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Teaching with a multimedia content in school
What is the importance of multimedia in education
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Concept of multimedia programs:
Multimedia means combination of different media. Multimedia refers to computer-mediated information that is presented concurrently in more than one medium. It consists of some, but not necessarily all, of the following elements: text; still graphic images; motion graphics; animations; hypermedia; photographs; video; and audio, i.e., sounds, music and narration. Multimedia can support multiple representations of the same piece of information in a variety of formats. This has several implications for learning.(Ke, 2008). “Multimedia is interaction with multiple forms of media supported by the computer. The computer is both the tool of multimedia and its medium.” (Cartwright et al. 1999, p.1). According to Vaughan
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According to Stair “Multimedia is computing our way to Educational Reform.” The concept of multimedia has existed for many years. There is lot of confusion about what exactly Multimedia is. A simple way of defining multimedia is that it denotes the combination of several media to transport information in several forms from one point to another. The technology of using text and words, diagrams, graphics, sounds and video images collectively to show everything more effectively is called as Multimedia. Multimedia is a powerful tool for making presentations, also multimedia offers unique advantages in the field of education. For instance, text alone simply does not allow students to get a feel. Multimedia enables us to provide a way by which learners can experience their subject in a vicarious manner. The key to providing this experience is having simultaneous graphic, video and audio, rather than in a sequential manner. Lau (2013) describes three primary forms of technologies to deliver multimedia content; communication technologies to impart information, social networks to collaborate and interact and gaming, a relatively new form of educational technology that aims to turn educational content into an …show more content…
Image: Digital image files appear in many multimedia applications. Digital photographs can display application content or can alternatively form part of a user interface. Digital image files use a variety of formats and file extensions. Among the most common are JPEGs and PNGs. Both of these often appear on websites, as the formats allow developers to minimize on file size while maximizing on picture quality. Graphic design software programs such as Photoshop and Paint.NET allow developers to create complex visual effects with digital images. iii. Audio: Audio files and streams play a major role in some multimedia systems. Audio files appear as part of application content and also to aid interaction. When they appear within Web applications and sites, audio files sometimes need to be deployed using plug-in media players. Audio formats include MP3, WMA, Wave, MIDI and RealAudio. iv. Video: Digital video appears in many multimedia applications, particularly on the Web. As with audio, websites can stream digital video to increase the speed and availability of playback. Common digital video formats include Flash, MPEG, AVI, WMV and QuickTime. Most digital video requires use of browser plug-ins to play within Web pages, but in many cases the user's browser will already have the required resources
Semali, L. (2000). Literacy in multimedia America: Integrating media education across the curriculum. New York: Falmer Press.
Media assets has the Digital photographs, animations, videos and music exemplify those are the target areas for media asset.
A Victim or a Villain In the book, Frankenstein, Victor was looking for some meaning in his life. He felt depressed and very lonely when his mother died from scarlet fever. He became secluded from everything and focussed on one thing- finding it. He was obsessed and spent over two years trying to create something that would make him a happier person, because he thought it would give him a sense of power.
The book is well written which guides the reader through its dense content but giving short summaries at the end of each chapter. The arguments are backed with a broad range of examples from his own experiences. The book is structured to make six chapters which all deal with particular concepts and problems, from the “material and logical organization” (ibid, pg. 37) of the new medium itself to the effects of the new media away from computer science. His historical approach to study new media sets it apart to other works on new media.
Technology is also used as a tool in the method of teaching and learning for faster and easier education. It is now an academic necessity i...
This Essay will discuss Codecs; it will explain the definition of codecs and their functions and include a brief history on digital signals, equipment and standards. It will also discuss compression and compression formats such as Lossless and Lossy and files such as FLAC and ALAC
The use of powerful multimedia technology helps in revealing the intricacy of the immune response. This tool can also be used in science and research teaching for which the universities are trying to develop the multimedia technology so as to sophisticate the way of teaching. Multimedia can be used in teaching in a way where it shows the simulation of the processes, helps in knowing and better understanding of the structures through representation of multidimensional structures and also helping the students to make them better understand the concepts involved in the subject. Multimedia has a crucial importance in helping the students learn the subject and this is because the multimedia technology combines the text, images, video, sound and also the animation which leads to the cohesive experience to the students that makes the students effectively gain the knowledge. A student can have a view of the subject through the multimedia technology that can be provided through the internet which makes it available online or it can also be made available through CDs or DVDs.
Media may be a distraction to learners in many ways. Learners may not focus on the purpose of the lesson rather on the media used, e.g. If a teacher uses images in a history class for a certain lesson, learners may concentrate on those images rather than on the purpose or the message behind those pictures. This becomes a problem become the objectives of the lesson are never met.
In this paper I will set out to investigate which of the toolkits, techniques and frameworks in multimedia are presently more effective and usable than others and how they compare with what is on the market. It is also important to find the software that is compatible with most hardware and software and why the function better on some devices than on others.
According to Wikipedia, digital music is the “technology that can be used to record, store, generate, manipulate and reproduce sound using audio signals.” These are embedded in a digital form.
What is electronic media? Electronic Media is information or data that is created, distributed and accessed using a form of electronics, electromechanical energy or any equipment used in electronic communications. The common equipment we use on a day to day basis to access Electronic Media is our television, radio, computer, cell phones and other devices transporting information to and from us by means of electronic involvement.
Technology has had a large impact on the field of education. The proliferation of multimedia resources and limitless amounts of information available through the Internet has fundamentally affected the learning process. Students no longer search through cards and stacks for magazine articles; almost everything is at the click of a finger. Multimedia resources are increasingly utilized in the classroom to help instruct students. Some professors are making conscious efforts to use new technology, so as to introduce and familiarize their students with it. The significance of technology in education is now being elevated to a new plateau. Education through the Internet, the great equalizer, may make it more widely distributed through the phenomenon of online courses. It is the thesis of this paper that online courses are not an effective means to educate traditional undergraduate college aged students (people from 18-22 years old).
There are principles guiding the multimedia instructions for learning. The details are discussed in sub-section 2.4.1 and 2.4.2 below.
Imagine someone born in the early 1900’s entering a modern-day classroom. They would likely be confused as to what televisions, computers, cell phones, and other electronic devices are. It is also likely that they would be overwhelmed by the instant access to information that the internet provides. Digital media has become a large part of people’s everyday lives especially with the rise of digital media in classrooms. Digital media is growing so rapidly that people who are not adapting to this shift in culture are falling behind and becoming victims of the “digital divide”, this is leaving people misinformed. Digital media has a large effect on the way that people communicate, this is especially evident in the way that students interact with
Most video cards support the OpenGL and DirectX libraries. These libraries include commands for manipulating graphics that programmers can include in their code. Some of these commands may include moving or rotating an object, morphing polygons, or casting light and creating shadows. By using standard OpenGL or DirectX functions, it makes it easier for developers to create graphically-oriented programs. Of course, it also makes it necessary for the computer to include a supported video card in order for the program to