Teaching the Masses on Twitch: An Initial Exploration of Educational Live-Streaming

H. Steinbeck, Ralf Teusner, C. Meinel
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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.
在Twitch上教学大众:教育直播的初步探索
流媒体游戏和娱乐内容是YouTube和Twitch等大型门户网站的既定格式。教育流还没有达到同样的普及程度。因此,目前对游戏直播的研究远远超过了对直播讲座的研究。在本文中,我们提出了关于这一领域的第一个见解,概述了教育流生态系统的现状,并强调了常见的方法和特征。通过对100个流行游戏流的描述性研究,我们将归纳发现的两种生态系统的特征和方法系统化。通过进一步关注20个教育流,我们突出了同步社区建设和流上交互性等功能。我们预测了mooc和教育流的核心特征之间的主要区别。最后,提出了公共同步在线教育这一新兴领域的进一步研究方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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