2. Project-based learning
enables classrooms to
emphasize this undervalued
part of the “invisible
curriculum” what author
Daniel Goleman has called
“emotional intelligence”
3.
4. Focus Question:
What are the steps involved in the
use of project- based multimedia
learning strategy?
6. Determine the resources available-
library materials,
community resources both material and
human,
Internet,
news media- since the project calls for
multimedia.
7. Simkins et al (2002) suggest the following:
– Use technology students already know.
– Use time outside of class wherever possible.
– Assign skills practice as homework.
– Use “special” classes (like art or music) as
extra time.
– Let students compose text and select and
prepare graphics and sounds as they plan.
8. • 1. BEFORE THE PROJECT STARTS
• 2. INTRODUCING THE PROJECT
• 3. LEARNING THE TECHNOLOGY
• 4. PRELIMINARY RESEARCH AND PLANNING
• 5. CONCEPT DESIGN AND STORYBOARDING
• 6. ASSESSING, TESTING, AND FINALIZING PRESENTATIONS
• 7. CONCLUDING ACTIVITIES
9. BEFORE THE PROJECT STARTS
1. Create project description and milestones. Put in
a nutshell what your project is all about. Describe
your project in forty (40) words or less. Include
your instructional goals and objectives. Include the
project components students will be responsible
for and their due date. Set deadlines. By writing a
brief abstract of your project, you have a full grasp
of the essence of your project and that your focus
will not get derailed.
10. A milestone may look like this:
STAGE ESTIMATED TIME
Before the project starts 2 weeks
Introducing the project 1-2 days
Learning the technology 1-3 days
Preliminary research and planning 3 days- 3 weeks
Concept design and storyboarding 3-5 days
First draft production 1-3 weeks
Assessing, testing and finalizing presentations 1-3 weeks
Concluding activities 1-3 days
Total class time 5-13 weeks
11. 2. Work with real- world connections.
3. Prepare resources.
4. Prepare software and peripherals
such as microphones.
20. – A storyboard is a paper- and – pencil sketch of the
entire presentation, screen by screen or, in the
case of video, shot by shot. Each pane of the
storyboards shows what text, images, sounds,
motion, and interactivity buttons will go on the
screen and how they will be arranged. There
should be no design. This is a quick sketch time
spent making it beautiful is time wasted. The
panes are connected with lines to show how the
presentation flows.
21. – Use scanned. Handmade artwork to make a project look
personal and to manage scarce technology resources.
– Keep Navigation
– Organize information similarly throughout so users can
find what they are looking for.
– Care for collaboration
– Organize manageable steps.
– Check and assess often.
25. – Functional Testing means trying all the buttons, taking
all possible paths through the presentation, checking
for errors, missing images, and the like.
– User Testing means showing the presentation to
members of the target audience and finding out if they
can successfully navigate it and understand it.
– Assessment means critical evaluation of your
presentation.
26. Key idea:
–You have to do it while students still
have time to fix the problems they find,
or students will the find the enterprise
pointless and demoralizing. And they
will be right.
27. – Release Candidate is a version everyone thinks is just
about perfect. The release candidate is tested further,
and at this stage no new content or features are added.
Only things like crashes, mortifying factual errors or
offensive material, and typos are fixed. After a round of
fixes, you make new release candidate and test it. This
process continue until the deadline. The last release
candidate becomes the final version, which you post,
copy, archive, or deliver as appropriate.