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2.3 MEDIA
Media are channels of communication between the source and the receiver. Examples include video,
television, diagrams, printed materials, computers, and instructors. These are considered instructional
media when they carry messages with an instructional purpose. The purpose of media is to facilitate
communication.
2.4 The Concrete – Abstract Continuum
Instructional media that incorporate concrete experiences help students integrate prior experience and
thus facilitate learning of abstract concepts.
Verbal
Symbols
Symbolic
Visual Symbols
Recordings – Radio
Television
Exhibits
Field Trips
Demonstrations Enactive
Enactive
Dramatized Experiences
Contrived Experiences
Figure:
Edgar Dale’s “Cone of Experience” paralleled by Jerome Bruner’s descriptive scheme for labelling
instructional activities.
Ausubel (1968) developed the concept of advance organizers as an aid to effective instruction. An
advance organizer is intended to create a mindset for reception of instruction. It can be integrated in
the introduction to lesson content, a statement of principles contained in the information to be
presented, a statement of learning objectives, and so on.
A portfolio is a collection of student work that illustrates growth over a period of time. It includes such
artifacts as student-produced illustrated books, videos, and audio-visual presentations.
Portfolios allow students to do the following:
Gather, organize and share information
Analyze relationship
Test hypotheses
Communicate the results effectively
Record a variety of performance
Reflect on their learning and activities
Emphasize their goals, outcomes and priorities
Demonstrate their creativity and personality
Portfolios could contain the following artifacts:
Written documents such as poems, stories or research papers
Media presentations, such as slide sets or photo essays
Audio recordings of debates, panel discussions, or oral presentations
Video recordings of students’ athletic, musical or dancing skills
Computer multimedia projects incorporating print, data, graphics, and moving images
Electronic Portfolios
It is the production of portfolios utilizing computer with video and audio digitizing cards,
printers, scanners, and digital cameras. Electronic portfolios are a means of organizing,
designing, and viewing traditional styles of portfolios.
Drawbacks:
Equipment
Access
Security
Time
Presentation
It is a one-way communication controlled by the source, with no immediate response from or
interaction with learners.
Demonstration
In this method of instruction, learners view a real or lifelike example of the skill or procedure to
be learned. The objective may be for the learner to imitate a physical performance or to adopt
the attitudes or values exemplified by someone who serves as the role model.
Discussion
Discussion involves the exchange of ideas and opinions among students or among students and
teacher. Discussion can be used to prepare learners for a presentation by arousing their
curiosity or by directing their attention to key points. Postpresentation discussions are essential
as a forum for questions and answers and for ensuring that students understand what the
instructor intended.
Drill-and-Practice
Learners are led through a series of practice exercises designed to increase fluency in a new skill
or refresh and existing one. Use of the method assumes that learners previously have received
some instruction on the concept, principle or procedure that is to be practiced.
Tutorial
A tutor, (person, computer software or special printed materials) presents the content, poses a
question or problem, requests a learner’s response, supplies appropriate feedback, and provides
practice until the learner demonstrates a predetermined level of competence. Tutorial
arrangements include:
Instructor-to-learner
Learner-to-learner
Computer-to-learner
Print-to-learner
Cooperative Learning
In this method, learners are trained to develop skills in working and learning together because
their eventual workplaces will require teamwork. Cooperative learning proponents are critics of
competitive learning where emphasis is more on test taking and grading.
Gaming
Gaming provides a playful environment in which learners follow prescribed rules as they try to
attain a challenging goal. Games often require learners to use problem-solving skills or to
demonstrate mastery of specific content demanding a high degree of accuracy and efficiency.
Simulation
Simulation involves learners confronting a scaled-down version of real-life situation. It allows
realistic practice without the expense or risks otherwise involved. It involves participant dialog,
manipulation of materials and equipment, or interaction with a computer.
Discovery
The discovery method uses an inductive, or inquiry approach to learning; it presents problems
to be solved through trial and error. The rules or procedures that learners discover may be
derived from previous experience, based on information on reference books, or stored in a
computer database.
Problem Solving
Problem solving involves placing students in the active role of being confronted with a novel
problem situated in the real world. Students start with limited knowledge, but through peer
collaboration and consultation they develop, explain and defend a solution or position on the
problem. It uses reality-based, problem centered materials that are often presented by media
(e.g., written cases, computer-based situations and videotaped vignettes).
2.5 TECHNOLOGY
Technology and Learning: Terms, definitions and application
Technology according to Galbraith (p.12, 1967) is “the systematic application of scientific or
other organized knowledge to practical tasks”.
Seels & Richey (p.9, 1994) defined instructional technology as “the theory and practice of
design, development, utilization, management and evaluation of processes and resources of
learning. Some developers of programmed instruction called it technology for learning.
The term technologies for learning is used to refer to both the products and the process of
technology as they are applied to human learning.
The word learning is highlighted and used in this book instead of instruction to put on the
spotlight on the learning process rather than on the instruction process as it is possible for
learning to occur without instruction.
C. Multipurpose Boards
• Multipurpose boards are boards which can be used for many purposes.
• They are also called “visual aid panels” and may have steel backing for magnetic display of
display of visuals.
• Non-glare surfaces can also be used to project films, slides, overhead transparencies.
d. Cloth Board
Flannel, felt or hook-and loop materials can be stretched over a sturdy backing, such as
plywood
e. Pegboards
• They are useful for display heavy objects, such as 3-dimensional material and visuals.
• Metal hooks can be inserted into the pegboard to hold hooks, papers, and other objects
f. Flip Chart
• It is a pad of large-sized paper is fastened and mounted on a wooden or metal easel.
• A flip chart is a stationary item resembling a whiteboard, typically supported on a tripod or four-
legged easel.
• A pad of paper sheets is typically fixed to the upper edge. Such charts are commonly used for
presentation.
A. Some common learning sites accessible in the nearby community are as follows:
• Nurseries
• Mini-zoo
• Fruit tree orchards
• Open rice fields
• Electrical and chemical plants
• Factories
• Medical clinics
• Town libraries
• Broadcast studios
• Marketplace
B. Local Industries
• Hogs and poultry raisings
• Fishing
• Ceramics
• Weaving
• Other livelihood occupations could provide short training experiences
C. Establishing Linkages with the Community
• Familiarity with local government officials and security groups together with their duties
and responsibilities arouse active participation in improving community living.
• Professional and experts from the community could serve as additional sources of
information through interviews and special lectures.
V. GRAPHIC MATERIALS
• Graphic Materials are non-photographic or photograph materials, two-dimensional materials
designed specifically to communicate message to the viewer.
• They often include verbal as well as symbolic visual cues.
2. DRAWINGS
Drawing, sketches, and diagrams employ the graphic arrangement of lines to represent persons,
places, things and concepts.
Diagrams are usually intended to show relationships or to help explain processes.
Because drawings are less likely to be detailed and more to the instructional point, it can be
easier to understand than photographs.
3. CHARTS
• Charts are graphic representations of abstract relationships such as:
1. Chronologies
2. Quantities
3. Hierarchies
• Chart should be clear, well defined in purpose, with the minimum of visual information
• Cluttered and confusing charts do not help
• The rule for graphics is “Keep it Simple”
Types of Charts
1. Organizational Charts show the relationship or “chain of command” in an organization such
as company, corporation, civic group or government department.
2. Classification charts are similar to organization charts but are used chiefly to classify or
categorize objects, events or species.
3. Time Lines illustrate chronological relationships between events. They are most often used
to show time relationships of historical events or the relationship of famous people and
events. Pictures and drawings can be added to the time line to illustrate important concepts.
GRAPHIC MATERIALS
Types of Charts
4. Tabular Charts (or tables) contain numerical information, or data.
5. Flowcharts (or process charts) show a sequence, procedure, or, as the name implies, the
flow of a process.
4. GRAPHS
• Graphs provide a visual representation of numerical data.
• They also show relationships between units of the data and trends in the data.
• They are visually interesting.