Edtech

Multimedia Timeline: Philosophical & Psychological Foundations

  • The Visual Instruction Movement &Instructional Films

    The Visual Instruction Movement &Instructional Films
    Visual Education
    - Films
    - Slides
    - Photographs
    - Picture Projector
    - Instructional Films
  • Behaviorism

    Behaviorism
    Behaviorism - learning occurs through interaction with environment.
    - Classical conditioning - Ivan Pavlov
    - Stimulus leads to voluntary behavior
    - Operant Conditioning - Skinner
    - positive or negative reinforcement lead to voluntary response
    Now used in
    - Creating drill and practice software
    - Gamification
    - Task-based learning
  • The Audiovisual Instruction Movement

    The Audiovisual Instruction Movement
    The Department of Visual Instruction was created and is now a leader in instructional design and technology called AECT now.
    Media with incorporated sound

    - Radio broadcasting
    - Sound recording
    - Sound motion pictures
  • World War II and Post-World War Development

    World War II and Post-World War Development
    Using audiovisual devices in military to produce training film
    - Overhead & slide projectors
    - Audio equipment
    - Simulators and training devices
    Post World War Research
    - how media and its characteristics influenced learning
    - first development of instructional principles
    - emergency of criterion-referenced testing to assess student's entry-level and after program
    Focusing on the communication Process
  • Instructional Television

    Instructional Television
    "Educational Television Stations" - using television for delivering instruction
    - all major subjects to all grades
    - a college courses
    after unsuccessful instructional programs it became wider
    - cultural and informational presentations
    first development of computer-assisted instruction (CAI)
    - using CAI at schools and at universities
  • Cognitivism

    Cognitivism
    Informational Processing Theory
    - mind as a computer receive inputs and process it
    - register - short term memory - long term memory
    Cognitive Load Theory
    - Extraneous load - butter distractions
    - Intrinsic Load - inner distractions
    - Germane Load - required effort for processing information
    Mayer's Multimedia Learning - work on reducing extraneous load to make learners cope with other loads.
    - graphics, text and narration
    - no background music
    - simple visuals
  • Computers for everyone

    Computers for everyone
    "Educational Technology" and "Instructional technology" appeared
    - the term "audiovisual" was not used anymore
    Massive use of computers for instructional purposes
    - 40% of elementary school and 75% of secondary schools were using computers for instructional purposes
    - usage wasn't innovative
    - drilling, practice or teaching computer skills
  • constructivism

    constructivism
    Constructivism - a learner interacts with the environment and construct knowledge based on their experience.
    Instructional designers should make learning meaningful and follow some principles of constructivist learning making learning
    - active and meaningful
    - collaborative
    - authentic
    collaborative shared documents (Google docs)
    searching information from the Internet
    simulation
    project and problem based activities
    Social Constructivism-learning with mentors
  • The development of the Internet

    The development of the Internet
    Rapid increase of delivering instructions via new technology and Internet
    - Accessibility, interactiveness and multimedia capabilities

    - in business and industry(professional trainings)
    - in higher education(distance learnings,as a low-cost method)
    - in military(distance courses for soldiers)
    - at schools(Internet access increased from 50% to 90%)
    Increasing interest in rapid prototyping-a draft product before its final release
  • Connectivism

    Connectivism
    Knowledge exists beyond a learner and they make connect information to build knowledge
    - decision-making as a part of learning process
    - responsibilities are on the learner
    - sort out information(what is useful and not)
    Social media
    Gamification
    Simulations