INTERACTIVE MULTIMEDIA FACILITATE LEARNING
Interactive media is helpful in the following four development dimensions in which young children learn such as social and emotional, language development, cognitive and general knowledge and approaches toward learning. Using computers and educational computer software in a learning environment helps children increase their communication skills and their attitudes about learning. Children have different styles of learning, and interactive media helps children with visual, verbal, auditory, and tactile learning styles.
Interactive multimedia has played an important role in developing the process of teaching and learning towards a more dynamic quality. This assisted by the ability of the computer technology
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In this sense, video games that require multiple players or social networks are some of the best examples. Video games require active action to play and typically prompt users to make decisions and manipulate their game characters, sometimes called “avatars”. Similarly, interactive simulation allows individuals to use computers to re-form real-life situations and practice the behaviour realistic to those situations.
Interactive media and games increasingly pervade and shape our society. In addition to their leading roles in entertainment, video games play growing roles in education, arts, science and health. This theme brings together a diverse set of experts to provide interdisciplinary perspectives on these media regarding their history, technologies, scholarly research, industry, artistic value and potential future.
Social networking websites are an example of interactive media. The sites use graphics and text to allow users to share photos and information about themselves, chat and play games. Video games are another type of interactive media. Players use controllers to answer to visual and sound cues on the screen that are generated by a computer
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Digitized information is recorded in binary code of combinations of the digits 0 and 1, also called bits, which represent words and images. Digital technology enables immense amounts of information to be compressed on small storage devices that can be easily preserved and transported. Digitization also quickens data transmission speeds. Digital technology has transformed how people communicate, learn, and work. Telecommunications has relied on digital methods to transmit messages. In the early 1980s, enhanced fiber optics enabled the development of digital communication networks. Digital technology replaced analog signals for many telecommunication forms, particularly cellular telephone and cable systems. Analog-to-digital converters utilized pulse code modulation (PCM) to change analog data into digital signals. Compared to analog transmissions, digitized signals were less distorted and could easily be
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
Video games have become a hot topic recently. There have been a lot of controversy over whether to play or not to play. The controversy is due to them being arguably more captivating than all other forms of entertainment. Video games narrate an epic tale like no other form of entertainment can. You can become immersed in video games, because of this they are both a highly entertaining escape from the real world and a complete waste of time.
Technology is very beneficial to children in school because it makes education more entertaining, allows kids to learn outside of school, and provides low-cost alternatives to poor families that are just as good as going to school.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
Pitman, S. (2008, August). The impact of media technologies on child development and wellbeing. Retrieved from http://www.ozchild.org.au/userfiles/docs/ozchild/research-papers/ImpactOfElectronicMedia.pdf
... be interactive, as it can contain audio, video, animations all of which can enhance the reading experience (Gardiner and Musto, 2010). Increased interactiveness of the reading material will enhance the understanding of the contents being read, and hence the learning of the material (Gardiner and Musto, 2010)
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.
Media and technology have an ever increasing role in how we as humans communicate with one another as well as help impact our culture. The printed word, once able to be mass produced helped usher in an era where where people could seek the education and reading skills they desired, brought print and knowledge to the masses. Now with the more common use of digital communication and media outlets, our options for information and communication are almost entirely unimpeded. Technology allows us to live through multiple Renaissance type periods filled with ever growing pools of information from which to share, and culture changing happenings coming from every corner of our connected world.
The introduction of technology into education has revolutionized the teaching quality and learning outcome in the last ten years. The integration of technology into lectures by teachers in classroom has become so natural that both teachers and learners consider computers and their related applications for instruction are “a routine component of the classroom and educational processes in general” (Nuldén, 1999 cited in Buzzard et al., 2011, pp.131-139).
World has become a “global village” due to social media. Communication gap has been removed from excessive using of social media.
Al-Fahad (2009) states that the advancement in “interactive multimedia technologies which promise to facilitate ‘individualized’ and ‘collaborative’ learning”, is playing an undeniable role in the process of language teaching and learning. Therefore this is not a new phenomenon. Teachers and researchers have always been working on this field to find a better way of using
Technology has many different effects on education, one of them being enhancing the students learning. Technology may enhance the students learning and may assist most students in achieving their academic standards. When technology and appropriate teaching methods are combined, technology may increase the academic achievement. Positive effects have been found in all major subject areas, from preschool to higher education, both regular and special needs students. Educational technology has been found to have a positive effect on a student’s attitude toward learning and on self-concepts. The introduction of technology into the learning environment has allowed the learning to be more student-centered, to encourage group learning, and helps to stimulate an increase in the student-teacher interaction. Technology has shown a shift from a focus on a student’s memorization to their problem solving. Through technology’s use, learning opportunities have become unrestricted by time or place, allowing lifelong learning. Student use of technology through communications can also help to enhance access to a career and continued education. Students are more likely to use a computer to get help because they can to it themselves. Technology is helping students to become independent.