Section 7 New
Directions in Instructional Design and Technology
This section of the textbook addresses new directions and
emerging technologies for IDT. For your final post, reflect on how you might
apply each of the following in your current or future position in the IDT
field:
- Distributed
or e-learning environments
- Reusable
design or learning objects
- Rich
media
- Emerging
instructional technologies, such as artificial intelligence, cybernetics,
web 2.0, virtual worlds, electronic games, etc.
Distributed Learning:
Distributed learning is any educational or training experience
that uses a variety of means, including technology, to enable learning. It can provide for intentional and incidental
learning outcomes and may be separated by time, distance, or both. Distributed learning includes, but is not
limited to distance learning and online learning.
E-Learning in the library will include:
·
Microsoft Office Suite
2010
·
Wikispaces
·
Glogster
·
Pathfinders
·
Online journals
·
Electronic book
collections
·
Encyclopedia
I plan to collaborate with teachers in the use of
technology. Student will be provided
with:
Reusability
is defined as the ability to use the resource multiple times in multiple ways
and in multiple contexts. Reusability
also encompasses the ability of developers to use a resource as a building
block in their own work.
I had an opportunity to take a technology course this past spring semester. During this class we had to visit a website
entitled classroom 2.0. I enjoyed the
various lessons on 2.0 tools. However, I am carious on how to create my own
lessons for a web 2.0 section. Because I
am a librarian would create book talks and book trailers for incoming, new
books. Also, I will create many
pathfinders for teachers. This resource
can be used year to year.
Rich
Media
Rich
media is defined as learning products that incorporate high-end media such as
video animation, sound, and simulation.
I
would like to collaborate with teachers on creating media-rich lesson
plans. These lesson plans can include
simulations, modeling, and real world experiences.
I
would collaborate with teachers and use the following web 2.0 tools:
Image Link
Emerging instructional technologies,
such as artificial intelligence, cybernetics, web 2.0, virtual worlds,
electronic games, etc.
Web
2.0 is the term given to describe a second generation of the World Wide Web
that is focused on the ability for people to collaborate and share information
online. Web 2.0 basically refers to the transition from static HTML Web pages
to a more dynamic Web that is more organized and is based on serving Web
applications to users. Other improved functionality of Web 2.0 includes open
communication with an emphasis on Web-based communities of users, and more open
sharing of information. Over time Web 2.0 has been used more as a marketing term
than a computer-science-based term. Blogs, wikis, and Web services are all seen
as components of Web 2.0. Link: http://www.webopedia.com/TERM/W/Web_2_point_0.html
I
found this great site with 35 Web 2.0 sites.
Link: http://edudemic.com/2010/07/the-35-best-web-2-0-classroom-tools-chosen-by-you/
- Glogster: Poster maker; great for social studies lessons, reading, and science classes.
- Edmodo: Social learning environment and one of the best ways to teach with technology.
- Wallwisher: An online notice board
- Animoto: Make movies from your photos.
- Blabberize: Make imges talk.
- Weebly: Create your own website.
- Flickr: Download photos.
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