I wonder if I put a few words here?

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assignment 4

This is my multimedia piece. My goal for this module is to explore further reasons for university students may be uncomfortable or unwilling to meet new people and how to solve these issues in a customized way.

At first I decide to make a slide presentation for my module. The reason is that the presentation not only follows the design principle, but also represents the power of reducing the extraneous load (Mayer). I enjoy editing the hierarchy of texts. Then I decided to create the presentation in H5P because I thought the interactive presentation would be fun.

Theories and Principles

The most important theory I have applied in my presentation are active learning and instructional design. The traditional presentation applies a few effects for students utilizing principles, so that students would have fewer opportunities to think critically. I add a question that let learners write about their own thought of the content of this module before viewing the next slide. This method can help learners read the following slides because they would compare their answers with the content of each slide.

According to Merrill’s first principles of instruction and constructive alignment, a productive learning process should involve demonstration and application. The presentation usually represents a demonstration tool while the interactive game represents an application tool. Demonstration usually appears first, then is application. However, I switch the consequence of the interactive game and the presentation. Putting interactive games at the beginning of the presentation is letting learners create their own objectives, so that learners would create their own tips for meeting new people confidently.

Reference

Goldstein, S. B., & Keller, S. R. (2015). U.S. college students’ lay theories of culture shock. International Journal of Intercultural Relations, 47, 187–194. https://doi.org/10.1016/j.ijintrel.2015.05.010

James Greenwood (n.d.) https://www.james-greenwood.com/instructional-design/toolkit/merrill/#:~:text=The%20premise%20of%20Merrill%E2%80%99s%20first%20principles%20of%20instruction,principles%20are%20necessary%20for%20effective%20and%20efficient%20instruction.%E2%80%9D%28p44

Kushwaha, Ayushi. (2020, December 20). Want to Socialize? Here are 5 Tips for International Students. CEOWORLD magazine. https://ceoworld.biz/2020/12/18/want-to-socialize-here-are-5-tips-for-international-students/

Staff, C. P. (2009, July,17). 7 Ways to Heal Your Childhood Trauma. https://casapalmera.com/blog/7-ways-to-heal-your-childhood-trauma/

Sunshine Community Health Center (n.d.). Emotional And Psychological Trauma: What Is It and How To Heal? https://www.sunshineclinic.org/blog/emotional-and-psychological-trauma-what-is-it-and-how-to-heal/

Sunshine Community Health Center (n.d.). How Trauma and Stress as Young Children Affect Our Health as We Age? https://www.sunshineclinic.org/blog/how-do-trauma-and-stress-we-feel-as-young-children-affect-our-health-as-we-age/

University of Victoria: Educational Technology. (2022, October 7.) W6: Instructional Design and Lesson Planning. https://edtechuvic.ca/edci337/2022/10/02/w5-design-principles-for-multimedia-presentations/

Future trends of multimedia

According to this week’s content, I have learned several trends that will affect students’ educational experience in the future.

The most interesting part for me is gamification. Even though this trend would not expand in K-12 education, gamification can support college students in solving real-life problems. These real-life problems require academic knowledge and non-academic knowledge.

Gamification and Twine

Non-academic knowledge usually refers to tips of solving problems from everyday life like dealing with stress. According to my experience of using Twine for the first time, I apply the activity of narration. This narrative activity is inspired from the exam week, which is close to most students’ current situation.

Here is an example:

sufferring from the exam week

College students are usually stuck between school and society, so it is important for them to learn some skills in mental health. In addition, this narrative activity is most suitable for the pre-training principle. The goal of applying the pre-training principle in the Twine story is to let learners familiarize their stress rate rather than previewing the definition of stress.

As for applying academic knowledge, the narrative activity is also applicable for gamification in a narrative format. The best example is a Twine project called Chinese Immigration by Emily McCue. This project involves several historical events like the gold rush. I feel a sense of engagement when I was trying this narrative game. That project is suitable for the recall of all knowledge from the course compare to my project. If not, learners would forget all these contents in a few days.

In conclusion, Twine can collect academic knowledge and non-academic knowledge for college students. However, the way of organizing both types of Twine projects is considerable.

Reference

McCue, Emily, Chinese Immigration: a student project using Twine, https://emilymccue.ca/immigration/, accessed Nov 20, 2022.

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