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Multimedia Design, Create & Review Group Project

Multimedia Design

By Zhiwen Zheng & Yiyang Wei

Topic

Top Ten Steps on 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

The coherence principle states 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. Nevertheless, we 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.

Comment on Yiyang’s blog 9

Hi Yiyang,

Thank you for the post, I think you did a good job describing both formative and summative assessments, and I do agree that both formative and summative evaluations are diagnostic. Formative and summative assessments are always related to each other when instructors grade students. Moreover, I like the idea of “No diagnostic evaluation is correct scientific evaluation.” On the other hand, I think your blog would be more persuasiveif you add more multimedia elements!

Formative and summative assessments

Formative assessment: The purpose of formative assessment is to monitor student learning and provide continuous feedback that teachers can use to improve teaching and students can use to improve learning. More specifically, formative assessment:

Summative assessment: The purpose of summative assessment is to assess a student’s learning at the end of a teaching unit by comparing it with some standard or benchmark.

I personally prefer summative assessments because they are mostly text/exams, and the best way to test learners’ knowledge in my opinion is through examinations. Summative assessments are relatively fair to formative assessments because the answers are either right or wrong whereas formative assessments can be often controversial.

Comment on Yiyang Wei’s blog #1

Hello Yiyang, thank you for the post. I think you did a good job describing what we’ve learned in the instructor’s post 1. I personally agree with you on how multimedia is a very interesting subject, it contains both psychology, education, and computer science, etc… As you said, the way of how people learn new things is slowly changing. We moved from the traditional way of teaching to projector teaching. I think it was big progress in the field of education.

Comment on Yiyang Wei’s blog 8

Hi Yiyang, thank you for the post. I agree with your idea of the game is a fast and effective way of learning. I personally think that AR and VR will benefit the area of teaching & learning a lot. Students will be motivated to study because AR and VR have so many functions to explore, and instructors will be able to build more on their teaching content with AR and VR technologies. Moreover, I think it will be beneficial if you add some multimedia elements to your post to make it informative.

Blog 8

How can AR be woven into current sound pedagogy?

With the rapid development of science and technology, the education industry is also affected by technology and digitalization.

Nowadays, everyone has a mobile phone in their hand, and they use their smartphones in all sorts of ways, but very few of them use their phones for learning. Especially for students, in their hands, mobile phones are nothing more than a tool to play games, follow TV series or do some other entertainment activities. One of the reasons why students don’t like learning is boring and boring. However, this phenomenon can be avoided by integrating AR technology into classroom education. Compared with the traditional teaching model, AR is more interactive, enabling students to learn new knowledge with augmented reality feeling, which is impossible to be achieved by other teaching methods. By using head-mounted AR devices in the classroom, students can have an immersive learning experience. For example, in astronomy classes, students could put on a device and literally travel through the universe.

Comment on Yiyang Wei’s blog 7

Hello Yiyang, thank you for your post on active and passive learning. I think you did a great job describing how graphical, time-limited question-and-answer games greatly increase your interest in and motivation for class-related content. Moreover, you embed your making of Kahoot as a teacher, I really appreciate the example of how you set up topics of interesting and unpopular knowledge about Canada to give participants a better understanding of Canada. Correct me if I’m wrong, I think your blog post will be more absorbing if you add the explanation of how people will play the game you invented on Kahoot.

Blog 7

Examples you have been a part of in your classes of Gamification

I’ve been in a gamification class called the missing letters game, in one of my ESL classes. The teacher asked the students to put the letters in the pictures together in order to make reasonable English words. I found this teaching method very interesting and promoted my interest in English learning.

In this game, we will use the dictionary to extract English words so that we can sort the letters. In the process of looking through the dictionary, students often read many words, which helps students to master more English vocabulary. In addition, students will work in groups to complete game tasks, so that students can not only learn knowledge but also practice their teamwork skills. Finally, students will not feel bored with the learning process by using this way of learning through games. On the contrary, students will have a strong interest in learning.

Therefore, I think the game-like learning method is of great help to improve students’ interest in learning. I hope instructors can make the teaching method gamified to attract students’ attention to learning.

Assignment 3

The multimedia object I choose to improve is a Powerpoint presentation of the Business cycle & a Useful economic index from my economics course. I have analyzed the principle of multimedia learning in this PowerPoint Presentation and made a series of improvements, especially on how to make learners have a better learning experience and efficiency of PowerPoint Presentation learning.

The first change I made was based on the Multimedia principle which is to make each slide of the Powerpoint presentation have a combination of words and pictures. As we learned throughout the course, instead of slides filled out with only words, people actually learn better from words and pictures.

The second change I made was based on the Split-attention principle. As you can see below, based on the learning contents, I added a public chart and a data chart to make sure learners have a full understanding of the business cycle and index of business confidence. As the split-attention principle stated, people will learn better if the learning content is split into words and graphs.

The third change I made was based on the Signalling principle. I added titles of the content on each page; Moreover, I bolded and underlined key terms in order to help learners to grasp the important point of each slide. The signaling principle pointed out that by Guiding learners to pay attention to the relevant elements of the material, learners will study more efficiently.

The fourth change I made was based on the Segmenting principle. I split the presentation into two pieces and let learners have a special section called “Break & Recall”. The break and recall section helps learners pace and recall what they have learned before I go into the next learning content. As the segmenting principle stated, instructors use rhythmic segments better than continuous segments.

The fifth and I made was based on the Personalization principle. I tried to use words with conversational style rather than formal style because I find out that when I was a learner, I will feel closer and learn more comfortably if the words on the presentation are conversational style.

Last, I try to avoid showing myself on the camera when I speak because of the Embodiment principle. The Embodiment principle teaches me that learners don’t necessarily learn better when the speaker’s image is on the screen.

Below are my original Powerpoint presentation and edited Powerpoint presentation with teaching video.

Edited:

Presentation video:

Original:

Comment to YIYANGWEI’S BLOG 6

Hi Yiyang, thanks for your post. I think you did a good job of describing the differences between SMAR and TPACK, as well as the video that you edited. Sometimes SAMR can be too many layers, but TPACK on the other hand is pretty clear with the main three sections in the circle. I personally enjoyed the video editing this week as well as you do, and the TPACK model can be very useful when it comes to different learning goals and audiences. Moreover, I wonder if you could add some references to your blog to support more on your point.

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