Media Integration
A Computers in Education Chapter
Introduction
Media integration, one digital system capable of synthesizing all media,
represents one of the fundamental changes for education in 21st century
culture. Where prior chapters (6 & 7) have emphasized the comprehensive
comprehension being created on the web through the media integration of
many composition tools, in addition to exploring new media, this
chapter also accents the additional media integration of many communication
tools. With this chapter, wireless communication media and the web will
be used to initiate the movement of information across different types
of computers. But further coverage of important composition tools also
continues. Two other media categories will be introduced, animation and
virtual reality, which are also being integrated on the web with the many
forms of media discussed in prior chapters. Because of this new uni-media
plateau for thinking and its potential major role at all four stages of
the LEAP thinking model, one suspects that media integration will have
as significant a role on the nature of cognition as has the invention of
writing in past millennia. There are two general models for organizing
thought and action with different media, one linear and the other nonlinear.
The LEAP and CROP model integrates both linear and nonlinear actions into
a larger model for learning and teaching with media integration.
Linear presentation models are well represented by many media with which
educators are familiar. This media includes books, movies, audio and slideshows.
Linear models organize information in a logical sequence in which it is
expected that all elements of the sequence will be communicated one after
the other. Though users or readers may choose to jump or skip a element,
the composer of the presentation designs this work with the presumption
that all will be used or examined.
In this chapter, you are to make a linear presentation using electronic
slideshow software, in this case, Powerpoint. Earlier chapters introduced
other linear composition editors. In chapter six's focus on merging text
and images, a web image table and a two page newsletter were created. In
chapter seven, a video and an audio story were initiated, edited and saved
to videotape and disk files. These linear models work well for settings
in which answers have been found, judgments reached, and/or directions
or orders need giving. They imply an orderly world. They might also imply
a world ordered and organized by someone else, if we are willing to accept
at face value the way others would have the world ordered.
Teaching within such a linear model and preparing students for a world
in which following directions that lead to known answers is the norm, is
a relatively simple procedure, simple at least in comparison with real
world problems. However, raising citizens prepared for active roles in
a democracy, something more is required. This does not mean that linear
approaches should be ignored or tossed aside.
These linear models benefit from becoming part of the building blocks
of another model for information organization and comprehension, the model
of non-linearity. The nonlinear model is a better fit with the rapidly
changing setting of the current cultural and global scene. It requires
more questioning and more individual decision making and judgment. In teaching
and learning, it requires more open ended problem solving. How do teachers
help learners in a world in which the model of how to proceed cannot be
ordered in simple manner of first, second, third, fourth, and so on? Fortunately,
it is not that models cannot be found, rather it is the approach to the
nature of models that must be changed. It is not that patterns cannot be
found, but an understanding that how we follow those patterns and which
patterns we follow that must change. In nonlinear models, the sequence,
the branching, is likely to constantly change even though the overall pattern
remains constant. Learners and teachers need to know and understand a richer
more complex model, and understand that the sequence or the next step is
a judgment call. This requires critical thinking skills to weigh the options
about what to do next.
Curiously, at a time in which such knowledge is needed more heavily
than ever, the very nature of our canon of knowledge is being reconstituted
in a nonlinear media, the web and the Internet.
Here the composer assumes that the reader can make quick jumps between
related documents, that is between linear objects such as electronic slideshows.
Further, perhaps even large portions of the material may not relevant at
any one time. Encyclopedias and dictionaries are examples of such designs.
Computer technology has made it easy to take the idea of a footnote or
a citation and move it from the margins of composition planning to the
center of such design. When only computer text was involved, such organizations
of information were called hypertext. The World Wide Web was originally
hypertext only. Other software applications, such as Hypercard, Toolbook
and Hyperstudio had already extended the idea of hypertext to include other
media. They made media rich structures easy to create long before the Internet
and the World Wide Web were common. Because computers could "play" all
media, these software programs made it possible to create multimedia shows,
in which all media were integrated. When a wide range of media was added
to the hypertext format, it became known as hypermedia. The web sites that
have been under development through this online textbook are a form of
hypertext and hypermedia used to communicate or present more about yourself,
your ability to create professionally useful works (e.g., your unit
plan) and your professional education. The link to ISTE's "Project-Based
Learning explores this project concept in further detail.
The opened ended nature of hypertext and the complexity and composition
time required for working in many media can also be used to support and
reinforce current trends in education, including student projects, portfolio
assessment, and collaborative teams. Projects can allow for much wider
ranges of student interest. Utilizing many media moves the learning situation
beyond standard text essays, making a portfolio necessary to encompass
the wide range of student work. Though good composition in any media takes
time, integrating multiple forms of media takes more time. But if different
members of the team plan the presentation together then each carrying out
different responsibilities with different media, time concerns can be managed
much better.
Whether the driving force is described as computers or information technology
(IT), or organized in linear or nonlinear models, this intellectual development
is fostering an array of changes important to teachers. The sidebar link
to "Ten Powerful Ideas Shaping the Present and Future of IT" in Education
briefly summarizes these changes. The long term issue though is not about
media. It is about integration and what that really means. It is about
seamless and effortless inclusion of electronic media in the same way that
textbooks, chalkboards and overhead projectors are included. This of course
means that an infrastructure of technology and support personnel should
be in place. It does not mean that every student must have their own computer.
It does mean that every student should have easy access to computers as
needed. It does mean that every teacher must have their own classroom computer
with Internet connections. The ISTE article in the sidebar on "Integrating
Technology: Some Things You Should Know" explores these concepts in greater
detail.
The theme of media integration was introduced earlier in chapter seven
as the concept of comprehensive composition. Comprehensive composition
means combining many different composition forms in one media, a phrase
that could be more briefly expressed as uni-media. To this point in these
chapters several separate forms of composition have been introduced: text,
mathematics, still images (from photographs to charts), audio, video and
computer programming. Each of these can be active in electronic slideshow
programs such as Powerpoint in some way. However, slideshow applications
have numerous limitations. There are other important media that are
NOT currently included in standard slideshow programs. These other media
must be mentioned in any complete treatment of media integration, animation
and virtual reality (e.g., three dimensional images in movement or animation).
Animation
Animation first became common on the Internet through a media construction
known as GIF animation. The process combines a set of still images in GIF
compression format with a small computer program that controls how fast
the stills or slides appear. When still images appear more slowly it looks
like an automated slideshow. When they are displayed fast enough to mimic
real motion, they could be called animation. Here are two animations that
have appeared as parts of earlier chapters.
If animation is not appearing, click the Reload btton for this browser.
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GIF animation at fast Slideshow speed |
GIF animation at Animation speed |
As further information is needed on this topic, use web search engines
to hunt for "GIF animation."
A new form of animation designed by Macromedia, Flash animation, would
appear to represent the future direction for animation in cyberspace. A
representative sample of the work done in this new format can be found
at the Flash
Showcase site . If this animation does not display on your computer,
it will be necessary to download and install
the Flash player .
Virtual Reality
Virtual reality is simply a more fluid or animated form of three dimensional
design (3D). The 3D image below was designed by the author using a richly
compelling program called Bryce. Click on this image to display a much
larger version of the image.
Every element of this Bryce scene is an object that can be moved, resized,
reshaped and "reskinned" with different surface patterns and colors. This
composition experience is similar to the experiences provided in earlier
chapters with creating and moving objects in Draw programs. The Bryce program
also provides ways to animate elements of the scene such as the movement
of clouds and spheres or to create the effect of wind on water.
The ability to move within and through three dimensional space gives
a greatly heightened sense of reality or "real life" hence the name virtual
reality (e.g., VR). One simple form of this can be created by using special
software to seam together a collection of images taken by a camera that
is turned on top of a tripod. With standard cameras this can take from
12-72 shots. New software called cubic VR has reduced this to 6 shots,
one for each side of a cube. Special attachments can reduce the number
of shots to 1 or 2 per scene and still provide full 360 degree panoramic
viewing, but such special equipment costs far more than a digital still
camera.
Links called hotspots can then be created between these 360 panoramas
or connected to web pages or any other media. Each 360 panorama is called
a node and a collection of nodes creates a scene. The hotspots can also
link to 360 degree objects, which can be turned to see all sides.
Several types of special effects can be added to these scenes and objects,
including directional stereo sound, animation that adds or subtracts
from the scene, spinning at different speeds and navigational or directional
markings. See some of the examples of each of
these effects and learn how to find more of such media.
Click the image below to launch yourself into VR panorama space and
visit the New Talk Walk scene. "Hot buttons" are embedded in the
panoramas that enable you to move between locations.
The scavenger hunt concept can be used to steer introduction to such scenes.
For example, see if you can answer these questions while taking the New
Talk Walk. How many people are visible in Hunter Library? Is the projection
screen up or down in Stillwell 57? How many doors are open in the Elementary
and Middle Grades departmental office, room 246 Killian? How many nodes
are in this New Talk Walk scene? Questions could extend beyond the recall
level. For example, why the given title for this scene? How does this VR
media compare with standard video? Which computer lab arrangement is the
best teaching environment?
Map making skills can be taught as well. As a simple first step, one
could ask students to create a map of this scene of a set of buildings
in the Appleworks Draw program which correctly labels each node as an extra
credit activity. Other areas could be studied as potential VR sites. For
example, participants could create a Draw map of the campus jogging trail
and mark on the map how many nodes should be used to visually capture the
entire trail, including where to park.
With just a software VR panorama program such as VR
Worx and a digital still camera, students could be more directly be
involved and compose their own scenes. Beyond maps of connections between
and within buildings and outdoor trails, VR scenes could include a VR map
of houses (as used in realty sales), fictional scenes created in three
dimensional graphic programs such as Bryce, and 3D graphic mind maps of
ideas. The expense of such tools however should not be a barrier to their
use as significant educational activity can be carried out with such media
creations on the web if one knows how to find and bookmark their web pages
or link them to the instructor's web pages.
Other more dynamic three dimensional tools are appearing. Carnegie Mellon's
free Alice tools and environment provide another way to create virtual
3D worlds (http://wonderland.hcii.cs.cmu.edu/). Other examples appear in
the sidebar section on VR. New forms of VR will continue to emerge as no
single approach appears to be a compelling winner over other designs at
this time.
What cannot be demonstrated in class is full immersive VR. This currently
requires putting on goggles of some kind so that the psychological effect
is of being in the computer created scene.
Click image area for more.
Image courtesy of the National University of Singapore, School
of Computing |
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The holodeck in Star Trek movies that is used for entertainment and
training is in this category of immersive VR, but such hologram technology
is beyond our current abilities. If you can handle a short piece of "horror
flick" scenes, the movie Lawnmower Man has some excellent Hollywood footage
of the concepts of immersive virtual reality. Work in immersive VR is being
carried out in countries around the world
but has been given special attention at the University of North Carolina
in Chapel Hill
When all of the forms of composition, including animation and VR, are
merged into one, a new level of composition and story telling emerges.
Click the web page image below to review this piece that was introduced
in Chapter Seven.
One can search this comprehensive composition for the integration of math,
science, ecology, school curriculum competencies, text, spreadsheets, databases,
still images, animation, video, music, virtual reality and remote sensors
and remote control of electronic devices. All of the forms of composition
and many of the teacher competencies discussed in this and prior chapters
are merged in this work. How will this and other developments change the
nature of composition and our responsibilities to teach greater media integration
in this next century?
Media Integration in Communication
The "digital fire drill" exercises found in the sidebar are just one example
of the way that many different types of communication systems are being
integrated. In this activity, handheld computers use built-in infrared
beaming to wirelessly send observation and other data to a team leader's
handheld. The team leader than uses different systems to send team information
on to a central location being shared by other teams. If the team leader's
handheld computer has an wireless ethernet card (as will be used in the
class exercises) the information can be sent through a wireless base station
(media such as Apple's Airport unit) to a messaging system on the Internet.
The messaging system might be a specialized message database, live chat,
standard email, newsgroups or listservs. If a wireless ethernet card is
not available, the team leaders might all share the same synchronizing
cradle on a desktop or laptop computer to put the information from all
teams in one location. Once the information is collected in one place and
on a more powerful computer, it is relatively easy to copy this information
into a word processor or other application for further development. and
insert other media as well.
Beepers, cell phones, and other messaging systems are increasingly being
integrated into one product sharing different media as well. A voice message
might become a digital file that is sent as a message attachment, combining
both text and voice. For example, cell phone cards can be inserted into
handheld computers and combine their functions. A look up in an address
database could lead to immediate dialing through the cell phone chips.
Chip developers (Intel, 2001) have recently announced new chip designs
that will increasingly put separate specialized communication and CPU chips
onto one chip (Very Large Scale Integration or VLSI) which will make handheld
and smaller electronic systems cheaper, lighter and consume less electricity
and yet be even more powerful. For example, a camera could include cell
phone chips, or the cell phone include handheld computer and camera chips.
Either way, the system could automatically dial and transmit the image
as soon as it is taken to individuals or groups anywhere.
Personal computers have not only increased the number of media that
can be used together in one display and increased the distance from which
we can almost instantly receive archived information, but through the increasing
integration of communication systems, computers have increased the direct
interaction that we can have with the intelligence of others. This increases
our overall ability to identify and solve all manner of problems. Recall,
that it is brains that are at the top and most powerful level of the information
pyramid, a concept introduced in chapter six's exploration of the Look
stage of problem solving .
Thinking and CROP
Looking back over the sweep of these chapters, you see that one can either
keep in mind dozens of sophisticated applications or one can recall some
more basic conceptual scaffolding that will lead to the use and media integration
of a wide range of conceptual and hardware tools. Review the basic design
of the CROP site and create a simple mind map or flow chart of its basic
procedures.
The SUP branch focuses on media integration involving different communication
technologies. The LEAP branch focuses on the media integration involving
different media composition technologies. The think branch is focused on
integrating wetware with the skills to develop perceptive questions. Each
of these branches have their own sub-models.
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Having completed this introduction, begin at the top of the sidebar for
this web page and work down through the assigned links.
Computers in Education Chapters
Page author: Houghton
Pub: 4.23.2002 |