Streaming with Students

Headleand, Chris (2019) Streaming with Students. Manual. University of Lincoln.

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Streaming with Students
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Item Type:Paper or Report (Manual)
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Abstract

The video games streaming format has a number of advantages for student engagement initiatives. Firstly, a
large number of students are already using these venues as entertainment. By running initiatives on a live stream
service we take activities to a platform that the students are likely already visiting, rather than directing them to a
service they wouldn’t otherwise use. Secondly, video games are inherently entertaining, the format keeps students
engaged even during breaks in interaction. We have been experimenting using video games live stream to open up
a new channel of communication between staff and students. We have found that the format supports informal
dialogue between the broadcasting team, and their audience and have created this guide to support other
educators who may wish to experiment with the format.

Keywords:Live streaming, video games, Student Engagement, Pastoral
Subjects:X Education > X342 Academic studies in Higher Education
X Education > X990 Education not elsewhere classified
X Education > X142 Training Teachers - Higher Education
Divisions:College of Science > School of Computer Science
ID Code:44688
Deposited On:10 May 2021 15:16

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