SchoolTube

Last updated
SchoolTube
SchoolTubeLogo.jpg
Type of site
Education / Online Media
Available inEnglish
Created byUser-generated and professional content
URL http://www.schooltube.com

SchoolTube is a free K-12 video community based in St. Louis, Missouri. The company was founded in 2007 by Carl Arizpe and his son, Andrew.

Contents

Access in schools

SchoolTube has traction with a broad base of the American learning community. All student-generated content is teacher moderated. As of 2013, there are registered SchoolTube users in over 50,000 K-12 schools in the United States who are uploading, on average, 1,000 videos a day. [1] Most schools have blocked commercial video platforms from the classroom due to inappropriate content. SchoolTube has been granted this access due to a safe moderation process that ensures all user-generated content is appropriate for the K-12 environment. [2] SchoolTube is endorsed by many of the top national education associations. [1] Some top endorsers include the American Association of School Librarians and the National Science Teachers Association.

Moderation process

SchoolTube's uses a moderation process which it claims makes it safe for usage within K-12 classrooms. When a student decides to upload a video, a teacher or administrator from that student's school must approve the video before it will be made live on the site. This allows schools to create strong video-sharing communities. Schools also have the option to limit the video viewing to its own school. This moderation process has led students to create higher-quality work. [3]

Related Research Articles

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<span class="mw-page-title-main">Screencast</span> Digital recording of computer screen output

A screencast is a digital recording of computer screen output, also known as a video screen capture or a screen recording, often containing audio narration. The term screencast compares with the related term screenshot; whereas screenshot generates a single picture of a computer screen, a screencast is essentially a movie of the changes over time that a user sees on a computer screen, that can be enhanced with audio narration and captions.

Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."

<span class="mw-page-title-main">User-generated content</span> Online content created by users

User-generated content (UGC), alternatively known as user-created content (UCC), is generally any form of content, such as images, videos, audio, text, testimonials, and software, that has been posted by users on online content aggregation platforms such as social media, discussion forums and wikis. It is a product consumers create to disseminate information about online products or the firms that market them.

<span class="mw-page-title-main">Inclusion (education)</span> Where disabled students spend most of their time with non-disabled students

Inclusion in education refers to including all students to equal access to equal opportunities of education and learning, and is distinct from educational equality or educational equity. It arose in the context of special education with an individualized education program or 504 plan, and is built on the notion that it is more effective for students with special needs to have the said mixed experience for them to be more successful in social interactions leading to further success in life. The philosophy behind the implementation of the inclusion model does not prioritize, but still provides for the utilization of special classrooms and special schools for the education of students with disabilities. Inclusive education models are brought into force by educational administrators with the intention of moving away from seclusion models of special education to the fullest extent practical, the idea being that it is to the social benefit of general education students and special education students alike, with the more able students serving as peer models and those less able serving as motivation for general education students to learn empathy.

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<span class="mw-page-title-main">TeacherTube</span> Educational resources sharing website

TeacherTube is a video sharing website. It is designed to allow those in the educational industry, particularly teachers, to share educational resources such as video, audio, documents, photos, groups and blogs. The site contains a mixture of classroom teaching resources and others designed for teacher training. A number of students have also uploaded videos that they have made as part of K-12 and college courses. As of July 2008, the website contained over 26,000 videos. In October 2010, TeacherTube had over a million members and over 400,000 educational videos. It has found favor with educators from institutions where YouTube content is blocked by content filtering systems.

Social learning tools are tools used for pedagogical and andragogical purposes that utilize social software and/or social media in order to facilitate learning through interactions between individuals and systems. The idea of setting up "social learning tools" is to make education more convenient and widespread. It also allows an interaction between users and/or the software which can bring a different aspect to learning. People can acquire knowledge by distance learning tools, for instance, Facebook, Twitter, Khan Academy and so on. Social learning tools may mediate in formal or informal learning environments to help create connections between learners, instructors and information. These connections form dynamic knowledge networks. Social learning tools are used in schools for teaching/learning and in businesses for training. Within a school environment, the use of social learning tools can affect not only the user (student) but his/her caretaker as well as his/her instructor. It brings a different approach to the traditional way of learning which affects the student and his/her support circle. Companies also use social learning tools. They used them to improve knowledge transfer within departments and across teams. Businesses use a variety of these tools to create a social learning environment. They are also used in company settings to help improve team work, problem solving, and performance in stressful situations.

Khan Academy is an American non-profit educational organization created in 2006 by Sal Khan. Its goal is to create a set of online tools that help educate students. The organization produces short video lessons. Its website also includes supplementary practice exercises and materials for educators. It has produced over 10,000 video lessons teaching a wide spectrum of academic subjects, including mathematics, sciences, literature, history, and computer science. All resources are available for free to users of the website and application.

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<span class="mw-page-title-main">Common Sense Media</span> American nonprofit organization

Common Sense Media (CSM) is an American nonprofit organization that reviews and provides ratings for media and technology with the goal of providing information on their suitability for children. It also funds research on the role of media in the lives of children and advocates publicly for child-friendly policies and laws regarding media.

<span class="mw-page-title-main">Edmodo</span> Discontinued learning management system

Edmodo was an educational technology platform for K–12 schools and teachers. Launched in 2008, it enabled teachers to share content, distribute quizzes and assignments, and manage communication with students, colleagues, and parents. The service was shut down on September 22, 2022.

<span class="mw-page-title-main">Global SchoolNet</span> Nonprofit educational organization

Global SchoolNet (GSN) is a nonprofit 501(c)(3) international educational organization that serves as a clearinghouse for collaborative educational projects, many that are based on the Constructivist Learning model. The organization coordinates projects and competitions focused on humanitarian issues, diplomacy, leadership, innovative teaching, entrepreneurship, STEM, and other academics for schools and youth organizations internationally. About 150,000 educators from 194 countries have registered as members of Global SchoolNet, and about 5.5 million students from 109 countries have participated in GSN projects as of 2020. Global SchoolNet is known for two international competitions, the International CyberFair for students in grades kindergarten through high school, and the U.S. State Department-sponsored Doors to Diplomacy for ages 12 through 19. Global SchoolNet was established in 1984 as Free Educational Mail (FrEdMail) in San Diego, California, where its headquarters still exists.

<span class="mw-page-title-main">Flipped classroom</span> Instructional strategy and a type of blended learning

A flipped classroom is an instructional strategy and a type of blended learning. It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. This pedagogical style moves activities, including those that may have traditionally been considered homework, into the classroom. With a flipped classroom, students watch online lectures, collaborate in online discussions, or carry out research at home, while actively engaging concepts in the classroom with a mentor's guidance.

<span class="mw-page-title-main">PhET Interactive Simulations</span> Company

PhET Interactive Simulations, a project at the University of Colorado Boulder, is a non-profit open educational resource project that creates and hosts explorable explanations. It was founded in 2002 by Nobel Laureate Carl Wieman. PhET began with Wieman's vision to improve the way science is taught and learned. Their stated mission is "To advance science and math literacy and education worldwide through free interactive simulations."

<span class="mw-page-title-main">Gamification of learning</span> Educational approach aiming to promote learning by using video game design and game elements

The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation.

<span class="mw-page-title-main">Google Classroom</span> Blended learning platform by Google

Google Classroom is a free blended learning platform developed by Google for educational institutions that aims to simplify creating, distributing, and grading assignments. The primary purpose of Google Classroom is to streamline the process of sharing files between teachers and students. As of 2021, approximately 150 million users use Google Classroom.

<span class="mw-page-title-main">Vyond</span> American animated video creation platform

Vyond is an American cloud-based animated video creation platform created by Alvin Hung in 2007 and developed by the San Mateo, California-based GoAnimate, Inc.

Social media in education is the use of social media to enhance education. Social media is "a group of Internet-based applications...that allow the creation and exchange of user-generated content". It is also known as the read/write web. As time went on and technology evolved, social media has been an integral part of people's lives, including students, scholars, and teachers in the form of social media. However, social media is controversial because in addition to providing new means of connection, critics claim that it damages self-esteem, shortens attention spans, and increases mental health issues.

References

  1. 1 2 "About Us" . Retrieved 16 July 2013.
  2. "Why Thousands of K-12 Teachers Are Turning to SchoolTube". 3 September 2012. Retrieved 16 July 2013.
  3. Waxman, Olivia (13 September 2012). "Lights, Camera, Learn: SchoolTube Strives to Be YouTube for K-12 Education". Time. Retrieved 16 July 2013.