video research
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ZDM ◽  
2022 ◽  
Author(s):  
Markku S. Hannula ◽  
Eeva Haataja ◽  
Erika Löfström ◽  
Enrique Garcia Moreno-Esteva ◽  
Jessica F. A. Salminen-Saari ◽  
...  

AbstractIn this reflective methodological paper we focus on affordances and challenges of video data. We compare and analyze two research settings that use the latest video technology to capture classroom interactions in mathematics education, namely, The Social Unit of Learning (SUL) project of the University of Melbourne and the MathTrack project of the University of Helsinki. While using these two settings as examples, we have structured our reflections around themes pertinent to video research in general, namely, research methods, data management, and research ethics. SUL and MathTrack share an understanding of mathematics learning as social multimodal practice, and provide possibilities for zooming into the situational micro interactions that construct collaborative problem-solving learning. Both settings provide rich data for in-depth analyses of peer interactions and learning processes. The settings share special needs for technical support and data management, as well as attention to ethical aspects from the perspective of the participants’ security and discretion. SUL data are especially suitable for investigating interactions on a broad scope, addressing how multiple interactional processes intertwine. MathTrack, on the other hand, enables exploration of participants’ visual attention in detail and its role in learning. Both settings could provide tools for teachers’ professional development by showing them aspects of classroom interactions that would otherwise remain hidden.


2021 ◽  
pp. 096100062110632
Author(s):  
Wancheng Yang ◽  
Hailin Ning

Thousands of new publications appear every day in bibliometric databases, so the demand for document retrieval technology is growing. Bibliometrics makes it possible to perform a quantitative analysis of text publications; however, the problem of classifying complex videos with a high level of semantics remains unsolved. Meanwhile, short-form videos gain popularity and attract more researchers. Knowledge Graph seems to be a promising technology in this area. This technology makes it possible to modernize the information search infrastructure. The experiment involved 461 short-video studies. The material for the experiment was collected from the Chinese Social Sciences Citation Index (CSSCI) database. The bibliometric method was recognized as expedient for the analysis. The keyword mapping and clustering operations were performed using the CiteSpace software. The results demonstrate that short-form video research has been popular among Chinese scientists since 2017. Short-form video research focuses on five major topics, that is, development trends, modern media convergence, video production, visual content management, and short-form videos in the public sector. The present findings may be employed in future research to collect relevant samples with exact semantic relationships. The technology is not limited to specific applications and, therefore, may be useful in any field of research.


2021 ◽  
Vol 13 (2) ◽  
pp. 18-27
Author(s):  
Laura Corazza ◽  
Anita Macauda

Abstract Ample scientific literature recognises the role of visual thinking in the constructive process of ideas and mental images and the function of visual intelligence in the communicative processes. Starting from the sectoral studies, we have turned our attention to the visual communication of the results of scientific research, relating it to some characteristics of artistic communication to find a shared ground, that is, a third space inhabited by common languages and competencies. In so doing, we have overcome the traditional antinomy between humanists and scientists, starting instead from the results of a recent study that has shown how such an opposition does not find real confirmation in the sector of science communication. We have thus analysed three case studies (graphical abstract, augmented reality, audiovisual documentation) on the grounds of a 10-year long experience of research in the field of visual communication (iconography and iconology, art teaching, video research) to acknowledge visual thinking and graphical/artistic competencies, situated in the third space between didactics and art, a fundamental role in the formation of a scientist and a researcher.


2021 ◽  
Vol 9 (2) ◽  
pp. 135-142
Author(s):  
Dwi Puji Asrini

This research is a qualitative descriptive study to find out the pragmatic errors of student conversations in the video assignments of Kaiwa Chukyu Zenhan Course, and the factors that influence these errors. The object of this research is the conversations of students on the Kaiwa Chukyu Zenhan course assignments recorded on video. Research data collection was carried out by observing, taking notes, and recording methods to get an overview of the pragmatic errors in the video assignments of Kaiwa Chukyu Zenhan Course. The video, which contains student conversations on the theme of jikoshokai, is analyzed in order to get an overview of pragmatic errors and the factors that affect the pragmatic errors that occur.


2021 ◽  
Author(s):  
Sarah Glen

Very few interdisciplinary participatory video research projects have critically assessed how an individual first engages and then continues Freire's "conscientization" or the transformative process toward civic agency, and the role participatory video plays in this process. See Me. Hear Me. Talk To Me. is a participatory video research project that aimed to break new ground in professional participatory video practice by focusing on the individual transformative processes of a small group of at-risk, street involved youth engaged in a participatory action research (PAR) video project. This participatory video research project aimed to gain a small, but specific insight into the transformative processes of at-risk, street involved youth by exploring their experiences and personal perspectives before, during and after the project. In doing so, it intended to add to the current, but very limited research in participatory video projects with street involved youth in order to encourage further interdisciplinary study, as well as the development of some preliminary reference tools to help governments, non-profits and other interested organizations critically engage street involved youth today. -- Page 8


2021 ◽  
Author(s):  
Sarah Glen

Very few interdisciplinary participatory video research projects have critically assessed how an individual first engages and then continues Freire's "conscientization" or the transformative process toward civic agency, and the role participatory video plays in this process. See Me. Hear Me. Talk To Me. is a participatory video research project that aimed to break new ground in professional participatory video practice by focusing on the individual transformative processes of a small group of at-risk, street involved youth engaged in a participatory action research (PAR) video project. This participatory video research project aimed to gain a small, but specific insight into the transformative processes of at-risk, street involved youth by exploring their experiences and personal perspectives before, during and after the project. In doing so, it intended to add to the current, but very limited research in participatory video projects with street involved youth in order to encourage further interdisciplinary study, as well as the development of some preliminary reference tools to help governments, non-profits and other interested organizations critically engage street involved youth today. -- Page 8


2021 ◽  
pp. 101-122
Author(s):  
Matilda Ståhl

As growing societal phenomena, esports and gaming is gaining more interest and visibility in educational contexts. However, online game culture often involves offensive language as an established player jargon. Therefore, employing games in educational settings may be challenging. Here, player jargon is exemplified from an ethno-case study in collaboration with students at an esports program in Finland. Seven students (identifying as male, aged 17–18) from two different teams regularly shared screen recordings of matches of the multiplayer game Counter-Strike: Global Offensive. The aim of the chapter is twofold: a) to analyse and discuss how player jargon is employed in esports within an educational context and b) to discuss how video research, here through screen recordings, facilitates analysis of player jargon within a new educational field of research. The screen recordings, administered by the participants themselves, included the team internal voice chat, thereby offering an intimate participant perspective on player jargon in online game culture. Through this, the researcher gains repeated access into a space no outsider otherwise has access to as the internal voice chat solely includes invited players. The data, and analysis, show that the language use, at times homophobic and/or misogynistic, becomes particularly problematic when esports and education meet, since offensive language defies educational principles of equity. Nevertheless, what would be a better place to address this in-game culture than in educational contexts?


2021 ◽  
pp. 55-78
Author(s):  
Trine Telnes

This chapter is a methodological and ethical examination of the following research question: How does one transcribe and analyze the presence and practices of the kindergarten’s youngest children, and other human and non-human actors, in a way that shows their agency and contributions? Video recording is a common method of data generation in social science research and poses the challenge of bringing the audiovisual data into academic texts. Traditionally, video recordings are transformed into pure textual representations called transcription. In particular, it is often the audible speech acts that inform the transcription and analysis, at the expense of the visuals in the video recordings. The embodied, experiential, aesthetic, material and multimodal can be difficult to present through written language alone. The significance of materiality, nonverbal behavior and bodily interaction is enhanced with one- and two-year-old children, whose expressions are often dominated by the nonverbal. Through examples from pedagogical video research in kindergarten, the author explores how different ways of transcribing and analyzing video can visualize the presence, interactions, and practices of the youngest children, the kindergarten teachers and other actors. A visual turn toward poetic video-transcription, multimodal transcription, and a hybrid between drawings and transcription the researcher has named ‘cartoon transcription’, helps to limit marginalization of the different actors and their multifaceted contributions. Breaking the hegemony of the word over the visual can make bodily, spatial, and material resources visible. A fusion of words and images can produce new forms of knowledge, contribute to a high epistemological standard and provide transparency.


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