Week+Five+-+Multimedia+in+Education

Multimedia can be defined as the integration of text, graphics, animation, sound and/or video. Using multimedia in the classroom can include: teacher or student-created PowerPoint presentations, commercial software - such as Kidspiration or Inspiration, Digital Storytelling, Podcasts, Screencasts, Instructional Videos, etc. Multimedia can be used for reference, instruction or activities that will actively engage the student to facilitate high-order thinking to provide scaffolding and construct as well as convey knowledge.
 * Multimedia in the Classroom **

Examples of multimedia could include:
 * Students using Movie Maker to construct a Digital Story instead of doing a written history report.
 * Students using Inspiration to brainstorm and do concept maps for an oral book report.
 * Students using a blog site to demonstrate different writing examples while providing an opportunity for peer review and feedback.
 * Students using Fotobabble to create a non-traditional and engaging response to an oral essay question.


 * Why Use Multimedia in the Classroom? **

Multimedia activities encourage students to work in groups, express their knowledge in multiple ways, solve problems, revise their own work, and construct knowledge. The advantages of integrating multimedia in the classroom are many. Through participation in multimedia activities, students can learn: When it comes to implementing Multimedia in the Classroom, there are certain steps you will want to use. First, you will want to determine your learning objectives and how they relate to the standards you are trying to meet. Then, you will want to review the learning strategies in your textbook to see what learning strategy best fits with using multimedia. Lastly, you will then want to develop an instructional design strategy.
 * Real-world skills related to technology
 * The value of teamwork
 * Effective collaboration techniques
 * The impact and importance of different media
 * The challenges of communicating to different audiences
 * How to present information in compelling ways
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">Techniques for synthesizing and analyzing complex content
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">The importance of research, planning, and organization skills
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">The significance of presentation and speaking skills
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">How to accept and provide constructive feedback
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">How to express their ideas creatively

<span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">Instructional Design is the practice of maximizing the effectiveness, efficiency and appeal of [|instruction] and other learning experiences. The process consists broadly of determining the current state and needs of the learner, defining the end goal of instruction, and creating some "intervention" to assist in the transition. Ideally the process is informed by [|pedagogically] (process of teaching) and [|andragogically] (adult learning) tested theories of learning and may take place in student-only, teacher-led or community-based settings. The outcome of this instruction may be directly observable and scientifically measured or completely hidden and assumed. There are many instructional design models but many are based on the ADDIE model with the five phases: 1) analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. As a field, instructional design is historically and traditionally rooted in[|cognitive] and [|behavioral psychology]. (Wikipedia: [] 7/15/11)

<span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">You will be given a more extensive look at these steps during the Instructional Design course for this program.

<span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">Please keep in mind that copyright, creative commons licenses, and public domain materials impact all facets of teaching and learning, not just with multimedia. We want to stress with our students to follow the rules involving copy protected materials.
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">Copyright, Creative Commons, and Public Domain **

<span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">Common **//__misconceptions__//** about these issues include:
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">If it is on the Web, it is public domain.
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">Fair use allows teachers to use anything they want because it is for educational purposes.
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">Using others' work is okay since it is free advertising for them.
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">I don't charge for my materials so I'm not breaking the law.
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">It didn't say it was copyrighted so it isn't.
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">I bought the CD/DVD so I can use anything from it.
 * <span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">I gave credit so it is okay to use.

<span style="color: black; font-family: Arial,sans-serif; font-size: 12pt;">Remember, these are **//__misconceptions__//** about copyright. The last one on the list is the only one that need clarification. If you use copyrighted materials AND follow the fair use guidelines, THEN it would be okay. However, you cannot go outside the fair use guidelines and use copyrighted materials even if you DO give credit.

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