TEACHING THREE-DIMENSIONAL GRAPHICS WITH YOUTUBE AS SUPPORT PLATFORM

被引:0
|
作者
Roque Lopez, Miguel Angel [1 ]
机构
[1] Univ Castilla La Mancha, Ciudad Real, Spain
来源
9TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES (EDULEARN17) | 2017年
关键词
Blender; Youtube; Fine Arts; University; Methodology; Audiovisual; 3D;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This article is about the study of a specific case focused on the subject of 3D Digital Image Workshop of the Faculty of Fine Arts of the University of Castilla-La Mancha In which YouTube has been used as a platform to support teaching through the creation of a specific channel for teaching the contents of this subject. The channel focuses on making available to students and the general public the audiovisual recording of the most common techniques and processes used during the development of three-dimensional graphics projects and have their origin in an open source software called Blender. This project arises from the hypothesis that the person in charge of teaching offers at the student a training in an area of knowledge through a process of practical experience guided by the teacher and that this process of teaching learning is easily adaptable to a new information and communication technologies. With this in mind, for more than four years, I have developed a series of audiovisual contents that summarize the implementation of the knowledge necessary for the structured learning of the three-dimensional graphics. As a result of this work, I have created more than a hundred audiovisual contents with an average duration of approximately 25 minutes. Certainly, one of the most determinant elements to measure the success of an initiative such as the one presented in this article is the statistical analysis of the determining factors that measure the quality of an audiovisual content. In order to carry out this analysis, I opted for the quantitative measurement of the impact of the developed contents in order to establish in detail the utility and interest that this type of methodology applied to the field of the creation of three-dimensional graphics has among Blender users. For the analysis of the data I chose the Analytics platform with the intention of obtaining a global vision about the project while selecting Youtube for the distribution of the contents among all those interested in such content. It is not necessary to point out the advantages of both platforms, being Analytics one of the platforms of analysis of market and Big Data more powerful to which it is possible to log in, on the other hand, Youtube is the portal of distribution of audiovisual contents through Internet more Important in the world. As a result of this work, this article presents the impact of this proposal among the Blender user community, based on demographic, sociographic criteria, user content evaluation and user feedback capability.
引用
收藏
页码:8506 / 8512
页数:7
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