University of Victoria

Author: yiyangwei (Page 1 of 2)

Multimedia Design, Create & Review Group Project

Made by Yiyang Wei & Zhiwen Zheng

Topic

Top Ten Steps to Studying

Content

In this workshop, we are going to talk about the top ten steps to studying, and the topic focuses on how to study smarter, not longer. Many students feel that they have spent a lot of time studying but have not made much progress in their grades. Some students begin to hate their studies and give up on it because the effort they put in is not proportional to the results they get. The topic of the workshop is to help students who haven’t found the right ways to study, and students who already have the right ways to study will also benefit from it.

There are ten useful steps on studying, we will cover the following steps:

  • Space out your studying
  • Practice, practice, practice!
  • Donā€™t just reread books and notes
  • Test yourself
  • Learn from mistakes
  • Mix it up
  • Use pictures
  • Find examples
  • Dig deeper
  • Make a plan ā€” and stick to it

Learning Objectives

By the end of this course, students will be able to:

  • Know how to study efficiently with 10 useful studying steps
  • Know how to manage study schedule
  • Understand that mistakes are acceptable and learn from them
  • Use pictures and charts to help with learning and understanding effectively

Media

Multi-media presentation: PowerPoint

Kahoot

Instruction Process

To help students improve their learning efficiency and learn smarter. We created a PowerPoint to help students understand ten ways to support learning. First, make a statement. Tell the students the background. Then start, use the game method (Kahoot) to enhance the understanding of the current situation of the students, which will help make targeted suggestions later. After that, use the descriptive features of PowerPoint to make a deeper comprehension of the ten steps to help learn. Finally, it is a test of students’ absorption of content. We started another round of Kahoot quiz to enhance memory during the game and quiz. And to test students in a non-scoring system.

Discussion of Learning Theories

Coherence principle stated that people learn better when extraneous material is excluded rather than included (Mayer, 2017). Through interactive behavior and multiple senses to convey and express information, the audience can not only see, hear but also touch, feel, smell and interact with it (Schwier & Misanchuk, 1993). That is why I used the multi-media presentation as the most intuitive way to tell students about the theme of this design. In using PowerPoint to tell, arranging quizzes like Kahoot helps avoid the death problem of PowerPoint: reading dense PowerPoint slides is inefficient learning.

Constructivist theory points out that teacher guides are the source of students’ learning. Therefore, under the theory of this, it is very common to form a teaching practice of asking questions, and then inviting students to answer and solve the problems in their own way. The presentation designed this time will also be combined with the game Kahoot to ask students questions and guide them to think about how to improve their learning efficiency.

Game is a learning experience in game-based learning, and in gamification, game elements are added to traditional teaching methods. Quizzes can be regarded as an example of gamification, so I used Kahoot for the instruction design this time. This graphical, time-limited question-and-answer game has to a large extent, stimulated students’ interest and motivation to learn related content in the classroom. Initially, the theme of this time is to hope that students will master efficient learning methods. This can be combined with the use of images in the content.

Evaluation is the central part of the teaching process. Because the fundamental purpose of the evaluation is to promote work and promote development, any evaluation is formative. However, this guidance plan does not have a specific evaluation system. However, I want to emphasize that the last link, Kahoot, is a retrospective. This kind of review is similar to the evaluation, and the purpose is to test the student’s mastery of knowledge. Because this instruction is already to help students learn better, not specific knowledge, the evaluation knowledge we have learned is used in this design.

References

Kowalski, K (September 09, 2020). Top 10 tips on how to study smarter, not   longer. Science News for Students.     https://www.sciencenewsforstudents.org/article/top-10-tips-study-smart        er-not-longer-study-skills

Mayer, R. E. (2017). Using multimedia for eā€learning. Journal of Computer              Assisted Learning, 33(5), 403-423.

Truex, L (January 04, 2021). How to Create an Action Plan to Achieve Your      Home Business Goals. The balance small business.   https://www.thebalancesmb.com/how-to-create-an-action-plan-to-achie ve-your-goals-1794129

Schwier, R., & Misanchuk, E. R. (1993). Interactive multimedia instruction.      Educational Technology.

Yager, R. E. (1991). The constructivist learning model. The science      teacher, 58(6), 52.

#9 Assessment

Formative evaluation can improve student learning and can provide feedback to teachers. The summative evaluation can assess the student’s academic performance. This can prove that students master the level of knowledge, skills, and ability and the degree to achieve the teaching goals. It can even predict the possibility of students’ success in subsequent teaching activities; it provides a basis for formulating new teaching goals.

Evaluation is the primary component in the teaching and learning process. The three evaluations are not mutually exclusive. They are interrelated and mutually infiltrated. This is because any kind of work is continuous, and the division of stages is also relative. Both formative and summative evaluations are diagnostic; moreover, because the fundamental purpose of the evaluation is to promote work and promote development, So any evaluation has a formative nature. No diagnostic evaluation is not a proper scientific evaluation, it is just a subjective guess, and without a formative evaluation, it loses the meaning of evaluation. Whenever a teacher adopts one of the evaluation forms, students should be asked to clarify the purpose of the evaluation, how to conduct the evaluation, and what the evaluation criteria are.

Based on this week’s reading, what impressed me the most was that it turned out that the summative evaluation was retrospective, and the main form was scored. The formative evaluation is forward-looking and focuses on making recommendations.

References

Brookhart, S. M. (2001). Successful students’ formative and summative uses of assessment information.Ā Assessment in Education: Principles, Policy & Practice,Ā 8(2), 153-169.

#8 Principles of Learning and Augmented Reality

According to the study in the previous few weeks, in many learning situations, games are a fast and effective way of learning and very effective. The visualization and interactivity of AR can naturally design very attractive gamified teaching content, which is fun to teach, which significantly enhances students’ willingness to learn, stimulates learning interest, and improves learning effects. Because the content presented by AR is all 3D, it is very vivid, intuitive and vivid, which helps students understand and remember. With the help of AR technology, students’ classroom experience has jumped from 2D to 3D, which is no longer the flat content presented by books or blackboards, but lifelike three-dimensional content. For animals, plants, daily necessities and other three-dimensional objects that are initially visible in reality, students no longer need to brain-complement 3D images from flat 2D images; for radio waves, magnetic fields, atoms, geometry, and other abstract or invisible content, AR can be displayed visually, which helps to improve cognition and understanding. I downloaded the APP: Plantale on my iPhone. So this app can visually observe the complex structure of plants. It can also follow the life course of the plant, observe the different stages of germination, and understand the best growth conditions for the virtual plant. I think AR education is not only suitable for mathematics, physics and biochemistry that require spatial thinking, imagination and practical skills, but also for historical geography with a large amount of visual content.

Assignment 3

From the beginning of this semester to the present, I have chosen to update PowerPoint as a multimedia object and update and improve it to reflect my understanding of the principles of multimedia learning. Because, through different activities every week, we have been exposed to infographics, screencasts, edited videos, podcasts, interactive games, Google Earth, etc. The powerful display and inclusiveness of PowerPoint can combine all multimedia results.

This time, the theme of my updated PowerPoint is EDCI 337: interactive and multimedia learning. Before starting, I used the three main steps of reverse design: determining the desired result, determining the evaluation evidence, and planning the learning experience and guidance. Therefore, PowerPoint should reflect the critical content that students (audiences) want to understand and use. Second, design interactive sessions to know whether students understand. Therefore, while using PowerPoint to interact, add other multimedia activities to help students understand and learn.

Cognitive theory points out that learning is the acquisition of knowledge and the development of understanding. Therefore, we can understand the learning nature of these behaviours so that education can shape individuals. Constructivist theory points out that teacher guidance is the source of student learning. The cognitive theory emphasizes reading and lectures as learning methods. It explained that it could be predicted that reading text on PowerPoint slides is not as effective as narrating images in PowerPoint.

Generally speaking, the convenient, fast and efficient multimedia teaching through PowerPoint makes the teaching method convenient and fast and improves the teaching efficiency. Powerpoint can use text, pictures, animation and video to carry out teaching activities. It is challenging to clarify the key points and difficulties of knowledge with ordinary teaching methods so that some abstract and complex knowledge becomes intuitive and vivid. Especially the use of pictures, animations, and videos is more intuitive and vivid. In addition, the amount of information is enormous. By making multimedia courseware, teachers can bring a lot of information to students, and they can also update rich and cutting-edge materials through the Internet. It makes classroom teaching activities lively and exciting, enlightening and accurate, and can fundamentally change the traditional monotonous teaching mode, thereby enlivening students’ thinking and inspiring students’ interest in learning.

#7 Active and Passive Learning: Game-Based Learning

In this weekā€™s study, the theory that impressed me most is that games are learning experiences in game-based learning, while in gamification, game elements are added to traditional teaching methods. Therefore, the distinction between game-based learning and gamification is more exciting and vital. In particular, I was surprised that although quizzes can be considered an example of gamification, tools such as web applications used to create quizzes are not regarded as game-based learning. So, I did come into contact with Kahoot in a Canadian class. This kind of graphic, time-limited question-and-answer game raised my interest in classroom-related content and my motivation for learning to a large extent.

As for game-based learning, I was immersed in this mode of learning when I first started learning English as a second foreign language when I was a child. In one class, I used to be a simulated customer ordering in a coffee shop or restaurant, learning English during the game. As for gamified learning, as mentioned in the reading materials, the use of quizzes in the classroom is widespread.

Because I played Kahoot as a student and participant in the class, it made me very interested. This week, I started making Kahoot as a teacher ļ¼ˆproducerļ¼‰. As shown in the picture below, I set the theme of interesting and unpopular knowledge about Canada to let the participants know Canada better. Ā I also need to think about what kind of answer and what kind of model can improve the participants’ learning experience.

#6 Models for Media Selection & Working With Video

The practice this week is to edit the video. I use iMovie because I use an Apple laptop. I have attached the video below on this page. First, I added the beginning and some subtitles to the video. In the middle, I divided the video into five segments and added a transition every 20 seconds. I turned off the volume at the end. Finally, I also faded the image before each change to black and white. I found that once I started customizing the video myself, it was really interesting. And once the video and teaching are linked together, the issues that need to be considered to refer to the two models learned this week: the TPACK model and the SECTIONS model. When faced with different learning goals and audiences, the SECTIONS model can help evaluate different technologies to achieve different learning goals. Therefore, the use of models requires a specific analysis of specific issues.

Regarding the difference between SMAR and TPACK, I think the biggest thing is that their layers are different. Sometimes I think there are too many layers in SMAR, and I will forget the previous ones. But TPACK mainly surrounds the three sections in the circle. Regarding the model of SECTIONS of selecting technology or media, I think it is very practical. Because my past teachers, whether they choose multimedia or video, I think they have taken into account the students’ learning goals, the ease of use of the media, the cost, and the safety.

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