6.3 MULTIMEDIA
Information which is stored in
different forms could be combined and used in different combinations.
Multimedia can be recorded and played, displayed, dynamic, interacted with or
accessed by information processing devices, such as computerized and electronic
devices Multimedia devices are electronic media devices used to store and
experience multimedia content. This process has given rise to the term
‘Multi-media’. This combination of different media for communication has
influenced and changed all aspects of our life, including the teacher and the
learner. Multimedia has become an inevitable part of any presentation. We have
seen that it has found a variety of applications right from entertainment to
education. The evolution of internet has also increased the demand for
multimedia content. Multimedia is a term used to describe how multiple means of
media like text, audio, graphics, animation, video, and interactivity are
used to communicate information . It is also often used to describe any
computer media. This helps us to understand information at a faster rate.
6.3.1 Meaning of Multimedia
Multimedia is defined in many ways.
Most of the definitions agree on the characteristic that multimedia contains
texts, graphics, animations, video and sound in an unified way and the content
can be structured and presented differently. Let us explore some of the
definitions given below.
“Multimedia is the exciting
combination of computer hardware and software that allows you to integrate
video, animation, audio, graphics, and text resources to develop effective
presentations on an affordable desktop computer” (Fenrich, 1997).
“Multimedia is characterized by the
presence of text, pictures, sound, animation and video; some or all of which
are organized into some coherent program” (Phillips, 1997).
From these definitions we see that
Multimedia is a concept which sees the use of text, graphic art, sound,
animation, and video in different combinations. This integration of Media
into one whole and that which gives the user more benefits than any one of the
media used individually is Multimedia.
Interactive Multimedia: The Encyclopedia Britannica Online
defines "Interactive Multimedia" as, any computer-delivered
electronic system that allows the user to control, combine, and manipulate
different types of media, such as text, sound, video, computer graphics, and
animation. Interactive multimedia integrates computer, memory storage, digital
(binary) data, telephone, television, and other information technologies. Their
most common applications include training programs, video games, electronic
encyclopedias, and travel guides. Interactive multimedia shift the user's role
from observer to participant and are considered the next generation of
electronic information systems.
6.3.2 Elements of
Multimedia
The different building blocks of
Multimedia are Text, Images and graphics, Audio, Video, and Animation. Any
multimedia application consists any or all of them. Let us learn about each one
of them
•
Text - ASCII/Unicode, HTML, Postscript, PDF
• Audio – Sound, music, speech, structured audio (e.g. MIDI)
• Still Image - Facsimile, photo, scanned image, photographs, drawings, maps and slides
• Video (Moving Images) – Movie, a sequence of pictures
• Graphics – Computer produced image
• Animation – A sequence of graphics images
• Audio – Sound, music, speech, structured audio (e.g. MIDI)
• Still Image - Facsimile, photo, scanned image, photographs, drawings, maps and slides
• Video (Moving Images) – Movie, a sequence of pictures
• Graphics – Computer produced image
• Animation – A sequence of graphics images
1. Text: Text and symbols are very important
for communication in any medium. Using text in online training has many
advantages: text files are small so they perform well at low bandwidth, the
user can search for specific words or phrases, and text can be easily updated.
You can create text directly within an authoring application or import it from
external text files. Anti-aliasing enables you to create attractive text that
blends into the background color without any jagged edges. Authorware,
Director, and Flash all support anti-aliased text. Using anti-aliased text
helps avoid having to create display text as a graphics file, which would make
your overall course size much larger than if you simply entered text directly
into the authoring tool.
2. Images and Graphics: Images play a very important role in
a multimedia. It is expressed in the form of still picture, painting or a
photograph taken through a digital camera. The points at which an image is
sampled are known as picture elements, commonly abbreviated as pixels. The
pixel values of intensity images are called grayscale levels. There are
different kinds of image formats like the Captured Image Format and the format
when images are stored. The captured image Format is known by two main factors
that is spatial resolution which is specified as pixels x pixels (eg. 640x480)
and color encoding, which is specified by bits per pixel. Both factors depend
on hardware and software for input/output of images. The Stored Image Format is
when we store an image; we are storing a two-dimensional array of values, in
which each value represents the data associated with a pixel in the image.
These images can be edited with the help of few of the software like general
drawing programs, JASC Paint Shop Pro, Corel Photo Paint, Macromedia Fireworks
,Art Rage: free (NZ) paint program simulating , Corel Draw , and Open Office /
Libre Office Draw, GIMP, and Mypaint.
Graphics Formats: Most Web browsers can display GIF
and JPEG graphics files. Web browsers that are version 4.0 or later can use the
JPEG format for continuous-tone images, such as photographs and images that use
color gradients. The PNG format was developed as a patent-free replacement for
the GIF format. PNGs can use an alpha channel to define transparency in a
graphic. Import PNG files into any of the Macromedia tools as an alternative to
GIF files, especially if you need 24-bit graphics or graphics with
transparency. Use this format in Web-native content only when delivering to
newer browsers; some older browsers do not support the PNG format also display
PNG graphics files. The two most popular graphic formats for online training
and Web pages in general are GIFs and JPEGs. Both are bitmap files that are
relatively small in size. The two formats compress images differently, each
excelling at compressing different types of graphics. Using software such as
Macromedia Fireworks, you can compare the file size of your graphics with
various optimization settings to help you pick the best file format. Use the
GIF format for line art and graphics that have large areas of a single color.
Graphics saved in the GIF format can have one transparent color where JPEG
graphics cannot. There are applications like format factory which helps us in
converting graphics from one format to other.
3. Audio: Audio can enhance learning concepts
and reinforce ideas presented as text or graphics on the screen. Using audio
may be essential to the teaching of topics such as a foreign language or music
appreciation. There are three types of audio assets that are commonly used in
e-learning:
- Music
- Narration (voice-overs)
- Sound effects
Music demands a higher-quality and a
wider sound-frequency range than narration and therefore produces larger files.
Narrations generally have a smaller sound frequency range so it can be
compressed more than music and still retain good sound quality. Sound effects
are generally short so they don’t have a large impact on the overall file size
of an online course.
Audio Formats: The WAV and AIFF audio formats,
popular on Microsoft Windows and Macintosh systems respectively, usually create
files that are too large to use in an online course. Use one of the compressed
formats with the goal of balancing small file size with acceptable quality
audio. You have different options depending upon which authoring software you
use. Both Shockwave Audio (SWA) used by Authorware and Director, and MP3, which
is used by Flash are popular compressed formats useful for all three types of
audio used in e-learning. The open source audio editing software like
audacity is very popular tool for audio editing.
4. Video: Although video requires lots of
bandwidth to download, it is very useful for conveying certain information.
Using video in e-learning helps realistically demonstrate equipment and
processes among other things. For instance, an e-learning course in botany might
show a video of a sprouting seed. A course about the features of an airplane
might show a video of a crewmember properly closing and securing a door for
takeoff. The intricate level of detail visible in video is also ideal for
illustrating subtle, nonverbal information. For example, to teach sales skills
you could use a video to demonstrate an interaction between a salesperson and a
customer, then have the learners analyze the body language of the people
involved in the transaction.
Video Formats: There are three standard digital
video formats: Quick Time, Video for Windows, and MPEG. Video files tend to be
large so they really aren’t appropriate for delivery on modem connections. You
may choose to include video in your e-learning course if you are delivering it
over an intranet or to users with relatively high bandwidth
connections. There are many open source video editing tool and open shot
is one such popular tool.
5. Animation: Animation illustrates concepts with
movement, shows processes, or draws attention to a region or elements of a
screen. Since animations usually involve graphics, they are highly dependent
upon the size and file type of the graphics that are being animated.
Animation Formats: There are many ways you can create
animations. Authorware, Dreamweaver, Director and Flash can all create
animations. An animation created within an authoring program is usually smaller
and more efficient than an animation created in another tool and then imported
in your authoring program. This is particularly true when an animation is based
on shapes created with the software’s drawing tools rather than with imported
bitmaps. For example, Flash excels at creating vector graphics and animations.
Although Flash can animate bitmap graphics, animations made predominately with
vector graphics in Flash are considerably smaller than animations created with
bitmap graphics. Simple 2D animations can be created using open source
tools like pencil or tupi and more advance tools like blender.
6.3.3 Types of
Multimedia
Multimedia
may be broadly divided into Linear and Non-linear Multimedia.
In
Linear Multimedia the active content progresses without any navigational
control for the viewer. The viewer interacts with the multimedia application in
which the content is sequentially arranged. The viewer does not control the
progress of the content. In other words, the viewer is a passive receiver of
the multimedia content most of the time. For example a movie uses a combination
of audio, graphics and animations, but the viewer has no control over the
sequence of events.
Non-linear Multimedia uses interactivity to control progress as with a video game or self-paced computer based training. It allows one to use the content according to ones wants. It is a two way communication. This communication can be controlled by using buttons, links and hypertext. Hypermedia is an example of non-linear content. It connects to different media elements such as audio and video. Multimedia presentations which are live or recorded are also Non-linear. A recorded presentation may allow interactivity via a navigation system. A live multimedia presentation may allow interactivity via an interaction with the presenter or performer.
Non-linear Multimedia uses interactivity to control progress as with a video game or self-paced computer based training. It allows one to use the content according to ones wants. It is a two way communication. This communication can be controlled by using buttons, links and hypertext. Hypermedia is an example of non-linear content. It connects to different media elements such as audio and video. Multimedia presentations which are live or recorded are also Non-linear. A recorded presentation may allow interactivity via a navigation system. A live multimedia presentation may allow interactivity via an interaction with the presenter or performer.
Different
Types of Multimedia Interactivity
According to Reimann as stated in Andresen (2013), interactivity contains a broad range of possibilities for influencing the process of learning and the content of studies:
• Manipulating objects on the screen by mouse activities;
• Linear navigating: moving forward/backward on the screen;
• Hierarchic navigating: the possibility of selecting sites/content by using special menus;
• Interactive help functionality. This kind of help, which can be available through special menu buttons, is most effective when adapted to the topical presentation of information;
• Feedback: The program answers by giving an assessment on the quality of user activities. These answers are visible on the screen. The further course program may be dependent on this assessment, i.e. adaptability is established;
• Communicative interaction: The possibility of interaction with other persons, i.e. other users or 'friends' in social networks. Since, 'social networks consist of people who are connected by a shared object' (Zengestrom, 2005), networks can foster learning about these objects.
• Constructive interaction: The program provides an opportunity for constructing or configuring objects on the screen. For example, users have a possibility to actively create their own nodes and link models, i.e. they can add new nodes and new links between already existing nodes and in this way develop their own hypertext structure;
• Reflective interactions: The program stores the learner's individual activities for further analysis (e.g. a navigation path within a hypermedia lesson). Furthermore, the program can provide the learner with an 'expert path' or a 'guided tour';
• Simulative interactivity: Objects on the screen are linked together and exchange information in such a way that a particular configuration of objects produces 'behavior' of these objects (simulations of machines, simulations of social interactions, etc.);
• Non-immersed contextual interactivity: The learner is involved in an activity that implies a pedagogical purpose. Many edutainment applications (software which combines education and entertainment) and adventure games use this kind of interactivity (Scenario 3);
• Immersed contextual interactivity: This is virtual reality. Within virtual reality the user dives into a simulated three-dimensional world.
According to Reimann as stated in Andresen (2013), interactivity contains a broad range of possibilities for influencing the process of learning and the content of studies:
• Manipulating objects on the screen by mouse activities;
• Linear navigating: moving forward/backward on the screen;
• Hierarchic navigating: the possibility of selecting sites/content by using special menus;
• Interactive help functionality. This kind of help, which can be available through special menu buttons, is most effective when adapted to the topical presentation of information;
• Feedback: The program answers by giving an assessment on the quality of user activities. These answers are visible on the screen. The further course program may be dependent on this assessment, i.e. adaptability is established;
• Communicative interaction: The possibility of interaction with other persons, i.e. other users or 'friends' in social networks. Since, 'social networks consist of people who are connected by a shared object' (Zengestrom, 2005), networks can foster learning about these objects.
• Constructive interaction: The program provides an opportunity for constructing or configuring objects on the screen. For example, users have a possibility to actively create their own nodes and link models, i.e. they can add new nodes and new links between already existing nodes and in this way develop their own hypertext structure;
• Reflective interactions: The program stores the learner's individual activities for further analysis (e.g. a navigation path within a hypermedia lesson). Furthermore, the program can provide the learner with an 'expert path' or a 'guided tour';
• Simulative interactivity: Objects on the screen are linked together and exchange information in such a way that a particular configuration of objects produces 'behavior' of these objects (simulations of machines, simulations of social interactions, etc.);
• Non-immersed contextual interactivity: The learner is involved in an activity that implies a pedagogical purpose. Many edutainment applications (software which combines education and entertainment) and adventure games use this kind of interactivity (Scenario 3);
• Immersed contextual interactivity: This is virtual reality. Within virtual reality the user dives into a simulated three-dimensional world.
6.3.4 A brief History of
Multimedia
Li and Drew (2004) in
their book on fundamentals of multimedia have traced the history of multimedia
as follows:
Year
|
Major Events
|
17th
Century
|
Newspapers, which were perhaps the
first mass communication medium, using text, graphics, and images.
|
1830
|
Motion pictures were originally
conceived of in the 1830s to observe motion too rapid for perception by the
human eye
|
1887
|
Thomas
Alva Edison 'commissioned the invention of a motion picture camera in 1887.
|
1895
|
In 1895, Guglielmo Marconi sent
his first wireless radio transmission at Italy. A few years later (1901), he
detected radio waves beamed across the Atlantic. Initially invented for
telegraph, radio is now a major medium for audio broadcasting. In 1909,
Marconi shared the Nobel Prize for physics.
|
1910
|
Silent feature films appeared from
1910 to 1927; the silent era effectively ended with the release of The Jazz
Singer in 1927.
|
1926
|
Television was the new medium for
the twentieth century. It established video as a commonly available medium
and has since changed the world of mass communication.
|
1945
|
Vannevar Bush (1890-1974) wrote a
landmark article describing what amounts to a hypermedia system, called
"Memex." Memex was meant to be a universally useful and
personalized memory device that even included in the concept of associative
links - it really is the forerunner of the World Wide Web.
|
1960
|
Ted Nelson started the Xanadu
project and coined the term "hypertext." Xanaduwas the first
attempt at a hypertext system - Nelson called it a "magic place of
literary memory."
|
1967
|
Nicholas
Negroponte formed the Architecture Machine Group at MIT
|
1968
|
Douglas Engelbart, greatly
influenced by Vannevar Bush's "As We May Think,"demonstrated the
"On-Line System" (NLS), another early hypertext program.
|
1969
|
1969
Nelson and van Dam at Brown University created an early hypertext editor
called FRESS- [4]. The present-day Inter media project by the Institute for
Research in Information and Scholarship (IRIS) at Brown is the descendant of that
early system.
|
1976
|
The MIT Architecture Machine Group
proposed a project entitled "Multiple Media." This resulted in the
Aspen Movie Map, the first hypermedia videodisc, in 1978.
|
1985
|
Negroponte and Wiesner cofounded
the MIT Media Lab, a leading research institution investigating digital video
and multimedia.
|
1989
|
Tim
Berners-Lee proposed the World Wide Web to the European Council for Nuclear Research
(CERN).
|
1990
|
Kristina
Hooper Woolsey headed the Apple Multimedia Lab, with a staff of 100. Education
was a chief goal.
|
1991
|
MPEG-1
was approved as an international standard for digital video. Its further development
led to newer standards, MPEG-2, MPEG-4, and further MPEGs, in the 1990s.
|
1991
|
The introduction of PDAs in 1991
began a new period in the use of computers in general and multimedia in
particular. This development continued in 1996 with the marketing of the
first PDA with no keyboard.
|
1992
|
JPEG was accepted as the
international standard for digital image compression. Its further development
has now led to the new JPEG2000 standard.
|
1992
|
1992
The first M Bone audio multicast on the Net was made.
|
1993
|
The University of Illinois
National Center for Supercomputing Applications produced NCSA Mosaic, the
first full-fledged browser, launching a new era in Internet information
access.
|
1994
|
Jim
Clark and Marc Andreessen created the Netscape program.
|
1995
|
The
JAVA language was created for platform-independent application development.
|
1996
|
DVD video was introduced;
high-quality, full-length movies were distributed on asingle disk. The DVD
format promised to transform the music, gaming and computer industries.
|
1998
|
1998
XML 1.0 was announced as a W3C Recommendation.
|
1998
|
Handheld MP3 devices first made
inroads into consumer tastes in the fall, with the introduction of devices
holding 32 MB of flash memory.
|
2000
|
World
Wide Web (WWW) size was estimated at over 1 billion pages
|
6.4 DEVELOPING MULTIMEDIA
There has been a drastic change in
the way teaching has progressed. We now have teaching with the help of
Multimedia, a teaching machine and virtual classrooms. These changes are here
to stay because of the availability of different types of Instructional media.
The outlook of education has changed and the role of the teacher and the school
has been redefined. Teachers are now facilitators using ICT based courseware.
When we speak about Multimedia development, it includes the planned and
organized use of all available materials which include all the elements of
Multimedia viz Text, Audio, Image and Graphics, Video, Animations and all
electronic and other media to achieve the goal of education in a most effective
manner .Thus the development of Multimedia first focuses on the learners and
what is required for them and of them. It involves planning instructional
objectives, instructional content, instructional method, instructional media,
how to deliver the content, and evaluation. There are many instructional design
models for developing multimedia and what follows is the discussion of the one
of the important design model ADDIE.
6.4.1 ADDIE Model of
Multimedia Development: The instructional development model ADDIE is also appropriate
for planning and developing multimedia resources.
6.4.2 Interface Design Guidelines
for Multimedia:
While designing the interface for multimedia content there are many design
guidelines to be kept in mind. These guidelines and its explanations are
provided in the following table.
Interface design guidelines
|
Explanations of Guidelines
|
Promote
the use of graphics
|
User interfaces should include not
only words, but a combination of words and graphics. In an eLearning course,
graphics are not supposed to constitute simply decorative illustrations, but
explanative illustrations
|
Maintain
the contiguity of related items
|
In each screen of the course there
should be an explicit connection among related information. The contiguity guideline
is applied in the following ways
|
Promote
the use of audio in graphics description
|
In cases where it is feasible,
each time words and graphics are to be presented simultaneously, the
instructional designer should use only oral narration and not words printed
on the screen
|
Provide
appropriate navigation support
|
Information, actions and possible
choices should always be visible and easily accessible to the user.
Navigation through the course can be supported with one or more of the following
choices
|
Attain
eLearning content coherence
|
Coherence means uniformity in
information presentation as well as in the possible actions of the learner
during the entire course. In an eLearning course, coherence is enhanced when
the instructor follows the following guidelines:
|
Support
interactivity
|
The text of each page should be
relatively short and, if the instructor wants to provide more information, it
is preferable to give it through links. This means that information is not
presented in a linear way, but the learner can control information
attainment, processing and presentation through links that contain the
relative information. Interactivity can be applied in a course through:
|
Organize
links to create a useful course menu
|
A menu is a set of options,
displayed on the screen, where the selection and execution of one or more of
the options result in a change in the state of the interface. Some guidelines
for the effective use of a course menu are:
|
Promote
the use of common language
|
The learning environment should
contain words and phrases that the learner can immediately comprehend. The
terminology used, the language and the visual representations should be
compatible with the learner context. The dialogue and the presented
information should not contain software terms.
|
Provide
help
|
Help gives the learner the distinct
steps to follow every time a problem arises. So, it should be available
anywhere in the eLearning course. Learners should be able to consult help
with easy, simple and standard steps. The return to the usual environment
should be easy and obvious.
|
Provide
appropriate screen design
|
Screen design refers to the
development of attractive and effective screens. Below, there are presented
some guidelines that the instructor should follow in order to create useful
and effective screens, along with the ways they can be applied (aesthetics):
|
6.5 TOOLS FOR CREATING
AND USING MULTIMEDIA
We know that one learns best by
doing. When we are absorbed in constructing knowledge from a combination
of different tools like the Digital Camera, Camcorder, Scanner ,Interactive
white board or the Multimedia Projector we more likely to gain a clearer
understanding of concepts and how these different tools are used to integrate
various learning materials sequentially or non-sequentially. Let us learn
about how these tools can be used in preparing Multimedia Learning Material.
Please visit the links given with each tool to learn more
Name of the Tool
|
Description
|
6.5.1
Digital Camera
|
A Digital Camera is an
electronic device that converts images and videos digitally and stores them
for later reproduction. Most cameras that are used today are digital and are
incorporated into many devices like mobile phones, tablets, laptops, vehicles
and many other. Unlike film cameras, digital cameras can display images on a
screen immediately after being recorded, and store and delete images from
memory. The stored images can be uploaded to a computer immediately for
printing or also stored in an external disc. Many digital cameras can also
record moving videos with sound. Some digital cameras can crop and edit
pictures. You can learn more about it by visiting the link below.
|
6.5.2 Camcorder
|
A camcorder or a video camera
recorder is a transportable electronic recording device which is used in
recording live-motion video and audio for later playback.
Earlier the Camcorder used
to be bulky and heavy using magnetic tape for the recording but now the
digital video camcorders are smaller and lighter and have better picture
quality and longer battery life. The important aspect of the recorded digital
video is that it can be stored and transferred to a computer where you can
edit with ease which allows you to change the order of shots and undo edits.
This means that you can easily modify, draft and re-draft the recorded films
and use it creatively to prepare Multimedia Learning Material.
|
6.5.3 Scanner
|
A scanner is an input
device that converts an image such as a photograph, textual document into an
electronic digital form by a process called scanning. Most of the
Scanners are flatbed and have a cover that can be lifted so that magazine,
photographs and bulky books can be scanned. They work in combination of
computer software programs which help in the creation of an electronic
version of the scanned document, allows you to view it and edit it on a
computer. Thus you can use and publish the stored image as it is or by
modifying it.
|
6.5.4.Interactive
white Board
|
An interactive whiteboard (IWB)
is a large interactive display that connects to a computer. A
projector projects the computer's desktop onto the board's surface
where users control the computer using a pen, finger, stylus,
or other device. The board is typically mounted to a wall or floor stand.
They are used in a variety of settings, including classrooms at all
levels of education, in corporate board rooms and work groups,
in training rooms for professional sports coaching,
in broadcasting studios, and others.
Examples
of the characteristics accessible when using an interactive whiteboard:
• Add comments • Highlight text • Add notes and drawings and then save them to be printed out and shared, or added to a virtual learning environment. • Show pictures and educational videos . Parts can be labeled or highlighted. • Show the content on a website |
6.5.5.Multimedia
Projector
|
A Multimedia Projector or
LCD Projector is a type of video projector for displaying video, images or
computer data on a screen or any other flat surface. It is a modern
equivalent of the slide projector or overhead projector. The presentation of
visual media through projection is an effective way to entertain, educate,
and communicate with people on a large scale. The use of Multimedia
Projector can give the essence of the presentation in bullet points, It can
bring the audio and visual inputs to the classroom, It can be projected on
the screen allowing everyone to watch the presentation, It can be made
interesting by using movies and such clippings and inputs planned elsewhere
in the world can be brought into our own classrooms.
|
6.6 USE OF MULTIMEDIA IN EDUCATION
Multimedia is used in many
applications today. It has become integrated in all aspects of one’s life. It
improves the way people relate with electronic information. Today it has been
widely used in the education sector. Teachers use multimedia in different ways
for different levels of students. The different ways one can use it are for
individualized instruction, collaborative learning, computerized assessments
and Multimedia presentations. Technologies allow us to overcome limitations of
time, distance, and physical capability, but they only empower us when they can
be gracefully used by large, productive segments of our society. For example we
see that open and distance learning is one area where many are taking advantage
of the content and the courses that are delivered to the students. Some of the
new concepts that are used by educationists are podcasting, webinars,, learning
management systems and many more.
There
are studies showing that learners who learn using Multimedia material have more
retention of the concepts taught versus traditional modes of instruction and
the student involvement was higher. It has also shown that learner’s
comprehension also increased with the concepts being taught with Multimedia
material. The using and designing of Multimedia material by the learners also
develop many skills, Connell, and Carver, Lehrer Ericksen (1992) list some of
the major thinking skills that learners learn and use as multimedia designers.
- Project Management Skills
- Research Skills
- Organization and Representation Skills
- Presentation Skills
- Reflection Skills
Project Management Skills
- Planning a timeline for the finishing of the project.
- Assigning resources and time to different parts of the project.
- Assigning roles to team members.
Research Skills
- Defining the nature of the problem and how research should be organized.
- Asking questions about structure, models, cases, values, and roles.
- Searching for material using text, electronic and pictorial information bases.
- Analyzing and interpreting all the information collected to identify and interpret patterns.
Organization and Representation
Skills
- Deciding how to section and classify information to make it understandable.
- Deciding how information will be denoted (text, pictures, movies, audio, etc.).
- Determining how the information will be systematized (hierarchy, sequence) and how it will be linked.
Presentation Skills
- Mapping the design onto the presentation and implementing the ideas in multimedia.
- Attracting and maintaining the interests of the intended audiences.
Reflection Skills
- Evaluating the program and the process used to create it.
- Revising the design of the program using feedback
6.7 ADVANTAGES OF
MULTIMEDIA
Multimedia activities encourage
students to work in groups, express their knowledge in multiple ways, solve
problems, revise their own work, and construct knowledge. The advantages of
integrating multimedia in the classroom are many. Through participation in
multimedia activities, students can learn:
- Real-world skills related to technology
- The value of teamwork
- Effective collaboration techniques
- The impact and importance of different media
- The challenges of communicating to different audiences
- How to present information in compelling ways
- Tailor information to the needs of the individual
- Techniques for synthesizing and analyzing complex content
- The importance of research, planning, and organization skills
- The significance of presentation and speaking skills
- How to accept and provide constructive feedback
- How to express their ideas creatively
Multimedia also helps in increasing
learning effectiveness and is more attractive over traditional, lecture-based
learning methods. It also offers system portability and frees the teacher from
routine tasks.
6.8 EVALUATION OF
MULTIMEDIA RESOURCES
Evaluation
of Multimedia Resources: Currently there are many multimedia resource available
both online and offline by way of CD/DVD format. Selecting the right multimedia
resources is very important for teacher, students, and parents. In order to
make a sensible decision of choosing the best available resource one must use
certain criteria for evaluating the multimedia resources. A short version of
evaluation framework
Georgiadou, E ,Economides,A.A., Michailidou,A.(2001) presented a framework for evaluating educational multimedia and the shorter version of the same is given below:
Georgiadou, E ,Economides,A.A., Michailidou,A.(2001) presented a framework for evaluating educational multimedia and the shorter version of the same is given below:
Some
of the major aspects for evaluating multimedia resources are content
characteristics (accuracy, educational value, authority, currency and
uniqueness), Instructional characteristics (purpose, objectives, presentation
of content, level of difficulty, the text, graphics, video, colour, sound, user
participation/interactivity, assessment), Technical characteristics (technical
needs to use, design and navigation, user support materials, ease of
operation).
Detailed criteria for evaluating educational software/ multimedia based on the rubric by Kristine Miller and Jacqueline Bach (2001) is given below:
Detailed criteria for evaluating educational software/ multimedia based on the rubric by Kristine Miller and Jacqueline Bach (2001) is given below:
Software Evaluation Checklist Based on Rubric Developed by
Kristin Miller and Jacqueline Bach, SAS in School ® Interns, Summer 2001
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Criteria
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Exemplary Characteristics
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Rating
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Instructional Content
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Curriculum Connections
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Graphics/Multimedia
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Lay-out
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Technical Aspects
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Adaptability/Accessibility
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Teacher & Learner Support Materials
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Assessment
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Age/Grade Appropriateness
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Flexibility
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Comments
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Overall Rating
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6.9 LET US SUM UP
Meaning of Multimedia…..“Multimedia
is the exciting combination of computer hardware and software that allows you
to integrate video, animation, audio, graphics, and text resources to develop
effective presentations on an affordable desktop computer” (Fenrich, 1997).
- Elements of Multimedia- The different building blocks of Multimedia are Text, Images and Graphics, Audio, Video, and Animation. Any multimedia application consists any or all of them.
- Types of Multimedia - Multimedia may be broadly divided into linear and non-linear categories Linear and Non-linear Multimedia
- Developing Multimedia- This includes four areas. They are Planning and Costing ,Designing and Producing, Testing and Delivering
- Tools for Creating and Using Multimedia- Different tools can be used in preparing Multimedia Learning Material. They are Digital Camera, Camcorder, Scanner, Interactive White Board and Multimedia Projector
- Use of Multimedia in Education-Multimedia is used in many applications today. It has become integrated in all aspects of one’s life. It improves the way people relate with electronic information. The use and development of Multimedia material helps to develop the following skills-Project Management Skills, Research Skills, Organization and Representation Skills, Presentation Skills, Reflection Skills
- Advantages of Multimedia-Multimedia activities encourage students to work in groups, express their knowledge in multiple ways, solve problems, revise their own work, and construct knowledge. Multimedia also helps in increasing learning effectiveness and is more attractive over traditional, lecture-based learning methods. It also offers system portability and frees the teacher from routine tasks.
- Evaluation of Multimedia Resources-Evaluation provides evidence to help improve our programs and activities. Information on whether goals are being met and on how different aspects are working is essential to a continuous improvement process. Evaluation also frequently provides new insights or new information that was not anticipated. It helps in improving the Multimedia product and measures its effectiveness. The evaluation of the Multimedia material benefits the learners and helps to guarantee that they receive the highest quality Multimedia material.
6.10 UNIT END EXERCISES
- Define Multimedia
- Explain the elements of Multimedia
- Develop Criteria and evaluate Multimedia resources
- Discuss the principles of E-Learning and the Science of Instruction given by Clark and Mayer.
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