Datasheet
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had been plugged into when setting up, only to be replaced by the USB-hub at a later
date. The cause for the distress was that after the camera started working again, the
computer would not recognise the soundcard, and this malfunction in technology oc-
curred only 10 minutes prior to the start of a lecture that required the use of Con-
nectPro. After adjusting the settings and cables, the ConnectPro recognised the cam-
era as well as the soundcard once again and everything was good to go.
Although the ConnectPro does have its shortcomings, i.e. dependence on the internet,
only capable of streaming, time-consuming set-up, and it only barely meets the re-
quirements set by Metropolia, it is still a viable solution.
5 Researchers recommendation and Conclusion
One of the main differences between solutions used in MOOC and other educational
facilities or services such as Khan Academy or even TwitchTV in the gaming communi-
ty is the amount of post-production and the equipment used to produce the content.
The content produced by such educational facilities such as MOOC, or MIT is obvious-
ly very post-production heavy, as a lot of the footage is broken down into chapters,
sections, word searching amongst other things. This creates a more interactive and
enjoyable experience overall since the user does not have to sit and watch a two-hour
long seminar that has no breaks. This decreases the amount of motivation of watching
a seminar on the go or from the confines of your own home. Services such as Khan
Academy turn education into a form of edutainment or a newer form educational sys-
tem where students are able to study material in the confines of their own home or
while on the move, but still being able to interact with a teacher during class where any
issues can be addressed.
The gaming community has taken a different approach altogether for publishing and
streaming content with the use of platforms such as TwitchTV and Youtube. These
platforms allow gamers to record game related footage and publish the content via their
services or to stream their footage live using a webcam and a video capturing device to
capture content from the computer, in this situation the content being gameplay foot-
age. There has been a huge increase in the amount of gaming videos and streams,
and the trend is still growing with more and more gamers starting their own streaming










