Citation12:
Bouthillier, L & Dilann. J (year: not mentioned). Video in Education, Real Networks Conference. Retrieved from http://www.realnetworks.com/solutions/enterprise/education/index.html .
Summary & Review:
Larry Bouthillier from Harvard Business School and Jim Dilanni from Oracle Corp. presented at a Real-Networks conference under the title of "Developing an e-Learning strategy". They showed many research-based references about controversial debate on effectiveness of using video for teaching and learning and add visual richness for many educators’ teaching style. Combination of the visualized text and auditory mode in video enhances a communication channel and stimulates transfer information more effectively. Learning through this kind of multi-channels supports visualized information to help processing and remembering in brain (Duchastel & Waller, 1979), which helps to recall and comprehend (Levie and Lentz, 1982). But Mayer & Anderson’s study (1991) criticized that overload of excessive senses through multiple- channel communication can reduce efficiency of learning. Another critic, Nugent (1982) discovered the effect of combination of audio and images but not for audio and text. One example of rich media integration suggested by the authors showed a representative model of live lecture presented through multi-channel of communication. It synchronizes images, voices and texts to realize spontaneous lectures for distance learning students, which effectively promotes processing information
Citation13:
Sara I.de Freitas (2006). Using games and simulations for supporting learning. Journal of Rouiters.
Summary & Review:
Recent growing interests in exploratory learning with computer managed methods accelerate to elicit issues about the efficacy of using games and simulations as supportive educational tools and seriously attempt to get evidences from experimental views or experience of users in practice. To evaluate validity of the perceptions about using games and simulations in educational contexts, Sara I. de Freitas uses a qualitative method for data driven by surveys, semi-structured interviews and workshop activities. Based on some of the findings from her surveys, validity of four perceptions were presented: (1) increased motivation levels for learners, (2) expanded learner’s completion rates through engagement and enjoyment, (3) potential for widening participation, and (4) efficacy of learning through experience. Through interviews of experts participated, she examined that motivation level plays as a catalyst in improving engagement of learning and encourages the disaffected young learners to re-involve in learning. And games or simulations for learning increase learners’ retention and completion rates. However, she stressed that not all learners may effectively use games for learning due to various reasons: from the lack of familiarity, historical knowledge background, preference and adaptive ages. Links between game or simulation contexts and real world advanced the learning from experience which develop meta-cognition mode to comprehend complex contents more effectively. Furthermore, self-efficacy enhanced by virtual world experience proceeds with activities effectively by playing performance goal-driven actions and helps to complete process.
Citation 14:
Rowan, C. (2009, October 24). Technology overuse on child sensory development. otline, p.5-8.
Summary & Review:
Occupational therapists encourage Balanced Technology Management to improve child health and to enhance academic performance. They warned that the parent’s habit of overusing technologies deteriorates children’s development. Statistically children whose infancy was with little human touch are exposed to the risks of biological, psychological and physical impairment. Overuse of technology deprives people of human connection. Technology overuse makes negative impacts on children’s growth when it accompanies age-inappropriate contents such as violent, sexually-abusive materials. As little children are incapable of discerning detrimental contents in their indiscriminate media use, they often accept virtual experience as realities. Besides, overuse of technology could bring imbalance of sensory system. It means that visual and auditory sensory systems are in overload while the vestibular, proprioceptive, tactile and attachment systems are under stimulated. Imbalance of the sensory system could create huge problems in overall neurological development. By the same token, the author stresses that children needs encouraging environment of human connection. Balancing the use of technology is the solution.
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