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Devonee Trivett

Multimedia App Ideas for Online Students - 1 views

8847_multimedia 8847_active_learning

started by Devonee Trivett on 10 Apr 14
  • Devonee Trivett
     
    Devonee Trivett
    Multimedia Technology with Dr. Sugar
    Module 1 Assignment 1, second draft


    three Web sites that include multimedia artifacts for active learning on for my Multimedia Workshop:

    1. https://bubbl.us/
    Bubble.Us: This is a "Mind Mapping website" for learners to present their information visually. This website is learner-centered because it is easy to master the technology quickly, and once the students begin the process of presenting their information visually they are actively, rather than passively, involved in the process of learning. This would satisfy the learning style of someone who is an artistic or spatial learner. This is a learner-centered activity based on Mayer's (2009) concept of multimedia learning as knowledge construction (p. 14).

    2. http://www.rexbox.co.uk/epicwin/
    Epic Win: This is an app that a teacher or an employer can use in order to make accomplishing tasks important to the acheivement of a larger project into a rewarding game. Each student or employee gets their own avatar, and can choose dramatic fight music while tackling difficult or unsavory tasks. The music can be adjusted or turned off. Each task is titled a "Quest." Once a quest is achieved, the history page of the employee student keeps a record of tasks achieved, which later can be used as evidence of hard work and rewards can be given either in the form of online prizes or recognition among peers for accomplishments. App can be downloaded to hand-held devices. This application can be student or technology centered, depending how it is implemented. This is learner-centered from the perspective of multimedia learning as information acquisition and as response strengthening (Mayer, p. 14).

    3. http://www.mindbloom.com/bloom
    Mindbloom: This is an app for encouraging students or workers. Students and teachers together can design digital blooms, which are designed with images and sounds chosen by the student personally to enhance productivity. When a student is feeling uninspired, this application can pop up to encourage the student to perservere with the activity. When the student has achieved a personal goal, the digital bloom will be activitated with images and sounds that are appealing to the user. This is student-centered because the student plays a large part in designing the experience, setting the goals, and choosing the rewards. The learner is using multimedia, in this case, to reward responses (which is a form of Mayer's response strengthening).

    4. http://www.win-movie-maker.com/?
    Windows Movie Maker: when a student uses movie maker to write, design, produce, and film a collaborative video presentation on digital literacy there is potential for engaging in practically all of the types of learning: audio, visual, spatial (acting, designing), kinesthetic (acting), interpersonal (working with others), intrapersonal (understanding actor's motivations), and musical (Garder, 1995). The learner is actively involved in constructing knowledge through this multimedia approach.


    References

    Gardner, H (1993). Reflections on multiple intelligences: Myths and messages. Phi Delta Kappan, 77, 200-209.

    Mayer, R. (2009). Multi-media Learning, 2nd Edition. Cambridge University Press. New York, NY.

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