Developing Empathy in the Digital Age: Filmmaking Projects in the Japanese Context

Saved in:
Bibliographic Details
Title: Developing Empathy in the Digital Age: Filmmaking Projects in the Japanese Context
Language: English
Authors: Christopher, Adam
Source: Journal of Interactive Learning Research. Aug 2021 32(3):227-244.
Availability: Association for the Advancement of Computing in Education. P.O. Box 719, Waynesville, NC 28786. Tel: 828-246-9558; Fax: 828-246-9557; e-mail: info@aace.org; Web site: http://www.aace.org
Peer Reviewed: Y
Page Count: 18
Publication Date: 2021
Document Type: Journal Articles
Reports - Research
Education Level: Higher Education
Postsecondary Education
Descriptors: Foreign Countries, Video Technology, Film Production, Computer Mediated Communication, Student Attitudes, Information Technology, English (Second Language), Second Language Instruction, College Freshmen, Creativity
Geographic Terms: Japan
ISSN: 1093-023X
Abstract: As we become more dependent on digital gadgets, we are becoming more vulnerable online. Therefore, it is important to teach students digital empathy. The purpose of this study is to see if multimodal learning experiences such as video production can help students deepen their digital empathy through writing dialogues based on the discussion prompts given to Japanese university students over a 14-week semester. The project focused on the art of filmmaking and develops unique ideas (screenplay, screenplay music, etc.) to be creative both individually and in groups. Survey results showed that the video production process helps students understand the need for greater empathy online. They believed that the video project provided them with many unique learning opportunities to explore an empathetical perspective to their online habits. As students grow with digital tools and actively participate in the digital domain, these findings suggest that teaching students about important social concerns should begin with digital empathy. This data also supports the effectiveness of the integration of video production projects within the EFL class. The paper concludes with a discussion on future educational implications.
Abstractor: As Provided
Entry Date: 2022
Access URL: https://www.learntechlib.org/primary/p/220338/
Accession Number: EJ1341571
Database: ERIC
FullText Text:
  Availability: 0
Header DbId: eric
DbLabel: ERIC
An: EJ1341571
AccessLevel: 3
PubType: Academic Journal
PubTypeId: academicJournal
PreciseRelevancyScore: 0
IllustrationInfo
Items – Name: Title
  Label: Title
  Group: Ti
  Data: Developing Empathy in the Digital Age: Filmmaking Projects in the Japanese Context
– Name: Language
  Label: Language
  Group: Lang
  Data: English
– Name: Author
  Label: Authors
  Group: Au
  Data: <searchLink fieldCode="AR" term="%22Christopher%2C+Adam%22">Christopher, Adam</searchLink>
– Name: TitleSource
  Label: Source
  Group: Src
  Data: <searchLink fieldCode="SO" term="%22Journal+of+Interactive+Learning+Research%22"><i>Journal of Interactive Learning Research</i></searchLink>. Aug 2021 32(3):227-244.
– Name: Avail
  Label: Availability
  Group: Avail
  Data: Association for the Advancement of Computing in Education. P.O. Box 719, Waynesville, NC 28786. Tel: 828-246-9558; Fax: 828-246-9557; e-mail: info@aace.org; Web site: http://www.aace.org
– Name: PeerReviewed
  Label: Peer Reviewed
  Group: SrcInfo
  Data: Y
– Name: Pages
  Label: Page Count
  Group: Src
  Data: 18
– Name: DatePubCY
  Label: Publication Date
  Group: Date
  Data: 2021
– Name: TypeDocument
  Label: Document Type
  Group: TypDoc
  Data: Journal Articles<br />Reports - Research
– Name: Audience
  Label: Education Level
  Group: Audnce
  Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink>
– Name: Subject
  Label: Descriptors
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Video+Technology%22">Video Technology</searchLink><br /><searchLink fieldCode="DE" term="%22Film+Production%22">Film Production</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Mediated+Communication%22">Computer Mediated Communication</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Information+Technology%22">Information Technology</searchLink><br /><searchLink fieldCode="DE" term="%22English+%28Second+Language%29%22">English (Second Language)</searchLink><br /><searchLink fieldCode="DE" term="%22Second+Language+Instruction%22">Second Language Instruction</searchLink><br /><searchLink fieldCode="DE" term="%22College+Freshmen%22">College Freshmen</searchLink><br /><searchLink fieldCode="DE" term="%22Creativity%22">Creativity</searchLink>
– Name: Subject
  Label: Geographic Terms
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Japan%22">Japan</searchLink>
– Name: ISSN
  Label: ISSN
  Group: ISSN
  Data: 1093-023X
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: As we become more dependent on digital gadgets, we are becoming more vulnerable online. Therefore, it is important to teach students digital empathy. The purpose of this study is to see if multimodal learning experiences such as video production can help students deepen their digital empathy through writing dialogues based on the discussion prompts given to Japanese university students over a 14-week semester. The project focused on the art of filmmaking and develops unique ideas (screenplay, screenplay music, etc.) to be creative both individually and in groups. Survey results showed that the video production process helps students understand the need for greater empathy online. They believed that the video project provided them with many unique learning opportunities to explore an empathetical perspective to their online habits. As students grow with digital tools and actively participate in the digital domain, these findings suggest that teaching students about important social concerns should begin with digital empathy. This data also supports the effectiveness of the integration of video production projects within the EFL class. The paper concludes with a discussion on future educational implications.
– Name: AbstractInfo
  Label: Abstractor
  Group: Ab
  Data: As Provided
– Name: DateEntry
  Label: Entry Date
  Group: Date
  Data: 2022
– Name: URL
  Label: Access URL
  Group: URL
  Data: <link linkTarget="URL" linkTerm="https://www.learntechlib.org/primary/p/220338/" linkWindow="_blank">https://www.learntechlib.org/primary/p/220338/</link>
– Name: AN
  Label: Accession Number
  Group: ID
  Data: EJ1341571
PLink https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1341571
RecordInfo BibRecord:
  BibEntity:
    Languages:
      – Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 18
        StartPage: 227
    Subjects:
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Video Technology
        Type: general
      – SubjectFull: Film Production
        Type: general
      – SubjectFull: Computer Mediated Communication
        Type: general
      – SubjectFull: Student Attitudes
        Type: general
      – SubjectFull: Information Technology
        Type: general
      – SubjectFull: English (Second Language)
        Type: general
      – SubjectFull: Second Language Instruction
        Type: general
      – SubjectFull: College Freshmen
        Type: general
      – SubjectFull: Creativity
        Type: general
      – SubjectFull: Japan
        Type: general
    Titles:
      – TitleFull: Developing Empathy in the Digital Age: Filmmaking Projects in the Japanese Context
        Type: main
  BibRelationships:
    HasContributorRelationships:
      – PersonEntity:
          Name:
            NameFull: Christopher, Adam
    IsPartOfRelationships:
      – BibEntity:
          Dates:
            – D: 01
              M: 08
              Type: published
              Y: 2021
          Identifiers:
            – Type: issn-print
              Value: 1093-023X
          Numbering:
            – Type: volume
              Value: 32
            – Type: issue
              Value: 3
          Titles:
            – TitleFull: Journal of Interactive Learning Research
              Type: main
ResultId 1