T21M3 Stimulus


Utilizing Multimedia Resources for Learning

If you mention video and the Internet, today's students will no doubt think of YouTube. In the early days of YouTube, many schools were afraid of it and blocked it because of concerns over inappropriate content and the cost of exceeding download quotas. Other video sharing services have sprung up, some with the specific goal of sharing educational videos. Internet quotas have typically increased to the point where the cost argument is not such an issue. However, the most significant change is in the volume and variety of video material available online.

Multimedia resources for learning are not limited to videos. Even PowerPoint presentations can be made into multimedia resources with the addition of animation, narration, music or video components. Simulations, comics and games can also be used for learning. We will examine the use of educational games in Module 5.

One of the most active proponents of video resources for learning is Salman Khan, the founder of Khan Academy. His TED talk from 2011 presents some interesting concepts related to this week's topic and well as next week's topic.



Here is a very brief article presenting two advantages and two disadvantages of using multimedia in the classroom.

Morgan, K. (2017, September 26). Advantages & Disadvantages of Schools Using Multimedia. Retrieved from https://classroom.synonym.com/advantages-disadvantages-schools-using-multimedia-22289.html

Kori Morgan referred to the disadvantage that multimedia tools "require copious financial and human resources." Before you complete this module, you may find ways to overcome this problem.


In the next article, Alexandra Panos introduces the another term that is related to multimedia, multimodality.

Panos, A. (2012, August 24). Back to School with Multimodality. [Web log post]. Retrieved April 21, 2918 from https://www.literacyworldwide.org/blog/literacy-daily/2012/08/24/tile-sig-feature-back-to-school-with-multimodality

The use of popular movies for specific purposes has a long history but is now easier than ever before. In the following blog post, Carolina Kuepper-Tetzel discusses positive and negative aspects of this practice.

Kuepper-Tetzel, C. (2016, December 8).) Benefits and Perils of Using Movies in Education. [Web log post]. Retrieved March 22, 2018 from http://www.learningscientists.org/blog/2016/12/8-1

Simulations for Learning


Flight Simulator image courtesy of Wikimedia Commons
Airline pilots spend many hours in flight simulators because they can practice responding to emergency situations that would be expensive and hazardous to practice in real airliners. Could students benefit from the use of simulations in the classroom?

The use of simulations in the classroom, predates electronic multimedia but computer simulations have quite a long history, starting with text based simulations such as Apple's Lemonade Stand, published in 1979.

Simulations allow students to engage in inquiry-based learning without the costs, extended time requirements or hazards associated with using the "real thing."

The following journal article (also included in a document published by the National Science Teachers Association) is targeted to science teachers, but many of the principles could be applied to other areas. It has some links at the end of the document to some online simulations. The abstract is sown first, but scrolling down a little will reveal the full article.

Bell, R. & Smetana, L. (2015, July 8). Using Computer Simulations to Enhance Science Teaching and Learning. Retrieved from https://www.researchgate.net/publication/265747655_Using_Computer_Simulations_to_Enhance_Science_Teaching_and_Learning

The next two articles from Carleton College's Science Education Resource Center provide advice on the why and how of teaching with simulations..

Science Education Resource Center, (2018, April 13). Why Teach with Simulations? Retrieved from https://serc.carleton.edu/sp/library/simulations/why.html

Science Education Resource Center, (2017, July 14) How to Teach with Simulations. Retrieved from https://serc.carleton.edu/sp/library/simulations/how.html

Beyond Consuming

There is no doubt that using quality multimedia resources such as video can help students learn. Using video clips to illustrate particular points or to stimulate discussion is a valid classroom strategy. However, progressive educators are proposing that we go beyond this consumer mode of multimedia use. Digital storytelling is one way of doing this by combining concepts of project based learning with the use of multimedia tools to produce a multimedia "story". Techniques and tools for digital story telling need not be limited to creative writing. The "story" that is told could also be the report of a science investigation, or field trip.

The following article, explains some of the benefits of digital storytelling.

Warfield, A. (2016, January 17). 6 Reasons You Should Be Doing Digital Storytelling with Your Students. [Web log post]. Retrieved April 22, 2918 from http://www.gettingsmart.com/2016/01/6-reasons-you-should-be-doing-digital-storytelling-with-your-students/

The Educational Uses of Digital Storytelling website from the University of Houston, provides a range of resources for getting started with digital storytelling. The next two articles, gives a general introduction to digital storytelling and advice for use in the classroom.

Robin, B. (2018). What is Digital Storytelling? The Educational Uses of Digital Storytelling. Retrieved from http://digitalstorytelling.coe.uh.edu/page.cfm?id=27&cid=27

Robin, B. (2018). Educational Uses The Educational Uses of Digital Storytelling. Retrieved from
http://digitalstorytelling.coe.uh.edu/page.cfm?id=27&cid=27&sublinkid=30

The next two articles were written by Bernajean Porter. While her focus is on the creative writing aspect of digital storytelling, the second article provides suggestions of how the genre can be used in classes other than creative writing.

Porter, B. (n.d.) The Art of Digital Storytelling: Become a 21st Century Story Keeper. Retrieved from http://creativeeducator.tech4learning.com/v04/articles/The_Art_of_Digital_Storytelling

Porter, B. (n.d.) Digital Storytelling Across the Curriculum: Find content’s deeper meaning. Retrieved from http://creativeeducator.tech4learning.com/v05/articles/Digital_Storytelling_Across_the_Curriculum



5 comments:

  1. I do remember how youtube a couple of years ago was not so popular and you had to becareful of what you watched. But there are things on there that are learning and you can use that for the children to back up your teaching.

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  2. Several links on the above articles are broken. I wasn't able to open the story telling articles. This was disappointing I thought they might be interesting.

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  3. Although I didn't grow up with computers, I can see the value of using them in education. I like the idea of students being able to synthesize information and show creatively how well they understand a topic by turning the information into a digital story. I am excited about the possibilities for my classroom.

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  4. I've found that hands-on experiences are best for helping students retain information. When this isn't an option simulations provide an effective alternative.

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  5. Notwithstanding financial cost, using technology can be truly exciting and motivating to our students in the classroom. But as mentioned here, the issue on falsity and fictionality of content always come to mind when videos are presented. I guess this is the purpose why teachers need to be digitally literate -to be able to deliver authentic materials in the classroom as we flip the classroom.

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