Vaughn defines the term multimedia to mean any combination of text, graphic art, sound, animation and video that is delivered to you by computer or other electronic means. In other words, the term multimedia simply means a “combination of media.”
- Passive Observation
- Television or Film
- Time based
- Some choice is introduced
- Navigational control over sequence
- Control over the timing of delivery
- Examples online tutorials, cbt, kids games
- Navigation through linked elements
- Structure to work through the content
- Plenty of choice
- Example is the Internet
Multimedia in Education
smart board – phet simulation
youtube video – explain concept, concise, readily availble
interactive quizzes – formative feedback, student engagement, immediate feedback
schoology and digital classroom – content management system
educreation – app for visual presentation
desmos – graphic calculator
imovie – as presentation application, assessment of language skills
Research suggests that human beings are primarily visual learners and yet we spend very little classroom time learning to create or interpret visual messages.
Multimedia presentation tools allow pictures, video clips and animations to be easily mixed with text and sound.
If research suggests that using visuals is a good way to teach, it also tells us that using a multi-sensory approach is even better because different students learn in different ways
Multimedia tools allow all types of media to be integrated in ways that will accommodate different learning styles.
Research also suggests that involvement precedes interest. Getting students involved in a topic a good way to motivate them to learn.
Computers and multimedia products seem to hold a special attraction for children. Many commercial programs offer an engaging problem or simulations events to attract and hold learner interest.
Memory and storage demands
Digital divide and Access issues
There are also limitations on the use of multimedia in classrooms.
Digital video resources place huge demands on computer memory and storage. For example, one hour digital video programming consumes approximately 12GB of storage space. Audio files, still photographs, and computer animations are also memory intensive applications.
Discovery learning strategies take longer to deliver in the classroom than direct instruction strategies. When we use these strategies, we may want to consider being less time conscience, and reward creativity and exploration as much as achievement.
We needed to work on developing effective teaching methods and strategies for integrating multimedia into teaching and learning.
Supplementary SAMR Resources