“Theories and Practices of Multimodal Education: The Instructional Dynamics of Picture Books
and Primary Classrooms”
By Dawnene D. Hassett and Jen Scott Curwood
The article, “Theories and Practices of Multimodal
Education: The Instructional Dynamics of Picture Books and Primary Classrooms”
details multimodal education, a new shift in understanding how 21st
century learners receive and interpret information. Awareness and a focus are placed on the
interpretation of how information is presented in a digital society versus the print-based
education of the past. Students need to
decode image and text relationships, while teachers have to adopt new roles to
help facilitate the learning process. New
teacher roles include maintaining reliable resources for student use, adopting
a co-learning model between student and teacher, and consulting with students
to provide feedback and a broader perspective.
Multimodal reading places importance on the various design choices made
in the presentation of a book, specifically the use of color, line, shape, or
texture to help construct meaning. I
find the crossover between ELA and art significant and fascinating. Art students learn about the elements of art (line,
shape, color, form, texture, and space), and principles of design. Students take these concepts and learn how to
critique and evaluate art based on the combination of these elements and
principles. Critiquing art and
multimodal reading comprehension utilize the same skills. Any visual learner can tap into these skills
to better inform their comprehension process.
"Using the ADDIE Model to Design
Second Life Activities for Online Learners"
By Shiang-Kwei Wang and
Hui-Yin Hsu
Second Life is a virtual
environment, created with the intent to improve online learning motivation.
Constructivist theory states that knowledge is constructed through experiences
unique to the individual. Second Life
addresses the gaps in shared experiences in a virtual classroom environment,
specifically student interaction. The constructed environment offers a unique,
shared experience amongst students, which as the authors suggest, can
positively effect the learning environment and desired learning outcomes. The authors also describe some of the
drawbacks of Second Life, which includes hardware issues of space and upgrade
requirements, as well as public accessibility and limitations for creating
secure environments. Second Life definitely
addresses a new educational need. Online
classes offer accessibility, however they often lack connectivity to the
group. Creating an environment that
fosters collaboration in a natural way is a challenge due to the physical level
of disconnection. Second Life offers a
solution to this problem. The authors
note the importance of goal setting when implementing Second Life in a learning
environment. The purpose is not to throw
a technology tool at students for the sake of using one. Well-constructed goals and outcomes should be
established first to determine the benefits of creating a shared environment
and experience.
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