Saturday, March 12, 2011

Learning Bank # 18:ROLES AND FUNCTIONS OF EDUCATIONAL MEDIA CENTER

          It serves a myriad roles and functions  and services  such as:
  • Orientation-All teacher are given an orientation on the Educational Media Center.The students are also given an orientation on their first Media Instructional Program class.
  • Selection of print and non-print materials-The librarians continually select and acquire print and non-print material that suits the needs, interest, and special abilities of the students and teachers.
  • Organization of print and non-print materials- A technical librarian organizes all the purchased print and non-print materials for easy retrieval.
  • Circulation of print and non-print materials-The Educational Media Center lends out various types of materials to students and teachers.
  • Reference-The EMC attends to request such a bibliographic information from the card catalog,serch throug books, periodivcals, pamphlets, documents and non-print materialsd.
  • Bibliographic Service-Threre are listings of materials and periodical articels to publicize the new materilas and periodical aricles in in the EMC.
  • Media Instruction Prprogram-The MIP aims to teach students to be skillfull and discriminating uesrs of print and non-print media.
  • Class Supervised Resarch-IT is a schedule program of activity particularly in Science and Sicial Studies.
  • Grade level newspaper- Each grade level is given a subsripytion to anewspaper of their choice..
  • Photocopying Services- A self- service photocopying machine is available foe the faculty to Zerox material needed.
  • Video and Sound Production-Simple production for class instruction, program and school wide presentations are put together in the audio-Visual area.
  • Multi-media Services- Different non-print  media- materials are acquired.
 

Learning Bank # 17:ASSESSMENT IN A CONTRUCTIVIST, TECHNOLOGY-SUPPORTED LEARNING

                         -Authentic assessment is the most appropriate for the constructivist classroom.It measures collective abilities,written and oral expression skills,analytical skills,manipulative skills,integration, creativity, and ability to work collaboratively.With the kind of assessment, students perform real world tasks. It is an assessment of the process or a product.The performance is the reliable measure of skills learned and the product is the proof of the acquisition of skills. In doing authentic assessment, the teacher should make use of of the scoring rubric in order to objectively observe and evaluate student's performance.With scoring rubric, the standards are clearly set at the beginning the teacher and the students. With rubric,the student can assess her or his progress.In this case the much fear foe the test gets dispelled.Assessment is the natural and normal part of the learning process. There are no more secrets on how students will be tested,what kind of question will be asked.The students themselves know how their progress gets assessed.
             -Aside from authentic assessment, there is also the need of performance-based assessment or product assessment.It is a direct assessment.With this assessment, the teacher measures the student's computer skills directly in an authentic or real-life setting.
          In technology-supported classroom, the students learn from and with technology. Technology is seen as source of information that the students learn from in the same way that the are a source of information. The students master facts and concepts from technology and with the aid of technology.

Learning Bank # 16:USING THE PROJECT-BASED MULTIMEDIA AS A TEACHING-LEARNING STRATEGY

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Definition

                   -Project Based Learning is a teaching and learning model (curriculum development and instructional approach) that emphasizes student-centered instruction by assigning projects. It allows students to work more autonomously to construct their own learning, and culminates in realistic, student-generated products. More specifically, project-based learning can be defined as follows :
  1. Focuses on the central concepts of a discipline
  2. Engaging learning experiences that involve students in complex, real-world projects through which they develop and apply skills and knowledge
  3. Learning that requires students to draw from many information sources and disciplines in order to solve problems
  4. Learning in which curricular outcomes can be identified up-front, but in which the outcomes of the student's learning process are neither predetermined nor fully predictable
  5. Experiences through which students learn to manage and allocate resources such as time and materials

Learning Bank # 15:PROJECT-BASED LEARNING AND MULTIMEDIA:WHAT IS IT?

Defining Project-Based Multimedia Learning:

                 -It's best to start with some definitions. By project-based learning, we mean a teaching method in which students acquire new knowledge and skills in the course of designing, planning, and producing some product or performance. By multimedia, we mean the integration of media objects such as text, graphics, video, animation, and sound to represent and convey information. Thus, our definition is:
Project-based multimedia learning is a method of teaching in which students acquire new knowledge and skills in the course of designing, planning, and producing a multimedia product.
Your students' multimedia products will be technology-based presentations, such as a computerized slide show, a Web site, or a video. These presentations will include evidence that your students have mastered key concepts and processes you need to teach and will be a source of great pride for them and for you.

Learning Bank # 14:MAXIMIZING THE USE OF THE OVERHEAD PROJECTOR AND THE CHALKBOARD

                 
            -You should select a classroom projector that has roughly 3000 Lumens for best illumination. This will ensure that large audiences can view the display with bright lights being displayed in the classroom. Also remember that the larger the screen you use, the more Lumens you should require from your projector.

            -The world is quickly learning the benefits of adding multimedia capabilities to educational environments. Today's choice of classroom projectors includes component video inputs that will allow you to network your projector to DVD players, VCRs, and more. By using digital video projectors and multimedia projectors you can view streaming videos from the Internet, play audio files, and teach with programs such as Cable in the Classroom.
            -Some portable projectors weigh between 5-10 pounds. However, you will get more results from choosing a larger (and therefore heavier) classroom projector. You can set the projector on a cart making it more mobile from room to room. This is also an effective way to store other components such as VCRs and DVD players that are connected to the projector. For storing your projector and other equipment on a cart, you can select a projector that weighs between 20-30 pounds.

Learning Bank # 13:TEACHING WITH VISUAL SYMBOLS

                     -Teaching with visual symbols, the teacher makes use of abstract representation such as graphs,diagrams,comic strip,chart,and cartoons.These visual symbols worth a thousand words because they are easier to understand than words of a paragraph.
  1. Graph is consist of diff. types:
  • Pie graph- use for showing parts of the whole.
  • Bar graph- use in comparing the magnitude of similar items at diff.ties.
  • Pictorial graph-makes use of picture symbols.
    2. Cartoons-these symbols can bring novelty to teaching.They tell the story metamorhpically.

    3.Comic strip-this can be used by teacher for educational and entertaining.This can serves as motivation and starter of the lesson.

    4.Diagram-this is any line drawing that shows arrangements and relations as to part of the whole,relative values,origins and development,chronological fluctuation and distribution. It is compose of three types;
  •  Affinity diagram-use to cluster complex apparently unrelated data into natural and meaningful groups.
  • Fish bone- it is also called cause-and-effect diagram.It is a structured form of brainstorming that gaphically shows  relationship of possible causes and subcauses directly related to an identified effect or problem.
  • Tree diagram-depicts development, growth and change  by beginning with a single course which spreads out int many branches.

    5.Chart-this is a diagramamatic representation of relationship among individuals within an organization.
It is compose of diff. types:
  • Flow chart-s visual way of showing a proces from the beginning to the end.
  • Organizational chart-shows how are part of the organization relates to other parts of the organization 
  • Pareto chart-type of bar chart prioritized in descending order of magnitude from left and right.
  • Gannt chart-is an activity time chart.
  • Time chart-a tabular time chart that presents data in ordinal sequence.