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Online teaching vs traditional teaching
Multimedia in the classroom
Online teaching and learning
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With the advances in online and mobile technologies that have come about in the last decade, the contexts in which we teach and the way students learn have become more diverse. Classes can be taught completely online, face-to-face in the traditional format, or a blended mix of the two. Learning has become less about memorizing information. It has become more about knowing how to use, evaluate, and interact with information in our daily lives. Students have come to expect, and benefit from, a mix of learning content in their lessons: text, graphics, video, audio and interactivity. The inclusion of multimedia learning objects in online or blended course design often enhances how students process information by appealing to the multiple ways students learn and giving them opportunities to test or practice their understanding of content.
What is a Learning Object?
Essentially, a learning object is a tool that instructors can use to teach a particular topic and address a specific learning objective. A learning object can be considered to be a single, self-contained tool, but can be composed of multiple resources, such as Web-based documents, practice exercises, and assessments. A few good examples of learning objects are narrated PowerPoint presentations, videos, animations, interactive simulations, case studies, executable programs, and other Web-based media.
Making your own multimedia learning objects can often be time consuming or expensive, but fear not. There are several high-quality Web-based resources instructors can take advantage of to find engaging, interactive learning objects to include in their courses. For example, instructors can search California State’s Multimedia Educational Resource for Learning and Online Te...
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...l be simply typing questions and answers.
When you have built a game, it will appear in your Games List on the “Manage My Games” page. Here, you will see options to edit, publish, unpublish, and delete the game. Games that are published can be shared with your students in your courses. The title of each game in your Games List is a link that can be used to open the game or share the URL Web address of the game with others.
How Do I Include a Learning Object in My Blackboard Course?
Including a WISC-Online learning object or game in your Blackboard course is as easy as sharing a link with students. Each WISC-Online learning object and game you create has its own unique URL Web address. First, go to WISC-Online and open the learning object or game in your browser. Then, use your mouse to copy the URL Web address that appears in your browser’s address bar.
A. Ask students to create original games they might play if they lived in an isolated part of the world. Have students use materials on hand for props or equipment and teach the game to their classmates or to students in another class.
With the widespread use of digital technology, the classroom teaching approaches and practices went through remarkable changes. When compared to the past ten years, today the classrooms look entirely different in terms of programs and technical tools used to enhance the learning skills of students.
The ideal of interactive, highly-engaging training and education is ancient. A Chinese proverb says: "Tell me, and I'll forget. Show me, and I may remember. Involve me, and I'll understand." However, the gap continues to grow between antiquated, passive training methods and a workforce that lives an ever more interactive, multimedia, user-controlled lifestyle. With game-based learning tools to bridge that gap comes the promise of vastly more productive and engaged students and workers—ones who embrace learning.
The “learning is fun” motto which has been declared for centuries is still true today. Although particular subjects are not so interesting, there is always a way for the educator to make the topic appealing. The Internet websites, interactive games, video clips, presentations, and animated cartoons are coupled with facts and taught daily. This is the chief technique in which many teachers educate their students. The standard lecture is somewhat considered outdated, while this “new” manner of teaching has become the modern tendency. During a debate on PBS, Damon Moore stated the following: “The computer is a perfect tutor.
In the gaming world, there are many different types of games: sandbox, shooters, puzzle, RPG, platform and many more. One thing that is not seen is educational games; they are there but are in the few. Many factors are the cause for the scarce amount of these games. They need to be educational in a certain field; corresponding with math, reading or science. Therefore, they need to be fun to encourage players to continue playing the game as well as to retain its teachings. Gamers today will mainly play games to have fun; thats why people today will rarely pickup educational genre because with the stigma that comes with those games as being boring or simple. This is about creating an educational program that can benefit students of all ages by increasing their literacy skills, teaching them grammar, improve word comprehension, and allow them to learn in a custom environment as desired by the player.
Students in the classroom today represent the first generation to grow up with new technology surrounding them since they were born. It has become common to see children from an early age learn how to use computers, smart phones, video games and other advanced digital tools. The use of the Internet, computer games, and instant messaging has become parts of students every day life. It is an obvious result that today’s students think and process information differently. My generation is considered the last pre-digital generation. As a future educator who will be teaching the 1st generation of digital natives I fear that there are many concerns about preparing students for life and the work environment. This paper examines how the technology available to students has changed the way in which they learn. In addition, I would like to look at the profound implications technology has on student education. I’m curious to find out if the technology available today is helping students le...
educational videos,” (Huneycutt 1). The more that students want to learn, the more they will
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).
Today’s generation is like no other. The nation as a whole has completely evolved from past times, with technology being one of the greatest improvements. Traditionally, schooling takes place in a classroom setting, but, with the many modifications in our world’s system, we are able to assimilate more modern means of education, such as online learning. However, with many changes comes differences and requires adjustments. The online learning system has proven to be just as effective as traditional learning, with some minor differences, however, nothing of great significance. A few of those insignificant differences include online learning being convenient, especially for the non-traditional students,
engage different learning styles, provide hands-on opportunities for use of specialist tools or equipment, reinforcing learning, supporting and motivating individual learning, fostering independent learning through extended learning.
Learning has seen a major transition in the recent decade. From years, students have been using only textbooks for their study, which actually made the entire learning system boring. Today, printed textbooks have been replaced by Digital learning software. Students are now using laptops instead of textbooks. While students are embracing technology, which has made learning more fun for them, and parents are happy that their children are finding learning interesting, and thus performing better in their academics, digital learning has become quite popular among teachers as well. Today, we see that schools and colleges are introducing eLearning as one of their core forms of learning methodology.
Media has been shaping our society since the era of print. Print gave way to radio, and radio to television. Now, television is giving way to a new medium, video games. Video games control a market that rivals big movie production, and draws the attention of billions around the world. Can this new media be harnessed for the betterment of education? Videogames are having a positive effect in today’s classroom. Case studies of educational games show, student test scores are improving, students are receiving constant and immediate feed-back, and students are expecting to use technology in school. Society is fascinated with new technology, and it would be negligent not to use the latest technological means to educate our future generations.
The integration of various computer technologies have pushed designers of curriculums to modify their teaching and instructional design in such a way that they promote the essence of instant, interactive, and transferrable knowledge. There...
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
students prefer technology because they believe that it makes learning more interesting and fun. They especially like laptops and tablets. Subjects that students deem challenging or boring can become more interesting with virtual lessons, through a video, or when using a tablet. Technology occupies an important place within students’ lives. When they are not in school, just about everything that they do is connected in some way to technology. By integrating technology into the classroom, teachers are changing the way they used to teach (lectures six hours a day) and providing students with the tools that will take them into the 21st century. One of the characteristics of the modern classroom is collaboration and technology helps to empower it. With classroom technology students can collaborate with other students and their teachers in and outside of the classroom quickly and easily.