Multimedia Can Be Used At Anywhere And Anytime To Assist Learning For Education - Education For Kids Preschool

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Thursday, June 22, 2017

Multimedia Can Be Used At Anywhere And Anytime To Assist Learning For Education



LEARNING OBJECTIVES:

Multimedia Can Be Used At Anywhere And Anytime To Assist Learning For Education, From an educational perspective the potential and popularity of AR indicates wide applicability in the future. It is user friendly and supports interactions between person and the computer device that bring people
Multimedia Can Be Used At Anywhere And Anytime To Assist Learning For Education
into the new era from anywhere and at anytime to assist learning, using wideranging and relevant material. For example, AR can function with voice recognition, gesture recognition, paper markerbased, markerless, Global Positioning System (GPS), 2D recognition and 3D recognition. The interesting fact is that the Mobile Augmented Reality is forecast to reach US$1.5 Billion by 2015. According to Juniper Research’s report, the installed base of AR capable smart phones increased dramatically from 8 million in 2009 to more than 100 million in 2010. On social networking applications such as Twitter, AR was mentioned at least five times an hour in 2009. 

AR will become a successful application that most people exposed to it will consider fascinating and it has been used to drive the viewer’s engagement. The book is one of the most well know formats to deliver knowledge and information for learners of all ages because of its simplicity and flexibility. Users of the MagicBook looked on the book through an Augmented Reality Display or Handheld Display (HHD) to find 3D virtual models appearing out of the pages. The concept of AR on a physical book had been expanded to be an educational computer game, 3D multimedia with real time interaction. The Interactive Alien Book was another AR on the physical book which uses the same concept but adds on a function of multi-languages of AR. AR adds value to the book, especially the children’s book business since AR was nominated as the best interface to view the virtual scene.  In order to increase the learning impact and draw attention to the blended learning environment, the main objectives of this current research were purposively intellectual. 

Five Learning Objectives:

The Seed Shooting Game, the AR 3D pop-up book, was mainly used to serve five learning objectives for these young Thai children: 
1) understand where to put quotation marks,
2) demonstrate an understanding of the story,
3) place the events in chronological order correctly,
4) match pictures with the vocabulary correctly, and 
5) use simple prepositions to describe the image.  

This AR 3D pop-up book integrated the knowledge with entertainment through storytelling techniques and colourful cartoons. The storytelling technique was much enhanced, given its potential after its testing of its capacity to win students’ attention. Almost nine out of ten (88%) students indicated storytelling can positively influence the learning environment . This might be because storytelling generally develops ways of learning, knowing and talking about issues, which has the potential to influence how students will approach their professional practice.  Thus, three main sources of knowledge were drawn upon before developing the AR 3D pop-up book for academic purposes: the basic knowledge of AR, the in depth knowhow of AR and related educational theory and principles.  Therefore, the hypothesis of this particular part of the study is: if the AR 3D pop-up book is an enhanced teaching strategy, then the average achievement scores of children being taught through this method will increase. 

Development Process:

This paper aims to describe only the development process which was comprised of three phases:
Multimedia Can Be Used At Anywhere And Anytime To Assist Learning For Education
1) pre-production,
2) production and
3) post-production. 

1. Pre-Production Phase The pre-production stage comprised: the preparation and refining of the contents of the story, the script and the illustrations for the cartoon graphics for the production stage. The first draft was a 2D cartoon story, which contained graphics and the text of The Seed Shooting Game Story. The story was refined by an expert in children’s storytelling, both its graphics (visual) and its script (text) until it was concise, clear, and suited for Thai Grade Three students. Then, the pre-instruction part of the media production comprised developing the introduction, the learning objectives, the vocabulary, the quotation marks and the prepositions. This pre-instruction part was checked by an English teacher with native proficiency and a degree in teaching English as a foreign language for elementary levels. All tests were drafted based upon the learning objectives. The first draft exercise was created as a crossword game (10 words) and a word finder game (10 words). The first draft of the achievement assessment included 30 items of three-option-multiple choice. All tests were piloted with 44 students who studied from the package of The Seed Shooting Game. From class observation, students were very excited with the cartoon graphics and story, however, the crossword and search word activities took too long to complete during class. To evaluate the difficulty level and discriminating value of each item and the reliability level of the whole achievement test, the results were computed. It was found that only 25 items of the achievement test were deemed appropriate for evaluation purposes and thus selected to use in the next stage. 

2. Production Phase Based on all the advice from the expert of storytelling and the native English teacher, the researcher revised the script and the graphics. Obviously to create the AR 3D popup book with multimedia features and to underpin the meticulous nature of this research, there were many steps:  

a) Sound effect and voice recording  The script of each page was proofread and edited before its studio recording. All sound effects were selected from a royalty-free sound-effect database. After recording, all voices, melody and sound were uploaded to the server. This involved special support from the AR creator. 

b) Graphic and cartoon creating  Each graphic and cartoon character was designed and converted to Portable Network Graphics (PNG) which contained the necessary transparency background. In particular, the cartoon characters included all details of face emotion and gesture to make sure that they delivered the precise story nuances. There were approximately 200 images used in this research.
Multimedia Can Be Used At Anywhere And Anytime To Assist Learning For Education
They were all uploaded through the browser on the Internet.   c) Book Assembly  Each page of the book follows the approved script. Each graphic needed to be linked and synchronised with the text and sound.   d) Evaluation of the AR 3D pop-up book  The first draft of the AR 3D pop-up book was evaluated by five educational technologists. The feedback involved what needed to be changed such as the colour of the text and objects within the graphics which needed to be clearer on the computer screen. These were amended in the revision and other  important factors such as quality of sound and quality of graphic, colour of graphic and flow of the story were considered appropriate for the learning objectives. Every step was very carefully planned and implemented throughout this curriculum materials project. 

3. Post-Production Phase The post-production phase was conducted with the class in three stages-
a) individual trials,
b) small group trial and
c) real class trial – each is outlined in the following sections. 

a) Individual trials  The purpose of the individual trials was to examine the differences of the interaction with the developed media of three students who had different competency levels. They were purposely selected in order to represent the general student body from excellent to low competency levels. All three were fascinated with AR. After the experiment, it was found that each was delighted and stimulated by the AR 3D pop-up book and multimedia functions. All three undertook the achievement test and completed it. However, the exercise using the crossword and word finder games were not too difficult for all levels of students but took too long to complete. Thus, the exercise was changed to three-optionmultiple choice and fill-in-blank – and this reduced any complexity that may have inhibited the accuracy of the data. 

It should be noted that the questionnaire was designed to ensure that the “Hawthorne Effect” did not impact by adopting a low key approach to the research when in contact with the students. The Hawthorne Effect is when individual or group behaviour may be impacted upon when subjects are knowingly placed under observation. This circumstance is commonly seen as positive or beneficial, because it is argued that group members when aware they are under observation produce behaviours or perform at a higher level than they might otherwise have. The concept or term is derived from a study which focussed on employee satisfaction at a General Electric manufacturing factory in Hawthorne, Illinois, in 1924-1932 but the term was not coined and the effect was not effectively noted until the 1950s. This may pose a limitation in the research but it is considered minimal due to the simple honesty that children exhibit.   

b) Small group trial  The small group trial was aimed at investigating the way that students participated with the blended study process using the AR 3D pop-up book and learning package. Three groups of five students were purposely selected at a) excellent, b) average and c) low level of competency. After the trial, it was found that all 15 students were stimulated by the blended learning process. All students understood the directions and the contents of the achievement test and completed it on time. The blank questionnaire exercise was also completed on time. All students were observed to have enjoyed the practical task and actively participated in the learning activities during class.  

c) Real class trial   The real class trial was conducted to simulate a real classroom situation in Bangkok, the capital city of Thailand, a selected developing country. Basically, the elementary class size in Bangkok is usually about 40+ students. This experiment had 37 students attending the blended learning trial, 20 males and 17 females. To establish what impact on development the AR 3D pop-up book had on student learning, the first step in the classroom-based research involved a pre-test, testing their knowledge of the material to be learned. The test is 25 items of three-option-multiple choice which was developed at the pre-production stage. 

The next research step involved students completing an exercise sheet which measured their understanding of the material during the actual class. The exercise sheet consists of 30 items, 26 items of fill-in-blank and four items of threeoption-multiple choice. The sum of correct exercise scores equalled 97.84 per cent. After participating in blended learning environment using an AR package of The Seed Shooting Game, the next research stage involved students completing a post test which is the same as the pre-test. The sum of achievement scores equalled 87.78 per cent. An added research finding concerning the comparison of achievements between pre-test (34.16 %) and post test (87.78 %) of students using the t-test found that the outcomes such as depth of learning, comprehension and engagement gained from the study were higher than when measured prior to the study. 
Multimedia Can Be Used At Anywhere And Anytime To Assist Learning For Education

Specifically, the results obviously present that when students studied from the AR 3D pop-up book, their achievements increased (Figure 6). This result confirmed accepting the hypothesis. Additionally, this research finding comparing the achievements of female students (89.4 %) and male students (87.4 %) using the t-test independent found that there was no significant difference though female students earned slightly higher.  

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