Sunday, December 8, 2019

New Media Roles For Technology Education - Myassignmenthelp.Com

Question: Discuss about theLiterature review of the opportunities of new media roles can impact for design and technology education. Answer: Introduction The new media concept comprises of all the practices that arise from the culture that has arisen in the internet world. They comprise of instant messaging, online chat rooms, blogs, communication software and wikis. The concept of technology is tied to the usage of new media for learning purposes. Mediated learning is defined as the usage of technology in education and communication content, such as mobile devices, virtual reality and computers. The cultural phenomenon surrounding the applications in media describes well the term new media. This literature review seeks to study the enormous new opportunities presented by the new media for the technology and design education. According to Manovich 2001, there are some crucial concepts that determine the core of what is entailed in the design and technology. Without the existence of the internet, there would be no new media. The new media entails five principles, modularity, numerical representation, transcoding, and variability, and a utomation. In the new media, modularity comprises of the code images, pixel, and sound. In the design, the modularity occurs when the designer does the separation of the design element into the chunks. The described principle creates a basis for the separation of the old media from the new media. With the higher increase in the communication and information technology, accessing of university learning content has widely spread. The study investigates the role played by the new media and its impact on the opportunities it presents for the technology and design education. The researchers seek to achieve its objective of the integration of information and communication technologies and mobile into the technology and design education. The study seeks to explore the recommendation and new insights for the approaches to understanding and analyzing the various ways new media can enhance the everyday design and technology education practices. Background New media comprises of various features, virtually, interactivity, cyberspace, hypertext, and interactivity (Lister,2003).Mediating learning occurs through the embedment of this concept into technology and design. The term mediating learning refers to the various ways that objects used for learning have various properties to the information imparting ways of the tradition. The objects used for learning may include the mobile which takes advantage of the wireless connection that allows the user to receive and send contextual information. They might be collaborative as it may make use of the software that is social. According to (Sharples .,2000), united kingdom universities have been making advances in the technology when it comes to mobile learning and the mediated computer learning. The purpose of the study is to research the modalities of a new assessment of the new media in the context of learning. Hence the continuation of the learning threads in the future would involve prototyp e learning tools developments. There will always be the scenarios of the technology usage for which the basic study are not in existence to provide the guideline in the design(Dumais and Cwerwinski 2001).The study will place emphasis on scenario learning with the mobile and computer technology in the technology and design industry. The usage of mobile technology for learning purposes has become more widespread. The study seeks to find out if these advancements are worth of improvement or not. To assess the worthiness of the improvement brought about by the mediated learning technology in the skills and knowledge improvement, the study requires the concentration of a specific learning and teaching method in a certain field with certain students.The recent tendencies of the mobile learning for the technology and design education supplied the mobile devices required to the students for assessment of the mobile learning(Kimbell,2005).The study seeks to develop the flexible learning, that is learning that integrates the interests the students own learning method. Technology features The mediated learning technology comprises of the laptops, desktop computers, the software, the mobile phones and PDAs, and MP3 player. Social software is a technical term that refers to the application which facilitates communication and is less generic (Bailey and Card 2009). Web 2.0 technology refers to the shift in the internet practices which reflect the growth of the media technology that is of new media. Web 2.0 has elements of the new media technology, which charting the shift to the new internet from the old internet. The method of information displaying has a great impact on how the information is usable in practice. The internet is rich in resources available to the student of technology and design. The websites such as the IEEE virtual museum and technology and design contains useful information that can benefit the student (Cramer, K. R and Snider 2007). New media application There is an improvement in the University of Loughborough learning technology. The university has a server lboro environment for virtual learning to take place.at this site, the student in the design and technology department can access the learning materials. However, there is an argument that the resource is not being fully utilized, as creatively as it might for the technology and design education, owing to its innovation that is partly. Consequently, the scenario within which this application is applicable for technology and design education would be sightseen ("Virtual Servers | IT Services - Staff | Loughborough University" 2014). Web audio-visual techniques. Tutored video instruction and application that was invented by the Stanford university students. Students made a pre-record videotape of the lecture delivered in the classroom. There was a slightly smaller disparity between the students who attended the lecture and those who did not attend the lecture. During the time of playing the tape, the lecturer encouraged the students to ask for questions on areas they did not understand. Through this collaborative learning, the student who attended the lecture outperformed those who did not attend the lecture. Web-enhanced education has propelled the distributed video tutored instruction. This application has proven to be more effective since the students collaboratively share notes. Use of the interactive video instruction has been adopted in the technology and design education to facilitate the learning, to identify the video learning tool as useful and develop the prototype interactive video application for the students. However, the lecture provided a feedback that the student should be controlled in order for this type of technology to be effective and successful. The issue of the diminishing control of the lecture can be a hindrance to the learning with the blogging of mobile video. The edveNTUre system designed at the University of Singapore sought to do design implementation considerations that aim to make the learning more of people-oriented fun and very interactive. This was achieved through the development of video talking head that synchronizes with the lecture presentation and a text chat arena and live audio-video that could be used for the collaborative virtual classroom. They placed an emphasis on noting down the changes that occurred with the implementation of the system from the teacher-oriented to the student-oriented methodology in learning and teaching mode. It was argued that the students should be evaluated based on their skills in solving problems rather than how memorizing of learning materials. However the critical factor in ensuring the success of this online learning is the development of the sense of community among the students. Opportunities new media poses. Student controlled leaning This provides the usage of the photo and video capabilities in the mobile devices for assignment. With the use of the available multimedia message service in every mobile phone technology, the student can record themselves explain a problem and offering a solution. They then can send the recorded work to their workspace on the server. This can contribute to their overall final grade through providing a demonstration of their ability to critically think and design solution in a variety of various context(Bush 2018). The major advantage is that it makes the use of the context-aware nature of the mobile technology. The various ways of video content collation and accessing the learning server can create a portfolio that is more vital for useful employment (Joy ,E.H and Garcia,F.E 2000). The learning outcome achieved through the use of the recording facilities of the image using the mobile devices for the design and technology education identified comprises of the ability to obtain the information about a design in the context of its use. It is believed that the learner will achieve some sense of-of the requirement in design whenever they are, hence developing observational skills that are sharper(Okita 2016). Lecture delivered learning Usage of the video audio capabilities of the mobile mp3 players for the technology and design lectures. iPod developed by the Apple computing has given rise to the portable audiovisual digital media. The media aims to podcast the tutor's lecture on the learn server that can be accessed through the students own mobile device. The scenario involves the workshop activities carried out online within the department, which can be accessed through learn student server (Eynon,R 2008). Learning outcomes identified were similar to the above scenario. Never the less, this media provides the opportunity for the student's accessibility, those with disabilities and those on the move. The information existence has various formats which have positive impact on the learning outcome (Frezzo 2014). Wiki technology The wiki was developed in a way that gives the user the mandate to edit, add or remove content. Usage of wiki technology has proven to be useful technology-mediated for designers. The combination of wiki technology and video game usage is helpful to the student in the information technology field. This is because it helps them with the process of design (Rouse 2015). The wiki technology provides the opportunity of offering more facilities for collaboration and communication. In addition, it offers the student own implication of skills and knowledge retrieval and communication. Conclusion It has been argued that the field of the media should be analyzed at the level of culture, or individual level or the institutional level. Various study methodology has to be used to ensure that it can answer any question that arises. The study action can be taught as an inquiry management meta-process and any action on the issue(Hearn foth 2004:p.3) The future of this literature review study will be implemented through usages of the data collection methods, such as the quantitative study, usability studies, data collection methods and study action in the implementation form. The question under study being, literature reviews on the opportunities of the new media roles impact on the design and technology education. Various cases have been illustrated and corresponding research to the various cases has revealed the useful design implication for the teaching implementation and the applications of learning. The investigation did theoretically have paved way for the on the methodologies suitable for the new media learning for the technology and design education. This is believed to stimulate further studies and context of lecturers on the opportunities brought about by the new media learning resources and enhance the daily practices in the design and technology education. Reference Bailey, C. J, and K. A Card. 2009. Effective Pedagogical Practices For Online Teaching: Perception Of Experienced Instructors. The Internet and Higher Education. Bush, Tim. 2018. "Exploring The Future Impact Of Technology On Teaching And Learning". The Guardian. https://www.theguardian.com/teacher-network/2012/sep/10/future-impact-technology-teaching-learning. Cramer, K. M, Collins K. R, and D Snider. 2007. The Virtual Lecture Hall: Utilisation, Effectiveness And Student PercEptions. The virtual lecture hall: Utilisation, effectiveness and student perceptions. Dumais,S Czerwinski,M 2001.Building Bridges from Theory to Practice Microsoft Research.In Proc.HCI International 2001 Vol.3 Futurelab Website,accessed at https://www.futurelab.org.uk/on01/07/06 Eynon, R. 2008. The use of the world wide web in learning and teaching in higher education: Reality and rhetoric. Innovations in Education and Teaching International, 45: 15-23 Joy, E. H. and Garcia, F. E. 2000. Measuring learning effectiveness: A new look at no-significant-difference findings. Journal of Asynchronous Learning Networks. Hearn,G Foth,M 2004.Action Research in the Design of New Media and ICT Systems.In Kwansah-Aidoo,K{ED}.Current Issue in Communication and Media Research. Frezzo, Dennis. 2014. "The Role Of Technology In The Education Of The Future". World Economic Forum. https://www.weforum.org/agenda/2017/05/science-of-learning/. Kimbell,R. 2005. Innovative Perfomance and Virtual Portfolios-a tale of two projects .Design and Technology Education : An International Journal . Lister,M.2003.New Media: A critical Introduction. Routledge UK,ISBN 04152237 Manovich,L.2001.The Language of New Media. The MITPress, Massachusettes. Means, B., Toyama, Y., Murphy, R., Bakia, M., and Jones, K. 2010. Evaluation of evidencebasedpractices in online learning: A meta-analysis and review of online learningstudies. Washington D.C.: U.S. Department of Education Office of Planning, Evaluation,and Policy Development. Sharples,M 2000 The Design of Personal Mobile Technologies for Lifelong Learning.Computers and Education Okita, Sandra. 2016. "Communication, Media And Learning Technologies Design | Teachers College ColumbiaUniversity".TeachersCollegeColumbiaUniversity. https://www.tc.columbia.edu/catalog/academics/departments/mathematics-science-and-technology/communication-media-and-learning-technologies-design/. Rouse, Margaret. 2015. "What Is Wiki? - Definition From Whatis.Com". Searchmicroservices. https://searchmicroservices.techtarget.com/definition/wiki. "Virtual Servers | IT Services - Staff | Loughborough University". 2014. Lboro.Ac.Uk. https://www.lboro.ac.uk/services/it/staff/specialist/virtualservers/.

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