Showing posts with label project-based. Show all posts
Showing posts with label project-based. Show all posts

Tuesday, December 1, 2015

Open Digital Media Resources for Project-Based Learning with Technology

Open licenses such as creative commons have led to the proliferation of sites that offer free and open digital media resources. These websites offer music, audio, video, clip art, and pictures under open licenses that allow you to edit remix and mash up media files for project-based learning experiences. See a quick and dirty guide to copyright on my blog here. Media files on these websites can be downloaded and incorporated into educational projects. Using open-licensed media in project-based learning can save students and teachers a lot of time and difficulty. This post is an excerpt from my book, Educational Technology for Teachers. In a master's project, we used open digital media resources of the Nixon Kennedy debates to create a video about blogs and wikis. This video shows that students can use these resources to show their learning in many different and creative ways. Here is a list of my favorite websites that offer open digital media resources for project-based learning:

MULTIPLE MEDIA FORMATS
Creative Commons Search - Search for open-licensed media
Wikimedia Commons - Open photographs, videos and sounds
The Internet Archive - Open photographs, videos and sounds
The Library of Congress - Public domain media

PHOTOGRAPHS AND CLIPART
WP Clipart - Public domain clip art for education
Open Clipart - Public domain clip art
Morguefile - Free and open photographs
Pixabay - Public domain photographs and clip art

VIDEO
YouTube - A vast collection of videos, some of which are open licensed
The Open Video Project - A repository of digitized videos, some of which are open licensed
Bottled Video - A collection of free stock video clips

AUDIO
Freesound - Open-licensed sound effects
CC Mixter - Open-licensed music
Musopen - Classical public domain music

When students and teachers download a media file from one of these sites, they must pay close attention to the license under which the media file is released and be sure to meet license requirements. Usually this means attributing the original author by mentioning them in a credits or citations section. Another way to attribute the original author could be to link online to the location of the original media file or to the profile page for the author.

Tuesday, November 17, 2015

Camera and Video Shots for Project-Based Learning

Lately my mind has been on video. Maybe it's because Digital Media Camp - a fantastic example of project-based learning in action - is coming up again next year. Or maybe it's because we just discussed the importance of project-based learning in a meeting with a local school superintendent. Whatever the reason, when students embark on a project that includes video, they should know about some basic shots and when to use them. As I mentioned in a previous post on video composition, almost anyone has access to some kind of video camera in our modern age. The following is an excerpt from my book, Educational Technology for Teachers.

In order to put forth a clear message in video, different types of camera shots should be used. There are three main types of camera shots that can be used in a video production; wide, medium and close up (Spannaus, 2012). The wide shot – sometimes called the long shot – is used to show an entire object or human body, along with some of the setting or background. This shot shows the relationship between the object or body and the scene in which they are placed. Wide shots are often shown at the beginning of a scene to give the audience a sense of the spatial relationship between important aspects of the scene. They establish a sense of place and orient the viewer to the setting of the video.

The next type of camera shot is the medium shot. This shot is closer in than a wide shot and shows part of a subject in more detail. A medium shot would show about half of a human body but may show more or less than this. Medium shots are used to show more detail than a wide shot but still include hand gestures, movement, and other important actions.

Another important camera shot is the close up. In a close-up shot, only a certain feature of the subject takes up most of the frame. Details of the included feature are clear in a close up shot. The most common element featured in a close up shot is a person's face. Such close ups can show feelings, so close ups are vital for dramatic sequences. Close ups are also used to highlight steps or methods in educational and training videos.

Using a variety of different types of shots can enhance the quality of a video production in project-based learning because the different shots help to put forth a clear message. Wide shots can establish a sense of location, close up shots can provide detail on procedures or concepts and medium shots can capture everything in between.

Tuesday, April 28, 2015

What is Project-Based Learning?

Project-based learning means that students create projects as part of their learning experience (Bender, 2012; Vega, 2012). As mentioned in chapter one, this type of learning fits well within constructivist and constructionist ways of thinking and is an important learning method for the Information Age. This post is an excerpt from my book, Educational Technology for Teachers.

In project-based learning, students develop a project from start to finish, making decisions on how to proceed, incorporating subject matter into the project and producing a product that represents their knowledge. This type of learning has resulted in better student attitudes toward learning and increased knowledge retention among students, along with other positive learning outcomes (Bender, 2012; Vega, 2012). Project-based learning is also linked to high 21st century skill development among students (Vega, 2012).

Educational technology and project-based learning go well together. Information technologies can help students seek out answers to project questions, and visual presentation applications can help students efficiently create products in differing formats. Project-based learning is a great way to integrate technological tools and resources into learning.

So what is it that defines project-based learning? The most important defining characteristics of project-based learning include authenticity, longer project time lengths and quality finished products that students complete.

Authenticity

Authenticity in project-based learning means that the projects students complete have value or relevance outside of the classroom and that the activities that students perform in order to finish a project are similar to the activities that a person may do outside of school (Herrington & Kervin, 2007). Finding an authentic project is not easy. Many teachers mistakenly suppose that learning activities like math word problems are authentic because they incorporate real-world elements. An example word problem might ask students to use their knowledge of speed and distance to determine when two trains will pass each other as they travel from neighboring cities. This type of problem is not authentic because it doesn't simulate activities that a person might actually do in real life. There is little reason to perform such a calculation in the world outside of school. In contrast, an authentic activity might involve students in using building code documents to calculate the number of exits needed in a large building as part of a building design process. This is the type of activity that might actually be completed by an architect.


Longer Project Time Lengths

Longer project time lengths means that more than just one class period is needed for students to work on projects. Projects may span several days or weeks in time length and may require many different steps or activities. Students could also use knowledge from more than just a single subject area to complete a project. It takes more than just one or two class periods to navigate the many choices, steps, subjects and activities in a project (Bender, 2012; Herrington & Kervin, 2007).


Quality Finished Products

Another important aspect of project-based learning is that students create quality finished products. These products are an excellent way to show students' knowledge of the subject areas featured in the project. Some examples of quality finished products that could be completed include:
  • A poster about how to avoid plaque and gingivitis by brushing teeth properly
  • A video that shows how to prepare and cook cholula bread
  • A recorded lesson telling how to calculate a monthly budget for food after bills have been deducted
  • A proposal document explaining the pros and cons of various purchase options for a particular business
Notice that no two of the above product examples are in the same format, but all of them include a quality finished product that students create to show their knowledge. More project-based learning ideas and the steps for a project based learning experience are included in my book, Educational Technology for Teachers. 

References:
  • Bender, W. N. (2012). Project-based learning: differentiating instruction for the 21st century. Thousand Oaks, CA: Corwin Press.
  • Herrington, J., & Kervin, L. (2007). Authentic learning supported by technology: Ten suggestions and cases of integration in classrooms. Educational Media International, 44(3), 219–236. doi:10.1080/09523980701491666
  • Vega, V. (2012). Project-based learning research review. Edutopia. Retrieved January 8, 2014, from http://www.edutopia.org/pbl-research-learning-outcomes

Tuesday, April 7, 2015

Media and technology don't directly influence learning: But use them anyway!

An interesting tenet of instructional/educational technology is that media doesn't influence learning. In other words, the different types of media (and technology) that you implement for learning won't in and of themselves change the amount of learning that happens. Instead, it is the instructional/learning methods that you implement that affect whether students learn. Richard Clark first suggested this idea long ago, but it seems to have held true over many years (see Clark, 1994). A vast number of studies, for instance have shown no significant difference between learning gains from online and face to face classes that use the same learning methods (Russell, 2001).

So if media and technology don't influence learning, then what does? The greatest influences on learning come from the learning methods employed (independent of the media and technologies used). Some possible learning methods that can lead to the greatest learning gains include making sure that students' mental models are activated, that students see a demonstration of how to do things, that students are able to get enough practice completing activities and that they can take what is learned and integrate it into their daily lives (Merrill, 2002; Francom & Gardner, 2014).

So if media and technology don't influence learning, then why do we use them? Why do we take the time to get out the laptops and iPads if they won't necessarily lead to better learning outcomes. One compelling argument is that these technological tools are a part of our life, and thus should be a part of our school life as well. If education is going to prepare students to thrive in the 21st century, they must know how to take advantage of current tools and ideas. To me, this argument is a more than adequate reason to integrate media and technology into learning, but there are also other compelling reasons.

The connection between technology and learning is not a direct one, but I believe there is a more indirect connection that is important. I believe that the existence of technological tools and resources allows for new methods of teaching and learning that were not previously possible (see Kozma, 1994; Puentedura, 2010).  So, because of technology and media tools, teachers can more often implement quality teaching and learning methods. For instance, without technology and media tools, many project-based learning activities aren't as easy to design or implement. Information literacy activities were not as efficient before internet database searches. These types of learning activities can be implemented more often in a classroom that has the necessary technology and media tools, therefore learning outcomes can be improved. And that is a very compelling reason to implement technology into teaching and learning!

References:
Clark, R. E. (1994). Media will never influence learning. Educational Technology Research and Development, 42(2), 21–29.
Francom, G. M., & Gardner, J. L. (2014). What is Task-Centered Learning? TechTrends, 58(5), 27–35.
Kozma, R. (1994). Will media influence learning? Reframing the debate. Educational Technology Research and Development, 42(2), 7–19. 
Merrill, M. D. (2002). First principles of instruction. Educational Technology Research and Development, 50(3), 43–59.
Puentedura, R. (2010). SAMR and TPCK: intro to advanced practice. Retrieved February, 12, 2013.
Russell, T. L. (2001). The no significant difference phenomenon: a comparative research annotated bibliography on technology for distance education : as reported in 355 research reports, summaries and papers. Raleigh, NC: North Carolina State University.

Thursday, October 2, 2014

Educational Technology for SD Teachers Podcast - Episode 3: Project-Based Learning, going beyond copy, paste and present

This week, we discuss how to go beyond the basic boring project-based learning wherein students just copy and paste items to a powerpoint and then present it.

 Here are the links from this post: