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LEARNING WITH
 TRADITIONAL
 TECHNOLOGY
Learning with Traditional
          Technology
overhead projector


  Film

    Liquid Crystal Display Projector (LCD)


       Slide Projector
Educational Technology
O Educational technology, which is also known
  as e-learning, instructional technology and
  learning technology, is the use of technology
  in support of the learning process. It can refer
  to all kinds of analogue technologies, such as
  photographs, video, audio recordings and
  film, but it is generally used specifically in
  relation to digital computer technology.
ICT (Information and
Communications Technology)
 O ICT in education means implementing of its
   equipment in teaching and learning process
   as a media. The purpose of ICT in education
   is to generally make students familiar with its
   use and how it works.
Overhead Projector
O Overhead projectors are commonly used for
  showing visual aids during a presentation.
  The visual aids are prepared on transparent
  sheets, which are then placed on the lower
  light box portion of the projector. The upper
  mechanism of the projector, containing
  reflective mirrors and lenses, then reflects the
  images onto a screen or wall.
ADVANTAGES
O The teacher can maintain eye contact while
  using the overhead.
O Transparencies are easy to prepare.
O Simple to operate.
O Can be used with both large and small
  groups of audience.
DISADVANTAGES
O Bulky and difficult to transport.
O Too expensive to have one.
O It can irritate your eyes because of the light
  and radiation.
O Only use in a dim light room.
Learning with Traditional
      Technology
O is the study and ethical
 practice of facilitating
 learning and improving
 performance by creating,
 using and managing
 appropriate technological
 processes and resources.
FILM
O Also called a movie or a motion of
  pictures, series of a still images
  which when they are passed to a
  projector it gives the viewer
  impression of movement..
O Film is produced with a photographic
  images with a camera.
Advantage
O It can project color, depicts
 movements ,animations ,and
 it is very colorful that will
 make our eyes amazed.
Disadvantage
O This equipment is
 expensive and it breaks
 easily ,it may consume time
 to fix it .
DVD
O Stands for digital versatile
  /video disc.
O DVD was chosen for its
  superior ability to reproduce
  moving pictures and sound, for
  its superior durability, and for
  its interactivity.
Advantage
O It has a quality video and
 sound ,it is easy to jump at
 the different segments,we
 can use computer projector
 to show videos.
Disadvantage
O There are times that if the
 technology was really
 indemand it may not be
 available everytime.
Video
O Is the technology electronically
  capturing , recording,
  processing, storing and
  transmitting .
O It also reconstracting a
  sequence of still images
  representing scenes in motion.
Advantage
O Easy to operate ,easily to
 move forward backward with
 just a click for the specific
 segment of film that we want
 to see.
Disadvantage
O The scale video projector
 should fit to the television that
 you are going to use because
 there are times that if the
 video or the television is not
 suitable with each other the
 video may not be project.
Liquid Crystal Display
   Projector (LCD)
O LCD ( liquid Crystal Display) is a
 type of video projector for
 displaying video, images or
 computer data on a screen or
 other flat surface. It is a modern
 equivalent of the slide projector
 or overhead projector.
Advantages:
O Is capable of enabling classroom teacher to
    communicate easily with large group and be
    more creative with their information material.
O   Allow for quick and easy set-up.
O   Can make the presentation more polished and
    professional product.
O   Enhance learning experience.
O   Using the presentation software “live”.
O   Captivate the attention of the students.
Limitations:

O Longer to produce
O More expensive
O Time-consuming
O Clarity on the some
 models is a prior.
Slide Projector
O Slide projector is a specialized projector
  which has been designed to be use with
  slides. One example of slides projector is a
  Carousel slide projector. A carousel slide
  projector is a common form of slide
  projector, used to project slides
  photographs and to create slideshows.
Slides – are small transparencies mounted
  in sturdy frames .
Advantages:
Vivid colors
Can be run
 automatically
Inexpensive
Disadvantages:
Can easily misaligned
Trays spill easily
Must be shown in a dark
 room
Cannot easily change the
 order of the slides.
O Late 1970’s- early 1980’s
O Late 1980’s- early 1990’s
O Early 1990’s
O Late 1990’s- early 2000
ICT IN EDUCATION
  (INFORMATION
 COMMUNICATION
   TECHNOLOGY
  IN EDUCATION)
ICT in Education
  Deal with the use of ICT
  in Educational technology,
  the implementation of equipment in teaching
  and learning process as a media.
  The purpose of ICT in Education is to
  generally make students familiar with its use
  and how it work.
LATE 1970’S—EARLY 1980’S
PROGRAMMING, DRILL AND
PRACTICE;

In this year there were no much
software yet, but there were the
MS Basic for programming and
naturally the lesson of ATK about.
ATK means ―Automated Data
Processing‖.
MS Basic
Was the foundation product of
the Microsoft company. It first appeared in 1975
as Altair BASIC, which was the first BASIC and
the first high level programming language.

 The pedagogical reason why they teach
 programming was not to train programmers,
 but they believe that it will develop students’
 logics and math skills as most it does.
Nokia Mikro Mikko
 Is a software that is very simple to drill and
 practice exercise for math and language
 learning.
 Nokia Data's attempt to enter the business
 computer market. They were especially
 designed for good ergonomic.
NOKIA

Mikro Mikko 1 Picture
Late 1980’s – early
      1990’s:
 Computer Based
Training (CBT) with
    Multimedia
Same point when the multimedia
computers, with advanced graphics
and sound came to the mass markets
it was presented a claim that the drill
and practice exercises failed to teach
much because they didn’t contain
multimedia.
Students would learn if they could
watch animations in colors, small
video clips and then do the exercises.
This was the golden era of CD-
ROMs and multimedia computers.
Have a huge impact on the ways
we learn. The times were good for
CD-ROM producers and of
multimedia PC manufacturers.
CD-ROM
(Compact Disc-
Read Only
Memory)

CD-ROM Drive
- a drive that is
connected to a
computer and on
which a CD-ROM
can be `played'
The pedagogical mantra behind this phase was that
 human are different and some students learn better by
 watching movies / animations and listening audios
 whereas some learn better by reading or watching still
 images.
Example of CD-ROM
                    Learning through the CD-ROM
The drill and practice component (now in
 colors) was kept in there, too, but now it’s
 role was more to control yourself if you
 learned what the multimedia was trying to
 teach you.
But the multimedia CD-ROMs didn’t either
get people to deep learning and
understanding. They failed to be useful almost
in all other study subjects than language
learning where part of the study work of many
people really requires hard practicing and
repetition (vocabulary, grammar etc.)
Early 1990’s: Internet-
based training (IBT);
The third wave or hype of using computer
in education came with the raise of the
World Wide Web. The failure of CD-ROMs
were claimed to be related to the challenges
to update the content in the CD-ROMs. The
promoters of the new paradigm claimed that
information changes so fast that one should
update it almost every day. The solution is
here: the Internet and the Internet-based
training.
At this point computer-based training
was brought to Internet, but again without
the multimedia. All you could do on
Internet, that time, was text and pictures
and some early experiments with
animations, video and audio. Pretty fast it
was noticed that clicking and reading e-
learning course materials online didn’t
make people very smart. And again some
people claimed that the problem was the
lack of multimedia.
The educational ideas behind Internet-
based training were not pedagogical at all.
The purpose and reason to promote it was
the believe that it is cost-efficient as there
were no more travelling to training or
absence from workplace. Finally it was not
that cost-efficient at all. In the end of the
day there was very little under the bottom
line – people didn’t learn much.
Late 1990’s – early
 2000: e-Learning
The Internet-based training got mature in late
1990’s and early 2000 in a form of e-learning. The
hype around e-learning is a kind of classical example
of creating needs. Thousands of websites, articles
and companies made it clear for all somehow related
to education that this is something you must be
involved it.
     Computer-Based Training (CBT) is an interactive
method of learning that provides a series of self-
paced, hands-on, web-based courses. CBT offers
technology, managerial, and supervisory curricula.
Technology curricula contain courses for IT beginners
and IT professionals.
Technology courses include Microsoft Office
(Word, Excel, Outlook
etc.), Macromedia, Adobe, Security, Internet
(Internet basics, How to create a Web
page, etc.), and more advanced topics such as
JavaScript, C , LINUX, Servers, and open
systems. Managerial and Supervisory curricula
contain courses for Business Skills, Human
Resource, and Workplace Compliance. Some
of these courses include
Communication, Diversity, Leadership, and
Team Building.
The pedagogical thinking around the e-
learning is closely related to the computer-
based training. The point is to deliver
courses for students. Later on the learning
platform developers has become more
aware that learning requires social activities
among the learners themselves and the
learner and the teacher(s). Still the user
interfaces of the LMS systems are at least
implicitly telling you that you should first
read the content and if there is something
you do not understand you may ask your
peers or your teacher.
On the other hand the e-learning field is
nowadays so wide that it is hard to say
what is the pedagogical thinking behind it.
E-learning is no more one. It could be said
that all the earlier paradigms live inside the
e-leaning plus some clues of the future:
social software and open content.
What is eLearning?
     E-Learning     is    so    broad     and
encompassing that it's hard to articulate a
brief definition that actually does the term
justice. There may be other slightly different
definitions, but we define eLearning as:

"The use of any electronic technology to
aid in the acquisition and development
of knowledge and understanding in
order to demonstrable and positively
influence behaviors."
The term eLearning is really just an umbrella
term which covers a wide set of electronic
educational applications and processes such as Web-
based learning, computer-based learning, virtual
classrooms, and digital collaboration. It includes the
delivery of content via network, audio and video
recordings, satellite broadcast, interactive TV, and
CD-ROM as well as many, many others.

     eLearning is naturally suited to distance learning
and flexible learning situations so it is primarily used
for these types of training. However, it can also be
used in conjunction with face-to-face teaching, in
which case the term blended learning is commonly
used.
Advantages of e-learning
     Convenience is one of the major advantages of e-
learning. It allows students to work and learn at their own
pace without the unyielding time restrictions of traditional
learning. Because e-learning provides access to learning
materials at any time, students have the flexibility to
schedule around families, jobs and other activities.
Another major benefit of e-learning is the accessibility it
provides. Students can learn from anywhere in the world.
This is an especially important consideration for students
who wish to study in a different country. In addition,
because e-learning can be done from home, students have
less clothing and driving expenses than with traditional
learning.
Disadvantages of e-learning
     A major disadvantage to e-learning is the self-
discipline it requires. While being able to work at your
own pace can be an advantage, it can also be a
disadvantage. This is especially true for students who
have difficulty with time management and
procrastination. These students tend to be more
successful with the structure of traditional learning.
Another disadvantage to e-learning is the technology
involved. Some people do not have ready access to a
computer and Internet connection. And some who do
have the required equipment feel ill-equipped to use it.
Lack of interaction between teacher and student is
another drawback to e-learning. Some students need
the immediate feedback that interaction provides.
It is commonly thought that new
technologies can make a big difference in
education. In particular, children can
interact with new media, and develop their
skills, knowledge, perception of the world,
under their parents' monitoring, of course.
Many proponents of e-learning believe that
everyone must be equipped with basic
knowledge in technology, as well as use it
as a medium to reach a particular goal.
UNDERSTANDING
  NATURE OF
INSTRUCTIONAL
  SOFTWARE
Different Types of Software

           Group 3
     Joy Marie B. Pamada
Different Types of Software
Operating System
Operating System
O Purpose
         To Control your computer.
●       Example
         Microsoft Windows
         Linux
         Macintosh OS
Word Processors
Word Processors
O Purpose
         Write essays, novels, reports, or other
          types of text.
●       Example
         Word
         Corel WordPerfect
         AbiWord
Spreadsheets
Spreadsheets
O Purpose
         Track budgets or investments, or make
          other calculations.
●       Example
         Excel
         Lotus 1-2-3
         VisiCalc.
Presentation Software
Presentation Software
O Purpose
         Create slideshows or Presentation for
          meetings.
●       Example
         PowerPoint
Database Management
      Systems
Database Management
          Systems
O Purpose
         Organize and filter lists of data, such as
          addresses or inventories.
●       Example
         Access
         Oracle
         Sybase
Photo editors
Photo editors
O Purpose
         To Change or Edit digital photos and other
          images.
●       Example
         Photoshop
         Photo Paint
         Gimp
Games
Games
O Purpose
         To Have fun playing or experiencing
          challenges.
●       Example
         The Sims
         PacMan
         Minesweeper.
Desktop publishing
Desktop publishing
O Purpose
         Make a magazine, a poster, or an
          advertisement.
●       Example
         PageMaker
         InDesign
         QuarkXPress
Computer-Aided Design
   (CAD) Software
Computer-Aided Design
           (CAD) Software
O Purpose
         Create blueprints or designs.
●       Example
         AutoCAD
         SolidWorks
         MicroStation
Web Browsers
Web Browsers
O Purpose
         View pages on the World Wide Web.
●       Example
         Internet Explorer
         Mozilla Firefox
         Opera
E-mail Clients
E-mail Clients
O Purpose
         Send letters and files to other people.
●       Example
     Mozilla Thunderbird
     ClawMail
     SpiceBird
Educational
  Multimedia
  Application
       Group 7
Kalagayan, Ruby Lark A.
   Abante, Aileen D.
Marquez, Ma. Angelica M.
     Loloy, Mae D.
Educational Multimedia
        Application
O Definition and Elements of
  Multimedia
O Interactive Multimedia
O Interface Design
O Benefits of Multimedia
Multimedia in
           Education
"People only retain 20% of what they see and 30% of what they hear,
but they remember 50% of what they hear and see, and as much as
        80% of what they see, hear and do simultaneously."


              - Computer Technology Research 1993
Multimedia
- Comes from the word "Multi" and "Media",
wherein "multi" means various and "media"
refers to any hardware or software used for
communicating and transmitting information.
- Represents the convergence of text, pictures,
video, animation and sound into a single form.
- Uses computers to present text, audio, video,
animation, and images in various ways and
combinations made possible through the
advancement of technology.
Elements of Multimedia
O Text
O Sound
O Video
O Animation
O Graphics
Text
Text is the basic element of multimedia.
Generally, it provides the important
information. It acts as the keystone tying all of
the other media elements together.
In using text as an element, you should
consider how to present it in acceptable way
and supplementing it with other media.
Sound
Sound can be described as the vibrations that
travel through air that can be heard by
humans. It is used to provide emphasis or
highlight a transition from one page to
another. It also paired with a complex image or
visual display with a spoken explanation.
Video
Real-life situations can be better understood
via video. the use of video is appropriate to
convey information about environment that
can be either dangerous or expensive to
consider or recreate. It can be used also to
give example of phenomena or issues referred
in the text.
Animation
It is used to show changes in state over time
or to present information slowly to students so
that they have to assimilate it in smaller
chunks. It is primarily used to demonstrate an
idea or illustrate a concept.
Graphics
Graphics provide the most creative
possibilities for a learning session. They can
be photographs, drawings, graphs from spread
sheet, pictures from CD-ROM or something
pulled from the internet.
Interactive – the user has
    a control over the
    program.

Multimedia – is the integration
     of text, sound, graphics,
     animations and video into a
     single unit.
Interactive Multimedia – is
multimedia which gives the
user some navigational
controls.
INTERACTIVE MULTIMEDIA is
where you can interact with it.
Examples:
 Personal Computer
 DVD menu
 Television
 Cell Phone
Assist in Creating
                    an
                    Interactive
                    Multimedia
Interactive             Mouse Input
Multimedia              Touch Screen
      Application       Voice
 Tutorials            Commands
 Games
 Electronic
Encyclopaedias
 Travel Guides
Interface Design of Multi-media
     it aims to enhance the visual,
usability and technological qualities of
an interface. It adds to the satisfaction
of the person using a product or a
service.
Role of Interface Design
Design is a very powerful and influential part of media.
It can;
•Convey and reinforce the message,
•Affect the mood and attitude of the viewer.
•People absorb and retain more from visuals; (pictures,
diagrams, etc.) than other information sources such as
text and sound.
Characteristics of Interface
         Design
Good interface design is the key to good interactive
multimedia, it will captivate the user and guide their
eyes and interaction the way the designer intended.
An interface design should be:
•Appealing
•Easy to understand
•Intuitive to interact with
In making your interface design you
 should consider the basic principles
 and elements of design:
The Three Basic Principals of Design.
Although Design is a very complex field there are
three basic sets of guidelines or Principals that
always apply to good design.
They are:
•Unity,
•Balance,
•Contrast.
The Basic Elements of Design.
The elements are the nuts and bolts of design. They are the
ingredients we use to achieve the principles. (Unity, balance
and contrast.) Elements are made up of the bits and pieces
that we put into our designs.
(Pictures, text, diagrams, backgrounds, panels etc.)
 There are seven basic elements of design, they are:
 •Line,
 •Shape,
 •Color,
 •Value,
 •Texture,
 •Form,
 •Space.
Examples of interfaces design in
        multi-media
The beniFIts of
 multimedia in
  education
The use of multimedia
 increases efficiency
OUsing multimedia and thereby
 reducing the amount of
 teacher student contact time
 appears to offer the scope for
 significant savings.
For example:

  A one hour lecture which is
 replaced by a poorly designed
 multimedia product which requires
 four hours of work per student to
 achieve an equivalent level of
 understanding should not be
 regarded as efficient learning. In
 other words, efficient teaching is not
 necessarily efficient learning
The use of multimedia
  increases student’s
      motivation
OIt is often claimed that
  multimedia technology offers
more stimulating and motivating
learning with traditional teaching
  environment than associated
Multimedia facilitates
  active learning
O Active learning embraces the view
 that effective learning occurs
 when students actively engage in
 the subject matter concerned.
 This can be achieved using a
 variety of activities, such as
 question, exercises, and
 discussions which are introduced
 into the teaching process.
Multimedia facilitates
 experiential learning.
ORelated to active learning
 is the notion that
 students learn well by
 doing for themselves.
The use of multimedia is
 consistent with student
   centered learning.
O Student centered learning
 recognize that students learn
 well when they take responsibility
 for their own learning, and also
 that different students have
 different learning styles and
 different learning needs.

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Educational technology 2

  • 1.
  • 2.
  • 4. Learning with Traditional Technology overhead projector Film Liquid Crystal Display Projector (LCD) Slide Projector
  • 5. Educational Technology O Educational technology, which is also known as e-learning, instructional technology and learning technology, is the use of technology in support of the learning process. It can refer to all kinds of analogue technologies, such as photographs, video, audio recordings and film, but it is generally used specifically in relation to digital computer technology.
  • 6. ICT (Information and Communications Technology) O ICT in education means implementing of its equipment in teaching and learning process as a media. The purpose of ICT in education is to generally make students familiar with its use and how it works.
  • 7. Overhead Projector O Overhead projectors are commonly used for showing visual aids during a presentation. The visual aids are prepared on transparent sheets, which are then placed on the lower light box portion of the projector. The upper mechanism of the projector, containing reflective mirrors and lenses, then reflects the images onto a screen or wall.
  • 8. ADVANTAGES O The teacher can maintain eye contact while using the overhead. O Transparencies are easy to prepare. O Simple to operate. O Can be used with both large and small groups of audience.
  • 9. DISADVANTAGES O Bulky and difficult to transport. O Too expensive to have one. O It can irritate your eyes because of the light and radiation. O Only use in a dim light room.
  • 10. Learning with Traditional Technology O is the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources.
  • 11. FILM O Also called a movie or a motion of pictures, series of a still images which when they are passed to a projector it gives the viewer impression of movement.. O Film is produced with a photographic images with a camera.
  • 12. Advantage O It can project color, depicts movements ,animations ,and it is very colorful that will make our eyes amazed.
  • 13. Disadvantage O This equipment is expensive and it breaks easily ,it may consume time to fix it .
  • 14. DVD O Stands for digital versatile /video disc. O DVD was chosen for its superior ability to reproduce moving pictures and sound, for its superior durability, and for its interactivity.
  • 15. Advantage O It has a quality video and sound ,it is easy to jump at the different segments,we can use computer projector to show videos.
  • 16. Disadvantage O There are times that if the technology was really indemand it may not be available everytime.
  • 17. Video O Is the technology electronically capturing , recording, processing, storing and transmitting . O It also reconstracting a sequence of still images representing scenes in motion.
  • 18. Advantage O Easy to operate ,easily to move forward backward with just a click for the specific segment of film that we want to see.
  • 19. Disadvantage O The scale video projector should fit to the television that you are going to use because there are times that if the video or the television is not suitable with each other the video may not be project.
  • 20. Liquid Crystal Display Projector (LCD)
  • 21. O LCD ( liquid Crystal Display) is a type of video projector for displaying video, images or computer data on a screen or other flat surface. It is a modern equivalent of the slide projector or overhead projector.
  • 22. Advantages: O Is capable of enabling classroom teacher to communicate easily with large group and be more creative with their information material. O Allow for quick and easy set-up. O Can make the presentation more polished and professional product. O Enhance learning experience. O Using the presentation software “live”. O Captivate the attention of the students.
  • 23. Limitations: O Longer to produce O More expensive O Time-consuming O Clarity on the some models is a prior.
  • 25. O Slide projector is a specialized projector which has been designed to be use with slides. One example of slides projector is a Carousel slide projector. A carousel slide projector is a common form of slide projector, used to project slides photographs and to create slideshows. Slides – are small transparencies mounted in sturdy frames .
  • 26. Advantages: Vivid colors Can be run automatically Inexpensive
  • 27. Disadvantages: Can easily misaligned Trays spill easily Must be shown in a dark room Cannot easily change the order of the slides.
  • 28.
  • 29. O Late 1970’s- early 1980’s O Late 1980’s- early 1990’s O Early 1990’s O Late 1990’s- early 2000
  • 30. ICT IN EDUCATION (INFORMATION COMMUNICATION TECHNOLOGY IN EDUCATION)
  • 31. ICT in Education Deal with the use of ICT in Educational technology, the implementation of equipment in teaching and learning process as a media. The purpose of ICT in Education is to generally make students familiar with its use and how it work.
  • 32. LATE 1970’S—EARLY 1980’S PROGRAMMING, DRILL AND PRACTICE; In this year there were no much software yet, but there were the MS Basic for programming and naturally the lesson of ATK about. ATK means ―Automated Data Processing‖.
  • 33. MS Basic Was the foundation product of the Microsoft company. It first appeared in 1975 as Altair BASIC, which was the first BASIC and the first high level programming language. The pedagogical reason why they teach programming was not to train programmers, but they believe that it will develop students’ logics and math skills as most it does.
  • 34. Nokia Mikro Mikko Is a software that is very simple to drill and practice exercise for math and language learning. Nokia Data's attempt to enter the business computer market. They were especially designed for good ergonomic.
  • 36. Late 1980’s – early 1990’s: Computer Based Training (CBT) with Multimedia
  • 37. Same point when the multimedia computers, with advanced graphics and sound came to the mass markets it was presented a claim that the drill and practice exercises failed to teach much because they didn’t contain multimedia. Students would learn if they could watch animations in colors, small video clips and then do the exercises.
  • 38. This was the golden era of CD- ROMs and multimedia computers. Have a huge impact on the ways we learn. The times were good for CD-ROM producers and of multimedia PC manufacturers.
  • 39. CD-ROM (Compact Disc- Read Only Memory) CD-ROM Drive - a drive that is connected to a computer and on which a CD-ROM can be `played'
  • 40. The pedagogical mantra behind this phase was that human are different and some students learn better by watching movies / animations and listening audios whereas some learn better by reading or watching still images. Example of CD-ROM Learning through the CD-ROM
  • 41. The drill and practice component (now in colors) was kept in there, too, but now it’s role was more to control yourself if you learned what the multimedia was trying to teach you. But the multimedia CD-ROMs didn’t either get people to deep learning and understanding. They failed to be useful almost in all other study subjects than language learning where part of the study work of many people really requires hard practicing and repetition (vocabulary, grammar etc.)
  • 43. The third wave or hype of using computer in education came with the raise of the World Wide Web. The failure of CD-ROMs were claimed to be related to the challenges to update the content in the CD-ROMs. The promoters of the new paradigm claimed that information changes so fast that one should update it almost every day. The solution is here: the Internet and the Internet-based training.
  • 44. At this point computer-based training was brought to Internet, but again without the multimedia. All you could do on Internet, that time, was text and pictures and some early experiments with animations, video and audio. Pretty fast it was noticed that clicking and reading e- learning course materials online didn’t make people very smart. And again some people claimed that the problem was the lack of multimedia.
  • 45. The educational ideas behind Internet- based training were not pedagogical at all. The purpose and reason to promote it was the believe that it is cost-efficient as there were no more travelling to training or absence from workplace. Finally it was not that cost-efficient at all. In the end of the day there was very little under the bottom line – people didn’t learn much.
  • 46. Late 1990’s – early 2000: e-Learning
  • 47. The Internet-based training got mature in late 1990’s and early 2000 in a form of e-learning. The hype around e-learning is a kind of classical example of creating needs. Thousands of websites, articles and companies made it clear for all somehow related to education that this is something you must be involved it. Computer-Based Training (CBT) is an interactive method of learning that provides a series of self- paced, hands-on, web-based courses. CBT offers technology, managerial, and supervisory curricula. Technology curricula contain courses for IT beginners and IT professionals.
  • 48. Technology courses include Microsoft Office (Word, Excel, Outlook etc.), Macromedia, Adobe, Security, Internet (Internet basics, How to create a Web page, etc.), and more advanced topics such as JavaScript, C , LINUX, Servers, and open systems. Managerial and Supervisory curricula contain courses for Business Skills, Human Resource, and Workplace Compliance. Some of these courses include Communication, Diversity, Leadership, and Team Building.
  • 49. The pedagogical thinking around the e- learning is closely related to the computer- based training. The point is to deliver courses for students. Later on the learning platform developers has become more aware that learning requires social activities among the learners themselves and the learner and the teacher(s). Still the user interfaces of the LMS systems are at least implicitly telling you that you should first read the content and if there is something you do not understand you may ask your peers or your teacher.
  • 50. On the other hand the e-learning field is nowadays so wide that it is hard to say what is the pedagogical thinking behind it. E-learning is no more one. It could be said that all the earlier paradigms live inside the e-leaning plus some clues of the future: social software and open content.
  • 51. What is eLearning? E-Learning is so broad and encompassing that it's hard to articulate a brief definition that actually does the term justice. There may be other slightly different definitions, but we define eLearning as: "The use of any electronic technology to aid in the acquisition and development of knowledge and understanding in order to demonstrable and positively influence behaviors."
  • 52. The term eLearning is really just an umbrella term which covers a wide set of electronic educational applications and processes such as Web- based learning, computer-based learning, virtual classrooms, and digital collaboration. It includes the delivery of content via network, audio and video recordings, satellite broadcast, interactive TV, and CD-ROM as well as many, many others. eLearning is naturally suited to distance learning and flexible learning situations so it is primarily used for these types of training. However, it can also be used in conjunction with face-to-face teaching, in which case the term blended learning is commonly used.
  • 53. Advantages of e-learning Convenience is one of the major advantages of e- learning. It allows students to work and learn at their own pace without the unyielding time restrictions of traditional learning. Because e-learning provides access to learning materials at any time, students have the flexibility to schedule around families, jobs and other activities. Another major benefit of e-learning is the accessibility it provides. Students can learn from anywhere in the world. This is an especially important consideration for students who wish to study in a different country. In addition, because e-learning can be done from home, students have less clothing and driving expenses than with traditional learning.
  • 54. Disadvantages of e-learning A major disadvantage to e-learning is the self- discipline it requires. While being able to work at your own pace can be an advantage, it can also be a disadvantage. This is especially true for students who have difficulty with time management and procrastination. These students tend to be more successful with the structure of traditional learning. Another disadvantage to e-learning is the technology involved. Some people do not have ready access to a computer and Internet connection. And some who do have the required equipment feel ill-equipped to use it. Lack of interaction between teacher and student is another drawback to e-learning. Some students need the immediate feedback that interaction provides.
  • 55. It is commonly thought that new technologies can make a big difference in education. In particular, children can interact with new media, and develop their skills, knowledge, perception of the world, under their parents' monitoring, of course. Many proponents of e-learning believe that everyone must be equipped with basic knowledge in technology, as well as use it as a medium to reach a particular goal.
  • 56. UNDERSTANDING NATURE OF INSTRUCTIONAL SOFTWARE
  • 57. Different Types of Software Group 3 Joy Marie B. Pamada
  • 58. Different Types of Software
  • 60. Operating System O Purpose  To Control your computer. ● Example  Microsoft Windows  Linux  Macintosh OS
  • 62. Word Processors O Purpose  Write essays, novels, reports, or other types of text. ● Example  Word  Corel WordPerfect  AbiWord
  • 64. Spreadsheets O Purpose  Track budgets or investments, or make other calculations. ● Example  Excel  Lotus 1-2-3  VisiCalc.
  • 66. Presentation Software O Purpose  Create slideshows or Presentation for meetings. ● Example  PowerPoint
  • 68. Database Management Systems O Purpose  Organize and filter lists of data, such as addresses or inventories. ● Example  Access  Oracle  Sybase
  • 70. Photo editors O Purpose  To Change or Edit digital photos and other images. ● Example  Photoshop  Photo Paint  Gimp
  • 71. Games
  • 72. Games O Purpose  To Have fun playing or experiencing challenges. ● Example  The Sims  PacMan  Minesweeper.
  • 74. Desktop publishing O Purpose  Make a magazine, a poster, or an advertisement. ● Example  PageMaker  InDesign  QuarkXPress
  • 75. Computer-Aided Design (CAD) Software
  • 76. Computer-Aided Design (CAD) Software O Purpose  Create blueprints or designs. ● Example  AutoCAD  SolidWorks  MicroStation
  • 78. Web Browsers O Purpose  View pages on the World Wide Web. ● Example  Internet Explorer  Mozilla Firefox  Opera
  • 80. E-mail Clients O Purpose  Send letters and files to other people. ● Example  Mozilla Thunderbird  ClawMail  SpiceBird
  • 81. Educational Multimedia Application Group 7 Kalagayan, Ruby Lark A. Abante, Aileen D. Marquez, Ma. Angelica M. Loloy, Mae D.
  • 82. Educational Multimedia Application O Definition and Elements of Multimedia O Interactive Multimedia O Interface Design O Benefits of Multimedia
  • 83. Multimedia in Education "People only retain 20% of what they see and 30% of what they hear, but they remember 50% of what they hear and see, and as much as 80% of what they see, hear and do simultaneously." - Computer Technology Research 1993
  • 84. Multimedia - Comes from the word "Multi" and "Media", wherein "multi" means various and "media" refers to any hardware or software used for communicating and transmitting information. - Represents the convergence of text, pictures, video, animation and sound into a single form. - Uses computers to present text, audio, video, animation, and images in various ways and combinations made possible through the advancement of technology.
  • 85. Elements of Multimedia O Text O Sound O Video O Animation O Graphics
  • 86. Text Text is the basic element of multimedia. Generally, it provides the important information. It acts as the keystone tying all of the other media elements together. In using text as an element, you should consider how to present it in acceptable way and supplementing it with other media.
  • 87. Sound Sound can be described as the vibrations that travel through air that can be heard by humans. It is used to provide emphasis or highlight a transition from one page to another. It also paired with a complex image or visual display with a spoken explanation.
  • 88. Video Real-life situations can be better understood via video. the use of video is appropriate to convey information about environment that can be either dangerous or expensive to consider or recreate. It can be used also to give example of phenomena or issues referred in the text.
  • 89. Animation It is used to show changes in state over time or to present information slowly to students so that they have to assimilate it in smaller chunks. It is primarily used to demonstrate an idea or illustrate a concept.
  • 90. Graphics Graphics provide the most creative possibilities for a learning session. They can be photographs, drawings, graphs from spread sheet, pictures from CD-ROM or something pulled from the internet.
  • 91.
  • 92. Interactive – the user has a control over the program. Multimedia – is the integration of text, sound, graphics, animations and video into a single unit.
  • 93. Interactive Multimedia – is multimedia which gives the user some navigational controls.
  • 94. INTERACTIVE MULTIMEDIA is where you can interact with it. Examples:  Personal Computer  DVD menu  Television  Cell Phone
  • 95. Assist in Creating an Interactive Multimedia Interactive  Mouse Input Multimedia  Touch Screen Application  Voice  Tutorials Commands  Games  Electronic Encyclopaedias  Travel Guides
  • 96.
  • 97. Interface Design of Multi-media it aims to enhance the visual, usability and technological qualities of an interface. It adds to the satisfaction of the person using a product or a service.
  • 98. Role of Interface Design Design is a very powerful and influential part of media. It can; •Convey and reinforce the message, •Affect the mood and attitude of the viewer. •People absorb and retain more from visuals; (pictures, diagrams, etc.) than other information sources such as text and sound.
  • 99. Characteristics of Interface Design Good interface design is the key to good interactive multimedia, it will captivate the user and guide their eyes and interaction the way the designer intended. An interface design should be: •Appealing •Easy to understand •Intuitive to interact with
  • 100. In making your interface design you should consider the basic principles and elements of design: The Three Basic Principals of Design. Although Design is a very complex field there are three basic sets of guidelines or Principals that always apply to good design. They are: •Unity, •Balance, •Contrast.
  • 101. The Basic Elements of Design. The elements are the nuts and bolts of design. They are the ingredients we use to achieve the principles. (Unity, balance and contrast.) Elements are made up of the bits and pieces that we put into our designs. (Pictures, text, diagrams, backgrounds, panels etc.) There are seven basic elements of design, they are: •Line, •Shape, •Color, •Value, •Texture, •Form, •Space.
  • 102. Examples of interfaces design in multi-media
  • 103.
  • 104. The beniFIts of multimedia in education
  • 105. The use of multimedia increases efficiency
  • 106. OUsing multimedia and thereby reducing the amount of teacher student contact time appears to offer the scope for significant savings.
  • 107. For example: A one hour lecture which is replaced by a poorly designed multimedia product which requires four hours of work per student to achieve an equivalent level of understanding should not be regarded as efficient learning. In other words, efficient teaching is not necessarily efficient learning
  • 108. The use of multimedia increases student’s motivation
  • 109. OIt is often claimed that multimedia technology offers more stimulating and motivating learning with traditional teaching environment than associated
  • 110. Multimedia facilitates active learning
  • 111. O Active learning embraces the view that effective learning occurs when students actively engage in the subject matter concerned. This can be achieved using a variety of activities, such as question, exercises, and discussions which are introduced into the teaching process.
  • 113. ORelated to active learning is the notion that students learn well by doing for themselves.
  • 114. The use of multimedia is consistent with student centered learning.
  • 115. O Student centered learning recognize that students learn well when they take responsibility for their own learning, and also that different students have different learning styles and different learning needs.

Notas del editor

  1. When you turn on a computer, the operating system is usually the first piece of software you see. It lets you install software, organize your files, and tell your hardware what to do. The operating system keeps all your software and hardware (such as your mouse or printer) working together.
  2. Word-processing software lets you fix mistakes in your writing or rearrange text. You can check your spelling or count how many words you have entered. You can decorate your text by making it bold, changing its size, or using a different font.
  3. Spreadsheets have rows and columns, like an accountant’s ledger. Calculations such as totals or averages can be done automatically.
  4. Presentations feature short notes, pictures, and charts for an audience to see. You can add sounds or animation to make presentations more interesting.
  5. A database contains information about groups of things, such as people or books or sales. The information is broken down into categories. For example, a table of books might have categories like title, author, publication date, and number of pages.A database management system helps you search all the tables in a database to locate specific data, summarize this data, or find trends.
  6. Photo editors allow you to make your pictures brighter, emphasize a particular colour, or add artistic effects, such as blurs. You can fix common photography problems, such as overexposure or red-eye. You can also combine two or more photos or erase unwanted parts of photos.
  7. With the different games available you can take the role of a race-car driver, starship pilot, or army commander, or you can play electronic versions of old favourites, such as chess or solitaire.
  8. Desktop publishing software lets you arrange words and photos together, making layouts that are ready for professional printing.
  9. With CAD software you can draw plans for bridges, buildings, gardens, engines, bicycles, or other objects and see what your design might look like in the real world.
  10. You need a Web browser to visit Web pages like the Amazon.com bookstore or the CBC.ca news site. Web browsers store the addresses of your favourite pages so you can visit them again.
  11. E-mail clients also keep and organize the messages you have sent or received. They store the e-mail addresses of your friends and colleagues.