Minggu, 21 April 2019

Teaching media visual principles

CHAPTER 5

VISUAL PRINCIPLES

Ø  The roles of visuals in instruction
Visuals definitely play is to provide a concrete referent or ideas. Words don’t look or sound (usually) like the thing they stand for, but visuals are iconic –that is, they have some reseblance to the thing they represent. Iconic i.e more easily to be remembered as compared to words. Visuals can also motivate learners by attracting their attention, holding their attention, and generating emotional responses.
Visuals can simplify information that is difficult to understand. Diagram can make it easy to store and retrieve such information. Finally, visuals provide a redundant channel; that is, when accompanying spoken or written verbal information they present that information in a different modality, giving some learners a chance to comprehend visually what they might miss verbally.

Ø  Visual literacy
The term literacy once was used only to refer to reading and writing of verbal information, the term of visual literacy to refer to the learned ability to interprer visual messages accurately and to create such messages.
Visual literacy can be developed through two major approaches:
      Input strategies: Helping learners to decode, or “read” visuals proficiently by practicing visual analysis skills.
      Output strategies: Helping learners to encode, or “write” visuals –to express themselves and communicate with others.
·         Decoding: Interpreting Visuals
Seeing a visual does not automatically ensure that one will learn from it. Learners must be guided toward correct decoding of visuals. One aspect of visual literacy, then, is the skill of lnterpreting and creating meaning from surrounding stimuli.
      Developmental Effects
Many variables effect how a learner decodes a visual. Prior to the age of 12, children tend to interpret visuals section by section rather as a whole. In reporting what they see in a picture, they are likely to single out specific elements within the scene. Students who are older, however, tend to summarize the whole scene and report a conclusion about the meaning of the picture.
      Cultural Effects
In teaching, we must keep in mind that the act of decoding visuals may be affected by the viewer’s cultural background. Different cultural groups may perceive visual materials in different ways.
      Visual Preferences
In selecting visuals, teachers have to make appropriate choices between the sorts of visuals that are preferred and those that are most effective. People do not necessarily learn best from the kinds of pictures they prefer to look at. For instance, research on picture preferences indicates that children in upper elementary grades tend to prefer color to black and white and to choose photograps over drawings; younger children tend to prefer simple illustrations, whereas older children tend to prefer moderately complex illustration.
·         Encoding: Creating Visuals
Another route to visual literacy is through student creation of visual presentation. Just as writing can spur reading, producing media can be a highly effective way of understanding media.
Most older students have access to a camera. For example, you could encourage students to present reports to the class by carefully selecting sets of the camera, which can help them to develop their aesthetic talents. The video camcorder is another convenient tool for students to practice creating and presenting ideas and event pictorially. Or, students can scan photos or drawings into a computer-generated presentation using software such as PowerPoint.

Ø  Goals of Visual Design
For purposes of information and instruction, good visual design tries to achieve at least four basic goals in terms of improving communication:
      Ensure Legability:  The goal of good visual design is to remove as many obstacles as possible that might impede transmission of your message.
      Reduce Effort: As a designer you want to convey your message in such a way that viewers expend little effort making sense out of what they are seeing and are free to use most of their mental effort for understanding the message itself.
      Increase Active Engagement: Your message doesn’t stand a chance unless people pay attention to it. So a major goal is to make your design as appealing as possible –on get viewers attention and to entice them into thinking about your message.
      Focus Attention: Having enticed viewers into your display, you then face the challenge of directing their attention to the most important parts of your message.
Ø  Processes of Visual Design
Teachers, designers and others who create visual and verbal / visual displays  face a series of design decisions how to arrange the elements to achieve their goals. We will group these into three set.
1. Elements: Selecting and assembling the verbal/visual elements to incorporate into the display.
   Visual Elements
  • Realistic
Realistic visual show the actual object under study. For example, the color photograph of a covered wagon.
  • Analogic
Analogic visuals convey a concept or topic by showing something else and implying a similarity. Teaching about electricity flow by showing water flowing in series and parallel pipes is an example of using analogic visuals.
  • Organizational
Organizational visuals include flowchart, graph, maps, schematics, and classification charts.
   Verbal Elements
Most displays incorporate some type of verbal information in addition to visuals.
  • Letter Style
  • Number of Lettering Styles
  • Capitals
  • Color of Lettering
  • Size of Lettering
  • Spacing Between Letters
  • Spacing Between Lines
      Elements That Add Appeal
  • Surpise
  • Texture
  • Interaction
2. Pattern: Choosing an underlying pattern for the elements of the display.
      Alignment
      Shope
      Balance
      Style
      Color Scheme
      Color Appeal
3. Arrangement: Arranging the individual elements within the underlying pattern.
      Proximity
      Directionals
      Figure-Ground Contrast
      Consistency
Ø  Visual Planning Tools
      Storyboard
In storyboard, you place on a card or piece of paper a sketch or some other simple representation of the visual you plan to use along with the narration and production notes that link the visuals to the narration. After developing a series of such cards, place them in rough sequence on a flat surface or on a storyboard holder.
      Types of Lettters
The letters are easy to use because most come with an adhesive backing; however, they are rather expensive.
      Drawing, Sketching, and Cartooning
Drawings, sketching, and cartoons are visuals that can enhance learning.
Ø  Digital Images
As computer technologies advance, creating visual image has moved into the digital world. Students may use digital cameras to create originals or may transfer images into digital formats using scanners.
      Digital Cameras
      Scanners
      Photo CDs
      Caution When Editing Images

Senin, 08 April 2019

Teaching Media

MEDIA AND MATERIAL
Materials don’t have to be digital or expensive to be useful. Small can indeed be beautiful, and inexpensive can be effective! In fact, in some situations –for instance, isolated, rural areas; teaching locations that lack electricity; programs or schools with a low budget –these simpler materials may be the only media that make sense to use.
Manipulatives.
          Real objects –such as coins, tools, artifacts, plants, and animals –are some of the most accesible, intriguing, and involving materials in educational use. Real objects may be used as is, or you may modify them to enhance instruction. Examples of modification include the following:
1.      Cutaways: Devices such as machines with one side cut away to allow close observation of the inner workings.
2.      Specimens: Actual plants, animals, or parts there of preserved for convenient inspection.
3.      Exhibits: Collections of artifacts, often of a scientific or historical nature, brough together with printed information to illustrate a point.
Computer Programs and Manipulatives
            The recent addition of manipulatives and student hands-on materials included in computer software packages is an example of how traditional nonprojected media are being incorporated into software programs to provide powerful learning experiences.
Field Trips.
          The field trip, an excursion outside the classroom to study real processes, people, and objects, often grows out of students’ need for firsthand experiences. It makes it possible for students to encounter phenomena that cannot be brought into the classroom for observation and study.
Printed Materials.
          Printed materials include textbooks, fiction and nonfiction books, booklets, pamphlets, study guides, manuals, and worksheets, as well as word processed documents prepared by students and teachers. Textbooks have long been the foundation of classroom instruction. The other forms of media discussed in this book are frequently used in conjuction with and as supplements to printed materials.
Free and Inexpensive Materials.
            These free and inexpensive materials can supplement instruction in many subjects; they can be the main source of instruction on certain topics. For example, many videotapes are available for loan without a rental fee; the only expense is the return postage. By definition, any material that you can borrow or acquire permanently for instructional purposes without a significant cost, usually less that a couple of dollars, can be referred to as free or inexpensive.
1.      Sources
2.      Obtaining Materials
3.      Appraising Materials

Display Surfaces.
          How you display your visuals will depend on a number of factors, including the nature of your audience, the nature of your visuals, the instructional setting, and, of course, the availability of the various display surfaces.
1.      Chalkboards
2.      Multipurpose Boards
3.      Copy Boards
4.      Pegboards
5.      Bulletin Boards
6.      Cloth Boards
7.      Magnetic Boards
8.      Flip Charts
9.      Exhibits
·         Displays
·         Dioramas

Senin, 01 April 2019

Chapter 3 the assure model

THE ASSURE MODEL
All effective instruction requires careful planning. Teaching with instructional media and technology is certainly no exception. This chapter examines how to plan systematically for the effective use of instructional media and technology. We have constructed a procedural model to which we have given the acronym ASSURE - it is intended to be effective effective instruction.
ANALYZE LEARNERS
If instructional media and technology are to be used effectively, there must be a match betweeri the character of the learner and the content of the media, and materials. The Est step in the ASSURE our ers. Several factors, however, are critical for making a model, therefore, is an analysis of your auditing. It is not feasible to analyze every trait of your language, good methods and media decisions:
-General characteristics
-Specific entry competencies
-Learning styles
STATE OBJECTIVES
The second step in the ASSURE model is to state the oectives of instruction. What learning is the learner outcome expected to achieve? More precisely, what is the ability to learn the completion of the statement not to be instructed to put into the lesson but what is ought to get out of the lesson. An objective is the state of what will be achieved, not how it will be achieved.
SELECT METHODS, MEDIA, AND MATERIALS
A systematic plan for using media and technology ce demands that the methods, media, and material is systematically selected in the first placc. The selection process has three steps: (1) deciding on the appropriate method for the given learning tasks, (2) choosing a format that is suitable for outgoing methods, and (3) screening, modifying, or designing specific methods. - terials within that media format.
UTILIZE MEDIAAND MATERIALS
 The next step in the ASSURE Model is the use of your media material by the stidents and teacher. The recommended procedures are based on extensive research. The generai principles have remäined remarkably constant. The main difference has been to do with who is using materials and how to learn from students-centered learning in students who will be using the material - als themselves as individuals or in small groups - rather than watching as the teacher presents them to awhole class.
REQUIRE LEARNER  PARTICIPATION
 Educators have long realized that active learning in the learning process enhances learning. In the early 1900s John Dewey urged reorganization of the curriculum and instruction to make student plore central participation. Late :, in the 1950s and 1960s, employing experiments behaviorist approaches to instruction that provide for constant reinforcement of desired behavior is more effective than instruction in behavioral behavior.
EVALUATE AND REVISE
 The final component of the ASSURE model for effective learning is evaluation and revision. Often the most frequently aspect of lesson design, evaluation and revision is the essential component to the development of quality instruction. There are many purposes for evaluation. Often the only form seen in education is a paper-and-pencil test, claimed to be used for assessment of student achievement. We will discuss two purposes here assesing learner achievements and evaluating methods and media