Creating Videos With Animoto: Brad Patton
Creating Videos With Animoto: Brad Patton
Brad Patton
December 14, 2012 EDTECH 503
Boise State
Table of Contents
Synthesis Paper .............................................................................................................. 4 Part 1. Topic ................................................................................................................... 6 1a. Stated learning goal ............................................................................................... 6 1b. Description of the audience ................................................................................... 6 1c. Rationale ................................................................................................................ 6 Part 2. Analysis Report................................................................................................... 7 2a. Description of the needs ........................................................................................ 7 2a1. Needs assessment survey ............................................................................... 7 2a2. Needs assessment data report ........................................................................ 8 2b. Description of the learning context......................................................................... 9 2b1. Learning context ............................................................................................... 9 2b2. Transfer context ............................................................................................... 9 2c. Description of the learners ................................................................................... 10 2d. Task analysis flow chart ....................................................................................... 11 Part 3. Planning ............................................................................................................ 14 3a. Learning objectives (list) ...................................................................................... 14 3b. Objectives and assessment matrix table ............................................................. 15 3c. ARCS Table ......................................................................................................... 18 Part 4. Instructor Guide ................................................................................................ 21 Introduction ................................................................................................................ 21 Gain Attention ........................................................................................................ 21 Inform Learners of Purpose ................................................................................... 21 Stimulate Learners Attention/Motivation ................................................................ 21 Provide Overview ................................................................................................... 21 Body .......................................................................................................................... 22 Stimulate Recall of Prior Knowledge ...................................................................... 22 Present Information and Examples ........................................................................ 22 Gain & Direct Attention ........................................................................................... 22 Guide or Prompt Use of Learning Strategies ......................................................... 23 2|Page
Provide for and Guide Practice .............................................................................. 23 Provide Feedback .................................................................................................. 24 Conclusion .................................................................................................................... 24 Summarize and Review ......................................................................................... 24 Transfer Learning ................................................................................................... 24 Remotivate and Close ............................................................................................ 24 Assess Learning..................................................................................................... 25 Provide Feedback and Remediation ...................................................................... 25 Part 5. Learner Content ................................................................................................ 26 5a: Learning Materials .............................................................................................. 26 5b: Assessment Materials ......................................................................................... 36 5c: Technology Tool Justification .............................................................................. 37 Part 6. Formative Evaluation Plan ................................................................................ 38 6a: Expert Review Plan ............................................................................................ 38 6b: One-to-One Evaluation Plan ............................................................................... 38 6c: Small Group Evaluation Plan .............................................................................. 39 6d: Field Trial Evaluation Plan .................................................................................. 40 7. Formative Evaluation Report .................................................................................... 42 7a: Evaluation Survey ............................................................................................... 42 7b: Report the Results of the Expert Review ............................................................ 44 7c: Comments on Change ........................................................................................ 44 Part 8. AECT Standards Grid ........................................................................................ 45 Appendix A References.............................................................................................. 51 Appendix B Expert Review Results ............................................................................ 52 Appendix C Glossary of Terms .................................................................................. 54
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Synthesis Paper
Designing instruction is like carving a sculpture out of wood. There is a process that woodcarvers follow that reflects the same processes utilized by instructional designers. Essentially, sculptors follow the analysis, strategy, and evaluation design model that instructional designers use (Smith & Ragan, 2005). First, a wood sculptor analyzes the context of her design. What type of wood should be used? How large of a section of wood is needed to complete the design? Next, the designer needs to employ a strategy for carving the sculpture. What tools are required? What types of cuts are necessary to create the intended look? Finally, the woodcarver must constantly evaluate the progress she has made and revise her work by conducting further analysis and adopting appropriate strategies as the piece is perfected. The steps outlined in any design process do not typically occur linearly, but concurrently, as witnessed in woodcarving. The need to incorporate a systematic process when designing course content and materials is one of the most important concepts that I have learned during the semester. I realize now that, previously, I have spent way too little time in the analysis and evaluation steps of the design process model described above. I focused the majority of my attention on the strategy phase when designing instructional documents. While I believe that the materials I have previously created are of good quality, I neglected the two pieces that would really enrich and improve my design. I feel challenged to conduct more preliminary analysis and formative evaluation when designing instruction as a result of EDTECH 503. The final project in this course has served as a guided tour through the world of instructional design with numerous stops along the way, depicting examples of analysis, strategy, and evaluation in instruction. From performing needs assessments, to conducting formative evaluations, this project has been a journey through the design process, which has helped me to visualize what design looks like when it is done properly. I feel encouraged to refine my skills as a designer. A condition of the final project that really puts the onus of design on the designer is prohibiting students from delivering their instruction. Often teachers can wing lessons due to their deep understanding of the subject matter being taught; however, the methodology for creating materials changes when a teachers material is presented by someone else. The level of detail that must be considered when creating learning materials in this situation benefits not only the instructor, but the quality of the overall design. I know that my design process has already improved as a result of what I have learned in this course. Recently I have been given the opportunity to put the analysis, strategy, and evaluation design model to good use in my business job when I was tasked with designing a new hire/onboarding process at my company. Newly hired employees and contractors are going to be put through a training regimen, which 4|Page
includes physical and online learning materials and direct instruction. Like one of the requirements for the final project, I will not be the actual instructor in the new hire training workshops since my company has numerous domestic and international offices. Instead, I am to serve as the designer of content and, as a student that has learned from the content illustrated in this course, I am applying proper design principles. First off, I conducted a needs analysis with the HR department, which provided me with some context for the learner audience. Based on the instructional needs I gleaned from my analysis, I developed objectives that are required for successful training and have written learning materials that address those needs. I have also contacted subject matter experts to review my design documents, who have offered feedback to improve my instruction. Soon I will be conducting formative evaluations with test users and will be implementing the training program in the first quarter of next year. This course has prepared me well for my first attempt at being a true instructional designer. The only unexplored territory that I face will occur when I organize summative evaluations after implementation, but I am confident that I will perform these tasks well. I feel very fortunate to have taken EDTECH 503 when I did, as it is directly impacting my work responsibilities in a positive way.
References Smith, P.L., and Ragan, T.J. (2005). Instructional Design (3rd ed.). Hoboken, NJ: John Wiley and Sons, Inc.
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Part 1. Topic
1a. Stated learning goal
After a two hour workshop, a group of high school teachers will be able to create an instructional video using Animoto, which they will upload to YouTube and display on classroom overhead computer projector.
1c. Rationale
I chose to focus my instructional design project on the creation of instructional videos because I have heard teachers express the desire to be able to create videos they can incorporate in the classroom, but are not sure how to do so. Animoto offers the ability to create free, short videos and cheap, unlimited-length videos. This ID project will meet teachers need to create instructional videos that are informative and fun. The overall strategy of this project is supplantive in nature for three reasons. One, learners are not required to have a high level of prior knowledge. Attendees will only need very basic computing and Internet browsing skills to be successful in this workshop. Two, the tasks are relatively easy to complete. Three, instruction will be delivered in a limited amount of time. The workshop can be completed in a single twohour session. This project best fits with the leading to learning procedures method of learning, which is a learning strategy that requires students to follow specifically defined steps in instruction. My project can be classified as procedural because workshop students will be required to follow specific steps in order to create and display their Animoto videos. Procedural learning calls for steps to be written in clear sentences with single, elementary actions. Also, students will be required to apply all of the steps in the procedure and to make dichotomous decisions. These elements of the leading to learning procedures strategy are evident in the project. The instructor will model step-by-step actions when working with Animoto, YouTube, and classroom computer projectors, which will be repeated by students. Students will have the opportunity to make decisions when determining what content to add to their videos and how they will be organized.
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2a2. Needs assessment data report According to the survey results, teachers have a definite interest in creating instructional videos. Only 2 teachers (20%) have ever heard of Animoto and zero teachers reported having used Animoto, but 70% of those surveyed desire to create videos. Although the class is motivated to learn how to create instructional videos (90%), the level of anxiety is relatively high. Only 20% of responders reported being comfortable with using technology, yet the vast majority of those surveyed are comfortable using an Internet browser (70%). Half of the teachers surveyed believe their students are content with the technology use in their courses, which may be a contributing factor in the desire/need for incorporating new technologies in the classroom.
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50.00%
0.00% I am comfortable using technology I am comfortable using a web browser I am motivated to learn more technology
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Introduction
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Conclusion
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Part 3. Planning
3a. Learning objectives (list)
1. Create an Animoto account 1.1 Create account using teacher email address and computer password 1.2 Successfully log into Animoto 2. Add an audio track for Animoto video 2.1 Select an audio track from Animoto music gallery 2.2 Upload an audio track into Animoto 3. Add images into Animoto 3.1 Upload images from shared directory into project 3.2 Upload personal images into project 4. Add videos into Animoto 4.1 Upload videos from shared directory into project 4.2 Upload personal videos into project 5. Create Animoto text slides 6. Organize slides 6.1 Set desired sequence of images, videos, and text 6.2 Remove unnecessary images, video, and text 7. Publish Animoto video 7.1 Save video publish link 8. Create a YouTube account 8.1 Create account using teacher email address and computer password 8.2 Successfully log into YouTube 9. Upload video to YouTube 10. Publish a YouTube video 10.1 Save video publish link 11. Display video on classroom overhead computer projector 11.1 Load published YouTube video in an Internet browser window 11.2 Play YouTube video on classroom overhead computer projector 14 | P a g e
1.0
Performance
Use web browser to create an Animoto account. Know and utilize teacher login username and password when creating Animoto account. Successfully log into Animoto using teacher login username and password. Select audio from Animoto music gallery or upload personal audio track. Select an audio track from the Animoto music gallery. Upload a personal audio track into Animoto project. Add images to Animoto project.
1.1
Application
Performance
1.2
Application
Performance
2.0
Application
Performance
2.1
Application
Performance
2.2
Application
Performance
3.0
Application
Performance
3.1
Application
Performance
Upload images from a shared directory into Animoto. Upload personal desktop images into Animoto. Add videos to Animoto project.
3.2
Application
Performance
4.0
Application
Performance
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4.1
Application
Performance
Upload videos from a shared directory into Animoto. Upload personal desktop videos into Animoto. Create text slides using Animoto tool.
4.2
Application
Performance
Observation with a checklist Observation with a checklist Subjective student task with observation Subjective student task with observation Subjective student task with observation Observation with a checklist Observation with a checklist Observation with a checklist Observation with a checklist
5.0
Application
Performance
6.0
Analysis
Performance
Organize order and remove extra image, video, and text slides. Change the order of image, video, and text slides until satisfied project. Remove unneeded image, video, and text slides from Animoto project. Create Animoto video by publishing slide project. Save URL to published Animoto video. Use web browser to create a YouTube account. Know and utilize teacher login username and password when creating YouTube account. Successfully log into YouTube using teacher login username and password.
6.1
Analysis
Performance
6.2
Analysis
Performance
7.0
Application
Performance
7.1
Application
Performance
8.0
Application
Performance
8.1
Application
Performance
8.2
Application
Performance
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9.0
Application
Performance
Observation with a checklist Observation with a checklist Observation with a checklist Demonstrate completed project Observation with a checklist
Upload published Animoto video into YouTube. Publish Animoto video uploaded into YouTube. Save YouTube published video URL. Play YouTube video in classroom.
10.0
Application
Performance
10.1
Application
Performance
11.0
Application
Performance
11.1
Application
Performance
Load published YouTube video on classroom computer using a browser. Play published YouTube video in front of workshop peers on classroom overhead computer projector.
11.2
Application
Performance
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ATTENTION
A.1 Perceptual Arousal The workshop will open with a viewing of an exemplary video created using Animoto, but displayed via YouTube. Initially, the class will not be informed that the video was actually created using Animoto. Reveal to students that the video displayed was actually created using Animoto, which is the same application they will be using as part of the workshop. A2. Inquiry Arousal Students will be asked to describe instances where their lessons would be enhanced with the incorporation of video(s). Ask students what they like about the YouTube/Animoto video that was displayed. Ask students what they may be apprehensive about in creating their own videos, while assuring them they can, indeed, be successful. Display Animoto videos created by students in previous workshops. A3. Variability Ask individual students questions about their motivation to create instructional videos. Ask additional questions that are relevant to the course based on the attitude of the audience that encourages student curiosity and confidence.
RELEVANCE
R1. Goal orientation Discuss how Animoto is a user friendly application that creates exciting videos that enables teachers to display instructional materials in a medium that is relevant and interesting to todays high school students. R2. Motive matching Inform workshop students that they have the power to include any content they deem relevant when designing videos for their own classes, provided the content is in the form of an image, video clip, or text slide. Tell students they will be responsible for learning how to effectively create videos 18 | P a g e
in Animoto, upload those videos to YouTube, and display their videos for students, which should motivate them to learn the processes and techniques in creating a quality video. Remind students that the amount of effort they put into making future videos will directly affect how influential the videos are to students in their own classrooms. R3. Familiarity Ask students if they have incorporated videos as part of instruction. Most students will reveal they have used videos in their own courses. Ask students how familiar they are accessing and viewing YouTube videos. Most workshop participants will indicate that they have watched a video on YouTube before.
CONFIDENCE
C1. Learning requirements Inform students that they already have many of the prerequisite skills necessary to create, publish and display an Animoto video via YouTube. The basic Internet browsing and computing skills utilized in the workshop are already required skills needed in their daily activities as a high school teacher. Workshop activities will be broken into separate chunks to reduce the potential for students to feel overloaded with information. C2. Success opportunities Monitor students progress when they are performing activities while offering suggestions and complimenting achievements. Remind students of the videos they viewed earlier that were submitted by previous workshop students to demonstrate that they will succeed. C3. Personal control Students will be asked to evaluate their own videos after presenting their work to their workshop classmates and viewing other students videos. Students will be encouraged to share created videos with the instructor for demonstrations of student work in future workshops to encourage new students.
SATISFACTION
S1. Natural consequences As part of the workshop, students will use their newly acquired knowledge and skills by creating an instructional video, which they will display for their classmates.
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S2. Positive consequences The instructor will reinforce learners successes during each activity by offering constructive feedback and compliment students progress. Students will be encouraged to ask questions of the instructor or their peers. S3. Equity The finished product in this workshop is a published Animoto, which will be viewed via YouTube over an overhead computer classroom projector. Each student will be able to view the positive consequences of his/her efforts. Ask students how/when they may include future videos in instruction now that they have successfully created a video. Encourage students to keep creating instructional videos in Animoto or other applications, which will only get better as they refine their skills with practice.
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Inform Learners of Purpose Inform the learners of the purpose of the workshop, which is to teach them how to create instructional videos using an online program called Animoto, which will then be uploaded to YouTube and displayed over a classrooms overhead computer projector. Relay to the class that the skills workshop participants acquire over the course of the next three hours will enable them to easily create additional videos, which they can utilize in their own courses. Stimulate Learners Attention/Motivation Inform the audience that the likely reason they have signed up for this voluntary workshop was so they could learn how to create videos of their own. Then explain that the video they viewed at the opening of the workshop was actually a video designed using Animoto, which is the same application they will be utilizing to create their own videos. Also inform the audience that the technical proficiency required to create a similar video as the opener is very modest. Each student by the end of the three-hour workshop will have created their own video. Provide Overview Inform the audience that the workshop will be carried out in a demonstration/activity format. The instructor will model steps and processes required in each phase of the workshop. After each demonstration, the class will perform the same actions individually on their own computers as an activity. Highlight for students some of the activities they can expect: Students will be adding music, images, video, and text slides to Animoto which they will organize into the order they would like their video to display. After the Animoto video is created, students will upload their content to YouTube. When the class is finished uploading their videos to YouTube, students will then display their videos on an overhead computer projector in one of the schools classrooms to simulate the same environment they will encounter with their own students. 21 | P a g e
Explain that students will be able to select their music, images, and videos from a resource repository supplied by the instructor in the interest of saving time.
Body
Stimulate Recall of Prior Knowledge Explain to the class that each participant has, on some level, all of the technical proficiency needed in order to carry out the tasks encountered in this workshop due to the nature of their current responsibilities as a teacher in the high school. Each participant has browsed for files on their computers or faculty shared drives, utilized web browsers to update grades/assignments, accessed videos over the web for personal or professional use, and has, at some time, seen a demonstration of how to use the overhead computer projector. Inform the audience that the prior knowledge the students already possess will prove to be a tremendous asset when performing workshop activities. Present Information and Examples The instructor will display examples of student-created videos from previous workshops. Tell the participants that these videos were designed by prior workshop students and that they were created and displayed in the same timeframe provided in this workshop. Ask the students what they liked about the videos they viewed and ask how they could use similar videos in their own courses. Attempt to create a brief dialogue with the class. Afterwards, inform the class it is time to begin creating videos and remind them of the format: the instructor will demonstrate a step/concept and the students will perform the same action(s) in a hands-on activity. See the Provide for and Guide Practice section for specific objectives covered in the workshop.
Student example 1: https://www.youtube.com/watch?v=1qyaNVb5fPM Student example 2: https://www.youtube.com/watch?v=ZayZdoCGaBo Student example 3: https://www.youtube.com/watch?v=ivXMiHtjepk
Gain & Direct Attention As the majority of the workshop will be conducted utilizing the demonstrate/activity format, there will be a number of instances when the instructor will need to gain and direct students attention. The instructor will direct the students attention to the overhead computer projector screen to illustrate progress by providing a workshop objective outline, highlighting completed and upcoming objectives on the overhead computer projector. As the students successfully complete each activity, the instructor will gather student attention by summarizing what was learned, introduce the next objective in the workshop and demonstrate how to carry out the steps/process. The demonstrate/activity cycle will continue throughout the body of the workshop. 22 | P a g e
Guide or Prompt Use of Learning Strategies Learners will take charge of their learning by being given the freedom to design a video in any manner they choose, provided they incorporate the core elements: music, images, videos, and text slides. The instructor will encourage students to either provide a mental image for how the content in their videos will be organized or to create a storyboard of the video on paper to help conceptualize their design process. The instructor will illustrate a sample storyboard on the white board in the computer lab to assist students comprehension of a storyboard and to provide a sample organizational layout of the core elements. Provide for and Guide Practice Students will have many opportunities to practice what they have learned after each objectives steps/processes are modeled by the instructor. Students will replicate the actions performed by the instructor and demonstrate their comprehension of objectives in hands-on activities. The specific objectives covered in workshop include: 1. Create a free Animoto account using faculty username, password, and email address 2. Add video content to Animoto a. Select or upload a music track b. Upload images c. Upload videos d. Create text slides 3. Organize video content a. Re-order image, video and text slides b. Remove unnecessary content 4. Publish Animoto Video a. Save video to computer desktop b. Rename video if necessary 5. Create a YouTube account using faculty username, password, and email address 6. Upload saved Animoto video to YouTube a. Record video URL 7. Display video via a classroom overhead computer projector a. Turn on video projector b. Set the video source to the classroom computer c. Play YouTube video using an Internet browser The Task Analysis (Section 2d) maps out many of the processes required in learner objectives.
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Provide Feedback The instructor will gauge student understanding of concepts/objectives by walking around the computer lab, monitoring workshop activities. It is important to not only provide motivational feedback by encouraging students and complimenting achievements, but to provide informational feedback as well. Answer simple student questions regarding application mechanics directly, but answer students c oncept questions (i.e. How is it best to organize slides?, What length song should I pick?, etc.) with leading questions that give learners the opportunity to determine the best course of action on their own. Illustrating the consequences of poor design decisions will help to teach the principles of good design, resulting in better quality videos. Remember that the instructors role in this workshop is to lead to learn.
Conclusion
Summarize and Review Summarize for the students what they have achieved in this workshop. First, they have used a Web 2.0 tool to collect, organize, and publish a video. Second, they uploaded their video to YouTube, one of the most recognizable repositories of video content on the web. Finally, they proved to the instructor and themselves that they know how to project the video in their classrooms for their own students to enjoy. Transfer Learning Encourage students to continue creating Animoto videos for future use in their courses. Students can use the same skills acquired in this workshop to create videos on their own. Also explain that the concepts learned in this course like, creating an account for a Web 2.0 tool, uploading content to a cloud service, publishing work, and displaying video materials on classroom overhead computer projectors can be applicable in other applications. Remotivate and Close Emphasize the reason why most of the students initially signed up for this workshop: they wanted to be able to create instructional videos. Inform the class that they were successful in their endeavor to create a video and now have the know-how to create new videos that are every bit as exciting as the video displayed in the beginning of the workshop. Challenge workshop participants to explore other Web 2.0 tools to discover the potential benefits that different technologies can provide for their courses and students. Tell audience members to set a personal goal to create a specific number of videos using Animoto or another application and to explore at least one other Web 2.0 tool before the start of the next academic semester.
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Assess Learning Instructors will assess learning throughout the workshop by monitoring student progress and gauging comprehension during each objectives activities. The instructor will be able to determine each students understanding of the overall goal based on the successful completion and demonstration of his/her video in front of the class. A list of workshop attendees will be compiled and the rate of student success will be recorded for future design/redesign purposes and to gauge the efficacy of the course. Provide Feedback and Remediation Congratulate the class on completing the workshop and for the hard work they provided for the last three hours. Ask students to participate in the post-workshop survey. Inform them that the results of the survey are carefully examined and extremely helpful for course designers. Their input will help influence the design of future workshops. Students that failed to create and display their videos or that struggled significantly during the course can schedule additional time with the instructor to master misunderstood concepts and procedural steps. The instructor will provide time for students to practice what they have learned and ask questions.
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Step 1: Animoto
In this step of the workshop, you will be creating an Animoto account and adding pictures, videos, and text as slides to create a video. Your objectives for this step are: Create an Animoto account Create a video Select a video theme Select a song from the Animoto music gallery or upload your own audio track Upload/Select and include at least 5 picture slides in your video Upload/Select and include at least 3 videos clips in your video Add at least 5 text slides to Publish Animoto video Save a copy to your desktop
How to create an Animoto account: 1. Open Internet Explorer (or another web browser like FireFox, Safari, or Chrome) 2. Navigate to http://www.animoto.com 3. Click Sign Up
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4. 5. 6. 7.
Type your faculty email address in the Email Address field Type your first and last name in the Name field Type your faculty email password in the Password and Confirm Password fields Click the Sign up button
2. Select a style theme for your video (Click the play button to preview a style)
3. If you are satisfied with the style, click the Create Video button
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4. Click the Change Music button to select a music track other than the default
Note: the length of the song you select determines the length of your Animoto video. Choose an appropriate length track for your video.
5. Preview the songs sorted by category, select a track and click the Add Song button
6. Browse for the location of the song you wish to upload 7. Click Open
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How to add images and videos: 1. Click the Add Pics & Vids button
3. Browse to the Workshop Resources folder on your lab stations computer desktop 4. Open the Images folder and select the picture you wish to add to your video (5 total) 5. Click Open 6. Open the Videos folder and select the video clip you wish to add to your video (3 total) 7. Click Open -- OR 2. Click select images and videos from the Animoto galleries
Note: You can select more than one image or video by holding Ctrl on the keyboard when clicking images and videos
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2. Type a title in the Title field 3. Type a subtitle in the Subtitle field 4. Click Save
How to re-organize image, video, and text slides: The order of the slides from left to right, top to bottom depicts the order your video will follow when it is published. 1. Select a slide 2. Drag the slide until it shifts adjacent slides to the left or right and drop the slide
How to remove image, video, and text slides: 1. Select the slide you with to remove 2. Click the Delete button 3. Click OK
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How to produce, publish and save an Animoto video: 1. When you are satisfied with the contents and order of slides in your video click the Preview Video button
Note: The video preview will take some time to load. Be patient.
2. 3. 4. 5.
Type a title for the video in the Title field Watch the preview If you need to make further edits to your video, click the Or continue editing link If you are satisfied with the video, click the Produce button
Note: Animoto is publishing the video, which will take some time to complete. Be patient.
6. Click Download/Export
Note: the video will download to your My Documents folder or the computers desktop. Move the file to your desktop if it downloaded to your My Documents folder.
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Step 2: YouTube
In this step, you will be creating a YouTube account to serve as a repository to contain the video you created today in Animoto and future videos you design. Your objectives for this step are: Create a YouTube account Upload your saved Animoto video from your lab stations computer desktop Email yourself the YouTube video publish link
How to create a YouTube account: This how-to assumes you do not already possess a Google account. If you already have an account set up, sign in using your Google username and password. 1. Open Internet Explorer (or another web browser like FireFox, Safari, or Chrome) 2. Navigate to http://www.youtube.com 3. Click the Create an Account button
4. Fill in the new account prompts, using your faculty username and password for Choose a Google username and Create a password fields respectively
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How to upload a video into YouTube and copy the video link: 1. After you are logged into YouTube, click the Upload button
3. Browse to the Animoto video you downloaded on your desktop 4. Click Open
Note: The video is uploading and publishing on YouTube. Be patient.
6. 7. 8. 9.
Press Ctrl + C on the keyboard to copy the link address Open a new email message addressed to your own faculty email address Paste the link to the YouTube video you copied in the message Send the email
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Step 3: Presentation
In this final workshop step, you will be presenting your Animoto video via YouTube on a classroom overhead computer projector in front of your peers. This step may not be relevant for learners that do not intend to display videos over a classroom overhead computer projector. Your objectives for this step are: Turn on/off the projector Setting the source input to Computer Opening your YouTube video from email Maximize the view screen Adjust volume level
How to operate the projector: 1. Press the On button on the control console to turn the projector on. 2. Press the Comp button on the control console to set the projectors input source to view the classroom computers display 3. Click the up and down arrows on the control console to increase and decrease the volume 4. Press the Off button on the control console to turn the projector off.
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How to display your uploaded YouTube video: 1. Open the email you addressed to yourself containing the link to the uploaded YouTube video 2. Click the video link in the email message
Note: The video will automatically open in a web browser (Internet Explorer is the default browser in labs and classrooms)
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Performance Assessment
Animoto
Animoto account is created and accessed Video includes at least 5 picture slides Video includes at least 3 videos Video includes at least 5 text slides Video concludes as music track ends Animoto video is published Video is downloaded to lab station computer desktop
YouTube
YouTube account is created and accessed Downloaded Animoto video is uploaded to YouTube Teacher emails YouTube video URL to his/her own teacher address
Presentation
Projector is turned on and set to the computer input Teacher loads YouTube video Video screen is maximized and appropriate audio volume is set
Additional Comments
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Animoto
YouTube
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One-to-One Questions: 1. Did you understand the instruction? If not, which parts were difficult to understand? 2. Were you able to complete the instruction in the time provided? 3. Do you believe you had already attained the prerequisite skills necessary to complete this workshop? Were the prerequisite skills reasonable? 4. Were you able to easily read the instructional materials? Were there any words or phrases that were confusing? 5. Were the learning graphics helpful? 6. Do you feel like you have a solid understanding for creating Animoto videos, uploading 7. Please provide any additional feedback.
Small Group Pre Questions: 1. 2. 3. 4. 5. How comfortable are you with using technology? How often do you incorporate technology in your lessons? Do you show videos as a part of instruction? Have you ever created a video before? What are your motivations for learning how to create videos?
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Small Group Post Questions 1. Were you able to complete the instruction in the allotted time? If yes, how long did it take you to complete? If not, explain why. 2. Do you feel that you had the predicted prerequisite skills necessary to complete the workshop? Even if you did not already have the anticipated prerequisite skills, did you still complete the instruction? 3. Do you feel negatively or positively about the instruction? Explain. 4. How could the instruction be improved to encourage positive feelings about the workshop? 5. Please provide any additional feedback.
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Instructor Questions:
Strongly Disagree Disagree Agree Strongly Agree 1. The instructional materials designed provided me with the tools needed to effectively facilitate this workshop -----------------------------------------------------
9. I would be interested in facilitating additional courses designed in a fashion similar to this workshop -----------------------------------------------------
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Questions
Effectiveness Are the goals and objectives clear?
Answers
Do supporting graphics and features enhance the learning without distracting? Are directions clear?
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Is the vocabulary level and tone appropriate for the content and audience? Are the message and the media pleasing?
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STANDARD Standard 1: DESIGN 1.1 Instructional Systems Design (ISD) 1.1.1 Analyzing 1.1.2 Designing 1.1.3 Developing 1.1.4 Implementing 1.1.5 Evaluating 1.2 Message Design 1.3 Instructional Strategies 1.4 Learner Characteristics Standard 2: DEVELOPMENT 2.0 (includes 2.0.1 to 2.0.8) 2.1 Print Technologies 2.2 Audiovisual Technologies 2.3 Computer-Based Technologies 2.4 Integrated Technologies Standard 3: UTILIZATION 3.0 (includes 3.0.1 & 3.0.2) 3.1 Media Utilization 3.2 Diffusion of Innovations 3.3 Implementation and Institutionalization 3.4 Policies and Regulations Standard 4: MANAGEMENT 4.0 (includes 4.0.1 & 4.0.3) 4.1 Project Management 4.2 Resource Management 4.3 Delivery System Management 4.4 Information Management
Assignments meeting standard in whole or part X X X X X X X X ID Project ID Project; ID Case Analysis ID Project ID Project ID Project Selected Discussion Forums; ID Project ID Project ID Project
X X X
X X
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Standard 5: EVALUATION 5.1 Problem Analysis 5.2 Criterion-Referenced Measurement 5.3 Formative and Summative Evaluation 5.4 Long-Range Planning
X X X
ID Project ID Project
COURSE GOALS & OBJECTIVES The overall goal for the course is for each student to consider and use the systematic process of instructional design to create an instructional product. To achieve this goal, students will engage in activities that promote reflective practice, emphasize realistic contexts, and employ a number of communications technologies. Following the course, students will be able to:
1. Discuss the historical development of the practice of instructional design with regard to factors that led to its development and the rationale for its use 2. Describe at least two reasons why instructional design models are useful 3. Identify at least six instructional design models and classify them according to their use 4. Compare and contrast the major elements of three theories of learning as they relate to instructional design 5. Define instructional design. 6. Define the word systematic as it relates to instructional design 7. Define learning and synthesize its definition with the practice of instructional design 8. Relate the design of instruction to the term educational (or instructional) technology 9. Describe the major components of the instructional design process and the functions of models in the design process 10. Provide a succinct summary of various learning contexts (declarative knowledge, conceptual, declarative, principle, problem-solving, cognitive, attitudinal, and psychomotor)
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11. Build an instructional design product that integrates major aspects of the systematic process and make this available on the web. a. Describe the rationale for and processes associated with needs, learner, context, goal, and task analyses i. ii. Create and conduct various aspects of a front-end analysis Identify methods and materials for communicating subject matter that are contextually relevant
b. Describe the rationale for and processes associated with creating design documents (objectives, motivation, etc.) i. ii. iii. c. Construct clear instructional goals and objectives Develop a motivational design for a specific instructional task Develop assessments that accurately measure performance objectives
Select and implement instructional strategies for selected learning tasks i. Select appropriate media tools that support instructional design decisions
d. Describe the rationale and processes associated with the formative evaluation of instructional products i. Create a plan for formative evaluation
12. Identify and use technology resources to enable and empower learners with diverse backgrounds, characteristics, and abilities. 13. Apply state and national content standards to the development of instructional products 14. Meet selected professional standards developed by the Association for Educational Communications and Technology 15. Use various technological tools for instructional and professional communication
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1.4 Learner Characteristics 1.4.a Identify a broad range of observed and hypothetical learner characteristics for their particular area(s) of preparation. 1.4.b Describe and/or document specific learner characteristics which influence the selection of instructional strategies. 1.4.c Describe and/or document specific learner characteristics which influence the implementation of instructional strategies.
2.0 Development
2.0.1 Select appropriate media to produce effective learning environments using technology resources. 2.0.2 Use appropriate analog and digital productivity tools to develop instructional and professional products. 2.0.3 Apply instructional design principles to select appropriate technological tools for the development of instructional and professional products. 2.0.4 Apply appropriate learning and psychological theories to the selection of appropriate technological tools and to the development of instructional and professional products. 2.0.5 Apply appropriate evaluation strategies and techniques for assessing effectiveness of instructional and professional products. 2.0.6 Use the results of evaluation methods and techniques to revise and update instructional and professional products. 2.0.7 Contribute to a professional portfolio by developing and selecting a variety of productions for inclusion in the portfolio. 2.1 Print Technologies 2.1.3 Use presentation application software to produce presentations and supplementary materials for instructional and professional purposes. 2.1.4 Produce instructional and professional products using various aspects of integrated application programs. 2.3 Computer-Based Technologies 2.3.2 Design, produce, and use digital information with computer-based technologies.
3.0 Utilization
3.1 Media Utilization 3.1.1 Identify key factors in selecting and using technologies appropriate for learning situations specified in the instructional design process.
3.1.2 Use educational communications and instructional technology (SMETS) resources in a variety of learning contexts.
3.3 Implementation and Institutionalization 3.3.1 Use appropriate instructional materials and strategies in various learning contexts. 3.3.2 Identify and apply techniques for integrating SMETS innovations in various learning contexts. 3.3.3 Identify strategies to maintain use after initial adoption.
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4.0 Management
(none specifically addressed in 503)
5.0 Evaluation
5.1 Problem Analysis
5.1.1 Identify and apply problem analysis skills in appropriate school media and educational technology (SMET) contexts (e.g., conduct needs assessments, identify and define problems, identify constraints, identify resources, define learner characteristics, define goals and objectives in instructional systems design, media development and utilization, program management, and evaluation).
5.2 Criterion-referenced Measurement 5.2.1 Develop and apply criterion-referenced measures in a variety of SMET contexts. 5.3 Formative and Summative Evaluation 5.3.1 Develop and apply formative and summative evaluation strategies in a variety of SMET contexts.
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Appendix A References
Davidson-Shivers, G.V. & Rasmussen, K.L. (2006). Web-Based Learning: Design, Implementation, and Evaluation. New Jersey: Pearson. Keller, J. M. (1987). The systematic process of motivational design. Performance & Instruction, 26 (9/10), 1-8. Roosevelt University. (2010). Classroom technology guide. Retrieved from http://www.roosevelt.edu/ITS/mms/classroomGuide.aspx Smith, P.L., and Ragan, T.J. (2005). Instructional Design (3rd ed.). Hoboken, NJ: John Wiley and Sons, Inc.
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Answers
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Efficiency Is access to the instructor or other learners provided? Access to the instructor and peers are provided throughout the workshop. Students can help one another after the instructor demonstrates an activity, while the instructor walks around and monitors the class. The content information is presented clearly and efficiently. The biggest benefit in this class lies with the significant amount of hands-on activity that occurs after quick instruction. Animoto and YouTube are pretty intuitive online tools. Based on teachers prior technical knowledge and easy-to-use learning documents, students should not struggle with the technology. The instructional goals relate directly to the content. The overall goal is supported by the goals and objectives outlined.
Good use of titles and subtitles in the learning materials that help distinguish sections and activities from others. Users can visually chunk the information they see.
Appeal Are goals relevant to learners? The goals are relevant to learners. The goals are directly related to the success of creating an instructional video. The pre-course survey indicates that would-be students (teachers) are interested in this workshop so that they can include personally created videos in their courses. The content is interesting, especially after the audience views the Animoto video in the beginning of the workshop and student examples. The content matter is easy to complete, but the challenge will apply to learners that desire to create better videos in the future. The vocabulary used is not complicated, but it might be helpful for students if you included a glossary they can refer to after they take learning materials home. Understanding the verbiage will also help those wishing to train others how to create and publish Animoto videos. The message and the media are pleasing. The sample Animoto videos and graphics (add even more) are professional looking and will encourage the audience to master the content being taught. I did not notice any errors that distracted me.
Is the vocabulary level and tone appropriate for the content and audience?
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input
produce
publish
repository
upload
Workshop Resources Workshop Resources is a folder located on each lab stations computer desktop. This folder contains images and videos that can be uploaded into your Animoto video. Learners not participating in the workshop can disregard this folder and can opt to upload images and videos from your own locations or select content from the Animoto galleries. YouTube YouTube is a highly recognized online video repository. Users can create their own YouTube channels where videos can be stored and viewed by others.
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