Saturday, August 15, 2009

Using Video in Learning

Using Video in Learning

Videos often have the ability to not only be compelling, but to teach ideas and concepts in a way that can be very exciting to students. This experience not only gives you and your students a break from the norm, watching school videos also introduces a different method of teaching that can be very effective.
Video has certainly come a long way from the traditional 16mm projectors used years ago. Now, technology allows for interactive engagement in the viewing experience unlike ever before. According to James Marshall of the Department of Technology at San Diego State, educational technology complements what a great teacher does naturally.
Dr. Marshall went on to note that with the ever-expanding content and technology choices available - from video to multimedia - there is an unprecedented need to understand the recipe for success, which involves the student, the teacher, the content and the environment in which the technology is used.
Students that come into your classroom today are considered to be digital natives in that they are used to graphics and clever visual images. As a result, many students struggle to sit quietly for a dry set of notes delivered by you. They delight in visual examples and as long as they move, they grab their attention.
To get the most out of the use of school videos, help your students interact with the video by stopping and discussing the ideas or images for a few minutes. This can lead to a better learning experience, and it helps to get the students' attention.
Students today are not used to waiting for gratification; they expect it quickly. The use of school videos helps to meet the needs of short-tem gratification, while also taking students deeper to help them to learn the pleasure of a more delayed gratification. As video offers a fast and active learning mode, you can use it to lure your students into a more in-depth learning experience.
According to researcher, Susan Neuman, television - as one type of video - opens up new learning avenues for students, providing them with a knowledge base that can be extremely useful in school. Video is engaging, activates emotions, stimulates interest in a topic and allows students to absorb and process information.Videos can be found on nearly every imaginable topic to use in every school subject.

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Technology in Higher Education

Technology in Higher Education

Problems have plagued the use of technology in higher education classes throughout the country. Many people within the system see five major trends that will affect the future of technology/distance learning. The following is a list these current trends in higher education:
•Growing population of students enrolling combined with inadequate infrastructure (faculty, administration, buildings, etc.)

•Changing student needs (lack of time and need for flexibility are foremost)

•Instruction altered to more student centered, non-linear, and self-directed (needed in order to meet the diverse academic needs of students)

•Necessity of lifelong learning classes

•knowledge and competency of students in the use of the Internet
All of these trends can be traced back to distance learning. Higher education institutions need to take action now, in order to enhance their distance education programs.
There are ways in which schools can meet the current trends through distance education. One way is to provide more help through Student Services. By encouraging the use to of help desks at schools, students will have their needs assessed and met.
The website has given future and current students access to information quickly. The majority of the states have become a part of statewide coordinating board or consortium of distance education learning programs. These boards/consortiums have provided support, financial sources, evaluation procedures, and the establishment of clear missions for distance learning education courses throughout the states.
All of these efforts work toward the goal of implementing valid distance learning programs.By examining current trends, campuses will be better equipped to meet the needs of today’s student.


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Advance technology in Learning

Advance technology in Learning

As new information technologies infiltrate workplaces, home, and classrooms, research on user acceptance of new technologies has started to receive much attention from professionals as well as academic researchers. Developers and software industries are beginning to realize that lack of user acceptance of technology can lead to loss of money and resources.
In studying user acceptance and use of technology, the TAM is one of the most cited models. The Technology Acceptance Model (TAM) was developed by Davis to explain computer-usage behavior. The theoretical basis of the model was Fishbein and Ajzen’s Theory of Reasoned Action (TRA).
The Technology Acceptance Model (TAM) is an information systems (System consisting of the network of all communication channels used within an organization) theory that models how users come to accept and use a technology, The model suggests that when users are presented with a new software package, a number of factors influence their decision about how and when they will use it, notably:
The goal of TAM is “to provide an explanation of the determinants of computer acceptance that is general, capable of explaining user behavior across a broad range of end-user computing technologies and user populations, while at the same time being both parsimonious and theoretically justified”.
According to the TAM, if a user perceives a specific technology as useful, she/he will believe in a positive use-performance relationship. The relation between PU and PEOU is that PU mediates the effect of PEOU on attitude and intended use. In other words, while PU has direct impacts on attitude and use, PEOU influences attitude and use indirectly through PU.
User acceptance is defined as “the demonstrable willingness within a user group to employ information technology for the tasks it is designed to support” (Dillon & Morris). Although this definition focuses on planned and intended uses of technology, studies report that individual perceptions of information technologies are likely to be influenced by the objective characteristics of technology, as well as interaction with other users. At the same time, her/his perception of the system is influenced by the way people around her/him evaluate and use the system.
Studies on information technology continuously report that user attitudes are important factors affecting the success of the system.
In the context of information technologies, is an approach to the study of attitude - the technology acceptance model (TAM). TAM suggests users formulate a positive attitude toward the technology when they perceive the technology to be useful and easy to use (Davis, 1989).
A review of scholarly research on IS acceptance and usage suggests that TAM has emerged as one of the most influential models in this stream of research The TAM represents an important theoretical contribution toward understanding IS usage and IS acceptance behaviors. However, this model -- with its original emphasis on the design of system characteristics – does not account for social influence in the adoption and utilization of new information systems.

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Using Educational Software

Using Educational Software

Educational software is a powerful tool, capable of providing compelling, appealing, easily internalized lessons on multiple subjects, from reading and math to typing and chess. In a world exploding with exciting forms of entertainment for kids, educational games can teach children that the computer is a tool and not simply a hi-tech distraction.
The family computer is a centerpiece of the modern home and an indication of the supreme importance of technology in children's education. Kids in current society must learn how to filter the hi-tech input they receive from every angle, and how to use the abundant information and power available from the internet and computer software for positive ends.
While some may be skeptical about the value of kids learning games and educational software, it is important for teachers in the classroom and at home to recognize the positive influence software based learning games can have on the modern day child.
Children love computer games, spending hours in virtual worlds of fast paced, highly charged competitive games and simulations. The excitement of computer games does not have to end before the educational experience begins for kids of all ages. From preschool learning games that teach children to recognize colors and animals, to interactive education games for middle-schoolers that ask them to create the software and write their own puzzles, the world of educational software is ripe with benefits for kids and teachers alike.Rather than separating the world of "games" from school and leaning, learning games teach kids the value of technology and the importance of interactive learning.
The term edutainment, the combination of entertainment with education, has been used to describe the current climate of kids' education. The thought goes, if kids of are entertained while they learn, they will tune out and learn nothing. Kids have been predisposed to interact with information in the computer and internet age. So our educational methods must involve tools that will equip children in a way that develops interactive learning and that has technology at the center of their classroom experience, as well as their entertainment.