but be careful about overusing video clips.
This section provides detailed discussions for using video clips from Abbott and Costello:
In the Navy and Alice in Wonderland. You can extend beyond these ideas to find other
ways in which watching might aid in the development of concepts and processes in the
mathematics classroom. Explore how these activities engage students in watching,
listening to, and exploring mathematical ideas. Consider how students might use
different technologies, such as calculators, Geometer’s Sketchpad, and spreadsheets,
as they think about and explore what they have observed in the video. Remember the
importance of multiple representations of mathematical ideas and of guiding students in
communicating their mathematical thinking in ways that deepen their understanding of
mathematics.
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Objectives
■ Students use place value concepts in explaining relationships among operations of addition,
multiplication, and division.
■ Students select appropriate methods for explaining and justifying their thinking about the use of
place value implications in addition, multiplication, and division.
■ Students make and investigate mathematical conjectures and arguments with respect to place
value and the operations of addition, multiplication, and division.
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Technology/Materials Needed
■ Video clip from YouTube called Abbott and Costello 13 X 7 is 28: www.youtube.com/
watch?v=Lo4NCXOX0p8
Content
YouTube is a rich resource for video clips and short movies you can use to challenge
students to watch carefully and engage in mathematical thinking. Consider, for example,
Abbott and Costello’s 1941 movie In the Navy. This video has a scene where Lou Costello
is explaining to Bud Abbott that he has 28 donuts to share among 7 people. Lou decides
that to share the donuts fairly and equally each person should get 13. Bud questions Lou’s
mathematics, and the scene progresses until Bud gives up trying to convince Lou that his
arithmetic is wrong.
This video clip portraying Abbott and Costello and their different understandings of 28
divided by 7 is an excellent example of a video that can be used in the elementary grades.
Students in upper elementary grades need to be able to compute fluently and make
reasonable estimates. In order to achieve these actions, they must have a solid under-
standing of place-value structure of the base-10 number system. Their knowledge of the
operations of multiplication and division relies heavily on their place-value understand-
ings. Communication is a tool that can be used to engage students in developing a deeper
understanding rather than mere memorization of multiplication and division rules.
Engage students in mathematical discourse about their strategies for estimating the
results of problems requiring these operations.
Through their discussions, the students expand their understanding of the place-value
structure and its impact on multiplication and division computations. Conversations
that engage students in explaining the processes involved in the different computa-
tions help them organize their thinking and deepen their mathematical understanding.
Watching and listening to the ways in which others, such as Lou Costello, solve specific
computational problems engages them in making mathematical sense of underlying
multiplication and division operations.
Technology
You can play the video from the YouTube website on your computer. To eliminate poten-
tially inappropriate material surrounding the video, you may also embed the clip in
your own website by inserting the embedded code provided on the YouTube video page.
Another option is to capture the video and watch it offline (follow the instructions in
Chapter 6: “Acquiring Digital Video”).
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Pedagogy
Begin the class by posing the following problem to the students: “How can 28 donuts be
shared equally among 7 people?”
Have students share their explanations for different ways of thinking about the problem.
One student might draw seven boxes on the board and draw a circle for each donut on a
tray (showing 28 donuts). Then, as she places a donut in a box (gives it to a person), she
erases a donut from the tray. The process results in each person receiving four donuts.
Another student might suggest that the problem is a division problem and explain that
28 divided by 7 is 4, since 4 times 7 is 28. Still another person might draw on the board
seven groups, each containing four marks, and then count the marks up to 28. Encourage
different communication strategies as well as thinking about the relationships among
repeated addition, multiplication, and division.
Introduce the students to the two people in the movie—Bud Abbott and Lou Costello—
showing pictures of the two men (the YouTube website contains many images). Describe
them as comedians who often have disagreements about arithmetic. In fact, the same
donut problem your class just completed is one of the problems about which Abbott and
Costello disagreed on the solution. Instruct the students that they will watch the clip
to identify which one of the two comedians actually understands the arithmetic of the
problem. Show the 3-minute video clip of Abbott and Costello discussing the number of
donuts 7 people would get if there were 28 donuts in total.
After watching this clip, ask students, “Can the quotient possibly be 13? What procedure
does Costello use to show that 28 divided by 7 is 13?” You may want to show the video
a second time to remind the students about the various ways that Abbott and Costello
consider the problem: division of 28 by 7; proving the division correct through multiplica-
tion of 7 times 4; supplying another proof of the correctness of the division with repeated
addition by adding seven 13s. Stop the video and replay parts as needed to make sure the
students have identified the arithmetic solutions and proofs.
Discuss Lou Costello’s division method. Does this method work for all division prob-
lems? Ask the students to consider a similar problem: 18 donuts to be shared equally by 3
people. Have them try Costello’s method for 18 divided by 3. Does this result make sense?
How can each person be given 24 donuts when there are only 18 donuts in the begin-
ning? Why is Costello’s division method wrong? Add to this discussion the “proofs” that
Costello used to verify his result (multiplication and repeated addition). Why are these
proofs incorrect? Encourage the students to talk about the meaning of place-value as the
basic structure in the base-10 number system.
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Organize the students in three different groups to develop explanations they might use
to help Costello see and understand that his ways of doing the operations are incorrect.
Challenge the first group to respond to the question about Costello’s way of dividing.
Why is his method incorrect? Ask the second group to develop an explanation of why the
multiplication proof is incorrect and the third group to develop an explanation of why the
repeated addition is incorrect.
Encourage the groups to communicate their explanations in creative ways. They might
develop a play and act it out for the class, create a video to communicate their explana-
tions, or draw visuals to explain.
After the groups share their explanations, discuss the importance of communication in
mathematics. Communication is a way of talking about mathematics, a way that “helps
build meaning and permanence of ideas” (NCTM, 2000, p. 60). Yes, this process does take
time. Students’ experiences in communicating their personal understandings and expla-
nations require them to think deeply about the operations and how the ideas are related
to each other.
Modifications
Provide multiple representations by adding other technologies along with this video clip.
If 28 divided by 7 is 13, then what should 7 times 13 be? Have students demonstrate this
product with handheld base-10 blocks. Use the Rectangle Multiplication virtual manipu-
lative download from the National Library of Virtual Manipulatives (http://nlvm.usu.
edu/en/nav/frames_asid_192_g_2_t_1.html) to demonstrate that 7 times 13 is 91 and not
28, as Costello claims (see Figure 2.1). Change the sliders to find the product of 13 times 7
and discuss the commutative nature of multiplication. Have students use their handheld
blocks to verify the sums, products, and quotients in the video.
F IG U R E 2 . 1 . Virtual manipulative
for demonstrating products of numbers
(Rectangle Multiplication available from
http://nlvm.usu.edu/en/nav/frames_
asid_192_g_2_t_1.html).
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Vary the context with a different clip. A similar clip on YouTube called Ma and Pa Kettle
Find Uranium provides another look at the same problem Abbott and Costello had. This
3½-minute video can be found at www.youtube.com/watch?v=zlXtCVaC9ns.
Vary the problem. In another Abbott and Costello video, the two are exchanging money.
Two Tens for a Five is an approximately 1-minute portion of a longer video clip (Abbott
& Costello: “Two Tens for a Five” & “Who’s on First”) found at www.youtube.com/
watch?v=V1fJDIXEq9w. Focus only on this portion of the video and have the students
determine how much each person has after each exchange of money. After watching the
video, ask the students which of the exchanges were correct and which were incorrect.
Again, you will probably need to replay the video as you help the students gather the data
they need to respond. Students can be asked questions about this clip such as, “If Abbott
starts with five 10-dollar bills, what does he have left after the skit? If Costello starts with
ten 5-dollar bills, what does he have left?” Students can be asked to create a similar silly
skit but with other mathematics concepts, such as time, fractions, or algebra.
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Alice in Wonderland
Mathematics—Scaling
GRADE LEVELS: 4–8
Objectives
■ Students use ratios to dilate or shrink an object.
■ Students determine the ratio of dilation from a given transformation.
■ Students determine how the area or perimeter of a polygon might change as the figure is dilated.
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Technology/Materials Needed
■ Download of the Transformations–Dilation virtual manipulative from the National Library of
Virtual Manipulatives (http://nlvm.usu.edu/en/nav/frames_asid_295_g_3_t_3.html)
■ Video of Alice in Wonderland (if using the 1999 remake, queue it to the first scene about 5 minutes
30 seconds into the movie; students watch about 8 minutes of the video).
■ Calculators or spreadsheet
Content
Another video clip students can watch in the mathematics classroom comes from the
movie Alice in Wonderland (the 1999 remake, the 2010 remake, or the 1951 original). In
the opening scene, Alice sees a white rabbit and follows it down the rabbit hole. She enters
a long hallway with a gold key on the table. She proceeds around a curtain with a small
door behind it and uses the key to unlock the door. She sees a beautiful garden through
the door, but cannot fit through the door herself. She finds a small bottle labeled “DRINK
ME,” and the drink shrinks her to the right size to fit through the door. After a few
minutes she realizes that she left the key on the table, but she is too small to reach it. She
panics and proceeds to eat a cake that says “EAT ME,” which makes her grow to 9-feet
tall. The story continues.
Pedagogy
Use the Transformations–Dilation virtual manipulative to introduce the idea of scaling
(as in Figures 2.2A and 2.2B). The scale slider can be moved to create a similar figure that
is 0.44 the scale of the larger object or even 2.0 times the scale of the original figure.
Ask students what they observe about the figure as the scale changes. Talk about the
different features of the image. Are the two figures exactly the same? What happens
when the scale is changed? Are the images still similar? Students should describe how
they are the same and how they are different.
Ask, “Who has read the book or seen the movie Alice in Wonderland?” Allow students to
share what they remember about the story. If not many students are familiar with the
plot, give them a quick synopsis so that they have a context. Tell them they will watch a
few minutes of the movie and must pay close attention to Alice and how she shrinks and
grows in the movie. Run the clip for about 8 minutes until Alice shrinks and floats away
in the pool of her own tears.
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F IG U R E 2 . 2 a and 2 . 2 b . Resizing a figure with a scale factor change from 0.44 to 2.0
(Transformations-Dilation from the National Library of Virtual Manipulatives, http://nlvm.usu.edu/
en/nav/frames_asid_295_g_3_t_3.html).
After stopping the video, ask students to summarize what happened to Alice as she
drank the potion and then as she ate the cake. “How much did Alice have to shrink to fit
through the small door, and how much would she need to grow to be able to reach the key
on the table?” Suggest that the students model Alice’s changes with the Transformations–
Dilation virtual manipulative.
Ask students if this action can be modeled using mathematics. Connect the problem in
the video to the classroom. How would Alice look in the classroom if she shrank to one-
eighth of her size? Assuming that Alice was an average sized young woman of 5' 4", how
tall would she be after shrinking? Discuss what conjectures students might make about
each of these challenges. Students should consider the following questions:
■ Measure the height of your desks. Would Alice be as tall as your desk if she
were one-eighth her size?
■ If you were shrunk down to one-eighth your size, how tall would you be? What
would be the length of your hand? What size shoe would you wear? Would you
be as tall as the desk? What object in the classroom would be the same height
as you?
■ After Alice ate the cake, she was 9 feet tall. Could she walk through the class-
room doorway without stooping? What ratio did she grow from her original
height (using the average height)? What ratio did she grow from her shrunken
version?
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Investigate these challenges using a spreadsheet (see Figure 2.3). Use the spreadsheet
functions to do the following:
Modifications
Vary the ratio for shrinking Alice. With a middle school class, it might be useful to
start with a simpler ratio such as one-fourth. With a more advanced group of students,
consider a ratio such as 2/5 or even 11/17.
Extend the mathematical ideas to the notion of limits. This scene has another math-
ematical connotation to it. As Alice is drinking the liquid in the small bottle, she wonders
what size she would end up being if she drank more of it and whether, perhaps, she would
end up “going out altogether, like a candle.” If Alice continues to drink the liquid and
continues to shrink to one-eighth her size, can she “go out altogether?” Have students
display the decreasing size in a spreadsheet both in a table and in a graph. Discuss the
concept of a limit as they explain the changes in size.
Create scale models of items that Alice might see. Ask students to think of the items in
Alice’s world. Challenge students to create a scale version of a church, a courthouse, or a
car that might exist in Alice’s world if she were 25 inches tall.
Consider other mathematical features in Alice’s world. It is believed that because Lewis
Carroll was an Oxford University mathematician, he included many references to math-
ematics in his works. In Alice in Wonderland, Chapter 2: “Pool of Tears,” Alice tries to
perform multiplication, but it seems that she is doing this operation in different bases.
She states, “Let me see: four times five is twelve, and four times six is thirteen, and four
times seven is—oh dear! I shall never get to twenty at that rate!” (4 × 5 = 12 in base 18,
4 × 6 = 13 in base 21, and 4 × 7 could be 14 in base 24).
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Objectives
■ Students describe nonlinear relationships.
■ Students use graphical and tabular representations to visualize a mathematical situation.
■ Students define the nonlinear function of a cycloid.
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Technology/Materials Needed
■ Before class, download the Bicycle Rock—Part 1 video from the Screening Room at http://site.aace.
org/video/books/teaching/math (or create a video of your own showing person riding a bike with
a rock embedded in the tire). Note that in our video, the rock is visible and the clicking sound is
audible.
■ Bicycle Rock—Part 2 (found at http://site.aace.org/video/books/teaching/math) highlights the path
of the rock as Abby rides her bike.
■ You may also want to set up a demonstration bike in the classroom. Place it in an inverted position
to display the rock in the tire similar to the Inverted Bicycle video in the SITE Screening Room at
http://site.aace.org/video/books/teaching/math.
■ Wheel analysis videos demonstrating the relationship of the height of the rock from the center of
the tire versus the distance the tire travels:
■ Wheel with Numbers—Found at http://site.aace.org/video/books/teaching/math/
■ Wheel with Graph—Found at http://site.aace.org/video/books/teaching/math/
■ Cycloid video from Jim Wilson, University of Georgia. This video simulates the path of a
rock embedded in a tire: http://jwilson.coe.uga.edu/EMT668/EMT668.Student.Folders/
BrombacherAarnout/EMT669/cycloids/cycloid.mov
■ Cycloid animation from Math Demos website: http://mathdemos.gcsu.edu/mathdemos/
cycloid-demo/
■ Graphing calculators
■ Spreadsheet to create a cycloid graph
■ Whiteboard, Smart Board, or chalkboard
Content
Abby is riding her bike along the sidewalk and hears a clicking noise as the back wheel
turns. Upon investigation (Figure 2.4), she discovers that her tire has a rock lodged in it
that is hitting the ground each time the tire rotates. What would the path of the rock look
like if it were graphed on the x—y axis, where x is the distance the bike goes and y is the
height of the rock embedded in the wheel?
In Grades 9–12, students develop insights into mathematical abstraction and structure by
exploring the behavior of nonlinear relationships for polynomial, exponential, rational,
and periodic functions. When these relationships are embedded in various contexts such
as Abby’s bicycle problem, students are challenged to describe the motion using algebraic
symbols to represent and explain the mathematical relationship. They develop tabular
and graphical representations to aid in visualizing the mathematical situation. As they
analyze the motion of the rock embedded in a bicycle wheel, they are engaged in the
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mathematical processes for identifying a specific functional notation for the motion. In
this case two curves are explored: the sine curve and a cycloid curve.
Pedagogy
Introduce the problem with a video of a person riding a bike, such as the video Bicycle
Rock—Part 1. Identify a location on the tire for the rock embedded in the wheel and focus
the students’ attention with two questions that arise from the video.
1. What is the relationship between the height of the rock off the ground and the
distance that the tire travels as the person rides the bike?
Ask students to clarify the difference between the two questions. Encourage them to use
the demonstration bike as they describe their interpretations. Challenge the students to
consider how they might proceed in answering each of the questions. Use Bicycle Rock—
Part 2 or Wheel with Graph video from the Screening Room for discussing the questions.
The first question is concerned with the height of the rock in the tire from the ground
versus the distance the tire travels. Select a particular point on the tire as if it were the
rock. Ask students to sketch a graph of the height of the rock as a function of time as the
tire rotates through one complete rotation. After sharing their ideas about the relation-
ship, have students sketch their ideas of the graph of the height of the rock as a function
of time. Create an animation of this process in Geometer’s Sketchpad as depicted in
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Figure 2.5A, B, and C. Hide the parallel line to the road line, the perpendicular line to the
road line, and the center point of the circle for easier viewing of the animation as point A
moves clockwise about the circle (as if the tire were rolling down the street).
Now have the students compare their data for their conjecture with the data displayed
in the Wheel with Numbers video from the Screening Room. In this video, the height of
the rock is measured from the line through the center of the tire and not the line repre-
senting the ground. Why are some of the values negative and some positive? What do the
values from the video indicate about the measurement technique? How would your graph
change if you used these data?
F IG U R E S 2 . 5 a , b , c .
A Geometer’s Sketchpad graph-
ical animation sketching the
graph of the height of the rock
embedded in the tire (point A)
as a function of the distance
the tire travels.
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After students have discussed and shared their graphs and ideas about the data from the
video, show the Wheel with Graph video, which shows the tire movement and displays
a graphical representation of the data generated. Ask students, “How is this graph
similar to your graph?” Both graphs display the relationship of the height of the rock
over time as a function of time. The difference between the video graph and the students’
graphs comes from the line from which the rock height is measured. Figure 2.5 shows
the measurements from the ground, while the Wheel with Graph video graphs the data
measured from the diameter of the tire that is parallel to the ground. Both have the
shape of a sine function.
The second question—What is the path of the rock as the person rides along?—is concerned
with the path of the rock as the biker rides along the sidewalk. Have the students sketch
their thinking about this question and propose a conjecture as to the graph for this ques-
tion. Does the path of the rock describe the same function as the graph they determined
for the question about the height of the rock as a function of time? After the students
have posed a conjecture about the path, show them an animation of the path of the rock
as a function of time (from the Jim Wilson website: http://jwilson.coe.uga.edu/EMT668/
EMT668.Student.Folders/BrombacherAarnout/EMT669/cycloids/cycloid.mov).
As animated in the video, Figure 2.6 describes a cycloid of the path of the rock as a func-
tion of time. A cycloid is a famous curve named by Galileo in 1599. It is the path traced
out by a point on the circumference of a circle as the circle rolls (without slipping) along a
straight line. Show the cycloid animation of the path of the rock on the circumference of
the circular tire from the Math Demos website (http://mathdemos.gcsu.edu/mathdemos/
cycloid-demo/index.html).
F IG U R E 2 .6 . A graphical representation of the path of the rock on the tire as a function of time:
a cycloid function.
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TABLE 2.1. Data for the Path of the Rock on the Bike Tire as a Function of Time
0 0 0
1 1.902348182 5.51637233
2 13.08843088 16.99376204
3 34.3065599 23.87990996
4 57.08162994 19.84372345
5 71.5070913 8.596053774
Students can use their graphing calculators to identify a set of ordered pairs over the
first 5 seconds of the rotation if the radius of the tire is 12 inches. Table 2.1 identifies the
results over 5 seconds. Ask, “What is a graphical sketch of these points?”
Now, encourage the students to create a spreadsheet in which they enter the radius a of
the tire and the time t is incremented by 0.2 seconds to generate the table of data. Plot
enough data points to describe at least two revolutions of the tire. A spreadsheet with the
formulas might look like the display in Figure 2.7. Note that the radius of the tire is in
cell C5, where the formulas refer absolutely to this cell ($C$5).
Students should create a graph for x and y from the spreadsheet table, as in Figure 2.8,
and explain the results. After they are comfortable with this description, explore the
dynamic capability of this spreadsheet by changing the radius of the tire. What happens
if the radius is 15 inches? If it is 20 inches? If it is 7 inches? The spreadsheet dynamically
adjusts the table of data so the graph is immediately updated for newly calculated values.
Modifications
Design a video of the changes in the spreadsheet as the radius of the tire is changed.
Challenge students to create a spreadsheet slider for the cell with the value for the radius
(C5) in Figure 2.7. Ask students to use a movie screen capture software (such as Camtasia
Studio for PCs or Snapz Pro X for Macs) to capture the changes in the graph as the slider
is changed. As the value for the radius of the tire changes, the ordered pairs and the
graphical description of the cycloid are dynamically changed to represent the new data.
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F IG U R E 2 .7. Spreadsheet formulas to calculate the path of the rock over time.
F IG U R E 2 . 8 . Spreadsheet table and graph of the path of the rock over time.
Vary the objects in motion. Consider similar projects for other objects in motion, such as
a seesaw, a Ferris wheel, or another kind of carnival ride. Ask students, “What types of
graphs are revealed?” Students can create videos of the motions, analyze the videos, and
gather data for generating the graphs. Or they can simulate the motion of these different
objects using Geometer’s Sketchpad.
Consider different variables in the motion. Think about the force generated on a merry-
go-round. What happens to the people on the ride as its speed is increased? Is there a
difference if the person is sitting near the center versus the outer edge? Watch a video of
the motion of children on a merry-go-round as it is moved at different speeds and as the
children are sitting in different locations. Analyze the visual description by preparing
a graph of the distance of the children’s heads from the center as the merry-go-round
moves at different speeds. Simulate the graph by entering data in a spreadsheet to create
a graphical representation.
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Rates of Change
Mathematics—Rate
G R A D E L E V E L S : 7 –1 0
Objective
■ The speed of a car is identified as the number of miles traveled in an hour. In this activity, students
will investigate how police aircraft are able to determine the speed of cars from the air.
Technology/Materials Needed
■ Aviation video found in the Aviation section of the Ohio State Patrol website: http://statepatrol.
ohio.gov/units.stm#Aviation. (Click on “Aviation Video.”) The relevant part of the video runs from
1 minute 40 seconds to 4 minutes 35 seconds. You can also save this video to your computer and
watch it offline (or edit out the unnecessary sections and keep it for future use—see Chapter 6:
“Acquiring Digital Video”).
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Content
Rate is an important concept in mathematics. It is introduced in pre-algebra under the
auspices of slope. Many students do not make the connection between rates of change
and slope. A rate can be defined as a distance traveled divided by a time interval. For the
rate of a car in motion, consider the ratio of the distance traveled to the amount of time to
drive that distance. Most cars do not travel at a constant speed, so rate is usually defined
as an average rate or speed.
Pedagogy
Display an image of a highway speed limit sign along with an image of a sign that says
“Speed Limit Enforced by Aircraft” (Figure 2.9). Ask students, “What do these signs actu-
ally mean? How can an aircraft know how fast you are going and, furthermore, stop you
to give you a ticket?”
Aircraft enforcement is traffic enforcement used in open spaces and on the interstate
systems. Although it does not produce exact results, this manner of determining the
speed of vehicles is accepted in a court of law. Tell students that they are going to deter-
mine how this process works.
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Show students the relevant portion of the aviation video and discuss the simple idea used
by police officers in Ohio. The police in the aircraft have a stopwatch to determine the
amount of time a car takes to travel from one point to another. The points are predeter-
mined, chosen for clear views from the aircraft and a safe place for a ground vehicle to
stop the car. Next time you notice the sign on the highway, look down at the road under
the sign. You will often see a line painted perpendicular to the traffic flow. Another line
is painted some distance away. These lines signal the predetermined points. Once the
points have been determined, a trial run is made to assure accuracy of the distance and
time.
Now the police are ready to catch a speeder from the aircraft. A police car on the ground
gets into position in preparation for stopping the offender quickly. The policeman in the
aircraft starts a stopwatch when a car crosses the first line and stops the watch when it
crosses the second line. This information is used to determine the speed of the car. If the
car is speeding, the officer in the aircraft radios the make, color, and speed of the car to
the officer in the police car, who then stops and cites the violator.
The question for students is, “How do the police officers determine a car’s speed based on
the information gathered from the aircraft?” Show students the video of police aircraft
timing a car several times (from the Ohio State Patrol website).
Tell students that the simplest way to determine the rate of the car is to use a stopwatch
to record the amount of time it takes for the car to travel the distance from the starting
point to the stopping point. The following questions can be used to engage students in
discourse about their analysis of the vehicle’s speed:
■ Do you think that the car has the same rate in this video as at other times?
Modifications
Vary the view of the moving object. Calculate the average rate of speed of a runner in a
video as the runner progresses across a large screen display at the front of the room.
Have students mark starting and stopping points they plan to use from the video display
of the runner. Have multiple groups gather data to demonstrate a variance in the rates.
Use these different rates to calculate an average rate of speed for the runner. Vary this
activity by having groups videotape various objects in motion (such as a car, tractor,
train, or bus). Students might also watch or make their own video of objects of different
sizes and weights falling from some height, then calculate the average rate of speed of the
falling objects, comparing their speeds.
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Capture videos of students at a track meet. Have students analyze the process to be
used for designing videos of student races at a track meet, such as of a runner in a
race. Students are to determine various kinds of markers that could be used for their
measurements in the video. Have students analyze the speed of the runner from their
observations of the videos made by others. Students can also videotape a person walking
from one point to another point. Again, they should discover the data needed to deter-
mine the average rate at which a person is walking.
A large majority of students beyond third grade have probably viewed YouTube clips.
They enjoy the clips and even send them to their family, friends, and teachers via e-mail.
Check out the YouTube video clip called What Do You Know about Math? (www.youtube.
com/watch?v=Ooa8nHKPZ5k). Some students and teachers are even creating their own
videos to post on YouTube. See how one teacher’s video displays a parallel-line dance in a
YouTube video called Crazy Math Teacher: The Dance of the Parallel Lines (www.youtube.
com/watch?v=mVb6wpNRz9c). Such videos are easy to create. Students can use their cell
phones to capture the video while the teacher dances to the music.
Creating videos can be as simple as taking pictures and creating slide shows, adding
audio and transition effects. Some students have access to cameras that can record
movies. Note how an elementary school student, Madeline, describes the mathematics
she knows and how she thinks about it in a YouTube video called Math With Madeline
(www.youtube.com/watch?v=EyHER6o-4x0). Or view the YouTube video Finite Simple
Group (of Order Two) (www.youtube.com/watch?v=BipvGD-LCjU), in which college
students sing about their understanding of some abstract mathematical ideas.
Using digital video equipment to learn mathematics is not a traditional strategy in math-
ematics classrooms. However, given that students are actively making videos outside of
school, you should consider allowing students to use this medium for communicating
what they know and are able to complete. With the proliferation of video technologies and
the decreased cost of purchasing digital equipment, students in elementary through high
school are likely to have access to digital video equipment.
Students can create several types of videos to enhance learning in the mathematics
classroom. They might use digital video equipment to create a teaching video in which
they teach a mathematical concept or process. For example, they might develop a script
and create a video to instruct how to compute (2x + 3)2. Maybe they can use a computer
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screen capture to show how to use Algebra Tiles (Figures 2.10A and B from the online
National Library of Virtual Manipulatives) to demonstrate that the product of (2x + 3) (2x
+ 3)—Figure 2.10A—creates a rectangle that must be covered by blocks that represent 4x2 +
12x + 9—Figure 2.10B.
What about assessing students’ knowledge by having them create videos? Imagine how
you might assess student understanding in a society where digital video capabilities
extend communication possibilities in the classroom. Instruct small groups of two or
three students to create a video that shows each student completing problems in which
they explain what they learned in class that day. Have students in each group pick one
problem from the homework set and show how to complete that problem in the video.
The problems shown by the groups should present differing aspects of the content. For
example, when the students are introduced to the method for factoring the difference of
two perfect squares during the classroom instruction, one student might show how to
factor a2—64, another student 9x2—100y6, and a third student 3x8—3. Thus, the various
problems increase in difficulty. (Encourage students to create a script before they begin
capturing video.)
Research shows that the best way to learn is to teach or communicate the idea to others.
Students might create a video that teaches another person (their siblings, parents, other
students, other teachers) specific mathematical concepts or ideas, such as variables or the
ways geometry is used in local buildings. The number of school-aged students submitting
videos to YouTube indicates that they clearly enjoy this creative outlet.
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Digital Video in Mathematics Education ■ Chapter 2
Train Switcheroo
Mathematics—Problem Solving
GRADE LEVELS: 3–9
Objectives
■ Students solve problems that arise in contexts outside of mathematics.
■ Students organize and consolidate their mathematical thinking through communication.
■ Students create and use visual representations to organize, record, and communicate their
solutions to problems.
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Technology/Materials Needed
■ Cell phone, digital cameras with movie settings, or inexpensive camcorders for video capture
■ Sample student video solution on YouTube: “Math problem”
(www.youtube.com/watch?v=Jy2hS0fOOsg&feature=e-mail)
■ Toy engine and train cars to model problem
Content
Mathematics is famous for problems that deal with trains. Do you recall problems like
the following?
If two trains leave the station at the same time, one traveling east and the other
traveling west, how long will it take them to be 330 miles apart if the eastbound
train is traveling at an average of 60 miles per hour and the westbound train is
traveling at an average of 50 miles per hour?
The solution to this problem is typically found with an equation. This activity considers a
problem not so easily solved by an equation—the “train switcheroo” problem posed by the
EQUALS program at the Lawrence Hall of Science, University of California at Berkeley, in
1982.
Problem solving is an integral part of mathematics because it helps students build new
mathematical knowledge. When engaged in problem solving, students develop “ways
of thinking, habits of persistence and curiosity, and confidence in unfamiliar situa-
tions that will serve them well outside the mathematics classroom” (NCTM, 2000, p.
52). An important part of the problem-solving process is communicating how a problem
can be solved. As students share their methods, they develop more mathematical ways
of communicating. Creating digital videos of problem solutions provides a fun visual
medium for mathematical communication.
Pedagogy
Figure 2.11 displays the basic framework for the problem: the tracks, two cars, and the
engine. The engine is currently on the right offshoot of the circular track. Cars A and
B are on opposites sides of the track. There is a tunnel on the track, but only the train
can go through the tunnel. The train can push and pull the cars. Note that turns are not
possible at each of the offshoot corners. The task is to switch the cars and return the
engine to its starting position.
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F IG U R E 2 . 1 1 . The train track and starting positions for the cars and
the engine in the Train Switcheroo problem.
In addition to the technology, you will need a toy engine and train cars to model the
problem and the solution on a classroom-created railroad track. On Day 1 of this one-week
activity, introduce the problem using the toy engine, cars, and a railroad track. Model the
legal actions: the engine can push and pull, only the engine can go through the tunnel,
and no turns can be made at the offshoots. Make sure students understand the problem
and the challenges.
Students have 1 week to identify a solution and prepare a presentation that explains their
set of instructions for switching Car A and Car B and returning the engine to its starting
place in the same orientation. Suggest that they think of creative ways of communicating
their solutions, such as creating a digital video to help the class visualize the steps in
the solutions. The video might be of their family acting out the solution, where Mom is
Car A, Dad is Car B, and the student is the engine. A sample student video on YouTube
(www.youtube.com/watch?v=Jy2hS0fOOsg&feature=e-mail) shows Justin directing his
mom (engine), his younger brother Joel (Car B), and his sister Jodi (Car A) to demonstrate
a possible solution to the problem, using their living room for the train track and his dad
as the videographer. Alternatively, students might video a model that uses their own rail-
road track, toy cars, and engine as a demonstration for the class.
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Check daily on students’ progress. You can even show a solution on the overhead using
toy models to show them that the problem can be completed. Some teachers have found
that even when students are shown a solution, they do not catch all the steps and have to
rethink the solution and how to communicate it. Besides, the problem has many possible
solutions. Ask students if they can find a more efficient solution than the one you
demonstrated.
On the due date, students should present their videos or other ways of expressing the
solution (e.g., a play they perform, a bulletin board that shows the progression of the
steps, or even a list of steps to the solution). Discuss the differences in the communica-
tions of the solutions and how some are more visual than others. Ask them why a visual
approach is useful in imagining the solution.
Modifications
Vary the problem. Pose the famous locker problem that begins at a school that has 100
lockers, all shut. Suppose the first student goes along the row and opens every locker.
The second student then goes along and shuts every other locker beginning with locker
No. 2. The third student changes the state of every third locker beginning with locker
No. 3. (If the locker is open, the student shuts it; if the locker is closed, the student opens
it.) The fourth student changes the state of every fourth locker beginning with No. 4.
Imagine that this process continues until 100 students have followed the pattern with
the 100 lockers. At the end, which lockers are open and which are closed? Which lockers
have been switched most often? How many lockers, and which ones, were touched exactly
five times? Create a video that models the solution for a subset of the 100 lockers (say, 20
lockers).
Introduce a problem with a digital video. Ask students to pose a problem for the class to
solve using a video presentation of a problem. They might create a mathematical mystery.
They might construct an object and challenge students to find the volume of the object.
Or they might tackle the mystery of the Towers of Hanoi. Such modifications put the
students in the position of identifying a problem that requires more analysis than typical
workbook problems.
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Objectives
■ Students analyze movements graphically and algebraically.
■ Students use transformations and symmetry to create a choreographed piece.
■ Students make connections between a real-world model and a mathematical model.
■ Students use mathematical language to describe their model.
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Technology/Materials Needed
■ IUP Marching Band clip: www.youtube.com/watch?v=1ufaXxcm0ao
■ Digital video camera
■ Graphing calculator such as the TI-83 Plus
■ TI Interactive! (optional)
■ Smart Board, whiteboard, or chalkboard
Content
Dance, gymnastics, skating, baton twirling, and cheerleading routines all have a
designed set of movements. This set of movements is choreography, which literally means
“dance-writing” and is also known as “dance composition.” It is the art of making move-
ment structures by connecting them.
One of the most complicated forms of choreography is that used by a band director for a
marching band and its formations. A marching band not only performs musical compo-
sitions but also entertains with steps and movements to create designs such as letters,
logos, or even animated pictures. The members must mark time, change directions,
change styles of stepping, and march forward and backward, all while playing the desig-
nated music with their instruments. Band directors must create sets of movements for
their band members that are coordinated with the music and visually appealing to an
audience watching from both the ground level and the stands above. Certain instruments
must be kept together to provide the best sound for the music. The drill team, twirlers,
and flag team members must also coordinate their movements with the band’s.
To choreograph all of this, band directors must document the movements of each person
on the field. Figures 2.12A, B, and C document specific formations designed by David
Martynuik, marching band director at Indiana University of Pennsylvania (IUP).
Geometry is more than definitions, theorems, and proofs. Geometry involves analyzing
shapes and structures and their relationships. Transformations such as transltions, rota-
tions, and reflections are important geometrical ideas. Identifying centers of rotations,
lines of reflection, and positions of pre-images and images are key to the identification
of and communication about symmetry. Rotational symmetry and lines of symmetry
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Pedagogy
Before creating a digital video of a choreographed piece, students first must be guided
to think about the mathematics of the various formations. They need to watch videos of
different formations and identify potential mathematical functions for the formations
being displayed. They need experiences in mathematically analyzing the actions in
which they defend their analyses for the mathematics involved in the formation. These
preparatory experiences are essential before students can begin creating their own
formations evolving from mathematical functions.
To engage in this process, you might begin by showing the three-minute YouTube clip of
the IUP Marching Band to the students to introduce them to the challenge of analyzing
the marching band formations. Ask students to watch the video and identify concepts of
mathematics in the band’s movements as they watch the video. Encourage them to think
about timing, counting, symmetry, shapes, transformations, and other patterns. After
they have watched the video, have the students share their ideas. You might use ques-
tions such as, “What geometrical ideas are used in creating these formations that are
visually appealing? What algebraic ideas are used?”
Reshow the clip. The best way to begin the analysis of the band formations is to project
the scene onto a Smart Board, whiteboard, or chalkboard so that you can stop it at key
points to show symmetry, translations, and polygons. Use the Smart Board pen, dry-
erase marker, or chalk to draw the shape or figure that has been created in the video.
Encourage students to identify their observations in this same way.
The first part of the clip shows a neat formation where the members of the band are
marching in diagonal lines. Stop the clip at 28 seconds and have students create a graph
of how the band members are standing. Either the graphing calculator or TI Interactive!
provides an excellent tool for students to explore the various lines that are formed.
Figure 2.13 shows one possible configuration created by using the software program
TI Interactive!
Figure 2.14 shows this same configuration, but with the coordinate axes added. In this
figure, the student placed the y-axis on the 35-yard line, but the band director needs
the y-axis on the 50-yard line. Challenge students to create this formation so that the
y-axis is on the 50-yard line to split the center group of band members and form a more
pleasing formation. This exploration is useful in aiding students in understanding linear
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functions. Even though the slopes are all the same for these lines, students develop a
comprehensive understanding of intercepts and domains.
Many other formations from the YouTube clip display a symmetric choreography. For
example, stop the video clip at 2:02 minutes. The band is completely symmetrical on both
sides of the 50-yard line. Furthermore, there are vertical lines, inverse absolute value
relations, and even part of an elliptical function. This formation can also be modeled
with equations on a graphing calculator. Figures 2.15A and B show this formation using
a TI-83 Plus graphing calculator, as well as the window used to create the formation. The
y-axis represents the 50-yard line and the x-axis is in the middle of the field, such that
the intersection of the x—y axis is at the center of the field. The equations used for this
formation are:
Y8 = –(SQRT(400 –X2)/2) + 20
After the discussion of the clip is completed, challenge students in groups of five or six to
create a symmetrical formation or one that uses one of the other mathematical concepts
that have been discussed. After the groups pose for a digital photo, the rest of the class is
expected to determine what mathematical concepts are being depicted in the photos.
As a weeklong project, students in small groups should map out a set of movements for
their group that includes several of the mathematical concepts discussed. One group
might be assigned to map out a set of movements using transformations, another group
using shapes, and still another group using symmetry. More advanced students should
be challenged to design a combination of movements based on a set of functions, such
as linear, quadratic, cubic, piecewise, periodic, or exponential. Domain or asymptotic
constraints could also be given to students. Allow students to use a graphing calculator or
any other technology that might help them to design the movements.
After students have mapped out their movements on paper and have designed the
sequence of steps, have them practice several times before someone videos them doing
the choreographed piece. When students describe their proposed creations, they need to
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describe the mathematical functions that led to the creation. Challenge the students also
to set their movements to music. Videotaping the movements calls for careful consider-
ation. In order to see the mathematical functions, the videos likely need to be captured
on a football field or in a basketball court, where the person with the camera can be
stationed above ground level as the movements are performed. The music might even be
dubbed using a program such as iMovie for the Mac or Movie Maker for the PC.
As students complete their video, they should share them with the rest of the class,
asking class members to analyze mathematically the motions used in the choreographed
formation. Such video productions provide an outlet for students’ artistic talents while
also communicating mathematics. Equally important, focusing on the mathematical
functions of the formations helps students extend the abstractions of mathematics to the
world around them.
Modifications
Specify particular types of formations. Challenge groups of three or four students to
create dances that incorporate only symmetry or only transformations. After creating
videos of their dances, they should challenge the members of the class to identify the
specific mathematics in the videos.
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student should start about 3 meters away from the camera, walk toward the camera at a
constant rate, and then walk away from the camera at the same constant rate. A student
can be taped moving in front of the camera, and other students can try to figure out the
path of that person, either by graphing the movement or by defining it as a function.
Higher level students should be encouraged to express movements as piecewise functions.
Conclusion
“TECHNOLOGY IS essential in teaching and learning mathematics; it influences the
mathematics that is taught and enhances students’ learning” (NCTM, 2000, p. 24).
Digital videos are technologies with the capabilities for enhancing students’ learning of
mathematics. Digital videos have the potential for engaging students in mathematical
thinking. Creative teachers challenge traditional ways of learning mathematics in which
students spend hours and hours with paper and pencil, practicing processes that lead to
solutions of bland problems.
When adding digital videos to the pedagogical mix, teachers can challenge students to
reflect on what is said and done in ways that ultimately engage them in important mathe-
matical processes: reasoning and problem solving. Adding digital videos to the classroom
recognizes one of the ways that students are engaged in communicating what they
know and understand. Communicating about mathematics is an essential ingredient for
clarifying their reasoning and understanding. Creating videos provides ways to meet
this goal. Integrating digital videos with additional dynamic media such as Geometer’s
Sketchpad, spreadsheets, calculators, and virtual manipulatives affords students with
opportunities to create, use, and make sense of multiple representations of mathematical
ideas.
Analysis of activities with digital videos can be accomplished along with these dynamic
technologies to support students’ reasoning and thinking as they work to understand
mathematical concepts and processes. Mathematics is far more than the content areas
of numbers, algebra, geometry, probability and statistics, and measurement. NCTM’s
process standards—problem solving, reasoning and proof, communication, connections,
and representation—highlight the ways of acquiring and using knowledge in the multiple
mathematical content areas.
Digital videos are tools that effective mathematics teachers can incorporate into their
pedagogical toolkits. This chapter provides an initial look at how videos might be inte-
grated with the activities students are engaged in to learn mathematics, where videos
are watched, analyzed, and created. Keep in mind the challenges of using videos in math-
ematics classrooms. The mathematics curriculum is extensive. However, the capabilities
of digital videos are connected with students’ ways of knowing, learning, and doing as
they develop their mathematical thinking at a deeper level.
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References
Analysis. (2010). In Merriam-Webster’s online dictionary. Retrieved January 20, 2010,
from www.merriam-webster.com/dictionary/analysis
Keller, J. M. (1987). Development and use of the ARCS model of instructional design.
Journal of Instructional Development, 10(3), 2–10.
National Council of Teachers of Mathematics. (2000). Principles and standards for school
mathematics. Reston, VA: Author.
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CHA P T E R 3
John C. Park
digital video in
science education
SCIENCE IS frequently a visual to animate events, show hazardous
endeavor, dependent on observa- experiments, and view special
tions made directly or indirectly. effects such as time-lapse and slow-
In the science classroom, teachers motion photography or extreme
have long employed motion pic- close-ups and microphotography.
tures to allow students to make
indirect observations when needed
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New technology has multiplied the ways in which digital video can enhance science
learning:
■ Video demonstrations can replace live demonstrations that may not always
work or that involve potential hazard.
■ Proper laboratory skills can be demonstrated via video to help students learn
how to operate scientific equipment.
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Sta g e V i de o E x a m ple
Students watch a video of a kernel of popcorn popping in slow motion. During the
engage stage, this video generates interest, because most students have not seen the
Engage event in slow motion, and raises the question of what causes popcorn kernels to burst.
Find the video at www.youtube.com/watch?v=CXDstfD9eJ0.
Students examine a video of a sealed drum of hot water vapor that is cooled in an ice
bath and then collapses. During the exploration stage, the students test their predic-
tions and hypotheses, generate new predictions, try alternative ideas, and record their
Explore observations and ideas. Students videotape their own versions of the event using soda
cans or other sealable thin-walled metal cans and generate explanations for why the
can behaves as it does.
Find the initial video at www.youtube.com/watch?v=j2k40Hw3GI0.
Students investigate a video that shows flames of four candles of various heights in
an aquarium being extinguished by an unseen method, the shortest candle being
extinguished first and the tallest last. Students explain possible solutions or answers to
Explain others, listen critically to others’ explanations, and defend explanations using evidence
from the video. Students create a video that illustrates their explanation.
Find the “Candles” video at http://site.aace.org/video/books/teaching/science.
Students have just completed activities that assist in their understanding of the phases
of the moon. In the elaboration stage, students apply new terms, use explanations and
skills in a new but similar situation, draw conclusions from evidence, record observa-
tions and explanations, and check one another for understanding. Students view the
Elaborate video animation of phases of the Earth as viewed from the moon. They answer ques-
tions regarding phases of the moon as seen from the Earth at given points in the video
(for example, if the Earth’s phase is full as observed from the moon, what phase is the
moon in as observed from the Earth?).
The video can be found at www.ncsu.edu/sciencejunction/PhaseEarth.mov.
The latest revision that is widely accepted in the science education community is the
Biological Sciences Curriculum Studies (BSCS) “Five-E” instructional model (Bybee,
Powell, & Trowbridge, 2008). This model consists of five stages: engage, explore, explain,
elaborate, and evaluate. Digital video can provide the prompt for discussion in each of the
stages of the learning cycle. Table 3.1 provides examples of ways digital video can be used
in each stage at various grade levels.
Students should develop science process skills as they investigate science through
inquiry. For upper elementary school students, basic skills include observing, infer-
ring, measuring, communicating, classifying, and predicting. Middle and high school
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students should develop integrated science process skills, including controlling vari-
ables, defining operationally, formulating hypotheses, interpreting data, experimenting,
and formulating models.
The activities presented in this chapter are divided into three categories that identify
the primary activity in which students are engaged: watching digital video, analyzing
digital video, and creating digital video. Watching videos that display science concepts
allows students to use specific science process skills, including observing, inferring, clas-
sifying, and predicting. The analysis of videos enables students to practice the science
process skills of measuring, communicating, and generating hypotheses. The creation
of video allows others to explore science by interpreting data, experimenting, and formu-
lating models. The creation of video also allows students to communicate the science they
have learned to a broad audience.
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Objective
■ Students discover that the detection of sound is not instantaneous to the event; it takes time for
sound waves to travel through the air from the event to the observer.
Technology/Materials Needed
■ Speed of Sound I video—found on the SITE Screening Room at http://site.aace.org/video/books/
teaching/science
■ Speed of Sound II video—found at http://site.aace.org/video/books/teaching/science
■ At least one computer
■ Projector and set of speakers if you will be projecting the video for the entire class
■ Headphones, if the students are viewing the video on separate computers, so they can clearly
identify the sounds for time comparison
Content
The topic of wave characteristics is found in most state science curricula. Sound waves
are of particular interest because students have familiar experiences with sound in
everyday life. Students are expected to know about frequency (pitch), amplitude (loud-
ness), and the speed at which sound travels through matter. In this particular case,
students will notice the time difference between seeing an event occur and hearing the
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sound generated from that event. The students should be able to determine that the speed
of light (what they see in the video) is greater than the speed of sound (what they hear in
the video).
Technology
Two videos should be accessed before beginning the activity, Speed of Sound I and Speed
of Sound II. Downloading the video to each computer hard drive will minimize any time
lag or pauses that are typical when viewing the video over the Internet.
You will need at least one computer and, if you project the video for the entire class, a
projector and set of speakers so the entire class can hear it clearly. If the students are
viewing the video on separate computers, they should use headphones so they can clearly
identify the sounds for time comparison.
Pedagogy
Engage
Students should watch Speed of Sound I, which shows a student, Preston, clapping
two aluminum pots together at distances from 30 meters to 240 meters at 30-meter
intervals (Figure 3.1). The movie can be displayed either as a demonstration controlled
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F IG U R E 3 . 2 . Images showing the addition of the two-way radio in Speed of Sound II.
by the teacher or by students using their own computer. Students should answer the
following question while watching the movie: “What do you notice about the relationship
between the distance of the event from the camera and the sound you hear?”
Direct students to note when they see the aluminum pots hit each other and when they
hear the sound. As students view the video, they might not notice much at the 30-, 60-,
and 90-meter marks. As the distance gets progressively longer, however, they should
notice a delay between the clapping and the sound as detected by the camera: the longer
the distance, the longer the delay in the sound. Ask students, “Why does apparent sound
lag occur? Why is the lag not noticed at the shorter distances?”
Explore
To more clearly demonstrate this time lag between when the event occurs and when the
sound is heard, students should view a second digital movie, Speed of Sound II, of the same
event. Explain to students before they view the video what they will be seeing so they can
focus on the appropriate data. This time, another student, Kelsey, joins Preston with a
two-way radio. Kelsey will press the key on the radio while Preston claps the aluminum
pots. A second radio was held beside the camera while taping. Two sounds can be heard on
the video: the sound transmitted by the two-way radio, and the sound propagated through
the air from the pots to the camera. See Figure 3.2 for images from this digital video.
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As students watch the video, they will notice that two distinct noises can be distin-
guished with each clap of the aluminum pots. One is the sound transmitted by the radio,
and one is the sound transmitted through the air from the pots to the camera. Ask
students, “Which sound do you hear first? Why? What does the time difference between
the two sounds represent?”
The sound they heard first is the sound transmitted through the two-way radio. The
two-way radio transmits via radio waves that travel at the speed of light. Therefore, the
time at which the sound was transmitted by the radio is a close representation of the time
when the sound was generated. Therefore, the time difference between the two sounds
represents the time it took for the sound to be propagated through the air to the camera.
Ask the students about other instances where there is a time lag between seeing an event
and hearing the sound (examples include the crack of the bat at a professional baseball
park and the bang of exploding fireworks). Have students explain the reason for this
time lag.
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Objectives
■ Students generate ideas of what happens to solid crystals as they dissolve in water and determine
that large dissolved molecules tend to settle at the bottom of an undisturbed solution.
■ Students formulate hypotheses about why dissolving occurs more rapidly when the water is
heated or stirred.
Technology/Materials Needed
■ Video Dissolving Sugar Cubes, downloaded to the computer hard drive from the SITE Screening
Room at http://site.aace.org/video/books/teaching/science
■ For additional exploration, two other videos from the SITE Screening Room are available:
Sugar in Hot Water and Sugar Cubes Stirred
■ Computer and a projector (for a teacher-directed demonstration)
■ Computer lab (for direct student use)
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Content
The dissolving of a solid in a liquid is an everyday experience with young children. They
watch crystals of their favorite fruit drink mix color the water in which it is mixed. They
sweeten the drink by putting sugar or sugar substitute crystals in it. But have they
really observed what happens to the crystals? The content addressed in this activity is
the dissolving of solids in liquids. The students will generate ideas about where the solid
sugar crystals go and why.
Technology
Used as a teacher-directed demonstration, all you will need is a computer and a projector.
You can start and stop the video as needed and ask questions to promote observation,
inference, prediction, and modeling.
For direct student use, a computer lab would be useful. Make sure that the video is stored
on the hard drive of each individual computer. If the video is used as an independent
activity, students should be given a list of questions to answer as they explore the movie.
You can add your own questions, referencing the time code on the movie. For example, you
could ask the students to go 30 seconds into the movie to make a specific observation.
Pedagogy
Engage
This activity could be done as a live demonstration in the classroom, but the prerecorded
time-lapse video allows students to see what happens to the sugar cubes in a short period
of time, and the video can be stopped for further directed observation, inference, and
predictions.
Before showing the video, tell students to observe carefully as they watch. You may even
give them a short list of details to notice. For example, “What was the beginning volume
of the water?” (The volume will be stated in the text at the beginning of the movie, or
students can look at the graduations on the side of the beaker.) “After the sugar cubes
are put in the water, does the volume change?” When possible, students should support
their answers throughout this activity with evidence from the video. Now show the video,
Dissolving Sugar Cubes.
The video includes time-lapse of the sugar dissolving in the water at 25 times normal
speed. This feature allows the students to observe subtle changes in the solid and
surrounding liquid that may provide clues to the dissolving process. As the video plays,
ask students, “Did the level of the water change after the sugar dissolved?” It does not
look like the water level is lower in the lower left image of Figure 3.3, but clearly much
of the sugar has dissolved by then. Stop the video and ask, “Where did the sugar go, and
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how did it get there?” Students should predict where the sugar molecules are located and
give some rationale for their reasoning. The next part of the movie will provide a hint.
There is no stirring of the solution in this movie. The sugar just dissolves over time.
After the sugar is dissolved, the background of the movie changes to provide a better
contrast for the final scene. Food coloring is slowly dropped into the water. The food
coloring stays in the upper half of the water. Ask students, “Why might this happen?
Where do you think the sugar molecules are located now? What is the mechanism for the
solution process? In other words, how did the sugar move from the cube to the liquid?”
The students should develop a model for how this process occurred.
As you discuss students’ responses after the video, have volunteers come to the computer
and move the play-head to the position in the movie that helps them defend their answers.
(For example, the upper right image of Figure 3.3 clearly shows that there is an increase
in volume.)
Exploration
Ask students, “How would the dissolving rate change if the water was heated before
adding the sugar? How would it change if the water was stirred after the sugar was
added?” Digital videos that can help answer these questions can also be downloaded from
the Screening Room (Sugar in Hot Water and Sugar Cubes Stirred). When we tested this
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activity in middle school, students showed the two movies simultaneously to see which
movie would win the solution “race.” Does this new information support the dissolving
model, or does the model need revising?
In addition to digital video being used as a timing tool, software tools currently available
enable students to measure the motion captured on digital video. If the captured video
includes an object of known length that is equidistant from the video camera as the event
being captured, distance measurements can be made. Data from that measurement along
with the frame rate enables the calculation of velocity and acceleration. If masses of
the objects captured in the video are known, momentum, energy, and forces can also be
determined.
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Objectives
■ Students accurately analyze the speed of sound by using the frame rate of the digital video.
Technology/Materials Needed
■ Video clips downloaded from the SITE Screening Room (http://site.aace.org/video/books/
teaching/science) before beginning the activity:
■ Speed of Sound II
■ Speed of Sound at 210 Meters
■ Measuring Time Differences Using iMovie6
■ You may also want students to analyze the additional videos from the SITE Screening Room:
■ Fireworks Burst 1
■ Fireworks Burst 2
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Content
The speed of sound can be found in a variety of ways. The most straightforward way
for middle and high school students to calculate the speed of sound is to use the same
method to determine the average velocity of a moving object. If the distance traveled
and the required time of travel is known, the average velocity is calculated by change in
distance divided by change in time. However, since the speed of sound is quite fast, the
distance needs to be long, and timing needs to be more precise than can be accomplished
using a human activated stopwatch for an accurate calculation.
Technology
In order to easily analyze differences in audio events in the digital video, the software
you use needs to have the capability to show the audio amplitude in the audio track so
students can determine when the major sound events occurred. If you have access to
Macintosh computers, use iMovie with this activity. It is free software that comes with
Mac computers. In order to expedite student work, the necessary video clips should be
placed into the iMovie file and labeled so students will know which clip is for which
distance. This file should be stored on any computer on which the analysis will be done.
The time delay on the video may also be measured on both Mac and PC computers using
Vernier Logger Pro, with a microphone probe connected into the LabPro interface and
connected to the computer. Detailed instructions for this method can be found in the
Measuring Time Differences Using iMovie6 video.
Pedagogy
After providing an introduction, have students watch the unedited video clip Speed of
Sound at 210 Meters using iMovie or equivalent software. Students should extract the
sound and measure the time difference between the sound heard through the two-way
radio and the sound traveling through the air. The method for finding time differences is
found in the digital video Measuring Time Differences Using iMovie6.
In the case of 210 meters distance, the time difference between the two sounds is 18
frames, or 0.594 seconds. Therefore, the calculated average velocity is 210 meters / 0.594
seconds = 354 meters per second. This is relatively close to the accepted value, knowing
that the uncertainty of the timing measurement is one-half frame out of 18 frames.
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Clips from other distances can be used, but there should be a discussion of how the errors
could increase greatly if the distances are too short. For example, at a distance of 60
meters, it takes about five frames for the sound to travel from Preston to the camera.
One-half frame uncertainty out of five frames is 10%.
Students should think about other questions while doing this activity. For example,
“When looking at the audio track from iMovie, the sound waveform from the radio seems
to have a different appearance than the sound waveform through the air. Why might this
be the case?” To eliminate the radio speaker as a possible source of explanation, students
could look at the sound pattern when the noise is generated near the camera. Students
might also consider the following question: “Based on the average results of the average
speed of sound in air, would you say the day the video was shot was a hot day or a cool
day? What other information would be needed to answer this question?”
Elaboration
In the elaboration stage, students use explanations and skills in a new but similar
situation. Students can use their knowledge of the speed of sound to determine how
far away a noisy event occurs. For example, two fireworks displays were videotaped
at different distances from the launch site (Fireworks Burst 1 and Fireworks Burst 2).
Using the described timing techniques students can view the videos and determine the
time between the bursts and sound of the bursts. By knowing the speed of sound at the
temperature the scenes were shot, the students can calculate the distance of the camera
from the bursts (Figure 3.4).
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Objectives
■ Students measure the motion using frame-by-frame analysis of the position of a model rocket.
■ Students generate possible reasons for the changes in velocity during the flight of the rocket.
Technology/Materials Needed
■ Videos downloaded from the SITE Screening Room
(http://site.aace.org/video/books/teaching/science):
■ SR-71 Blackbird
■ Motion Analysis Using Logger Pro
■ Motion analysis software
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Content
Several variables can influence the motion of a launched model rocket, including the
magnitude of the force acting on the rocket and the mass of the rocket. In order to study
the effects of these variables on the rocket’s motion, one must be able to describe and
quantify the motion of the rocket. The known frame rate of the video can be used to deter-
mine the velocity of the rocket throughout the entire flight if the position of the rocket on
the video frame can be measured and if a reference distance is known.
Technology
In addition to the prerecorded digital video, you will need motion analysis software. The
software used in this example is Vernier Logger Pro, but there are several commercial
packages available for this task, as well as shareware software.
Students should work on individual computers with this activity. Practice using the soft-
ware will allow the students to construct their ideas about the effects of force on change
of motion. The questions within the activity serve as an impetus for guided inquiry. You
could do the activity as a demonstration with a computer and projector, but students may
not be as active in the construction of their own knowledge if you use this strategy.
Pedagogy
Exploration
Using the digital video SR-71 Blackbird, students will flip through a series of images,
noting the change of position of a rocket in each frame of the movie. The longer the
distance the object travels during subsequent frames, the faster it is traveling. Expand
the movie so it is large on the screen. Click through the movie one frame at a time. Note
that the rocket does not lift off the launch pad in the first frame that smoke is observed.
Based on change in position for each subsequent frame, where do you think the rocket is
moving the fastest?
Explanation
Successive calculations of velocity will enable the student to determine a change in
velocity (acceleration). Through the use of graphical analysis, students will be able
to determine the relative size and direction of the forces acting on the rocket during
various stages of flight. Students will construct the idea that acceleration is determined
from the slope of a line in a velocity-time graph.
Although students could display the digital movie onto a whiteboard and plot positions of
the rocket in subsequent frames to visualize the change in motion of the rocket, for more
rapid data collection, they should use motion analysis software. After students mark the
positions of the rocket, the computer will calculate the distance and velocity of the rocket
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F IG U R E 3 . 5 . Nate stands beside the launch pad ready to ignite the engine.
for each frame or set of frames and plot the results automatically on a velocity-time
graph. Students will interpret the resulting graph.
Two pieces of information are needed before the analysis can be accomplished: (a) the
frame rate of the digital video and (b) the height of an object that is equidistant from the
camera lens as the object for motion measurement. The frame rate of this video we will
use is the standard 30 frames per second. Figure 3.5 is an image of the event just before
the rocket is launched.
Introduce the video by telling students that the rocket chosen for this activity was
painted black. The white engine smoke will serve as good contrast with the ground and
trees, and the black rocket will contrast well with the light blue sky. A rocket of relatively
large mass and an engine that had low impulse (A8–3) was chosen so the entire flight
could be captured while keeping the camera motionless. The student is 5.5 feet tall.
After the movie is imported into the software, students should set the origin and use
the height of the student as a reference length. Data collection begins. As students click
on the rocket, the video advances to the next frame. With each click of the button on the
rocket image, the position is measured and velocity is calculated and plotted on the graph.
This process continues until the user decides to end the data collection. Students may
decide not to use all of the frames if the motion is relatively slow across the screen. They
can use every third frame or some other interval that makes the data collection easier.
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F IG U R E 3 .6 . The display of the resulting data for the motion of the rocket.
An example of the resulting data collection and data presentation is shown in Figure 3.6.
In this example, every third frame was used for data collection. See the digital video
Motion Analysis Using Logger Pro to view a step-by-step demonstration of this analysis.
As students examine the data and scroll across the graph, the corresponding frames
of the digital video are displayed, showing the position of the rocket. The first five data
points on the graph show a rapid increase in velocity, changing from about 5 ft/s to a
maximum of around 50 ft/s. Students should answer the question “What is the position
of the rocket when it hits its maximum velocity?” To answer that question, they can scroll
across the graph to the maximum velocity and then look at the video. The movie shows
the rocket just clearing the tree line. Ask, “Why does the velocity increase during that
period of time (0 to 0.835 seconds)? Why does the velocity decrease after that point?”
To find out how high the rocket was at maximum velocity, students taking high school
physics can find the area under the velocity-time curve. To do this, they point and drag
from time 0 to time 0.835 seconds, and select the integrate icon. The area under this
portion of the velocity-time curve is 15 feet.
Help students note that the greatest slope of the graph is at the beginning of the launch.
Using the linear fit tool for these selected points, students can find that the slope has a
magnitude of 120 ft/s/s. Ask, “What forces are acting on the rocket at this time? Which
force is the greatest?”
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Just after the rocket reaches its maximum velocity, the slope of the line represents a
change of velocity of –56 ft/s/s, but toward the end of the collected data, the change in
velocity is only –25 ft/s/s. Ask, “What forces are acting on the rocket after the engine
stops? Why is there a difference between the two measured slopes after the engine
stops?” Figure 3.7 displays the same graph when investigating both distance and change
of velocity (acceleration) at various points of the flight.
The motion analysis software is not necessary for the analysis of the digital video.
However, without the software students will spend much time measuring video
distances, converting those distances to actual distances, calculating average velocity
between sequential frames, and plotting each of those points with respect to time.
Students could decrease this effort if they had knowledge of spreadsheet calculations. If
the objective is to have students learn to calculate velocity and construct velocity-time
graphs, this methodology would be fine. The time may be better spent on the analysis of
the resulting graph, not computing values for the points on the graph.
Modification
If you have the proper equipment and the outdoor space to try it, students can film their
own rocket flights for analysis.
F IG U R E 3 .7. Finding distance and acceleration using the integral and slope options.
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Objective
■ Students demonstrate a solar eclipse, illustrating the effect of observer distance on the apparent
size of the sun and moon.
Technology/Materials Needed
■ Book or prescreened websites with information on the relative size and position of the sun and the
moon with respect to the Earth
■ Modeling the Solar Eclipse—video found on the SITE Screening Room at
http://site.aace.org/video/books/teaching/science/
■ Digital video camera with a tripod and a way to do simple editing of raw video footage
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Content
Students are well aware of the periodic patterns that are everyday experiences. For
example, they notice that the sun is what provides daylight. They may notice that the
moon looks different at different times of the month and that it can be seen during the
day and during the night. Observation of the motion of the sun and the moon can enable
students to see these periodic patterns of location and appearance. Although students
may note the appearance, few understand the reasons for it.
An eclipse is a most difficult problem for those who have an egocentric point of view:
they need to look outside of their own visual reference frame to fully understand why the
eclipse is happening and why only certain people on the Earth can view the eclipse as it
happens. For this activity, the students are asked to model a solar eclipse and videotape
the model from a position that represents the observers’ location.
Technology
Students will need to search out information regarding the relative size and position of
the sun and the moon with respect to the Earth. They could either look for this informa-
tion in a book, or they could review prescreened websites that provide the information.
The advantage of the use of websites is that they may also provide simulations of the
motion of the moon around the Earth. This information would serve as an advanced orga-
nizer for the activity.
The video Modeling the Solar Eclipse (found on the SITE Screening Room at
http://site.aace.org/video/books/teaching/science) will also be useful.
Other technology requirements would be a digital video camera with a tripod and a
method to do some simple editing of the raw video footage. For example, students may
make some alignment errors in the video, or they may stumble with some of the words
they used. These clips should not be used in their final cut of the video.
Pedagogy
Present students with the following task:
You are to demonstrate the total eclipse of the sun using common materials that
can be found around a home. You will videotape and edit your demonstration.
A portion of the video must include the blocking from view of one object by a
second object as seen from the video camera. Try to model the total eclipse of
the sun as accurately as possible.
The class should be divided into groups of three to four students. One video should
be produced from each group’s effort. Give students the opportunity to search for
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information regarding the Earth, moon, and sun. Also, give them guiding questions that
may or may not be modeled within the assigned video, such as:
■ Does the moon follow the same path around the Earth as viewed from the sun
at various times of the year?
■ How does the moon’s distance from the Earth influence how much area can be
eclipsed?
■ Why can the eclipse be seen from some locations of the Earth and not others?
Students should be able to answer these questions by physically modeling the situation,
using a video camera as the point of view from Earth or from the sun. It may take some
tweaking of object size and distances. The orbit could be modeled by a string tied to a
stopper that revolves around the Earth and the camera placed at the sun’s viewpoint.
A representative model of the moon could be moved different distances away from the
Earth to see the effect of distance on eclipse area. A camera viewing a model of the
eclipsed sun could be shifted slightly to one direction to show a partial eclipse, or even no
eclipse, depending on the shift distance. The camera could point away from the model of
the sun (representing night) to answer the fourth question.
After the students create models to answer the guiding questions, they can create their
own video that would communicate how solar eclipses occur. Nate’s group decided to
begin their video by showing how his head can completely obscure a large window when
he is near the camera, while the next scene shows him standing beside the window, which
is clearly larger than his head (view Modeling the Solar Eclipse in the SITE Screening
Room). Using this size versus distance idea, he continues the model showing how a golf
ball can completely obscure the much larger basketball (Figure 3.8).
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F IG U R E 3 .9. Screen shots from Modeling the Solar Eclipse illustrating the relative motion of the
moon during a solar eclipse.
Later in the video, Nate models the motion of the moon across the sun (Figure 3.9). Note
that the general direction of the motion is correct, although the path of the moon’s travel
across the sun is usually more of an angle.
This activity allows students to take an abstract phenomenon and make it into a concrete
model that they can understand. Guiding questions for student exploration are essential
for accurate understanding of the solar eclipse.
Conclusion
LITERATURE ON the use of video in exploring science reveals that short, single-concept
digital video can be effective in the teaching of science concepts. The intent of this
chapter was to focus on noncommercial digital video products than can be used in the
science classroom and laboratory to promote science process skills of students. Use
teacher- and student-generated videos on websites such as the SITE Screening Room,
Teacher Tube, or YouTube for watching and
analyzing. Create flexible-format digital videos
that can be posted to such venues that will enable
MakING VIDEOS
other teachers to use what you have successfully
developed and tested. Become a part of the Web See Chapter 6,
2.0 culture to enhance the learning of science “Acquiring Digital Video,”
through digital video.
for more about making
your own videos for
teaching and learning
science.
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References
American Association for the Advancement of Science. (1965). Science: A process
approach commentary for teachers. Washington, DC: Author.
Bybee, R. W., Powell, J. C., & Trowbridge, L. W. (2008). Teaching secondary school science.
Columbus, OH: Pearson.
Fuller, R. G. (Ed.). (2002). A love of discovery: Science education, the second career of
Robert Karplus. New York, NY: Kluwer Academic.
Karplus, R., & Thier, H. (1967). A new look at elementary school science. Chicago, IL: Rand
McNally.
Lawson, A. E., Abraham, M. R., & Renner, J. W. (1989). A theory of instruction: Using the
Learning Cycle to teach science concepts and thinking skills. Cincinnati, OH: National
Association for Research in Science Teaching.
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CHA P T E R 4
digital video in
English language arts education
THIS IS both a daunting and an without our instruction: reading
exhilarating time to teach English. and writing online with purpose
The core components of our field— for a variety of defined audiences,
reading, writing, literacy, text, and using their own choice of tools, and
community—are shifting. Alongside achieving tangible outcomes and
rapid changes in everyday literacy relevance. New technologies and
practices outside of our classrooms, the literacies they make possible
students enter school multiply create a time of risk and possibility,
literate, whereas curricula remain opening up new modes and media
largely focused on print-based for communication—and creating
texts. Students learn these multiple, new opportunities for what teaching
21st-century literacies mostly English really means.
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In order to consider the role of digital video in the English classroom, we must start by
exploring the possibilities opened by new literacies theory, broadly differing definitions
of what constitutes a “text,” and the varied means and modes supporting multimodal
compositions. These shifts come at a time when the technologies we can potentially
access are marked by new thinking: focusing on a collective intelligence, expertise
that is distributed and collective, value as a function of dispersion, and tools that make
possible a different, global approach to mediating and relating. Media is creative, but we
also are now provided with an opportunity to use media to do things—to create, produce,
manipulate, and share evolving conceptions of text and multimedia products.
With this expanded definition, teachers of English must now aid students in making
meaning within and across a range of multimodal texts. To complicate this work further,
new texts require new teaching strategies to engage students’ understanding. Where new
tools have often been fitted into traditional classroom work (e.g., typing a paper in a word
processor), new texts require new ways of reading and comprehending, new strategies for
composing, and new pairings for intertextual study as students read across a range of
media and texts.
The “new” in new literacies refers to the rapid changes in technologies that now make
literacy more about knowing which tool, mode, and media form is best for accomplishing
a given task. “New literacies will continuously be new, multiple, and rapidly dissemi-
nated” (Coiro, Knobel, Lankshear, & Leu, 2008, p. 5). By definition, a continual tension
is established between “new” and “known”—a tension in direct opposition with stable,
print-centric literacies. Teaching becomes more about learning. Teachers are positioned
to explore continually how to make meaning of, and how to produce texts in, multiple
modes (e.g., visual, print, digital, multimodal, kinesthetic) and how those texts mediate
our understandings of literacy.
In doing so, we co-construct literacy practices with students, creating learning oppor-
tunities both more mutual and more authentic. As O’Brien (2006) points out, “It is
impossible to say this is literacy now, rather, we must constantly retool, redefine, and
figure out what to attend to during the evolution” (p. 43). In effect, literacy in the 21st
century requires an ability to constantly adapt to and apply emerging technologies.
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Although older forms of video may have been used in schools to varying degrees, digital
video enters into the English classroom as a new media form and a new tool for multi-
modal composition. Research is, at best, still emerging when it comes to examining the
role of digital video in the English language arts classroom, but we know that students
learn best when they use multiliteracies to read and compose in new ways. Further,
integrating visual images with written text, as done in most digital stories and multi-
modal compositions, enhances and accelerates comprehension. Meaning, here, is not
necessarily additive. Text and pictures often say more when juxtaposed, and the effect is
further amplified when motion, design, and interactivity are added.
Composing with digital video—creating digital stories, book trailers, music videos,
screencasts, and more—requires an examination of how we produce, distribute,
invent, explore, persuade, and create impact with texts written for specific audiences.
Composing with digital video alongside Web 2.0 tools enables opportunities for lever-
aging audience participation for authentic collaboration and feedback. Writing with
multimedia tools is a process of linking message and tool, purpose and audience—while
actively critiquing the very tools used for expressing meaning.
Students who write with multimodal tools (such as digital video editors) do so selectively
and intentionally, and they leverage the unique capacities of the tools and media in order
to accomplish a specific goal. As in print-centric writing tasks, the principles of choice
and form matter, as does the larger context in which the writing is situated. To be fully
literate, students must know how to use tools, but more importantly, they must know
which forms of literacy will best support their purpose for a given audience and a specific
context.
Digital video repositories now put a variety of films into circulation, but film study is not
what we are discussing in this chapter. The distinction here is important. Twenty-first-
century tools afford students new possibilities as active learners. We are asking students
to use digital video to make critical connections to content and process learning. We are
also suggesting that they use digital video to create artifacts of learning, artifacts that
will serve as a channel for expressive and analytical thought, as a means for engaging
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with an authentic audience, and as a tool for developing readers, writers, thinkers,
speakers, listeners, and viewers.
The activities that follow leverage the unique capacities of digital video, following the
anchoring scaffold of watch, analyze, and create. We define each of these in specific ways
that are central to our discipline and that might vary from other chapters in this book.
Given the statement on 21st-century learning issued by the National Council of Teachers
of English (2008), the National Council of Teachers of English standards (International
Reading Association and NCTE, 1996), the ISTE National Educational Technology
Standards for Students (NETS•S, 2007), and the criteria used by the Partnership for 21st
Century Skills (2008), we use the scaffold of watch/analyze/create in the following ways:
Watch. Separate from the conventional idea of film studies in the English classroom
(where we might watch a film after reading a literary text), watching, here, is about active
meaning-making and then using response to accomplish a specific task. For example,
we might ask students to watch a collection of short videos from the Folger Shakespeare
Library to examine performance, but we do so with an eye on informing students’ perfor-
mance and literary interpretation. Watching video requires that teachers answer the
question, “We are viewing this in order to do what?”
Analyze. Analysis of video in this context centers on the skills of evaluating the multiple
layers of the multimodal text/digital video, examining the literary impact of the pairing
of spoken words/print text/soundtrack/image/motion. We borrow from the kinds of
analytical skills used when working with print texts (e.g., novels, plays, poetry), and we
expand the question set to explore each of the modes singularly and in interaction with
one another, where meaning is multiplicative. As with watching, the work does not stop
with the completion of the analysis (in writing or discussion). The analysis is used to fuel
additional work.
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■ Performance Poetry
As these activities will demonstrate, there is some blurring across each of the three cate-
gories, as students might first need to create a digital video before moving to analysis.
It is entirely possible that such analysis would then fuel creation. We do not mean these
to be listed in any sequential order or to reflect a tiered depth, sophistication, or rigor
of task.
content
standards
The English Language
Arts Standards are
sponsored by the
National Council of
Teachers of English
and the International
Reading Association,
www.ncte.org/about/over/
standards.
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Objective
■ Students will be able to use prior knowledge to develop their own inquiry projects.
Technology/Materials Needed
■ “The Final Frontier” (Season 3, Episode 20) from Northern Exposure. (If you are showing the episode
clips on a DVD player, you can fast-forward and pause as needed according to the times provided
for each clip. If you are showing the film via a media player such as Windows Media Player, you can
move the cursor to the appropriate starting times.)
Content
The content focus in this activity is on getting students to better understand human
nature and the connection between how we learn as human beings and authentic inquiry.
Judith Wells Lindfors (1999) wrote, “I believe that inquiry is universal, a part of what it is
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to be human.” Students can engage in various activities exploring the nature of curiosity
and inquiry, including watching selected clips from an episode of the television show
Northern Exposure entitled “The Final Frontier.” In this episode, a mysterious package
arrives in Cicely, Alaska, covered with stamps from around the world. The townspeople
face their curiosities about the package and decide what to do with it: either send it to
the dead-parcel branch in San Francisco, where authorized postal personnel claim the
package, or open it themselves to see what is inside.
Technology
If you are showing the Northern Exposure episode clips on a DVD player, you can fast-
forward and pause as needed according to the times provided for each clip. If you are
showing the film via a media player such as Windows Media Player, you can move the
cursor to the appropriate starting times:
Pedagogy
Prior to showing the video clips from the Northern Exposure episode, have students
compose a guided freewrite of reactions to, understanding of, or associations with the
following aphorism:
After 3 to 4 minutes, have some of the students share and discuss some of their
responses, including the general sense here that the quotation serves as a warning about
curiosity. Then, have them freewrite again addressing a related quotation:
Again, have students discuss their responses, including juxtaposing the two quota-
tions. Guide students to consider the two quotations as a representation of ideas about
how human beings learn. On the one hand, curiosity is presented as a dangerous option,
perhaps one to be avoided. Thus, learning is passive: we take information in from others
and safely repeat it. The second quotation represents the other end of the spectrum,
where curiosity becomes a metaphor for learning itself. It has much more positive conno-
tations about what our innate curiosity yields—unless, of course, you are the mouse!
Next, engage students in a discussion about where they see themselves on this
continuum represented by the quotations and how they perceive curiosity and its
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connections to humans and the ways we learn? Have students consider how they learned
as infants and continued to learn as they grew older. Typically, infants learn by exploring
their environments, engaging their curiosity, mimicking and mirroring what they see
others doing, and trial and error. Over time, this natural curiosity often is mediated by
authority figures who dispense knowledge with the expectation that it will be memorized
and accessible later for quizzes and tests. Explain that although this is one approach to
learning and the nature of knowing, inquiry provides another approach—a more active
one. It holds the potential for each of us to create knowledge ourselves. Show the video
clips from Northern Exposure as a bridge to having students engage in their own inquiry
activity.
The first clip (0:30:10–0:33:05) features a town hall meeting in which the citizens of
Cicely are presented with the dilemma of what to do with a mysterious package that has
arrived in town without an addressee. The sender is a Richard McWilliams, who is not
one of the 215 town residents, and the package contains stamps from all over the world.
Ruth-Anne, the town’s postmistress, calls a meeting to get consensus on whether to open
the package. The town doctor, Joel Fleishman, questions whether they have the authority
to open the package (Figure 4.1).
Ruth-Anne explains that they don’t, technically, and that the package, if still unclaimed
after 15 days, should be sent to the dead-parcel branch in San Francisco to be opened by
authorized personnel. Because it will be opened anyway, some argue that they should
open it. Joel takes a stand promoting the “sanctity” of the U.S. mail and advocates not
opening the package. Chris, the town radio DJ and philosopher/theologian, argues that
the stamps are more than just “bureaucratic hieroglyphics” and represent a “sacred
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trust,” comparing the opening of the package to the great personal risk involved in
opening King Tut’s tomb.
After a short, dramatic pause, Marilyn Whirlwind dryly replies, “I’ll take that risk,”
inspiring a large portion of the townsfolk to applaud and take her side. Chris then enthu-
siastically chimes in and explains the nature of Marilyn’s stance as “the other side of
the coin, the bane and blessing of human nature, that old cat killer, curiosity. Something
so deeply imbedded in our psyches that it screams to us from ancient myths of Pandora,
Eve, Lot’s wife—”
■ What are the positions presented during the town hall meeting about what to
do with the mysterious package? How are those positions supported?
■ Where do you stand in terms of the positions presented? In other words, what
do you think should be done about the package, and how might this fit with
your sense of human nature?
After viewing this initial clip, have students discuss the experience by answering some
of these questions. Use the clip and discussion to bridge into a related inquiry-based
learning assignment in which you want to engage students. The content might be focused
or more open-ended. Provide students with the option to explore topics of genuine
interest to them that they negotiate with you. The inquiry strategy you employ might
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At some point during their inquiry process, you can follow up the initial video clip with
two additional short clips that follow this story line: one that reveals what the towns-
people found in the box once they opened it (0:36:31–0:38:20), and one that focuses on
their response to what they find (0:39:44–0:40:55, Figure 4.2).
After viewing the last two clips, you can engage students in a discussion of how they
might make their own inquiry projects accessible to others beyond the classroom. While
mailing them has a certain Flat Stanley appeal, the Northern Exposure episode predates
the rise of the Internet and all of the possibilities it provides for students to make connec-
tions virtually, as well as to access and post artifacts online. Being able to collaborate
with other students virtually across the state, country, or globe is another option in
terms of collaborative inquiry and sharing research findings.
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■ Juxtapose print texts with digital video adaptations. Many literary works have
been transformed into film adaptations. Students can benefit from considering
how film and digital video enhance the study of literature and vice versa, espe-
cially in terms of juxtaposing directorial and authorial technique. For example,
Ambrose Bierce’s Civil War–focused short story, “An Occurrence at Owl Creek
Bridge,” has been adapted into at least four short film adaptations. One recasts
the story in World War II, focusing on a French resistance fighter fleeing
from German soldiers, while another, a French adaptation directed by Robert
Enrico, stays truer to the Civil War setting. Enrico’s adaptation is particularly
compelling, especially in the dramatic way dialogue is purposely, strategically
omitted. It won awards at Cannes in 1962 and at the Academy Awards in 1963,
and it aired as an episode of The Twilight Zone. It is available on DVD and is
accessible online in three parts on YouTube. There is no shortage of literary
texts that have been translated into film; the key is appropriately scaffolding
the watching process and then having students juxtapose the print and video
versions.
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gaps in their comprehension of the text and better understand the context,
subtext, and atmosphere of a play. Again, to use video most effectively, do
not simply show the entire video in one sitting. Rather, scaffold the watching
process carefully and have students view in an active, meaning-making mode.
You might want to focus on particular scenes as your students read.
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Performance Poetry
Analyzing Digital Video in Language Arts
GRADE LEVELS: 6–8
Objectives
■ Students will be able to provide critical feedback.
■ Students will be able to revise their own performance in response to feedback received from an
audience.
Technology/Materials Needed
■ Video camera, or for live streaming, a webcam connected to a computer with a fast Internet
connection
■ Ustream.tv for streaming video of the live performance from one classroom to the other and for
back-channel discussion during the performance. (Alternatively, you can record a performance
for asynchronous viewing by the partner classroom, and they may use a free tool such as found at
http://CoverItLive.com to support the back-channel discussion.)
■ A free, online database tool such as found on http://creator.zoho.com for collecting open-ended
responses
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Content
Reading and writing poetry is a component of the English curricula from elementary to
high school. Students may study poetry as readers, as writers, and, as in this activity,
as speakers/performers. Performance poetry tasks students not only with writing their
own poems, but also with reading them aloud in a way that engages, motivates, and
draws in an audience. Often linked to hip hop, slam poetry, and other spoken-word move-
ments, performance poetry not only enables students to exercise writing skills but also
moves them to develop reading fluency as they read, reread, and read again—all in an
attempt to develop a compelling performance.
Technology enables you to distribute students’ performances (through digital video or,
in this case, streamed video) to audiences well outside of the classroom. For example,
a class in a southeastern rural area may connect with students in an after-school
program in urban California. Technology can also open up feedback possibilities for
your students, inviting comments throughout a presentation through back-channel chat
(real-time online conversation during the performance about the performance taking
place). Further, reading and writing can become recursive, as students have the texts
of their own performance for their own viewing, critique, and analysis and as artifacts
prompting their own goal setting and improvement in subsequent performances.
Technology
The project may be undertaken in a technology-rich, highly involved manner or imple-
mented using a fairly bare-bones approach. For example, one computer connected to a
relatively fast Internet connection can be paired with a webcam to set up the classroom
recording area. Student groups can broadcast their performances as part of a class struc-
ture with a variety of learning stations. There is no need for the entire class to watch as
each student records or broadcasts a poem.
Handling streaming video is often challenging within a classroom context. On one hand,
bandwith and connection speed is a factor in ensuring that the broadcast can be done.
On the other, assuming that such a connection is in place, school policies differ tremen-
dously regarding ways students appear (and are identified) in any online content. You can
stream video using a nonidentifiable username and avoid revealing any student names.
Tag and discuss performances by title of the poem rather than by student name.
If time-zone access is a problem, the performances can be viewed after being recorded, as
opposed to being viewed live.
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Pedagogy
Students are accustomed to reading and writing poetry in English class, yet few have the
opportunity to add voice, movement, and performance to their work, putting a new spin
on the question “Will you listen to my poem?”
Setup for the activity requires some preliminary work, depending on the activity’s scope.
Streaming student performances is only purposeful if there is an audience on the other
end. So you will want to consider partnering with a teacher who will be as motivated to
try this initiative as you are.
The driving factors here are the class objectives and goals. Connecting to an audience
hinges on what skills students need to exercise. For example, you may want to focus on
language play, point of view, and perspectives and, therefore, seek to partner with a class
in a community providing students with different opportunities and experiences than
those provided your own students. You can use a site such as http://globalschoolnet.org to
search for such a classroom.
At first, students may examine surface-level observations about eye contact, projec-
tion, or even inflection during the performance. Some might even critique camera angle
or balance of the tripod. With some prompting, students will move from observing to
listening.
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At this stage, comments and feedback shift to examining the actual text presented by
looking at literary elements (e.g., metaphor, tempo, voice), which can be amplified by the
writer and which help each participant in the discussion with their own writing. We call
this “listening as a writer.” Analysis will also include the pairing of specific movements
with lines of the text, sometimes in an attempt to “punctuate” the writing and at other
times in an attempt to elicit emotion from the viewer/participant.
Analysis may reveal cultural differences as well, both in lived experiences in rural
versus urban settings and in values of the ethnicities and communities within which
each student participated. For example, a prompt modeled from Whitman’s “I sing of
America…” might challenge students to write their own “I hear… I see…” poetry. Poems
(and their performance) can provide a specific, powerful lens into divergent perspectives
and experiences.
Because Ustream.tv allows for recording and archiving of streamed broadcasts, and
pairs easily with back-channel tools that record discussions, you and your students have
access to their work over the course of a semester—or for as long a span of time as the
project/work continues. This feature is important in opening up the opportunity for
students to analyze their work over time, reflecting on their growth and development and
the ways they have integrated the feedback received in earlier performances. In other
words, the digital video created serves as an artifact of student work in a specific context
and time. A collection of videos over time would provide the terms for a careful exami-
nation of how the analysis informed subsequent work, reflection, and goal setting—a
powerful example of reflective practice for any teacher.
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Each of these documentaries provides critical insights into ways advertisers are inten-
tional, strategic, and controversial in their methods for getting the attention of and
manipulating teenage consumers. You can have students view various clips from these
documentaries and analyze them, but more importantly, you can then have students
analyze various commercials as a part of a critical media literacy unit that draws on
these documentaries and related resources. PBS not only has both of these Frontline
episodes available online as streaming video clips, but they also have curriculum mate-
rials for teachers.
■ Shakespeare’s Romeo and Juliet and the film version of West Side Story
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Objectives
■ Students will be able to compose using digital video, audio, and still images.
■ Students will be able to promote a print text through the selection of key scenes or content.
Technology/Materials Needed
■ Access to still images and video clips, as well as music and other sound clips (any of which students
may acquire themselves or download from the web)
■ Digital video editing tools (such as iMovie, Movie Maker, or free web-based tools)
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Content
Often, the most effective uses of technology in the classroom are in direct response to
challenging instructional “puzzles” emerging from traditional or familiar activities.
For example, Web 2.0 technologies open up opportunities for an audience to view and
provide feedback on student work. For this project, technology provides an answer to the
instructional challenge created by independent reading tasks, often assigned in English
classrooms but rarely evaluated. Further, these tasks also put a spotlight on the student
readers in the classroom who are reading below level and for whom independent reading
is ineffective without teacher scaffolds and support.
The book trailer project challenges students to play with the genre of the movie trailer,
creating a short (2- to 3-minute) video that persuades viewers to read the text. Students
must read and reread the text, then develop a storyboard of images evoked by the content
of the book and write a script that advances the message within the trailer. Meaning in
this project is a function of images paired with a narrated script, but it is also multiplica-
tive, making the whole much greater than the sum of its parts. The final product should
resemble a film, not a slide show presentation.
Distribution is a critical component of the work. This project could be completed offline
through the use of school and local libraries (e.g., setting up a computer near the card
catalog). Web 2.0 tools make sharing book trailers with a broader audience a simple task.
The critical factor here is ensuring that students receive feedback on their work, ranging
from specific comments (perhaps posted to a blog), to a clustermap linked to the class
website or blog, to the hit counter on the bottom of a web page. Offline feedback can range
from a book of entries kept near a screening computer in the library, to a count of the
number of times the specific book has been checked out of the library after a user has
viewed the related book trailer. Part of making this activity relevant to your students is
ensuring an invested audience on the other end of the project.
Pedagogy
Students begin with reading. As useful as this activity is when linked to independent
reading, anchoring those selections to a specific prompt can also yield useful results.
For example, asking students to focus on a book they would recommend for “hooking” a
reluctant reader levels the playing field. The focus becomes the appeal of a book rather
than the reading level. Prompts need to consider both your instructional goals and the
particular context in which you teach. You might even consider partnering your class
with a class of younger reluctant readers and having your students target books for them.
After reading the selected text, students begin with a storyboard that visually maps out
the material they envision playing on the “screen” during the trailer. (See Figure 4.3 for
a sample page from a storyboard. For tips on storyboarding, see Chapter 7: “Creating
Digital Video.”) Running under the images are additional lines, sequencing narration
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with the images and layering in plans for sounds, effects, and motion. This work is all
preplanning and drafting, but it pushes students back into the text repeatedly to generate
the right content.
This work is done apart from the computer. Instead, your instructional talk should focus
on the genre of the movie trailer, considering what is shown (and what isn’t), how a “slice”
of content represents the fuller text, how soundtrack functions to create mood, how print
text functions when on the screen, and so on. Have students read sample movie trailers
and then reread the independent reading texts. Then have them continue to plan and
begin creating.
The next step of the work can occur largely outside of the classroom. Students need to
locate the digital content (images, music, sounds) that follows the cues in the storyboard.
Where students could use online image libraries for this work, they should be encouraged
to create original images. Creating original images is as much a tool for teaching about
copyright and fair use as it is a catalyst for students’ visual composing.
In the classroom, have students work on revising their work, writing recursively by
working back and forth between the image and the script (or text that might appear on
the screen), or writing, revising, and editing as ideas arise through discussion and peer
review.
After the script and storyboard are stable, invite your students to create their trailers in
the computer lab (or with laptops if a cart is available). Keeping this step brief ensures
that students maximize their time. Class instructional time needs to be focused on genre
study, reading comprehension, and multimodal composing, not on bells and whistles
layered on the trailer in extra lab time. One class period is likely more than enough time
to produce a well-developed trailer, especially when the precomposing and preplanning
were well conceived through the storyboard and script writing.
Where this work is driven by the pairing of good books and the power of self-expression,
publishing the trailers through a public viewing is an effective means of supporting
students’ work as readers, as writers, and as reviewers who can provide critique and
response when viewing work as a class. Having students show these during class is one
option, but you can also explore posting them online for public viewing as well. Further,
it is useful to examine different book trailers for the same text in order to examine
multiple readings, various perspectives, multiple ways of representing meaning-making,
and so on.
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F IG U R E 4. 3 . First page of a student storyboard for a book trailer about The Andromeda Strain.
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Create digital video thematic explorations. Your students are probably all too familiar
with identifying and defining vocabulary words, literary terms, and themes as a part of
their literature studies. Why limit them to the dictionary? Instead, have your students
work in small groups to brainstorm, write, storyboard, and film a representation of a
given term or theme—a DV Sound Bite (Young, 2009). For example, if you were going to
teach Orwell’s 1984, you might want to focus on the theme of conformity. In fact, you
might have students create a video as a prereading activity to bridge into a particular
thematic unit or piece of literature focused on a particular theme.
F IG U R E 4. 4. Front and back of DVD case students made for The Andromeda Strain
video book trailer.
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Then, you might have the groups create a second video after they have concluded all of
the reading and related work for the unit that has informed their understanding of that
particular theme. Afterwards, students can juxtapose the two videos to see if their unit
work altered their understanding and portrayal of the particular theme. Regarding
1984, chances are that students’ videos conceptualizing conformity will change from a
more benign representation prior to reading the novel to one that carefully considers the
oppressive nature of Orwell’s dystopian society.
Conclusion
THOUGH SEVERAL of the examples discussed in this chapter rely on newly emerging
Web 2.0 and multimodal composition tools, at the core of the work are the opportu-
nities such tools create for students to work as readers, writers, speakers, listeners,
and thinkers. As much as some of these tasks can be done in different ways without
technology or without the literacies new tools make possible, the right combination of
instructional challenge/task and writing space/tool allows us to amplify our teaching
and accomplish goals we couldn’t previously manage.
Teachers do not necessarily need to know each new tool that emerges. Nor does every
lesson or activity need to be deeply steeped in multimodal practices or new literacies in
order to prepare students for the 21st-century workforce. Different teaching contexts will
create different opportunities, some requiring us to go low-tech and trailing-edge. What
matters is creating opportunities for students to use multiple means for communicating
what they know and for communicating that knowledge within communities that can
put that knowledge to work.
In doing so, we ratchet up the possibilities for engaging students, creating purposeful
assignments, and challenging students to learn across multimodal texts using various
tools that provide opportunities for exercising the ways they are multiply literate. We
work to dissolve boundaries between inside and outside the classroom and help all
students become literate in the dominant media of their generation.
More and more, digital video is becoming the dominant medium in which students
engage—certainly out of school and increasingly in school as well. The activities
described here offer only a small glimpse of the larger picture of possible applications
for integrating digital video into English language arts instruction. However, they serve
to illustrate how students can engage in the critical acts of watching, analyzing, and
creating digital videos. These examples reflect a range of technologies, from simple tools
to more complex ones, from free, online tools to commercial ones.
As you design your own activities with digital video, keep in mind the various options
available to you and the ways in which you can maximize tools and resources to accom-
plish your pedagogical and content goals.
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Coiro, J., Knobel, M., Lankshear, C., & Leu, D. (Eds.). Handbook of research in new litera-
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Dalton, B., & Proctor, C. P. (2008). The changing landscape of text and comprehension in
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of research in new literacies (pp. 297–324). Mahwah, NJ: Erlbaum.
Lindfors, J. W. (1999). Children’s inquiry: Using language to make sense of the world. New
York, NY: Teachers College Press.
National Council of Teachers of English. (2008). The NCTE definition of 21st century
literacies. Retrieved from www.ncte.org/positions/statements/21stcentdefinition
Partnership for 21st Century Skills. (2008). 21st century skills map: English. Retrieved
from www.21stcenturyskills.org/documents/21st_century_skills_english_map.pdf
Young, C. A. (2009, March). Narrative and video in the English language arts classroom:
Digital video and new literacies: Vignettes from the Field Symposium. Paper presented at
the annual meeting of the Society for Information Technology and Teacher Education,
Charleston, SC.
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A search using the term “school project” on YouTube will reveal dozens of videos created
by students for school projects (Figure 5.1). These videos range from recordings of
science experiments, to music videos about social issues, to remixes of historical events
or classic films. The quality of these videos is also diverse, with some of them being well
planned and of high quality, and others being rudimentary and impromptu.
F IG U R E 5 . 1 . A selection
of YouTube videos created by
students for school projects.
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A number of educators maintain that informal learning (learning that takes place
outside the formal classroom context) is often mediated within a social context. Informal
learning can place a greater emphasis on social interactions and may lead to deeper
learning. The National Science Foundation now funds grants for informal science educa-
tion, designed specifically to support programs that use informal practices as tools to
enhance learning of science, technology, engineering, and mathematics.
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In its section titled Skills Framework, the Partnership for 21st Century Skills (2007) also
addressed communication and collaboration, delineating the following skills:
Communicate Clearly
■ Articulate thoughts and ideas effectively using oral, written and nonverbal
communication skills in a variety of forms and contexts
■ Listen effectively to decipher meaning, including knowledge, values,
attitudes and intentions
■ Use communication for a range of purposes (e.g., to inform, instruct,
motivate and persuade)
■ Utilize multiple media and technologies, and know how to judge their
effectiveness a priori as well as assess their impact
■ Communicate effectively in diverse environments (including multi-lingual)
These standards notably reflect the 21st-century environment in which today’s students
thrive and the type of workforce they can expect to enter.
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F o r m al L ear n i n g I n f o r m al L ear n i n g
Environments Environments
Constrained by time, both in terms of allocated May have constraints on allocated time,
time and pacing but not on pacing
Schools allow teachers a predetermined amount of Competitive teams, clubs, or after-school programs
time to address the required topics each day. The are usually given a specific amount of time in which
average school day is 7 hours, and a middle level or to meet with students, but there is typically more
secondary teacher sees each student for approxi- freedom in what topics are addressed and how
mately an hour each day. Teachers must meticulously time is used.
plan their instruction at the beginning of each school
year to ensure that each topic is covered before the
end-of-year assessment. Elementary teachers have
more flexibility in how they allocate time, but they still
must carefully pace their instruction so that each topic
is covered before the students are tested.
Teachers and students are accountable to the Opportunity to pursue learning of subject
learning standards, which may or may not be matter of personal interest
of personal interest Informal learning environments are typically
K–12 schools are accountable to state and district student centered and allow students to work
content-area learning standards that must be covered toward group or individual goals that interest them
in a finite amount of time. Although some students personally. In fact, this personal interest is what
will demonstrate genuine engagement with the normally draws students to join such groups.
subject matter addressed by their teachers, most of
them will do the required work in order to sustain
acceptable grades, maintain their eligibility for extra-
curricular activities, or avoid negative consequences
from parents and teachers.
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Video-sharing websites host instructional videos ranging from class lectures, to screen-
casts of commonly used software applications, to physical demonstrations. These videos
are posted by people with a personal interest in some particular subject matter, and
they are accessed by people with a similar interest and a desire to learn something new.
For example, one of the most highly viewed YouTube videos in past years was that of a
popular hip-hop and dance artist, in which he demonstrated step-by-step how to do his
signature dance. The video is four minutes long and to date has been viewed over 41
million times! Sixty-seven thousand of those viewers have rated the video (on a 5-star
scale), more than 52,000 people have left a text comment, and nearly 400 viewers have
created their own video in response to this one. A more detailed analysis of this video
reveals not only who is watching, but how they are watching the video. Programmers on
the YouTube team have been able to measure at which point viewers quit watching the
video, and they have determined that many viewers watch the video until a certain dance
step, then rewatch that dance step multiple times by dragging the scrub bar backward.
This scenario, though not academic in nature, serves as an example for how teens are
using web-based video to learn things that are of personal interest to them.
Before the students began filming, they read background materials for each of the sites
they would be visiting. This activity helped them develop an overall theme for their movie
as well as plan out the exact monuments and locations they wanted to capture for their
film. Knowing what they were looking for ahead of time helped the students use their
time more efficiently while at the sites. They knew that time lost at the sites was time lost
forever, because there was no time to go back and reshoot footage.
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Students also had the opportunity to practice capturing footage from a variety of
perspectives and with different amounts of lighting. They would take turns with the
camera capturing images of the same objects from different angles, then compare those
images and video clips to evaluate which would be most effective for different parts of
their movie. Again, students could maximize their time while on location and create the
best movie possible using the time they were given.
Having a plan for which footage the students wanted to capture also inspired sponta-
neous ideas once they were on location. For example, while in Harper’s Ferry, one of
the groups saw some girls in traditional costumes singing songs from the early 1800s.
The group member with the digital audio recorder quickly ran over to capture a few of
their songs, which became part of the background music for their movie. Other groups
captured video and audio of tour guides, storytellers, and historical reenactors, which the
groups were not expecting to see but knew would enhance their movies.
Once the students were back at the school, they began working on their movies. In order
to manage the workflow of these projects, the students were given specific directions
about which tasks had to be completed and in which order. For example, the students were
told to load all of their media onto the computers, using folders to separate images, video,
and audio. They then engaged in the task of editing their movie down to four minutes or
less. One of the adult sponsors was required to monitor their progress before they were
allowed to proceed to the next step in the process.
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The groups finally finished their movies, complete with sound and special effects, and a
local filmmaker was brought in to speak to the group and view the movies. The students
were able to share what they had learned not only about each period in history, but also
about leadership and the process of making movies. The movies were all burned onto a
DVD for the students to take with them, and they were posted to the host organization’s
website as a way to attract future participants.
Travelers used an assortment of technology they carried around with them in backpacks
(including a wireless laptop, a voice recorder, a digital camera, and a headset with micro-
phone). Many travelers updated their blogs every other day, enhancing their posts with
photos, digital stories, and podcasts. Through the comments feature, friends and family
members could easily respond to posts and become part of the adventure.
Another student’s work while on an educational tour in Peru led to the development of
a rich website, which among other things provides WebQuest-type lesson plans. Her
Anything But Square Design website can be viewed at www.anythingbutsquaredesign.
com.
A classroom teacher on the same Peru trip not only used her blog, iChat, and Skype to
communicate with her students back home in California, but extended rich work in
the exploration of water quality in many ways, even after the trip’s conclusion. (See
Figure 5.3 and http://web.mac.com/elainewrenn/Site/Welcome.html.)
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F IG U R E 5 . 3 . Screenshot of
Elaine Wrenn’s blog about her
educational trip to Peru.
Using a GPS device, some travelers have engaged in geocaching, a contemporary form
of treasure hunting. (See www.geocaching.com.) Increasingly, geocaching activities are
being integrated into educational experiences, from social studies to geology to library
sciences (see, for example, Lewis & McLelland, 2007; White-Taylor & Donellon, 2008;
Wright, Inman, & Wilson, 2008).
By combining Google Earth and Keyhole Markup Language (KML), usually zipped as
KMZ files, with geocaching, students can make rich videos that reflect geocaching
adventures. The Google Earth Blog (www.gearthblog.com/reference.html) provides many
resources for those who wish to explore the integration of these tools. In addition to
enhancing 21st-century literacies, the application of digital media and web tools to inter-
national travel experiences provides a level of engagement and opportunity for reflection
that can only deepen global education.
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The students and teachers involved in the project were asked to use these digital media
tools to tell community stories related to World War II, ranging from interviews with
veterans, including grandparents and local politicians, to little-known community
WWII stories.
Student and teacher engagement was high throughout the duration of this project.
Community fascination with the work of these students and teachers was so high that
participants were given unusual access to local and statewide leaders (including the
current and two former New Jersey governors, Figure 5.4). One team was even allowed to
interview key figures involved in the making of the Burns documentary.
The multimedia projects created in this initiative were broadcast to viewers through
a number of delivery systems, from podcasts to YouTube videos to local cable TV
broadcasts. An estimated 35,000 people viewed the resulting projects (including large
numbers of cable television viewers). As some of the work is now available through
iTunes U, these numbers will likely grow.
Once the project was completed, faculty and staff began to consider how these tools and
techniques could be imported into other curriculum projects. One teacher used the same
tools to engage students in a water quality study of a local pond. She also podcast that
work. The incentive to replicate highly visible and successful projects cannot be underes-
timated. Additionally, when these successful digital media projects featuring community
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and political leaders receive positive public scrutiny, future integration of digital media
projects into the curriculum is greatly enhanced and usually received with enthusiasm.
These few rich examples of learners engaged in informal learning through digital
media outside traditional classroom settings encourage us to consider more seriously
how digital media connect with the goals of sound classroom pedagogy: engaging with
rich content, working in collaborative environments, demonstrating competency when
researching a topic, and exploring 21st-century literacies.
You can empower students to become even more proficient in activities that naturally
interest them. Organic experiences derived from informal learning opportunities can be
channeled into more goal-oriented activities. When students are creating digital videos,
their normally spontaneous tendencies can be supplemented by thorough planning (such
as storyboarding) that will result in less editing after the initial shooting and a more
focused production. Purpose, message, meaning, and audience can all be considered at
the front end of a project.
Find out what students want to learn about filmmaking and allow them to pursue those
interests. Classroom projects using digital video typically do not allow enough time for
students to experiment with many of the techniques they have seen used in the movies
they watch. Ask students what movies they like to watch or what characteristics they find
interesting in their favorite movies. There may even be time to watch clips from movies
that illustrate these techniques. If the students are old enough, they can fill out a short
survey or questionnaire about what they hope to learn from participating in the activity.
Students in the enhanced field trip example were given the opportunity to explore
different angles, lighting, and perspectives. They were given several brief challenges to
see who could come up with the most creative angle or perspective. Participants spread
out over a large area of grass could be seen on their bellies, sitting on each other’s shoul-
ders, and even hanging upside down from trees. They learned that every single aspect of
a movie must be carefully planned out, and that changing even one angle can alter the
movie’s interpretation.
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Video is becoming synonymous with live-action footage captured with a camcorder, but
there are other forms of filmmaking that students may find engaging. Informal learning
environments provide a good opportunity to introduce alternative filmmaking tech-
niques, such as stop-motion animation and clay animation. These forms of filmmaking
create opportunities to introduce other skills, such as how to use various computer soft-
ware programs, photography, and sculpture.
Provide general themes and allow students freedom to be creative within those themes.
This format has traditionally been used by National History Day, where students are
given a general theme and have the freedom to explore any facet of history they find of
personal interest. For example, the theme for National History Day during the 2008–
2009 school year was The Individual in History: Actions and Legacies. Variations on this
theme included documentaries about individuals ranging from Clara Lemlich to Ben
Kuroki to Rachel Carson. Themes help provide structure to a film project, yet they allow
enough freedom for personal expression.
When possible, shoot video footage at various locations, such as historic sites, local
attractions, and authentic settings. Students may also enjoy capturing footage in
various locations at their school. For instance, a group of third grade students recently
wrote a story about a day their teacher was missing. They physically went to the loca-
tions in their story (such as the office, janitor’s closet, and gymnasium) to shoot the
scenes of their story. Had this project been done in a formal classroom environment, the
students would likely have disturbed other classes and would have taken time away from
other subjects. While on field trips, teachers are preoccupied with student behavior and
making sure they all get on the bus, making it difficult to use those opportunities for
capturing video. Informal learning environments typically have fewer students and allow
teachers to work more closely with students.
Allow time for students to explore postproduction techniques, such as sound, visuals,
and special effects. This very well may be the reason students chose to participate in
the first place. If not told otherwise, students will immediately begin adding special
effects to their movies before editing the content. Students growing up during this time
in history have probably viewed thousands of movies in their lifetimes, and they are
eager to reproduce some of the effects they have seen created in their favorite films. As
an example, during the media-enhanced field trip, two boys asked one of the sponsors if
he knew how to create the “Matrix effect” using iMovie. After the students had reached
the required benchmarks, the instructor showed them how to replicate the desired
effect in their own movie. This, in turn, led other students to want to learn other special
effects techniques, some of which the instructor did not know how to create. Because
the schedule was somewhat flexible, the students were able to explore iMovie and help
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each other fine-tune their movies with sound effects and video filters. Opportunities like
these can dramatically increase students’ engagement in the filmmaking process.
Teachers and sponsors should seek out opportunities for students to showcase and
improve their work. There are currently several ongoing contests involving film and
video:
■ Studentfilms.com (www.studentfilms.com)
Conclusion
ALTHOUGH YOU may face many barriers (such as limited bandwidth, outdated equip-
ment, restricted Internet access, and Internet safety issues) in trying to integrate
emergent media and digital video into your curriculum, we encourage you to continue
your commitment to providing the best education possible to your students. Such a
commitment to today’s youth will prepare students to be active learners equipped to fully
participate as citizens in the 21st century.
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References
International Society for Technology in Education (ISTE). (2007). National educational
technology standards and performance indicators for students. Retrieved from www.
iste.org/Content/NavigationMenu/NETS/ForStudents/2007Standards/NETS_for_
Students_2007_Standards.pdf
Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation.
Cambridge, UK: University of Cambridge.
Lewis, G. B., & McLelland, C. V. (2007). EarthCaching—An educator’s guide. Retrieved from
www.geosociety.org/earthcache/WebBook/EarthCaching_EducatorsGuide.pdf
Partnership for 21st Century Learning Skills. (2007). Framework for 21st century
learning: Communication and collaboration. Retrieved from www.21stcenturyskills.org/
index.php?option=com_content&task=view&id=261&Itemid=120
Prensky, M. (2001, October). Digital natives, digital immigrants. On the Horizon, 9 (5).
Rainie, L. (2009, January). Teens and the Internet. Presentation at the Consumer
Electronics Show—Kids@Play Summit [PowerPoint slides]. Retrieved from www.
pewInternet.org/~/media//Files/Presentations/2009/2009%20-%201.9.09%20-%20
Teens%20and%20the%20internet-%20CES.ppt.ppt
Wright, V. H., Inman, C. T., & Wilson, E. K. (2008). Get up, get out with geocaching:
Engaging technology for the social studies classroom [Electronic version]. Social Studies
Research and Practice, 3(3). Retrieved from http://socstrp.org/issues/PDF/3.3.6.pdf
T e a c h i n g w i t h Digi t a l v id e o
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P A R T 2
digital video
technology
CHA P T E R 6
acquiring
digital video
DURING THE past several decades, of digital tools to be more precise,
an almost complete transformation better sounding, clearer looking,
has taken place in the way informa- and in general, superior in overall
tion is created, shared, and used. quality and convenience. Certainly,
The use of traditional analog tools the ability to easily, quickly, and
such as typewriters, phonograph inexpensively record, edit, and
records, films, and standard tele- share digital moving images has
visions has declined as they have been revolutionary for amateur
been replaced by their digital coun- videographers of all ages.
terparts: computers, compact discs
and MP3 files, digital videos, and
high-definition broadcasts. Most
people consider this new generation
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Whereas editing and sharing video is addressed in subsequent chapters, this chapter
provides an overview of the various ways in which digital video can be acquired:
The chapter also includes links to a website with some tutorial-style instructions for
various methods of acquiring video and sample videos demonstrating how these tech-
niques can be used to create educational multimedia projects.
Windows Media Player from Microsoft and Apple’s QuickTime player are commonly
found on desktop and laptop PCs and Macintosh computers, respectively, and new
versions with added features are frequently released and easily downloaded and
installed.
FLV players, for viewing clips in the more recent Flash video format, are available for
Windows and Mac and can be downloaded for free from CNET at www.cnet.com/
topic-software/flv-player.html.
Just as digital images can be saved in different file formats such as JPEG, GIF, BMP,
and PICT, digital video can be saved in a variety of file formats as well. Common digital
video file formats are listed in Table 6.1, and some of the most popular free video player
applications are listed in Table 6.2.
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F i le F o r m at E x te n s i o n C h ara c ter i s t i c s
Operat i n g F i le F o r m at s
P la y er s S y s te m Supp o rted
Windows Media Player Windows .avi, .wmv, .mpg, .mov, .mp4, .flv
VLC Mac and Windows .avi, .wmv, .mpg, .mov, .mp4, .flv
RealPlayer Mac and Windows .rm, .avi, .wmv, .mpg, .mov, .mp4, .flv
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offline or outside its web context. Or you may want to extract a short clip, remix the
sequence of a video, or combine (or “mashup”) multiple videos.
You probably already know how to download (or save) still images from websites, but
downloading video from the web can be a bit more complicated. Not all digital video files
found on the web are designed to be downloaded. Many are “streamed,” which allows the
video to be delivered to your computer gradually so it can begin playing more quickly;
that is, you do not need to wait for the entire clip to be downloaded before playing. The
disadvantage of this process is that many streamed video files cannot be easily saved
for later viewing, nor can they be transferred from one computer to another. The files are
only temporarily stored on your computer and disappear once they have been watched.
Some video repository sites, such as TeacherTube and the SITE Screening Room, provide
their own video downloader. The YouTube website (www.youtube.com), which is one of the
most popular web resources for finding and viewing video clips, does not. The following
section describes a variety of ways to transfer video from the web to your hard drive.
F IG U R E 6 . 1 . The Save As
option in Windows Media
Player is located under the
program’s File menu.
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Some recent versions of popular video players such as RealPlayer include an option for
downloading video clips, including Flash-based videos and some streamed videos, from
the web. The free player from www.real.com comes with both a web browser button and a
mouse-over feature that allows users to download video clips directly from web pages.
Not only can you use these programs to capture video from the web, but you can also
create your own instructional videos, or “screencasts,” for any computer-based activity.
Camtasia Studio for Windows, by TechSmith, and Adobe Captivate for Windows are
both fairly expensive programs, but they include numerous features not found on other
screen-recording programs—the most valuable of which is the capability to edit the
video and audio captured with the respective programs. Neither Camtasia Studio or
Adobe Captivate are currently available for the Macintosh operating system.
Snapz Pro X (Figure 6.2) is available for Mac users. It includes fewer features than
Camtasia or Captivate, but SnapZ Pro is considerably less expensive and is a popular
alternative for Mac users interested in creating screencasts. A number of free programs
are available as well (see Table 6.3), although they generally do not include editing
capability. To edit video captured with these programs, you would need to use separate
video editing software.
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Operat i n g
P r o g ra m D o w n l o ad L i n k
S y s te m
F IG U R E 6 . 3 . Screenshot
showing selection of a direct
URL to a YouTube video.
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The process for embedding YouTube videos is simple and straightforward, although video
creators may disable the embed feature. If the embed feature is enabled, copy the HTML
snippet found on the YouTube page for the video. Figure 6.5 shows an example of what
the HTML snippet looks like.
F ig u r e s 6 . 5 . Detail of a
YouTube page showing the embed
code for the video.
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You may also want to uncheck the box that allows other “related” videos to be suggested
at the end of the video you’re embedding (Figure 6.6). Sometimes the videos that are
suggested are not appropriate for students to see.
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VHS Tapes
Even though VHS tapes are gradually being replaced by DVDs and other digital video
technologies, large numbers of them still exist in households, schools, and libraries
throughout the world. Some of these VHS tapes contain video segments with educational
value. Transferring VHS video to digital format requires specialized hardware and
software. Many different devices and software programs are available that can be used
together to extract and preserve video stored on VHS tapes.
Pinnacle creates several easy-to-use and affordable packages. An example is their Dazzle
Video Creator, which retails for $90 and allows you to connect an analog camcorder, VHS
player, or DVD player through S-video or RCA cables to a capture device that interfaces
with their video editing software (provided). They make a similar package for Apple
computers, called Pinnacle Video Capture for Mac, for $100. They also have the Dazzle
DVD Recorder, for $50, which digitizes from a VHS player
directly to a DVD burner. Another company that manufactures
using vhs analog video digitizers is Canopus, which makes the entry-level
ADVC55 and ADVC110 (Figure 6.7).
More information on
digitizing video clips The video digitizer is connected to a VCR or analog camcorder,
from which it will receive the analog video signal, and then to
from VHS tapes and a
a computer, which will be used to view the video and complete
sample digital video the digital conversion process. With some products, including
project using such clips those created by Pinnacle, all of the required software for digi-
tizing analog video is included. With products such as those
may be found online at
created by Canopus, a separate software program that can
http://site.aace.org/ capture the digital signal is usually needed (unless the signal
video/books/teaching/ is being sent directly to a recording device such as a stand-
acquire/video2.htm. alone DVD burner). Most commercially available video editing
software packages, for example, Adobe Premiere Elements 3 or
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DVDs
DVDs can also be a good source of educationally useful video; however, most commercial
DVDs of movies or television shows contain copy-protection encryption. The process
of extracting clips described here works only with DVDs not
containing this anti-copying technology. Extracting a video
using DVDs clip from a DVD refers to rerecording a particular segment of
the disc, rather than copying an entire disc. In most software
More information on designed for extracting clips from DVDs, you must set the
digitizing video clips from start point, the precise place on the disc where you want the
DVDs and a sample digital
video clip to begin, and then set the end point, the precise place
on the disc where you want the video clip to end. Once those
video project using such parameters are selected, the software rerecords the segment,
clips are available online at creating a new digital video file.
http://site.aace.org/video/
Commercial software that can accomplish this process includes
books/teaching/acquire/ Cinematize 2, which is commercially available for $129. Free
video4.htm. applications that perform the same basic functions are also
available, although they lack some of the more advanced
features. They include MagicDisc 2.7, Ashampoo Burning
Studio Free 5, AV DVD Player Morpher 3, and HandBrake 0.9
for Mac. (The AoA DVD Ripper SE 5, and the Easy DVD Ripper & Converter 3 are free to
try but $35 to purchase.) The free software is probably sufficient for most educational
purposes, and the free-to-try software can always be field-tested before committing to
purchase.
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audio along with the video, usually from either a built-in microphone or an external
microphone connected to the camera. Beyond these generalities, the price of a digital
camcorder is dependent on the level of sophistication of the additional features it
provides. To avoid wasting money on unnecessary features, you should know which
features are most important for your needs:
■ Lens. Most consumer digital camcorders (up to $1,000) have a fixed lens
permanently attached to the camera. Prices vary widely, usually correlated
to the quality of the optics. More expensive camcorders have increasingly
powerful and sophisticated lenses, which affects color saturation, image
clarity, low-light adaptability, depth of focus control, and other attributes.
Lenses can also differ in their ability to focus at a far distance (telephoto), to
focus at a close distance (macro), or to change from one distance to another
(zoom). Under extreme conditions, such as recording at night or from very far
away, the quality of the lens might be the difference between a useful shot and
a useless one. Sophisticated lenses are one of the most underutilized features
of many camcorders, however. Don’t pay hundreds of extra dollars for a lens
that is more elaborate than you really need.
■ Viewfinder. The viewfinder is the part of the camera you look through to see
what the camcorder is recording. Many older camcorders used a through-the-
lens viewfinder, which works the same as a traditional film camera. There
was a transitional period during which many digital camcorders had both an
electronic viewfinder and a through-the-lens viewfinder, but that is no longer
the trend. More modern camcorders use only electronic viewfinders, which are
actually tiny television screens that display the image the camera is seeing.
More advanced viewfinders display wider ranges of motion, up to 360 degrees,
so that operators can point the camera at themselves and still see the view-
finder. Be sure to try out the viewfinder on any camera you are considering for
purchase and determine whether it meets your needs.
■ Focus controls. Focus controls allow the camera to adjust the focus of the
picture as it is recording. Some older cameras can only be focused manually,
usually by turning a ring on the lens, whereas newer camcorders have an
automatic focus feature. Consumer camcorders are usually best left with focus
features set to automatic even when they do have manual overrides.
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■ Image capturing device. Older video cameras used picture tubes to capture
the images they were recording, but today’s digital camcorders use electronic
chips such as CCD (charge coupled device) and APS (active pixel sensor) that
will eventually replace tube cameras entirely. The quality and size of the
image capturing device is probably second only to the quality and size of the
lens in influencing the price of a digital
camcorder. Usually, each sensor on the
image capturing device corresponds with
a pixel in the resulting digital image. An camcorder
image capturing device with an array of costs
sensors 480 high by 640 wide is consid- High-definition camcorders
ered standard definition, whereas an
can easily cost two to three
array of sensors at least 720 high by 1280
wide is considered high definition. The times more than standard-
maximum number of pixels contained in definition versions offering
the captured video is directly determined
similar features. Consider
by the image capturing device.
how the digital video
■ AC power supply and battery. All shot on a camcorder is
camcorders need power to operate. They
going to be used. If you
can get their power either from an auxil-
iary AC power supply or from a battery. will be playing the video
It is generally a good idea to use the AC on computer monitors
power supply when you have access to
or standard-definition
electricity and reserve the battery for
situations where no electricity is avail- television screens, a
able. Some cheaper camcorders operate camcorder that records in
strictly on batteries (usually AA), but high definition may not be
most have an input for an auxiliary AC
worth the extra expense.
power supply. A battery provided with a
camcorder can vary in size, with a usual
running time of 30 to 90 minutes. Larger
batteries are often available for purchase
but become increasingly heavy and expensive. A 6-hour battery might weigh
almost as much as the camcorder itself and cost in excess of $200. Be sure to
gauge your power needs and plan any extra costs into your budget.
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(continued)
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Adjusting sound clarity. For some videos, both sound and motion are important. When sound
is included in the video, think about how to improve its quality. Shooting a video with high-
quality sound is easier than editing sound problems out of the movie. Most digital video cameras
have built-in microphones that work well when the event is near the camera. External wireless
microphones would be useful for events that are farther away from the camera. Be aware of other
noises, such as air vents, overhead fans, and animal noises, that could be a distraction in the video or
that could degrade the quality of what is to be heard.
Sharing your product. If you plan to share your video with other teachers, you may want to produce a
few different versions so they can use it differently. Some teachers may not wish to use the questions
you included in the movie title pages and would like to edit the movie using their own questions.
Or perhaps others would not want to use the audio you use in your class and would prefer to create
their own audio track. Still others may want to use a portion of your video in an online test. Create
transportable video that others could repurpose into new activities.
Mini-DV camcorders. A large number of camcorders record video onto a tape cassette,
one much smaller than a VHS tape. Many digital camcorders record video onto mini-DV
(digital video) tapes (Figure 6.9), which generally allow recording of either 60 or 120
minutes, depending on which of the two quality settings is used. The mini-DV format
is still a popular choice for those just starting out with digital video or those who have
inherited an older camcorder. Mini-DV camcorders have become one of the cheapest entry
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points into standard-definition recording and can be found under $200. One disadvan-
tage of mini-DV is that the video must be transferred to the computer’s hard drive, which
can be a time-consuming process. However, an advantage of this format is that the tapes
can be easily stored, which can be useful when important video material needs to be
preserved.
Flash memory card camcorders. Flash memory camcorders record to a flash memory
card, a common storage medium for digital information that includes a variety of
different types from different manufacturers, including secure digital (SD) cards,
memory sticks, and compact flash (CF) cards. These media make the video recordings
easily portable, as the memory cards can be replaced to increase recording capability
and can also be moved to other devices, such as computers equipped with memory card
readers. An advantage of flash memory card camcorders is that the footage can be trans-
ferred to a computer’s hard drive from the flash memory card as a folder full of data
files. This is a much faster transfer process than capturing footage, as is required with
mini-DV tapes. Further, specific video clips can be transferred individually for maximum
efficiency.
Hard disk drive camcorders. Hard disk drive (HDD) camcorders, as the name implies,
record video information onto a hard disk built into the camcorder. As with a computer,
the information is stored internally, and no external medium is required for the video
recording. Many HDD camcorders also include the ability to record to a memory card, so
you have two choices for storing the video you shoot. This type of dual recording format
is generally marketed as a hybrid camcorder. Like flash memory card camcorders, hard
disk drive camcorders can be treated just like an external hard drive by your computer.
The process of transferring files to your local hard drive from the camcorder then
becomes almost identical to the process of transferring video clips from a USB thumb
drive. Similar to the flash memory camcorder, you can transfer entire folders of video
clips, or select individual clips to copy.
Mini-DVD camcorders. Some digital video camcorders can record directly to a mini-
DVD. The major advantage of recording video on mini-DVDs is that the finalized disc
can be played back on most standard DVD players, as well as on computers with a DVD
drive. Recordings can then easily be stored on these small discs for later use or for more
permanent archiving. However, once a disc has been finalized, it cannot be reused. Some
digital camcorders are available that can record to both a mini-DVD and a memory card.
DVD camcorders had a period of popularity, but they have now generally been replaced in
the market by camcorders that record directly to a flash drive, hard disk drive, or hybrid
combination.
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they record video of moderate quality to an internal memory chip. However, connecting
the camcorder to a computer to transfer the video is simple via the camera’s built-in USB
connector. The combination of low price, ease of use, and portability has helped make
these devices currently among the best-selling camcorders available. If you are unsure
that the moderate image quality of the Flip Video will suit your needs, perusing the many
YouTube videos demonstrating the use of the Flip should provide guidance.
Digital still cameras. Many digital still cameras include the capability of shooting video,
potentially eliminating the need to own both a digital camera and a digital camcorder.
Although the quality of the video shot with one of these cameras may not be as good as
with a dedicated digital camcorder, the convenience and reduced cost of having a single
piece of equipment may be attractive for many teachers and students. In addition, some
digital cameras that record video also include software for easily uploading videos to
YouTube.
Conclusion
AS YOU can see, a wide variety of ways exist for acquiring digital video for classroom
use. As with all technology, digital video technology is evolving at a dizzying pace. New
software programs will continue to appear with regularity, as will new camcorder models
and more powerful digital video devices. The information presented here should serve as
a starting point for exploring the dynamic opportunities afforded by digital video.
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CHA P T E R 7
creating
digital video
USING STILL images and video projects—primarily with digital
clips, teachers can create their own video editors. Regardless of how you
videos to engage, inform, and chal- acquired the video and depending
lenge students, while students can on the digital video editing software
create videos to explore the world you choose, you can complete the
around them and communicate following tasks:
their ideas and understandings.
■ Make a movie from still
Previous chapters described a images alone
number of ideas for creating
video in the context of learning ■ Extract clips of specific
educational content. This chapter scenes from longer video
describes a variety of tools you ■ Trim or delete unwanted
can use for implementing those
video footage
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The general process for creating video is similar across video editing software programs.
1. Import your collection of images or prerecorded video into a project bin. (The
software may enable you to capture video not already on your computer.)
2. Place the video(s) and/or images in the timeline or storyboard in the sequence
you wish to display them.
3. If you wish, you can add special effects to video or images and transition
effects between video and images. You may also add text-only slides or add text
over video or images. Most programs allow you to add sound, such as music or
narration, as well.
4. When you have finished creating and editing, save your video in a format that
will work with a media player.
photo story 3
Making Videos Using Only
Still Images
Photo Story 3 is a free program
A NUMBER of inexpensive and user-friendly video editing
available for Windows XP,
software programs are available today that make creating
Vista, and Windows 7 digital videos easier than ever before. The most basic of
operating systems. these programs is the wizard-based model used in applica-
tions such as Microsoft Photo Story 3, which can be used for
Download from www.
creating a video from only still images (Figure 7.1).
microsoft.com/windowsxp/
using/digitalphotography/ To create a video from digital images with a program such
as Photo Story, import the photos you want to use and
photostory/default.mspx.
arrange them in order in the timeline. Photo Story auto-
matically adds zooming and panning motion to the pictures
you import, also known as the “Ken Burns” effect (named
after the filmmaker who pioneered the use of this technique
in his historical documentaries). You can easily customize this motion to emphasize a
particular area of the image (Figure 7.2).
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d. Blank slides may also be used to create a fade between two still images.
Image of NASA rocket Blank slide used for fade Next image of spacecraft
e . Transitions may also be applied between two still images so that a visual effect is
displayed as one image changes to the next.
The wizard-based screens in Photo Story 3 walk you through additional tasks, such as
adding titles to pictures, recording audio narration with a microphone, adding music,
and saving your work. When a project created in Photo Story is completed, two files are
created and must be saved. The first is the project file, designated by the extension .wp3.
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F ig u r e 7. 2 . The Customize
Motion Wizard in Photo Story 3 allows
zooming and panning.
This file allows you to open the project at a later time, which may be helpful if you want to
make changes to the project, add more images, correct mistakes, and so forth. The other
file Photo Story saves is a video file in the Windows Media Video format (.wmv) so the
completed project can be played back on a computer.
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Operat i n g
P r o g ra m S y s te m C h ara c ter i s t i c s
Scaled-down version of the more professional
Adobe Premiere Windows Adobe Premiere software but has most features
Elements students and educators will need
Most video editing software programs pictures, full-motion video clips use
provide different options for viewing and a sequential series of still images,
working with video clips, most commonly although most video clips use 30
the timeline view (Figure 7.3) and the story-
frames per second, rather than 24.
board view (Figure 7.4). Each view provides
a working layout of the media elements
being used.
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a . The clip size slider in Apple’s iMovie software can be used to adjust how
much or how little of a video clip is displayed in the editor.
In the timeline view, you can expand or reduce the magnification of the video clips to see
either more or less detail, even viewing individual frames of the video clip. You can also
add video effects, audio, and text overlays in this view.
One of the most popular video editing software applications for the Macintosh is iMovie.
Like Premiere Elements and Windows Movie Maker, iMovie by default displays video
clips in a timeline in which one thumbnail image is shown for every five seconds of a clip.
The view in iMovie may be expanded by clicking on the clip size slider (Figure 7.5A) and
dragging to the right or left.
Trimming Video
One of the main uses of video editing software is removing unwanted footage, also
known as trimming the video. To trim a video clip, you need to place the video clip in the
storyboard, then switch to the timeline view. Usually, you can trim the beginning of the
video by dragging a vertical bar on the left to the point in the video where you would like
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it to begin. You trim the end of the video by dragging a bar from the right to the point
where you want the clip to end. The software does not actually delete any portion of the
original video clip, but instead removes portions of the clip from the timeline so that
they do not show up in the final rendering of the video project. Therefore, all trimming is
reversible, so long as the original file remains accessible.
When capturing footage that will later be trimmed, you may want to leave several addi-
tional seconds at both the beginning and end of the video. This way, you can include
transition effects (such as cross dissolves) without losing any of the action you want
viewers to see.
Extracting short clips from a longer video can be achieved in multiple ways. If you are not
limited by hard drive space, you can capture an entire video on the computer, then trim
as described in the previous section. If computer storage is limited, then capture only the
sections of the video you need. This second method requires previewing the footage in
order to plan in advance which portion(s) of the video to capture. To rearrange these sepa-
rate scenes, use either the timeline or a storyboard view to place the clips in a sequence
from left to right to determine their order of play.
Depending on which video editing program you use, a number of special effects may be
added to video or images. Effects are generally added in the storyboard view.
Most programs include a collection of preset effects that you can apply to individual
clips, such as fading in and out, increasing or decreasing brightness, changing colors,
aging, zooming and panning, and pixelating. You can also choose from a variety of tran-
sition effects to be placed between video clips or images. Transitions can be helpful for
cluing the viewer that one clip is ending and another is beginning, which is not always
necessary. If you choose to add a transition, it will begin while the first video clip is still
playing and will play through the beginning of the next video.
Most programs allow you to add title and credit screens, text-only frames between clips,
and text over video or images, all of which can be animated. These are usually viewed in
the storyboard view.
Students can get caught up in experimenting with effects and transitions and text
animations, wasting hours and sometimes even running out of time to complete their
movie project. Although these effects can sometimes enhance a video, gratuitous special
effects can actually distract viewers from the content. Remind your students that less is
more when it comes to special effects. Special effects should be used only when necessary
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to augment a portion of the content or to smooth out the transition between sections
of content. Students should focus first on providing interesting and useful content to
communicate their message effectively.
Before beginning a video project, you might talk with students about how to prioritize
their time and the relative significance of special effects and audio (discussed in the
following section) to your assessment of their work. Special effects and music can seem
like much more fun to students than the content they should be learning or presenting,
so they will need clear direction about where to focus their time.
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Adding Audio
Most video editing programs allow you to add music, sounds, and voice-over narration.
You must import audio files into the program’s project bin and then add and view them
from the timeline view. Within these programs, you can usually at a minimum adjust the
volume, mute, fade in, and fade out.
Audio is best used to channel the attention of the audience toward the portions of the
content that deserve highlighting. Similar to special effects, music and sounds can either
focus attention on the key components of the movie or distract the viewer from the point
of the message.
Remind students to keep the volume of background music low enough that it does not
overwhelm dialogue or narration in the video. You might also note that narration can
provide useful information to the viewer, but if it merely describes what is clearly visible
in the video image, it is rarely an improvement.
Most video editing programs save your work as a project file with a filename extension
proprietary to the program you are working in. In Photo Story 3, all of the components—
images, text, narration, music, transitions, and effects—are included in the project file
you save (.wp3 file). The project files for nonlinear video editors contain only the instruc-
tions for how the various components will work together, but do not contain any of the
images, audio, or video clips. This is an important difference in the way these two kinds
of software programs work. You must make sure that all of the media used in the video
editing project are saved in the proper location in order for the project to open properly
for additional editing. In practice, this means that when you use a nonlinear editor, all
media assets that you have imported into the project bin are linked via a pathway that
can be broken if the asset is moved or renamed. If this occurs, use the software’s options
to relink the assets when next opening the project file.
Another common feature of video editing programs is that they allow you to export a
completed video project to other formats. Two of the most common methods of exporting
edited video are saving the video for playback on a computer and creating a DVD that
may be played either on a computer with a DVD drive or on a DVD player connected to a
television set.
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tools that may serve as a useful starting point for teachers interested in experimenting
with digital video editing and sharing over the web.
These online resources are also important in that they provide us with a glimpse of where
video editing technology may be headed in the not-too-distant future. Because they are
web-based, they are able to change quickly and keep up with the new developments in
video technology that are certain to come.
Na m e W eb s i te L i n k
Photobucket http://photobucket.com
Camtasia Studio for Windows includes a work area with a clip bin, preview window, and
timeline similar to those found in other video editing software programs (Figure 7.6).
Video and audio captured with Camtasia Recorder can be edited with Camtasia Studio’s
editing feature.
Camtasia Studio includes many additional features that can increase the educational
effectiveness of a screencast, such as captions, text labels, quizzes, and surveys that may
be added to a screen recording. For example, a quiz may be created and inserted into the
middle of a screencast video. The quiz will pause the video, and a question will appear on
screen. Your screencast could include questions
at certain points that require an answer before
sample screencast
the screencast continues playing. As shown in
Figure 7.7, you can add different types of ques- A sample screencast created
tions including multiple choice, fill in the blank, with Adobe Captivate may be
and short answer.
found at http://site.aace.org/
Adobe Captivate for Windows is another video/books/teaching/create/
program that can be used to create and edit captivate/test1.htm.
high-quality screencasts. Captivate has the
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F ig u r e 7.6 . The work area in Camtasia Studio F ig u r e 7.7. The Quiz and Survey
shows the elements of the program, including the time- Manager in Camtasia Studio.
line at the bottom of the screen.
added capability of working with other Adobe programs. For example, you can import
images created in Adobe Photoshop.
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videos. Some teachers have found that student videos more often resemble encyclopedia
entries than creative and insightful treatments of a topic. Showing exemplary videos
may help students better envision the qualities that will be most important in the videos
they make.
In addition, though students are often engaged by creating video, they can easily
become focused on style rather than substance and lose sight of the primary goal of the
assignment. They may become seduced by the variety of options for background music,
transitions, and special effects or become obsessed with cropping images just so. The
following tips can help you better support student video production and improve the
chances that your instructional objectives will be met:
■ Students need basic understanding of the language of video editing (e.g., pan,
zoom, timeline view, storyboard view, and roughcut). Becoming familiar with
the vocabulary of video editing can enhance a group’s ability to collaborate
on their projects. Consider creating a handout or poster with visuals and the
corresponding terminology to which students can refer as needed.
■ Assign roles to all the members of the video-making team, such as storyboard
creator, camera operator, video editor, and soundtrack musician. Typical coop-
erative group strategies should be applied for maintaining the most productive
workflow.
■ Take advantage of peer expertise. Most likely, you will have a few students who
already possess experience with video and other digital media. These students
can help students who are less experienced.
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Gr ades K–3
■ Set up a “movie station,” where you can work with students individually or in
small groups to annotate or narrate their images. Young students are often
quite diverse in terms of the technical skills they have acquired. Bringing a
large group of young students to the computer lab all at one time to work on
the movie will be frustrating for both you and the students. Teachers of young
students will accomplish more by working in small groups while the rest of
the class is engaged in a different activity. This approach will require more
calendar days, but it will actually conserve class time.
Gr ades 4–8
■ Students in this age range are becoming more capable of mixing their own
media into a unified movie project, but you may still consider putting students
in small groups to work together.
■ Give students clear boundaries for acquiring images or video. You may give
them a set of images or video clips to choose from, or carefully choose websites
with images or video they can use. Otherwise, you should provide students
with a set amount of time to capture their media. Using an open-ended search
engine for locating images is risky and time consuming, and it will result in
projects with random and irrelevant images or video. Even adults are easily
sidetracked when searching through online collections of images and video;
this applies even more strongly to adolescents who may be looking for an
excuse to procrastinate.
■ Regarding time, less is more. One might assume that if students can capture
good images in 5 minutes, then they will capture awesome images in 15
minutes, but this is rarely the case. Students will often work more efficiently
if they have a limited amount of time to capture images or video. (Note: Video
typically takes longer to capture than still images because of the need for
multiple takes and the fact that live action is being filmed.)
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■ Have an activity planned for students who finish early. Consider projecting the
day’s objectives on the screen or printing them on a handout so that students
know what to do after they have finished each step. If not told what to do next,
students will create their own entertainment.
■ Decide in advance which aspects of the editing process can be done in the
computer lab or with a laptop cart, and which elements should be done indi-
vidually or in small groups. For example, students of this age can easily import
their images or video into an editing program, and many of them can apply
their own postproduction effects or music. However, even with headsets,
students are unlikely to create clean, high-quality narrations in a large-group
setting because of the amount of room noise and distractions. Consider setting
up a recording station in a quieter spot for students to capture recordings,
which can be added to the movie later.
Gr ades 9–12
■ Whereas students in Grades 4–8 may need time constraints in terms of making
the video, high school students will need strict limits on the duration of the
final product. Challenge students to make tough editing decisions in order to
stay within the time limit.
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When students create digital videos, you may have the opportunity to share them with a
broader audience through a website or blog. If you choose to publish your students’ work
on the web, you will need to consider some security issues:
■ Foremost, you will need to research your school district’s policies regarding
acceptable use of technology. This policy will vary among states and school
districts. Some school districts allow student work to be published on the web
with parent permission, whereas others strictly prohibit it.
■ If your school district allows student work to be published on the web, make
sure you obtain parent permission for each student. Clearly explain the nature
of the project and why you want to share student work with a wider audience.
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Many school districts have parents sign a form at the beginning of the school
year granting permission for general technology use. Look closely at this docu-
ment to see if it includes a section on publishing student work on the web. If
not, you will need to obtain parental permission specific to your project. Even
if the general form gives permission for putting student work on the web, you
should inform parents at the onset of the project of what you are doing and how
the work will be shared. Some parents may have signed the form without care-
fully reading each section.
■ Make sure students are legally using all media in their movies. They likely
know how to obtain copyrighted music, images, and video clips, but just
because they know how to find something does not mean those objects are
appropriate for a school-sanctioned project. If necessary, provide media or
links to websites with Creative Commons–licensed media for them to use. As
a way to completely avoid copyright infringement, require all media in the
movies to be completely original. This will also give students with artistic or
musical abilities the opportunity to showcase their talents.
You can post student movies on public websites such as YouTube if you have
■
parental permission to do so, but for viewing them in class, you may want to
embed the movies in a class web page, rather than watching directly from the
YouTube site (for reasons outlined in Chapter 6: “Acquiring Digital Video”).
The algorithms used by hosts such as YouTube are complex, but they do not
actually know the content of your student’s movies. The host may erroneously
suggest movies that are totally unrelated to your students’ movies, causing
unnecessary distraction or suggesting something entirely inappropriate.
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If you embed the video from YouTube, first uncheck the box on the YouTube
screen that allows other videos to be suggested after the video is through
playing (see Chapter 6 for a full explanation of embedding YouTube videos
safely).
By following these suggestions, you will communicate to your students, parents, admin-
istrators, and the broader audience that these movies were made with integrity and that
the students’ learning was the primary aim of the project.
Conclusion
MANY MODERN video editors provide the option to use easy-to-follow wizard-based
programs and increasingly simple user interfaces. As a result, working with digital video
is more manageable than ever before. As technical obstacles to creating digital videos
continue to decrease, you and your students can focus more energy on achieving higher
standards of content quality. As long as the message and purpose of the content drive
all creative decisions, making digital videos can bring real-life relevance and greater
engagement to learning projects across the curriculum.
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CHA P T E R 8
communicating
with digital video
THROUGHOUT THIS book you To keep the lines of communica-
have seen a wide array of ways to tion open with your students, the
communicate with digital video best educational video is often
in educationally effective ways. brief, interesting, and mentally
The videos our authors have stimulating (which may eliminate
recommended include everything a large portion of the recorded
from home movies on YouTube, to lectures often available on educa-
segments from Hollywood dramas tional video sites). It should promote
and professionally produced docu- student engagement, or analysis, or
mentaries, to student-created works. knowledge acquisition/retention,
or skill acquisition, or conceptual
understanding, or critical thinking.
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Obviously, picture and sound quality needs to be clear; the subject must be large enough
to see well, with few extraneous visual distractions; and the components of the action
need to be accessible in order for viewers to make reliable interpretations (especially for
viewers with limited prior knowledge).
Most importantly, the videos you show in your classroom should be connected to the
curriculum. Table 8.1 presents some characteristics of useful educational video by
content area. These criteria may be helpful as you decide among a range of possible video
options for your classroom.
English/
S o c i al L a n g ua g e
Stud i e s Mat h e m at i c s Science A rt s
• Portrays a significant • Presents a context for • Presents a context for • Presents enactments
real-time or reenacted mathematical conjecture, scientific inquiry of written texts
event in history or inquiry, and problem • Captures visual to enhance
politics solving (and audio) data for comprehension and
• Provides visual and • Provides a medium further observation facilitate practice of
factual information for measurement and and analysis literary interpretation
about places, cultures, analysis • Portrays natural • Exemplifies a new form
and human behavior • Captures connections phenomena that may of communication for
• Presents historical among mathematical otherwise be too fast, composition or analysis
information with or relationships too slow, too small, • Provides context for
without interpretation • Exemplifies real- or too far away for student inquiry and
• Illustrates targeted world applications of students to see critical thinking
cultural characteristics mathematics • Provides targeted • Provides a dynamic
through story • Provides a creative factual information in bridge into literary
• Serves as primary source means for mathematical an engaging manner themes, global
for an authentic inquiry communication connections, visual
literacy, and multimodal
• Describes spatial composition
relationships
• Conveys political or civic
ideas and beliefs
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Communicating with Digital Video ■ Chapter 8
With increasing ease of use and accessibility of digital video, many teachers are discov-
ering through serendipity and trial-and-error the most effective instructional techniques
for using it in their classrooms. Although the definitive research on best practices for
communicating with digital video has not yet been conducted, over the years educators
have been exploring effective uses of moving images in the classroom, some dating back
to the days of filmstrips. Their findings are often transferable to digital video, as these
examples illustrate:
■ The most effective videos will be closely matched to your instructional goal.
Video can entertain students and fill class time. Video that will enhance
learning must be purposefully
selected to inform, reinforce, moti-
vate, or engage (Dale, 1969). We would Teaching tip
add that shorter video clips (5 minutes
Over time you may
or less) may often best fulfill this
principle. accumulate video clips
in the same way that you
■ Videos are more effective when
develop a portfolio of other
students receive prior instruction
about what to look for or what ques- teaching resources. Large-
tions will be raised or answered in the capacity USB drives make it
video (Dale, 1969). Debriefing students
easy to transport folders of
after viewing will allow you to deter-
mine whether they learned what you video clips from classroom
wanted them to learn or noticed what to classroom in a way that
you wanted them to notice. would have been impractical
The field of cognitive science offers more recent in previous eras.
implications for using digital video to communi-
cate effectively in the classroom. Jeffrey Zacks,
a scientist at Washington University, and his
research team have investigated the ways in which moving pictures are processed by the
neural system. The act of watching a moving image entails significantly more complexity
than viewing one or more still images. Their research indicates that under some circum-
stances, viewing video and animation can actually result in decreased comprehension
in comparison with viewing equivalent still images. This decreased comprehension
may occur because the viewer must interpret an ongoing stream of information. The
complexity of this task can overwhelm novice viewers, who have trouble deciding which
attributes to focus on.
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Part 2 ■ Digital Video Technology
As viewers watch an ongoing stream of visual information, it appears that their brains
segment the information into meaningful events and encode it in memory that way. This
information suggests that you may be able to facilitate knowledge retention and under-
standing by highlighting key events in the video.
Another researcher, Barbara Tyversky, notes that when viewers do not know where to
focus attention, they find the information difficult to process and, consequently, difficult
to remember. She suggests that interactivity can be an important strategy for improving
comprehension. You can start and stop video at key points, replaying segments that need
review while skipping parts that students already understand.
Digital video lends itself to these instructional strategies, allowing you to create book-
marks in the media player that correspond to key events and conceptual boundaries.
During whole-class instruction, you can serve as a mediator, highlighting key events,
checking student understanding, or soliciting predictions about what will happen next.
When students are viewing video individually or in small groups, you can insert strategic
pause points to provide opportunities for students to process and assimilate the video.
In classroom settings, there are a variety of ways teachers and students can share,
view, and discuss video content online either individually or in small groups. These may
include a class web page, a blog (“web log”), a wiki, or a social bookmarking site. Because
these tools require Internet access, they are appropriate for cases in which students have
access to the web. In some cases this access may be provided through a computer lab or
a laptop cart. In other cases, students may have access to the Internet outside the class-
room through sites such as the public library.
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Communicating with Digital Video ■ Chapter 8
Depending on the sources of the videos and your technical expertise, you may do any of
the following:
■ Embed a video player on the web page for playing your own or students’ videos
■ Provide a link to your videos that will be played outside your web page on a
player such as QuickTime or Windows Media Player
You can organize these video resources on your web page hierarchically or chronologi-
cally and provide explanatory text with each. Viewing all the videos from a single web
page has the advantage of limiting distractions associated with going to a variety of
other sites for viewing.
A class web page about simple machines, for example, might discuss each of the
machines in an appropriate hierarchical order (Figure 8.1).
Simple machines can be easier to remember if you group similar ones. For
example, a screw is an instance of an inclined plane that is wrapped around a
cylinder.
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Part 2 ■ Digital Video Technology
Blog
A blog (an abbreviation of “web log”) is a Web 2.0 tool. You can create and edit the page
completely online using your web browser. As the word log might imply, a blog consists
of a series of reverse chronological entries related to specific threads or topics identi-
fied by the moderator. Usually, a blog is moderated by one individual (or sometimes a
small group), and readers may respond via comments to the moderator and to each other.
Entries may consist of text, images, and video. The most recent entry in a thread shows
up first, followed by previous entries. Popular and easy-to-use blog sites on the web
include WordPress, Blogger, and Edublogs.
A blogging platform such as WordPress allows you to construct web pages without exten-
sive technology expertise. However, the primary advantage of blogs is the ease with
which users can write or read a series of journal-type entries about one or more videos,
thus participating in online discussion.
Wiki
A wiki is also a Web 2.0 tool and consists of documents or web pages that can be created
collaboratively within a group of any size, designated by the creator. Wikipedia is the
most famous wiki, but you can create your own and limit the group of people who have
access to it. In a blog, each entry in a topic (or “thread”) is separate, and new entries are
appended. In a wiki, on the other hand, there is one page per topic that can be continu-
ously revised or expanded by multiple creators/editors. Wikis may be useful tools for
students working collaboratively on group projects. Sites for creating wikis include
Google Sites (sites.google.com), where users can create and post collaborative web pages
(Figure 8.2).
For example, a wiki created for a science class that is exploring simple machines would
allow pairs or small groups of students to each create a page for a different machine
(pulley, lever, wheel and axle, etc.), with an explanation consisting of video and explana-
tory text. Wikis include tracking features with which a teacher could easily follow the
contributions of each class member.
F IG U R E 8 . 2 . Screenshot from
Google Sites, an example of a wiki
website.
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Communicating with Digital Video ■ Chapter 8
Social Bookmarking
Social bookmarking sites such as Digg (www.digg.com) and Delicious (formerly del.icio.
us; now www.delicious.com) provide a way for teachers and students to share and jointly
annotate existing web resources they have found useful. Diigo (www.diigo.com), another
bookmarking site, offers educator accounts for K–12 teachers to set up groups. A forum
within the social bookmaking site lets class members not only view a particular shared
video, but also discuss it within the group.
Social bookmarking sites can involve less overhead than blogs or wikis. For example,
using our simple machine context, rather than ask students to create separate complete
pages with video and accompanying explanatory text for each simple machine on a wiki,
you can simply ask them to identify and bookmark video showing real-life examples of
simple machines.
These sites provide a way to identify and catalog shared resources, which could serve as
a precursor to a class web page or wiki. Annotation features on sites such as Diigo allow
you and your students to comment on which video examples appear to offer the best illus-
trations.
The variety of options can seem overwhelming, but in practice, a class is unlikely to make
use of more than two or three of these, such as shared bookmarks and discussion groups.
The specific social media mechanisms will depend on their educational appropriateness.
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For classroom or personal viewing, students’ digital videos may be stored on a computer hard drive,
a portable drive, a DVD or CD, a handheld device such as an iPod Touch, or a cell phone. However,
you may want to create opportunities for student electronic discussion around the videos, or you
may want to share them with broader audiences. If this is the case (and depending on school policy)
you may want to upload videos to a class web page or to a video repository such as YouTube or
TeacherTube, or to a blog or wiki where students can post comments.
Synchronous Sharing
All of the social networking examples discussed so far involve asynchronous sharing,
where participants create posts at different times. In this format, class participation can
be extended so that a student in a study hall or library period can log on and contribute. It
also allows a discussion to evolve over time in order that students can build on the foun-
dation of earlier comments.
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Communicating with Digital Video ■ Chapter 8
Another option involves synchronous sharing, in which students comment while they
watch the video. This form of simultaneous conversation is sometimes referred to as
“back-channel” discussion. Laptop carts or classroom sets of handheld devices such as
the iPod Touch make this strategy feasible in some circumstances.
A back channel is an online, synchronous dialogue that appears alongside spoken words,
digital video, or presentations. Back channels typically provide participants with a public
and open venue for discussing presented content in a manner that minimizes distur-
bances and maximizes collaborative participation.
■ Increased accessibility for all learners. Individuals who fear public speaking
in face-to-face situations can thoughtfully compose and deliver insights that
would not ordinarily be shared.
Although there are potential advantages to back-channel communication, there are also
significant educational issues that need to be considered. Providing students with back-
channel tools to support synchronous dialogue while a video is playing may also distract
and divide their attention. Research on conditions under which such use might be effec-
tive has not yet been conducted.
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Part 2 ■ Digital Video Technology
These initial moving pictures captured by Muybridge (Figure 8.4) involved months of
development and research. A gathering of any size today includes several individuals who
have cell phones with video capabilities. Digital video has become ubiquitous, woven into
the social fabric as a casual means of ongoing communication. Emerging technologies
are transforming digital movies into countless forms far beyond any that Muybridge
might have imagined.
Today, both teachers and students can easily acquire video with a smartphone, edit the
video on the phone, and communicate with others by sharing the edited video either
offline or online via traditional web pages or a variety of social networking sites. By
combining their technical, pedagogical, and content knowledge, teachers today have
opportunities for teaching with video that would have seemed like science fiction in the
era of the filmstrip.
Source: http://commons.wikimedia.org/wiki/File:Muybridge_race_horse_gallop.jpg
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Communicating with Digital Video ■ Chapter 8
Instructional strategies for integrating digital video will continue to emerge as the tech-
nological capabilities evolve. Teaching with Digital Video merely serves as a starting point
for innovative teachers and technology coordinators thinking about how students can
learn by watching, analyzing, and creating digital video across the curriculum.
References
Dale, E. (1969). Audiovisual methods in teaching. New York, NY: Dryden Press.
Hoban, C. F., & van Ormer, E. B. (1951) Instructional Film Research 1918–1950 (Technical
Report No. SDC 269-7-19). University Park, PA: Pennsylvania State College.
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A P P EN D I X A
glossary
applet. A small software program (or application) that can run in a
web browser.
bandwidth. The amount of electronic data that can be transferred from one
point to another, usually expressed as bits (of data) per second. A high band-
width is required for transmitting large files, such as digital video.
bin. In some video editing software the “bin” refers to the folder in which
media for a specific video project are collected before being placed in the video
storyboard. The bin does not contain the actual media itself, but, rather, stores
information about the location of the media. Thus, if you delete content from
the bin, you are not deleting the actual media file, just the link to that media
file.
blog. An abbreviation for “web log,” a blog is a website that allows users to add
ongoing text entries from one or more authors. All entries are saved and appear
in reverse chronological order. Images and videos can also be added to most
blog sites. (See Chapter 8 for an expanded definition.)
digital story. A short, personal video narrative that includes photographic and
other still images and a musical soundtrack.
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Appendix A ■ Glossary
digital video. Video that is converted into a long series of 0s and 1s when it is recorded.
This enables digital video files to be copied repeatedly without any degradation in
quality, because each copy is a clone of the original. This can be contrasted with analog
video, where each successive copy introduces a level of degradation to the image and
sound quality.
flexible format. The ability to format a digital video to multiple video streams simultane-
ously regardless of the original image types (standards), formats (e.g., resolutions), and
frame rates.
live streaming. A live broadcast that is streamed to viewers (see streaming video).
new literacies. In this book, we use new literacies primarily to refer to the ability to
understand information presented across media made possible by new digital electronic
technologies (including text, images, sound, video, and animation) and to communicate
in these multiple modes. New literacies can also refer to the practices surrounding digital
information (for example, hyperlinking) and the ethos of a more participatory, collabora-
tive, and less author-centric manner of creating and communicating information.
mashup. Often referred to as “video mashup”; refers to a combination of video clips from
multiple sources.
social networking sites. Websites that allow users to construct public or semipublic
profiles about themselves, define a list (network) of others with whom they have a connec-
tion, and view information shared by others in their network. Social networking sites
may include e-mail and instant message capability as well as blogs (for ongoing discus-
sion) or wikis (for collaborative work). They may also include the capability to share
images, videos, and bookmarked URLs. Popular examples include Facebook, MySpace,
Twitter, WordPress, Digg, and Google Sites.
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Glossary ■ Appendix A
storyboard. A series of illustrations created for the purpose of planning the sequence of a
motion picture.
storyboard view. A phrase used in some video editing software to describe an interface
that shows thumbnails of individual video clips, as well as still images (if used) and any
transitions placed between them.
streaming video. A form of delivering digital video in which the host sends the video
gradually to the user’s computer. Streamed video can either be prerecorded or a live
broadcast. (For an expanded definition, see the section on downloading video from the
web in Chapter 6.)
video clips. Short excerpts from movies, television shows, professionally prepared educa-
tional videos, or personally created videos.
video editor. A software program that enables users to edit video footage (cutting
sections of video, combining multiple videos, adding text and special effects, etc.).
Video editors can also facilitate translation of video from one format to another.
webcam. A digital video camera designed specifically to transmit video over the Internet.
wiki. A web-based tool that consists of documents or web pages that can be created
collaboratively within a group of any size designated by the creator. (See Chapter 8 for an
expanded definition.)
wizard. Refers to software programs that guide the user so that tasks may be easily
completed. Most wizard-based applications use a series of dialog boxes or on-screen
prompts to guide the user along a sequence of steps to perform a certain function. This
type of program-based assistance can be especially useful for novice users who are unfa-
miliar with the software application.
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A P P EN D I X B
Bernard Robin
copyright
a few words about
and educational fair use
Some educational projects you or your students create may contain video clips
that come from movies, television shows, and news broadcasts. Technologically,
locating these kinds of video clips and then reusing or remixing them to create
meaningful projects has become easier every year. Video projects making use
of these media resources help facilitate classroom learning and inquiry while
engaging and motivating students to demonstrate their knowledge and under-
standing of important educational content.
The use of copyrighted material is indeed a serious issue and one that is being
studied and discussed by many educators and policy makers. Unfortunately,
there is not yet a definitive answer to
this question, nor is there a simple test
fair use via video
to determine what materials you may
or may not use in educational projects. To review the fundamentals
You will need to try to answer the ques-
of educational fair use via
tion yourself based on several factors,
such as the digital medium being video, see the YouTube
used; the nature of that use; the poli- movie “Copyright 101 for
cies in place at your school or district; Teachers” at www.youtube.
and, perhaps most importantly, your
com/watch?v=rzlry1c76nc.
comfort level in using, and having
your students use, material that can
easily be downloaded from the web or
created with commonly available hardware and software.
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Appendix B ■ Copyright and Educational Fair Use
All of the video clips used in projects described in the web supplement to Chapter 6
(http://site.aace.org/video/books/teaching/acquire) were designed and created by educa-
tors and students for nonprofit use. Many of the clips used in the projects are readily
available on the web and were easily found and downloaded. The number of digital
video clips on the web will continue to increase, and software and hardware options for
working with digital video will become more available, less expensive, and easier to use.
Nonetheless, significant obstacles and challenges remain for using these kinds of digital
video materials in classroom instruction. In addition to the commonly accepted practices
under current copyright guidelines that allow use of copyrighted material for commen-
tary, satire, and criticism, we hope soon to see expanded support from copyright holders
and policy makers regarding the use of digital material by teachers and students. The
benefits of such policies will be significant for all educators who seek to transform their
students from consumers of digital video to active researchers and creators of new and
exciting educational projects.
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A P P EN D I X C
technology
national educational
standards
National Educational Technology Standards
for Students (NETS·S)
All K–12 students should be prepared to meet the following standards and
performance indicators.
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Appendix C ■ National Educational Technology Standards
5. Digital Citizenship
Students understand human, cultural, and societal issues related to technology and practice legal and
ethical behavior. Students:
a. advocate and practice the safe, legal, and responsible use of information and technology
b. exhibit a positive attitude toward using technology that supports collaboration, learning, and
productivity
c. demonstrate personal responsibility for lifelong learning
d. exhibit leadership for digital citizenship
© 2007 International Society for Technology in Education (ISTE), www.iste.org. All rights reserved.
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National Educational Technology Standards ■ Appendix C
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Appendix C ■ National Educational Technology Standards
© 2008 International Society for Technology in Education (ISTE), www.iste.org. All rights reserved.
T e a c h i n g w i t h Digi t a l v id e o
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IN D E X
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Index ■
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■ Index
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Index ■
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■ Index
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Index ■
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■ Index
graphing calculators, 40–41, 42, 58, 60f Indiana University of Pennsylvania (IUP), 72, 74,
example use, 74, 76f 75f, 76f
Great Depression: Modern Times activity, 22–26 informal learning
guiding questions, 104 digital video and, 131–144
environments for, 133–134, 135t
H resources for, 136
HandBrake 0.9 for Mac, 158 structuring environments for, 141–143
hard disk drive (HDD) camcorders, 163 information fluency, 201
Hauppauge WinTV-HVR 1600 TV Tuner, 157 innovation, 201
HDD (hard disk drive) camcorders, 163 inquiry
HDTV-GT Receiver (Autumn Wave), 157 Northern Exposure Clips–Bridging into Inquiry
high school students: strategies for, 179–180 activity, 112–118, 114f, 116f
highway signs, 63, 63f pedagogy of science inquiry, 82–84
historical artifacts, 16, 16f instruction
history attention, relevance, confidence, and satisfac-
first motion pictures, 192, 192f tion (ARCS) model, 42
ideas for analyzing digital video in, 31 content-based settings, 17–18
media-enhanced field trips, 136–137, 137f example videos students might create for
instructional purposes, 190, 190t
Modern Times (activity), 22–26
visual media for, 16f
National History Day, 142
International Reading Association (IRA), 110, 111
“An Occurrence at Owl Creek Bridge” (Bierce),
117 and National Council of Teachers of English
Standards addressed, 112, 119, 124
short documentaries illustrating leadership,
136–137, 137f International Society for Technology in Education
(ISTE), 110
how-to videos
Internet. See also websites
for mathematics, 66
downloading video from, 149–151
screencasts, 152, 175
interviews, 139–140, 140f
I Inverted Bicycle, 56
iChat (software), 138 iPods, 132
image capturing devices, 160 for teaching mathematics, 41
images voice-recorder-equipped, 139–140, 140f
digital, 36 It’s a Wonderful Life (Capra), 123
Library of Congress photograph collections, 36 IUP. See Indiana University of Pennsylvania
iMovie (software), 41, 156, 169t
J
Clip Size Slider, 171, 171f
Jaycut, 175t
Families and Food activity, 34
Jhally, S., 122
Matrix effect with, 142–143
Jing Project (software), 153t
Measuring the Speed of Sound activity, 94
Jurassic Park, 43
Measuring Time Differences Using iMovie6 (SITE
Screening Room), 94
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Index ■
K literacy, 108–109
Karplus, Robert, 82 literature adaptations, 117
Ken Burns effect, 166, 168f live streaming
Keyhole Markup Language (KML), 138 back-channel tools, 191
Killing us softly 3: Advertising’s image of Women definition of, 196
with Jean Kilbourne (The Media Education local community connections, 139–141
Foundation), 122
locations for shooting video, 142
L locker problem, 70
La Promesse, 26
M
language, appropriate, 115
Ma and Pa Kettle Find Uranium, 49
language arts, 5
MagicDisc 2.7, 158
analyzing digital video in, 119–123
Magnatune.com, 173
characteristics of educational digital video,
Mandelbrot fractals: Fractal Zoom Mandelbrot
184, 184t
Corner, 40
creating digital video in, 124–129
manipulatives. See virtual manipulatives
Digital Book Trailers activity, 124–129
Marching Band Choreography activity, 71–78, 75f,
ideas for analyzing digital video in, 122–123 76f
ideas for creating digital video in, 128–129 IUP Marching Band 2007—Vivace, 72, 74, 75f,
ideas for watching digital video in, 117–118 76f
Performance Poetry activity, 119–123 marching band formations, 71, 72f
watching digital video in, 112–118 mashups, 149, 196
Lawrence Hall of Science, University of California masking the background, 161
at Berkeley, 68 Math Bits, 44
Leadtek Winfast TV2000 XP Expert, 157 Math Demos, 56, 58
learning Math Education Free Videos, 44
by creating videos for others, 66 Math With Madeline, 65
digital video as informal resource for, 136 mathematics, 4, 39–79
informal, 131–144 Abbott and Costello Argue about Addition,
by teaching and communicating to others, 66 Multiplication, and Division activity, 45–49
ways digital video can enhance science Alice in Wonderland activity, 50–53
learning, 82 analyzing digital video in, 54–65
learning cycle, 82 characteristics of educational digital video,
learning environments 184, 184t
formal vs informal, 133–134, 135t Crazy Math Teacher: The Dance of the Parallel
socially mediated, 133 Lines, 65
structuring, 141–143 creating digital video in, 65–78
lens, 159 Expanding Your Horizons custom search for,
150
Library of Congress, 36
Finite Simple Group (of Order Two), 65
lighting, 161
Fractal Zoom Mandelbrot Corner, 40
limitations of digital video, 19
locker problem, 70
listening, 122
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■ Index
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Index ■
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■ Index
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Index ■
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■ Index
Exploring the Speed of Sound activity, 85–88, storyboard view, 169, 170f
86f, 87f storyboarding, 176
Measuring the Speed of Sound activity, 93–95 storyboards
Sound Bites, 128 for book trailers, 126, 127f
sound effects, 142–143, 174 definition of, 196
Sound of Music, 42 streaming video, 120
space science back-channel tools, 191
Earth phases as viewed from the moon, 83t definition of, 197
Modeling the Solar Eclipse activity, 102–105 technology for, 119, 121
special effects, 142–143, 172–173 student-centered classroom uses of digital video,
speed of sound 5–7, 141–142
Exploring the Speed of Sound activity, 85–88 student-created digital video. See student proj-
Measuring the Speed of Sound activity, 93–95 ects
Speed of Sound I (SITE Screening Room), 86, 86f, 87f student projects, 132, 132f
Speed of Sound I at 210 Meters (SITE Screening age-specific strategies, 178–180
Room), 94 example videos students might create for
Speed of Sound II (SITE Screening Room), 86, 94 instructional purposes, 190, 190t
spreadsheet formulas, 60, 61f security issues, 180–181
spreadsheet functions, 53, 53f short documentaries, 136–137, 137f
spreadsheet tables and graphs, 60, 60f storing student-created digital video, 190
SR-71 Blackbird (SITE Screening Room), 94, 98f tips for, 176–181
Stack Traxx, 173 video project assessment, 180
standards on YouTube, 132, 132f
addressed, 22, 27, 33, 45, 50, 55, 62, 65, 71, 85, Studentfilmakers.com, 143
89, 93, 96, 101, 112, 119, 124 Studentfilms.com, 143
content standards, 32 students, 132
English Language Arts Standards, 111 Sugar Cubes Stirred (SITE Screening Room), 91–92
National Educational Technology Standards for Sugar in Hot Water (SITE Screening Room), 91–92
Students (NETS•S), 110, 133, 201–202 synchronous sharing, 190–191
National Educational Technology Standards for
Teachers (NETS•T), 203–204 T
National Science Education Standards, 84 teacher-created web pages, 28f, 29
Principles and Standards for School teachers
Mathematics (NCTM), 40, 42, 49 National Educational Technology Standards for
Social Studies Standards (NCSS), 32 Teachers (NETS•T), 203–204
still images and new media, 143
making videos from still images, 166–168, 167f TeacherTube, 9
photograph collections, 36 Bookmark & Share options, 189, 189f
text over, 172 video downloader, 151
storing digital videos, 190 teaching mathematics, 40–41
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Index ■
teaching tips, 185 “To Peru and Back” website, 138, 139f
technology, 7–10, 147–192 “Tokyo Morning Trains” (Saxon), 28
adding other technologies, 48 Train Switcheroo activity, 67–70, 69f
Expanding Your Horizons custom search for, sample student solution video, 69–70
150 “train switcheroo” problem (UC Berkeley
National Educational Technology Standards for EQUALS program), 68, 69f
Students (NETS•S), 110, 133, 201–202 trains: “Tokyo Morning Trains” (Saxon), 28
National Educational Technology Standards for “The Tramp” (Charlie Chaplin), 21, 21f, 23
Teachers (NETS•T), 203–204
transformations, 43
Principles and Standards for School Mathematics
with Alice in Wonderland, 51
(NCTM), 40
with spreadsheet functions, 53, 53f
to support back-channel discussions, 121
with Transformations–Dilation virtual manipu-
for teaching mathematics, 40–41
lative (NLVM), 51, 52, 52f
television
Transformations–Dilation virtual manipulative
broadcast, cable or satellite TV, 157–158 (NLVM), 51, 52
“Capturing Video from Broadcast, Cable or transition effects, 172
Satellite TV” (SITE), 157
transportation
hardware devices for capturing broadcasts,
aviation videos, 62
157, 157f
digital videos available on YouTube, 27
television commercials
“Tokyo Morning Trains” (Saxon), 28
analyzing, 122–123
Train Switcheroo activity, 67–70, 69f
proactive, 128
Transportation Systems activity, 27–31
terminology, 115
travel, extended, 138–139
text, 108–109
trimming video, 171–172
definition of, 108
tripods, 161
digital video adaptations, 117
The Twilight Zone, 117
film pairings for thematic comparisons, 123
over video or images, 172 U
text-only frames, 172 ultraportable camcorders, 163–164
thematic comparisons, 123 U.S. House of Representatives Committee on the
thematic explorations, 128–129 Judiciary, 173
themes, 142 Ustream, 119, 121, 122, 191
They Marched Into Sunlight (PBS), 26
V
TI-83 Plus graphic calculator, 74, 76f
Vegas Movie Studio (software), 169t
time-lapse video: Dissolving Sugar Cubes (SITE
Screening Room), 90, 91f Vernier Logger Pro (software), 94
time-lapse video effects, 161 VHS tapes, 156
timeline view, 169, 170f VHS video digitizers, 156, 156f
timing, 161 video. See also digital video
timing tools, 92 first motion picture, 192, 192f
title and credit screens, 172 video camcorders. See digital video camcorders
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