Chap1(introduction)

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Chap1(introduction)

  1. 1.     Define what is multimedia and multimedia products. Define multimedia courseware. Differentiate the different types of multimedia courseware Analyze the model of MM Development
  2. 2. MULTIMEDIA????
  3. 3.  Multimedia is media that uses multiple forms of information content and information processing (e.g. text, audio, graphics, animation, video, interactivity) to inform or entertain the (user) audience.  Multimedia also refers to the use of (but not limited to) electronic media to store and experience multimedia content.  Multimedia is similar to traditional mixed media in fine art, but with a broader scope. The term "rich media" is synonymous for interactive multimedia.  Multimedia means that computer info can be represented through audio, graphics, image, video and animation in addition to traditional media (text and graphics).  Hypermedia can be considered one particular multimedia application.
  4. 4. Definition of Multimedia Multimedia can be defined as a computer-based communication process that incorporates text, graphics, sound, animation and video. (James E.Shuman)
  5. 5. Multimedia finds its application in various areas:        Education Entertainment Advertisements Business Medicine Engineering Art
  6. 6. •active and highly motivating engagement with students/audiences •powerful tools to create text, art, music, sound, models, presentations, movies etc. that produce high quality products and remove much of the tedium normally associated with such creation •an error-forgiving environment in which editing of a product fosters learning by trial and error •easy communication in text, voice, video •quick access to information and resources
  7. 7. •use multimedia for a variety of purposes ranging from fine arts, to entertainment, to commercial art, to journalism, to media and software services provided for any of the industries. •An individual multimedia designer may cover the spectrum throughout their career. Request for their skills range from technical, to analytical, to creative.
  8. 8.  Much of the electronic old and new media utilized by commercial artists is multimedia. Exciting presentations are used to grab and keep attention in advertising.  Industrial, business to business, and interoffice communications are often developed by creative services firms for advanced multimedia presentations beyond simple slide shows to sell ideas or liven-up training.  Commercial multimedia developers may be hired to design for governmental services and nonprofit services applications as well.
  9. 9.   Multimedia is heavily used in the entertainment industry, especially to develop special effects in movies and animations. Multimedia games are a popular pastime and are software programs available either as CD-ROMs or online. Some video games also use multimedia features. Multimedia applications that allow users to actively participate instead of just sitting by as passive recipients of information are called Interactive Multimedia.
  10. 10.  Software engineers may use multimedia in Computer Simulations for anything from entertainment to training such as military or industrial training. Multimedia for software interfaces are often done as a collaboration between creative professionals and software engineers.
  11. 11.   Multimedia is used as a way to help present information to shareholders, superiors and coworkers. Multimedia is also helpful for providing employee training, advertising and selling products all over the world via virtually unlimited web-based technologies.
  12. 12.   Multimedia are mainly used for modelling and simulation. For example, a scientist can look at a molecular model of a particular substance and manipulate it to arrive at a new substance. Representative research can be found in journals such as the Journal of Multimedia.
  13. 13. In medicine, doctors can get trained by looking at a virtual surgery or they can simulate how the human body is affected by diseases spread by viruses and bacteria and then develop techniques to prevent it.
  14. 14.   Used to produce computer-based training courses (popularly called CBTs) and reference books like encyclopaedia. A CBT lets the user go through a series of presentations, text about a particular topic, and associated illustrations in various information formats. Edutainment is an informal term used to describe combining education with entertainment, especially multimedia entertainment.
  15. 15. Computer in Teaching & Learning  Computers are now part of every working person’s life and yet they still play a relatively small role in the learning and teaching experience of most students.
  16. 16. Ways in which faculty are using computers to assist in teaching and learning: ✔ To replace writing on the chalkboard/white board/overhead ✔ PowerPoint - to replace slides, preprepared overhead transparencies, and even video ✔ Course web pages ✔ Internet ✔ Online Discussion Forum
  17. 17. Obstacles to/concerns about using computers as teaching and learning tools:      1. Classroom Set-Up 2. Equipment 3. Internet Issue 4. Accessibility and equity issues 5. Instructor use
  18. 18. MULTIMEDIA MULTIMEDIA EDUCATION MULTIMEDIA COURSEWARE
  19. 19. Development of MM Courseware • • • • Definition Introduction Type of MM Courseware MM Courseware Development Model
  20. 20. Introduction •Multimedia based courseware offers unique advantages in the field of education and training. •It allows instructional materials to be presented in multiple format and media for multi channel learning experiences. Dr.Norasikin Fabil 21
  21. 21. • It can enhance teaching by bringing abstract concept to life by proving authentic, challenging & multi-sensory learning and motivate and engage learner in the learning process. • Learner can learn at own pace and control the learning path at their conveniences.
  22. 22. Definition of MM Courseware The actual instruction involving both content and technique need in a CAI system; not to be confused with the software, the actual program that directs a computer’s operation.” Week 1 (Gueulette 1982) 23
  23. 23. Type of MM Courseware • Drill and Practice • Tutorial • Simulation • Instructional Game • Problem Solving Week 1 24
  24. 24. 1. Drill and Practice - allow learners to work problems or answer questions and get feedback on correctness Week 1 25
  25. 25. 2. Tutorial - acts like a human tutor by providing all the information and instructional activities a learner needs to master a topic Week 1 26
  26. 26. 3. Simulation - models real or imaginary system to show how those systems or similar ones work or to demonstrate under lying concepts Week 1 27
  27. 27. 4. Instructional Game -increases motivation by adding game rules to drills or simulations Week 1 MTM 1012 28
  28. 28. 5. ProblemSolving - teaches directly (through explanation and/or practice) the steps involved in solving problems or - helps learners acquire problem solving skills by giving them opportunities to solve problems Week 1 MTM 1012 29
  29. 29. MM Courseware Development Model • A software development process that allows usable systems to be built in as little as 60-90 days, often with some compromises. • E.g Rapid Application Development • RAD is a methodology of development cycles.
  30. 30. Rapid Application Development (RAD) RAD consists of five segments: 1. Requirements gathering 2. Analysis 3. Design 4. Development 5. Deployment Week 1 MTM 1012 31
  31. 31. 1. Requirements gathering This segment consists of a several actions. Before moving on to actions, it is important to know that if you don't understand what the client wants, you'll never build the right system. Week 1 32
  32. 32. 2. Analysis •Now the team drills down into the results of the Requirements segment and increases its understanding of the problem. Week 1 33
  33. 33. 3. Design •In this segment, the team works with the results of the Analysis segment to design the solution. •Design and Analysis should go back and forth until the design is complete. Week 1 34
  34. 34. 4. Development •Phase after designing, with enough analysis and design, this segment should go quickly and smoothly. •This segment programmers / developers take over. Week 1 35
  35. 35. 5. Deployment When development is complete, the system is deployed on the appropriate hardware and integrated with the cooperation systems. Week 1 36
  36. 36. RAD is a methodology for compressing the analysis, design, build, and test phases into a series of short, interative development cycles. This has a number of distinct advantages over the traditional sequential development model. Week 1 37
  37. 37. CONCLUSION • • • • Multimedia Multimedia Courseware Type of MM Courseware Development Model of MM Courseware
  38. 38. References http://csweb.cs.bgsu.edu/maner/domains/RAD.htm http://www.d.umn.edu/itss/support/Training/Online/La ptopWorkshop/computerideas.html http://www.credata.com/research/rad.html http://odl-skopje.etf.ukim.edu.mk/umlhelp/html/01day3.html Week 1 39
  39. 39. References http://csweb.cs.bgsu.edu/maner/domains/RAD.htm http://www.d.umn.edu/itss/support/Training/Online/La ptopWorkshop/computerideas.html http://odl-skopje.etf.ukim.edu.mk/umlhelp/html/01day3.html http://www.credata.com/research/rad.html Week 1 40
  40. 40. Questions?? Thanks for your attention... Week 1 Dr.Norasikin Fabil 41
  41. 41. 42

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