Date
10-2015
Department
School of Education
Degree
Doctor of Education (EdD)
Chair
Deanna L. Keith
Keywords
Applications "App's, " Constructivism, Experiential, Social Media, Student-Centered, Technology
Disciplines
Curriculum and Instruction | Curriculum and Social Inquiry | Education | Educational Methods | Higher Education | Instructional Media Design
Recommended Citation
Kirk, Bruce, "A Proactive, Experiential and Student-Centered Learning Approach: A Case Study of the Effects of A Social Media Video Editing “App” in A Traditional Classroom Setting" (2015). Doctoral Dissertations and Projects. 1084.
https://digitalcommons.liberty.edu/doctoral/1084
Abstract
The use of social media App’s has exploded in recent years. The purpose of this case study was to explore the use and implications of a social media App for shooting and editing video, when used in a higher education classroom where video projects are required. The study examined how the use of a student-centered App — in place of more traditional video and editing instruction — effected the student-learner model. The research questions included: RQ1 How does a social media video App impact student learning in a traditional higher education classroom? RQ2 What is the impact of a social media video App on the collaborative student-centered process? RQ3 Why does a social media video App enhance student-centered learning outcomes? The study used observation, in-depth individual participant interviews and a focus group of participants. The study found that participants favored the use of a video App for learning. Moreover, the case study pointed to a preference for collaborative, experiential student-centered learning. This self-directed and peer-involving learning approach resulted in more creative solutions, with participant benefits grouped into three themes: first, interaction was enhanced, with students reaching out to each other and voluntarily increasing use of digital tools; second, collaboration increased, with the increasingly iterative cycles of problem-solving involving both participant peers and digital tools; and, third, creation of assignment solutions that were experiential in nature, resembling the more complex and professional digital products of produced by organizations outside the classrooms.
Included in
Curriculum and Instruction Commons, Curriculum and Social Inquiry Commons, Educational Methods Commons, Higher Education Commons, Instructional Media Design Commons