Design and Practice of ESD in High School in Japan
through Online Video Co-creation Workshop
Shun Arima, Fathima Assilmia, Marcos Sadao Maekawa and Keiko Okawa
Graduate School of Media Design, Keio University, Yokohama, Japan
Keywords:
ESD, Workshop, Video Creation, Co-creation, SDGs, Online Learning.
Abstract:
This paper discusses the design and practice of ESD (Education for Sustainable Development) through an
online video co-creation workshop for Japanese high school students. Our research group has designed a
workshop program that co-creates short videos to promote the UN SDGs (Sustainable Development Goals).
The workshop took place from July to December 2020 and involved 112 Japanese high school students. The
workshop consists of four phases: Research, Planning, Making, and Reviewing. Through questionnaires and
qualitative observational surveys, we analyzed whether participating students could learn the seven abilities
and attitudes emphasized in ESD in each phase. As many learning environments shift to online due to COVID-
19, this paper explores ESD workshops that can be realized even in online environments, contributing to ESD
research.
1 INTRODUCTION
This paper discusses the design and practice of ESD
(Education for Sustainable Development) in Japan’s
high schools through an online video co-creation
workshop. The workshop was held online from July
to December 2020 for 112 Japanese high school stu-
dents. In this workshop, the students co-created short
videos to promote the UN SDGs. The workshop con-
sisted of four phases: Research, Planning, Making,
and Reviewing. Through these four phases of video
co-creation, students could learn various abilities and
attitudes, including critical thinking and collaboration
with peers. Through the design and practice of this
online workshop, this paper explores the potential of
online video co-creation as an ESD method that can
be implemented in the COVID-19 era by examining
the qualitative data provided by the participating stu-
dents.
The United Nations Decade of Education for Sus-
tainable Development (DESD) was rolled out world-
wide from 2004 to 2014. It encouraged efforts to
change the education system for sustainable devel-
opment (UNESCO, 2014). The Global Action Pro-
gramme (GAP) on ESD was launched in 2015 as
a successor to DESD. In 2019, ESD for 2030 was
adopted by UNESCO and acknowledged by the UN;
it is the new framework for these activities (UN-
ESCO, 2020).
The trend in ESD-related activities among inter-
national organizations indicates the importance of
further ESD designs and practices. Various peda-
gogical approaches to ESD have been implemented
(Stubbs and Schapper, 2011; Pappas et al., 2013;
Lozano et al., 2017). For example, there are role-
plays and simulations (Cotton and Winter, 2010),
oral presentations and project learning (Ceulemans
and De Prins, 2010), and behavior-oriented methods,
such as internship learning, solving actual community
problems, and outdoor education (Lambrechts et al.,
2013). However, even though so many approaches
exist, many methods have not yet been validated as
ESD methods (Lozano et al., 2017). Further designs
and practices relating to educational methods for ESD
are needed.
In particular, the COVID-19 pandemic has led to
a shift to an online environment for many learning
opportunities, and it is necessary to respond to this
change (Reimers and Schleicher, 2020). However,
there is not enough research on implementing ESD
practices during a pandemic. The present study will
contribute to the research on ESD that can be ap-
plied in the future based on the knowledge gained
through the design and practice of actual workshops
amid COVID-19.
Japan is the country that proposed DESD to the
United Nations. The Ministry of Education, Culture,
Sports, Science and Technology (MEXT) has pro-
640
Arima, S., Assilmia, F., Maekawa, M. and Okawa, K.
Design and Practice of ESD in High School in Japan through Online Video Co-creation Workshop.
DOI: 10.5220/0010486806400647
In Proceedings of the 13th International Conference on Computer Supported Education (CSEDU 2021) - Volume 1, pages 640-647
ISBN: 978-989-758-502-9
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
moted ESD practices in schools. MEXT’s final re-
port on ESD research in Japan stipulated seven abil-
ities and attitudes to be emphasized in ESD (Table
1) (MEXT, 2016).
Table 1: Seven abilities and attitudes to be emphasized in
ESD (MEXT, 2016).
1. Ability to think critically
2. Ability to plan with anticipation of a future scenario
3. Multidimensional and integrative thinking
4. Communication skills
5. Ability to cooperate with others
6. Respectful of relations and connections
7. Proactive participation
The report presents examples of group creative ac-
tivities as a concrete educational approach to devel-
oping these abilities and attitudes. With these exam-
ples in mind, our team has adopted video co-creation
to equip students with these abilities and attitudes.
Video co-creation reportedly has many educational
effects (Hawley and Allen, 2018). and Video creation
is active learning (Greene and Crespi, 2012), develops
communication skills (Or
´
us et al., 2016; Alpay and
Gulati, 2010), and has the advantages of collaboration
and teamwork (Ryan, 2013; Alpay and Gulati, 2010).
It is also a learning method that enhances motivation
and engagement (Pereira et al., 2014; Alpay and Gu-
lati, 2010; Cox et al., 2010). The educational benefits
expected of these video co-creations are in many ways
common to the seven abilities and attitudes mentioned
above and have many benefits. Therefore, our team
thought that the video co-creation workshop could be
adapted as an ESD practice.
This research aims to explore the possibilities
of online video co-creation workshops as an ESD
practice. To that end, through workshops designed
and practiced by our research group, we examined
whether the participating students were able to ac-
quire the seven abilities and attitudes shown in (Table
1). This validation was conducted using qualitative
data from student questionnaires and observations in
each of the workshop’s four phases: Research, Plan-
ning, Making, and Reviewing.
After discussing the background and the purpose
of this research in 1. Introduction, this paper reviews
the related studies of this study in 2. Literature Re-
view. In 3. Design, we describe details of the work-
shop’s design, and in 4. Practice, we describe the de-
tails of practice for each of the four phases. After that,
5. Findings & Discussions reveals whether the stu-
dents acquired the seven abilities and attitudes from
qualitative data from questionnaires and observations
and suggestions for improvement. In 6. Conclusion,
we conclude this research and describe its limitations.
2 LITERATURE REVIEW
2.1 ESD and Online Learning
Trevors and Saier (2010) claimed that education is
the most important tool for reshaping worldviews
and values and has significant potential to tackle
the sustainability challenges facing humanity. The
strength of university learners’ sustainability abilities
is positively correlated with sustainability contribu-
tions (Lozano et al., 2019). Lohrmann (2017) states
that massive open online courses (MOOCs) offer spe-
cific benefits to people’s educations and careers in
non-OECD countries (especially people with rela-
tively little access to education) and make a substan-
tial contribution to the normative concept of ESD.
The University of Worcester in the United King-
dom has created a website where information on sus-
tainability learning can be shared within the univer-
sity, which has been confirmed as effective in the crit-
ical thinking and engagement of students (Emblen-
Perry et al., 2017). Furthermore, students who partic-
ipate in sustainability programs in higher education
e-learning offered by Portuguese universities have
achieved a high level of motivation and satisfaction
and achieved effective learning outcomes (Azeiteiro
et al., 2015).
2.2 Video Creation and Education
Shewbridge and Berge (2004) claim that making
videos has become very familiar to us thanks to the
advent of low-cost consumer cameras and computer-
based editing software. Furthermore, YouTube and
social networking services (SNS) have evolved video
beyond TV broadcasting and movies. Video has be-
come one of the crucial methods of self-expression
and communication in modern youth culture (Chau,
2010; Madden et al., 2013). Greene and Crespi (2012)
stated that 21st-century students, whom they called
“digital natives, often have existing technical skills
and experience in video creation. Educational re-
search also emphasizes the importance of encourag-
ing the use of digital technologies and of the develop-
ment of these skills in higher education (Pereira et al.,
2014).
A lot of effort is put into creating videos in educa-
tional settings as part of collaborative learning (Ca-
yari, 2014; Gilje, 2010; Redvall, 2009). Jaramillo
(1996) explained that creative group activities lead to
social interaction with other people, and social inter-
action creates opportunities to earn a higher level of
knowledge. So, collaborative learning is an effective
method from an educational standpoint.
Design and Practice of ESD in High School in Japan through Online Video Co-creation Workshop
641
Figure 1: Workshop flow in four phases and the tools used for each phase.
2.3 Media Creation for Global Learning
Several studies have investigated global learning
through media creation. Media resources such as pho-
tography, mass media, and digital learning experi-
ences offer students a better understanding of multi-
ethnic societies. Students can also use digital media
in the classroom to broaden their horizons (Hobbs and
Moore, 2013).
Sharing information in today’s world is becoming
increasingly dependent on digital media. Therefore,
communication skills and using digital media effec-
tively are becoming increasingly important to today’s
generation; the combination of these two skills is very
beneficial and relevant (Schrum et al., 2017).
Topoklang et al. (2018) s study targeted elemen-
tary school students and attempted to reflect their cul-
ture and communication styles with people of the
same generation from overseas through making stop-
motion animation.
3 DESIGN
3.1 Context
Our research group conducted this workshop in col-
laboration with a private high school in Tokyo, Japan.
The target group consisted of 112 first-year students.
The facilitation team consisted of six to ten univer-
sity faculty members and graduate students, some of
whom had previous experience in creating videos.
The workshops were held one a month over six ses-
sions from July to December 2020, except for August,
which had an additional session. Each workshop con-
sisted of a 120-minute class, and the teams that did
not finish their work within that time did the rest as
homework outside of the class.
Due to COVID-19’s influence, all workshop ac-
tivities were conducted online, and only some video
creation work, such as shooting, was done offline (in
high school). All students own a Microsoft Surface,
and most of the workshop activities were done using
the Surface. We also used Zoom for all online work-
shop communications. Zoom has a breakout room
function that divides participants into multiple small
groups, suitable for group work such as this work-
shop.
Our research group used SDGs as the subject of
video creation in this workshop. SDGs and ESD are
closely related. ESD for 2030 focuses on education’s
contribution to SDG achievements. SDGs #4 recog-
nize quality education as a means of achieving the re-
maining SDGs; ESD, in particular, is an integral part
of Target 4.7. Besides, SDGs have many data and
materials published on the Internet and are a common
topic worldwide. Therefore, we decided that using
SDGs as a theme for video creation would be an ef-
fective ESD practice.
3.2 Goal and Flow
This workshop ultimately aims for participating stu-
dents to acquire the seven abilities and attitudes
of (Table 1) through video co-creation. Our team de-
signed the workshop flow in four phases to acquire
these abilities and attitudes (Fig.1). We have also
set the specific abilities and attitudes that the students
will obtain within each phase (Fig.2).
Figure 2: Abilities and attitudes that aim the students toward
acquisition in each phase.
CSEDU 2021 - 13th International Conference on Computer Supported Education
642
3.2.1 Research Phase
Research Phase Activities.
Research about SDGs
Draw an illustration
In the first phase, research, students examine SDGs
to understand the issues set by SDGs. As the first
step in group collaboration, students draw a group il-
lustration that expresses concrete actions that can be
achieved based on the research results. This work is
also an exercise for the next phase: making a story-
board. In this phase, we set tasks that can be com-
pleted in a short amount of time—rather than sud-
denly making a video—so students can practice com-
munication and collaboration and gain confidence.
By letting students think about concrete actions they
can achieve, we aim for them to acquire 1.Ability to
think critically and 2.Ability to plan with anticipation
of a future scenario.
3.2.2 Planning Phase
Planning Phase Activity.
Making a storyboard
In the second phase, the planning phase, students
make a storyboard with their group, using the in-
formation gained during the research phase to create
short videos that promote SDGs. This work aims for
students to make a feasible plan while predicting the
making phase’s progress and deadline. By creating
a storyboard to envision the video’s completion as a
group, we aim for the students to acquire 2.Ability to
plan with anticipation of a future scenario, 4.Commu-
nication skills and 5.Ability to cooperate with others.
3.2.3 Making Phase
Making Phase Activities.
Video shooting
Video editing
In the third phase, the making phase, students shoot
and edit videos based on the storyboard they created
during the previous phase. During this task, students
need to allocate and perform shooting and editing
tasks with group members. Through group work and
division of work, we aim for the students to acquire
4.Communication skills, 5.Ability to cooperate with
others, 6.Respectful of relations and connections and
7.Proactive participation.
3.2.4 Reviewing Phase
Reviewing Phase Activity.
Reacting to peers’ work
In the final phase, the reviewing phase, students watch
and react (e.g., comment or push the like button) to
videos from other teams. This task aims not just to
make a video but to watch one another’s videos to
gain confidence in one’s work and gain inspiration
from other works. By looking at and reacting to other
teams’ works, we want the students to acquire 3.Mul-
tidimensional and integrative thinking and 6.Respect-
ful of relations and connections for students.
4 PRACTICE
4.1 Research Phase
In the “Research phase,” we provided students an op-
portunity to study SDGs before making videos. To
help them think about SDGs more deeply, we asked
students to pick one of the SDGs’ goals and set spe-
cific actions they can achieve as “summer vacation
promises. We also shared“The lazy person’s guide
to saving the world”
1
with the students as a reference
for inspiration.
Our research group facilitators first explained the
work progress using Google slide, and we divided the
students into 20 groups of 5 to 6. For communication
and cooperation, we randomly formed a team regard-
less of the homeroom class. As a result, many stu-
dents joined groups with people they met for the first
time. After that, we asked each group to do the tasks
mentioned above. The students decide the “summer
vacation promise” and draw it into a single illustra-
tion on Google Jamboard (Fig.3). In the “summer
vacation promise,” the students decided on one SDG-
related activity they do during summer vacation. We
set the sharing time for after group work, so each team
gave a short presentation about the “summer vacation
promise” using the illustrations.
Figure 3: Example of “summer vacation promise” illustra-
tions.
1
https://www.un.org/sustainabledevelopment/takeaction/
Design and Practice of ESD in High School in Japan through Online Video Co-creation Workshop
643
4.2 Planning Phase
In the “Planning phase, the students created story-
boards as the first step in video creation for the sake of
smooth work in the later phases (when shooting and
editing the videos). At the beginning of this phase, the
facilitators gave an overview of video creation, and
the students understood that the purpose was to make
a short video to promote the SDGs. After that, but
before the students made their storyboards, we pre-
sented several existing videos as reference works.
The students made their storyboards in the same
groups on Google Jamboard as they did during the re-
search phase. A sample storyboard had already been
drawn on Google Jamboard, and the students could
work on it by replacing elements. The students could
use the storyboard to draw images of each scene, write
scene descriptions, and present dialogue or narration.
Google Jamboard can insert images directly from the
Internet. With this function, even students who are not
good at drawing can easily create storyboards (Fig.4).
At the end of the “planning phase”, we tried to share
each team’s storyboard, but sharing the storyboards
was difficult in the short time that remained, so the
facilitators took screenshots of the highlights of each
team’s storyboard. We collected them on a single
slide and shared them.
Figure 4: Example of storyboards created by students.
4.3 Making Phase
The “Making phase” consisted of three classes. In this
phase, the students shot and edited the video based on
the previous phase’s storyboards. As mentioned in
2. Literature Review, the students are from a genera-
tion that shoots videos with smartphones every day;
these students fully understand the culture of videos,
so we did not give a lecture on specific methods of
shooting them. Instead, as part of the icebreaker
game, we asked the students to take the biggest or
the smallest pictures of origami cranes (traditional
Japanese papercraft). These pictures were shared in
one place on the web, and the students enjoyed vari-
ous layouts (Fig.5). This icebreaker made the students
understand that the camera angle and the layout can
change the viewer’s impression of a photo (video).
Regarding the editing work, since Microsoft
Photo (a video editing software) was pre-installed on
Figure 5: Variations of origami cranes shots.
the Microsoft Surface devices owned by all students.
We held a lesson in which we provided information
on using the Microsoft Photo program by using the
Screen Sharing function on Zoom (Fig.6). In this lec-
ture, we roughly explained the operation method, and
when specific troubleshooting occurred, the facilita-
tors responded to each group. Also, we shared infor-
mation regarding some free music and sound effect
material sites so that the students had access to even
more advanced editing.
Figure 6: A scene from the editing lecture.
4.4 Reviewing Phase
In the “Reviewing phase”, the students uploaded their
completed video works on Padlet
2
, watched, and re-
acted (posting comments and pressing the “Like” but-
ton) to the video works from other teams (Fig.7). As
for the place to upload and share students’ works, we
used Padlet because Padlet has the following func-
tions: users can post comments and “like” the videos,
Padlet is similar to the existing SNS, and anyone who
has the URL can upload videos.
The Padlet was set to private and was available
only to the workshop participants and stakeholders.
When publishing works on public SNS, the high
school instructors and our team members were con-
cerned about video and music copyrights. There were
also security concerns due to the students’ faces and
homes appearing in the content—this inhibit their cre-
ativity. Therefore, we used a private Padlet for this
workshop.
Finally, all group works (20 works) were com-
pleted and uploaded to Padlet. We couldn’t watch all
the works while sharing them during class due to time
2
https://padlet.com/
CSEDU 2021 - 13th International Conference on Computer Supported Education
644
constraints and the online environment’s limitations.
Hence, we asked the students to watch other teams’
projects and react (commenting, pressing the like but-
ton) as homework. Also, the facilitators watched all
the works and posted reviews on them. Having the fa-
cilitator comment first makes it easier for students to
write comments and prevents the occurrence of works
without reaction.
Figure 7: Students’ works and comments posted on Padlet.
5 FINDINGS & DISCUSSIONS
In this section, we validate whether the participat-
ing students acquired the seven abilities and attitudes
of (Table 1) in each phase, based on qualitative data
from the students’ questionnaire and observation of
the actual workshop operation. The students’ ques-
tionnaires were collected for each class in the work-
shop; they received 357 responses.
5.1 Research Phase
In the “Research phase” activities, after researching
SDGs, we provided the students with the opportunity
to consider specific and feasible actions as a “summer
vacation promise. The following comments were re-
ceived from the students. “Because it is for future of
World, it is important for us not to give up and con-
tribute as individuals in achieving the goals., “I was
able to consider what to think and what to do with the
future of SDGs., “To reach the goals of the SDGs, it
is necessary to think about the countermeasures, im-
plement them steadily, and continue moving forward.
These comments show that students are more than just
aware of the problem. They also have the tendency to
think positively and progressively about better solu-
tions. This is the element of 1.Ability to think criti-
cally shown in (MEXT, 2016). As the comments in-
dicate, students could plan their current actions while
understanding future issues through activities during
this phase. This suggests that students got 2.Ability to
plan with anticipation of a future scenario.
Related to the method of drawing one illustration
in a group, some students mentioned “It was easy to
exchange information by drawing a picture, and I was
able to work happily., and “It was exciting to draw
an illustration together. These comments show that
there were fun activities during the promotion of in-
formation sharing for the team.
5.2 Planning Phase
Making a storyboard in the “Planning phase” gave the
students the following experiences: “It was fun to cre-
ate something together by discussing with everyone in
the group and exchanging opinions with each other.,
“I was able to talk actively with people from different
classes.. These comments suggested that students’
acquisition of 4.Communication skills and 5.Ability to
cooperate with others could be realized through sto-
ryboard creation. On the other hand, some indicated
communication problems peculiar to the online envi-
ronment. They included the following: “Some people
turned off their cameras and microphones, and when I
talked to them, there is no reaction or (the voice) was
faint. I did not know what to do because only some
of them responded to me.... Such problems were
less likely to occur in the offline environment because
there was a wealth of non-verbal information. Some
improvements were needed for smoother communica-
tion in the online environment. For instance, setting a
rule to always turn on the camera during group work.
Some teams entered the “Making phase” without
completing the storyboard. The facilitators could not
grasp the video creation’s precise progress by look-
ing at the storyboard’s progress on Google Jamboard.
(Some teams had completed videos but not the story-
boards.) As a result, there were occasions when the
facilitator could not provide a team with appropriate
advice and follow-up.
About half of the teams could not complete video
creation on the originally planned schedule. The
storyboards were effective places for teams to share
ideas, but they were inadequate as time management
tools to help the teams complete the work in time.
Therefore, it can be said that making a storyboard is
not enough to contribute to the acquisition of 2.Abil-
ity to plan with anticipation of a future scenario. Stu-
dents did not have enough group video production ex-
perience, so it was difficult to predict accurately how
long each task would take. As a result, there was a de-
lay in the schedule. To ensure the work is completed
on schedule, it is important to make them aware of
where they are in the process of creating the video.
One way to do this is to create a progress check-
list or to-do list separate from the storyboard so that
facilitators and team members can accurately track
the team’s progress. A progress checklist or to-do
list will allow team members to check the remaining
Design and Practice of ESD in High School in Japan through Online Video Co-creation Workshop
645
work contents while considering the schedule. Fur-
thermore, facilitators can accurately track the work’s
progress to give students more accurate advice.
5.3 Making Phase
In the “Making phase”, we received a lot of posi-
tive feedback from the students regarding group com-
munication. For example, “I immediately put any
ideas that I came up with into words, and other mem-
bers were able to develop new ideas from them, even
though I was just rambling., “I learned that we can
come up with new ideas by asking people who have
not spoken yet, and “I’m glad that each member
was able to work in their own fields, such as video
editing and ideation. These comments suggest that
when shooting and editing videos, they have fully ex-
perienced opportunities for communication, collabo-
ration, and respect for others through the division of
roles and collaboration with other members. In other
words, the students could acquire three abilities and
attitudes: 4.Communication skills, 5.Ability to coop-
erate with others, and 6.Respectful of relations and
connections.
On the other hand, the team’s work division did
not go smoothly in some cases: “Some people in the
group did not speak, I felt burdened because only
two people were working on the video. Therefore,
7.Proactive participation cannot be fully learned by
some students. To solve these problems, it is possi-
ble to preset the roles (e.g., director, cameraman, or
editor).
In the editing process, some students used re-
sources that exceeded our expectations. They used
familiar video editing software other than Microsoft
Photo to edit the videos within their groups. As they
go through the SNS on daily basis, some of the stu-
dents may already be familiar with the video creation
culture and tools. By gathering detailed information
about the students’ video creation experience before
conducting the workshop, we can expect to provide a
smoother video creation process.
5.4 Reviewing Phase
From watching and reacting to other teams’ works,
the students provide us with the following comments:
“Looking at the works of other teams, I got in-
spired by the way they composite their videos. An-
other student said, “I learned about a lot of things
that we should do (regarding SDGs) by watching the
completed video. And a third comment stated, “I
was amazed at the videos of other groups. These
comments suggest multifaceted thinking and respect
for other teams. Watching and reviewing video
works greatly contributed to the students’ acquisition
of 3.Multidimensional and integrative thinking and
6.Respectful of relations and connections.
However, opportunities for communication
through the works were limited. It was impossible to
bring about active movements there, so it is necessary
to design more fulfilling communication time and
opportunities.
6 CONCLUSION
This paper has discussed the design and practice
of ESD through a video co-creation workshop for
Japanese high school students and explored the pos-
sibilities of video co-creation for ESD practices in
an online environment. We investigated whether the
students who participated acquired the seven abili-
ties and attitudes central to ESD through the work-
shop. As a result, it was confirmed that in each phase
of video co-creation, critical thinking and collabo-
ration abilities were acquired. Nevertheless, there
were challenges to promoting active participation and
smooth collaborative work and planning.
Although more validation is needed, this study has
also shown insights and possibilities for concrete ESD
practices feasible even in an online environment due
to COVID-19. These findings are for smooth commu-
nication and work progress by the group and can be
applied to both online and offline environments and
workshops. Furthermore, since the findings of this
paper are in a Japanese context, it is necessary to con-
sider their limitations when adapting them to other
cultures and contexts.
ACKNOWLEDGEMENTS
We would like to express our deep gratitude to
the teachers and students of FUJIMIGAOKA HIGH
SCHOOL for GIRLS for their cooperation. We also
thank the KMD Global Education Project students for
supporting the workshop, and our thanks to all of the
reviewers and volunteers.
REFERENCES
Alpay, E. and Gulati, S. (2010). Student-led podcasting
for engineering education. European Journal of En-
gineering Education, 35(4):415–427.
Azeiteiro, U. M., Bacelar-Nicolau, P., Caetano, F. J., and
Caeiro, S. (2015). Education for sustainable develop-
CSEDU 2021 - 13th International Conference on Computer Supported Education
646
ment through e-learning in higher education: experi-
ences from portugal. Journal of Cleaner Production,
106:308–319.
Cayari, C. (2014). Using informal education through music
video creation. General Music Today, 27(3):17–22.
Ceulemans, K. and De Prins, M. (2010). Teacher’s manual
and method for sd integration in curricula. Journal of
Cleaner Production, 18(7):645–651.
Chau, C. (2010). Youtube as a participatory culture. New
directions for youth development, 2010(128):65–74.
Cotton, D. and Winter, J. (2010). It’s not just bits of pa-
per and light bulbs. a review of sustainability pedago-
gies and their potential for use in higher education.
Sustainability education: Perspectives and practice
across higher education, pages 39–54.
Cox, A. M., Vasconcelos, A. C., and Holdridge, P. (2010).
Diversifying assessment through multimedia creation
in a non-technical module: reflections on the maik
project. Assessment & Evaluation in Higher Educa-
tion, 35(7):831–846.
Emblen-Perry, K., Evans, S., Boom, K., Corbett, W., and
Weaver, L. (2017). Evolution of an interactive on-
line magazine for students, academics and expert
practitioners, to engage students from multiple disci-
plines in education for sustainable development (esd).
In Handbook of Theory and Practice of Sustainable
Development in Higher Education, pages 157–172.
Springer.
Gilje, Ø. (2010). Multimodal redesign in filmmaking prac-
tices: An inquiry of young filmmakers’ deployment
of semiotic tools in their filmmaking practice. Written
Communication, 27(4):494–522.
Greene, H. and Crespi, C. (2012). The value of student cre-
ated videos in the college classroom-an exploratory
study in marketing and accounting. International
Journal of Arts & Sciences, 5(1):273.
Hawley, R. and Allen, C. (2018). Student-generated video
creation for assessment: can it transform assessment
within higher education? International Journal for
Transformative Research, 5(1):1–11.
Hobbs, R. and Moore, D. C. (2013). Discovering media
literacy: Teaching digital media and popular culture
in elementary school. Corwin Press.
Jaramillo, J. A. (1996). Vygotsky’s sociocultural theory and
contributions to the development of constructivist cur-
ricula. Education, 117(1):133–141.
Lambrechts, W., Mul
`
a, I., Ceulemans, K., Molderez, I., and
Gaeremynck, V. (2013). The integration of compe-
tences for sustainable development in higher educa-
tion: an analysis of bachelor programs in manage-
ment. Journal of Cleaner Production, 48:65–73.
Lohrmann, C. (2017). Online learning—do moocs con-
tribute to the goals of agenda 21:“education for sus-
tainable development”? In Sustainability in a Digital
World, pages 211–224. Springer.
Lozano, R., Barreiro-Gen, M., Lozano, F. J., and Sam-
malisto, K. (2019). Teaching sustainability in euro-
pean higher education institutions: Assessing the con-
nections between competences and pedagogical ap-
proaches. Sustainability, 11(6):1602.
Lozano, R., Merrill, M. Y., Sammalisto, K., Ceulemans, K.,
and Lozano, F. J. (2017). Connecting competences
and pedagogical approaches for sustainable develop-
ment in higher education: A literature review and
framework proposal. Sustainability, 9(10):1889.
Madden, A., Ruthven, I., and McMenemy, D. (2013).
A classification scheme for content analyses of
youtube video comments. Journal of documentation,
69(5):693–714.
MEXT (2016). A guide to promoting esd (educa-
tion for sustainable development) (first edition).
https://www.mext.go.jp/component/a\ menu/other/
\\micro\ detail/\ \ icsFiles/afieldfile/2018/04/11/
1369326\\\ 02.pdf. Accessed: 2021-03-03.
Or
´
us, C., Barl
´
es, M. J., Belanche, D., Casal
´
o, L., Fraj,
E., and Gurrea, R. (2016). The effects of learner-
generated videos for youtube on learning outcomes
and satisfaction. Computers & Education, 95:254–
269.
Pappas, E., Pierrakos, O., and Nagel, R. (2013). Using
bloom’s taxonomy to teach sustainability in multiple
contexts. Journal of Cleaner Production, 48:54–64.
Pereira, J., Echeazarra, L., Sanz-Santamar
´
ıa, S., and
Guti
´
errez, J. (2014). Student-generated online videos
to develop cross-curricular and curricular competen-
cies in nursing studies. Computers in Human Behav-
ior, 31:580–590.
Redvall, E. N. (2009). Scriptwriting as a creative, collabora-
tive learning process of problem finding and problem
solving. MedieKultur: Journal of media and commu-
nication research, 25(46):22–p.
Reimers, F. M. and Schleicher, A. (2020). A framework to
guide an education response to the covid-19 pandemic
of 2020. OECD. Retrieved April, 14(2020):2020–04.
Ryan, B. (2013). A walk down the red carpet: students
as producers of digital video-based knowledge. Inter-
national Journal of Technology Enhanced Learning,
5(1):24–41.
Schrum, K., Dalbec, B., Boyce, M., and Collini, S. (2017).
Digital storytelling: Communicating academic re-
search beyond the academy. In Innovations in Teach-
ing & Learning Conference Proceedings, volume 9.
Shewbridge, W. and Berge, Z. L. (2004). The role of
theory and technology in learning video production:
The challenge of change. International Journal on E-
learning, 3(1):31–39.
Stubbs, W. and Schapper, J. (2011). Two approaches to
curriculum development for educating for sustainabil-
ity and csr. International Journal of Sustainability in
Higher Education.
Topoklang, K., Maekawa, M. S., and Okawa, K. (2018).
Komakids: Promoting global competence through
media creation in elementary school. In CSEDU (2),
pages 443–448.
Trevors, J. T. and Saier, M. H. (2010). Education for hu-
manity. Water, air, and soil pollution, 206(1-4):1–2.
UNESCO (2014). Shaping the future we want: Un decade
of education for sustainable development; final re-
port. https://sustainabledevelopment.un.org/content/
docum\\ents/1682Shapingthefuturewewant.pdf. Ac-
cessed: 2021-01-25.
UNESCO (2020). Education for sustainable development:
a roadmap. https://unesdoc.unesco.org/ark:/48223/
pf0000374802. Accessed: 2021-01-25.
Design and Practice of ESD in High School in Japan through Online Video Co-creation Workshop
647