MULTIMEDIA AND TECHNOLOGY for the TEACHING PROCESS

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Multimedia and Technology for the Teaching Process. 2011 1

description

A Teachers' Guide

Transcript of MULTIMEDIA AND TECHNOLOGY for the TEACHING PROCESS

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1st Edition

JOSSELIN E. LOPEZ

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2011 EDITION.

EDITORIAL EQUIPEMENT

General Direction: Josselin Lopez Subdirection and Production: Carlos Montoya. Edition: José Mérida, María Salome, Luis López Graphic Edition: Gerson Emanuel Socoy. Computer process: Jose Merida. Cartographic: Josselin Lopez Cover edition: Josselin Lopez Images: Josselin Lopez MCMXCVIMX CORTO BOOK EDITORIAL GROUP S.A. CORTO EDITORIAL BOOK Guatemala, Guatemala City. Tel. (502) 2483 38 23 Fax. (502) 2483 3831 All rights reserved. No part of this book may be reproduced In any form or by any means without permission in writing from The publisher.

Es una obra de

CORTO S.A

GRUPO EDITORIAL

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Contents: Prologue. 7 Preface 8 Introduction 10 Objectives 11

MULTIMEDIA FOR TEACHING

Chapter one.

Multimedia Projects. 12

Chapter two

Technology and multimedia 16

Chapter three

Some multimedia project types. 19 Simulations and virtual reality 23

PROJECTS FOR TEACHING TECHNOLOGY.

Chapter four

Critics´ circle project 25 Current events 27

IMPORTANT ASPECTS IN TECHNOLOGY PROJECTS

Chapter five

The seven principles of good practice in technology 30

Chapter six

Visual cues and importance of high design 34

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PROGRAMS FOR TEACHING MULTIMEDIA.

Chapter seven

Adobe FLASH CS5 36 Prezi.com 38 Power Point 38 Pixlr.com 39 Photoshop 39

Conclusions 40

Bibliography 41

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PROLOGUE.

Some days ago, my teacher asked me to create an e-book where I could

add and explore all the new things I had learn since the beginning of my career.

All this things have something in common, and those common things are the fact

that these topics are all about technology, that is why this book´s name is

something about multimedia and teaching involved in technology.

This book is the creation of a studying guide in the teaching process,

dedicated to students who would like to become technology teachers, so this

book contains as much information as possible about how multimedia and

technology can be applied into classroom and learning.

One of the mean things, technology teachers have to know, is the reality

about students´ thoughts, this is the meanly reason why most of the students

believe that because they have a computer and they can chat, navigate, e-mail,

and use internet at home every day, they are experts in technology, and it can

maybe occur; but the mean difference between this type of students and

technology teachers is the fact the teacher use all this sources for learning more

and creating something new and useful for society, and they, student, use all this

things to waste their time; and as you may already know, this is only one among

many other reasons why technology teacher need to be one step up from their

students, and learn to dominate their abilities and skills on technology.

Another important reason why teachers need be inform in this important

area, is the fact that technology is a changing subject; when talking about

changing subject, we can refer to something is always moving up, every day

discoveries are being made in laboratories throughout all the world, and teachers

need to know what is new in order to use this new tools as references in their

classes. This is because children are growing in a technology world and they are

being influenced by it, so teacher cannot stay a step back from children.

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PREFACE Hundreds of books are available on the technology and multimedia

subjects. It is hard to imagine the need for the creation for one more. Yet, of the

available books, none offers the approach that is presented in Multimedia and

Technology for the Teaching Process. Three words best describe the approach in

this book: Informative, Developmental and Practical.

INFORMATIVE. It is by the technology information that people know what they

know, if information would not exist, how could we learn? Information is the key

to development, and of course, to practice. Most people believe that students

learn best by only doing; but I have always believed, that if we want to get a

complete learning process on our students, they need to first be informed and so

they will be able to practice, and then to master their abilities. Everything is

worked by steps which take a specific order and each step takes a specific

function and importance.

So you as teacher and others as students can learn more about technology and

multimedia by being informed, so now, let´s begin to learn about this important

but simple subject.

DEVELOPMENTAL. This book provides a developmental approach to teachers as

it traces the progression of knowledge growth in technology.

Part I. (Multimedia for teaching) describes and present a complete group of

important topics related on multimedia involved on technology, how useful these

projects are and how they can be applied on students. Part II. (Projects for

Teaching Technology) this part shows a couple of very useful projects with

students and teachers. Also goes in deep on how to use them, as well as

advantages and disadvantages on using them. Part III. (Important Aspects in

Technology Projects), this part presents important information on aspects related

on the use of technology in classroom, these principles and aspects should be

taken in care when using technology for teaching others. Part IV. (programs for

Teaching) this last part describes and inform on different multimedia programs

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available on the internet, some of these programs can be downloaded into a

computer, and some other don´t. However, all these programs are free available

on the web.

PRACTICAL. Multimedia and Technology for the Teaching Process contains

numerous practical aids, as well as some suggestions based on the content of

each chapter and part, all this advices not only help teacher to meet a variety of

individual needs but also to address the various stages of technology progress.

ACKNOWLEDGEMENTS.

I thank God for all his love, because he was always with me helping me and

showing me his wonderful hand upon my head.

I also want to thank my family; my parents, my sister and brother for all their

support, not only economically but also morally, thanks for all your advices and

love.

To my University “UMG” because it was the place where I learned most of the

things I know. It was on those desks that I mature and learn.

To my teachers, thanks, I promise to follow your instructions and advices, you are

very special! Thanks.

To my dear friends “u-mates” for your partnership, friendship and all you made

me laugh, blessings

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INTRODUCTION Technology has a great impact in today´s world,

Its benefits can be applied in classrooms, inside homes, and can Be taken to all places. It is very important for teachers to learn how to use them, and How to apply them in a correctly way, in order to have Successful students.

The use of multimedia in classrooms is one of the most Important parts in the application of new knowledge into Students, most of the occasions this wonderful source is not at all Or is not properly applied for the real and correct reasons. This mean problem used to appear because teachers do not Know how to apply or how to use it.

This book meanly refers on the correct way of Application of technology and multimedia in classrooms.

There are a lot of sources on the web (Internet) available for students and teachers to use on classroom as a guidelines And in classroom multimedia projects, a great deal of these multimedia Projects are not made from professionals, nevertheless, They are made from non-professional students that created these Material and uploaded to the web in order to be used for any Interested person and make the correct use of it.

There are many occasions in which we as Teachers use these materials and our students, too. But the difference is that we used to be more carefully in applying it, and they don´t. so, because of it, in this chapter it will be discussed about the correct use of existing multimedia content available on the web, how can we use it, as well as ways in which we can apply it to help our students.

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OBJECTIVES To explore the importance of multimedia applied to education, from the

teacher and the student´s point of view.

To define how multimedia works, and to analyze how efficiently and

effectively it can become when applied in classroom real experiences.

To examine how teachers can become conductors of knowledge when

students create multimedia projects, and examine how teachers can

master this skill.

To examine the advantages and disadvantages of some technology tools,

and taking in care their functions.

To analyze and learn about and with these technology tools.

To construct the best real life applicable examples in the teaching and

learning process inside the classroom.

To explore the importance of the use of existing multimedia content

available in many sources

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PART I.

CHAPTER ONE.

MULTIMEDIA FOR TEACHING

MULTIMEDIA PROJECTS THE MULTIMEDIA OBJECTIVES

The main object of multimedia projects

is to create into students the habit to

improve their academic subjects skills,

because it brings into students the desire to

create their own knowledge and work to get

what they want, the creation of correct

multimedia projects with such students

comes by the combination of the correct

media, which is composed by text, graphics,

images, audio and video. The point of using these is to make students achieve

their desires and goals.

Multimedia projects are very important on education curricula, for teachers

it is recommend to know how to integrate all these

multimedia in the classroom curricula.

A form of using it is to make students to become

actively involved on the creation and use of the

projects, more than just receiving all the information

from the teacher. It is better form students to observe,

analyze, create, apply and decide what information the

project is going to obtain. The role of the students is to

organize not only the main project but also their own

thoughts. By doing this students will have the

Multimedia

projects help

students to

develop their

abilities and

make learning

come alive.

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opportunity to learn significantly the value of Organization.

ELEMENTS:

Links: In most of the cases these

projects are form by using ¨links¨, these

links are applications used to translate

Immediately from a place to another

one, on these links students store all

information and media on the

computer´s screen, and they are

presented by ¨buttons¨. These buttons

allow the user to be translated into another screen where more

information is presented. An important element of projects in classrooms is

not only the use of media, but also the correct use of

links.

When there is a join of links that connects texts with

other texts, these are known as Hypertexts links, and

when there is a join of links that connects images,

pictures or something like that with texts, they are

known as Hypermedia links.

The purpose of this is to make students learn how to

organize information in more meaningful ways.

-The purpose of the use of computers in the

creation of multimedia projects goes around making knowledge come

alive; this is because students become creators, organizers, and facilitators

of their own knowledge. They create and select the buttons they may want

to use, they also decide what, when, where, how the information will be

organized and used. The computer on this is a type of map that students

use to become alive their desires. Links are the way computers

-The purpose

of the use of

computers in

the creation of

multimedia

projects goes

around

making

knowledge

come alive

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communicate because the links tells the computer where the user may

want to go.

Multimedia uses computers to help students perform activities that were

previously impossible.

In order to make information understandable, it is necessary to make the

correct use of the developing information, it can be

done by

Text: something like letters, numbers

etc.

Graphics: the use of lines, circle, boxes, and

other kind of shapes.

Images: pictures that represent

something in the information.

Audio: sound, voices,

music, etc.

Video: pictures on specific

movements that appear one after another.

Graphics are also known as vector graphics, and video is also known as

movies. All these material will help students to obtain information for longer

length of time on their lives, and will also make students be prepared for their

real-life situations, humans used to remember for more time something they see

or live then things or information they hear or just read.

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It is also necessary to remember that not all students learn in the same

way, so presenting information in different ways will guaranty learning for more

time.

BENEFITS AND ADVANTAGES:

The uses of media projects for students are first of all the combination of

properties, because it engages students with the information used on the media

project. It also absorb students in the in the implementation of information

applied in a meaningful way. It allows students to practice and master their

learning abilities by the use of activities other´s skills. They create themselves into

constructers of their own knowledge.

These projects are really beneficial for students

because they make learning become something real and

motivate students to achieve what they need and want, even

though the important thing on here is the correct planning of

it and the correct application of the curricula.

The creation of these kind of projects is in itself a great

motivation for students to get new knowledge fast and

effectively, but using motivation on the projects will make students improve their

abilities on the creation of projects, it will also motivates students to work in a

quality manner harder and longer than in the traditional learning.

GOALS

When selecting the projects is very

important to take in care not only the media it

will contain, but also the academic goals the

teacher and student want to reach, the

techniques, and environments. When selecting

a project it is necessary to define and get very

clear the general and specific goals of the

project.

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PART I.

CHAPTER TWO

MULTIMEDIA FOR TECHNOLOGY

TECHNOLOGY AND MULTIMEDIA. When choosing particular multimedia content it is

important to keep in mind the specific objectives that the

students will achieve and which of this content can help you to

reach those objectives. When evaluating this content it is

important to think if it is possible…? if it is specially…?, or if

those titles are…?. This multimedia can be used in classroom

as ideas and techniques, clip images or clip media, information

for their own multimedia project, or as a reference material.

SOME CATEGORIES FOR MULTIMEDIA CONTENT.

It is important to mention that there is no official categorization on the

multimedia content, but it has been found that it is helpful to separate these

contents, so they have been divided into three mean categories.

• Type. • Purpose. • Primary subject.

Each of these types has to include interactivity and hypertext links. When talking about the types, it can be distinguished 4 mean categories. A template: A template is an existing multimedia title that someone created and

that any other person can change and modify in order to create new projects

based on the existing one.

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A closed title: this type of title is different from the template one, because this

title can be read, and observed, but can´t be modified, nothing on this title can be

changed; only the creator can do anything with it.

An extendible title: In these type of titles, it is possible for anyone add some

information, material or other thing into the multimedia, but the restringing is

that the already information in it can´t be change for any reason.

Adding content is considered very valuable on the students learning progress this

is because students learn not only from others work but they also add valuable

collaborative information and they learn to share credit

with others

When talking about the purposes of multimedia

content, this forms a SECOND DIMENSION: which is

about the creator´s purpose of the project, or well

known as useful content.

There is another dimension on multimedia projects,

which is the THIRD DIMENSION: and it is the subject

that a multimedia title´s creator had in mind when

creating the title

A partially opened title: It is another type of multimedia

content, which are multimedia used for educational

usage, where students are allow to modify the patterns by modifying the

programs.

SOURCES OF MULTIMEDIA CONTENT.

Here we can find another dimension which is called the FOUTH

DIMENTION: this dimension is multimedia content´s distribution method. All this

content can be acquired a great list of sources as:

CD-ROM discs.

Diskettes

Laser disks

Projects can be

divided in four

categories:

-A template

-A closed title

-An extendible

title

-A partially

opened title.

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Book stores, software companies.

Publishing companies.

Broadcast.

Conferences.

HOW CAN STUDENTS USE MULTIMEDIA?

One of the best ways to use multimedia in class, is as an example of

approaches and techniques they contain and then apply this same ideas into their

own projects, another way to use them as a demonstration, or to observation, to

express their ideas and points of view, they can be also used to split information

or arrange information. However, it is important for student to be very careful

with that ideas taken from other projects, because the mean idea of that specific

project most of the times is not the same

as their own idea on their project, so their

own idea can be disturb with the other

example project idea, this is why students

need to be very selective and develop a

critical judgment, so they wouldn´t have

this type of problems.

It is possible for students to

capture other type of media with text or

graphics, these media is very easy to be

modified, and if it has audio, it can be

easily redigitalized. One of the best options

students have is to develop a title and use

in it only one authoring system, this will help other students to use that same

authoring system besides using a lot of them.

A template, which is a title that can be modified, has two mean criteria:

First: the project´s creator use the same authoring system that any

student can have available, in order to students can modify it, and...

Second: the creator refrained from setting a password.

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PART I

CHAPTER THREE.

MULTIMEDIA FOR TEACHING

SOME MULTIMEDIA PROJECT TYPES. When talking about projects types, there exist a big range of options available for

using in class, any type of project can be used for any subject, but sometimes it is

much better when using a specific type of

projects for specific assignments.

CRITICS´CIRCLE:

This type of project is described on the

next chapters as an activity that can be made

with students, where students become movie

critics and they have to identify and give

different opinions about the topic. This project applies many different advantages

for students because they become auto-learners. They also acquire different key

higher-order thinking skills on recognizing that different people can hold a wide

spectrum of thinking on the same topic as them.

This project is very visual because it provides many pictures of the topic as

well as of the students, this project can be used for many subjects, but some are

very proper, for example.

A science class, talking about the water

circle or the photosynthesis process.

An English/Spanish class, talking about

real life activities, or interviewing

someone.

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For a law class, talking about a specific case is happening in the country or

in the world, and how would they act if they were the lawyers.

A social class, talking about ethics and cultures of the world, explaining

what things are beneficial for that specific country and what other don´t.

CURRENT EVENTS

The current events are a type of projects which

have the ability to organize the information in multiple

ways; they are often worked with text and hypertext,

in order to help students to improve their writing skills

and abilities, one of the most common ways to create

current events projects are by newspaper articles for

using inside classroom.

These projects are rarely used with images; they primarily use text to communicate ideas. This project can be used for many subjects, but some are very proper, for example.

A lecture class, where teacher could upload into a class web page a specific

lecture, and where students have to read it and then answer some

questions about the lecture they read.

A law class, explaining the law structures they are studying, and how would

they apply these laws into a specific case.

A technology class, creating a page where students could upload their

comments about what they learn and how to create something with some

kind of software, also to describe experiences and their own examples.

A newspaper report.

TRAILERS

These special and specific projects are used to create movie trailers, which

introduces students into multimedia technology of control of a laser disc and

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synchronization of audio clips with video, these projects produces advertisements

for a movie and introduces into what the movie is about.

This project will challenge students to use a previous known of the subject

and create something new from the nothing.

This type of projects is special for:

Commercial objectives.

Industry activities.

SCIENCE QUIZ

This projects reflects the students’

knowledge, it is a good multimedia project that

challenge them to demonstrate what they know

about a specific subject and gives them the

opportunity to present all this information to

others.

The name of this project is precisely

“Science” but it is not necessary for teacher to

use only this subject as reference on doing it, it

can be applied for many other subjects.

A good way to demonstrate students know something is by asking them to teach

that something to others.

RESEARCH MAGAZINE

An electronic magazine is the type of work students would like to do. Even

though, it is one of the most demanding types of project. On this magazine

students can report on their research and use many techniques that they already

know.

The best way for students to organize their project is doing it as a

hypermedia document, the information they are going to be using can be found

on places like the internet, which is the most common source; even though, there

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are other type of sources that will be discussed later on. And they can

communicate each other by the use of electronic mail (E-mail). There can be

found three different kinds of students.

Student contributors

Upper-class school students.

Younger students.

When creating the magazine it is necessary to select one single topic, in order to

get in deep on that theme, obtain other people opinions, and draw conclusions;

this is the mean difference between a multitopic magazine and a newspaper.

This project can be used to:

Create magazines on any specific topic.

Creation of a newspaper for a class or a school.

For commercial issues.

Reports on a subject-class.

SIMULATIONS

Simulations are teachers´ tools that

involve creativity and traditional thought

material simulated and used into the

classroom, using them students can be divided into groups and role –play with

the simulation. They learn to work as individuals and also as a group.

Simulations have their objectives of use and some of them are:

Integrated curriculum: students use academic subjects’ ´contents.

Cooperative learning: learning interaction with others.

Writing to learn: students can write down their past experiences in order to

share with others.

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Integration of technology: the application of traditional learning, but

applying technology, too.

Authentic assessment: teacher´s ability to help students with their doubts.

Students can work as indivuals; study in pairs, triads or quarts, or as groups.

Some areas that can be covered by simulations can be as mathematics, science,

languages arts, and social studies. Where students learn by experimentations of

the real activities.

Simulations can be used to:

Research: used to establish the trends.

Design: to transmit the material by

visualization simulations.

Analysis: to overview the whole process in order to collect the correct

data.

Training: they are used to

recreate situations that people face on the

places where they are involved.

Education: to help learners to understand not only “how” to do

something but also to understand the “why” of it.

Entertainment: motivate and grow students’ imagination.

Two important aspects of simulations that cannot be missed in are: emulations

and animations.

Simulations can be applied to many life areas as for example:

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Software simulations.

Business simulations.

Situacional simulations.

Technical simulations.

Procedural simulations.

Virtual Word.

Medicine simulations, and of

course:

Educacional simulations.

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PART II

CHAPTER FOUR

PROJECTS FOR TEACHING TECHNOLOGY.

CRITICS CIRCLE.

In the previous chapter, it was described how this project function, now, in this

chapter it will be developed all the important aspects behind this project.

It is the type of project in which students take the role of movie critics. In these projects students also learn to identify and present differing opinions. It uses digital audio as one of the mean sources, digitalized images and symbolic icons.

In this project, members of a team of

students play the role of critics and record their

oral opinions about a movie. Other members

provide pictures of their critics, design symbolic

icons denoting viewpoints, and prepare a

written summary of the opinions. Students or

others who use the completed project can

choose to listen to the critics´ opinions viewing

while images of the critics and read the summary, in any other way.

How it works

It is made following a course of steps as:

Teacher selects a movie and divides the class into groups.

Students make their critics of the movie.

Students decide who will be the critics.

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Students create the multimedia project. In which they record their

opinions, students will continue by adding images and organizing the

project´s parts and prove the results until they are satisfied.

Internal view of the project

It can use different media and be used for different purposes, it uses

images, drawings and used to use text, all of these are used to present

informal information that captures each critics´ emotion and mood.

This project uses icon buttons that involve links that go from one page to

another, in order to create navigation and hear opinions.

Goals of critics´ circle project.

Higher- order thinking skills.

-formulating viewpoints, -choosing among diffent viewpoints,

- analyzing and meaningfully, - synthesizing

Group and interpersonal skills

Recognizing, Working successfully in a group, - Nothing what different

People react to the selective movie.

Content material learning.

Expository writing, - Deeper understanding, -dramatic and

Production values, - Content of movie or other subject discussed.

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Tecnical skills

Recording voice, - Creating and recording images, -Linking to provide

coherent and logical organization, -Express opinions in text, graphics and

Speech, -Creating expressive graphic icons, -using text, -Modifying a template.

CURRENT EVENTS

Current Events used to be used to help students to

organize information; this is worked by the preparation of

summaries and citations for articles, as newspapers

materials.

Current Events are used, as its name says, to see the

work they have done in the past. It contains a range of

different steps teacher and student need to follow as:

TEACHER DEFINES:

• One of the most important parts of the project is the preparation, which

will be develop by the teacher, in this part of the project, teacher has to set

the goals he/she wants to students to

reach.

• It is also important for this part of the

project to determine the focus of the

assignment, and define the acceptable

range of publications.

• Teacher needs to determine how the

writing aspect of this assignment fits with

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the general plan for achieving objectives for composition.

TEACHER ASSIGNS PROJECT.

• It is part of the teacher´s job to establish

Current Events as a permanent weekly assignment,

for doing it; teacher can define the weekly routine

using whatever starts up strategies.

• A weekly review as part of a classroom

discussion on current events and

• A monthly review by the teacher and individual student.

STUDENTS MAKE

• In this part of the project, students begin to work on their assignments by

their routines, they bring in an article and write a summary in school or do

this step at home as homework, there are some good sources that they can

use as Authoring System or a normal Word Processor.

• They can use images using

these steps.

• Attach a scanner to a computer

and install the scanner

software, there are many

formats for digital images.

• The students can add images

to the archive then bring their

images files with the scanner.

ONGOING REFLECTION

• The current event project has an intrinsic role for reflection.

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• To do this teacher can schedule periodic

reviews for the class and showing for the

school and parents, so everybody on the

education circle can know what is happening

with the students.

• These periodic reviews can also help

teachers to have a more profound work with

students and encourage them to create better

things.

Process steps for Current Events.

• Teacher Prepares Project

Select goals, Define range of topics for articles, assess technical environment, Determines strategy for start-up

• Teacher Assigns Project.

Announce topics and goals, Describe and demonstrate time and place menu, Establish a weekly routine.

• Students Create Project.

Students (individually) make additions, Teacher Monitors Work

• Students and Teacher Practice Ongoing Reflection. Students self-evaluation when using system, Scheduled class reviews of archive, Teacher and class propose changes and additions to structure, Teacher raises standards

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PART III

CHAPTER FIVE

IMPORTANT ASPECTS IN TEACHING PROJECTS

7 PRINCIPLES OF GOOD PRACTICE IN TECHNOLOGY

All technology and multimedia projects should contain 7

principles and be guided by them in order to be an excellent

project.

It was in 1987 that these “Seven Principles of Good Practice” were created,

resulting in new communication and information technologies becoming the

major sources for teaching and learning.

The Seven Principles help to empower the use of new technologies into a

consistent way. Nowadays new technologies are being developed and explored,

these technologies have multiple capabilities but to deliver these into education a

guide is required.

A guide may work for all the technologies or some technologies can be

worked with a certain guide.

The Seven Principles of Good Practice provides the way to use effectively

computers, videos, and telecommunications in education.

These seven principles are:

1. Good Practice Encourages Contacts between

Students and Faculty

Communication between students and faculty members is

important to increase student motivation and involvement.

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With technology communications this contact has improved because it reaches

most students despite their shyness in some of them, lack of time in other cases

and gives the students the chance to go beyond and ask other things they may

need to, in order to understand better a topic.

The use of e-mail at first was only to deliver homework to the teacher, but now,

with other available tools such as computer conferencing and chats, gives the

opportunity to converse and exchange work faster and safer than before and in a

better way than being face – to – face.

Using a synchronic communication gives students the chance to analyze what

they are going to ask and to write, avoiding unnecessary details. .

2. Good Practice Develops Reciprocity and

Cooperation among Students

Collaborative work is enhances with the use of technology because it is

easier to be in communication among students and with faculties.

Using cooperative learning is better because members in the group help each

other to accomplish tasks and each member learns from the others. But it has to

be team effort and not isolated cooperation.

Group work is strengthened when using communication tools.

3. Good practice uses active learning techniques.

Practice makes excellent teachers. In order to have a

meaningful learning practicing knowledge plays an important role. So in

technology everybody needs to practice to developed skills.

Everybody learns by doing, not only by watching or hearing.

To improve learning:

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Students need to have activities that require the use of technology.

Support students.

4. Good Practice Gives Prompt Feedback

Knowing what you know and still don’t know help you to

focus your learning. Students need opportunities to perform and

receive feedback, to reflect on what they have learned and need to

learn.

Technology provides different ways to give feedback.

E-mail

Simulations

Videos

Blog comments

E-portfolios

Computers can also keep track of the actions done to demonstrate how much

knowledge has been gained. By using technology giving feedback becomes more

meaning for the student.

5. Good Practice Emphasizes Time on Task

Value time is important to meaningful learning.

With technology the amount of time people spend it is important in

order to increase knowledge.

6. Good Practice Communicates High Expectations.

“expecting to have more” is a good motivation, a motivation applied for all

type of students, when someone try to get something bigger and

powerful every day, it is known that this person will get it, because his

vision of the results will search to fulfill the expectations.

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New technologies can communicate high expectations explicitly and efficiently,

because it sharpens their cognitive skills of analysis, synthesis, application, and

evaluation. This is because students know that at the end of their work, their

results will we shown in the internet, so they search by themselves to obtain the

best results they can.

7. Good Practice Respects Diverse Talents and Ways of

Learning

Students need opportunities to show their talents

and learn in ways that work for them. Every one of the

students in a classroom have different ways to learn, so they

need to use different methods and activities; internet

provides us, as teachers, many opportunities to enhance our

students into knowledge, and this is because it provides us a

lot of resources of information and application.

Students need to become familiar with the Principles and be

more assertive with respect to their own learning. When confronted with

teaching strategies and course requirements that use technologies in ways

contrary to the Principles, students should, if possible, move to alternatives that

serve them better.

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PART III

CHAPTER SIX

IMPORTANT ASPECTS IN TECHNOLOGY PROJECTS.

VISUAL CUES When talking about visual cues, it is referred on all the visual signs that human

eye can capture. In multimedia it is also possible to observe these cues, the

function of these is to inform and specify users on something creator think is

important.

VISUAL SIGN POSTS.

The arrangement and presentation of text and

images can aid or hinder effective communication

One key aspect of print design is providing

visual signposts or visual cues that 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

photos and captions

clip art

charts and graphs

elaborate initial caps

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TITLES

nameplate / title page

headlines

secondary headings including kickers, decks, and subheads

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.

CHARACTER EMPHASIS

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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PART IV

CHAPTER SEVEN

TECHNOLOGY PROGRAMS FOR TEACHING

FLASH Well, at first, it is important to know what Flash

is. For one thing, flash is a platform used to add

multimedia into web pages, this multimedia could be

as video, animation and interactivity. On the other

hand, Flash is a program named “Adobe Flash” which

contains many tools for users to use in order to create

Action-Script, links and also graphics to the project.

As already mentioned, it´s necessary to know that Flash is a program that

work by animation, text, video, graphics, and images. It can be also saved or

exported into web browser, CD´s, or downloaded into a desktop computer.

When saving a flash document is will contain the file extension of “.fla” and

can be modified only by this same software. This software can be downloaded for

free, which also includes other multimedia programs similar to flash.

HOW CAN SOMEONE WORK WITH

FLASH?

Before working with flash, it is

necessary to know each one of its

parts, this is because knowing its

parts will provide the necessary

knowledge of what to do and how

to do it.

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Its parts are as:

STAGE: place of main work, this is

the visual part of the program,

where it will be visualized all the

changes and insertions in the

project.

TIMELINE: composed and worked

by layers, frames and posted by

rows and columns, here users will

organize all changes and apply all

the tools.

TOOL BAR: in this section appears all the usable tools to create the project,

using them it is possible to create the images, graphics, and some effects.

ACTIONSCRIPT CODE: it creates the interaction and controls of the project.

On the internet, it is also possible to find a lot of tutorials on how to use its tools

and how to create new things, when using this tutorials, is it important to follow

step-by-step to obtain the correct results, because if not, it is possible to fail on

the project. These tutorials are very helpful when using them correctly

HOW TO USE GRAPHIC ELEMENTS IN A FLASH

DOCUMENT

Another usable advice when creating a flash

document for the first time, it´s important to keep it

simple, without much elements, using only the most

important elements of the project idea, but when

having more and more experience, it´s better to include as much things as

possible, because it will enrich and complete the idea, it will also make it

professional.

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PREZI It is a type of online application used as a teaching tool, it uses a panel of slides, in

a prezi it can be added text, images, videos

and others.

CHARACTERISTICS

One of the mean characteristics of a prezi

presentation is the advantage of presenting

slides in a non-linear manner which means

that users can define the way where the

presentation will take; another characteristic is

the zoom tool it provides, which allows users

to see the presentation and objects closer or farter.

It allows the creation of instant texts, as well as containing templates, users can

invite other people to edit the work, allows the use of multimedia archives,

images, videos and many more things.

Prezi uses a freemiun model, and after finished it an edited, and downloaded into

a computer

POWER POINT Power point is a Microsoft program used to the creation of

multimedia slides, which present information in a linear

and organized way, this program can be downloaded into

a computer and used without the creators´ permission,

and it is because this program is completely free for any

user who would like to use it. It is downloaded inside a

Microsoft Office Package which also contains other programs as:

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Microsoft Excel

Microsoft Word.

Microsoft Publisher

Microsoft Access

And many more

PIXLR Pixlr is an online software image creator which

is based on image tools, it uses applications to edit

images, and it works by a visual structure that allows

changing the image size from one determining

amount of pixels into another. All images can be

changed by the use of pixlr, as well as add other

applications as zoom or labeled,

One of the things Pixlr is not allow to do is animate images, transitions can

be added, but animation is only for other type of software.

PHOTOSHOP It is a software program which comes from

the package “Adobe”, this application uses a paint

structure of photos, this program works by

templates, Photoshop helps users to create and

redecorate pictures by the use of different tools,

and this program as well as Flash can be

downloaded into a computer and works by

different layers.

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CONCLUSION.

It can be concluded on the point that students can create and use

multimedia projects by using computers, to construct their own knowledge. The

five important and specific elements on multimedia projects are: video, audio,

images, graphics and text and the combination of these five is going to be the

very best way to create these projects. It also refers on hardware and software

systems.

Students have the responsibility to search for the correct information for

the project, its planning and the correct use of media.

One of the most important elements of multimedia are links, which allow

users be translated from one part of the information to another part of it, it

connects information.

When talking on multimedia technology it´s refers on interactive and

communication.

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BIBLIOGRAPHY.

TigerSoftware, EDUCORP book, Chapter 1- Using Multimedia for

Effective Education. Part A- Fundamentals

TigerSoftware, EDUCORP book, chapter 4- Roles of existing

Multimedia. Part A-Fundamentals

TigerSoftware, EDUCORP book. Chapter 5- ORGANIZING

INFORMATION. Part A- Fundamentals

TigerSoftware, EDUCORP book. Chapter 7. Current Events. Part A-

Fundamentals.

TigerSoftware, EDUCORP book. Chapter 8. Critics´ Circle. Part A-

Fundamentals.

TigerSoftware, EDUCORP book. Chapter 12. Magazine Research.

Part A- Fundamentals.

Arthur W. Chickering and Stephen C. Ehrmann. IMPLEMENTING THE SEVEN PRINCIPLES: Technology as Lever, (1996). AAHE Bulletin, October, pp. 3-6.

Nilo de la Parra Jara. METODOLOGÍA PARA ENSEÑAR CON INTERNET.

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Es una obra de

CORTO S.A

GRUPO EDITORIAL