Learning Design and Technology

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Learning Design and Technology by Mind Map: Learning Design and Technology

1. Ideas

1.1. Web 2.0

1.1.1. Read-Write Web Wiki Blog

1.1.2. Subscribing to information RSS

1.1.3. Social Spaces YouTube Flickr del.icio.us Napster CiteUlike

1.1.4. Internet as a Platform Google Docs

1.1.5. Open Source Google Maps

1.2. Handheld devices

1.2.1. Issues Devices lack in screen and key size and processing power Mobile devices are a distraction Accessibility and cost barriers Lack of a standardized content delivery platform Mobile content is expensive

1.2.2. Web apps Benefit Only mobile web browser is needed Issue Internet connectivity

1.2.3. Native apps Benefits Simplier Faster Issues Limited storage Technical limitation on different types of platform User preferences on different types of platform

1.2.4. Immediacy of information is important

1.2.5. Can use GPS to locate and track places

1.2.6. QR codes Bring learning into the physical world Can link more information about an object Allowing students to connect information or ideas in their native languages

1.3. User Interface desgin

1.3.1. Designer related Consistency Explain the rules Navigation Effective words Understand the widgets Look at other applications Use color appropriately Follow the contrast rule Align fields effectively Justify data appropriately No crowed screen Group things effectively

1.3.2. Stakeholder related Set standards Be prepared to hold the line QA

1.3.3. User related Expect your users to make mistakes Design should be intuitable

1.4. QR Codes

1.4.1. 2-dimensional bar code

1.4.2. Can contain text and url

1.4.3. Use in library

1.4.4. Use is equipment room

1.4.5. Lecture podcast

1.4.6. Data repository

2. Research

2.1. Survey

2.1.1. Handheld devices iPad 90% Makes class more interesting 79% Encourages exploration of additional topics 68% Provide functions/tools not possible with a textbook 63% Helps students more effectively manage their time Mobile 66% users more likely to ask timely questions 81% users expect information immediately Smartphone

2.2. Case study

2.2.1. Software applications

2.2.2. Handheld devices Issues Small screen No keyboard and mouse Processing power Fee Solutions Reduce text Land-scape Full screen presentation Zoom-in Avoid scrolling Task oriented Wireless network Audio book could be more effecient Usage Capture tool Connectivity tool Analytical tool Representational tool Multimedia-access tool Twitter Posting tweets helped build confidence in writing Italian Made the course more interesting Increased motivation in learning Italian Improved Italian grammar and vocabulary Learn more Italian culture

3. Definition

3.1. Instructional Media

3.1.1. History Magic Lantern Chalkboard Pencil Stereoscope Radio Overhead Projector Language Lab Headset Educational Television Scantron Plato Computer Graphing calculator Interactive Whiteboard Mobile device Handheld device

3.2. Instructional Design

3.2.1. History School Museums Visual instruction and Instructional films Audio Instruction and instructional radio World War 2 Training films Audio devices Simulators and training devices Growth of media research Growth of communication theories Instructional TV Growth of computer Mobile device

4. Theory & Framework

4.1. Learning object

4.1.1. handheld devices Functional Framework Administration Referential Interactive Microworld Collaborative Location aware Data collection Pedagogical Framework Administration Referential Interactive Microworld Collaborative Location aware Data collection

4.1.2. User Interface Design Structure Simplicity Visibility Feedback Tolerance Reuse

4.1.3. Definition Reusable Better be small Identifiable piece of learning can be achieved

4.2. Learning

4.2.1. Internal process Process of Cognitive Learning Theories Stage of change The Satir Change Model Blooms taxonomy

4.2.2. External process The Kolb Model I Opt kotter's 8 steps change model Four stages of competence Connectivism Behaviourism Events of Instruction Constructivism Conversational model