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<records>
  <record>
    <language>eng</language>
    <publisher>Science and Education Publishing</publisher>
    <journalTitle>American Journal of Educational Research</journalTitle>
    <eissn>2327-6150</eissn>
    <publicationDate>2018-01-11</publicationDate>
    <volume>6</volume>
    <issue>1</issue>
    <startPage>27</startPage>
    <endPage>31</endPage>
    <doi>10.12691/education-6-1-4</doi>
    <publisherRecordId>EDUCATION2018614</publisherRecordId>
    <documentType>article</documentType>
    <title language="eng">A Practical Model for Implementing Digital Media Assessments in Tertiary Science Education</title>
    <authors>
      <author>
        <name>Jorge Reyna</name>
        <email>jorge.reyna@uts.edu.au</email>
        <affiliationId>1</affiliationId>
      </author>
      <author>
        <name>Peter Meier</name>
        <affiliationId>1</affiliationId>
      </author>
    </authors>
    <affiliationsList>
      <affiliationName affiliationId="1">University of Technology Sydney, Australia</affiliationName>
    </affiliationsList>
    <abstract language="eng">Learner-Generated Digital Media (LGDM) has been incorporated as a learning tool to assess students in Higher Education over the last decade. There are models developed for video making in the classroom that considers technical know-how, pedagogies or a combination of both. However, there is the absence of a student-centred, practical framework to inform academics and students on the implementation of digital presentations as an assessment tool in the curricula. This conceptual paper proposes a new framework to assist with the design, implementation and evaluation of LGDM as assessment tools. The framework considers the following elements: (1) pedagogy; (2) student training; (3) hosting of videos; (4) marking schemes; (5) group contribution; (6) feedback; (7) reflection, and; (8) evaluation. The purpose of this paper is to outline the basic elements of the framework and provide practical implementation strategies that academics from any discipline could apply to their classrooms.</abstract>
    <fullTextUrl format="pdf">http://pubs.sciepub.com/education/6/1/4/education-6-1-4.pdf</fullTextUrl>
    <keywords language="eng">
      <keyword>learner-generated digital media</keyword>
      <keyword>digital story</keyword>
      <keyword>video as an assessment tool</keyword>
      <keyword>digital media</keyword>
      <keyword>digital media literacies</keyword>
      <keyword>blended media</keyword>
      <keyword>students as co-creators</keyword>
    </keywords>
  </record>
</records>