Prof Madya Dr Abd Latif Hj Gapor FPPM, UPSI 16 June 2012

Membincangkan penggunaan teknologi dan media terkini dalam perancangan dan pelaksanaan pengajaran dan pembelajaran.

Smaldino et al (2012). Instructional Technology and Media for Learning. Pearson Laman youtube


Menjelaskan maksud teknologi dan multimedia Membincangkan peranan multimedia dalam pengajaran dan pembelajaran Membincangkan model ASSURE dalam perancangan pengajaran Merancang pengajaran berasaskan satu tajuk untuk tempoh 40 minit dengan mengintegrasikan teknologi dan media terkini

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Kuliah Persembahan video dari laman youtube terpilih Perbincangan

Tempoh : 2 jam


Multimedia is media and content that uses a combination of different content forms. The term can be used as a noun (a medium with multiple content forms) or as an adjective describing a medium as having multiple content forms. (


The term is used in contrast to media which use only rudimentary computer display such as text-only, or traditional forms of printed or hand-produced material. Multimedia includes a combination of text, audio, still images, animation, video, or interactivity content forms.


Multimedia is usually recorded and played, displayed or accessed by information content processing devices, such as computerized and electronic devices, but can also be part of a live performance.

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Multimedia divided into linear and nonlinear categories. Linear: content progresses without any navigational control for the viewer such as a cinema presentation. Non-linear: user interactivity to control progress as used with a video game or used in selfpaced computer based training.

Hypermedia is an example of non-linear content. Multimedia presentations can be live or recorded. A recorded presentation may allow interactivity via a navigation system. A live multimedia presentation may allow interactivity via an interaction with the presenter or performer.

Multimedia presentations may be viewed by person on stage, projected, transmitted, or played locally with a media player. Abroadcast may be a live or recorded multimedia presentation. Broadcasts and recordings can be either analog or digital electronic media technology. Digital online multimedia may be downloaded or streamed. Streaming multimedia may be live or on-demand.


Multimedia games and simulations may be used in a physical environment with special effects, with multiple users in an onlinenetwork, or locally with an offline computer, game system, or simulator. The various formats of technological or digital multimedia may be intended to enhance the users' experience, for example to make it easier and faster to convey information. Or in entertainment or art, to transcend everyday experience.


  (History..)



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10 reason why.. Planning lesson in classroom


 Analyze Learners

 State Standard and Objective
 Select Strategies, Technology, Media, and  Utilize Technology, Media, and Materials  Require Learner Participation


 Evaluate and


(Smaldino et al 2012)


 Analyze Learners:
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General characteristics, Entry Competencies : ex: + Create and save PowerPoint + Locate and download digital files + Insert graphics Learning styles: best hand-on, personalize work increase motivation, independent or by group

 State Standards and Objective
 Curriculum Standards  Technology Standards Students use technology tool to enhance learning, increase produvtivity, promote creativity  Learning Objective


 Select Strategies, Technology, Media, and
Materials  Select strategies : teacher – student centered  Select technology and media: ex: Computer and software PowerPoint to create water cycle with texts, sound, photo, music

Select materials: ex: blank paper, color poster , resources, modify existing materials


 Utilize Technology, Media, and Materials
Preview Prepare the technology and media Prepare the environment Prepare the learners Provide the learning experience


 Require Learner Participation
 Student

have practice and experience: knowing, comprehensing, applying, analyzing, synthesizing, evaluating  Technology: productivity, research, problem solving and decision making tool.  Student practice activities  Feedback


 Evaluate and Revise
 Assessing

learner achievement

◦ Authentic ◦ Portfolio: ex electronic format or traditional, computer multimedia project ◦ Evaluating dan revising: strategies, technology and media
24 (TPM: penambahbaikan berterusan..)


Sila dapatkan bahan ini di URL: 84262-Muti-Media

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