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Lesson 16:
MULTIMEDIA as a Teaching
Learning Strategy
Project-based learning
enables classrooms to
emphasize this undervalued
part of the “invisible
curriculum” what author
Daniel Goleman has called
“emotional intelligence”
Focus Question:
What are the steps involved in the
use of project- based multimedia
learning strategy?
Subject
Competencies
Time
Clear and
Explicit
Parameters
Collaborative
Working
Arrangements
Determine the
Resources
Measure What
Students Learn
Determine the resources available-
library materials,
community resources both material and
human,
Internet,
news media- since the project calls for
multimedia.
Simkins et al (2002) suggest the following:
– Use technology students already know.
– Use time outside of class wherever possible.
– Assign skills practice as homework.
– Use “special” classes (like art or music) as
extra time.
– Let students compose text and select and
prepare graphics and sounds as they plan.
• 1. BEFORE THE PROJECT STARTS
• 2. INTRODUCING THE PROJECT
• 3. LEARNING THE TECHNOLOGY
• 4. PRELIMINARY RESEARCH AND PLANNING
• 5. CONCEPT DESIGN AND STORYBOARDING
• 6. ASSESSING, TESTING, AND FINALIZING PRESENTATIONS
• 7. CONCLUDING ACTIVITIES
BEFORE THE PROJECT STARTS
1. Create project description and milestones. Put in
a nutshell what your project is all about. Describe
your project in forty (40) words or less. Include
your instructional goals and objectives. Include the
project components students will be responsible
for and their due date. Set deadlines. By writing a
brief abstract of your project, you have a full grasp
of the essence of your project and that your focus
will not get derailed.
A milestone may look like this:
STAGE ESTIMATED TIME
Before the project starts 2 weeks
Introducing the project 1-2 days
Learning the technology 1-3 days
Preliminary research and planning 3 days- 3 weeks
Concept design and storyboarding 3-5 days
First draft production 1-3 weeks
Assessing, testing and finalizing presentations 1-3 weeks
Concluding activities 1-3 days
Total class time 5-13 weeks
2. Work with real- world connections.
3. Prepare resources.
4. Prepare software and peripherals
such as microphones.
5. Organize computer files
6. Prepare the classroom.
1. Review project documents.
2. Perform pre- assessments.
3. Perform relevant activities.
4. Group Students.
–Strategies:
– By topic interest.
– By student talent and expertise
– By students choice.
– Randomly
5. Organize materials.
–Give a chance for the students
to work with whatever software
and technology they will be
using.
PRELIMINARY RESEARCH AND
PLANNING (THREE DAYS TO THREE
WEEKS, DEPENDIG ON THE
PROJECT SIZE)
–Students should immerse themselves in
the content or subject matter that they
need to understand to create their own
presentations.
CONCEPT
DESIGN AND
STORYBOARNG
(THREE TO FIVE
DAYS) –Brainstorming Session
–Organizing a tentative
presentations
– A storyboard is a paper- and – pencil sketch of the
entire presentation, screen by screen or, in the
case of video, shot by shot. Each pane of the
storyboards shows what text, images, sounds,
motion, and interactivity buttons will go on the
screen and how they will be arranged. There
should be no design. This is a quick sketch time
spent making it beautiful is time wasted. The
panes are connected with lines to show how the
presentation flows.
– Use scanned. Handmade artwork to make a project look
personal and to manage scarce technology resources.
– Keep Navigation
– Organize information similarly throughout so users can
find what they are looking for.
– Care for collaboration
– Organize manageable steps.
– Check and assess often.
ASSESSING, TESTING, AND
FINALIZING PRESENTATIONS
(ONE TO THREE DAYS)
–Kinds of testing:
–Functional Testing
–User Testing
– Functional Testing means trying all the buttons, taking
all possible paths through the presentation, checking
for errors, missing images, and the like.
– User Testing means showing the presentation to
members of the target audience and finding out if they
can successfully navigate it and understand it.
– Assessment means critical evaluation of your
presentation.
Key idea:
–You have to do it while students still
have time to fix the problems they find,
or students will the find the enterprise
pointless and demoralizing. And they
will be right.
– Release Candidate is a version everyone thinks is just
about perfect. The release candidate is tested further,
and at this stage no new content or features are added.
Only things like crashes, mortifying factual errors or
offensive material, and typos are fixed. After a round of
fixes, you make new release candidate and test it. This
process continue until the deadline. The last release
candidate becomes the final version, which you post,
copy, archive, or deliver as appropriate.
–Presentation of the activities.
–Culminating Activities
THANK YOU FOR LISTENING
– PREPARED BY:
GALLETO, ELMER
RICABLANCA, ADRIAN

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Lesson 16- Educational Technology 1

  • 1. Lesson 16: MULTIMEDIA as a Teaching Learning Strategy
  • 2. Project-based learning enables classrooms to emphasize this undervalued part of the “invisible curriculum” what author Daniel Goleman has called “emotional intelligence”
  • 3.
  • 4. Focus Question: What are the steps involved in the use of project- based multimedia learning strategy?
  • 6. Determine the resources available- library materials, community resources both material and human, Internet, news media- since the project calls for multimedia.
  • 7. Simkins et al (2002) suggest the following: – Use technology students already know. – Use time outside of class wherever possible. – Assign skills practice as homework. – Use “special” classes (like art or music) as extra time. – Let students compose text and select and prepare graphics and sounds as they plan.
  • 8. • 1. BEFORE THE PROJECT STARTS • 2. INTRODUCING THE PROJECT • 3. LEARNING THE TECHNOLOGY • 4. PRELIMINARY RESEARCH AND PLANNING • 5. CONCEPT DESIGN AND STORYBOARDING • 6. ASSESSING, TESTING, AND FINALIZING PRESENTATIONS • 7. CONCLUDING ACTIVITIES
  • 9. BEFORE THE PROJECT STARTS 1. Create project description and milestones. Put in a nutshell what your project is all about. Describe your project in forty (40) words or less. Include your instructional goals and objectives. Include the project components students will be responsible for and their due date. Set deadlines. By writing a brief abstract of your project, you have a full grasp of the essence of your project and that your focus will not get derailed.
  • 10. A milestone may look like this: STAGE ESTIMATED TIME Before the project starts 2 weeks Introducing the project 1-2 days Learning the technology 1-3 days Preliminary research and planning 3 days- 3 weeks Concept design and storyboarding 3-5 days First draft production 1-3 weeks Assessing, testing and finalizing presentations 1-3 weeks Concluding activities 1-3 days Total class time 5-13 weeks
  • 11. 2. Work with real- world connections. 3. Prepare resources. 4. Prepare software and peripherals such as microphones.
  • 13. 6. Prepare the classroom.
  • 14. 1. Review project documents. 2. Perform pre- assessments. 3. Perform relevant activities.
  • 15. 4. Group Students. –Strategies: – By topic interest. – By student talent and expertise – By students choice. – Randomly 5. Organize materials.
  • 16. –Give a chance for the students to work with whatever software and technology they will be using.
  • 17. PRELIMINARY RESEARCH AND PLANNING (THREE DAYS TO THREE WEEKS, DEPENDIG ON THE PROJECT SIZE)
  • 18. –Students should immerse themselves in the content or subject matter that they need to understand to create their own presentations.
  • 19. CONCEPT DESIGN AND STORYBOARNG (THREE TO FIVE DAYS) –Brainstorming Session –Organizing a tentative presentations
  • 20. – A storyboard is a paper- and – pencil sketch of the entire presentation, screen by screen or, in the case of video, shot by shot. Each pane of the storyboards shows what text, images, sounds, motion, and interactivity buttons will go on the screen and how they will be arranged. There should be no design. This is a quick sketch time spent making it beautiful is time wasted. The panes are connected with lines to show how the presentation flows.
  • 21. – Use scanned. Handmade artwork to make a project look personal and to manage scarce technology resources. – Keep Navigation – Organize information similarly throughout so users can find what they are looking for. – Care for collaboration – Organize manageable steps. – Check and assess often.
  • 22.
  • 23. ASSESSING, TESTING, AND FINALIZING PRESENTATIONS (ONE TO THREE DAYS)
  • 24. –Kinds of testing: –Functional Testing –User Testing
  • 25. – Functional Testing means trying all the buttons, taking all possible paths through the presentation, checking for errors, missing images, and the like. – User Testing means showing the presentation to members of the target audience and finding out if they can successfully navigate it and understand it. – Assessment means critical evaluation of your presentation.
  • 26. Key idea: –You have to do it while students still have time to fix the problems they find, or students will the find the enterprise pointless and demoralizing. And they will be right.
  • 27. – Release Candidate is a version everyone thinks is just about perfect. The release candidate is tested further, and at this stage no new content or features are added. Only things like crashes, mortifying factual errors or offensive material, and typos are fixed. After a round of fixes, you make new release candidate and test it. This process continue until the deadline. The last release candidate becomes the final version, which you post, copy, archive, or deliver as appropriate.
  • 28. –Presentation of the activities. –Culminating Activities
  • 29. THANK YOU FOR LISTENING – PREPARED BY: GALLETO, ELMER RICABLANCA, ADRIAN