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Lesson 16: MULTIMEDIA as a Teaching Learning Strategy

Lesson 16- Educational Technology 1

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Page 1: Lesson 16- Educational Technology 1

Lesson 16:

MULTIMEDIA as a Teaching Learning

Strategy

Page 2: Lesson 16- Educational Technology 1

Project-based learning enables classrooms to emphasize this undervalued part of the “invisible curriculum” what author Daniel Goleman has called “emotional intelligence”

Page 3: Lesson 16- Educational Technology 1
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Focus Question:What are the steps involved in

the use of project- based multimedia learning strategy?

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Subject Competencies

Time

Clear and Explicit

Parameters

Collaborative Working

Arrangements

Determine the Resources

Measure What Students

Learn

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Determine the resources available- library materials, community resources both material

and human, Internet, news media- since the project calls

for multimedia.

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Simkins et al (2002) suggest the following:– Use technology students already know.– Use time outside of class wherever

possible.– Assign skills practice as homework.– Use “special” classes (like art or music) as

extra time.– Let students compose text and select and

prepare graphics and sounds as they plan.

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• 1. BEFORE THE PROJECT STARTS

• 2. INTRODUCING THE PROJECT

• 3. LEARNING THE TECHNOLOGY

• 4. PRELIMINARY RESEARCH AND PLANNING

• 5. CONCEPT DESIGN AND STORYBOARDING

• 6. ASSESSING, TESTING, AND FINALIZING PRESENTATIONS

• 7. CONCLUDING ACTIVITIES

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BEFORE THE PROJECT STARTS

1. Create project description and milestones. Put in a nutshell what your project is all about. Describe your project in forty (40) words or less. Include your instructional goals and objectives. Include the project components students will be responsible for and their due date. Set deadlines. By writing a brief abstract of your project, you have a full grasp of the essence of your project and that your focus will not get derailed.

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A milestone may look like this:

STAGE ESTIMATED TIME

Before the project starts 2 weeks

Introducing the project 1-2 days

Learning the technology 1-3 days

Preliminary research and planning 3 days- 3 weeks

Concept design and storyboarding 3-5 days

First draft production 1-3 weeks

Assessing, testing and finalizing presentations 1-3 weeks

Concluding activities 1-3 days

Total class time 5-13 weeks

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2. Work with real- world connections.3. Prepare resources.4. Prepare software and peripherals such as microphones.

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5. Organize computer files

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6. Prepare the classroom.

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INTRODUCING

THE PROJECT

(ONE OR TWO

DAYS) 1. Review project documents.2. Perform pre- assessments.3. Perform relevant activities.

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4. Group Students.–Strategies:

– By topic interest.– By student talent and expertise– By students choice.– Randomly

5. Organize materials.

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LEARNING THE

TECHNOLOGY

(ONE TO THREE

DAYS) –Give a chance for the students to work with whatever software and technology they will be using.

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PRELIMINARY RESEARCH AND PLANNING (THREE DAYS TO

THREE WEEKS, DEPENDIG ON THE PROJECT SIZE)

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–Students should immerse themselves in the content or subject matter that they need to understand to create their own presentations.

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CONCEPT DESIGN AND STORYBOARNG (THREE TO FIVE DAYS) –Brainstorming Session

–Organizing a tentative presentations

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– A storyboard is a paper- and – pencil sketch of the entire presentation, screen by screen or, in the case of video, shot by shot. Each pane of the storyboards shows what text, images, sounds, motion, and interactivity buttons will go on the screen and how they will be arranged. There should be no design. This is a quick sketch time spent making it beautiful is time wasted. The panes are connected with lines to show how the presentation flows.

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Design tips for storyboarding and production:

– Use scanned. Handmade artwork to make a project look personal and to manage scarce technology resources.

– Keep Navigation– Organize information similarly throughout so users can

find what they are looking for.– Care for collaboration– Organize manageable steps.– Check and assess often.

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ASSESSING, TESTING, AND FINALIZING PRESENTATIONS

(ONE TO THREE DAYS)

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–Kinds of testing:–Functional Testing–User Testing

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– Functional Testing means trying all the buttons, taking all possible paths through the presentation, checking for errors, missing images, and the like.

– User Testing means showing the presentation to members of the target audience and finding out if they can successfully navigate it and understand it.

– Assessment means critical evaluation of your presentation.

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Key idea:–You have to do it while students still

have time to fix the problems they find, or students will the find the enterprise pointless and demoralizing. And they will be right.

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– Release Candidate is a version everyone thinks is just about perfect. The release candidate is tested further, and at this stage no new content or features are added. Only things like crashes, mortifying factual errors or offensive material, and typos are fixed. After a round of fixes, you make new release candidate and test it. This process continue until the deadline. The last release candidate becomes the final version, which you post, copy, archive, or deliver as appropriate.

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CONCLUDING ACTIVITIES (ONE TO THREE DAYS)

–Presentation of the activities.–Culminating Activities

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THANK YOU FOR LISTENING– PREPARED BY:

GALLETO, ELMER

RICABLANCA, ADRIAN