scholarly journals Design of a Digital Art Teaching Platform Based on Automatic Recording Technology

Author(s):  
Wei Liu

Digital media art is a brand-new course combining technology and art under the background of streaming media. Since digital art is based on computer technology, the course is required to keep up with the frontiers of science and technology, and the speed of knowledge update should keep pace with the development of the times. Traditional teaching methods are inflexible and outdated, so that students’ knowledge is lagging far behind market demands. In addition, the courseware produced by teachers themselves is not well-targeted and the production cost is high. With this regard, a micro-lesson teaching platform for Digital Art was designed based on the five-star teaching theory and the automatic micro-lesson recording system. The design follows the principles of driving learners’ interest with tasks and using learning activities to support services and deepen skills, covering design of micro-lesson learning content, design of learning activities to support services, design of application, and design of evaluation. The results show that the micro-lesson teaching platform can improve learners’ interest, achievement and self-confidence in learning; at the same time, it can improve the quality of teachers’ micro-lesson resources and reduce the workload of teachers in producing micro-lesson.

2019 ◽  
Vol 4 (2) ◽  
pp. 356-362
Author(s):  
Jennifer W. Means ◽  
Casey McCaffrey

Purpose The use of real-time recording technology for clinical instruction allows student clinicians to more easily collect data, self-reflect, and move toward independence as supervisors continue to provide continuation of supportive methods. This article discusses how the use of high-definition real-time recording, Bluetooth technology, and embedded annotation may enhance the supervisory process. It also reports results of graduate students' perception of the benefits and satisfaction with the types of technology used. Method Survey data were collected from graduate students about their use and perceived benefits of advanced technology to support supervision during their 1st clinical experience. Results Survey results indicate that students found the use of their video recordings useful for self-evaluation, data collection, and therapy preparation. The students also perceived an increase in self-confidence through the use of the Bluetooth headsets as their supervisors could provide guidance and encouragement without interrupting the flow of their therapy sessions by entering the room to redirect them. Conclusions The use of video recording technology can provide opportunities for students to review: videos of prospective clients they will be treating, their treatment videos for self-assessment purposes, and for additional data collection. Bluetooth technology provides immediate communication between the clinical educator and the student. Students reported that the result of that communication can improve their self-confidence, perceived performance, and subsequent shift toward independence.


2013 ◽  
Vol 442 ◽  
pp. 645-649
Author(s):  
Jing Wen Huang ◽  
Kun Qian Wang ◽  
Pei Hao Chen ◽  
Jian Bao ◽  
Pei Zhi Zhao

With the development of digital media art,the modern sign emerges as the times require. This article mainly discusses the design philosophy of dynamic symbol in modern signs ,covering two aspects on visual language design ( dynamic design,time design and The special effects design ) and auditory language design ,and how to properly apply the dynamic symbol into propaganda of local Corporate Logo and boot animation.


2021 ◽  
Vol 2 (1) ◽  
Author(s):  
Nunnun Bonafix

Young generation nowadays has lack of knowledge on the culture of shadow puppet (wayang kulit) which is a heritage that has a high value of art and philosophy. This is caused by the impact of foreign cultures rapidly entering Indonesia. The rapid development of the information technology through internet & game has led to globalization that seems to be not limited to space and time. The speed of information and foreign cultures cannot be stopped. The culture of shadow puppet (wayang kulit) is getting eroded and is not much known by the modern society nowadays. This is an irony to a big nation which has a rich heritage, so it is our obligation as a citizen to maintain and preserve it. Based on the formulae of AIGA 2015 that defines (time + content + context) / time = experience design, the game of wayang kulit (shadow puppet) Gatotkaca put forbattled different experience to users in exploring the information and entertainment in those media. Having the spirit of moderate Postmodernism, the design plan called User Interface which combines the modern and classic traditional elements will encourage new experience to the users (Experience Design). The design recognizes times and trends, and it keeps changing as the development of the times. The design can be a pace setter to next individuals who are called to maintain and preserve national cultures, in general, and wayang kulit purwa, in particular, through digital media. The development in the modern era will not change the identity of shadow puppet (wayang kulit) culture since it has solid foundation.


2021 ◽  
Vol 3 (2) ◽  
pp. 60
Author(s):  
Xuejuan Duan

Activity-based method in English reading teaching in senior high school is put forward in the new National English Curriculum Standards for Senior High School (NECS). With the development of the times, the demand for hundreds of thousands of senior high school English teachers is changing, because educators stress a great attention to the application of the modern information technology and activity-based method. Therefore, around how to apply English activity-based method in the reading teaching in high school, this paper designs three learning activities to address the problems of the traditional teacher-centered teaching and the knowledge-orientated leaning. The result of this study can penetrate the consciousness of practical meaning into the frontline teachers by fully understanding the new conception and implementing it based on their own teaching needs.


2021 ◽  
Vol 2 (2) ◽  
pp. 68-77
Author(s):  
Nashruddin Nashruddin ◽  
Fiptar Abdi Alam

Covid-19 pandemic condition demands the learning activities to be conducted online. The current study aims to investigate the types of humor inserted by the teacher in the EFL online teaching-learning activities, and students� responses toward the teacher�s humor. The participants of this descriptive qualitative research are an EFL teacher and 29 students of the 2nd grade at SMA Muhammadiyah Barru. To collect data about the types of humor used by the teacher, the researchers directly observe the online learning activities conducted by the teacher and his students. For gaining the deepest data about students� responses toward the teacher�s humor, the researchers randomly interview 10 from those 29 students. The researchers found that in the online teaching-learning activities, the teacher inserted humorous words that based on the theory were classified into pun fan, joke, innuendo, malapropism, and absurdity. Besides that, the researchers also found new types of humor used by the teacher, which were then named as local humor and plesetan humor. From the interview result, it is found students� responses towards the teacher�s humor indicate that humor maintains students� focus in learning activities, stimulates students to solve problems quickly, and keeps students� self-confidence in online learning.


2021 ◽  
Vol 5 (2) ◽  
pp. 209-220
Author(s):  
Rudi Muhamad Barnansyah Rudi

Learning media is one of the things that can help the process of learning activities, but the media can also be a tool that does not support the smooth learning process, internet-based learning media is one of the infrastructures that can be used especially with today's era where everything is very easy to access. especially internet-based media which at this time have been widely used as learning materials or media that can support teaching skills for teachers or prospective teachers during the current COVID-19 pandemic, where teachers are required to be as creative as possible in providing media that will be used in teaching and learning activities. learning activities, the purpose of this research is to find out from the implementation of learning media in learning skills for students who are taking courses in Media and Learning Technology in which students especially prospective teachers must be able to adapt to the times with developments and technology. The research method used is descriptive qualitative media, where this method is to determine the extent of student knowledge in implementing a learning media on teaching skills, for the presence of researchers in this study is as an observer who designs learning activities or actions taken together with the team. The research model is a member of the research team, namely the lecturer of Islamic Religious Education. The research was carried out at the State University of Jakarta during the even semester lectures for the 2020/2021 academic year from March to July 2021. The subjects of this research were students in the PAI study program. The focus of this research is to find out the implementation of the usefulness of learning media during the covid-19 pandemic in teaching skills.


Author(s):  
Mohamed Amine Chatti ◽  
Mohammad Ridwan Agustiawan ◽  
Matthias Jarke ◽  
Marcus Specht

Over the past decade, it has been argued that technology-enhanced learning (TEL) could respond to the needs of the new knowledge society and transform learning. However, despite isolated achievements, TEL has not succeeded in revolutionizing education and learning processes. Most current TEL initiatives still take a centralized technology-push approach in which learning content is pushed to a predefined group of learners in closed environments. A fundamental shift toward a more open and learner-pull model for learning is needed. Recently, the Personal Learning Environment (PLE) concept has emerged to open new doors for more effective learning and overcome many of the limitations of traditional TEL models. In this paper, the authors present theoretical, design, implementation, and evaluation details of PLEF, a framework for mashup personal learning environments. The primary aim of PLEF is to help learners create custom learning mashups using a wide variety of digital media and data.


Author(s):  
Ángel M. Delgado-Vázquez

The objective of the Research Support Services of the Universidad Pablo de Olavide Learning and Research Resource Center is to contribute to the improvement of the research processes as well as to maximize the results obtained and their evaluation. To this end, it offers bibliographic information and reference services, advice on the processes of publication, and evaluation, both individual and collective; standardization and digital academic identity; and, of course, training in all these areas within the context of the intensive use of digital media. For some years now, the LRRC's training of researchers has focused on the use of digital media as a part of the research process and has also integrated into the research staff training plan of the university that manages the corresponding service with which the LRRC collaborates very actively.


Author(s):  
Mahboubeh Asgari ◽  
David Kaufman

Digital games have the potential to create environments that increase motivation, engage learners, and support learning. This chapter focuses on fantasy as one of the motivational features of games, and explores the relationships among digital games, fantasy, and learning. The authors describe game characteristics and the key factors that make digital games motivational and compelling – important factors in designing games for learning. Motivation is critical in engaging students in learning activities, and this chapter explores fantasy as an important motivational feature in digital games, the popular genre of fantasy role-playing games such as Dungeons & Dragons, and the importance of creating different kinds of fantasies for males and females. Finally, the authors explore the integration of learning content in fantasy contexts in digital games.


2019 ◽  
pp. 65
Author(s):  
Adriana Graciela Segura-Mariño ◽  
Andrés García-Umaña

Resumen: Los medios digitales permiten una comunicación más directa que los tradicionales. Los activistas pueden optimizar su labor al encontrar nuevas formas de difundir mensajes, construidos en formatos audiovisuales con un componente estratégico para contrarrestar problemas sociales, como la violencia de género. Con esta investigación se pretende determinar si el arte digital es una herramienta persuasiva contra este problema en el entorno online. Esto se resolvió a través de dos etapas: la primera consta de una revisión bibliográfica; la segunda consiste en el análisis de contenidos sobre el desarrollo de las acciones online de artivistas que luchan contra la violencia de género, y sobre los proyectos influyentes (según ONU Mujeres y el Festival Iberoamericano de la Publicidad – FIAP) que se han realizado en distintos contextos geográficos, identificando su difusión en plataformas de comunicación, los formatos, contenidos, audiencia y engagement. Se detectó que no se aprovecha estratégicamente la comunicación 2.0; los pocos artivistas que tienen presencia en Internet se limitan a convocar a acciones offline; si bien los proyectos influyentes rompen estereotipos y promueven la participación de la audiencia, no se dirigen a los adolescentes, que son quienes más utilizan Internet. El trabajo multidisciplinario es clave para diseñar soportes altamente visuales y persuasivos.Abstract: Digital media allow a more direct communication than traditional media. Activists can optimize their work finding new ways to spread messages, which are built in audiovisual formats with a strategic component to counteract social problems, such as gender violence. The objective of this research is to determine if digital art is a persuasive tool against this problem in the online environment. This was resolved through two stages: the first one consists of a bibliographic review; the second one consists of a content analysis on the development of online actions by artivists who work against violence of gender, and on the influential projects (according to UN Women and the Ibero-American Advertising Festival - FIAP) that have been carried out in different geographical contexts, identifying their diffusion in communication platforms, the formats, contents, audience and engagement. It was detected that 2.0 communication is not used strategically; the few artivists with presence on the Internet only call for offline actions; Although influential projects break stereotypes and promote audience participation, they do not target adolescents, the ones who most use the Internet. Multidisciplinary work is key to designing highly visual and persuasive supports.


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