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Tool Reviews (55/30) -- E-Learning Essentials 2020

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Tool Reviews 55 Overview YouTube in the Classroom (1:42) Description YouTube is a WBLT that allows educators and students to create educational videos. There are various uses of these videos, it can either be used to upload and share your own content or you can also access videos from others who are experts in the topic. Justification for Using this Tool This tool allows students to have learner control. Learner control means that students can control the rate in which they work through the video and information being presented. With YouTube videos, you can pause and rewind at any point during viewing. The multimedia principle states that students understand the content presented in video or images more than content only in text. Strategies for Use Strategy 1 – For Teachers How to use YouTube in the Classroom 1 (2:00) Why teachers should use YouTube in the classroom. Teachers can use youtube to create and share content with their students. If they use youtube it allows students to pause and rewatch lectures at any time. Strategy 2 – For Students How to use Youtube in the Classroom 2 (1:10) Students can turn to YouTube to help grasp a concept because videos are a great method to learn concepts. It can help students build on prior knowledge from their lectures. As well YouTube can be used when students are creating assignments to creatively organize their work to present to their classmates and teacher. Helpful Resources Resource 1 – 21st Century Classroom: YouTube - How YouTube in a classroom transforms the classroom into a 21st-century learning environment. Resource 2 – How to upload a video to YouTube - How to upload your video to YouTube and share it with your students. References Fletcher, J.D., & Tobias, S. (2005). The multimedia principle. In R.E. Mayer (Ed.), The Cambridge handbook of multimedia learning (pp. 117–134). New York: Cambridge University Press. Westlin, J., Day, E.A., & Hughes, M.G. (2019). Learner-Controlled Practice Difficulty and Task Exploration in an Active-Learning Gaming Environment. Simulation & Gaming, 50(6), 812-831. DOI: 10.1177/1046878119877672 Available from https://journals.sagepub.com/doi/abs/10.1177/1046878119877672 Author | Submitted by: | Delaney Jones | | Email: |<EMAIL_ADDRESS>| | Bio: | Delaney Jones works with children who have been diagnosed with learning disabilities or ADHD. |
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