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Traditional models of classroom
instruction have placed great importance on mastering content through
learning objectives. Although preferred in many educational contexts,
theorists are nevertheless shifting away from this approach, purporting
new instructional designs consistent with constructivist philosophy. The
focus has shifted from external processing to internal processing, from
teaching students to derive understanding from an external reality mapped
onto them by outside forces (teachers, media producers, etc.), to helping
students derive understanding from their own, meaningful, internal interpretations
of reality. The process is believed to be as important, if not more so,
than the end result.
Additionally, theorists feel
it is no longer essential to prescribe learning outcomes. Rather, "instruction
should focus on providing tools and environments for helping learners
interpret multiple perspectives of the world in creating their
own world view" (Jonassen, 1991, p. 12). Students exposed to constructivist
experiences in the classroom will begin to trust their intellect to solve
complex problems, seeing constructivist learning activities as means to
develop higher order thinking skills, not just assignments with right
or wrong answers. Evaluation in these experiences is considered 'goal-free.'
Most forms of video used in
today's classrooms do not meet these expectations. Normally, instructional
and educational video transfer knowledge and teach well-defined objectives.
Although beneficial, these programs rarely challenge viewers to think
for themselves. Producers cue and assist viewers with difficult information,
gain viewers' attention to the critical features of the video's message,
and organize information so it can be easily interpreted. In effect, these
programs advance the goals of the producer, not the goals of the viewer.
Consequently, I advocate we,
as educators, look for new forms of video advancing constructivist philosophy.
Objective-based, instructional programs are not appropriate for constructivist
learning environments; rather, we need to find more challenging, 'less-instructive'
video that stimulates constructive thinking in the classroom.
This paper advances video
as a way to challenge high-level learners in constructivist environments.
It reviews how video is used in education, why it is used, and how it
is designed to see show why objective-based programs are inappropriate
for constructivist environments. Then, the paper recommends an unconventional,
open-ended video model. The paper will show why this model is more
challenging and less-instructive than traditional educational programs,
and how it can be uses to stimulate constructive thinking in the classroom.
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Video In Education
We place great value on video
and television in education. These forms have been found to be successful
and necessary for skill training and other educational purposes. Although
appropriate for many contexts, their intentions and designs conflict with
constructivist philosophy.
Intentions:
Educational and instructional
programs are normally intended to advance the goals of an educational
courses or subject. Video in education is by no means a new form of educational
technology; its roots can be traced to those of educational and industrial
training films of the early 1940's, as well as Instructional Television
(ITV) and Educational Television (ETV) of the 1950's and 60's. Mostly,
educational film in the early years was used to train military personnel
in physical, emotional, and psychological skills. ITV emerged a bit later,
and consisted of open- or closed circuit video programs designated to
teach specific body of subject matter to groups of students (children
and adults) in schools or homes. Educational television (ETV) closely
paralleled the development of ITV, and referred to any type of educational
video program presented for any serious purpose, whether to teach someone
or develop cultural understanding (Saettler, pp. 366-367). Both are used
today, in fact Cambre (1995) lists shows like Newscasts from the Past,
Global Geography, and Community of Living Things as ITC programming,
while Nova, Nature, and Sesame Street as good examples of
ETV programming (pp. 296-297).
These programs serve definitive
communicative purposes. Instructional video normally follows a predictable
format, addresses specific objectives, and is watched by viewers as part
of a formal educational course. The format centers around specific goals
or skill areas to be taught. Educational video is both instructional and
entertaining, appeals to wider audiences, and is broadcast daily on public
television stations across the country. The format is more aesthetic and
centers around specifying certain knowledge, or changing behaviors or
attitudes (Aversa & Morrison, 1978). They rarely challenge viewers
to think constructively.
Design:
Instructional and educational
programs are designed to teach well-defined objectives, influence viewer
perceptions, and control behaviors and attitudes. Producers use strategies
to cue learning, to gain learners' attention to important features of
the message, and to organize information so it can easily be understood.
These strategies are driven by message design principles risen from the
behavioral sciences, and advance the purposes of the producer, not the
viewer.
Cueing is promoted by behavioral
theorists as a way to assist learning. Gagné & Driscoll (1988)
advance cueing as a form of learner guidance, maintaining sets
of cues should be selected because they help learners store and recall
what is to be learned (p. 90-91). Fleming and Levie (1978) feel learning
can be facilitated when critical cues are dominant or conspicuous, and
designers should attempt to magnify the essential features of any lesson
or message to assist the memory of the receiver (p. 115).
Cueing influences perception
and assists viewers in their interpretation of the instructional message.
Most often, animation devices, such as pointers or color graphics, are
used to guide learners to critical features of a message. Arwady and Gayeski
(1989) say graphics and animation can be used by the producer to help
viewers pick out salient portions of an otherwise confusing scene (pp.
77-79). Rieber (1990) says animation (such as moving arrows) can be used
to direct viewer attention to the key points of any visual material
(cited in Wetzel, et al., 1994, pp. 89-90). When producers cue in educational
and instructional video, they offer assistance with portions of the message
they feel the viewers may not understand.
Gaining learners' attention
to important aspects of instructional messages is also promoted by behavioral
theorists. Gagné & Driscoll (1988) suggest a rapid stimulus
change at the beginning of a lesson as a way to gain learners' attention
and direct learners' to important information (p. 87-88). Fleming and
Levie (1978) say "change or novelty should direct attention to the
most relevant ideas in a message rather than the marginal or superficial"
(p. 26).
Most often, producers manipulate
instructional and educational video to make certain portions of the message
apparent or obvious. Special effects, transitions, sound, and music are
used to direct viewers to the most critical aspects of an instructional
program. Arwady and Gayeski (1989) say techniques like cutting, fading,
dissolving, and wiping are used by producers to control the length of
the shot, as well as a way to direct viewers to focus on the program's
message... (p. 59-60). Attention-gaining devices undoubtedly influence
perception because they direct viewers to portions of the instructional
message the producer feels are important.
Organizers are promoted as
ways to make instructional messages meaningful to learners. Gagné
(1977) recommends using advance and comparative organizers preceding information
to be learned, to orient learners to subject matter, and to relate the
matter to pre-existing knowledge they may already have (p. 198). Fleming
and Levie (1978) say, "the more familiar the message is to its audience,
the more readily it is perceived. The designer can minimize perceptual
demands and facilitate learning [of the message] by using familiar examples,
digital or iconic, and by referring back to previous learning" (p.
56).
Producers use repetition,
advanced organizers, and visual cohesion to establish patterns, stimulate
recall, and clarify message intent. Arwady and Gayeski (1989) say repetition
techniques are used to indoctrinate the viewer and emphasize important
aspects of the message (pp. 82-87). Other researchers such as Chu and
Schramm (1967) and Hoban and Van Ormer (1950) have attested the value
of introductions, reviews, advanced organizers, and repetition of important
sequences as ways to influence perception and control learning (discussed
in Wetzel, 1994, p. 139). These organizational devices structure the video
in a way the producer feels it can best be understood.
Video programs have been found
to be very effective in many educational settings. Instructional video
is still in demand by corporate, educational, and military establishments
to teach and train individuals (children, teenagers, and adults) on basic
motor, computer, and even professional skills. Educational video is used
to influence perceptions, control attitudes, and achieve broad, cultural
understanding. Their designs advance the goals of the producer; they do
not challenge viewers to make meaning from the video's message. We must
look for new models, driven by different intentions and designs, that
can be used in constructivist learning activities with students.
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A New Video Model
Video must be designed differently
for constructivist environments, but questions do remain; is video capable
of accomplishing this? What would it look like? How would we use such
a video in a constructivist learning activity?
Is video capable of accomplishing
this?
Indeed, video has great potential
in constructivist learning environments. Critics may argue video is a
linear, one-way viewing medium that prevents active communication or participation
by the learner. But, contrary to this belief, viewing has been described
as cognitively active, and viewers will attend to things furthering their
comprehension and interests (Anderson & Field, 1983, p. 57). In fact,
Solomon and Clark (1986) concluded viewers actively monitor television
presentations, and instructional program techniques should be oriented
to advance a viewer's own purpose, not to control viewers' attention through
formal production features (cited in Wetzel, et al., p. 135). Interestingly
enough, constructivist philosophy claims "reality is more in the
mind of the knower, [and the] knower constructs a reality, or at least
interprets it, based upon his or her apperceptions" (Jonassen, 1991,
p. 10). Video can promote constructive thinking if it is challenging,
free from control features, and open to interpretation.
What would it look like?
A video model advancing these
considerations can be found in Soviet avant-garde cinema in the 1920's,
specifically a truly revolutionary film entitled The Man With the Movie
Camera (1929). The film, by virtue of its format, is non-conventional.
Its strengths, specifically its use of figurative devices like similes
and metaphors, challenge viewers to make ideological comparisons. Its
flexible design can be interpreted many ways. Thus, I believe this film,
and others like it, could stimulate constructive thinking in the classroom.
Let's quickly examine the creative purpose and design of the film.
PURPOSE: The Man With the
Movie Camera was a revolutionary film borne from the Soviet avant-garde
movement in the 1920's, a controversial era in Russian art and literature
heavily influenced by constructivist philosophy. New forms of art emerged
during this period that challenged Soviet society. Artistic design was
lead by ambiguity and open interpretation. Cinema was affected, especially
be Dziga Vertov, a filmmaker who "envisioned the development of an
unconventional cinematic mode that could be universally understood....a
new form of cinema that would engage the moviegoer's 'dormant' consciousness
and foster an active mental participation both during and after the screening"
(Petric´, 1987). This vision inspired Vertov to create The Man With
the Movie Camera. Vertov promoted active, mental participation during
and after screening by using design techniques that challenged viewers'
perceptions.
DESIGN: The film's unconventional
design challenges viewers to make meaning of its message. There are no
cueing devices to offer assistance with portions of the message, no attention-gaining
devices pointing viewers to obvious information, or organizers to clarify
the film's intentions.
Optical surprises created
incongruity and complexity for the viewer. Incongruity can be both motivating
and confusing, it is believed viewers confronted with such discrepancies
will be motivated to resolve them (see Lesser, 1972, pp. 138-139). Jonassen
(1991) believes efficient and easy learning environments short-circuit
mental processing. Honebein et al. (1993) say it is important to provide
realistic levels of complexity in the learning environment; if done correctly,
it can actually can make learning easier (p. 95). In the film, unexpected,
visual freezes are used to create surprises; hurdling athletes are frozen
in midair, and horses frozen in mid-trot. Other examples are evident in
a scene where a weight lifter is mocked; as he lifts weights his arms
sever and decompose (Petric´, p. 83). These surprises and incongruity
force viewers to 'fill in the gaps' to make meaning of the film's message.
The film also challenges viewers
to make ideological connections. Vertov used associative editing, disruptive
montages, and parallel editing to provoke viewers to think on multiple
levels. For example, associative editing was used to link unrelated events
or sequences, similar to how similes are used in literature (Petric´,
1987, p. 83). In the film, there is a shot of a young woman in a bathtub
followed immediately by a shot of a sprinkler hosing down the street.
Another sequence shows a young woman drying herself with a towel, contrasted
with another woman cleaning a window.
Disruptive-associative montages
and parallel editing were used to make metaphorical comparisons (Petric´,
pp. 84-103). A shot of a woman covering herself in mud is contrasted with
a shot of a woman in a fancy bathing suit and pearl necklace, applying
heavy lipstick in an effort to be more attractive. A shot of a revolving
door is associated with traffic and city commotion, creating a metaphor
for the repetitiveness and limitation of life's cycles and circles. The
juxtaposition of a telephone and traffic signal are contrasted with a
marriage scene, advancing each as a metaphor for the other in the process
of life's journey. Vertov challenged viewers to decipher the meaning of
each comparison; it gave viewers an opportunity to construct knowledge
based on their prior experiences, perceptions, and understanding of the
subject matter.
Viewers were challenged to
construct a theme for the film. Petric´ (1987) says the theme sought to
be construed through the relationship of the "photographic execution
and montage structure" of the film, not through the more traditional
format of a story-line or composition. (see intro.) Noel Burch (1979)
says viewers "are challenged to make thematic meaning of the message,
and take on an active role as decipherers of its images" (in Petric´,
p. 78). Consequently, the film is meant to be viewed repeatedly with the
help of an analyst, someone who understands the historic, economic, and
environmental issues referred to throughout. In a sense, each scene is
a 'piece' of a puzzle; it is up to the viewer to construct the 'puzzle'
or theme according to how he or she perceives the 'pieces.'
The 'open-ended' design of
the Man With the Movie Camera stimulates constructive thinking
because it challenges viewers to interpret the film based on their individual
perceptions. Five people can watch the film simultaneously and walk away
with five different experiences. It is exactly what we should look for
in a constructivist video model.
How would we use such a
video in a constructivist learning activity?
The film would most likely
be shown in a history or social studies classroom studying Soviet culture
in the 1920's. Social studies teachers could take advantage of the complexity,
the non-conventional design, and the open-ended thematic structure to
lead discussions and offer scaffolding or coaching with high-level students
during and after viewing experiences.
Benefits lie in having learners
analyze and interpret the allusions, symbolism, and metaphors used throughout
the film. Also, we could ask students why they felt the film was designed
this way, what elements they felt were confusing, and how they would redesign
the film so it would be more logical and clear. Viewers could discuss
how prior knowledge affected their viewing, if they understood the film's
intentions, and what imagery caused confusion due to ambiguous meaning.
Discussions could lead into where one would look to find additional information
on the topic, and what information could be added to clarify the overall
communicative intent of the film.
Hence, there are many ways
we could use such a film to foster independent and creative thinking with
our students. Students who watch and participate in constructive discussions
during and after viewing episodes may be more apt to use similar creative
and analytical thinking strategies in other challenging environments.
Additionally, the film should be reviewed, not just as a constructivist
learning activity, but also as a model to guide production of new videos
designed exclusively for constructivist learning environments.
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