Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Using Media & Technology in Higher Education


Published on

Published in: Technology, Education
  • Hi very nice sharing.
    Are you sure you want to  Yes  No
    Your message goes here

Using Media & Technology in Higher Education

  1. 1. Alaa Sadik Ph.D., University of Hull, UK South Valley University [email_address] Using Media & Technology in Higher Education <ul><li>. </li></ul>
  2. 2. PART ONE Media, Technology & Learning
  3. 3. <ul><li>Types of Instructional Media Text, Image & Audio </li></ul>
  4. 4. The Human Ear Text (words, numbers, signs, symbols, equations, etc.) The ear consists of three basic parts the outer ear, the middle ear, and the inner ear. Each part of the ear serves a specific purpose in the task of detecting and interpreting sound. ……………………………… ………………………………
  5. 5. The Human Ear Image (drawing, graph, photo, map, etc.)
  6. 6. The Human Ear Audio (human voice, sound effects, etc.) The human ear consists of ...
  7. 7. Text, Image & Audio <ul><li>The human ear consists of three parts: </li></ul><ul><li>The outer ear </li></ul><ul><li>The middle ear </li></ul><ul><li>The inner ear </li></ul>Listen The Human Ear
  8. 8. Types of Instructional Images
  9. 12. The New Media Class Hierarchy <ul><li>Temporal </li></ul><ul><li>Static </li></ul><ul><li>- Computational </li></ul><ul><li>- Directive </li></ul>(Waters, 1998)
  10. 13. The Human Ear Temporal (animation)
  11. 14. Made in Qena Temporal (video)
  12. 15. Auditory Physiology Lab. This figure shows a summary of the maximum efferent mediated adaptation of the DPOAE for 168 intensity combinations of the primary tones in 0.4 dB steps. Computational (graphs)
  13. 16. Define Values Using Sliders Directive (sliders)
  14. 17. Multimedia End of this point A transmission that combine different media of communication ( text , graphics , audio, animation, video, etc. )
  15. 18. 2. Message Design Communication Process - Sender - Message (to carry the content) - Medium (to carry the message) - Receiver - Domain
  16. 19. Communication Process
  17. 20. Media & Experience Dale’s Cone of Experience
  18. 22. Dale’s Cone of Experience <ul><li>Upper levels: </li></ul><ul><ul><li>provide more information, </li></ul></ul><ul><ul><li>compress information, </li></ul></ul><ul><ul><li>faster for those able to process it, </li></ul></ul><ul><ul><li>need more instructional support. </li></ul></ul><ul><li>Lower levels: </li></ul><ul><ul><ul><ul><li>involve the learner as a participant, </li></ul></ul></ul></ul><ul><ul><ul><ul><li>encourage active learning, </li></ul></ul></ul></ul><ul><ul><ul><ul><li>provide less information, </li></ul></ul></ul></ul><ul><ul><ul><ul><li>more stimuli and richer </li></ul></ul></ul></ul>
  19. 23. Dale’s Cone of Experience
  20. 24. 3. Media & Technology Attributes - Interactivity - Branching - Realism - Bandwidth
  21. 25. Interaction Exchange of information, ideas, opinions between and among learners and teachers. Usually occurring through technology with the aim of facilitating learning .
  22. 26. Types of Interaction - Learner-teacher - Learner-learner - Learner-content - Learner-machine
  23. 27. Time of Interaction - Synchronous (time-dependent) - Asynchronous (time-independent)
  24. 28. Technology-Mediated Interaction Traditional Media Two-way Media
  25. 30. Branching Indexed design Sequencing design Exploration design
  26. 31. Level of Use - Informational - Supplemental - Communal - Essential - Immersive
  27. 32. PART TWO Instructional Design & Media
  28. 33. Instructional Design <ul><li>For whom is the programme being developed? </li></ul><ul><li>What do you want the learners to learn? </li></ul><ul><li>How is the subject content or skill best learned? </li></ul><ul><li>How do you determine the extent to which the learning has been achieved? </li></ul>The structure of an environment to provide learners with conditions that support learning.
  29. 34. Instructional Design <ul><li>ASSURE Model </li></ul><ul><li>A nalyze learners </li></ul><ul><li>S tate objectives </li></ul><ul><li>S elect media and materials </li></ul><ul><li>U tilize media and materials </li></ul><ul><li>R equire learner participation </li></ul><ul><li>E valuate and revise </li></ul>
  30. 35. Selection Criteria
  31. 36. Selection Criteria of Media & Technology <ul><ul><li>Suitable for time and place </li></ul></ul><ul><ul><li>Suitable for learner’s ability </li></ul></ul><ul><ul><li>Interactive </li></ul></ul><ul><ul><li>Reusable </li></ul></ul><ul><ul><li>Cost-effective </li></ul></ul><ul><ul><li>… </li></ul></ul>
  32. 37. PART THREE Utilization of Media
  33. 38. Media and Projection Audio-Visual Presentations <ul><li>Audio </li></ul><ul><li>(e.g., Audio-Cassette, Radio, Microphone, etc.) </li></ul><ul><li>Visual </li></ul><ul><li>(e.g., Over-Head Projector, Slide Projector, Opaque, etc.) </li></ul><ul><li>Audio-Visual </li></ul><ul><li>(e.g., Television, Video-Cassette, Computer, etc. ) </li></ul>
  34. 39. Audio-Visual Presentations Audio- Cassette (Analogue)
  35. 40. Audio-Visual Presentations Smart Cabinet (Analogue Audio)
  36. 41. Audio-Visual Presentations Digital Audio
  37. 42. Audio-Visual Presentations
  38. 43. Audio-Visual Presentations Over-Head Projectors Visual (Analogue)
  39. 44. Audio-Visual Presentations Visual (Analogue) Slide Projectors (35 mm)
  40. 45. Audio-Visual Presentations Visual (Digital) Electronic Board
  41. 46. Audio-Visual Presentations Video Presenter Visual (Digital)
  42. 47. Audio-Visual Presentations Audio-Visual TV Video DVD
  43. 48. Audio-Visual Presentations Audio-Visual (Digital)
  44. 50. Audio-Visual Presentations Smart Classroom
  45. 51. Examples of Digital Media & Technologies - Satellite broadcasting - Video-conferencing - CD-ROMs and DVDs - The Internet and the Web
  46. 52. Internet and Web Technologies - Authoring tools - Support tools - Delivery and management systems (DMS)
  47. 53. Authoring Tools - For general purposes FrontPage, MM Flash, etc. - For instructional purposes ToolBook Instructor, Authorware, etc.
  48. 54. Authoring Tools Gneral FrontPage
  49. 55. Authoring Tools Instructional ToolBook Instructor
  50. 56. Authoring Tools Instructional ToolBook Instructor
  51. 59. Support Tools <ul><li>- Word processors </li></ul><ul><li>Photo editors </li></ul><ul><li>Drawing tools </li></ul><ul><li>- Audio/video editors </li></ul><ul><li>- Web browsers </li></ul>
  52. 60. Support Tools Photo editors PaintShop Pro Contains all the tools you need for creating, editing, and retouching your images. It is friendly enough for the casual user and professional.
  53. 61. Support Tools Drawing tools SmartDraw Contains all the tools you need for drawing shapes, instructional graphics, maps and flowcharts and export them in standard formats.
  54. 62. Support Tools Video editors Pinnacle Studio Contain many tools to edit and produce professional video clips.
  55. 63. Support Tools Multimedia authoring Liquid Media Rich multimedia authoring & presentation software package, capable of stunning effects with fluid motion.
  56. 64. Support Tools Multimedia authoring ECTI Create presentations, demonstrations, simulations, images, Flash animations, etc .
  57. 65. Delivery and Management Systems <ul><li>- WebCT </li></ul><ul><li>- Blackboard </li></ul><ul><li>TopClass </li></ul><ul><li>Moodle </li></ul>
  58. 66. Delivery and Management Systems WebCT - Tutor utilities - Course tools - Interaction tools
  59. 67. BlackBoard - Content builder - Communication tools - Assessment tool - Student administration Delivery and Management Systems
  60. 68. Alaa Sadik, Ph.D. [email_address] This presentation is available at The End