Colin's Sandbox

Using Screenflow for Feedback

by on Feb.13, 2013, under #diffimooc

This past week I’ve started using ScreenFlow as a way of creating video resources explaining various bits and pieces of how a piece of software I’m presenting to folks at ASTE.  Really cut and dry stuff, how do I make this exciting at all?  I think it would take some significant edit time to add anything to add any flare, instead I just opted for the “keep it as short as possible!” rule.  I’ve used Screencast-o-matic.com before, and it worked well enough, but I really liked how I could alter audio levels, easily cut and splice video clips, add text annotations on top, without being too obtrusive.  It does cost money ($99!), but is the ease-of-use standard by which you could measure all the others.  The demo slaps a big watermark on the video, but at least you get the idea of how well it would work in your situation.  Here’s me walking through how to add some application to a software management tool.  I have to warn you; I sound like Bunsen Honeydew and unless you really enjoy knowing how software gets installed on your Macintosh you’ll likely find it rather dull.

I love the idea of using Dropbox with the students to provide a good spot to exchange simple assignments and notes with the learner.  I *think* as long as the material is kept relatively small in size it wouldn’t be a problem to scale to a larger population of students, but it would be very interesting and would increase demands for bandwidth (ever more bandwidth!)

This week in our Wiki group we discussed using Minecraft as a simulation engine to demonstrate features of a unique geographic feature.  The wiki page itself now contains a skeleton with what seems like a big brain dump of everything a perfect project would have, from the goals, assessments, tools to be used, etc., now we just have to start assigning things and getting that one foot in front of the other.  I think we’re on the right path for sure; now we’re attempting to use Google Hangouts for quick synchronous communication which we found out works – most of the time (we had an issue with audio the first time).  Allow for a fallback form of chatter.  There’s a lot to figure out about what goals we’re looking to accomplish, how to break them up into some form that works well in a game, and how to keep track of where they’re all at still.


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