Software for Media Object Production

Pages 243 to 255 of Chapter 9 of Poole and Sky-McIlvian examines the software that is available to access and reuse media objects as part of a lesson. Throughout the course, we have repurposed rather than reused media objects: there is a subtle difference between the two. Can you list out five occasions when you have accessed, and then reused or repurposed media objects in your professional life as a teacher?
IDevice Icon Reflection 3.2

List of media objects that you have accessed and then reused or repurposed.

Media object

Original use

Repurposed application

e.g.

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Learning objects

Before considering the software that enables the manipulation of media objects, let me describe learning objects here. There is no clear and single definition as to what learning objects are. David Wiley (2000) who is often cited on the subject defines learning objects as "any digital resource that can be used to support learning" while a compatriot Larry Johnson (2003) states that learning objects are "any grouping of materials that is structured in a meaningful way and is tied to a learning objective." We shall not take sides in these two differing views. Why not take a simple position like if a particular content is useful in the learning process then it is a learning object; these objects can be animation, simulation, interactive map, game, applet, a video or a piece of music.

Learning objects are becoming increasingly useful in education because "educational contexts they are able to provide new ways of visualizing, thinking about, presenting, interacting with and understanding complex topics" (M. Roy, 2004). Figure 3.1 provides an extensive explanation of learning objects, which if time permits, you may wish to read and be more fully informed.

You may now continue reading Chapter 9 (pps. 243-255) which covers some of the software technologies that are available for use. They are basically tools to construct:

  • Audio inputs - music, voice etc., e.g. GarageBand, MIDI ChucK, Csound, Impromptu, Pure Data (PD), SuperCollider and others
  • Image inputs - paintings, sketches, illustration, photographs and other images, e.g. Adobe Photoshop
  • Video input - images in motion, e.g. iMovie, iTunes, Dreamweaver, Animata, Blender, Fluxus, Gem, Impromptu, NodeBox

A number of these are for professional producers and cost much more than a school budget would allow. In most cases, however, a good PC with a number of built in features may suffice for classroom purposes.

LEARNING OBJECTS

There are various definitions of learning objects. In simple terms, learning objects (LOs) can be easily compared with the classical resources teachers use while teaching. The new element brought in the context of modern teaching is the computer with its facilities. For example, a world map can stay on a wall and serve the needs of a geography teacher. A similar map can be brought into the classroom via a computer. Learners can interact with it via keyboard or mouse, rotating it, zooming in or out, etc. In other words, a learning object enriches a classical teaching resource with computer facilities, enabling a certain degree of interactivity.

We may say then that a learning object (LO) is a digital module built on certain didactical sequences aiming to enable a learner to acquire knowledge and skills on a specific topic or theme. The sequences composing the LO may be also used separately, in certain conditions where specific pedagogical and instructional objectives are set.

A LO can be used for collective learning and teaching in classroom or for individual learning as well. It can be a multimedia or interactive application, an exercise or a simulation. Its role is not to replace books entirely but to make learning more attractive and efficient. For example, a LO can be an alternative lesson to a laboratory experiment which cannot be organised in schools, due to its complexity or high cost.

A LO can be a lesson or part of a lesson serving a school subject or more, while teaching across the curriculum.

How to design a LO

According to experts and researchers the LO design should follow several stages:

  1. Choosing and formulating a theme to match the curriculum requirements.
  2. Designing a scenario and incorporating it into small sequences, bearing in mind that each sequence may be used separately or as part of the whole LO.
  3. Transposing the theme into an appropriate pedagogical approach.

The learning process should be supported by clear instructional and pedagogical objectives and therefore by quantifiable and immediate results that are visible during or at the end of the activity. An appropriate pedagogical approach should be based on the following key aspects:

  1. Identifying the content and the strategies needed to reach the instructional and pedagogical objectives.
  2. Targeting a specific age group.
  3. Taking into account previous knowledge acquisitions of the learner to gradually integrate new information and skills.
  4. Defining the acquisition of skills and knowledge and, therefore the pedagogical value that a learner is supposed to benefit from after performing the task(s).
  5. Anticipating to what extent the LO will contribute to modifying learner behaviour and how these modifications can be measured.

Why use learning objects in teaching and learning?

The latest research recommends introducing learning objects in teaching and learning because they increase learners' interest and motivation, as they imply interactivity based on sound, image and text. While some researchers argue that a book lacks interactivity, some others state that there is no technology bypassing the teacher. However, is clear that a LO makes learning and teaching more dynamic, intuitive and interactive.

Source: Petru Dumitru (2007) http://myeurope.eun.org/ww/en/pub/myeurope/home/news/headlines/los.htm

Figure 3.1 Learning objects

 

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