About the SMARTlab Operating from its new 'home' base at UEL, SMARTlab has spread its wings to fill new purpose-built studios, including the MAGIC (Multimedia & Games Innovation Centre) PLAYroom, incubation and training spaces with linked fabrication, simulation, and product design facilities and a partner high def multistream film/video facility all on site, in the heart of the London Docklands.
In existence (under a number of names, in a number of locations) for some fifteen years, the core SMARTlab team are now recruiting a new expanded core staff to help achieve the ethical, social and transformative aims of the SMARTlab ethos.
With a burgeoning research team and list of associated research fellows, international projects and publications, SMARTlab has gained a reputation over the past five years as one of the world’s leading Practice-Based PhD Programmes, and is viewed as an incubator for the next generation of talent and high-level scholarship in the ‘ArtSci’ domain.
Related item: New Programs Aim to Lure Young Into Digital Jobs-- from the New York Times Hybrid careers like Dr. Halamka’s that combine computing with other fields will increasingly be the new American jobs of the future, labor experts say. In other words, the nation’s economy is going to need more cool nerds. But not enough young people are embracing computing — often because they are leery of being branded nerds.
Educators and technologists say two things need to change: the image of computing work, and computer science education in high schools. Teacher groups, professional organizations like the Association for Computing Machinery and the National Science Foundation are pushing for these changes, but so are major technology companies including Google, Microsoft and Intel. One step in their campaign came the week of Dec. 7, National Computer Science Education Week, which was celebrated with events in schools and online [from DSC: which was initiated by Calvin College's own Joel Adams].
One goal, Ms. Cuny and others say, is to explain the steady march and broad reach of computing across the sciences, industries, culture and society. Yes, they say, the computing tools young people see and use every day — e-mail, text-messaging and Facebook — are part of the story. But so are the advances in field after field that are made possible by computing, like gene-sequencing that unlocks the mysteries of life and simulations that model climate change.
...
Today Ms. Lehtomaki, 27, is an animator at Walt Disney Animation Studios, working on “Rapunzel,” which is scheduled to be released next year. She does her drawing on a computer, using specialized graphics and modeling software. Her computer science education, she said, is an asset every day in her work, less for technical skills than for what she learned about analytic thinking.
“Computer science taught me how to think about things, how to break down and solve complex problems,” Ms. Lehtomaki said.
Web 2.0 Storytelling | January 7, 9:00am - 4:30pm-- from NITLE Digital technology makes it easy for people to create and share digital images, audio, and video, pushing the storyteller’s art in new directions. Web 2.0 takes that art further by moving digital storytelling into the realm of readily available web applications. This workshop will introduce participants to the emergent field of Web 2.0 storytelling. We will explore its many forms across media and platforms, including narrative by blog, wiki, podcast, web video, SlideShare, and microblogging. Other topics will include audience as coauthor, story microcontent, antecedents, multimodal forms, appropriate tools, and emergent trends. Grounded in a series of real-world examples, the workshop will mix presentation with discussion and focus on educational uses. Participants will leave this workshop with their own web 2.0 story, the ability to use this technique for more engaging teaching, and ideas to promote deeper learning in their students through alternate methods of communication.
At-Risk Students Make Multimedia -- from Edutopia.org by Barbara Tannenbaum A team of college professors and K-12 teachers discovers how building video games can elevate student performance.
But an emerging, national trend has the potential to change the picture for Crenshaw and schools like it. Increasingly, institutes of higher education are collaborating with K-12 teachers to help them use digital tools to get at-risk students excited about learning.
Voicethread -- online media album allows people to make audio or text comments and share them; allows an entire group’s story to be told and collected in one place.
Digital Storytelling In Plain English-- from Free Technology for Teachers and Miguel Guhlin If you're someone who has heard the term "digital storytelling" but you're still not sure what that really means, take a few minutes to watch this video created in the Common Craft style. The video was created by a group of students in Stanford's Teacher Education Program.
9/23/09
-- my thanks to Mr. Cal Keen,
TIS Group w/ Calvin Information Technology,
for this resource
Multimedia Animated Slideshow Creators And Remixing Tools - Guide To Best Online Services-- from Robin Good's Latest News by Robin Good Multimedia animated slideshow creators are web-based services which allow you to remix pictures, photos, video clips and music to create visually impactful showcases, slideshows or just memories of a great holiday. In this guide I have selected and reviewed the best multimedia remixing tools available out there.
8/26/09
TechSmith Brings Camtasia to the Mac -- from CampusTechnology.com by David Nagel TechSmith has released Camtasia for Mac OS X, a screen capture and audio and video editing tool (not to be confused with the Camtasia Relay lecture capture system, which already works on Mac).
8/18/09
This clip of Kseniya Simonova from “Ukraine’s Got Talent” is absolutely phenomenal. Simonova ultimately won the competition, and in my view it’s clear why she did. The description on the embedded YouTube clip indicates she “uses a giant light box, dramatic music, imagination and “sand painting” skills to interpret Germany’s invasion and occupation of Ukraine during WWII.”
Classworks units are based on state standards and offer interactive instruction through a multi-sensory approach that includes voice, pop-up text, audio support, video, photographs, artist drawings, and animated clips.
8/10/09
8/5/09
Vanderbilt Makes iTunes U App Available on Blackboard Extensions Platform-- from CampusTechnology.com by Dian Schaffhauser Vanderbilt University Library in Nashville, TN will make its integration for Apple's iTunes U application available to the Blackboard client community, providing a popular tool to other institutions looking to support the use of multimedia content in courses. The integration enables faculty and students to access audio, video, and other multimedia content from iTunes U within their existing courses and with their existing logins through the Blackboard Learn platform.
"We found that an increasing number of faculty wanted to use multimedia in their classes--everything from capturing lectures to developing and sharing multimedia presentations for students," said Cindy Franco, online access to knowledge manager at Vanderbilt. "We looked at a number of solutions but they all had limitations. Working with iTunes U gave us an efficient way to share content within our existing system and tied to our courses so faculty and students can use it easily."
Related item I received my Google Voice Invite and You Should Too! -- from the Innovative Educator Google Voice gives you one phone number that is tied to you. Not a particular phone or location. Additionally, you can chose to have that phone number ring any phone you’d like. As a result, you can pick just one phone to take with you and all your phones will ring into it. Users never again need to carry multiple phones or swap phones. While that alone is a reason to use Google Voice, there are many other reasons.
The biggest impetus for my getting Google Voice was that I learned that it converts all your voicemails to text and sends your phone a message with the converted voicemail to text. How fabulous is that?!?!!! Never again do you need to transcribe a message, or sort through 4 voicemails to get to the one you were trying to listen to. But wait, there’s more! Google voice allows you to let a call go to voicemail and allows you to ListenInTM on your voicemail messages while they are being left. If you decide to take the call, you can connect to the call by pressing “*.” Google Voice also provides conference calling.
Discovery Launches Service To Embed Digital Media into Curriculum-- from The Journal by Scott Aronowitz
Digital media--streaming video, interactive presentations, photo slideshows, audio programs--are today a common component of many educational curricula. Now Discovery Education has launched a service it hopes will be the logical next step: working with school districts to integrate digital content directly into lesson plans and day-to-day instruction.
Interrogating media-- from George Siemens When seeking to understand media, gurus/experts like to use questions as guides. Two of the more provocative media thinkers - Postman and McLuhan offer the following to interrogate media (and technology):
In his lecture Technology and Society, Neil Postman offers the following questions for consideration:
What is the problem to which this technology is a solution?
Whose problem is it?
Suppose we solve this problem decisively, what new problems might be created because we have solved the problem?
Which people and what institutions might be most seriously harmed by a technological innovation?
What changes in language are forced by new technologies and what is changed and forced by this new language (meanings)?
What sort of people and institutions acquire special economic and political power because of technological change?
What does it extend, enhance, accelerate, intensify or enable?
When pushed beyond the limit of its potential, it will reverse what were its original characteristics; into what does it reverse?
What does it displace or obsolesce, that is, render relatively without dominant power or influence?
What does it retrieve from the past that had been formerly obsolesced?
7/14/09
Multimedia Standards-- from the University of Miami School of Communication This site was created by a group of undergraduate and graduate students in Rich Beckman’s CVJ 521 visual journalism class at the University of Miami School of Communication during the spring 2009 semester. Our aim is to offer insights from top industry leaders on the state of multimedia journalism. We also provide guidelines based on their comments, information about conferences and awards, the ability to submit and critique projects and an in-depth list of resources. All students gathered and edited audio and were involved in the planning and research of the site.
Media Convert -- my thanks to Caleb Kuntz in the T&L Digital Studio for this link A very useful (if ad-cluttered) site that lets you convert almost any file into almost any other filetype.
Our findings provide strong support and encouragement for Malaysian educators to incorporate multimedia technology and
constructivist learning into the classrooms for the enhancement of teaching and learning.
AT&T to Deliver 3G Mobile Broadband Speed Boost Initiatives will Deliver Faster Speeds, Enhancements to Mobile Broadband Performance, Availability AT&T today announced plans to upgrade the nation’s fastest 3G network to deliver considerably faster mobile broadband speeds. The network upgrades are slated to begin later this year, with completion expected in 2011.
Multimedia Learning Gets Medieval-- from Pedaogy, by
Tara Williams
Abstract The essay argues that technological multimedia can help students comprehend historical context and thus analyze texts successfully. The author identifies the practical benefits of this approach for any literary period but suggests that the parallels between contemporary experiences with multimedia and medieval experiences with manuscripts make that pairing especially useful.
Visualizing data at the Knight Center: highlighting free and easy-to-use multimedia tools. Over the next couple of days, I’ll be posting tutorials on everything we discussed. So far that includes:
MacArthur’s Digital Media and Learning Competition Winners Announced--
from Spotlight on Digital Media and Learning Can digital media be harnessed to save the global fish population, help children in developing countries access educational opportunities and teach at-risk youth to become entrepreneurs?
Avid Unveils New Brand Identity-- from Avid.com Historically, Avid has been a family of separate, industry-leading businesses – Avid, Digidesign®, M-Audio®, Pinnacle Systems® and Sibelius® – that served audio and video customers independently of one another. As part of a strategic transformation that began last year, Avid's new brand identity communicates the fusing of these businesses and further positions the company to capitalize on the convergence of digital audio and video technology while addressing customer requirements for integrated systems that enhance creativity and deliver significant ROI.
4/7/09
Visual Journalism Program at the University of Miami's School of Communication The Visual Journalism program emphasizes the convergence of digital media, combining photography, print design, web design, new media and video into a program that embraces the power of visual storytelling [emphasis by DSC]. Students learn through a hands-on approach to multimedia authorship and collaborative creation of new media [emphasis by DSC].
Coursework includes Photography, Multimedia, Web Design and Electronic Media Production [emphasis by DSC]. Faculty members are award winning professionals who lead their fields. SoC facilities and equipment includes a wide range of digital photography tools, computer imaging and 3-D graphics capability, non-linear digital editing and post production sound, large digital format printing, digital audio and related multimedia tools.
Visual Journalism students have many opportunities to intern or work part-time within the Greater Miami-Fort Lauderdale area as well as throughout the US and around the world. The program offers study abroad opportunities and has relationships with Visual Journalism organizations, institutions, and companies in Ecuador, Prague, Darhmsala, Barcelona, and other global geographical centers. Alumni of the program include award-winning journalists with Time Magazine, Agence France Presse, AP and leading newspapers and web sites.
My YouTube Playlist of Screen Casts
(NB: I won’t be making as many of these as I did during the last symposium because the NMC will be releasing recordings of every session.)
Chatbridge (text chat into SL / NMC login required)
Brilliant 35 studies in media and learning--
by Donald Clark Mind and media Another of my favourite e-learning sources of research. This is a book that literally changes how you design and media components in e-learning. The Media Equation: How People Treat Computers, Television and New Media Like Real People and Places by Byron Reeves and Clifford Nass, two Stanford academics, is full of juicy research on media in learning. It provides a compelling case, backed up with empirical studies, to show that that people confuse media with real life. This is actually a highly useful confusion: it is what makes movies, television, radio, the web and e-learning work.
UNC multimedia student Grace Koerber blew me away during the SND portfolio review when she showed her latest multimedia interactive — a class project from Donny Lofland’s multimedia programming class. Having taken this class several years ago, I am impressed by the breadth of programming knowledge that multimedia journalists are now being asked to learn. Of course I could always preach about the importance of this skill set, but I asked Grace to give us an outside perspective. Below, she writes about her experience learning how to program, this project, and how she feels programming will help her as a journalist.
Kristina Woolsey Keynote: The Golden Age of Multimedia -- from the NMC The key now, as it was then, is to connect the technological possibilities with visions of powerful new kinds of learning and to take advantage of these opportunities in the world of education — as has already happened in entertainment and in business. It is time to revisit these ideas in the new context, to remember the basis for the instinct that the interlinking of sights and sounds could enhance learning and expression, and that it could be done routinely by anyone. The technological hurdles have been overcome. Now it is time again to consider the human side — the issues and the practicalities of new kinds of learning practice that were considered futuristic and impractical just a decade ago.
Generation is Not the Issue--
from Net Gen Nonsense [or is it Skeptic now?] by Mark Bullen Here is the presentation of the results of the research that looked at how students at the BC Institute of Technology are using information and communication technologies. The results clearly show that generational differences are not the issue. Contextual issues such as the nature of the program are more important considerations when making decisions about the integration of learning technologies.
2/26/09
Multimedia embraces technology, artistry and media. You’ll debate around the houses about where and when it was first used, but I’m opting for a contemporary peg from the works of F.T Marinetti and the manifesto of he futurist cinema 1916.
When Marinetti says:
“We shall set in motion the words-in-freedom that smash the boundaries of literature as they march towards painting, music, noise-art and throw a marvelous bridge between the word and real object.”
He might as well have been speaking about multimedia, though this statement is attributed to Cinema.
Vision: The universe of the web is continually shifting… The Internet is in the process of undergoing a radical transformation. This shift is being called Web 2.0. But it's much more than a buzzword. As early adopters, we at Fusebox see Web 2.0 as the fulfillment of what the Internet was meant to do in the first place—linking people together in ways that are profoundly changing our world. Web 2.0 has turned the Internet itself into a platform, with rich internet applications and software being developed around its unique features. This shift has led to a democratization making it possible for anyone with a browser to access and use online applications. Consumer behavior has quickly changed from passive onlooker to active participant in just a few short years. And this is only the beginning...
Empressr ...is the first visual storytelling and presentation rich internet application (RIA). It allows you to create, manage and share—going beyond other applications by enabling you to combine streaming video, animation, audio, still images and text to create the most dynamic content possible.
2/15/09
As a posting in my class at Capella today, I referenced the following textbook, which might be beneficial to many out there:
UltraLearn-- link/quotes below from Jane Knight ...allows anyone to:
Produce interactive rich media mashups using videos, sounds, images, text, branched quizzes, docs, powerepoints, etc
Broadcast to a targeted audience allowing search within mashups
Evaluate the effectiveness from feedback and tracking data
Interactive Rich Media Mashups are created using the “Ultra Mashup Studio™” by mixing together videos, audios, images, text captions and feedback forms sectioned by searchable chapters and tracking markers.
2/6/09
Digital Research Tools (DiRT)-- original link from Ray Schroeder As more and more scholars grow interested in the world of digital research, this tremendously useful wiki will be one that they will tell their colleagues about. Created by Lisa Spiro, the director of the Digital Media Center at Rice University, this collaborative wiki collects information about tools and resources that can help scholars conduct research more efficiently or creatively. Visitors can browse through topical headings that include "Authoring", "Blogging", and "Data Mining", among others. Within each heading, visitors can read short descriptions about each resource. Under the "Types of Tools" section visitors can search for specific tools that can help them collect data, edit images, make a dynamic map, and so on.Additionally, visitors can sign up to join the wiki here and also learn more about Spiro and her other projects.
1/26/09
Pricing, Hourly Rates, Costing Calculators, and More...
From DSC:
I am reminded this week that creating quality, interactive, engaging, multimedia-based content requires a TEAM of people. This is backed up by a quote from Vaughan (2007):
More typically, world-class productions are realized through the teamwork of a variety of talented people with specialized experience. (Jeff Burger, Contributing Editor, NewMedia Magazine).
--Vaughan, T. (2007). Multimedia: Making it work (7th ed.). New York: McGraw-Hill. ISBN: 978-0-07-226451-7.
The below graphic that I created visually illustrates and supports this idea:
1/22/09
Engage and prepare students -- from Adobe Download our FREE, project-based curriculum guide — Visual Design: Foundations of Design and Print Production — developed specifically for teaching valuable career skills using Adobe® Creative Suite® 4 Design Premium and Master Collection software. Curriculum includes instructor project guidelines, presentations, and reproducible student materials. Download individual projects or the entire curriculum.
The Le@rning Federation ...is charged with procuring, or if necessary developing educationally effective digital resources, specifically for Australian and New Zealand curriculum and making these available free to all teachers, students and parents within those countries with no further copyright remuneration payable.
Executive Summary
The Digital Education Revolution has already begun, with teachers across Australia using digital curriculum content developed through the Ministers’ Le@rning Federation Initiative. This content is engaging and motivating students both inside and outside the classroom, re-engaging those at risk of dropping out, accelerating learning and supporting its personalisation.
There is a growing confidence, articulated clearly by many teachers using Le@rning Federation content that it is revolutionising teaching and learning. Students in early years are better understanding concepts previously thought to be too difficult for their age group, Learning is being accelerated, students are motivated and engaged, and teachers can personalise learning in a classroom of thirty students. As a critical mass of digital content is developed, greater flexibility of schooling provision is enabled, whereby students can access their instruction anywhere, any time. Such impacts are what Ministers have hoped for.
The Cambridge Handbook of Multimedia Learning (2005)-- by Richard E. Mayer ...a great resource for people involved in instructional technology and application development.
According to Mayer, "the focus of this handbook is on how people learn from words and pictures in computer based environments. Multimedia environments include online instructional presentations, interactive lessons, e-courses, simulation games, virtual reality, and computer-supported in-class presentations." Quote from Lynn V. Marentette.
1/6/09
From DSC:
Speaking of engagement, check out one the Learning and Engagement category
Winners:
Digital Youth Network ...gives students tools to be engaged, articulate, critical and collaborative. Facilitate the ability to become creators – designers, builders & innovators – who can envision new possibilities.
Multimedia-related links-- my thanks to Sonja Irlbeck and Capella University for these links
American Distance Education Consortium. ADEC is an "international consortium of state and land grant institutions providing economic distance education programs and services via the latest and most appropriate information technologies" (ADEC, 2004, Home Page). Online materials, courseware tools, and accessibility information are merely a few of the resources provided by ADEC.
Distance Education Clearinghouse. A very comprehensive site maintained by the University of Wisconsin-Extension, including links to information (definitions, glossaries, and introductory materials) for those new to distance education.
Distance Education Resources. Sharon Stoerger, MLS, MBA, has developed this site to be a starting point for those interested in the field of distance education. A wide variety of resources including articles and publications, course development tools, e-learning providers, professional associations, copyright, and legislation affecting distance education initiatives can be found on this site.
Distance-Educator.com. Dr. Farhad Saba, Professor of Education Technology at San Diego State University, founded Distance-Educator.com and launched this site in 1995 in anticipation of the growth projected for distance education. Distance-Educator.com is designed and written by professionals who have decades of experience in areas such as educational radio and television and Internet teaching and learning. Materials found on this site include daily news postings, Web links, eCourses, and more.
MERLOT. Merlot is a free and open resource designed primarily for faculty and students of higher education. Links to online learning materials are collected here along with annotations such as peer reviews and assignments.
Capzels-- from Interactive Multimedia Technology blog, by Bryan Alexander Capzles is an interactive multimedia story timeline that I found when looking for timelines about the financial crisis. Meltdown 101 was created by TruthDig, a member of the Capzles community. Capzles can contain audio, video, blog post, photos, and other forms of content. More information can be found on the Capzles website.
Anything that can be a video will be a video, or so says this post from the site ReadWriteWeb.
Here is an excerpt from their post Is YouTube the Next Google?
From DSC:
What I've been calling "A New Language" is highly-related to what many others have been referring to as "digital literacy" or "new media literacy". Here's one item along these lines -- The New Media Literacies, by Henry Jenkins.
11/15/08
Project New Media Literacies (NML)
...
a research initiative based within MIT's Comparative Media Studies program, explores how we might best equip young people with the social skills and cultural competencies required to become full participants in an emergent media landscape and raise public understanding about what it means to be literate in a globally interconnected, multicultural world.
Applications of Emerging Technologies This track features sessions that explore the newest technoloigies applied to learning, communication, and creative expression, especially ones featured in the Horizon Report. Topics may include, but are not limited to:
The potential of digital storytelling
Educational applications for mobile devices
New forms of scholarship and emerging forms of publication
Web 2.0 applications
Social networking and collaboration in higher education
Strategies for incorporating user-generated content in institutional media and Web sites
Context-aware environments and devices
Immersive learning experiences and spaces
New media applications for advancing global humanitarian efforts
New media applications delivered over high performance networks
Planning and delivery of new media applications for the health and life sciences
Best Practices This track is an opportunity to highlight successful projects, practices, or responses to emerging challenges and issues. Topics may include, but are not limited to:
Supporting the research mission
Podcasting and use of audio
Video production and delivery
Educational gaming
Examples of new scholarship
Supporting and working with faculty or curatorial staff
Addressing accessibility
Evaluating the impact of technology on teaching and learning
Integrating pedagogy and technology
Live performances and Internet2
Course management systems
Digital Stories and New Approaches to Content This track will explore digital storytelling and encourages sessions that cover the art and mechanics of digital storytelling and provides a showcase for the ways in which digital storytelling is impacting teaching and learning. Topics may include, but are not limited to:
Teaching with digital stories
Community-based digital story projects
Integration of digital storytelling into curriculum
Collaborative storytelling projects
Best practices for teaching story telling methods
Approaches for teaching digital story production
Hardware and software for digital story creation
Web-based storytelling
Tools and Techniques This track focuses on how to best use the latest software and tools for teaching and learning, including sneak peeks at the newest tools, tips and tricks for using old favorites. Topics may include, but are not limited to:
3D and animation techniques
New media tools and applications
Video production and digital compositing
Open Source projects (e.g. Almagest, Sakai, Steve, Connexions, Pachyderm)
Web 2.0 applications
Mobile delivery of educational content
Demonstrations of new software from key NMC corporate partners
Bryant University Takes On-Demand Approach to Multimedia Delivery
-- from CampusTechnology.com, by Linda Briggs Extending classroom walls through educational videos and other multimedia offerings has become common in higher education but often brings its own set of challenges. Managing the increasing amount of multimedia content, along with cataloging new material, such as live recordings, can be costly.
Mashups, Remixes, and Video Culture: Engaging the YouTube Generation in the Classroom -- from Educause Undergraduate video creation at American University, Dartmouth College, and University of Pennsylvania engages students from a campus-wide mashup contest to courses in several disciplines where videos replace research papers. New-media assignments have ramifications for copyright and fair use, for viral marketing, and for best practices in media education.
10/21/08
(K-12) Integrating Video Production into Curriculum and Classroom Activities-- from the Journal; November 6, 2008 |
Time: 12pm Pacific/3pm Eastern Students of all ages benefit from the use of camcorders and video production in the classroom. Utilizing a variety of projects ideas teachers can easily integrate video in to any school subject curriculum. Children can learn to communicate verbally as well as visually, learn a technical skill, and be truly engaged in learning. Learn how to integrate video production into your k-12 curriculum. From art to science see and hear how teachers across the country are using video to increase visual literacy, critical thinking and problem solving, in this free, one-hour webcast moderated by T.H.E. Journal's Matt Villano. Register today!
10/20/08
From DSC: The "new language" continues to develop, as examplified by Glogster.com.
(See below; the concept of a
"new language" was gleamed from an older white paper from Adobe that was written by Macromedia staff in 2005.)
A relevant personal note:
I left my Business Consultant job at Kraft Foods in '97 to pursue a Web Design & Production Certificate at SFSU's MSP. One of the many things the LORD taught me during that time was that I couldn't do everything by myself -- I needed other people. I needed a TEAM of people to produce effective instructional multimedia.
If our youth are speaking this new language -- and I would think they will be building their own "teams" along their way -- then we will probably need to build teams on this end of the world in order to speak their language...to effectively communicate with them and keep them engaged. Get ready, 'cause here they come! :)
Glogster.com?-- Mix graphics, photos, videos, music and text into slick Glogs.
Simply put, multimedia is software (Strauss, 1997). However, unlike traditional software, multimedia is expected to engage the senses. It combines hardware, software, and graphic technologies to produce a multisensory information environment. Unlike more straightforward, more traditional software projects (e.g. the development of a database application) multimedia projects blend creativity and technology (McDaniel, 1996).
To that end, a specialized team of media technology and instructional professionals at UNC-Chapel Hill (1) developed and deployed a successful media production process for instructional, online products (2) adapted the initial production model for other instructional multimedia projects, (3) gathered student data on the effectiveness of the online learning experience, and (4) incorporated quality assurance (QA) activities to routinely optimize the production process.
This paper is intended to provide a blueprint for the creation of a creative production team based in a higher education setting.
This paper briefly summarizes the implementation of a university-wide electronic portfolio requirement. We begin with a systemic view of the ePortfolio Program and narrow our focus to a view of ePortfolio integration into two different classes. The rationale behind the Clemson University ePortfolio Program is to build a mechanism through which core competencies are demonstrated and evaluated. The target classes are a general education English class focusing on 20th and 21st century literature and a professional development seminar in computer science. Both classes allow students to select their topics and present their work to the class using a variety of media types, and both include a form of peer evaluation. These classes confirm that when students’ choice is built into the assignments we are pleasantly surprised by the outcomes. In addition, an extensive variety of artifacts are generated from each course that can be used to demonstrate the general education competencies, provide authentic evidence of learning, and generate a career portfolio. In our examples, we will describe the planning, implementation, and dissemination processes necessary to integrate the ePortfolio Program into university courses.
Multimedia & Literacy-- from David Warlick I see the pressures to expand our notions of basic communication skills coming from two directions. First, there is the challenge of gaining your audience’s attention. We’re overwhelmed by information, having to choose from a bewildering array of sources, all competing for our attention. It means that communication must now utilize combinations of text, images, sound, video, and animation, arranged appropriately for an audience, in order to accomplish your goal.
But from the other direction, we find ourselves with amazingly sophisticated tools: video cameras costing less than a hundred dollars, software that comes pre-installed on our computers, free software and web services that can turn our standard computers into world-reaching broadcast stations, and a growing virtual world that can be turned into a movie set.
The Creation and Refinement of a Sustainable Multimedia Process in a Higher Education Environment -- from The Journal of the Research Center for Educational Technology Creating effective, sustainable instructional multimedia is not an impossible dream. It requires hard work, focus, and time. But the benefits are huge: increased professional skill set of team members, a quality product designed for students, material for faculty that enables them to interact with students and enhance the larger class experience, and a portfolio that can be adapted for other UNC schools.
9/23/08
eCollege Partners with Cdigix for Rich Media Integration -- from CampusTechnology.com, by Chris Riedel eCollege has announced a partnership with Cdigix that will give students at institutions using the company's course management system integrated access to rich media assets, including audio and video, among other things.
The New Media Literacies (Skills)-- from Confronting the Challenges of Participatory Culture: Media Education for the 21st Century -- by Henry Jenkins, with Ravi Purushotma, Katherine Clinton, Margaret Weigel, and Alice J. Robison Participatory culture shifts the focus of literacy from one of individual expression to community involvement. The new literacies almost all involve social skills developed through collaboration and networking. These skills build on the foundation of traditional literacy, research skills, technical skills, and critical analysis skills taught in the classroom. The new skills include:
Play - the capacity to experiment with one’s surroundings as a form of problem-solving
Performance - the ability to adopt alternative identities for the purpose of improvisation and discovery
Simulation - the ability to interpret and construct dynamic models of real-world processes
Appropriation - the ability to meaningfully sample and remix media content
Multitasking - the ability to scan one’s environment and shift focus as needed to salient details
Distributed Cognition - the ability to interact meaningfully with tools that expand mental capacities
Collective Intelligence - the ability to pool knowledge and compare notes with others toward a common goal
Judgment - the ability to evaluate the reliability and credibility of different information sources
Transmedia Navigation - the ability to follow the flow of stories and information across multiple modalities
Networking - the ability to search for, synthesize, and disseminate information
Negotiation - the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms
Visualization - the ability to interpret and create data representations for the purposes of expressing ideas, finding patterns, and identifying trends
Multimedia to me is theintegration of digital audio, digital video, text, graphics and animationsin various combinations thereof. Interactivity and user control can be integrated into the learning object/item and then the content can be delivered via digital vehicles such as:
The Internet/World Wide Web
CD's and DVD's
Locally via a PC or a Mac
Or via a local area network
Multimedia is so powerful because:
It combines multiple media -- each media in itself holds enormous communication power
It addresses different learning styles
It can evoke emotion like few things can
It often involves interactivity and choice. That is, it allows the user to control their experience -- to stop, fast forward, rewind, pause, play, etc. -- which lets them go to where they need work and to skip what they already know.
It allows students to be active participants in their learning processes
It increases comprehension
Also see this analysis:
How multimedia can improve learning -- from eschoolnews.com "An analysis of existing research supports a notion that already has begun to transform instruction in schools from coast to coast: that multimodal learning--using many modes and strategies that cater to individual learners' needs and capacities--is more effective than traditional, unimodal learning, which uses a single mode or strategy." Article here or Word document for printing out here.
History:
You create a special type of phone - say a historical phone -- where you can dial-up anyone in history...then you have a dialog with them or have this person tell you a story (integrating facts, items from their time/era; use music, pictures, photos, graphics, speeches from that time.)
WiscOnline.org
Sine Bar - animations, text, graphics, interactivity