Muhammad's EdTech Impressions

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Lesson Plan for Social Media and Learning

Background Information

The lesson plan for the course Social Media and its Benefits in Learning which is a short-term course for students to learn about how they can use social media as an educational platform. This course will teach students the different ways social media can be used as a learning platform and how it is a powerful tool for networking. In today’s age, social media is playing a bigger role in people’s lives and have given us the opportunity to connect with other people around the world. Students taking this course will be able to identify the benefits social media have on learning and the drawbacks using social media. Moreover, the course will cover topics that are important currently such as digital identity and social advocacy. Finally, the Covid-19 pandemic has caused lot of traditional learning to transition to a digital medium making it even more important than ever before.

Learning Objectives

As a result of this course, students participating in the lectures will be able to:

  • Understand and identify different ways social media can be used as a learning platform.
  • How to use social media to build your own personal digital identity and maintain a good reputation on online platforms.
  • Learn about using social media for social advocacy and bring change to your community.
  • Be knowledgeable about the security and privacy issues related to social media.
  • Gain familiarity in connecting with your peers and other industry leaders in your occupation.
  • Learn the difference between using social media for personal reasons and for work related reasons.
  • Identify what personal attributes you can use to enhance your digital identity.

Learning Activities

  • Break the participants into groups of 3-5 people and ask them to discuss what they think about social media and how can it help learning. (15 minutes)
  • Make a user from each group ask question which will be presented in the Q/A session. (10 minutes)
  • Answer couple of multiple-choice questions during the Q/A session to reinforce students learning. (15 minutes)
  • Read an infographic to help them understand the key points of the topic and ask them to make their own infographic based on what they learned. (30 minutes)

Grading

The final grade will be based on the infographic created by students and participation in discussion among their group members.

  • 70% – Final Project (Infographic)
  • 30% – Participation

Potential Assumptions

This is a reminder for instructors to consider potential obstacles in their course and suggest strategies to overcome such situations.

Course Materials

The following includes the Q/A session video with multiple choice questions added in the video using H5P plugin.

Finally, the infographic is provided as another multimedia resource for students to use for their learning. The example provided explains how it can help you network and expand your business networks. Participating in discussion with your fellow network peers can help you gain knowledge.

Multimedia Principles

Multiple multimedia principles were used for the learning content produced. In the interactive video, the first principle we included was the modality principle. Modality principle states that people learn better from graphics and narration than graphics and printed text. This helps users retain the knowledge from the narration and view the graphics to help them visualize. Another principle used for the interactive video is the feedback principle. The multiple choice questions added in the video helps learners reinforce what they learned and not make them forget. For our infographics, multimedia principle was used which states that learners learn better from images and words rather than words alone. The infographics also used coherence principle to help learners learn better without any extraneous materials included in the infographics.

Finally, the dual coding theory was used in the interactive video to make sure that learners use both their visual and hearing channel to process the information. The Q/A session includes both narration and visual image to make sure the learners use both their channels and not overload one of their channels with information. This leads to efficient learning and learners can retain information more easily. Asking students to create their own infographics and asking them to participate in groups is a form of active learning which is another way keeping students engaged and interested.

Blog Post 10 – Data Visualization

Fifa World Cup Champions Data Visualization

In this week’s blog we will take a look into a word cloud that shows the number of times a country has won the Fifa World cup.

Fifa World cup Champions

Word cloud for number of times a country has won the world cup

In the above word cloud, the size of the words represent the number of times a country has won the world cup. The bigger the word, the more times the country has become world cup champions. The word with the biggest size is Brazil which is due to them winning world cup total of five times. Spain and England are the smallest size because they won the world cup only one time. The word cloud is a very simple data visualization and does not require huge background knowledge to interpret the data from the visualization. This is one of the benefit as this type of data visualization can be shown to broad range of audience. There were several principles of multimedia learning used for this word cloud to simplify and engage the learners. The first one is the coherence principle which states that people learn better when extraneous materials are excluded rather than included. The visualization is very simple and avoids learners to over load their memory with unnecessary information and focus only on the main topic. Secondly, the embodiment principle is used here which states that people do not necessarily learn better when speaker’s image on the screen. The visualization avoids any image of the presenter and try to keep it clean as possible without cluttering the presentation.

Finally, this type of data visualization is a form of passive learning as it doesn’t require learners to be hands-on with the activity.

Reference

FIFA Men’s World Cup History: World Cup Winners, Hosts, Stats. (2018, July 15). Retrieved March 29, 2021, from https://www.foxsports.com/soccer/fifa-world-cup/history

Feedback for Harman’s “Twine Story” Blog

Harman’s blog post is about his twine story he created and discussed what multimedia principles relate to his twine story. He also discussed how Twine stories can benefit learning for students.

Positives

  • A short and concise story about your potential trip around the world. As Harman mentioned, the story is presented in conventional format rather than making it too formal.
  • The story does a good job giving the readers freedom to choose different paths in the storyline. As mentioned in the blog, the segmenting principle is used effectively and makes readers more engaged.
  • Good examples given regarding how Twine can help in educational purposes. This helps clarify to the readers how Twine is useful for educational and instructional purposes.

Additional Feedback

I wonder if Harman used more pictures or other illustrations in his twine story then it would help readers get engaged even more?

I wonder if there were more ending scenarios then the twine story would be more interesting and exciting for the readers.

Harman’s blog was well made and his twine story was fun to read. He gave good examples on why twine stories help students regarding educational and instructional purposes. His twine story also cover the required two multimedia principles necessary for this blog assignment.

Blog Post 9

Bad News Game

This week we were tasked to play a browser based game that walks you through different scenarios where your job is to gain followers without hurting your credibility too much. You gain followers by creating fake news and playing with people’s emotions and fear. My final score was 6,559 followers with solid credibility. There were multiple multimedia learning principles used for this game. For example, Feedback principle was used if you made a good or bad choice. Personalization principle was used as the game presentation was done in a conversational style. Lastly, signaling principle was used as there were cues to highlight the key methods to choose from. However, the game could be improved if the users had the opportunity to explain their choices as that was one of the multimedia principle missing in the game.

My Sketchnote

For my sketchnote, I decided to use one of my CSC 375 – Introduction to Systems Analysis lecture document to make a sketchnote on.

Sketchnote for my Information System class

Sketchnote is a great way to help students understand and remember core components of a lecture. This can also be useful for students to revise content that they will be studying for an exam. Multimedia principle, split-attention principle and modality principle are all good examples of why sketchnote helps students learn and understand content more efficiently. Sketchnote contains both pictures and words which benefits students with absorbing information. Sketchnote is also a form of active learning as students needs to summarize and sketch based on their understanding.

In this class, we have been using multiple tools like video editing applications, google map stories and even play a game based on approach to disinformation. Sketchnote helps students regain knowledge and understand content that were covered during a lecture. It saves students time and help them remember the learning materials after long time for example before a final exam.

Blog Post 7

Storytelling

This week’s blog I liked to share I a story I made through Twinery. The story is about a cleric who journeyed to a small town that was struggling with the outbreak of a plague. The cleric was the perfect man to cure this plague as he possessed the medicine necessary to cure this plague and save a woman who was locked down in a cellar. The story was told from two pathways, one through the woman’s husband and the other one through the woman’s brother. Twinery link is provided below.

Photo by marco forno on Unsplash

http://twinery.org/2/#!/stories/f160114d-e72d-4f91-aa7c-8d8ab52eea82/play

Multimedia Principles Used

One of the  multimedia principle used for the twinery story is segmenting principle. This is when people learn or understand better when the multimedia message is presented in learner paced segments rather than a continuous unit. In twinery story’s case, the short story is segmented into different parts where each story takes place in separate locations. This helps readers digest the stories in different parts making it more efficient way to process new information.

Another multimedia principle used is personalization principle which means learners can understand better in conversational style rather than formal style. The twinery story is more conversational way of telling story rather than formally which means readers will understand better and more efficiently.

One way Twinery can be used for Educational Purposes

Twinery is a great tool to teach students using storytelling method. Instead doing typical PowerPoint slides for presentation, storytelling via Twinery would be good way to segment the information and engage students in the learning process.

Assignment 3: Core Multimedia Skills

Improving My Multimedia Object

The Multimedia object I chose to update and improve is my Google Earth Story from Blog post 5. One of the learning theories I decided to use to improve my Google Earth Story is dual coding theory. In my presentation, I have added a small textbox for each individual locations in my Washington D.C. tour where it lists some facts and gives brief description about that place. Sometimes the importance of the place is mentioned and other times facts such as current justices serving the U.S Supreme Court. This text box can also be used by Google Assistance which is an artificial intelligence powered software that can read out text using an automated voice. This is where dual coding theory comes in, viewers who view my story will now be able to view the tour at the same time as listening to the text added in the presentation. Now people can take my Washington D.C. tour with a virtual tour guide. The tour is now more engaging and helps users absorb information by both viewing the locations and listening to the tour. In addition to the dual coding theory, split-attention principle is used where people learn better when pictures and words are temporarily integrated. Spatial Contiguity principle is also used where people learn better when corresponding words and pictures are presented at the same time instead of successively. In my Google Earth Tour, the text and pictures are presented at the same time instead of making successively slides. The text boxes also does not restrict any of the views and don’t ruin any of the immersion of the tour.

I also want to note that Google Assistant doesn’t work if map and location feature is not allowed by your web browser. It should work for all android devices.

D.C. Tour Link

Feedback for Harman’s “VIDEO GAMES CAN TEACH US” Blog

Harman’s blog post about how “video games can teach us” tells us about his personal experience with video games used as an educational learning medium.

Positives

  • Harman gave a great overview of about the topic that was focused on the blog post in the introduction and followed it up with examples from his personal life to back up his statement. The transition was simple and clear for the audience to understand.
  • Harman used a nice poster that describes different benefits video games can have on a person’s brain and how useful education tool it is. This supports the dual coding theory which is very positive.

Addition Feedback

I wonder if Harman was more specific with names of God for example, naming a god that was available in Smite would help support his theory better?

Harman’s blog post was well made and gave good examples on how video games help in teaching.

https://harman-sandhu.opened.ca/2021/01/17/video-games-can-teach-us/

Topic 5: A Tour of Washington DC

A Tour of Washington D.C

Below is a link that gives you an opportunity to tour around the famous Constitution avenue and show you famous buildings and monuments in Washington D.C. The tool used to display the map is done by Google Earth.

DC Tour

Evaluation of the Dinosaur Game H5P Video

SECTIONS Framework

Students: The H5P video from previous blog post is for students who are interested in learning about browser video games and is appropriate for any age and background. The video mostly uses a quiz format that helps students retain the information absorbed during the video and accessible for all types of students.

Ease of Use: To create this kind of content in H5P format, the instructors need to have knowledge about certain video editor software such as OpenShot. Adding interactive features in videos is a very simple process that can be learned easily from H5P documentation page.

Costs: There is usually small monthly subscription cost for the author to maintain and deliver.

Teaching Functions: Makes learning more engaging for students and help them retain information after a lecture.

Interaction: It’s very interactive medium for students to engage with compared to traditional videos and PowerPoint slides.

Organizational Issues: It’s supported here in UVic and several other public Universities.

Networking: If the H5P video link is posted in an online platform like in a blog then it has potential to network with millions of people around the world.

Security and Privacy: As long as no sensitive information is used in the H5P video, it’s safe for instructors and students to use it.

Multimedia Principles

Worked-examples principle and feedback principle is directly related to the H5P video from previous blog. The worked-example principle is related via popup informational text-boxes that provides examples and other insight on the material. The self-check quiz helps students give feedback about information they managed to retain.

 

Blog Post 4

Screenshot from my PC while playing the game

Why Creating Lesson Plan is Important

A lesson plan is a very important document that is necessary for instructors to help them guide their classroom to make progress in their learning objectives in a more efficient manner. A lesson plan summarizes the objectives of a lesson, the material and resources required by students to complete the lesson, timeline of each learning modules and assessment of students’ learning objectives. Creating a multimedia lesson plan before creating the multimedia content is more important because it helps teachers develop clear teaching objectives and design the learning materials based on the goals for students. Moreover, the lesson plan can be used for future purposes if the instructor will teach the class again. Lesson plan can help adjust the live content based on feedback. This helps instructors design and create content that will create optimal learning methods for students. Assessments for students can also be planned and designed through multiple iteration after receiving feedback. These are some benefits for creating a multimedia lesson plan before creating the multimedia content.

Below is a H5P video that talks about browser based game called “The Dinosaur Game”

List of Related Principles

Some of the multimedia principles that relates to videos with popup informational text boxes and embedded multiple-choice questions are worked-examples principle and feedback principle. For example, the feedback principle is applied here due to allowing the learners to test their knowledge absorbed from the video by being asked a question related to the topic in a multiple choice question. Worked examples principle is applied here from popup informational text boxes which can give real life example. Another principle that could be applied here is the signalling principle which mentions that people learn better when certain facts in a multimedia document is highlighted or emphasized to the learner.

 

Learning Theories

Creating PowerPoint Presentations after Learning about Dual Coding Theory

Dual Coding theory tells us that the human brain processes and stores new information through 2 channels. One through the eye (visually) and the other one through the ear (sound). The information that was absorbed by the two channels are then stored in a short memory that is connected to their respective channel. The short memory can be overloaded too quickly if information is absorbed through multiple input for one of the channels. For example, a television documentary might have English dialogues with English subtitles and moving pictures. In this case, the visual channel will be overburdened. Keeping in this mind, PowerPoint slides created in the future must have to make sure that the slides aren’t to dull and full of texts. To help readers retain the information more effectively, images, diagrams or videos must be used in addition to the texts so it fully makes use of the dual coding theory. It is also important to make sure that the text and the visual representation relates to each other.

Flow and Multimedia Learning

Learning goes beyond just reading from textbook or listening to lectures in classroom. One of the most effective way of learning is through the flow where learners are fully concentrated and enjoying the process of learning. Multimedia learning tools can help learners to be “in zone” where they are fully immersed in what they are learning. This is also why learning about different learning theories will be useful in this class.

Hypothes.is Advantages?

Hypothes.is is a nice tool in browser that helps us annotate and collaborate with other students about readings or other documents. This help promote discussions and improve critical thinking. One drawback is that it can be hard to identify other students in class.

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