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Educational Technology 2
 Definition of Terms
 Examples of Interactive Media
 Potential of Multimedia in Education
 Impacts of Multimedia in Education
 Ways Multimedia Technology Is Used
  in Education
 Advantages
 Disadvantages
INTERACTIVE
– offers multiple choices or scenarios
- the viewer chooses which sequences
  or subjects to explore
- “interacts” with the viewer by
  responding to these choices
MULTIMEDIA
- graphics, music, sound effects,
  voice, video, and animation in the
  same program or presentation
INTERACTIVE MEDIA
- products and services on computer-
  based systems which respond to
  user’s actions by presenting content
1.   Interactive Television
2.   Interactive Narrative
3.   Interactive Advertising
4.   Algorithmic Art
5.   Videogames
6.   Social Media
7.   Virtual Reality
8.   Augmented Reality
Printed interactive media:
1. Board games
2. Pop-up books
3. Gamebooks
4. Flip books
5. Constellation Wheels
1.   Fast
2.   Cheap
3.   Consistent
4.   Private
5.   Safe
6.  Personal
7. Strong foundation
8. Tool to make remembering longer,
    easier
9. More information faster
10. Fun
1.   It facilitates student-centered
     learning.
2.   It can address several learning
     styles and modalities.
3.   It activates student interaction,
     experimentation and cooperative
     learning.
4.   Students often work on computer
     projects as they never did in
     paper-and-pencil projects.
5.   It facilitates “storylines” or
     thematic learning.
6.   It promotes the constructivist view
     of learning.
1.   Lecture/Presentation
2.   Collaborative Learning
3.   Individualized Learning
4.   Creating Reports or Presentations
5.   Assessment
1.   The ability to individualize
2.   The ability to change outcomes
     based on input
3.   The learning style is individual and
     exclusive
4.   Learners take more productive role
1.   Using instructional technologies
     requires a great quantity of
     resources
2.   Learner control problems
“We are bombarded today by
such a quantity of images that we
can no longer distinguish direct
experience from what we have seen
for a few seconds on television. The
memory is littered with bits and
pieces of images, like a rubbish
dump.”
             - Italo Calvino, novelist
“Live to express, not to impress.”

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Interactive media

  • 2.  Definition of Terms  Examples of Interactive Media  Potential of Multimedia in Education  Impacts of Multimedia in Education  Ways Multimedia Technology Is Used in Education  Advantages  Disadvantages
  • 3. INTERACTIVE – offers multiple choices or scenarios - the viewer chooses which sequences or subjects to explore - “interacts” with the viewer by responding to these choices
  • 4. MULTIMEDIA - graphics, music, sound effects, voice, video, and animation in the same program or presentation
  • 5. INTERACTIVE MEDIA - products and services on computer- based systems which respond to user’s actions by presenting content
  • 6. 1. Interactive Television 2. Interactive Narrative 3. Interactive Advertising 4. Algorithmic Art 5. Videogames 6. Social Media 7. Virtual Reality 8. Augmented Reality
  • 7. Printed interactive media: 1. Board games 2. Pop-up books 3. Gamebooks 4. Flip books 5. Constellation Wheels
  • 8. 1. Fast 2. Cheap 3. Consistent 4. Private 5. Safe
  • 9. 6. Personal 7. Strong foundation 8. Tool to make remembering longer, easier 9. More information faster 10. Fun
  • 10. 1. It facilitates student-centered learning. 2. It can address several learning styles and modalities. 3. It activates student interaction, experimentation and cooperative learning.
  • 11. 4. Students often work on computer projects as they never did in paper-and-pencil projects. 5. It facilitates “storylines” or thematic learning. 6. It promotes the constructivist view of learning.
  • 12. 1. Lecture/Presentation 2. Collaborative Learning 3. Individualized Learning 4. Creating Reports or Presentations 5. Assessment
  • 13. 1. The ability to individualize 2. The ability to change outcomes based on input 3. The learning style is individual and exclusive 4. Learners take more productive role
  • 14. 1. Using instructional technologies requires a great quantity of resources 2. Learner control problems
  • 15. “We are bombarded today by such a quantity of images that we can no longer distinguish direct experience from what we have seen for a few seconds on television. The memory is littered with bits and pieces of images, like a rubbish dump.” - Italo Calvino, novelist
  • 16. “Live to express, not to impress.”