With the advances in online and mobile technologies that have come about in the last decade, the contexts in which we teach and the way students learn have become more diverse. Classes can be taught completely online, face-to-face in the traditional format, or a blended mix of the two. Learning has become less about memorizing information. It has become more about knowing how to use, evaluate, and interact with information in our daily lives. Students have come to expect, and benefit from, a mix of learning content in their lessons: text, graphics, video, audio and interactivity. The inclusion of multimedia learning objects in online or blended course design often enhances how students process information by appealing to the multiple ways students learn and giving them opportunities to test or practice their understanding of content.
What is a Learning Object?
Essentially, a learning object is a tool that instructors can use to teach a particular topic and address a specific learning objective. A learning object can be considered to be a single, self-contained tool, but can be composed of multiple resources, such as Web-based documents, practice exercises, and assessments. A few good examples of learning objects are narrated PowerPoint presentations, videos, animations, interactive simulations, case studies, executable programs, and other Web-based media.
Making your own multimedia learning objects can often be time consuming or expensive, but fear not. There are several high-quality Web-based resources instructors can take advantage of to find engaging, interactive learning objects to include in their courses. For example, instructors can search California State’s Multimedia Educational Resource for Learning and Online Te...
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...l be simply typing questions and answers.
When you have built a game, it will appear in your Games List on the “Manage My Games” page. Here, you will see options to edit, publish, unpublish, and delete the game. Games that are published can be shared with your students in your courses. The title of each game in your Games List is a link that can be used to open the game or share the URL Web address of the game with others.
How Do I Include a Learning Object in My Blackboard Course?
Including a WISC-Online learning object or game in your Blackboard course is as easy as sharing a link with students. Each WISC-Online learning object and game you create has its own unique URL Web address. First, go to WISC-Online and open the learning object or game in your browser. Then, use your mouse to copy the URL Web address that appears in your browser’s address bar.
It is no more pertinent than today to acknowledge that students live in a technology driven world where information and communication technologies are integrated into everyday situations (QSA, 2007). Prensky, 2001 suggests that it is now clear that as a result of the abundant technological environment and students’ substantial level of interaction with it, that today’s students think and process information fundamentally differently from their predecessors. With this in mind, it is crucial that as a future educator, I bring to the classroom new and innovative ways of teaching and learning in order to motivate and interest these ‘digital natives’ (Halat, 2008).
Interactive textbooks that have youtube clips and wifi interfacing are innovations that will help students. Promethean boards, white boards, and smart boards will allow class interactions and research-based lessons for students. The use of ipads and tablets will cut the cost of textbooks and other materials. Teachers must be educated on the proper use of audiovisual arts in order to stay current. I intend to implement staff development and mentoring in order for us teachers to make reference more inligned with the way the new generation of students learn.
During the ITEC 7445 Multimedia and Web Design course, I created a WebQuest that demonstrates my ability to develop, model and facilitate the use of online and blended learning. The Multimedia Design Project artifact is a blended learning project that includes face-to-face instruction as well as web-based online learning. In my ITEC 7460 Professional Learning & Technology Innovation course, I was able to develop, model, and facilitate a professional development in which I was able to train teachers on how to implement Socrative.
Using technology as a part of the classroom permits understudies to trial more in the instructional method. Undergraduates using a laptop or smartphone can find countless resources, which making learning more fun and effective. Understudies can learn life skill through technology, such as making presentations, figuring out how to separate dependable from untrustworthy sources on the internet, keeping up appropriate online etiquette, and composing emails. These are all indispensable aptitudes that the understudies can learn in the classroom and master before graduation. In the Teaching politics beyond the book stated, “Benefits of technology can include enhanced learning, community-building, and increased student engagement in learning materials” (Glover & Tagliarina, 2014,
With the widespread use of digital technology, the classroom teaching approaches and practices went through remarkable changes. When compared to the past ten years, today the classrooms look entirely different in terms of programs and technical tools used to enhance the learning skills of students.
The ideal of interactive, highly-engaging training and education is ancient. A Chinese proverb says: "Tell me, and I'll forget. Show me, and I may remember. Involve me, and I'll understand." However, the gap continues to grow between antiquated, passive training methods and a workforce that lives an ever more interactive, multimedia, user-controlled lifestyle. With game-based learning tools to bridge that gap comes the promise of vastly more productive and engaged students and workers—ones who embrace learning.
In the gaming world, there are many different types of games: sandbox, shooters, puzzle, RPG, platform and many more. One thing that is not seen is educational games; they are there but are in the few. Many factors are the cause for the scarce amount of these games. They need to be educational in a certain field; corresponding with math, reading or science. Therefore, they need to be fun to encourage players to continue playing the game as well as to retain its teachings. Gamers today will mainly play games to have fun; thats why people today will rarely pickup educational genre because with the stigma that comes with those games as being boring or simple. This is about creating an educational program that can benefit students of all ages by increasing their literacy skills, teaching them grammar, improve word comprehension, and allow them to learn in a custom environment as desired by the player.
Media has been shaping our society since the era of print. Print gave way to radio, and radio to television. Now, television is giving way to a new medium, video games. Video games control a market that rivals big movie production, and draws the attention of billions around the world. Can this new media be harnessed for the betterment of education? Videogames are having a positive effect in today’s classroom. Case studies of educational games show, student test scores are improving, students are receiving constant and immediate feed-back, and students are expecting to use technology in school. Society is fascinated with new technology, and it would be negligent not to use the latest technological means to educate our future generations.
A high quality hybrid course is not constructed simply by attaching web content to an existing classroom curriculum. Ideally, it should be a unique blended entity that provides improvements on both the online and offline classroom model to create a new and challenging educational experience. Education researcher Norman Vaughan asserts that hybrid education should change the tone of classroom sessions “from a presentational format (i.e., lecturing and information dissemination) to one of active learning (i.e., discussion and debate)” (83). Vaughan then goes on to cite fellow researcher Dodge to bolster his claim that “this form of active learning ‘involves putting our students in situations which compel them to read, speak, listen, think deeply, and write’” (Dodge...
Firstly, advancements in interactive media have bought a remarkable change in human life. According to Lau et.al (2013) multimedia have impacted mostly the aspect of human learning. It has provided different types of media that can influence various learning styles. Also, they ...
Interactive multimedia has played an important role in developing the process of teaching and learning towards a more dynamic quality. This assisted by the ability of the computer technology
There are principles guiding the multimedia instructions for learning. The details are discussed in sub-section 2.4.1 and 2.4.2 below.
According to Stair “Multimedia is computing our way to Educational Reform.” The concept of multimedia has existed for many years. There is lot of confusion about what exactly Multimedia is. A simple way of defining multimedia is that it denotes the combination of several media to transport information in several forms from one point to another. The technology of using text and words, diagrams, graphics, sounds and video images collectively to show everything more effectively is called as Multimedia. Multimedia is a powerful tool for making presentations, also multimedia offers unique advantages in the field of education. For instance, text alone simply does not allow students to get a feel. Multimedia enables us to provide a way by which learners can experience their subject in a vicarious manner. The key to providing this experience is having simultaneous graphic, video and audio, rather than in a sequential manner. Lau (2013) describes three primary forms of technologies to deliver multimedia content; communication technologies to impart information, social networks to collaborate and interact and gaming, a relatively new form of educational technology that aims to turn educational content into an
Technology has had a large impact on the field of education. The proliferation of multimedia resources and limitless amounts of information available through the Internet has fundamentally affected the learning process. Students no longer search through cards and stacks for magazine articles; almost everything is at the click of a finger. Multimedia resources are increasingly utilized in the classroom to help instruct students. Some professors are making conscious efforts to use new technology, so as to introduce and familiarize their students with it. The significance of technology in education is now being elevated to a new plateau. Education through the Internet, the great equalizer, may make it more widely distributed through the phenomenon of online courses. It is the thesis of this paper that online courses are not an effective means to educate traditional undergraduate college aged students (people from 18-22 years old).
These multimedia packages are useful to allow accomplishment education for students, e-learning packages normally come with tons of information, and therefore schools will use this multimedia product to teach their students.