| A FRAMEWORK FOR MULTIMEDIA TEACHING AND LEARNING - LEARNING QUALITIES: From 'More than a Game' Exploring Educational Multimedia for Educators and Designers - Jointly published by the Department of Education and Multimedia Victoria 1999. www.sofweb.vic.edu.au/lt/sweval/mtag.htmGood learning experiences reach beyond the curriculum content of a subject. They provide opportunities for effective interaction as part of the learning experience and for students to reflect on what is learned and how it is learned. To advance these ideas in multimedia learning environments, this section outlines a framework of higher order learning qualities based on current educational theory. By understanding and using the framework, educators and designers can help create informed learning contexts for the education of people of all ages and with different needs. This framework can be applied to the selection, use or development of any learning resources, but here it is applied to multimedia. This section is used best as a reminder of things to consider when designing and evaluating for learning. The first three higher order qualities, Engage, Interact and Think, are the vital elements for any productive multimedia learning environment. The other ten learning qualities represent the variety and complexity found in different learning environments. Learning Qualities: Engage Engagement is the degree to which a student is absorbed within the learning experience. In an engaging learning experience, the student intentionally and consciously participates, being motivated and recognising a purpose in the experience. One of the ways that teachers are encouraged to help students engage in learning tasks is to make learning fun. Making learning fun means making it personally satisfying for the learner. Satisfaction is gained when students feel that they have accomplished something significant and productive. Learners should leave the experience with a strong sense of achievement; a feeling that they have created something worthwhile, whether it is something they have made, drawn or built, or an idea or theory they have about the topic. The greatest motivator is the personal need to know. When students perform tasks that they perceive as purposeful and authentic, they show greater interest in, and accept more responsibility for their own learning. If todays students are to become lifelong and self-sufficient learners, they must leave school with a positive attitude toward knowledge and learning. This happens when students are motivated to learn and are empowered by the process. Interact The interaction between students and their environment provides patterns, facts and opinions that support reflection and generate new learning and new questions. Instead of students passively receiving information and reinforcement, students derive their understanding from their own active involvement in finding, making sense of and using knowledge. As people know things in different ways, so they learn best in different ways. Therefore, educational multimedia products need to accommodate different styles of learning. Students personal needs, differences, goals and preferences should be respected and considered. Students need to be offered options, either by presenting activities at different levels or choosing different types of interactions. For example, students may have some control over the speed at which information is delivered or use cause-and-effect interactions to help them assess their own level of understanding. The learning environment must provide feedback in a form that can easily be interpreted by the student. Such feedback should be provided in a focused manner, in a way that intelligently filters out unnecessary information; and from multiple perspectives. Think Higher order thinking requires that students engage in cognitive tasks such as analysis, synthesis and evaluation, and that they reflect upon their knowledge to form new understanding. Active learning requires students to go beyond the surface to interpret data, and to organise, speculate, test, elaborate on and abstract information. Instead of memorising facts and behaviours, students deal with ideas and acquire personal knowledge. Learning environments can promote higher order thinking by:
Constructive Constructive learning environments emphasise the development of students own ideas and knowledge, rather than the selection of information from pre-packaged options.
Adaptable Each individual brings a unique set of experiences and attributes to the learning setting. Adaptive learning environments accommodate and respond to a wide range of personal differences.
Creative Creative learning environments allow students to work in imaginative ways to associate ideas, produce new ideas, and devise their own internal and external representations of ideas.
Liberating The student needs to be able to participate freely in the learning experience.
Collaborative In collaborating, students work to ether to collect and exchange knowledge, receivefeedback and gain insight into the way to approach and solve problems.
Autonomous An autonomous student assumes responsibility for, initiates, guides and monitors their own learning, drawing upon human and physical resources, as they are required. Autonomous students may work alone or help a group to work as one.
Discursive Discussion provides opportunities for logical disputation, engagement with meaning, perspective and interpretation.
Reflection Reflection requires students to examine the reasoning behind their own interpretations, conclusions and opinions and assess the validity of the evidence considered.
Contextual Context recognises that knowledge consists of items that exist in relation to each other, rather than independently.
Authentic Authentic learning involves acquiring knowledge in a setting which students perceive as real or legitimate.
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