Jumat, 30 November 2012

What is profit use Media in Learning

                Research suggests that people learn abstract, new, and novel concepts more easily when they are presented in both verbal and visual form (Salomon, 1979). Other empirical research shows that visual media make concepts more accessible to a person than text media and help with later recall (Cowen, 1984). In Willingham's (2009) research he asks a simple question to make his point, "Why do students remember everything that's on television and forget what we lecture?" -- because visual media helps students retain concepts and ideas. Bransford, Browning, and Cocking (1999, p 194) also note the crucial role that technology plays for creating learning environments that extend the possibilities of one-way communication media, such as movies, documentaries, television shows and music into new areas that require interactive learning like visualizations and student-created content.

The Advantages of Using Media:

  • Many media sources (feature films, music videos, visualizations, news stories) have very high production quality capable ofshowcasing complex ideas in a short period of time. This helps develop quantitative reasoning. Learn more about this technique using the Teaching Quantitative Reasoning with the News module.
  • Media offers both cognitive and affective experiences. It can provoke discussion, an assessment of one's values, and an assessment of self if the scenes have strong emotional content. 
  • The use of media sources help connect learners with events that are culturally relevant. As a result, a positive consequence of utilizing media is that instructors must keep their materials and examples up-to-date. 
  • News stories can be used to connect theories taught in the classroom with real world events and policies.

The Advantages of Media for Students:

  • Popular media (films, music, YouTube) are a familiar medium to students that helps gain attention and maintain student interest in the theories and concepts under discussion. Students can see the theories and concepts in action. In more than a figurative sense, theories and concepts leap from the screen.
  • Students can hone their analytical skills by analyzing media using the theories and concepts they are studying.
  • The use of media in the classroom enables students to see concepts and new examples when they are watching television, listening to music, or are at the movies with friends.
    • Students can experience worlds beyond their own, especially if the media is sharply different from their local environment.

    In addition to numerous advantages, there are also a number of cautions that faculty should keep in mind in utilizing media. Using media requires a complete understanding of copyright law, an appreciation of the workload involved, and some skill in recognizing content that will enhance learning, instead of becoming a distraction.
    from (http://serc.carleton.edu/sp/library/media/why.html)

    When Introduce Media?


    Instructor-led Learning:

    Using media requires that the instructor step outside of the traditional lecture method and facilitate learning by encouraging students to learn through the media. This approach works best when students are primed. If students are not adequately informed about what they are expected them to learn, they will struggle to make the connection between the learning objectives and the media that they are exposed to.

    When to introduce media?

    • Before learning the concept. Showing media before the discussion gives students an image to which they can compare the topics under discussion. This approach allows quick reference to easily recalled examples. Schwartz and Bransford (1998) show that demonstrations focused on contrasting cases help students achieve expert-like differentiation. In addition, Schwartz and Martin (2004) found that carefully-prepared demonstrations "help students generate the types of knowledge that are likely to help them learn" from subsequent lectures.
    • After a brief introduction but before learning the concept. This method provides students with a brief capsule of what the media is about and what to look for -- helping to focus attention while watching the media. 
    • After learning the concept. Showing media after describing a theory or concept allows the instructor to use the scenes as acase study. This approach helps students develop their analytical skills in applying what they are learning. 

    • Before and after.
    •  Repeating the media is especially helpful when trying to develop student understanding of complex topics. Utilize the media before the discussion to give students an anchor. Guide students through a description or discussion of the topics. Rerun the media as a case study and ask students to analyze what they see using the theories and concepts just discussed. Also punctuate the rerun with an active discussion by asking students to call out the concepts they see in the scenes. This method helps to reinforce what they have just learned
    from : (http://serc.carleton.edu/sp/library/media/how.html)

    Kamis, 29 November 2012

    Social Media


    "Social media essentially is a category of online media where people are talking, participating, sharing, networking, and bookmarking online."

    There is a wide variety of social media, ranging from social sharing sites such as YouTube and Flickr through social networks such as LinkedIn and Facebook.


    In my opinion, social media has shot to the forefront of people's attention because it's fun. Thanks to social media, it's easy to share your ideas, photos, videos, likes and dislikes, with the world at large - and find out what they think of them. You can find friends, business contacts and become part of a community or a bunch of different communities. Social media gives you what TV never could - a chance to be engaged and engage others.

    Because of this, social media is of particular interest to businesses. Currently, businesses of all sizes are experimenting with social media marketing, grappling with the question of how to get in on what appears to be an especially viral way to get their message (and their products) out there.

    Here's a collection of articles on using specific social media, such as Facebook and Twitter, most effectively.

    Classification of social media


    Social media technologies take on many different forms including magazines, Internet forums, weblogs, social blogs, microblogging, wikis, social networks, podcasts, photographs or pictures, video, rating and social bookmarking. By applying a set of theories in the field of media research (social presence, media richness) and social processes (self-presentation, self-disclosure) Kaplan and Haenlein created a classification scheme in their Business Horizons (2010) article, with six different types of social media: collaborative projects (for example, Wikipedia), blogs and microblogs (for example, Twitter), content communities (for example, YouTube), social networking sites (for example, Facebook), virtual game worlds (e.g., World of Warcraft), and virtual social worlds (e.g. Second Life). Technologies include: blogs, picture-sharing, vlogs, wall-postings, email, instant messaging, music-sharing, crowdsourcing and voice over IP, to name a few. Many of these services can be integrated via social network aggregation platforms. Social media network websites include sites like Facebook, Twitter, Bebo and MySpace.
    [edit]Mobile social media
    Social media applications used on mobile devices are called mobile social media. In comparison to traditional social media running on computers, mobile social media display a higher location- and time-sensitivity. One can differentiate between four types of mobile social media applications, depending on whether the message takes account of the specific location of the user (location-sensitivity) and whether it is received and processed by the user instantaneously or with a time delay (time-sensitivity).[2]
    Space-timers (location and time sensitive): Exchange of messages with relevance for one specific location at one specific point-in time (e.g., Facebook Places; Foursquare)
    Space-locators (only location sensitive): Exchange of messages, with relevance for one specific location, which are tagged to a certain place and read later by others (e.g., Yelp; Qype)
    Quick-timers (only time sensitive): Transfer of traditional social media applications to mobile devices to increase immediacy (e.g., posting Twitter messages or Facebook status updates)
    Slow-timers (neither location, nor time sensitive): Transfer of traditional social media applications to mobile devices (for example, watching a YouTube video or reading a Wikipedia entry)


    This section has multiple issues. Please help improve it or discuss these issues on the talk page.
    This section does not cite any references or sources. (November 2012)
    This article's factual accuracy is disputed. (November 2012)
    This article focuses too much on specific examples without clearly discussing its abstract general subject. (November 2012)
    Mobile social media can also be used on the go when one is not near a personal computer or laptop. With the emergence of new devices such as tablets, iPods, phones, and other new products, there is no use for sitting at home using a PC[citation needed]; mobile social media has made other sources of internet browsing obsolete[citation needed], and allows users to write, respond, and browse in real-time. New mediums of social networking such as Instagram allow the world to interconnect and make space and time much smaller. For example, Instagram allows individuals to snap a photo wherever they are and share it with the rest of the world instantly, delivering a social media site full of foreign accomplishments and strange scenarios[clarification needed]. While photo sharing was introduced by Facebook and other existing social media sites, Instagram is a recent addition to the social media scene. Mobile social media is a relatively new platform since it is contingent on mobile devices' ability to access the Internet.