I like how the video tutorial regarding Slither.io had checkpoint questions that were relevant to the in game mechanics to show that the viewer understands how the game plays. Modality principle is shown throughout the video tutorial. Another plus to the post is the reference to confidence. Leland says “In confidence, this ultimately shows the motivation the teacher has, and thus students will show more hunger to learn and succeed.” As a fellow student I agree with Leland on how if the teacher shows confidence it allows for a better learning experience.
I wonder if, in addition to your blog post could you have perhaps included some type of evidence to your introduction of “Throughout human history, it has been shown that humans are more likely to complete tasks when they have a plan.” to help better support your opinion/claim of having a plan more likely completes tasks then not having one or by just winging it.
Students-this application caters to students or anyone planning to learn the music industry. Anyone despite age are able to use this program as long as they have a computer.
Ease of Use-The Technology is relatively easy to use. Once understood of the basic components the use will become easier over time.
Cost-the cost of this program varies depending on the version used. It ranges for $99-$900. The one I would use is the $900 one because it has everything that you could possibly need and use plus a bit more. With this one time purchase you are set for a long time and no maintenance is needed. It is cheaper than buying every instrument and takes far less room.
Teaching Functions-Very well at teaching because it has every sound available. Students can learn the sounds of instruments and the use of them together. The negative teaching aspect would be the students are not actually playing the instrument so in real life they wouldn’t know how too but would know the sound and how it goes together with other instruments.
Interaction- The interactivity between the learner and learning material is greater than the learner and expert as well as between learners. This is more of a hands on application and the learner needs to spend the most time with the software and getting used to it rather than any other interaction.
Organizational Issues- I don’t see why any organization wouldn’t support this application. It is a benefit in the music industry and to anyone teaching or learning music.
Networking- Yes, the opportunity is there to network with others just as long as the sharing of the idea’s and music projects exist.
Security & Privacy- This a very safe technology. Once downloaded even offline work is allowed. There has been to security issues I have experienced while using this software.
I chose the Sections evaluation framework because it showed a better understanding of the Fl Studio software by explaining more about it with each given letter.
Two Multimedia principles that directly relate to my H5P video last week are The Modality principle and The Temporal Contiguity Principle. With The Modality Principle people learn better from graphics and naration which the video does rather then just printed text and with The Temporal Contiguity Principle the video simultaneously corresponds words and pictures rather then one after the other.
Creating a multimedia lesson plan prior to creating multimedia content is important because it allows the person who is teaching the subject to be prepared. This prepartion allows for the audience to the learn a lot better because the lesson plan is well thought of and the subject can be taught in the given time frame so the presentors and audiences time is not wasted. The lesson plan shows the importance of what is being taught and why so audience can know what the relevancy is to the topic. A negative of creating a lesson plan is that the presentor may become to focused on the plan and become stressed when it is not met because the presentation can have uncontrolled errors such as equipment malfunctions that may distrupte the presentation.
A multimedia principle that relates to popup informational text boxes and embedded multiple-choice questions is the Segmenting principle. With this principle People are able learn better when a multimedia message such as a text box or a multiple-choice question is presented in learner-paced segment instead of a continuous loop. So having the video pause on these text boxes helps the learner by answering the text related information to the presentation. Another principle that is related is the Signalling principle. In this principle the important information is highlighted so the learner can retain knowledge a lot better by knowing that the information signalled is of great use. Having text boxes and multiple-choice questions shows the learner that the information from the quesion being asked is a main topic.
The Dual Coding Theory would change the way I create power points because us as humans take information in two ways according to this theory. We learn from visuals and sounds. They come into our minds and are stored separately. They then later come together as one and connect to each other. With Power point in the slideshow it may contain images as well as texts. If I am presenting this slideshow I would want find a medium between the two so the audience would not get information overload by me speaking while presenting and them trying to read the text and understand the pictures. I would probably just have only images on my slideshow and talk about the image verbally, so the audience can retain the information a lot better and connect my words to the images being shown.
Thoughts from this week’s material is about the concept of Flow. I found it interesting and very relatable. It may be easier for some people to lose their focus/concentration or for others they are able to retain it while working on goals. For me personally it can definitely be a challenge learning from online classes while at home do to different distractions that break my flow of focus. However other times I enjoy the online material and do not lose my concentration and become very productive. This flow I realized always changes and is never the same. The flow comes and goes but I now notice it a lot more.
The example of Rich’s son playing the web based game is an example of interactive and/ or multimedia learning to a good degree. His son had control over the game. Every action he took had reaction to his in game mechanics. His son had fun and was learning at the same time. Playing the game Pandemic lead his son to use mechanics of the game that were similar to how real life viruses spread thru airplanes and ships. He learned about viruses and diseases and the effect on a population it can have. His learning was effortless as stated since he was fully engaged and having fun in the process of learning.
An example of an interactive or multimedia learning experience I can think of is the game Typeracer. Back in elementary school in the computer lab we would spend time as a class with this game. I did not think about it much as a kid but when I got older I realized it helped us become more proficient with our computer typing. This was definitely a positive impact on my learning and made me want to get faster and better at typing on the computer. It was enjoyable as well competing against class mates to see who can type the quickest.
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