James Hummel - Captivate Project
I utilized the Captivate software application to create an e-Learning module for other teachers to learn how to create engaging, interactive lessons using the authoring tool Nearpod. It is approximately 30 minutes start to finish and I am very pleased with the results. I believe that I’ve created an engaging learner experience using this tool and "well-designed interactive media can enhance the students’ learning experience." (Krämer, et al)
What really set me up for success on this project was preparing the storyboards a few weeks prior to creating the module on Captivate. I was able to use the google slides storyboards as a planning document. Additionally, I attended each of the open lab sessions at CSULA and watched the Captivate tutorials.
I attempted to screen record using Quicktime when I was developing my storyboard and the result was not good. I then found Camtasia and was very pleased with the quality of the recording and with the features it included such as the highlighted cursor, editing features, and audio recording. I was also able to import other media such as my logo to incorporate into the project.
Captivate allows you to create an interactive e-Learning module with checkpoints for understanding, using created quizzes (multiple-choice, matching, fill-in the blank etc) to ensure the efficacy of the training and to allow for a review of the material if needed, by redirecting the learner to the start point of the content that was in question.
Captivate feels like you are working with PowerPoint or Google Slides, but it is so much more than that. I found the program to be a little glitchy. At one point I had thought I lost an entire day’s work, but fortunately I was able to locate a project timeline that I had saved earlier and was able to recover my work. My advice is to save often and to make a copy of your project files.
ISTE Standards for Teacher
Design and develop digital age learning experiences and assessments
Teachers design, develop, and evaluate authentic learning experiences and assessments incorporating contemporary tools and resources to maximize content learning in context and to develop the knowledge, skills, and attitudes identified in the Standards•S.
a.) Design or adapt relevant learning experiences that incorporate digital tools and resources to promote student learning and creativity.
Krämer, B. J., Neugebauer, J., Magenheim, J., & Huppertz, H. (2015). New ways of learning: Comparing the effectiveness of interactive online media in distance education with the European textbook tradition. British Journal of Educational Technology, 46(5), 965–971. doi: 10.1111/bjet.12301