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Oscar
Castillo
Technology
and
Multimedia
Third Edition
Oscar Castillo a very well known
students at Humanities Faculty in
Mariano Galvez University has
believed that the change in education
depends on us. In his last year of his
Master Degree in Teaching English he
has understood the importance of
teaching by applying technology.
Castillo has written a book called The
Power of Technology in 2007 and the
second edition in 07. Now with the
third edition of Technology and
Education his knowledge has
expanded in America
2
Oscar Castillo
Technology and
Multimedia
EDITORIAL ESTANZUELAS, S.A.
NUEVA SANTA ROSA
3
Los hombres han nacido
los unos para los otros;
edúcales o padécelos.»
MARCO AURELIO
«El niño no es una botella que hay que llenar,
sino un fuego que es preciso encender.»
MONTAIGNE
1.ª edition: March 2007
2.ª edition: May 2008
© 2007: Oscar Castillo
Exclusive Rights of edition in English
Revised by Languages School UMG Guatemala
© 2007: Editorial Estanzuelas , S. A.
Published in Nueva Santa Rosa
4
Content
1. Multimedia............................................................................... 6
The Role of Computers in Multimedia…………………... 7
Media and Projects……………………………………….... 8
2. Multimedia Project……………………………………….... 11
Industry projects………………………………………….... 12
3. Critic Circle………………………………………………….. 13
Roles people play in C.C………………………………...…. 14
Creating C.C …………………………………………..……. 15
Process of C.C………………………………………….…... 16
Steps ……………………………………………………..….. 18
4. Technology and Multimedia…………………………….. 19
Education Options………………………………………… 20
Benefits ………………………………………………….…. 22
Technology impacts in Education………………………. 22
5. 7 principles of good practice in technology………..…. 25
6. Visual cues and importance of high quality design..… 30
7. Some important programs that support teaching
with multimedia………………………………………..… 32
Flash……………………………………………………..… 32
Prezi……………………………………………….……..... 33
Power Point………………………………………….….... 34
Blogs ………………………………………………….……. 35
WebQuests………………………………………………... 36
8. Value of Multimedia…………………………………..…. 37
What´s multimedia……………………………………..... 37
Views of learning……………………………………….... 38
Benefits of multimedia…………………………….....…. 39
9. Methodology to teach with Internet………………..…. 42
10. Bloom´s Taxonomy…………………………………….... 42
11. Web 2.0 …………………………………………………… 45
Virtual Communities……………………………... 50
Other Resources of Web 2.0…………………..…. 52
5
Preface
I entered in the field of language teaching as a classroom teacher trying to
use all my experience and knowledge. As you have heard, many teachers have
found technology most amazing in all kinds of fields; however, I soon
realized that in order to be an effective teacher meant much more than just
having a good plan, but becoming more skillful in the area of technology. I
meant applying new methodology and techniques, adapting the material
available and adapting myself to students´ needs. As a new technologist, I
can see clearly that effective teaching depends much more on good planning,
the context, teachers and students´ needs but in how capable we are in
adapting technology and multimedia into our classes.
This book tries to emphasize how multimedia and technology can be a great
tool to make our teaching more effective and efficient. Technology is
everywhere and we have to skill ourselves in order to involve our students in
the process of learning. The book tries to provide examples of different
types of multimedia that you can apply in your daily teaching. At the same
time it opens your mind to become a creator, a designer, in general, the
expert of your course.
Early version of this book have been used to get you into the world of
technology and multimedia as tools for effective teaching in schools like
UMG, University of IMEBSE, Estanzuelas, Regional Language Center,
Monte Verde, and others.
Oscar Castillo
6
1 MULTIMEDIA PROJECT
One of the many purposes of teaching multimedia projects is to make our
students creators of projects. Another purpose is the integration of
multimedia project into our curricula because that helps us out to enhance
our students‘ abilities to be school achievers. Some of the goals we pretend
to experience with the implementation of multimedia are:
a. Students develop high order thinking skills
b. Enhancing interpersonal group skills
c. Presenting and organizing knowledge
d. Learning how to make effective use of computer ad media.
One key component is to make our students effectively and efficiently active
in selecting, representing, and organizing knowledge rather than passive. It
is very important if they select the information they want in the project as well
as the links for having meaningful organization.
The appliance of a multimedia project helps students to have a better
learning rather than having a report made of text or images that goes from
the sequence beginning to the end.
Important Tips
Links
Hyperlinks Links: Join
texts
Hyperlinks:
Combination of links
and text
Hypermedia:
Combination of media
to text
7
Creating a multimedia project in a computer improve students understanding
of how to use links for visualizing more specific details and organizing
information in a better and meaningful way. In general, creating more
multimedia project not only enhance their thinking skills but also the get use
to use different methods when applying hypermedia for organizing
information.
The Role of Computers in Multimedia
The creation of media and links will always help students to create
multimedia projects where links come alive. Some of the roles are:
a. Students create media
b. Students create buttons
c. They also create links easily and quickly.
d. They organize the information they want.
e. They decide the buttons they are going to use
In other words, multimedia employs computers to aid students to make
activities that were impossible; and that is why, multimedia projects are so
important in class.
Evolution of Multimedia
At first: Multimedia was: a class listening and hearing a presentation, which most of the time, requires audio tape with a projector.
Later: Large audiences seeing and listening more complex information, which require several audio tapes players, slide projectors, movie projectors.
Now: Individual or small groups. Now people use personal computer to interact with information. Students can use some especial programs like Microsoft word.
The evolution of multimedia has consequently enhanced students to become
more active in the process of learning and creating their own projects which
takes them from a passive to an active stage.
8
Why is it a good idea for students to use multimedia projects?
Remember that students learn better when using different types of
information or when they illustrate that information in different media.
Media and Projects
You always have to keep in mind that projects helps students to achive their
goals by doing, we have to make our students participate (active not passive)
a. It is known that text is one of the most effective effective ways to
express actual facts.
b. The use of hyperlinks is also very important to and chanllenging to
organize multimedia projects.
c. Maps and timelines are good idea for showing sequence.
d. Images or photograhs is more imprtant than words.
Selecting a Project
The selection of any project should have a purpose because students have
to have in mind that they must achieve their goals. The desire goal will
determine which project we are going o select.
They use open-ended
assigments.
Theme-base activities
They achieve high self-esteem.
The become self directed-
learners.
They think effectively
Problem solving
Decision making
Good planning
It also helps them to build life-long skills.
9
Goals
When creating or designing multimedia projects, teachers must have a
reason or reasons why and the main reason is to help them to learn, to
develop abilities to analyze and give conclusions about the project. In other
words, students should become master in that project.
Sample goals for a Multimedia Project
High order
thinking skills
Group and
interpersonal skills
Content and discipline Technical skills
Present
information
effectively and
efficiently.
Select media
and use it
effectively
Group work
Good relationship
between classmates
Good planning
Interaction with
people
Learning important
concepts
Understanding and
using vocabulary and its
interpretation.
The use of authoring
tools
Use hyperlinks to
organize information
Use images, graphics,
audio, and video more
effectively.
Motivation
Students are motivated when creating multimedia projects because they
work with quality and a lot harder than other activities and as a result they
get more attractive and interesting work.
Pitfalls (difficulties) and bypasses (avoid)
Whenever you see a student just typing a text on one screen or another, the
teacher must suggest changing to a more effective use of multimedia
because it gives the tools and pathways to do it.
The more time students spend on a project the more benefits it will bring in
the student`s general learning.
Relation to Writing as Process
The creation of a multimedia project carries important aspects of writing as a
procedure and the students have the chance to brainstorm according to the
audience, and then they prewrite, write, edit and publish.
10
Organizing Information
The use of links is very important because students can have the chance to
find information related to others. Organizing the information is so important
and so is the link; remember, if you make the right questions you will have
the right answer. Students will find links more useful after they find out the
relation among them.
Authentic Learning
Why does it involve authentic learning? It involves it because students work
together from the beginning to an end which will bring information,
persuasion and others.
Multimedia projects combine all or some of the media which is very
important and makes it very interactive. The way students create their
projects is by researching the appropriate information, and then they plan
how they are going to present it and to whom. They also create the links for
organizing and presenting it the best way.
11
•Student websites, presentan effective way to assessstudent knowledgebecause they incorporatea variety of skill sets. It canbe done either individuallyor as a group; also, it canrequire students to write,create, visualize andorganize, as well as buildtheir computerprogramming skills
Website Projects
•Newer digital videocameras (Flip camera) areextremely portable andcost-efficient. They canallow students to easilycreate documentaries,movies, newscasts andmore. Like websiteprojects, video-basedassessments requirestudents to utilize theirwriting, editing andorganizational skills.
Digital video projects
•More schools are requiring theirstudents to incorporatePowerpoints into their classpresentations. Providingstudents the opportunity tocreate Powerpoints in school willhelp them become moresuccessful and prepared forcollege-level academicrequirements. By thesepresentations, students canlearn how to write concisely,incorporate graphic organizers,charts and graphs, andconfidence through publicspeaking.
Powerpoint or Keynote Presentations
2 Multimedia Project in schools, industry,
magazines, reports, newspaper, and commercials
School Projects
In order to compete and succeed in today's digital world, school students
must have the opportunity to learn how to design, create and present a host
of multimedia projects. Today's students must be proficient, have advanced
knowledge related to a variety multimedia outlets, including websites,
podcasts, digital video projects, and presentation software such as
Powerpoint and others. Likewise, to teach effectively, teachers must develop
assessments related to the creation of these types of projects. At some
points, students might be searching for multimedia ideas for a classroom
project, or ways to assess students' knowledge, etc. Examples of school´s
projects:
.
12
Industry Projects
The development of online and multimedia materials is to support a wide
range of knowledge construction activities including collaborative learning in
industries, corporate training, research collections and tools as well as an
extensive portfolio of online undergraduate and postgraduate course
materials.
Magazine Projects
This website helps to create magazine and publish them on the web.
http://www.projectmag.com/
RePAH
Research Portals in the Artsand Humanities (RePAH) setout to discover the behaviourand needs of researchers inthe Arts and Humanities inrespect of portals, inlcudinginformation aboutinformation discoverystrategies, awareness andattitudes, user activity andresponses to future portaldevelopments
Photographs Exhibited in Britain 1839-1865
An Arts and HumanitiesResearch Board fundedproject to create an onlinedatabase of over twentythousand exhibitionrecords transcribed from46 catalogues, citingworks submitted by over athousand photographers
Three Centuries of Transport
A New Opportunities Fundproject to create online museumsresearch and learning resourcesbased on archive records of earlycanals, railways and aviation,including the Bridgewater Canal,the building of the ManchesterShip Canal, the building of theLondon Extension of the GreatCentral Railway and the history ofBritish aviation development atFilton and Patchway in SouthGloucestershire from 1910 to thepresent.
13
3 Critics Circle
It is a type of project which includes some technology in order to be
developed for example: digital audio, digitized images, and symbolic icons.
This project helps students to develop their critical thinking because they will
develop the skill of recognizing others points of view.
Groups Create Their Critics` Circle
Having this, the group can start creating their own multimedia project by
modifying its own copy of the Critics` Circle template given by the tutor.
a. Open a template with a Welcome Page
b. Give their opinions by selecting one of the microphone icons.
The implementation of a authoring system (buttons) will help out its use and
will turn this project easier. Beginner students can use the templates in
order to concentrate in forming and recording opinions. Advanced students
can use the templates to learn by examples.
• selection of a movie.
First
• Dived the class in groups.
Second
• Collect the decisions
Third
14
Audience Use Each Project
Who could be users? Well, parents, teachers, other students, and even staff
can be. What they can do is analyze the critics` opinions of the movie and
read each group`s summary based on that movie.
Roles people play in Critics` Circle Project
Internal View of Critics` Circle
The correct selection of voice, drawings, and images help out to present
informal information which enables to capture emotions and mood. Images
ate use to emphasize that somebody made that critics and deserves
respect. Finally it contains text which is used to emphasize formal analysis
and summary.
The icons buttons facilitates navigation throughout the project.
Driven navigation is convenient to a creator-driven tour because it presents
the information in a fixed order. The fixed creator-selected tours are used to
present information in a persuasive order. The use of template facilitates
even beginner students to complete the project without paying too much
Teachers select a project
Support staff by
setting up equipment
Students creates
projects in groups
Users enjoy and
evaluate the projects
15
attention to the software or to the equipment. This helps them out to finish
the project with high confidence of success.
Theory
This project requires teamwork because of the presentation which must be done in
class. Every member of the group must play a specific role within the group and
will make it easier.
Creating Critics` Circle include:
a. Selecting a subject of the group member`s views which represent a
complete field of opinion and are individually and collectively interesting and
engaging.
b. The group use combinations of speech, images, graphics, and images to
present their opinions.
c. Use multiple media to express, analyze, and possibly reconcile the opinions.
It is important that each member of the group can perform different roles especially
if they are acting out in a role-play. One important point in selecting Critics` Circle
is because this develops high-order- thinking skills, interpersonal skills, and content
material learning that it can promote.
Goals of C. C.
Higher-Order Thinking
Skills
Content Material Learning
Technical Skills
Group and Interpersonal
Skills
16
The project involves students to:
a. Brainstorming
b. Expositions with feedback
c. Writing
d. Editing and
e. Publishing or performance
As it was mentioned before, the project has to raise higher-order and
metalevel skills which include:
a. Recognizing different points of view
b. Organizing distinct views into a framework
c. Different modalities of expression of media
a. Oral in the audio recordings
b. Symbolic in the icons
c. Representation of the images and
d. Text in the written summary
All of these sums up will determine students develop the skills to organize
and present recorded speech, written text, images, and graphics in an
integrated and persuasive fashion or mode. Rehearsals
Process in Critics` Circle Project
Teachers prepare:
a. select goals
b. Determines the groups.
c. Items requires in the Project.
d. Characteristics of theProject.
Teachers Assigns Project
a. Educational goals
b. Presentation of organized principles, templates, and story board.
c. Decide the sources of images and critics
d. Allow time for completion
Reflections
a. Students perform self-evaluation.
b. Teachers reflect on the project.
c. Review any public performance.
d. Conduc classes evaluation.
Students Creates
a. Brainstorming
b. Selec the three critics
c. do some rehearsals
d. Record each critics` opinions
e. Analyze the arguments
f. Essemble and test
the complete project.
17
a. It is very important for the teacher to note down the goals and then
select the project that can help students to achieve those outcomes.
a. Teachers must keep in mind that the major advantage of using
multimedia projects is that they often motivate students on
spending more time on the subject rather than being passive.
b. When they have their own voices and images called forth and
demand has a remarkably long-lasting appeal and can bring out
dormant tendencies toward perfectionisms.
c. Teaches need to keep in mind how to determine the groups of
students who are to work together.
d. Make sure that students keep on doing things where they feel
strong, and practicing on those in which they are weak.
e. Make balanced groups in order to achieve the goals.
f. Digital images of each student can help you out to keep
students motivated during the whole year.
b. While assigning the project, teacher should do it in advance either by
examples or by watching a movie at home.
a. Make sure that students know that they have to come up with
an attractive demonstration
b. This must be enjoyable for people while hearing.
c. Challenge students by using media in an effective and an
interesting way, using symbols, oral, and textual form. Make
them get the difference between informal speech and formal
writing and how symbolic forms can convey both.
d. Let them know the lengths of the oral project and textual
material. They have to keep oral parts shorts because:
i. Users lose track of oral information which contain three or
more different points
ii. Digital audio occupies a great deal of disk space.
e. It is so important to tell students how long they have to
complete the project, and couching them to distribute the
available time.
18
c. One of the purposes of Critics` Circle is make our students work
together effectively.
a. Possible way to set of steps for a group to fallow:
d. Both teacher and students can use multimedia mechanisms to store
their reflections on each project. The reflections (either written or
spoken) can be included in a portfolio where they will be available for
further improvements. We have to engage students in the discussion
of th entire activity, process, and content.
a. See one goal of this project is to produce major learning in the
ongoing development.
b. To make our project more interesting or attractive, teachers
might encourage different groups to address different movies.
Set the group for brainstorming about
a movie
Draw programs to create the icons representing the
critics and remarks.
Records each critic`s opinion. The rest in the room cooperate
by being silent.
Select three group memebers to
represent the entire group`s opinions
Discuss the issues the group wants to
include in the summary page.
Let these thee speak in turns without
recording.
Assemble the complete project
and make sure another user who is not part of the
group can navigate form page to page
19
4 Technology and Multimedia
What Is Multimedia and Technology?
Multimedia refers to computer-based systems that use associative linkages to allow users to navigate and retrieve information stored in a combination of text, sounds, graphics, video, and other media.
Multimedia can be used in instruction in a variety of creative and stimulating ways. Applications include teacher presentations, student projects, and discovery learning. Although teachers are encouraged to develop their own materials, many excellent educational multimedia products are also available.
When developing original multimedia applications, educators should be aware of copyright issues and infringements, especially when incorporating video, images, and sound from other sources.
Multimedia technology applies interactive computer elements, such as
graphics, text, video, sound and animation, to deliver a message. If you
have a knack (ability, skill, talent) for computer work and are interested
in digital media, read on to discover career and education opportunities
available in this growing specialty.
Multimedia materials and learning environments can minimally
be considered the combination of print and images, but commonly
involve streaming video, music, instant messaging, or interactive online
features. These applications are becoming more mainstreamed as
computers and Internet connections are upgraded in schools, libraries
and homes.
Multimedia Technology Defined
Multimedia technology refers to interactive, computer-based
applications that allow people to communicate ideas and information
with digital and print elements. Professionals in the field use computer
software to develop and manage online graphics and content. The work
20
that media technology specialists produce is used in various mediums,
such as training programs, Web pages and news sites.
Career Opportunities
There are a many employment opportunities for multimedia technology
professionals in a variety of industries. Anything that needs to be
communicated to an audience can contain digital and print images, text
or animation to attract attention and deliver the message. You might find
a position in marketing or advertising. You may be employed in
publishing and be responsible for managing, designing or producing
multimedia content for websites, newspapers and magazines. Possible
career choices include:
Web developer
Graphic artist
Digital photographer
Instructional designer
Production assistant
Desktop publisher
Education Options
In multimedia degree programs, you can expect to learn how to use
computer programs and create interactive presentations or materials.
You may be trained to use website development software like
Cascading Style Sheet or the Adobe suite, which includes Photoshop,
Flash, Illustrator and Dreamweaver. You may also learn design
techniques using multimedia technology and be encouraged to develop
your own creative style and make personal works of digital art.
Multimedia technology courses typically include:
Interactive media
Website design fundamentals
Electronic imaging
21
Introductory photography
Animation
Multimedia programming
Graphic design
Digital editing
The future of multimedia technology is dependent upon the evolution of the
hardware. As storage devices get faster and larger, multimedia systems will
be able to expand, and increased use of DVD should result in improved
quality.
Technology
Technology is helping teachers to expand text-based learning and to engage
students who learn best in other ways. Its role in schools is taken as a
versatile learning tool that could change how we demonstrate concepts,
assign projects and assess progress.
Digital simulations and models can help teachers explain concepts that are
too big or too small, or processes that happen too quickly or too slowly to
demonstrate in a physical classroom
Software that allows students to experiment with virtual greenhouses in
order to understand evolution, a software that helps students understand the
physics of energy efficiency by designing a model house, and simulations of
how electrons interact with matter
(Fullan, 1998) "The more powerful that technology becomes, the more
indispensable good teachers are". If we expect teachers to use technology
in ways that enrich and enhance student achievement, we must provide
them with the professional development they need to develop the
confidence and skills to apply technology, and an understanding of how
technology supports standards-based education.
22
Benefits
Technology in education is intended to improve it and here are some of the
claimed benefits
Easy-to-access course materials. Instructors can post the course material or important information on a course website which is going to help students to become self –learners.
Student motivation. Computer-based instruction can give instant feedback to students and explain correct answers. Moreover, a computer is patient and non-judgmental, which can give the student motivation to continue learning. .
Wide participation. Learning material can be used for long distance learning and are accessible to a wider audience
Improved student writing. It is convenient for students to edit their written work on word processors so it can improve the quality of their writing.
Subjects made easier to learn. Many different types of educational software are designed and developed to help children or teenagers to learn specific subjects. Examples computer simulators and graphics software.
Differentiated Instruction. Educational technology provides the means to focus on active student participation and to present differentiated questioning strategies. Students are encouraged to use multimedia components and to incorporate the knowledge they gained in creative ways
Technology impacts on education
Most classrooms in the world would insist on having students turn their
mobiles off, but it is a good idea to keep them on.
(BBC's) development charity the World Service Trust - gives anyone with a
mobile the chance to learn English - simply by calling a number and listening
in.
"We can't carry a dictionary everywhere," said one Bangladeshi
student.
"But now we can carry a mobile phone which helps us learn."
23
The One Laptop Per Child (OLPC) project was announced in 2005.
It was intended to provide strong technology to students in some of the
world's poorest areas.
The OLPC project is being well received in the developing world. For
example
a. The government of Uruguay has bought a laptop for every child, whilst
( as the same time as)
b. The state of La Rioja in Argentina has also said that it will purchase
the machines for its pupils.
c. In Brazil the government has bought 150,000 laptops to deploy in 350
schools.
24
The New Line Learning Academy in Maidstone, England, is currently being
rebuilt into the classroom of the future. It is full with touch screens, facial
recognition technology and even mood lighting.
25
The frequent contact with the class isan important factor in studentmotivation and involvement.Teacher´s contact helps students getthrough rough times and keep onworking.
Communication technologies increaseaccess to all members, help themshare useful resources, and providefor joint problem solving and sharedlearning can usefully augment face-to-face contact in and outside of classmeetings.
Electronic mail, computer conferencing, andthe World Wide Web increase opportunitiesfor students and faculty to converse andexchange work much more speedily thanbefore, and more thoughtfully and “safely”than when confronting each other in aclassroom or faculty office.
5 Implementing the 7 Principles in Technology Since the Seven Principles of Good Practice were created in 1987, new
communication and information technologies have become major
resources for teaching and learning in education. If the power of the new
technologies is to be fully realized, they should be employed in ways
consistent with the Seven Principles. Such technologies are tools like
―Microcomputers that will empower students‖ because.
Any given instructional strategy can be supported by a number of
contrasting technologies just as any given technology might support
different instructional strategies. But for any given instructional strategy,
some technologies are better than others.
a. : Better to turn a screw with a screwdriver than a hammer — a dime
may also do the trick, but a screwdriver is usually better.
Seven Principles
1. Good Practice Encourages Contacts between Students and
T
e
a
c
h
e
r
26
Learning is enhanced when it is more like a team effort than a solo race. Good
learning, like good work, is collaborative and social, not competitive and isolated.
Working with others often increases involvement in learning. Sharing one’s
ideas and responding to others’ improves thinking and deepens understanding.
Learning is enhanced when it is more like a team effort than a solo race. Good
learning, like good work, is collaborative and social, not competitive and isolated.
Working with others often increases involvement in learning. Sharing one’s
ideas and responding to others’ improves thinking and deepens understanding.
Study groups, collaborative learning, group problem solving, and discussion of
assignments can all be dramatically strengthened through communication
tools given by technology.
The extent to which computer-basedtools encourage spontaneous studentcollaboration was one of the earliestsurprises about computers. A clearadvantage of email is that it opens upcommunication among classmates evenwhen they are not physically together.
This kind of “collaborativelearning” would be all butimpossible without the presenceof the multimedia.
2. Good Practice Develops Reciprocity and Cooperation
among Students
3. Good Practice Uses Active Learning Techniques
a. Learning is not a spectator sport. Students do not learn much
just sitting in classes listening to teachers, memorizing
prepackaged assignments, and spitting out answers. They
must talk about what they are learning, write reflectively about
it, relate it to past experiences, and apply it to their daily lives.
b. The range of technologies that encourage active learning is
staggering. Many fall into one of three categories:
i. Tools and resources for learning by doing,
ii. Time-delayed exchange, and
iii. Real-time conversation.
27
Teachers can use technology to provide critical
observations for a beginner.
Computers also have a growing role
in recording and analyzing personal and professional performances.
Simulations.
E-mail for supporting person-to-
person feedback,
4. Good Practice Gives Prompt Feedback
Knowing what you know and don’t know focuses your learning.
In classes, students need frequent opportunities to perform and
receive feedback on their performance.
The ways in which new technologies can provide feedback are.
5. Good Practice Emphasizes Time on Task
Time plus energy equals learning.
a. Applying realistic amounts of time means effective learning for
students and effective teaching.
b. New technologies can dramatically improve time on task for
students. Technology also can increase time on task by
making studying more efficient. Teaching strategies that help
students learn at home. Time efficiency also increases when
interactions between teacher and students, and among
students, fit busy work and home schedules.
28
• Expect more andyou will get it. Highexpectations areimportant foreveryone, and forthe bright and wellmotivated people.Expecting studentsto perform wellbecomes a self-fulfilling prophecy.
• New technologies cancommunicate highexpectations explicitlyand efficiently.Significant real-lifeproblems, simulationsand others can setpowerful learningchallenges that drivestudents to not onlyacquire informationbut sharpen theircognitive skills ofanalysis, synthesis,application, andevaluation.
•With technology, criteria for evaluating products and performances can be more clearly articulated by the teacher, or generated collaboratively with students. General criteria can be illustrated with samples of excellent, average and faulty performance. These samples can be shared and modified easily. They provide a basis for peer evaluation, so learning teams can help everyone succeed.
6. Good Practice Communicates High Expectations
7. Good Practice Respects Diverse Talents and Ways of
Learning
a. Many roads lead to learning. Different students have
different talents and styles for learning. Students need
opportunities to show their talents and learn in ways that work
for them.
b. Technological resources can ask for different methods of
learning through powerful visuals and well-organized print;
through direct, explicit, and virtual experiences; and through
tasks requiring analysis, synthesis, and evaluation, with
applications to real-life situations.
c. They can drive collaboration and group problem solving.
Technologies can help students learn in ways they find most
effective and broaden their repertories for learning.
29
Technology Is Not Enough
Students need to become familiar with the Principles and be more
assertive with respect to their own learning.
Faculty members who already work with students in ways consistent with
the Principles need to be tough-minded about the software- and
technology-assisted interactions they create and buy into. They need to
avoid materials that are simply didactic, and search instead for those that
are interactive, problem oriented, relevant to real-world issues, and that
evoke student motivation.
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6 VISUAL CUES
Visual cues have been important for all human beings in all different
contexts because most of the people are visual.
Once upon a time, the manager of a well known enterprise was worry
because every day everybody ran to get off the building; he made everything
to let them slow down and to quit damages. Stops sings, watch out your
step, be careful, nothing worked out; finally, he place mirrors in the
corridors, and that stopped people running out.
The role of visual cues, as its name indicates, is to automatically see a
picture and know the meaning it has or what is represents.
See, the big in the freeway tells us exactly that hamburgers are on
the road without writing a huge frame with huge letters letting us know.
The arrangement and presentation of text and images can aid or hinder
effective communication.
One key of visual cues is let readers know where they are and where they
are going.
Signposting breaks up text and images into readable, easy-to-follow blocks
or panels of information.
Artwork:
a. Photos and captions
b. Clip art
c. Charts and graphs
d. Elaborate initial caps
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Paragraph Emphasis and Organization
Solid blocks of unbroken text are difficult to read. Text is made more
readable by breaking up the text and using visual indicators to show where
paragraphs start and end.
Using bold or italics text is one common method of letting the readers know
what information is especially important or noteworthy.
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7 Programs that support teaching with
Multimedia
In our contemporary era of technology, every school has computers and
claims to use computers in education; however, the important question is
how effectively it is used. The use of technology in education will result in
―good‖ learning only through successful implementation.
Here are some advantages when some specific programs are integrated in
education:
a. Critical Thinking and Higher Order Learning
b. Generative Processing Of Information
c. Student-centered
d. Project-based, hands-on learning
e. Differentiated learning
f. Autonomous, life-long learning
g. Higher student motivation
Flash in education
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Flash is software produced by Macromedia which has been accepted by the
world as a web authoring tool because of its great flexibility of handling
multimedia and logical programming. We are so impressed with this
software that we are promoting its use in the whole field of education: as a
means of exploring creativity.
a. The presentation of multimedia materials
It enhance learning of concepts that are difficult to explain in a book,
particularly those that learners find difficult to grasp and becomes
tense and filled with panic because they don't understand. The use of
movement, sound and humor can help here!
b. Research into the use of Flash by pupils in schools
It could be applied as a way of experiencing problem solving and
exploring creativity whilst working to a design brief.
http://www.tygh.co.uk/resources/, http://www.tygh.co.uk/students/, and
http://www.tygh.co.uk/new.html
c. Lastly support and training of teachers
Flash can be used in both the preparation of teaching materials and
actual teaching of pupils in the classroom and computer club.
Prezi in Education
New technologies are always developing that can be useful in the
classroom. Over the past couple of years, Prezi started as a small start-up
with a unique idea and has developed into a very usable alternative to
PowerPoint for creating presentations.
Prezi is very different in that because the presenter prepares a picture that
contains all of the material – text, images, even online content – that can be
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browsed, zoomed, spun, and more. You may be familiar with the idea of
mind- mapping – starting with a core concept and connecting related ideas
in a web-like diagram.
Where Prezi really shines in the classroom is the ability to show the big
picture as well as the finer details.
This is an excellent resource for teachers who can grab a prebuilt
presentation on a difficult concept and use it to give a new perspective to
their students.
PowerPoint in Education
PowerPoint is best used when students are expected to retain complex
graphics, animation, and figures. If students are expected to retain
information and/or concepts that are best conveyed through dialog or verbal
explanation, traditional presentations appear to be best. This type of
information should not be shared verbally in the presence of PowerPoint,
because people tend to focus on that what is presented on the slides as
opposed to what is verbalized. Educational technologies are most effective
when used properly.
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The ‗‗intelligent use‖ of educational technologies can be defined with three
components
(1) How do people learn (cognitive component)?
(2) How can the learning experience be facilitated (instruction component)?
(3) How can technology be used to improve instruction and learning
(technology component)? This component has received much attention as
researchers try to evaluate the effectiveness of new educational
technologies, particularly PowerPoint.
Blogs in Education
Blogs provide a communication space that teachers can utilize with
students whenever there is a curriculum need to develop writing, share ideas
and reflect on work being undertaken in the classroom. A blog can take the
form of a diary, journal, what's new page, or links to other web sites. A blog
is a website that acts as an online journal, a place to post information, and a
way to keep in touch with others. A blog can be used as an important tool for
networking and sharing tips or news with other teachers, dispersing
information to your students, and keeping parents abreast of what is
happening in your classroom.
Encourage your students to keep blogs a well. This can be a
classroom or an individual project. Blogging will help your students to
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express themselves and to practice valuable computer, keyboarding, writing,
spelling, and grammatical skills. Teach them how to upload photos from a
digital camera if possible.
WebQuests in Education
WebQuests are problem-solving for students Activities. That
incorporates the Internet, computer-based materials, and other available
resources. Incorporate the Internet, computer-based materials, and other
available resources. WebQuests provide the opportunity for students to
actively engage in learning by connecting their interests with various content
areas.
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• It presents content using text and graphics.
Richard Mayer
•It is the combination of various digital media types, for exampe: text, images, videos, sound into an integrated interactive aplication.
Neo and Ken
•Layers of beneficial resources.
•Gratuitions information.
•Links to audio.
•Simulations
•Illustration and Photographs.
It provides
8 The Value of Multimedia in Learning
From Computer Based- Training to Multimedia
It is o important to use multimedia because we apply or integrate some
important tools like:
What is multimedia?
The definition of multimedia often depends on the exponent, for example:
Graphics: to illustrate each item
Multimedia: Provides additional
information like channels and
resources
Multimedia: adds richness and meaning
using videos in order to show or tell a story.
Audio: to show the correct pronunciation
Animation: Permits students to visualize
each part
Multimedia equips us to clarify
multiples views.
BUT, if we do not done it carefully, it
can frustate our students.
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Procedural Knowledge: how to
achive complex real-world skills
Declarative Knowledge: Ability
to describe, list, state, etc.
So, in the construction ofknowledge, the point ofdesigning instruction is tocreate opportunities for Ss toget more complex skills andabilities then assess them inreal situations.
Views of Learning and Interaction
For many people, Others
LEARNING IS A PROCESS OF TRANSPOSING
INFORMATION FROM SOMEONE`S HEAD TO
ANOTHER.
IT REQUIRES PEOPLE INTEGRATE MEANINGFUL INTERACTION,
FEEDBACK, AND HOW IT COULD BE APPLIED INTO DAILY LIVES. IT REQUIERES UNDERSTANDING OF HOW NEW INFORMATION CAN BE
MIXED WITH PREVIEWS KNOWLEDGE.
Remember that the main goal of learning is how Complex skills and abilities
could be applied in real life.
Different knowledge
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Alternative perspectives
Active Participation
Accelerated Learning
Retantion and A`plication of knowledge
Problem-solving and Decision- making
Higher order thinking
Autoomy and focus
It also integrates Visual and auditory channels of human beings
• Presentation of Information.
• Guidance about how to proceed.
• Practice for fluency and retention.
• Assessment to determine need for next step.
Alessi and Trollip (4 elements)
Benefits of Multimedia (Shephard)
Multimedia can make positive impacts in our students` learning if we design
it with a great deal of consideration. For Astleitner and Wiesner multimedia
has to affect emotions and motivations for our students.
How Multimedia Works for Learning
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Purpose
• Navegate
• Explain
• Show models, examples, representations
• Demonstrate qualitative relationship.
Purspose
• Show changes over time.
• Show hidden concepts.
• Enable direct practice.
Types and Tools
• Buttons, links, images, etc.
• Text, drills, explanatiosn.
• Photos
• Diagrams
• Screens
• Process Model
Types and Tools
• Animation
• Applet (effect of curves)
• video
• simulation
• Graphic analogies
• Simulation.
Multimedia affects learning and makes it more beneficial and effective if we:
Media Types and Tools
Mu
ltim
edia
Lear
nin
g
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Team work
Instructional design skills (goals,
strategies, elements...)
Graphic design skills (clear and
attractive navigation)
Infraestructure skills (make sure
it works on clients systems)
Multimedia skills to create
interactive elements
What we need in order to design Multimedia
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9 Methodology to teach with internet
In order to teach with internet, we are going to examine tow key concepts
recently emerged.
a. Virtual Reality and
b. Virtual Education
Virtual reality is a representation of things throughout electronic devices,
which gives us the sense of being in a real situation in which we can interact
with.
Virtual Education
It let us explor different worlds like the centre of a cell, being on the surface
of a planet, or into databases. Students can wolk on the moon or being in
Waterloo´s wars. Architects can allow students walk in houses which are in
graphics only. It is the usage of WebPages in the classroom.
Bloom´s Taxonomy
In order to elaborate a good class planning, it is necessary to have in mind
four things:
a. The learning area
b. Well established objectives
c. Adequate evaluations tools
d. Activities
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Learning Domains
Cognitive Domain
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Affective Domain
Psychomotor Domain
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10 Web 2.0 and its Characteristics
a. Two channels
a. Asynchrony: communication is not done simultaneously.
Example e-mail Google docs, wiki etc.
b. Synchrony: it is done at the same time and space example
Messenger, skipe, telephone, etc.
The web 2.0 could be defined as the resource which helps to facilitate the
maximum interaction among users and the development of social networks
where a better personal expression could be achieved.
Blogs, wikis, FaceBook, Twitter, etc
Characteristics
Cyberusers can create their own content and
shere it.
It gives space for collaborative work.
it is an asynchrony and synchrony way
No software is required as a client.
It allows you to search, cretae, share and interact on-line
The webPage itself gives tools on-line
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structure
educational intranet and classrooms with
internet connection for every student
Skilled Professors in order to create activities
to follow up virtual homework
Cities equiped with social network
specially in libreries , civic centres etc. Wifi.
Home, students can continue working and families have contact on-line with school
Applications Web 2.0
Requirements for using Web 2.0
a.
It generates appropiate
environments so teachers can think
how to make educational opics
much better
Through learning network new activities can
facilitate evaluation and learning
Development of autonomus learning
through communication
channels
It gives on-line spaces for loading, and
publishing textual content and audiovisual
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Students Competences
Digitals: navegate in the web in order to process
information and elaborate their
knoledge.
Social: Develop teamworkwhich is going to increasetheir responsability,autonomus learning,creativity, etc.
b. Students develop autonomy in relation to Access information which is
going to help them in order to construct their own knowledge
c. Teacher as the expert in the usage of technology and requires
Development and good
attitud of the professor
Favorable acttitud to the integration
of TIC´s in the classroom.
Didactic Competences .
Vey well equiped classrooms with specific rules .
General and digital
competences
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Creates and Publish Blogs and Wikis
Blogs o Web-Blogs platforms or net books, they are virtual spaces which
are used to write and publish articles or news where the collaborative work is
developed and each visitor can upload their own comment.
Applications and didactic models of blogs y wikis
Teacher´s Blog o wiki . Creates a speace for loading material and
information with interest of their work .
Dairy class Blog. students in parners summarize what things
they have done in class, the teacher revizes and grades sit .
The e school newspaper of the Center blog. It leads to the
involvement of many students, who must be organized under the supervision of some teachers and interesting educational activities
Blog or wiki activity book has some content the teacher of the subject with questions and exercises that
the students are performing individually or in groups with their
contributions:
The wiki as a digital portfolio picks up the work (individually or grupas)
students and is also space for its valuation peer (peer to peer) and
Professor, and for the exchange of opinions among all.
The wiki as a workspace sharing in investigations of teachers, where
coordinate contributions from researchers and where each can go
updating their contributions and commenting on the other
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Word Press:
It is an advanced semantic platform for personal
publication oriented aesthetics, web standards and
usability. WordPress is free, and at the same time,.
To put it more simply, WordPress is the system that
you use when you wish to work with your publishing
tool rather than wrestle with it.
Wikis
Wiki is Hawaiian origin meaning: fast. Commonly
abbreviated this word used Wiki and in technological
terms is software for the creation of content in a
collaborative.
A Wiki is used to create web pages quickly and
efficiently, also offers great freedom to users, even
for those users who do not have much knowledge of computer science or
programming, allows you to easily include texts, hypertexts, digital
documents, links and others.
ENVIRONMENTS TO SHARE RESOURCES
They allow us to store large amounts of resources on the Internet, be able to
share them and watch them when it suits us. They form an immense source
of resources and places to publish materials for global distribution.
•These authorized persons can go adding chapters and sections. A good example is the virtual book of IES CAVALERI
Virtual books
•classify them, publish them on the Internet, share them (public, restricted, or private mode). It also allows searches of photos and leave comments at the same
Picassa
•It allows us to store files of up to 20 MB of space with our presentations, with the addition of name, description, and tags
SlideShare
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Teaching Applications and Models for Internet Resource Sharing
Virtual Communities
Communities could be defined as networks in which people can
interact and develop relationships and prune sociability and thus have a
support, more information, sense of belonging and social identity.
As it is known collaborative development is the development of group
activities in order to achieve objectives. In all learning, context and language
are very important, what makes us define it as 'learning with others', also
reflect their views, although each building (rebuilding) their knowledge
according to their schedules, their experience, their context and so on.
• They are multimedia elements that weserve to illustrate jobs and presentationsof the Whiteboard class. To find photos,music and (songs, poems, historical
recordings)
Search for information on documented on
some topic
•Students use certain audiovisual andmultimedia materials, store them on theInternet properly labelled and commented,referencing them in your blog/wiki, andpresent them and discuss them in class withthe Whiteboard.
Audiovisual and multimedia materials
and share them on the Internet
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Learning communities tries to build personal and / or collective knowledge
through specific interactions between its members working together to
achieve this goal; the following characteristics:
There is a common goal and commitment related to
learning and construction of new knowledge and skills
Cooperative learning is aprocess based onargumentation and sharedknowledge, in which studentslearn from one another
Keys to success are: positive attitude, trust and openness
Organization: roles, leadership, tasks, rules of operation
between group members
There are channels to sharelearning, facilitatinginteractions among itsmembers enhance individuallearning processes
Evaluation Group FinalThey provide aid: emotional
(virtual company, communication) and cognitive
(provision of information)
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Other Resources WEB 2.0
As an on-line calendar
On-line space that provides tools to organize virtual teaching / learning
Platform for e-learning and blended learning
Online Spellchecker
•Complete on-line social networking platform
Ning
•Environment of communication where you can send micromensajes about what he is doing at every moment
•Social environment with powerful graphics settings and avatars.
Second Life
•Space for the presentation and expression in public with the aim of creating links with others.
MySpace
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References
Brown, R.D. 2009; “The elements of multimedia”
Elley. W. 2008. How to use Technology in the classroom
Dr. Peer Technology in the new school
Sandoval, 2010 “Understanding and developing
combination of color”
Websites
http://www.google.com/ig/directory?synd=open
http://pacoriviere.googlepages.com/TiddlyWikiCA.html
http://www.slideshare.net/educablog/wikis-en-educacin-sus-mltiples-
usos
http://www.secondlifespain.com/
http://www.myspace.com/
http://news.google.es/nwshp?hl=es&ned=es
http://moodle.org CMS (Course Management System
http://www.scarsdaleschools.k12.ny.us/webquests/Cisco/arte.htm
WWW. Conicyt.cl/explora/agua/consumo2.html
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