Lunes, Enero 16, 2012

Multimedia

 RESOURCE-BASED PROJECTS
The teacher steps out of the traditional role of being an context expert and information provider, and instead lets the students find their own facts and information.
The general flows of events in resource-based projects are:
- The teacher determines the topic for the examination of class.
- The teacher presents the problem to the class.
- The students find information on the problem/questions.
Students organize their information in response to the problem/questions.

TRADITIONAL AND RESOURCE-BASED LEARNING
Traditional learning model
Resource-based learning model
Teacher is expert and information provides
Teacher is a guide and facilitator
Textbook is key source of information
Sources are varied(print, video. Internet, etc.)
Focus on facts
Information is packaged
In neat parcels
Focus on learning inquiry, quest, or discovery
The product is the be-all and end-all of learning
Emphasis on process
Assessment is quantitative
Assessment is quantitative and qualitative.
How Can Hypermedia Be Used in School
Hypermedia can be defined as a non-sequential format that uses hypertext and multimedia elements to present information to users. There are many potential and realized advantages to using hypermedia in educational settings.
 The advantages of hypermedia depend on the mode of use. Allowing students to author their own hypermedia results in a different set of advantages than simply allowing students to be the audience of hypermedia presentations
 -  must be carefully guided by teachers and other educational professionals to ensure that students are learning and focusing on valuable curricular concepts
-  can be a great tool to help facilitate differentiation of instruction in the classroom, but there are some pitfalls as well.
What is Hypermedia?
Hypermedia combines the concepts of hypertext and multimedia to allow rich interaction between the user and the material. Hypertext itself is basically the same as regular text except that it contains connections within the text to other documents (Hughes, 1994). The term multimedia has been around for a long time, long before the advent of personal computers. Today it is usually used to describe the integration of text, graphics, animation, sound, video and music in an interactive software environment (Turner and Handler, 1997

SIMPLE CREATIONS
In developing software, creativity as an outcome should not be equated with ingenuity or high intelligence. Creating is more consonant with planning, making, assembling, designing or building.
Three kinds of skills/abilities:
·        Analyzing- distinguishing similarities and differences/ seeing the project as a problem to be solved.
·        Synthesizing- making spontaneous connections among ideas, does generating interesting or new ideas.
·        Promoting- selling of a new ideas to allow the public to test the ideas themselves

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