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Education in Tree

The document discusses the role of multimedia in various fields such as education, social work, journalism, and medicine, highlighting its impact on learning and communication. It emphasizes the benefits of multimedia in enhancing engagement, personalizing learning experiences, and improving cognitive abilities, as well as its integration into modern teaching methods. Additionally, it explores the use of virtual and augmented reality technologies in creating immersive experiences across different disciplines.
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0% found this document useful (0 votes)
7 views9 pages

Education in Tree

The document discusses the role of multimedia in various fields such as education, social work, journalism, and medicine, highlighting its impact on learning and communication. It emphasizes the benefits of multimedia in enhancing engagement, personalizing learning experiences, and improving cognitive abilities, as well as its integration into modern teaching methods. Additionally, it explores the use of virtual and augmented reality technologies in creating immersive experiences across different disciplines.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Education

[edit]
In education, multimedia is used to produce computer-based training courses (popularly
called CBTs) and reference books like encyclopedias and almanacs. A CBT lets the
user go through a series of presentations, text about a particular topic, and associated
illustrations in various information formats.

Learning theory in the past decade has expanded dramatically because of the
introduction of multimedia. Several lines of research have evolved, e.g., cognitive
load and multimedia learning.

From multimedia learning (MML) theory, David Roberts has developed a large group
lecture practice using PowerPoint and based on the use of full-slide images in
conjunction with a reduction of visible text (all text can be placed in the notes view'
section of PowerPoint).[14] The method has been applied and evaluated in 9 disciplines.
In each experiment, students' engagement and active learning have been approximately
66% greater than with the same material being delivered using bullet points, text, and
speech, corroborating a range of theories presented by multimedia learning scholars
like Sweller and Mayer.[15] The idea of media convergence is also becoming a major
factor in education, particularly higher education. Defined as separate technologies
such as voice (and telephony features), data (and productivity applications), and video
that now share resources and interact with each other, media convergence is rapidly
changing the curriculum in universities all over the world. Higher education has been
implementing the use of social media applications such as Twitter, YouTube, Facebook,
etc. to increase student collaboration and develop new processes in how information
can be conveyed to students.[16]

Educational technology
[edit]
Interactive multimedia educational game
Multimedia provides students with an alternate means of acquiring knowledge designed
to enhance teaching and learning through various media and platforms.[citation needed] In the
1960s, technology began to expand into classrooms through devices such as screens
and telewriters.[17] This technology allows students to learn at their own pace and gives
teachers the ability to observe the individual needs of each student. The capacity for
multimedia to be used in multi-disciplinary settings is structured around the idea of
creating a hands-on learning environment through the use of technology.[citation
needed]
Lessons can be tailored to the subject matter as well as personalized to the
students' varying levels of knowledge on the topic. Learning content can be managed
through activities that utilize and take advantage of multimedia platforms. [citation needed] This
kind of usage of modern multimedia encourages interactive communication between
students and teachers and opens feedback channels, introducing an active learning
process, especially with the prevalence of new media and social media.[18] Technology
has impacted multimedia as it is largely associated with the use of computers or other
electronic devices and digital media due to its capabilities concerning research,
communication, problem-solving through simulations, and feedback opportunities.[19] The
innovation of technology in education through the use of multimedia allows for
diversification among classrooms to enhance the overall learning experience for
students.[20]

Within education, video games, specifically fast-paced action games, are able to play a
big role in improving cognitive abilities involving attention, task switching, and resistance
to distractors. Research also shows that, though video games may take time away from
schoolwork, implementing games into the school curriculum has an increased
probability of moving attention from games to curricular goals. [21]

Social work
[edit]
Multimedia is a robust education methodology within the social work context. The five
different types of multimedia that support the education process are narrative
media, interactive media, communicative media, adaptive media, and productive media.
Contrary to long-standing belief, multimedia technology in social work education existed
before the prevalence of the internet. It takes the form of images, audio, and video into
the curriculum.

First introduced to social work education by Seabury & Maple in 1993, multimedia
technology is utilized to teach social work practice skills, including interviewing, crisis
intervention, and group work. In comparison with conventional teaching methods,
including face-to-face courses, multimedia education shortens transportation time,
increases knowledge and confidence in a richer and more authentic context for learning,
generates interaction between online users, and enhances understanding of conceptual
materials for novice students.

In an attempt to examine the impact of multimedia technology on students' studies, A.


Elizabeth Cauble & Linda P. Thurston conducted research in which Building Family
Foundations (BFF), an interactive multimedia training platform, was utilized to assess
social work students' reactions to multimedia technology on variables of knowledge,
attitudes, and self-efficacy. The results state that respondents show a substantial
increase in academic knowledge, confidence, and attitude. Multimedia also benefits
students because it brings experts online, fits students' schedule, and allows students to
choose courses that suit them.

Mayer's Cognitive Theory of Multimedia Learning suggests that "people learn more from
words and pictures than from words alone." According to Mayer and other scholars,
multimedia technology stimulates people's brains by implementing visual and auditory
effects and thereby assists online users to learn efficiently. Researchers suggest that
when users establish dual channels while learning, they tend to understand and
memorize better. The mixed literature of this theory is still present in the fields of
multimedia and social work.[22][23][24]

Language communication
[edit]
With the spread and development of the English language around the world, multimedia
has become an important way of communicating between different people and cultures.
Multimedia technology creates a platform where language can be taught. The traditional
form of teaching English as a Second Language in classrooms has drastically changed
with the prevalence of technology, making it easier for students to obtain language
learning skills. Multimedia motivates students to learn more languages through audio,
visual, and animation support. It also helps create English contexts since an important
aspect of learning a language is developing their grammar, vocabulary, and knowledge
of pragmatics and genres. In addition, cultural connections in terms of forms, contexts,
meanings, and ideologies have to be constructed.[citation needed] By improving thought
patterns, multimedia develops students' communicative competence by improving their
capacity to understand the language.[25] One of the studies, carried out by Izquierdo,
Simard and Pulido, presented the correlation between "Multimedia Instruction (MI) and
learners' second language (L2)"[26] and its effects on learning behavior. Their findings,
based on Gardner's theory of the "socio-educational model of learner motivation and
attitudes," show that there is easier access to language learning materials as well as
increased motivation with MI along with the use of computer-assisted language
learning.

Journalism
[edit]
Newspaper companies all over the world are trying to embrace the new phenomenon by
implementing its practices in their work. While some have been slow to come around,
other major newspapers like The New York Times, USA Today, and The Washington
Post are setting a precedent for the positioning of the newspaper industry in a
globalized world. To keep up with the changing world of multimedia, journalistic
practices are adopting and utilizing different multimedia functions through the inclusion
of visuals such as varying audio, video, text, etc. in their writings.[27]

journalism
News reporting is not limited to traditional media outlets. Freelance journalists can use
different new media to produce multimedia pieces for their news stories. It engages
global audiences and tells stories with technology, which develops new communication
techniques for both media producers and consumers. The Common Language Project,
later renamed The Seattle Globalist, is an example of this type of multimedia journalism
production.

Multimedia reporters who are mobile (usually driving around a community with cameras,
audio and video recorders, and laptop computers) are often referred to as mojos,
or mobile journalists.

Multimedia Engineering
[edit]
Software engineers may use multimedia in computer simulations for anything from
entertainment to training, such as military or industrial training. Multimedia for software
interfaces is often done as a collaboration between creative professionals and software
engineers. Multimedia helps expand the teaching practices that can be found in
engineering to allow for more innovative methods to not only educate future engineers
but to help evolve the scope of understanding of where multimedia can be used in
specialized engineer careers like software engineers.[28]

Multimedia is also allowing major car manufacturers, such as Ford and General Motors,
to expand the design and safety standards of their cars. By using a game engine and
virtual reality glasses, these companies are able to test the safety features and the
design of the car before a prototype is even made. Building a car virtually reduces the
time it takes to produce new vehicles, cutting down on the time needed to test designs
and allowing the designers to make changes in real time. It also reduces expenses
since, with a virtual car, making real-world prototypes is no longer needed.[29]

Mathematical and scientific research


[edit]
mathematics
In mathematical and scientific research, multimedia is mainly used for modeling and
simulation with binary code. For example, a scientist can look at a molecular model of a
particular substance and manipulate it to arrive at a new substance. Representative
research can be found in journals such as the Journal of Multimedia. One well-known
example of this being applied would be in the movie Interstellar, where Executive
Director Kip Thorne helped create one of the most realistic depictions of a black hole in
film. The visual effects team under Paul Franklin took Kip Thorne's mathematical data
and applied it into their own visual effects engine called "Double Negative Gravitational
Renderer," a.k.a. "Gargantua," to create a "real" black hole used in the final cut. Later
on, the visual effects team went on to publish a black hole study.

Medicine
[edit]
Medical professionals and students have a wide variety of ways to learn new techniques
and procedures through interactive media, online courses, and lectures. The methods of
conveying information to students have drastically evolved with the help of multimedia.
From the 1800s to today, lessons are commonly taught using chalkboards. Projected
aids, such as the epidiascope and slide projectors, were introduced into classrooms
around the 1960s.[30] With the growing use of computers, the medical field has begun to
incorporate new devices and procedures to assist in teaching students, performing
procedures, and analyzing patient data. As well as providing that data in a meaningful
way to the patients.[31]

Virtual reality
[edit]
Air force officer using a VR headset to simulate piloting
an aircraft
Virtual reality is a technology that creates a simulated environment, often using
computer-generated imagery or a combination of real and virtual content, to immerse
users in an interactive and lifelike experience. The aim of virtual reality is to make users
feel as if they are physically present in a different environment, even though they are
typically still physically located in the real world. Virtual reality finds applications across
various fields, including gaming, education, healthcare, training, and entertainment. In
gaming, users can be transported to fantastical worlds, experiencing games in a more
immersive way. In education, VR can provide realistic simulations for training purposes,
allowing users to practice skills in a risk-free environment. Healthcare professionals use
VR for therapeutic purposes and medical training. The U.S. Air Force has shown using
VR for training programs for their new pilots to simulate piloting an aircraft. [32] This allows
new pilots to learn in a safe environment and get comfortable before getting in a real
aircraft.

Head-mounted display (HMD): Users wear a headset that covers their eyes and ears,
providing visual and auditory stimuli. These headsets are equipped with screens that
display the virtual environment, and some may also have built-in speakers or
headphones for audio.

Motion tracking: Sensors track the user's movements, allowing them to interact with the
virtual world. This can include head movements, hand gestures, and sometimes even
full-body movements, enhancing the sense of immersion.

Input devices: Controllers or other input devices are used to interact with the virtual
environment. These devices can simulate hands or tools, enabling users to manipulate
objects or navigate within the virtual space.

Computer processing: Powerful computers or gaming consoles are often required to


generate and render the complex graphics and simulations needed for a convincing
virtual experience.

Augmented reality
[edit]
Augmented reality overlays digital content or output onto the real world using media
such as audio, animation, and text. Augmented reality became widely popular only in
the 21st century; however, some of the earlier versions of such were things like
the Sega Genesis Activator Controller back in 1992, which allowed users to literally
stand in an octagon and control in-game movement with physical movement, or to
stretch back even further, the R.O.B. NES Robot back in 1984, which, with its array of
accessories, was able to also provide users with the sensation of holding a firearm.
These multimedia input devices are among the earliest of the augmented reality
devices, allowing users to input commands to facilitate a different user experience. A
more modern example of augmented reality is Pokémon GO, a mobile game released
on July 6, 2016, which allows users to see a Pokémon in a real-world environment.

See also
[edit]

 Animation
 Artmedia
 Audio
 Audiovisual
 Computer
 Images
 Internet
 Kraftwerk
 Multi-image
 Multimedia cartography
 Multimedia Messaging Service
 Multimedia search
 New media art
 Non-linear media
 Postliterate society
 Social media
 Text
 Transmedia storytelling
 Universal multimedia access
 Video
 Video game
 Virtual reality
 Web documentary
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[edit]

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