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CHAPTER 5: INTEGRATING DIGITAL MEDIA AND EDUCATIONAL SOFTWARE APPLICATIONS By Amanda James and Dawn Carter

Chapter 5: Integrating digital media and Educational software applications

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Chapter 5: Integrating digital media and Educational software applications. By Amanda James and Dawn Carter. What is digital media?. Technology- first associated with computer use Multimedia- “more than one media” - PowerPoint PPT Presentation

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Page 1: Chapter 5: Integrating digital media and Educational software applications

CHAPTER 5: INTEGRATING DIGITAL MEDIA AND

EDUCATIONAL SOFTWARE APPLICATIONS

By Amanda James and Dawn Carter

Page 2: Chapter 5: Integrating digital media and Educational software applications

WHAT IS DIGITAL MEDIA?

Technology- first associated with computer use

Multimedia- “more than one media”

Digital media- technologies that allow users to create new forms of interaction, expression, communication, and entertainment digitally

- term “digital media” is evolving

- can completely change the way today’s digital generation learns

Interactive digital media- move at their own pace

Page 3: Chapter 5: Integrating digital media and Educational software applications

DIGITAL MEDIA (CONT. )

Includes text, graphics, audio, video, animation

- graphics help visual learners

-animation is a graphic that has the illusion of motion

MIDI (Musical Instrument Digital Interface): defines how digital musical devices represent sounds electronically

MPEG (Motion Picture Experts Group): includes standards for video compression and decompression

Page 4: Chapter 5: Integrating digital media and Educational software applications

DIGITAL MEDIA APPLICATIONS

Use of digital media tech in education, business, and entertainment

Simulations: computer-based models of real life situations

Computer-based Instruction (CBI): allows individuals to learn by using and completing instructional software on computers

Computer-supported collaborative learning (CSCL): students working together to learn tasks using current technology

- focus on learners

Page 5: Chapter 5: Integrating digital media and Educational software applications

ELECTRONIC BOOKS (AND REFERENCES)

E-books became widespread several years ago

Digital activity for digital kids

Defined as a book-sized computer that allows users to read, save, highlight, bookmark, and add notes to an online text

- one such popular e-book is Amazon’s Kindle2

- include many elements of regular books with the touch of a button

Page 6: Chapter 5: Integrating digital media and Educational software applications

ELECTRONIC BOOKS (AND REFERENCES) CONT.

Project Gutenberg has over 30,000 literary and reference books and materials available online

Electronic reference texts, such as a digital media encyclopedia on a CD or DVD, is simply a digital version of a reference text

- electronic media are useful for replacing volumes of material such as in the science and medical fields

Page 7: Chapter 5: Integrating digital media and Educational software applications

HOW-TO GUIDES AND THE DIGITAL PRESS

Digital “How-To’s” include useful instructions and interactive demonstrations

Digital newspapers, magazines, and journals are digital versions of the mentioned, or distributed on CD, DVD, or the Web

Most print magazines and newspapers have companion websites

Electronic magazines, or the “e-zine,” is an actual digital publication on the Web

Educators have access to hundreds of online education journals covering a variety of curriculums

Page 8: Chapter 5: Integrating digital media and Educational software applications

ENTERTAINMENT AND EDUTAINMENT

Computer games often will combine simulation, animation, audio, video, and graphics to create a realistic and entertaining game

Edutainment is defined as an experience meant to be educational and entertaining

Virtual reality is the use of a computer to create an artificial environment that appears and feels like a real one

- converged media combines virtual reality with live performance

Page 9: Chapter 5: Integrating digital media and Educational software applications

INFORMATION KIOSKS, DIGITAL MEDIA, AND THE

WWW

An info kiosk is a computerized information or reference center that allows the user to select options to browse through or find specific information

Most of the information on the WWW relies on digital media

Page 10: Chapter 5: Integrating digital media and Educational software applications

WEB -BASED TRAIN ING AND DISTANT LEARN IN G

WBT(web-based training)-training using technologies such as the Internet and WWW.

• Self-directed and paced learning

Distance learning, distance education, Web-based education and distributed learning are the delivery of education from one location to another or learning at a remote location.

Page 11: Chapter 5: Integrating digital media and Educational software applications

NONTRADITIONAL COURSES

Web-based(or online) course-a course taught mostly or completely online, outside the traditional classroom.

Blended course-combination of online and face-to-face learning

Web-enhanced courses is a traditional course that uses Web content to enhance the course content.

Page 12: Chapter 5: Integrating digital media and Educational software applications

COLLEGES AND UNIVERSITIES

Web-based courses prove beneficial to students that commute, work full-time, or have scheduling conflicts.

Some fully accredited universities only offer online courses.

Page 13: Chapter 5: Integrating digital media and Educational software applications

HIGH SCHOOLS

Many states offer web-based learning to homebound students.

Rural and less populated areas use web-based learning to share limited teachers.

Also, prevents overcrowding in more populated areas.

Page 14: Chapter 5: Integrating digital media and Educational software applications

PR O FESS ION AL DEVELO PMENT TR AININ G

Web-based learning provides more efficient means of professional development.

• Less summer in-service• Reduced need for substitutes

Self-paced training-teachers signup for a specific module or course and after completion

Instructor-led training-provides structure and continuous interaction

• Including assignments, schedules, and due dates.

Page 15: Chapter 5: Integrating digital media and Educational software applications

EDU CATION AL S OFTWAR E APPLICATIO NS

Educational software application refers to computer software products used to support teaching and learning of subject-relate content.

• Such as many websites that work alongside books to test skills, give instant feedback and review.

Page 16: Chapter 5: Integrating digital media and Educational software applications

EDU CATION AL S OFTWAR E APPLICATIO NS

CAI(Computer-assisted instruction)-software designed to help teach facts, information, and/or skills associated with subject-related materials.

Drill-and-practice software-supplies factual information and then through repetitive exercises allows students to memorize information.

Remediation- reviewing content many times using alternative ways until a student grasps the concept being taught.

Page 17: Chapter 5: Integrating digital media and Educational software applications

EDUCATIONAL GAMES

Educational games usually include a set of rules, and students compete against other students or the game itself.

• Effective due to repetition and practice• Induces a fun way to learn

Page 18: Chapter 5: Integrating digital media and Educational software applications

MO RE ED UCATIO NAL S OFTWARE APPLICATIO NS

Tutorials-teaching program designed to help individuals learn to use a product or concept.

Educational computer simulation(video game)-computerized model of real life that represents a physical or simulated process.

• Allows the user to manipulate variables to change the outcome

Page 19: Chapter 5: Integrating digital media and Educational software applications

EDU CATION AL S OFTWAR E APPLICATIO NS

Integrated learning system-sophisticated software program usually developed by an established educational software corporation as complete educational software solution in one package.

• Provide continuous monitoring of students’ performance

• Automatically adjusts instruction when needed• Content available at multiple levels

Page 20: Chapter 5: Integrating digital media and Educational software applications

CURRI CULUM - SPEC IF IC EDUCATI ONA L SOFTWAR E

Applications designed for curriculum specific teaching and learning and can be organized in categories

• Creativity, Critical Thinking, Early Learning, ESL/Foreign Language, Language Arts, Math, Science, Social Studies

• By no means are those the only areas available. • Can be more specific.

Page 21: Chapter 5: Integrating digital media and Educational software applications

DIGITAL MEDIA PRESENTATIONS

Digital media presentations-producing various digital media elements, defining the elements’ relationships to each other, and then sequencing them in an appropriate order.

Digital media authorizing software lets you create the application or presentation by controlling the placement of texts and graphics and duration of sounds, videos, and animations.

• PowerPoint and iLife

Page 22: Chapter 5: Integrating digital media and Educational software applications

PRESENTING DIGITAL MEDIA

Data projectors- a device that projects the image that appears on the screen onto a large screen so an audience can see the image clearly.

Interactive whiteboards- electronic whiteboard that allows you to use the board as a presentation system

• SMART Board- touch-sensitive system that allows you to control any computer application.• Write notes, draw diagrams, and highlight.

Page 23: Chapter 5: Integrating digital media and Educational software applications

IN CONCLUSION

Teachers can use digital media software as a productivity tool and as an integration tool. Applications allow you to introduce new concepts, present lectures, and provide access to new information and interact directly with the software.

Page 24: Chapter 5: Integrating digital media and Educational software applications

THE END

Thanks for your time and attention.