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MULTIMEDIA IN EDUCATION

MULTIMEDIA IN EDUCATION. THE GOOD, THE BAD AND THE UNKNOWN…. Cynthia Moir, Leah Christophersen, Linh Nguyen. Overview. A definition of multimedia Different types of multimedia in the classroom The Good (1): Advantages to student using multimedia in the classroom

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MULTIMEDIA IN EDUCATION

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  1. MULTIMEDIA IN EDUCATION THE GOOD, THE BAD AND THE UNKNOWN… Cynthia Moir, Leah Christophersen, Linh Nguyen

  2. Overview • Adefinition of multimedia • Different types of multimedia in the classroom • The Good (1): Advantages to student using multimedia in the classroom • The Good (2): Advantages to teachers using multimedia in the classroom • The Bad: Disadvantages of using multimedia in classroom • The Unknown : Strategies to teach multimedia • The Great Debate!

  3. WHAT IS MULTIMEDIA TO YOU?

  4. MULTIMEDIA:WORKING TOWARDS A DEFINITION… • Multimedia can be defined in different ways: • “a mix of various mass media such as print, audio and video” • OR • “the development of computer-based hardware and software packages produced on a mass scale and yet allow individualised use and learning”

  5. SO WHAT IS MULTIMEDIA? • Therefore multimedia can be defined as: • “ an integration of multiple media elements such as audio, video, graphics, text and animation, into one collaborative whole that results in more benefits for the student than any one of the media element can provide individually”

  6. DIFFERENT TYPES OF MULTIMEDIA • Different types of multimedia forms may focus on different potentials of diverse learners • These include: • Talking books and speech synthesis • Leapfrog, voice recording • CD-ROM storybooks • Toy story storybook • Video/video clips • http://www.youtube.com/education?b=400 (YouTube Edu) • http://www.abc.net.au/btn/index.html(Behind the news) • Hypermedia • http://keggett.glogster.com/why-use-hypermedia-in-the-classroom/ • http://edu.glogster.com/(Glogster EDU) • Computer simulations • http://www.edheads.org/activities/brain_stimulation/

  7. THE GOOD (1):BENEFITS TO STUDENTS USING MULTIMEDIA IN THE CLASSROOM • Visual appeal to students • Students want to listen and participate = greater learning experience and long term benefits • Eg. Appeal of video/arcade games – combination of video, text, animation, audio, graphics • Simulation in subjects such as maths and science • Development of real world technology skills • Encourages goal orientation through motivation: • Drill and practice • Infinitely patient tutor • Can either pursue or automatically receive feedback – recognition of success • Allows students to work at their own learning levels and pace - Flexibility with distance and time

  8. THE GOOD (2):BENEFITS TO TEACHERS USING MULTIMEDIA IN THE CLASSROOM • Enables a wider variety of topics to be discussed in a vicarious way • Incorporation of simultaneous animation, video, graphics and audio = better learning experience for student • dissection website • Provides an enhanced learning experience with long term benefits for a low cost per unit • Increases students contact and discussion time • More effective way of teaching • Replaces ineffective teaching/learning activities eg. Worksheets

  9. THE BAD:DISADVANTAGES OF USING MULTIMEDIA IN THE CLASSROOM • Access to resources, computers and multimedia software • Sound, images, animation and video constitute large amounts of data - Slows down computers unlike simple word processing documents • Time requirements – time and effort required in planning • Students becoming distracted due to misdirection, boredom or frustration • Teacher confidence in using multimedia • Lack in confidence may equate to needing more training = increased costs • Lack of funding – resources, teaching training, keeping up-to-date with technology

  10. THE UNKNOWN:STRATEGIES TO TEACH MULTIMEDIA • Evaluation of multimedia, what type and whether it is relevant • Understandwhy, when, and where multimedia is appropriate and beneficial • Introduce activity, provide clear goals and appropriate structure • Continue to circulate and monitor room, assisting students as required • Trouble-shootinghardware and software issues • Providing evaluation and on-going feedback to assist student progress • Ensure there is a plan B in case there is a technology crash • Emphasise relationship to the lesson's goals

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