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PROJECT – BASED LEARNING
AND MULTIMEDIA
Educationl Technology I
Objectives:
1. To define project – based
learning and multimedia
2. To identify the elements of
project –based learning and
multimedia
3. To enumerate the key
dimensions of project – based learning
and multimedia
What is Project-based
Learning and Multimedia ?
Defining

Project-Based

Multimedia

Learning

It's better to start with some definitions. By
project-based learning, we mean a teaching
method in which students acquire new knowledge
and skills in the course of designing, planning, and
producing some product or performance. By
multimedia, we mean the integration of media
objects
such
as
text, graphics, video, animation, and sound to
represent and convey information. Thus, our
definition is:
Project-based multimedia learning is a method
of teaching in which students acquire new
knowledge and skills in the course of
designing, planning, and producing a multimedia
product.
Your students' multimedia products will
be technology-based presentations, such
as a computerized slide show, a Web site, or
a video. These presentations will include
evidence that your students have mastered
key concepts and processes you need to
teach and will be a source of great pride for
them and for you.
Dimensions of Project – Based
multimedia Learning
Project-based multimedia learning has
seven key dimensions: core curriculum, realworld
connection,
extended
time
frame,
student
decision
making, collaboration, assessment, and
multimedia. Like air, fire, water, and earth, it's
possible to have one of these dimensions
present without the rest. A strong
unit, however, includes them all. Here is a
brief explanation of each.
 Core curriculum. At the foundation of any unit of this type

is a clear set of learning goals drawn from whatever
curriculum or set of standards is in use. We use the
term core to emphasize that project-based multimedia
learning should address the basic knowledge and skills all
students are expected to acquire, and should not simply be
an enrichment or extra-credit activity for a special few.
Often, these projects lend themselves well to
multidisciplinary or cross-curricular approaches.
 Real-world connection. Like the Velveteen Rabbit in

Margery Williams's famous story, project-based multimedia
learning strives to be real. It seeks to connect students'
work in school with the wider world in which students live.
You may design this feature into a project by means of the
content chosen, the types of activities, the types of
products, or in other ways. What is critical is that the
students—not only the teacher—perceive what is real about
the project.
“Real life!” Now, that is the
key! I spent years waiting for
“real life” to begin, not
realizing that my childhood
was real life. Children, even
young ones, can make a
meaningful contribution to
the world while they are
learning.
—Technology learning
coordinator
 Extended time frame. A good project is not a one-shot

lesson; it extends over a significant period of time. The
actual length of a project may vary with the age of the
students and the nature of the project. It may be days,
weeks, or months. What's important is that students
experience a succession of challenges that culminates in a
substantial final product from which they can derive pride
and a clear sense of accomplishment.
 Student decision making. In project-based multimedia
learning, students have a say. Teachers look carefully at
what decisions have to be made and divide them into
“teacher's” and “students'” based on a clear rationale. For
example, a teacher might limit students to a single
authoring program to minimize complications that might
arise were students allowed to use any software they
chose. And yet she can also give students considerable
leeway in determining what substantive content would be
included in their projects. Though the teacher is clearly in
charge, she tries to enlarge the area for students to make
decisions about the form and content of their final
products, as well as the process for producing them.
 Collaboration. We define collaboration as working together

jointly to accomplish a common intellectual purpose in a manner
superior to what might have been accomplished working alone.
Students may work in pairs or in teams of as many as five or six.
Whole-class collaborations are also possible. The goal is for each
student involved to make a separate contribution to the final
work and for the whole to be greater than the sum of the parts.
Collaborative projects not only involve many features of typical
cooperative learning strategies but also transcend them in this
focus on synergy and the production of a jointly authored
multimedia product.
 Assessment. Regardless of the teaching method used, data must

be gathered on what students have learned. When using projectbased multimedia learning, teachers face additional assessment
challenges because multimedia products by themselves do not
represent a full picture of student learning. Students are gaining
content information, becoming better team members, solving
problems, and making choices about what new information to
show in their presentations. We consider assessment to have
three different roles in the project-based multimedia context:
 Activities for developing expectations;
 Activities for improving the media products; and
 Activities for compiling and disseminating evidence

of learning.

 Multimedia. In multimedia projects, students do not

learn simply by “using” multimedia produced by
others; they learn by creating it themselves. The
development of such programs as HyperStudio, Kid
Pix, and Netscape Composer has made it possible for
students of all ages to become the authors of
multimedia content. As students design and
research their projects, instead of gathering only
written notes, they also gather—and create—
pictures, video clips, recordings, and other media
objects that will later serve as the raw material for
their final product.
Why Use
Project-Based
Multimedia
Learning?
You already have strategies for teaching your
curriculum, so what “value” do you add when you
implement project-based multimedia learning? In their
book, Teaching the New Basic Skills, Richard Murnane
and Frank Levy (1996) describe three skill sets students
need to be competitive for today's jobs:
 Hard skills (math, reading, and problem-solving skills
mastered at a much higher level than previously
expected of high school graduates);
 Soft skills (for example, the ability to work in a group and
to make effective oral and written presentations); and
 The ability to use a personal computer to carry out
routine tasks (for example, word processing, data
management, and creating multimedia presentations).

Adding Project-Based Multimedia Learning to Your Teaching
Repertoire

Being a teacher is a bit like being a personal trainer. In
general, a trainer knows that all clients need a balanced
workout.
They
need
to
develop
muscular
strength, flexibility, and aerobic fitness. They also need to
adhere to a sound, balanced diet. At the same time, each
client will have specific needs or conditions that require
accommodation. The workout you design for your client with
asthma will be different from the one you create for your
client with arthritis.
 Likewise, effective teachers employ various teaching
methods to achieve a balanced instructional program that is
also personalized and reflects the needs and interests of
individual students. You know that your students need a
balanced diet of academic content and process skills—and
workouts
that
include
learning, practicing, analyzing, reflecting, and assessing. You
also know that students vary in their comfort with these
activities and the amount of support they need.
Submitted by:
Jenni – Ann Occeno
BEED II – A
Submitted to:
Prof. Mary Gene Panes

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ed. Tech 1 - Project - Based learning and Multimedia

  • 1. PROJECT – BASED LEARNING AND MULTIMEDIA Educationl Technology I
  • 2. Objectives: 1. To define project – based learning and multimedia 2. To identify the elements of project –based learning and multimedia 3. To enumerate the key dimensions of project – based learning and multimedia
  • 4. Defining Project-Based Multimedia Learning It's better to start with some definitions. By project-based learning, we mean a teaching method in which students acquire new knowledge and skills in the course of designing, planning, and producing some product or performance. By multimedia, we mean the integration of media objects such as text, graphics, video, animation, and sound to represent and convey information. Thus, our definition is: Project-based multimedia learning is a method of teaching in which students acquire new knowledge and skills in the course of designing, planning, and producing a multimedia product.
  • 5. Your students' multimedia products will be technology-based presentations, such as a computerized slide show, a Web site, or a video. These presentations will include evidence that your students have mastered key concepts and processes you need to teach and will be a source of great pride for them and for you.
  • 6. Dimensions of Project – Based multimedia Learning Project-based multimedia learning has seven key dimensions: core curriculum, realworld connection, extended time frame, student decision making, collaboration, assessment, and multimedia. Like air, fire, water, and earth, it's possible to have one of these dimensions present without the rest. A strong unit, however, includes them all. Here is a brief explanation of each.
  • 7.  Core curriculum. At the foundation of any unit of this type is a clear set of learning goals drawn from whatever curriculum or set of standards is in use. We use the term core to emphasize that project-based multimedia learning should address the basic knowledge and skills all students are expected to acquire, and should not simply be an enrichment or extra-credit activity for a special few. Often, these projects lend themselves well to multidisciplinary or cross-curricular approaches.  Real-world connection. Like the Velveteen Rabbit in Margery Williams's famous story, project-based multimedia learning strives to be real. It seeks to connect students' work in school with the wider world in which students live. You may design this feature into a project by means of the content chosen, the types of activities, the types of products, or in other ways. What is critical is that the students—not only the teacher—perceive what is real about the project.
  • 8. “Real life!” Now, that is the key! I spent years waiting for “real life” to begin, not realizing that my childhood was real life. Children, even young ones, can make a meaningful contribution to the world while they are learning. —Technology learning coordinator
  • 9.  Extended time frame. A good project is not a one-shot lesson; it extends over a significant period of time. The actual length of a project may vary with the age of the students and the nature of the project. It may be days, weeks, or months. What's important is that students experience a succession of challenges that culminates in a substantial final product from which they can derive pride and a clear sense of accomplishment.  Student decision making. In project-based multimedia learning, students have a say. Teachers look carefully at what decisions have to be made and divide them into “teacher's” and “students'” based on a clear rationale. For example, a teacher might limit students to a single authoring program to minimize complications that might arise were students allowed to use any software they chose. And yet she can also give students considerable leeway in determining what substantive content would be included in their projects. Though the teacher is clearly in charge, she tries to enlarge the area for students to make decisions about the form and content of their final products, as well as the process for producing them.
  • 10.  Collaboration. We define collaboration as working together jointly to accomplish a common intellectual purpose in a manner superior to what might have been accomplished working alone. Students may work in pairs or in teams of as many as five or six. Whole-class collaborations are also possible. The goal is for each student involved to make a separate contribution to the final work and for the whole to be greater than the sum of the parts. Collaborative projects not only involve many features of typical cooperative learning strategies but also transcend them in this focus on synergy and the production of a jointly authored multimedia product.  Assessment. Regardless of the teaching method used, data must be gathered on what students have learned. When using projectbased multimedia learning, teachers face additional assessment challenges because multimedia products by themselves do not represent a full picture of student learning. Students are gaining content information, becoming better team members, solving problems, and making choices about what new information to show in their presentations. We consider assessment to have three different roles in the project-based multimedia context:
  • 11.  Activities for developing expectations;  Activities for improving the media products; and  Activities for compiling and disseminating evidence of learning.  Multimedia. In multimedia projects, students do not learn simply by “using” multimedia produced by others; they learn by creating it themselves. The development of such programs as HyperStudio, Kid Pix, and Netscape Composer has made it possible for students of all ages to become the authors of multimedia content. As students design and research their projects, instead of gathering only written notes, they also gather—and create— pictures, video clips, recordings, and other media objects that will later serve as the raw material for their final product.
  • 13. You already have strategies for teaching your curriculum, so what “value” do you add when you implement project-based multimedia learning? In their book, Teaching the New Basic Skills, Richard Murnane and Frank Levy (1996) describe three skill sets students need to be competitive for today's jobs:  Hard skills (math, reading, and problem-solving skills mastered at a much higher level than previously expected of high school graduates);  Soft skills (for example, the ability to work in a group and to make effective oral and written presentations); and  The ability to use a personal computer to carry out routine tasks (for example, word processing, data management, and creating multimedia presentations). 
  • 14. Adding Project-Based Multimedia Learning to Your Teaching Repertoire Being a teacher is a bit like being a personal trainer. In general, a trainer knows that all clients need a balanced workout. They need to develop muscular strength, flexibility, and aerobic fitness. They also need to adhere to a sound, balanced diet. At the same time, each client will have specific needs or conditions that require accommodation. The workout you design for your client with asthma will be different from the one you create for your client with arthritis.  Likewise, effective teachers employ various teaching methods to achieve a balanced instructional program that is also personalized and reflects the needs and interests of individual students. You know that your students need a balanced diet of academic content and process skills—and workouts that include learning, practicing, analyzing, reflecting, and assessing. You also know that students vary in their comfort with these activities and the amount of support they need.
  • 15. Submitted by: Jenni – Ann Occeno BEED II – A Submitted to: Prof. Mary Gene Panes