{"title":"Teaching the Masses on Twitch: An Initial Exploration of Educational Live-Streaming","authors":"H. Steinbeck, Ralf Teusner, C. Meinel","doi":"10.1145/3430895.3460157","DOIUrl":null,"url":null,"abstract":"Streaming games and entertainment content are established formats on large portals like YouTube and Twitch. Educational streams have not yet reached the same popularity. Consequently, the existing research of gaming streams by far exceeds the research of live-streaming lectures. In this paper, we contribute first insights regarding this area, outline the status quo of the edu-streaming ecosystem, and highlight common approaches and characteristics. Through a descriptive study of 100 popular gaming streams, we systemize the inductively found features and approaches that are seen in both ecosystems. With a further focus on 20 educational streams, we highlight features such as synchronous community building and on-stream interactivity. We project the main differences between the core characteristics of MOOCs and educational streams. Finally, we propose further research directions for the emerging field of public, synchronous online education.","PeriodicalId":125581,"journal":{"name":"Proceedings of the Eighth ACM Conference on Learning @ Scale","volume":"4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Eighth ACM Conference on Learning @ Scale","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3430895.3460157","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
Abstract
Streaming games and entertainment content are established formats on large portals like YouTube and Twitch. Educational streams have not yet reached the same popularity. Consequently, the existing research of gaming streams by far exceeds the research of live-streaming lectures. In this paper, we contribute first insights regarding this area, outline the status quo of the edu-streaming ecosystem, and highlight common approaches and characteristics. Through a descriptive study of 100 popular gaming streams, we systemize the inductively found features and approaches that are seen in both ecosystems. With a further focus on 20 educational streams, we highlight features such as synchronous community building and on-stream interactivity. We project the main differences between the core characteristics of MOOCs and educational streams. Finally, we propose further research directions for the emerging field of public, synchronous online education.