Tuesday, July 5, 2016

Week 5: Current Issues & New Directions

1). Reusable Designs
Reusable designs is when you have interactive objects, videos, quizzes, and other materials that you have already used and would like to use it again for the following year. It is nice to be able to use it more than one time, particularly if the object is customizable, and can be used in developing an entire curriculum. For example, a course on environmental science may have diagrams of food webs for different ecosystems. A good reusable learning object would allow the developer to plug in different elements in the parts of food web and to customize it for each ecosystem. Then, the developer could use the objects in the course multiple times. Then, that same learning object could be used in other courses, such as biology, zoology, earth sciences, and even more specialized courses such as forestry, renewable energy, and water management. Another example could involve interactive quizzes. The same interactive quiz form could be customized for each course within a curriculum. The content would be unique, while the form and function would stay the same. As a result, the quiz could create a sense of continuity and uniformity, which helps with branding as well as a sense of predictability and confidence for instructors as well as learners.
I could apply the reusable design in my instruction. Teachers reuse lessons and technology for different subjects or activities. And I have done it also. Reusing designs could help students because they would be familiar with it and when students recognize things it helps them perform better. Yes, I believe technology could facilitate attainment of that learning goal better than traditional instruction because technology engages students.
Rich Media
Rich media are using things such as video, animation, and audio to help people learn. The bandwidth of internet and intranet technology now supports delivery of high-end media more than in the past. In fact, current technology has greater capacity to deliver information to learners than leaners have psychological capacity to assimilate that information. This is what is meant by the paradox of rich media. Rich media will benefit learners only to the extent that its capabilities are harnessed in ways that support human learning processes.
I can definitely apply rich media in my classroom. I could use it with all subjects by showing educational video clips and sing along songs for first graders. The learning goal for using rich media is to ensure students grasp what they are learning. Yes, I believe that technology facilitate attainment of that learning goal better than traditional instruction because instructional environments should be interactive, provide ongoing feedback, grab and sustain attention.
Digital Games
            Game design has a lot to teach us about learning, and contemporary learning theory has something to teach us about designing better games. One main challenge for educators who want to employ or design games to support learning is making valid inference about what the students knows, believes, and can do at any point in time, at various levels, and without disrupting the flow of the game (hence engagement and learning). One way to increase the quality and utility of an assessment is to use evidence-centered design (ECD), which informs the design of valid assessments and yields real-time estimates of students competency levels across a range of knowledge and skills. Accurate information about the student can be used as the basis for delivering timely and targeted feedback as well as presenting a new task or quest that is right at the cusp of the student’s skill level, in line with flow theory and Vygotsky’s zone of proximal development.
            I can apply digital games in my classroom. I could use digital games to assist my students in learning to read and learning math. Students learn best when they think they are having fun. Yes, I believe that technology facilitate attainment of that learning goal better than traditional instruction because learning is at its best when it is active, goal-oriented, contextualized, and interesting.
2). I don’t have any problems with the technologies that I use in my classroom. I make sure that I follow the technology guidelines for lessons. Before presenting a lesson to my students, I would review ahead of time whatever technology tool that I would be presenting to my students so I can make sure I know how to work it and that it is grade appropriate. If I had any problems or wasn’t quite sure how to work the technology tool I would just ask a co-worker or someone from the tech department for assistance so I can be prepared for my students. I think the rules and ethics of using technology is understandable and as teacher we always review the rules before-hand to ensure it is grade appropriate. I believe the technologies that I have chosen for student learning purposes meets the diverse learning needs of my students because there is something for to help everyone learn. For each different learner, there is a special too for each learner. When I chose a new technology I like to go over it with my students and ask question to make sure they understand what it is and how to operate it. I think guidance will depend on the technology and the grade/age level. With the younger children, lots of guidance and a lot of explaining will probably be needed. Middle level children will probably need a little guidance because most of them are probably used to technology and can work their way around using the different technologies.

Reference:
Reiser , R. A. & Dempsey, J. V. (2002).Trends and Issues in Instructional Design and Technology. Upper Saddle River, N.J.: Merrill/Prentice Hall, c2002