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THE ROLE OF
MULTIMEDIA IN
EDUCATION
developing multimedia
developing multimedia
DEFINITION OF MULTIMEDIA
 From  the words „multi‟ and
  „media/medium‟
 Multi – refers to many or multiple
 Media/medium – is a tool, vehicle or
  agent to present or convey something
 Multimedia is all about communicating in
  several ways
Multimedia Defined

Multimedia means two or more media:
sound, images, text, animation, and video.
When the term is used with computer technology, multimedia refers
to a variety of applications that combine media and that use CD-
ROM, video, audio, DVD, and other media equipment.
Introduction

 The world in which we live is changing
  rapidly
 the field of education is experiencing
  these changes in particular as it applies to
  Media Services.
 The growth in use of multimedia within the
  education sector has accelerated in
  recent years.
 Teachers   primarily require access to learning
  resources.
 which can support concept development by
  learners in a variety of ways to meet individual
  learning needs.
 The development of multimedia technologies for
  learning offers new ways in which learning can take
  place in schools and the home.
MULTIMEDIA ELEMENTS
                  AUDIO




       TEXT                    VIDEO




                MULTIMEDIA
                 SYSTEM




      GRAPHIC                 ANIMATION




                INTERACTIVE
Text
 text  has the most impact on the quality of
  the multimedia interaction.
 acts as the keystone tying all of the other
  media elements together.
 It is well written text that makes a
  multimedia communication wonderful.
Sound
 enables   teachers to present lots of
  information at once.
 Sound used creatively, becomes a
  stimulus to the imagination;
 For instance, a script, some still images
  and a sound track, allow students to utilize
  their own power of imagination without
  being biased
A great advantage is that the sound file can be
 stopped and started very easily.
Video

 The  representation of information by using
  the visualization capabilities of video can
  be immediate and powerful.
 Video can be used to give examples of
  phenomena or issues referred to in the
  text
 For example, while students are reading
  notes about a particular issue,
a  video showing a short clip of the
  author/teacher emphasizing the key
  points can be inserted at a key moment
 dramatic ability to elicit an emotional
  response from an individual.
 can provide a strong motivational
  incentive to choose and persist in a task.
Animation
 used    to show changes in state over time
 to present information slowly to students
 primarily used to demonstrate an idea or
  illustrate a concept.
 Video is usually taken from life, whereas
  animations are based on drawings.
Graphics

 provide  the most creative possibilities for a
  learning session.
 can be photographs, drawings, graphs
  from a spreadsheet, pictures from CD-
  ROM
 something pulled from the Internet
 the capacity of recognition memory for
  pictures is almost limitless
MULTIMEDIA HARDWARE AND
SOFTWARE
 HARDWARE           SOFTWARE
  Input devices      Text
  Output devices     Graphic
                      Audio
                      Video
                      Animation
Educational Requirements
 Employing    multimedia tools into the
  learning environment is a rewarding
 but complex and challenging task.
 All of the multimedia formats available:
  text, sound, video, animation and
  graphics, already exist in one form or
  another in most libraries.
 Students can explore an almost infinite
  variety of information.
 Giving  students an opportunity to produce
   multimedia documents of their own provides
   several educational advantages.
  Students work with the same information from four
   perspectives:
1. as researcher, they must locate and select the
    information needed to understand the chosen
    topic;
2. as authors, they must consider their intended
    audience and decide what amount of information
    is needed to give their readers an understanding
    of the topic;
3. as designers, they must select the
appropriate media to share the concepts
selected
4. as writers, they must find a way to fit the
information to the container including the
manner of linking the information for others
to retrieve.
 When    defining the appropriate medium
  to use it is vital to „know‟ the audience
  and the technical specification of users‟
  machines.
 It is important to bear in mind the nature
  of the audience, especially their age
  group and culture mix.
Human – Computer Interface

 Multimediaapplications like any other
 application, appliance or tool, benefit
 from being easy to use,
Classroom Architecture and
Resources
   The  technology needed to support
    classroom teaching has increased in
    complexity.
   only a few years ago all that a lecture
    room needed were some seats for the
    students, and a blackboard and a lectern
    or table for the teacher.
   . Now there is the computer, networks
    and related display tools.
 From having a next to zero maintenance
 cost, the teaching room is becoming not
 only costly to equip, but costly to run and
 maintain, including the escalating costs of
 security.
   The live lecture in the digital theater is
    concurrently broadcast to the remote
    distance-learning site.
   Multimedia offers the lecturer many benefits
   satisfying educational objectives,
    increasing students understanding,
    demonstrating events,
    showing places, conducting experiments
    which would otherwise be impossible.
 Many    school reform models focus on a
  significant restructuring of the classroom.
 multimedia brings a new dimension to
  reading and writing,
 develop basic skills in information retrieval
  in multimedia environments.
Concerns
 The    fusion of all types of media in a digital
  world captures the ethos of the new
  technological age
 Multimedia: a combination of video, text,
  still images and sound can provide an
  effective learning aid.
 “Putting computers into schools will
  directly improve learning,”
developing multimedia

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developing multimedia

  • 1. THE ROLE OF MULTIMEDIA IN EDUCATION
  • 4. DEFINITION OF MULTIMEDIA  From the words „multi‟ and „media/medium‟  Multi – refers to many or multiple  Media/medium – is a tool, vehicle or agent to present or convey something  Multimedia is all about communicating in several ways
  • 5. Multimedia Defined Multimedia means two or more media: sound, images, text, animation, and video. When the term is used with computer technology, multimedia refers to a variety of applications that combine media and that use CD- ROM, video, audio, DVD, and other media equipment.
  • 6. Introduction  The world in which we live is changing rapidly  the field of education is experiencing these changes in particular as it applies to Media Services.  The growth in use of multimedia within the education sector has accelerated in recent years.
  • 7.  Teachers primarily require access to learning resources.  which can support concept development by learners in a variety of ways to meet individual learning needs.  The development of multimedia technologies for learning offers new ways in which learning can take place in schools and the home.
  • 8. MULTIMEDIA ELEMENTS AUDIO TEXT VIDEO MULTIMEDIA SYSTEM GRAPHIC ANIMATION INTERACTIVE
  • 9. Text  text has the most impact on the quality of the multimedia interaction.  acts as the keystone tying all of the other media elements together.  It is well written text that makes a multimedia communication wonderful.
  • 10. Sound  enables teachers to present lots of information at once.  Sound used creatively, becomes a stimulus to the imagination;  For instance, a script, some still images and a sound track, allow students to utilize their own power of imagination without being biased
  • 11. A great advantage is that the sound file can be stopped and started very easily.
  • 12. Video  The representation of information by using the visualization capabilities of video can be immediate and powerful.  Video can be used to give examples of phenomena or issues referred to in the text  For example, while students are reading notes about a particular issue,
  • 13. a video showing a short clip of the author/teacher emphasizing the key points can be inserted at a key moment  dramatic ability to elicit an emotional response from an individual.  can provide a strong motivational incentive to choose and persist in a task.
  • 14. Animation  used to show changes in state over time  to present information slowly to students  primarily used to demonstrate an idea or illustrate a concept.  Video is usually taken from life, whereas animations are based on drawings.
  • 15. Graphics  provide the most creative possibilities for a learning session.  can be photographs, drawings, graphs from a spreadsheet, pictures from CD- ROM  something pulled from the Internet  the capacity of recognition memory for pictures is almost limitless
  • 16. MULTIMEDIA HARDWARE AND SOFTWARE  HARDWARE  SOFTWARE  Input devices  Text  Output devices  Graphic  Audio  Video  Animation
  • 17. Educational Requirements  Employing multimedia tools into the learning environment is a rewarding  but complex and challenging task.  All of the multimedia formats available: text, sound, video, animation and graphics, already exist in one form or another in most libraries.  Students can explore an almost infinite variety of information.
  • 18.  Giving students an opportunity to produce multimedia documents of their own provides several educational advantages.  Students work with the same information from four perspectives: 1. as researcher, they must locate and select the information needed to understand the chosen topic; 2. as authors, they must consider their intended audience and decide what amount of information is needed to give their readers an understanding of the topic;
  • 19. 3. as designers, they must select the appropriate media to share the concepts selected 4. as writers, they must find a way to fit the information to the container including the manner of linking the information for others to retrieve.
  • 20.  When defining the appropriate medium to use it is vital to „know‟ the audience and the technical specification of users‟ machines.  It is important to bear in mind the nature of the audience, especially their age group and culture mix.
  • 21. Human – Computer Interface  Multimediaapplications like any other application, appliance or tool, benefit from being easy to use,
  • 22. Classroom Architecture and Resources  The technology needed to support classroom teaching has increased in complexity.  only a few years ago all that a lecture room needed were some seats for the students, and a blackboard and a lectern or table for the teacher.  . Now there is the computer, networks and related display tools.
  • 23.  From having a next to zero maintenance cost, the teaching room is becoming not only costly to equip, but costly to run and maintain, including the escalating costs of security.
  • 24. The live lecture in the digital theater is concurrently broadcast to the remote distance-learning site.  Multimedia offers the lecturer many benefits  satisfying educational objectives,  increasing students understanding, demonstrating events,  showing places, conducting experiments which would otherwise be impossible.
  • 25.  Many school reform models focus on a significant restructuring of the classroom.  multimedia brings a new dimension to reading and writing,  develop basic skills in information retrieval in multimedia environments.
  • 26. Concerns  The fusion of all types of media in a digital world captures the ethos of the new technological age  Multimedia: a combination of video, text, still images and sound can provide an effective learning aid.  “Putting computers into schools will directly improve learning,”