Multimedia Technology in Education

Начать. Это бесплатно
или регистрация c помощью Вашего email-адреса
Multimedia Technology in Education создатель Mind Map: Multimedia Technology in Education

1. What is Multimedia?

1.1. Multimedia is the combination of visual and audio representations which including elements of texts, graphic arts, sound, animation and video.

1.2. Source: National Center of Biotechnology Information

2. Hardware

2.1. Data Capture Devices

2.1.1. Video Cameras

2.1.2. Digital Cameras

2.1.3. Scanners

2.1.4. Microphones

2.1.5. Midi Hardware (Musical Instrument Digital Interface)

2.2. Data Storage Devices

2.2.1. Optical Disks CDs DVDs

2.2.2. External Drives External Hard Discs Pen Drives

2.2.3. Network Storage Network-attached storage (NAS) File management E-mail

2.2.4. Cloud Computing Public Cloud Private Cloud Hybrid Cloud

2.3. Data Display Devices

2.3.1. Projection Systems

2.3.2. Document Cameras

2.3.3. Monitors

2.3.4. Speakers

2.4. Source: A Multimedia Hardware Tour

3. Elements

3.1. Static

3.1.1. Text Words Senteces Paragraphs

3.1.2. Graphic Bitmaps (Paint Graphic) Real images Vector (Draw Graphic) Drawn on the computer Used small memory Drawing Chart Photograph

3.2. Dynamic

3.2.1. Video

3.2.2. Audio Analog (original sound signal) Digital (digital sampling of the actual sound) Music Speech

3.2.3. Animation Still images that create an illusion of motion Digital animation

3.3. Source: inSlideShare, Kadir, A., (Mutimedia Element, 2008)

4. Software

4.1. Desktop Publishing Software

4.1.1. Word Processor

4.1.2. Page Layout Software

4.2. Multimedia Authoring Software

4.2.1. Allow users to combine multimedia elements in an interactive application

4.3. Web Page Authoring Software

4.3.1. Help teachers in developing their own instructional software

4.3.2. Create Web pages that include all multimedia elements

4.4. Paint/Image Editing Software

4.5. Video & Audio Editing Software

4.6. Graphic Software

4.7. Animation Software

4.8. Drill & Practice Software

4.8.1. Strengthen the existing skill of the students

4.9. Reference Software

4.9.1. Encyclopedia

4.9.2. Dictionaries

4.10. Tutorial Software

4.10.1. Students learn in their own pace based on teacher instructions

4.11. Educational Software

4.11.1. Education and gaming combined into one

4.12. Simulations

4.12.1. Virtual experience

4.13. Special Need Software

4.13.1. Learning platform for special needs students

4.14. Math Problem Solving Software

4.14.1. Problem solving skills in Mathematics subject

4.14.2. Conduct Science experiment

4.15. Utility Software

4.15.1. Assist teachers in preparing test, quizzes, grading books

4.16. Source: (11 Types of Educational Software)

4.17. Source: Graphics and Multimedia Software

5. Advantages

5.1. User-friendly

5.1.1. Less energy for the user, they can sit and watch the presentation and read the text and hear the audio

5.2. Multi-sensorial

5.2.1. Uses a lot of the user's senses. E.g.: hearing, seeing & talking

5.3. Integrated & interactive

5.3.1. Different mediums are integrated through the digitization process

5.3.2. Interactivity is heightened by the possibility of easy feedback

5.4. Flexible

5.4.1. Being digital, this media can easily be changed to fit different situations and audiences

5.5. Wide variety of audiences

5.5.1. It can be used for a wide variety of audiences, ranging from one person to a whole group

6. Disadvantages

6.1. Information overload

6.1.1. Because it's so easy to use, it can contain too much information at once

6.2. Takes time to compile

6.2.1. It takes time to put the original draft together, even though it is flexible

6.3. Expensive

6.3.1. Because multimedia makes use of a wide range of resources, it can cost a large amount of money

6.4. Too much makes it unpractical

6.4.1. Adding too much of folders and files can mean that u have to use a larger computer to store the files

6.4.2. Large files like video and audio has an effect of the time it takes for your presentation to load

7. Challenges

7.1. Lack of professional development among teachers to integrate new technologies in their classroom

7.2. Resistance to change as teachers often see technological experiment outside the scope of their job

7.3. Compete with another platform of learning like MOOCs

7.4. Delivering informal learning

7.5. Failures of personalized learning

7.6. Failure to use technology to deliver effective formative assessments

7.7. Source: The Journal (Transforming Education Through Technology)

8. The Future

8.1. Increase in producing computer-based training courses

8.2. Enhance learning processes

8.3. The layout of classroom will change immensely

8.4. Virtual and argumented reality will change the educational landscape

8.5. Flexible assignments will accommodate multiple learning styles

8.6. MOOCs and other online learning options will impact secondary education

8.7. Source: eLearning Industry (Four Changes That Will Shape The Classroom of The Future)