EDU3105 (SEM 4) 1.0 Introduction & Technology: Concept

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EDU3105 (SEM 4) 1.0 INTRODUCTION &CONCEPT TECHNOLOGY 1.

Gailbrath (1967) Technology is the ability to use scientific knowledge or other knowledge for better (other organized knowledge) who used systematically so as to showcase the practice who practically in the task until the task is achieved success. 2. Evan & Nation (2000) Technology is an art @ science of how the tool is used for its purposes. 3. Technology is the processes, methods, and ideas to ensure that the knowledge and use of a tool or material success. 1.1 RELEVANCE OF TECHNOLOGY IN R & D 1. Technology in R & D is an effort to increase the effectiveness and quality of knowledge. 2. Department of Audio Visual Instrusion (Davi) Act 1963 - Definition of the first of the technology R & D is the communication of audiovisual. 3. Association for Educational Communications and Technology (AECT) 1994 Communication audiovisual theory and practice is the branch who started with the design and use of self-control of the learning process messaging. 4. theory of Cognitive and Constructive - Design, build, adapt, manage, evaluate, analyze and apply theories and practices of other disciplines . 1.2 DOMAIN TECHNOLOGY IN R & D 1. Phase One (AECT) 1977 - Management of teaching, Extension teaching and learning resources. 2. Phase Two (Seel and Richey) 1994 Theory and practice in relation to the design, development, use, management, and evaluation of the processes and resources for learning. ROLE AND IMPORTANCE OF TECHNOLOGY IN R & D 1. Self Learning 2. Enhance Learning Effectiveness 3.Learning Opportunity for All. CHAPTER 2 TEACHING DESIGN (RP) 2.1 TEACHING DESIGN CONCEPT 1. A systematic process of translating general principles to form R & D planning and delivery of learning materials. 2. RP 3 categories: RP as One process (Briggs, 1977) RP as A Discipline (Duffy and Jonassen, 1991) RP as A Science (Richey, 1986) 3. Yusuf Hashim (1998) - RP consists of 4 areas: Instructional systems design Design strategies Message design Student characteristics

2.2 MODEL DESIGN TEACHING 1. Richey (1986) - outlines the 6 basic elements, namely: Determine the needs of students Determine goals and objectives Build assessment procedures Designing and selecting delivery strategy Try teaching system Evaluating the overall system 2. Gustalfon (1991) - divided into 3 RP-oriented models: Classroom (the teacher as implementer of the system) Product System 2.2.1 The ADDIE MODEL - It is a generic process who need to be modified before it can be used, the basis of all RP models. A (Analysis) D (Design) D (Development) I (Implementation) E (Evaluation) 2.2.2 ASSURE MODEL - Heinech et al (1982) - Model RP-based classroom. - It helps teachers to plan R & D and effectively. A (Analyses learner) - Analysis of student S (State Objectives) - Indicate the objectives S (Select methods, media and materials) - Select methods, media & material resources U (Utilise media and materials) - Use media & material resources R (Require learner response / Participation) Involve students E (Evaluate and REVISE materials) - Rate & review - Analysis - Forms - Development - Implementation - Evaluation

2.2.3 MODEL Gagne, Briggs and Wager (1992)

CHAPTER 3 MEDIA LESSON 1. Media = Medium -meaning a communication channel carrying the information. 2. Role is to encourage student interest in pursuing this process of teaching and increase students' understanding of the subject matter taught. 3.Technology allows for the R & D held without the presence of teachers. 4.Instructional media encouraging independent learning can be shaped media materials are prepared by the teachers themselves @ the other side. 5.Teacher's role in determining outcomes, selection of topics and subject matter, selection strategies, techniques and methods of teaching and assessment. 6. Percival and Elington (1984) - highlights two forms of media:

Determine the goal of teaching Perform analysis of teaching Identify the characteristics of students Forms of teaching and learning objectives Select teaching methods Prepare teaching materials Plan and implement formative assessment Plan and perform a summative evaluation

ROLE AND IMPORTANCE OF TEACHING DESIGN 1. Improve student achievement. 2. Make R & D more orderly classrooms 3. Enables R & D objectives and learning outcomes easily achieved. 4. Help in the decision making process. 5. The delivery of R & D in line for group over a wide range. 6. Save time and lord provisions, eg Distance Education 2.3 DESIGN OF MESSAGES 1. Heinech et al (2002) - media as a tool to support the communication process. 2. Reiser and Gagne (1983) - media in any way possible physical self message presented. 3. Torkelson (1972) - media divide into 3 components:

Communication channels - radio, television and newspapers; Physical Equipment Technology - film, slides, photographs, tape recordings etc.. 7. media in teaching - an instrument who is able to channel the message sender to the receiver of the message to encourage and stimulate thoughts, feelings, interests, and attract the attention of the recipient. FUNCTIONS OF MEDIA IN TEACHING AND LEARNING

Message - contents @ the information who is to be served. Message form - referring to the way information is stored: in the form of real self, in abstract form, symbols, visuals, illustrations and language. Channel message - physical tools I use in penyampain message, in the form of electrical, mechanical and digital. 4. Gagne and Briggs (1974) - 6 categories based on physical stimulation media media: Word / language structure Sound design is not language The printed word Static picture Motion picture Actual samples

Teacher Assistants Substitute teacher Project-Based Learning Media In Special Education Media in Distance Education In Folio Learning Media Knowledge diffuser media 3.3 TYPES AND MEDIA KLAFIKASI 1. Hoban and Zissman (1937) - put the value of a material depends on the level of visual realistically. 2. concrete experience - real experience nature suffered by a student and it is significantly reduced when a student became an observer to the events. 3. Experiences Abstract - who traveled by the student experience through a visual symbol @ verbal who is to be interpreted. 4. Types and media klafikasi: 2

Mobile media (video, animation & film) People (teachers, students & the public) Object / Model who can be touched and held by students Text (posters, books, newspapers, magazines, brochures & modules) Visual (diagrams, drawings, photographs, graphics, slides, transparencies etc.) Audio (voice, sounds, music & song) CHAPTER 4 DESIGN CLASSROOM TEACHING: MODEL ASSURE 4.1 LEARNING LESSON PLAN 1. Gagne (1985) - learning occurs as a gradual process of expanding. 2. Events of Instruction : i. Student's attention. ii. Tell learning objectives. iii. Crowbar and relate existing knowledge of students. iv. Delivers content of the educational / teaching-learning materials. v.. Guiding student learning. vi.Test your mastery of student learning through activities. vii. Give feedback on mastery learning. viii. Assessment of learning achievement. ix. Boost memory and learning transfer.

Determination of - student characteristics, existing experience, learning styles & learning objectives. Selection of media formats - refers to the physical form of a well-to relay information. Selection of source material - selecting existing resources, modifying existing source material & design of new source material. 4. Use of Media and Materials Resources The following actions should be done by the teacher: Check / preview / review of the resource before using it in class. Prepare materials for use in class. Provide an environment well-suited to the use of material resources. Prepare students to benefit from the source material. Provide learning experiences for students. 5. Engage Students in Learning Involve students in learning through student-centered activity-based material can motivate and sustain change student behavior. 6. Value and Revise current assessment process and post-process R & D allows teachers to make corrections, enhancements, and follow-to-life CHAPTER 5 BASIC CONCEPTS OF GRAPHIC 5.1 GRAPHICS graphics - a combination of photographs, sketches, drawings, letters, figures, symbols, words @ self image into a media to provide and interpret the concept of @ the idea of the recipients of the information in certain situations (P & P). 2. Graphics - a form of visual communication who use text to convey information picture @ @ message 3. Electronic media - 'graphics interakrif' @ 'multimedia graphics' 4. Multimedia - @ software and computer-based applications who combines at least two @ more than two media, the text, graphics, animation, audio and video.EQUIPMENT DESIGN BASIS FOR GRAPHICS Mind (creativity) Eye Hand Traditional tools (pencil, ink, etc.) Computer, etc.. 3

4.2 MODEL ASSURE 1. Student Analysis Based on the following aspects: General characteristics of students Knowledge / experience of existing Student learning styles 2. State Objectives / Learning Outcomes slasher objective statement contains 4 criteria: Groups of students New forms of behavior @ Terms treatment situation Minimum level of achievement behavior 3. Selection Methods, Media and Materials Resources The selection process includes three steps:

the two objects @ cavity I found in an article. Space real - I found space in concrete forms, the actual objects are 3D. Space appears - resurgent illusion space, the 2D nature as pictures, paintings etc.. 6. Colors - reversal of the light from an object @ surface. Basic colors - Blue, Red and Yellow. Secondary colors - Yellow + Blue = Green / Red + Blue = Purple / Yellow + Red = Orange. Tertiary colors - Color Basic + Secondary Color. - Function color - @ influence the effects of certain produce. - Create a sense of harmony.

GRAPHICS FUNCTION IN LEARNING 1. It can be easily understood by many people though who face language barriers communication differently. 2. Who actively encourage interactivity in the classroom and learning environment who enjoyable and challenging.

5.4 BASIC ELEMENTS OF GRAPHIC DESIGN SET 1. point - the prime mover of a form and also as a marker of a position in space. - Does not have the length of @ width, static, has no direction, relatively independent, and became the center of an element. 2. Line - the merger of two points who have a certain distance. - A combination of handcuffs forming 2D and 3D images. Geometric appearance - who have assorted border immanent. Organic appearance - who Miscellaneous independent, well-angled and without fixed borders. Chang Hon Woon (1997 ) - the line can be used to indicate the purpose of the movement, to be the motive molding, producing tons, creating forms, creating space, and give rise to joint. 3. surface - a few lines at a position either vertically or horizontally. - Eg on the surface (roof), vertical surfaces (walls) and below the surface (floor / ground). 4. Shape - an area, height, mass and more than one surface. 5. space - an empty area who are around an object which is also referred to as the distance between 4

5.5 Principles of Visual Layout 1. 6 basic principles of visual layout - CASPER C (Contrast) - Contrast A (Alignment) - Balanced S (Simplicity) - Simplisiti (Keep It Simple and Stupid) P (Proximity) - Group items together relational distance E (Emphasis) - Focus on items key R (Repetition) - Recurrent graphics 2. typography - a knowledge in the selection and arrangement of spaces font on who is available to create certain effects help readers who feel comfortable to read whenever possible. Font Style : Roman - font who owns the fin / foot / serif taper turned on end. Sans serif - this font does not have fins / serif. @ Cursive Script - scratch hand, tilted to the right. Egyption - its legs / fins / srif square turned. Decorative - daripadabentuk expansion-font shape imaginable. font size oft-used normal size - 6 to 72 points.

CHAPTER 6 THE USE OF THE MATERIALS 2 AND 3 DIMENSIONS DIMENSIONS OF 2 DIMENSIONS 6.2 (2D) 2D material is rife material two dimensions, the width and length. 2D material type are: printed material, charts, graphs, posters and pictures. Printed Materials Textbooks - basic instruction in the classroom and there is no replacement. Free reading materials - brochures, flyers etc.. Advantages : - It is very easy to obtain in a variety of topics and forms. - Easy to use and does not need much explanation. - Can be removed. - Cheap in terms of production / free. Weakness : - Written to target specific readers. Regarded as rote material (facts and definition). Lots of vocabulary (cognitive load on students). - No interactive / performance one way. Charts Describe the visual representation of a transcendental concept of oral / written. Chart Types:

Graph the line - who portray two graphs scale variations in the two-dimensional value. Graph pie - a circle divided into segments and who each segment representing a percentage of the total. Picture 2D visual material about the people, places and things @ is used to facilitate students' understanding. Advantages : - Cheap and easy to find. - Average visual aid understanding. - Avoiding misconceptions and able to correct it. - Provides visual stimulation as evidence. - Shift the focus of students and develop critical judgment. Cons : - The size and distance in photographs may alter the appearance of the form . - The lack of color can limit the accuracy of the interpretation. Sometimes students are having trouble to read and understand. - Less effective if it is not given to every student. Map Abstract representation of a real place in the form of visual symbols, lines, and colors.

6.3 MATERIALS 3-DIMENSIONAL (3D) Chart organizations - shows the structure of an organization in terms of staging. Chart classification - reflects the category of things, events, animals and so on. Chart tabular / table - contains data in the form of numbers and percentages in tables. Chart flow - chart showing the process sequence, procedure, or the flow of an activity. Graph Visual representation of numerical data. The type of graph: Graph bar - describes garaf a scale in which the height of the bar who want to measure the quantity represented. 3D Materials is rife visual material width, length and height. 3D material type is: realia, modeling, and creation of artificial (dioramas, building sand and models). Realia Who is the real object is brought into the classroom. Zukowski-Faust (1997) - concrete objects and paraphernalia life. Model Sbenar material representation of 3D material in the form of real @ smaller size. Having information input, information processing and decision output. 5

Artificial Object creation 2. Ordinary Lens (Standard / Normal Lens) Created by teacher @ student who could not be obtained in the market. Diorama 3. the Far Photo Lens (Telephoto) Produced by actual measurement scale. Who vary according to size to fit into the space scale. Purpose - kemabali scan last event atmosphere @ @ describes the future. Sand table Describe the real situation through a replica. BENEFITS THE USE OF 3D IN R & D 1. To gain knowledge about other cultures. 2. Engage in concrete experience. 3. Develop skills and concepts. 3D USE OF WEAKNESS IN R & D 1. There is no readily available 3D material on the market. 2. Time constraints to build a 3D material. 3. There should be space for storing expanse 3D. 2. Scale at this aperture size / marked with f @ f / stops . 3. The scale on the aperture will be marked with 2.8/3.8, 4, 5.6, 8, 11, 16, and 22. (Scale from large to small). SHUTTER (Shutter) @ Shutter Shutter is a self-closing window film surface from light. 2. Window shutter will only open for a certain period-to-life exposure to get good photographs of self. 3. Index shutter speeds - B, 1, 2, 4, 6, 15, 30, 60, 125, 250, 500, 1000, and 2000-meaning each sign 1 shows the speed of 1/1 seconds shutter speed. 4. Index greater speed then allowed shorter exposure time and speed index, the longer the exposure allowed. FILMS 1. The film is a special plastic sheets who have a chemical surface ( silver halide Crystals) who light sensitive. 2. Sensitivity is 6 85 mm - 120 mm: for portraits. 135 mm - 200 mm: suitable for sports. 300 mm - 600 mm: suitable for movement, nature, and wildlife. 4. Zoom Lens A combination of several types of lenses in one unit. 28 mm - 50 mm: wide angle to the normal 50 mm - 100 mm: 70 mm normal to moderate - 200 mm: 135 mm normal to far - 300 mm: moderate to deep Appropriate on the subject of capricious quickly. Focus is a process to change the distance lens (lens) of the film surface so that a clear image of the subject who is formed on the film surface. aperture (lens opening SIZE) 1. Aperture is the ring who can grow and shrink, serves to regulate the entry of light who will be heading to the movies. Size 43 mm - 50 mm. Sisesuaikan standpoint of common points of view.

CHAPTER 7 BASIC PHOTOGRAPHY 7.1 BRIEF HISTORY OF PHOTOGRAPHY Photographyliterally means "writing with light." around 17-18 century, the camera 'Abscura' created for the convenience of light-aided drawing images. Around 1888 George Eastmen create camera Kodak . - Year 1900 camera Mammoth created (weighing 1400 pounds). 7.2 COMPONENTS OF CAMERA LENS Lens, @ known as the lens, is used to form an image illuminating the surface of the film in the camera. Kinds Lens type: 1. Broad Field Lens (Wide Angle Lens) Size 6 mm - 45 mm. Used for shooting distant view expanse.

measured on a scale of film: ASA (American Standards Association) JIS (Japan Industrial Standards) DIN (DeutcheIndustrienorme) ISO (International Organization of Standardization) 3. These types of films: Black and white film - black and white negatives produce print black and white photographs. Film color - color negative to make a colorful photo. Slide film - positive film for color slides and can be printed. Film sensitivity variant rate sensitivity of the film is not the same size. The higher the number, the higher the sensitivity and vice versa. quip light exposure (correct exposure) to the film depends on three main factors: - sensitivity / film speed - aperture lens aperture - shutter speed. LIGHTING FLASH Many of the techniques that could be practiced when using the flash: 1. Continue to object orientation ( direct flash ) 2. Directional reflection (bounce flash ) - ideal for portraits 3. Using filters in flash 4. Flash twin - give additional light 5. Manual flush - suitable with the technique low shutter speed CAMERA ONE LENS REFLEX (SLR) Do not have a visual teller windows in front side. It just has to embrace in the back window. lens system that could be interchanged. Favorite professional photographers and photo artists. CAMERA DIGITAL Having electronic sensors who replace film. Users can see immediately the image, save, delete, @ record again. Using a CCD system ( charge-coupled-device ) to change the image of light to signal @ digital information. CMOS (complementary metal oxide semiconductor ) is used for camera trove cheap. Camcorder can also produce still images, but the resolution is quite coarse .Image is not clear when enlarged size. 7.8 TECHNICAL FILMING In general: 1.The camera must be held firmly so as not to sway as you cite the shuttle release button, especially when it involves the use of zoom lenses @ the speed of self shuttle slowly. 2. Do not block shots - to avoid the picture looks dark part @ protected. Techniques for Short Range Who captured images from a short distance can be a source of adjuvant P & P when teachers want to focus on a content knowledge to students. Medium Distance technique - To View Photos Highly suitable as fuel for the whole self image broaden the students' view of things. 7.7 TYPE CAMERA There are several types of cameras are there in the market.Among them are: Camera plate (disk) Instant camera (instant) @ polaroid Camera cartridges (cartridges) Camera reversal Large format camera (large format view) COMPACT CAMERA (CAMERA FOCUS FIXED) No focus mechanism, but there is only a seer who peep a little further from the lens position. Have a cinch adjustment apertures with symbol. 7 Panning technique - @ Sports Action Photos The camera moved in the direction of movement of the object while pressing the shutter at slow shutter speeds perch. As a result, images of moving objects that seem obvious, but a static object which will be blurred.

7.9 DOWNLOAD IMAGES 1. Download images to the computer 2. Download images from your mobile phone 3. Using a scanner PHOTOGRAPHY ROLE IN R & D 1. Interests of students. 2. Enhance students' understanding of a concept terhada @ theme. 3.Thought provoking students to think further and encourage exploration and development of student ideas. 4. Facilitate the teacher in applying the values and inner awareness into the lives of students. CHAPTER 8 USE OHP and transparency for overhead projector 1. A tool can substitute board whomemprojeksikan images from transparencies onto a screen. 2. OHP model type - type table and portable types (open pairs, lightweight and easy to carry to anywhere).

1. Do not try to put too much information on a transparency. 2. Transparency should be systematic layout. 3. Make sure all of the exhibits in transparency can diprojeksikan on the screen. OHP Transparencies Preparation 1. On Write-on @ Write Direct - require users to use a pen to write on transparencies transparency. 2. @ type Thermal Heat Sensitive - have coated the surface layer thermal chemical . - Put in stensel maker tool. 3. Print and copy photos - printed directly @ very clear copy of the photo. - Use the photocopy machine @ color laser printers. Technique for OHP Transparencies Presentation 1. transparency Massage / Progressive - to introduce the subject matter is in order. 2. Transparency Overlap-stack - allowing exaggeration information to provide a systematic overview of the aid transparency stack . 3. use animation - can be made through the OHP as the presentation flow and movement. OHP Effectiveness depends on: a) The inscription on transparency should be appropriate and clear. b) The distance between the lines fit. c) The material on compact and transparency not only consist of only the important points.

Guide Using OHP 1. Projectors and screens should be placed in the correct position and fit to avoid two keystone shape. 2. Make sure the distance between the projector and the screen well-adapted to radiate the image occupies the entire area of the screen. 3. Make sure that the lens is clean Platen and head. Advantages : - Successor to the board. - Facilitate classroom control. - Maintain verbal and non-verbal communication with students. - Easily stored and can be used repeatedly. - Does not require technical skills who complex. Disadvantages : - Requires power supply. relatively high cost of buying tools make normal transparency, transparency for photocopying and printing. - If the projector is not placed properly, keystone problems will occur. - Must have graphic skills to produce well-perfect transparency and quality. OHP transparency Basic Principles on OHP Transparencies Preparation

CHAPTER 9 OF AUDIO 9.1 PROCESS AMONG STUDENTS HEAR 1. Hearing is a physiological process - occurs when sound waves enter the ear canal, eardrum vibrate, and the bones of the middle ear ossicles, enters the inner ear (cochlea) and transformed into nerve impulses (nerve impulses), and travel to the brain to be interpreted. 2. Hearing about happens in psychology - begins when a person is aware of and pay attention to a sound @ figure of speech.

Proficiency @ vocabulary level proprietary language skills by children influence the effectiveness of the hearing process. Clarity Audio Cause optimum volume and clarity of the source audio allows children to clearly hear and understand the message who is to be served. Uneven Tone Audio yg( monotonous ) intonation commentator should be mixed and varied. Readiness Hearing readiness of a listener physically improve their ability to understand the message who is to be served. Two important element in determining the effectiveness of the hearing during the session P & P is the presenter of the message (the teacher) and recipient of the message (the students). 9.2 PRODUCTION OF AUDIO EDUCATION steps needed to produce a publication audio: Step 1: Set a goal. Step 2: Research and gather material. Step 3: Selection of materials. Step 4: Write the script. Step 5: Prepare the equipment. Step 6: Make a recording. Step 7: Preview. Step 8: Use of audio material. Step 9: Evaluation and improvement.

9.5 mixer VOICE 1. Audio mixer is the tool to have a lot of channels that could be adjusted bahananya input and one output. 2. These tools usually found in recording studios. 3. Before starting the recording, the script must be prepared and practice reading the script. Abbreviations-stands who need to know and use when you provide the script: 1. 2. 3. 4. 5. FEES ( Fade In ) - Music in slowly. FO ( Fade Out ) - Music slowly disappear. FUP ( Fade Up ) - Music upward slowly. FD ( Fade Down ) - Music decline slowly. BG ( Background ) - Background music.

9.6 EDITIng Can do some editing through ways such as through software Sound Forge . (See pp. 151-157) Azure advisor to 4:02 (25-28/10/2009)

9.3 FORMAT AUDIO audio formats: Audio cassette Micro cassette @ Fonograf record @ CD Compact Disc 9.4 PUBLICATION AUDIO To publish audio material, you need some basic materials and equipment as follows: Microphone. (See pp. 146-148) Recorders (recorders and cassette players). @ Audio tape audio cassette. Studio (recording who place special) Control room (optional) Sound effects (to produce the actual situation) Music (as background music) Cable.

9.7 AUDIO FILE FORMAT 1. Audio Interchange File Format (AIFF and AIF) 2. Musical Instrument Digital Interface (MID, MDI and MFF) 3. Sound (SND) 4. Roll (ROL) 5. Wave (WAV) 6. Sun Audio (AU) 7. Voice (VOC) 8. MPEG Level 3 (MP3) 9. RealAudio or RealMedia (. RA and. RAM)

CHAPTER 10 PUBLISHING EDUCATION VIDEO 10.1 VIDEO IN R & D 1. Video - mobile media hard-headed and very beneficial preformance delivery of a message to the audience. 2. Able to bring in events going on outside the classroom such as volcanic eruptions, etc. atomic bomb. 9

3. Able to capture images of far and near, and manipulate space. 4. Time and space can also be manipulated through animation.

10.2 CAMERA AND VIDEO RECORDER 1. Camcorder is the grafting of two words camera and recorder . 2. Images recorded using a camcorder who spotted moving through the lens focus changed to a series of electronic signals. Signal is then transmitted and recorded on magnetic tape. In the meantime, who detected sound as electronic signals through the built-in microphone, will also be recorded on tape the same brush. 3. If want to buy a camcorder, it is important to take into account the following matters who: Storage format. Color and resolution. Intensity of light - good video camera who need lighting to produce little-go-by shooting. CCD chips - yet many have a CCD chip, the better the resolution and color who can be recorded. Input and Output - the accessories such as audio, video, microphone, headphones and external power source.

2. Focus bracelets - do focus manually. 3.Sensor exposure (exposure) - to the entire field recordings and tune the lens aperture-to-life with intensity of light. 4. Shutter - high shutter speed who need more light, causing the aperture open wider exposure and this produces clear field becomes more shallow. 5. White Balance button - to create a nice-looking but the color balance is probably not the original color. 6. Tool voice record - to record the voices of nature. 10.5 CLEAR FIELD 1. Clear field - the distance between the subject who looks clear. 2. Clear field depends on the type of camera, aperture, and focal length. 3. Increasingly wide opening aperture, the more limited field, he said, especially when focusing on close subjects who. 4.Conversely, if a small aperture opening, the sharpness or clarity of an image produced relatively uniform who cause more obvious subjects. 10.6 TYPES OF SHOT Full Length Shot (FLS) Long Shot (L / S) Knee Shot (KS) Waist Shot (WS) Bust / Medium Close-up Shot Close Up Shot (C / UP) Big Close Up (BC / U) Extra Big Close Up (EBC / U) 10.7 TYPES OF CAMERA MOVEMENT Panning Find the start point and end point before recording. To capture images of fast-moving objects such as the movement of a race car. Tilting movement To show the height of buildings, trees, slopes or to compare the difference of two different sizes of object . Dolly Movements Reject (dolly in) and reverse (dolly out) who installed the camera on a tripod on wheels. Movements Truck 10

10.3 TYPES OF VIDEO CAMERA Analog Video Camera Recording and storing images in an analog form. Using magnetic tape in the form of video cassettes who many formats like VHS, VHS-C, Hi 8, and U-matic. Cameras Digital Video Recording image and store them in digital form. Menngunakan video cassettes in small size who is usually in the format DVC (Digital Video Cassette). Can be connected to a computer using a FireWire cable. Can be edited with computer software. 10.4 IMPORTANT PARTS CAMERA VIDEO 1. Zoom button - merkamkan image without moving the object closer and closer physically.

Pushing to the left and right who installed the camera on a tripod on wheels. Normally, shooting moving objects @ running. 10.8 PLANNING PUBLICATION OF VIDEO FOR TEACHING 1. Set goals and objectives. 2.Research for collecting the material. 3. Choose well-fitting materials. 4. Write the script. 5. Ready to make the shoot. 6. Prepare graphic materials. 7. Provide materials and equipment. 8. Start filming. 9. Editing. 10. Make audio recordings. 11. Preview. 12. Use in teaching. 13. Evaluation and improvement. 10.9 Editing VIDEO 1. Basic video editing techniques - using only a video player and a video recorder and two televisions. Both need to be connected with the AV cable. 2. Edit in camera - shot and long shot is determined during the shoot made. 3. Assemble editing - shot copied to a new tape in the order sought. 4. Insertion techniques - a new recording done on the original tape. 5. Editing by using the Three-machine Editting. (See pp. 180-181) 6. Editing the computer. - Windows Movie Maker (pp. 182-191) - VCD Cutter v.4.04 (pp. 191-195) Chapter 11 PENGINTEGR ASIAN INFORMATION AND COMMUNICATION TECHNOLOGY (ICT) IN R & D 1.Pemprosesan using the software such as Microsoft Word for typing job, editing, and print a document. consists of word processing embodiment of a file, store it electronically on a compact disc, an exhibition on the screen, editing by direction, and characters from the keyboard and print using the printer (printer). 2.Perisian performances such as Microsoft PowerPoint to help teachers teachers strengthen their teaching and students' attention on the teacher.analyzing software can help teachers explain the facts and subject matter

taught.software enables teachers choose various patterns of text, graphics, animation, audio and video to be integrated into the slide and screened as an aid to the session teaching. 3. Spreadsheet software help users manipulate and manage data for tasks such as numbers or account record keeping. Teachers use electronic software for the task involves keeping financial accounts and also for the calculation of marks and grades. software such as Microsoft Excelfacilitates teachers when calculating total marks, average, give grades, organize and filter data. database software like Microsoft Access helps teachers save, manage, and modify the information, the form of text and numbers. ideal database software lets users search for information with search words key. 5.Perisian multimedia authoring is software that can integrate a combination of text, graphics, animation, video, and audio to create a project or package imaginable interactive features. interactive multimedia project produced teachers who can integrate into R & D. Macromedia Authorware is very interactive and useful for students who can draw various intelligence focus. 6.Pengajaran learning through CD-based interactive media more attractive, dynamic, interactive, and supported by audio, video, graphics and animation. In addition, students can follow the lessons according to the level, appropriateness of time, and the ability ( self-access, selfDocumentation and self-directed ). 7. Interactive learning which is a dynamic method for multimedia applications require students to respond and interact actively . It also has an element of entertainment would appeal more to them. multimedia-based interactive media can help R & D more effectively. 8.Aplikasi hypermedia includes the capability of the software that allows students to explore information. hypermedia feature allows students to explore and get information according to their interests, abilities, or will. Examples of interactive media design consists of Encarta, World Book Encyclopedia etc.. CHAPTER 12 RECENT ISSUES & TRENDS IN TECHNOLOGY EDUCATIONRIGHTS RESERVED Copyright is the owner exclusive rights to their copyrighted material.

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Materials literary, music, art, film, sound recordings, broadcasts and issues covered under the Copyright Act 1987 (Malaysia). SECURITY Safety in the laboratory and computer equipment should be maintained. PRIVACY Secret means nothing to do with the care and maintenance of materials and equipment / objects, written materials sperti map. CONTROLLED SELF Self Control is a self-effort requirement on the behavior, actions and thought processes. TREND-TREND TECHNOLOGY EDUCATION FUTURE Use of Traditional Media in Row Electronic Learning as an alternative to deliver information to students outside formal class. CHANGE IN THE ROLE OF TEACHERS As facilitators, managers and movers in the era of technology. USE TECHNOLOGY FOR special needs students Integration technology helps teachers embrace diversity with special needs.

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