Shelley Morgan, Victoria Lucero, Meg Tiepelman
Scott, Tijuana Rollins,
Julia Layno, XueZhoumao, Joe Stubblefield, & Rick
• Online classes
• Distance learning
• Virtual classroom
• Classroom hardware/tools
• Accessibility to information
• Virtual universities/libraries
• An increasingly accepted and important part
of U.S. education.
– The development of distance learning
– The change of student demographic
– The comment about distance learning
As the use of media rich learning grows
increasingly popular in education, it is
necessary to incorporate these tools
into the classroom.
The use of technology in the classroom can boost both
motivation and interest among the students. As educators
now integrate and incorporate tools into learning
environments, “media savvy” students are putting their prior
knowledge and skill sets to use.
By incorporating tools such as Wi-fi access, GPS
devices and internet logs and sites into instruction
and assessment, students may now find and
appreciate the value in their learning and continue
the process throughout their educational careers.
It is also important to
acknowledge the set-
backs and impediments
of technology in the
classroom. Whether it is a
possible increase in
cheating or the guarantee
of equal usage among
students based on income
or ability, certain there
are potential problems
that must be addressed.
As technology and media-based tools continue to develop,
a future forecast of higher education would remain
incomplete without the incorporation of media rich
“Within the domain of higher education itself, the growth of
information technology is transforming our understanding of what
students need to learn, as well as how they should learn it.”
Berg, G. Csikszentmhalyi, M. & Nakamura, J. (2003) Mission Possible? Enabling Good Work in Higher Education. Change
Magazine. Sept./Oct. 2003.
• Virtual university is an institution of higher
education where the entire curriculum and
learning experience is offered through
technological devices such as the internet or
• Higher Education and Technology are merging to
better enhance the learning communities and
learning experience of students
• One major trend is the use of serious games
(such as World of Warcraft, The Sims, and Second
Life )within education.
• The following video is how Duke University is using
Second Life within their College of Nursing
Five Laws of Library Science
1. Serve Humanity: Does not cater to exclusive
2. Respect all Knowledge: Protects and
recognizes strength value of each entity.
3. Use technology intelligently:
4. Protect free access to knowledge.
5. Honor past and create future.
Sci-Fi Reality? Via PC
• Virtual transport self to physical location
• Browse book stacks & access catalog each
• Virtual communicate library staff & student
• Virtual transport self to view music collections
with 15 second sample & allows reading of
CD’s & notes.
• Emerging interactive media are tools in service of
richer curricula, enhanced pedagogies, more
effective organizational structures, stronger links
between schools and society, and the empowerment
of disenfranchised learners.
• Technological innovation in education involves a
process of change.
• Participatory pedagogy and media rich tools mirror
the way in which the human mind thinks, learns, and
remembers by moving easily from words to images
to sound, stopping along the way for interpretation,
analysis, and in-depth exploration.