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This is a comprehensive, practical guide to the most effective use of video and multimedia in open and distance learning. Illustrated throughout, it considers pedagogic design principles for the highest quality learning material, covering: what to teach on video and how to teach it when to choose and how to use other media for teaching a framework of pedagogic design principles for video and multimedia practical development advice for interactive multimedia. With insights into the comprehensive process of designing, developing and managing distance learning materials, this book will appeal to those involved in course development, educational video, audiovision and interactive multimedia design, as well as to students of general video and multimedia production.
This is a comprehensive, practical guide to the most effective use of video and multimedia in open and distance learning. Illustrated throughout, it considers pedagogic design principles for the highest quality learning material, covering: what to teach on video and how to teach it when to choose and how to use other media for teaching a framework of pedagogic design principles for video and multimedia practical development advice for interactive multimedia. With insights into the comprehensive process of designing, developing and managing distance learning materials, this book will appeal to those involved in course development, educational video, audiovision and interactive multimedia design, as well as to students of general video and multimedia production.
A practical guide to effective use of video and multimedia in open and distance learning, this work covers what to teach and how to teach it, and considers pedagogic design principles for the highest quality learning material.
Educational technology refers to the preparation and use of electronic resources, computer applications, and audio-visual aids which are used in the teaching and learning process. For administrators, the term also includes the planning, organization validation, evaluation, and implementation of all kinds of educational programs. Educational technology is now important for the selection of appropriate teaching media as well as the development, and application of curricula. Fundamentals of Educational Technology work explains the basic facts about educational technology to inform teachers and students. The book includes 6 chapters which cover the subject in a simple manner suitable for learners in education programs. Key Features: - 6 organized chapters on the basics of educational technology and media - Simple reader-friendly organization of contents with relevant diagrams - Gives a historical perspective of the field - Gives an overview of digital and electronic tools for educators - Includes information about relevant teaching methods - Gives an overview of the role of electronic and digital media in education - Includes a section on the ethical use of educational technology Fundamentals of Educational Technology serves as a basic guide for educational instructors and administrators on educational technology and its role in teaching and designing educational programs at all levels.
Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.
This book presents a practical and easy-to-follow guide to develop and deliver an online language course successfully. It provides language teachers across the globe with useful insights and strategies to effectively teach language online. It offers suggestions on designing, developing, delivering, and improving online courses, and provides ideas on engaging and motivating students by making learning relevant to them. The book focuses on the importance of collaborative and cooperative learning and empathy in improving students’ learning experience online. While taking the reader through the essential steps of course development and delivery, the text also shares the personal experiences that have helped the author develop some of her most successful teaching techniques for online courses.
In recent years, the rampant development of worldwide communications and powerful modern technologies has reformulated the idea of distance learning and the transmission of higher education content. Combined with these new developments and the outcomes of the COVID-19 pandemic, there is an apparent need for a thorough discussion on all features of e-learning. Online Distance Learning Course Design and Multimedia in E-Learning disseminates research, experiences, and philosophies surrounding innovation within higher education online teaching and learning environments. It includes case studies of relevant and fruitful applications, practical challenges, and examinations of the most recent innovations. Covering topics such as online management education, student engagement, and gamification, this book is an essential resource for academicians, researchers, educators, pre-service educators, principals, administrators, consultants, instructional designers, technologists, computer scientists, and policymakers.
Producing Video for Teaching and Learning: Planning and Collaboration provides lecturers, researchers, professors, and technical staff in educational settings with a framework for producing video resources for teaching and learning purposes. This highly useful guide brings together the literature from the field into a constructive, developmental framework, prompting users to reflect on their own ideas at each stage of the production process. O’Donoghue makes clear distinctions between related aspects of video production, and offers working definitions where appropriate in order to address the academic and tertiary support technical audience. Interviews with established professionals in the field illustrate the possibilities—and limitations—of video for teaching and learning. Producing Video for Teaching and Learning gives readers the power to enhance the learning capacity of their own video materials.
The rushed development of information and communication technologies and their impact on the world of learning in the last decade have profoundly changed the paradigms, scenarios and values at all levels of education. The professionalization of tools and practices, in addition to the consolidation of academic and practical knowledge, has been a major continuing issue throughout these years. The annual conferences of the largest European professional community in distance and e-learning have been setting the landmarks in this process. The selection from this unique knowledge pool demonstrates the deepening and consolidation of knowledge and experience. This book presents the developments in the field of open, distance and e-learning, through new technologies, methodologies and tools, which have profoundly changed the paradigms, scenarios and values at all levels of education over the last decade.