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jessica mascle

Discussions Using VoiceThread - Graziadio e-Learning - PepWikis - 1 views

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    voicethreads can be used for student presentations of content
Diane Gusa

Multimodal Learning Through Media: What the Research Says « PRACTICES - 0 views

  •  that students learn more when teachers present material through multiple modes and media rather than in just a single mode.
  • The data shows that students of all ages retain more verbal information — textual or oral — when educators supplement it with visual and multimedia examples.
Michael Lucatorto

Teaching Standardized Courses: Advantages and Disadvantages | Faculty Focus - 0 views

  • Yet there are those who feel “standardized” means “canned” — with no input from the teacher, and no opportunities for instructors to fully leverage their expertise, much less infuse their teaching style into the course.
  • In fact, she says, teaching an online course with some standardized content can carry with it certain instructor benefits, including: Allows you to spend less time preparing your online course Lets you focus your energies on teaching the course Enables you to teach a wider range of courses Gives your course a professional look and feel, with multimedia components that appeal to today’s students
  • Despite the many benefits of standardized courses, however there are some pitfalls that need to be addressed, including the potential for: A poor fit between course design and the instructor’s teaching style, in some cases there may be irreconcilable differences Lack of ownership and engagement Loss of interest after repeating the same content semester after semester Disagreement with aspects of course content
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  • “You’ll want to thoroughly familiarize yourself with the course you are going to teach, because if you don’t understand the content, approach, and principles of that course, you will find it hard to be an effective instructor,” Ko says. “Also find out what you can add or change in the course, whether that is your own commentary, additional resources, assignments, or discussion questions. Or it may be that your unique contribution will be in providing feedback and facilitating interaction in the class.”
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    Despite the many benefits of standardized courses, however there are some pitfalls that need to be addressed, including the potential for: A poor fit between course design and the instructor's teaching style, in some cases there may be irreconcilable differences Lack of ownership and engagement Loss of interest after repeating the same content semester after semester Disagreement with aspects of course content
Norana Cantrell

Viability of the "Technology Acceptance Model" in Multimedia Learning Envir...: EBSCOhost - 0 views

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    Perceived usefulness and Perceived ease of use have an impact on the acceptance and adoption of technology.
Teresa Dobler

Of Plato and iPads: Should We Use Technology in the Classroom? | The American Conservative - 0 views

  • hamper classroom relationships
    • Teresa Dobler
       
      When used correctly, we have clearly seen that student interaction is possible, and even enhanced, using technology in the classroom.
  • students can easily disengage, looking at other apps (some for school and others surely for entertainment), perusing websites, and checking email
    • Teresa Dobler
       
      I do share the concern that my students will be off task during my lessons - however, can't they also be disengaged while taking notes in a paper notebook? I also, thankfully, have small enough class sizes that I can stand behind the room and see most computers, so it is easy to spot obviously off track students (ie someone in their email rather than a document).
  • The focus in a technological classroom changes from student-to-student and/or student-to-teacher to a student-computer relationship, with the teacher occasionally breaking into this primary bond.
    • Teresa Dobler
       
      When used correctly, I would disagree. My students are still interacting with each other. They are often working on the same shared document to create a product, or are talking in a small group and documenting the work in a document. More recently, I have also had students working in groups to produce songs, movies, and other multimedia products to show what they have learned. Thus, I can see in my own classroom that students are still able to interact richly with each other.
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  • Rather than creating solitary learners, such a method could encourage group learning.
lkryder

The Power Of Visual Grouping - 1 views

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    good examples of how our brain is connected to our eyes
lkryder

Gamification Shows the Learner Visible Signs of Their Learning | Faculty Focus - 0 views

  • One of the strengths of gamification is that it provides visible milestones of the student’s mastery of content in real time (when it is well designed). Too often in an instructional setting, the learner doesn’t know whether or not he or she really understands or can apply the knowledge they are learning. There is often no visible sign of mastery of the content or application of the content.
  • Gamification should orient the learner to where they are in the instructional process, where they are going, and how much further they have to go until the end. The concept is that the learner is able to “see” progress. The progress might be in the form of a character moving up a mountain or an image of how close the learner is to the next level (Kapp, 2013).
  • Gamification uses criterion and mastery to advance the learner from one element of the instruction to the next.
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  • Mastery learning provides an approach that recognizes that aptitude for learning may be more closely linked to time and perseverance than to ability (Bloom, 1971; Melton, 2008)
  • The technique of scaffolding and the use of levels in games provides visual progress to the student and maintain interest in the instruction as the student moves from level to level having different experiences and achieving success as they progress toward the ultimate goal. In gamification, the levels usually become more difficult and challenging as the student moves toward the end and the skills they exhibit at the final level would not be possible without the experience of playing the preceding levels. This idea is embodied in Merrill’s application principle that “instruction should provide coaching, which should be gradually withdrawn to enhance application” (Merrill, 2009, pp. 42).
    • lkryder
       
      coaching in this case can be automated if the tools are deployed well
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    gamefying and use of visual signs of learning, ZPD
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