Multimedia & M-Learning
In the last
week's presentations, I would like to applaud all of my colleagues for doing
such great work. Their presentations were not only informative but they also
effectively engaged me by developing an interest in the topic. Each presenter
was confident, organized, spoke with passion, and clearly stated their part of
the history of multimedia.
I learned a
lot from their works. I found that the newspapers were perhaps the first mass
communication medium to employ multimedia -- they used mostly text, graphics,
and images. Looking at the advancements in technology, we can say that multimedia
has come a long way from its humble roots to today's cutting-edge modern
animation and interactivity.
Quite a few
students discussed multiple learning theories discussed in the first half of
the presentation. Here I would like to add my thoughts on a new concept worthy
of being a new theory but has not found a notable place in the educational
world. It is called the "Entertainment-Education."
University of Buffalo scholars, Drs. Wang and Hua (2009) stated entertainment-education
as:
A theory-based
communication process for purposefully embedding educational and social issues
in the creation, production, processing, and dissemination process of an
entertainment program, to achieve desired individual, community, institutional,
and societal changes among the intended media user population. (p. 1)
The pioneer of this concept, Miguel Sabido, a Mexican TV
producer, formalized the field. He initially called it "Entertainment with
a proven social benefit" in the 1960s, which Everett Rogers re-branded as
"Entertainment and Education" in 1979, and Patrick Coleman simplified
as "Entertainment-Education," which is the presently used term. Entertainment-Education
(EE) involves the process of purposively designing and implementing a media
message through a means in which the audience is both entertained and educated,
to increase audience members' knowledge about an educational issue, create
favorable attitudes towards a problem, and change behavior (Singhal &
Rogers, 1999). It is a communication strategy, not a theory of communication.
Its general purpose is to contribute to the process of directed social change,
which can occur at several levels (individual, community, society).
Here let me
shed some thoughts on multimedia as a source of delivering knowledge in mobile
learning. M-learning is defined as
learning methods and materials (Multimedia) that involve mobile phones or
handheld computers. M-learning has gained attention over the last several years.
Still, little work has been done to optimize content in distance education
programs to take full advantage of this delivery medium.
As stated by
Gedik, Hanci-Karademirci, Kursun, and Cagiltay (2012), in 2010, approximately
90% of the world population had available access to mobile networks, with 80%
of people in rural areas having such connectivity. The depth of mobile penetration has reached a
tipping point, and now is the time to address learning via mobile devices.
There are
clear benefits to M-learning. These benefits are access to content, increased
interaction in distance education, and leveraging of preferred communication
channels. Mobile technologies promote the active participation of learners in-between
the activities of the distance learner's busy daily life.
Where there
are opportunities to reach learners with the delivery method, there are also
significant challenges. These challenges relate to issues such as inconsistency
of mobile device user interfaces, feature diversity, and various existing
platforms (android, iOS, Windows, etc.)
(Sarrab & Aldabbas, 2012).
Designing
for the various devices, browsers, operating systems, and features presents
challenges to M-learning designers.
Design principles presented by Wang & Shen (2012) identify four key
elements necessary for effective multimedia learning design for the various
devices today.
Principle 1:
Design for the least common denominator.
Principle 2:
Design for eLearning, adapt for M-learning.
Principle 3:
Design short and "condensed" materials for smartphones.
Principle 4:
Be creative when designing for mobile devices with 3G and 4G technologies.
Students
expect learning guides, exam help, and short video lessons never longer than 5
minutes to be delivered via their mobile devices. Content should be sliced into manageable
chunks that can be delivered via MMS or SMS (Wang & Shen, 2012).
M-learning, when
appropriately created, will leverage Mayer's theory of multimedia message
design and be multi-modal. Video/Audio
should be captioned to deliver content via many learning modalities at one
time. This approach takes advantage of
the dual-coding learning theory (Wang & Shen, 2012).
I think M-learning will be much more powerful when we begin to incorporate the features of devices (photos, geolocation, augmented reality, voice, and video). I envision connecting with my web-enabled television and smart tool to engage with my education in a whole new way when compared with how this content is delivered today.
References:
Gedik, N.,
Hanci-Karademirci, A., Kursun, E., & Cagiltay, K. (2012). Key instructional
design issues in a cellular phone-based mobile learning project. Computers
& Education, (58), 1149-1159.
Sarrab, M.,
& Aldabbas, H. (2012). Mobile learning & educational environment.
International Journal of Parallel and Distributed Systems, 3(4).
Sighal, A., & Rogers, E. (2002). A theoretical agenda for
entertainment education. Communication, 117-135.
Wang, M., & Shen, R. (2012). Message Design for Mobile
Learning: Learning Theories, Human Cognition, and Design Principles. British
Journal of Educational Technology, 43, 561-575.
http://dx.doi.org/10.1111/j.1467-8535.2011.01214.x
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