ADM MIL SHS Module 6 4.3 Reviewed Nov 26 Sir Yujin - Removed
ADM MIL SHS Module 6 4.3 Reviewed Nov 26 Sir Yujin - Removed
ADM MIL SHS Module 6 4.3 Reviewed Nov 26 Sir Yujin - Removed
Literacy
Quarter 2 – Module 6:
Manipulative and Multimedia
Dimensions of Information
and Media
What I Need to Know
OBJECTIVES
1
What I Know
Identify the dimensions involved in the following multimedia content. Check the
corresponding boxes.
2
Lesson Manipulative and
1 Multimedia Dimensions of
Information and Media
I have said this before and I will say it again: in this age, information is just right in
our fingertips. Gone are the days when researching involved flipping thick pages of
printed materials; today, a click or a tap brings us information stored from all over
the globe. Before, we tend to miss a movie, TV or radio program if it is out of our
leisure time and prayed for occasional replays to get the chance to see them. But
now, content is offered right in front of us, ready to be viewed at our most convenient
time and replayed as long as we wish. And if before, ordering food while seated in
our cars was the most convenient food service we could get, today, we just have to
click on the menu from our restaurants of choice and food will come delivered to our
doorsteps. Practically, everything is just a click away, customized as to how we want
them to be.
However, we forget that long before the development of the internet, the world was
already in our fingertips, right from the very start of a person’s consciousness, and
the world comes in the form of toys. Isn’t it that children learn the basics of living
while playing, and toys are the most essential tool that allows them to feel that sense
of control, hone their creativity and widen their imagination? Even a folded paper
boat that a child sets afloat in a puddle of water becomes a massive ship sailing the
Pacific Ocean, created by the best engineer in the world. Forgive me for being too
poetic, but the concept of toys is just like any other manipulatives, traditional or
digital, for the young or for the old. They let you hold on to reality, allow you to take
control, and gain information.
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What’s In
This might look like a trip to a toy store, but then, everybody needs time to play. Sort
the toys to their proper bins. Take note, the bins are not labelled, so it is up to you
to determine how you will classify these toys. Enjoy!
IMAGE REFERENCES
1. "Lego ZBlocks" by sayamindu is licensed
under CC BY-SA 2.0
2. "Japan Bisque dolls" by Dressy Doll is
licensed under CC BY-NC-ND 2.0
3. "Rubic's Cube" by faruqseu is licensed under
CC BY 2.0
4. "soft toy crocodile and teddy bear" by Steve
A Johnson is licensed under CC BY 2.0
5. "Crayon Fence" by chrismetcalfTV is licensed
under CC BY 2.0
6. "Jigsaw puzzle (detail)" by James E. Petts is
licensed under CC BY-SA 2.0
7. "finished puzzle box" by matthewvenn is
licensed under CC BY-SA 2.0
8. "Play-Doh (Flash)" by GIANTsqurl is licensed
under CC BY 2.0
9. "Wooden Hammering Toy" by
byzantiumbooks is licensed under CC BY 2.0
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What’s New
So how did you go with the activity? Were you able to classify the toys well? There
may be various answers here, but let me share how I did it. I classified the toys based
on their purpose, which I categorize as follows:
1. Simulators – those that allow you to practice an actual task (taking care of
babies, as in the case of dolls, and pretending to be a carpenter, as in the case
of the toy hammer;
2. Builders – those that allow you to create something out of plain material, as in
the case of clay, and Lego; and
3. Puzzles – those that allow you to solve a code, as in the case of the jigsaw puzzle
and Rubik cube
I hope you can share your work with your teacher. Take note, answers may vary, but
everything points out to one thing: there is so much more in toys than play.
Every child has this particular toy that he/she would go crazy about. My favorite is
Lego. Through these tiny building blocks, my first ambition to become an architect
blossomed. (I did not become an architect, but that is another story). For me, creating
Lego houses was a pleasant experience. I got to design my little dream houses and
imitate structures I found in books. It might sound funny, but I haven’t outgrown
my love for Lego, and even to this day, my reaction upon getting hold of these blocks
is automatic. I will build a house.
I play other games too, and now, I have a confession to make: I was an addict – a
Pokemon Go addict. I just could not help it. Pokemons are cute and plenty and I just
couldn’t resist catching them all. I did not engage in Pokemon battles (even if there
was an arena a walking distance away from our house), but I spent so much time
and money loading my smart phone, walking and commuting to reach PokeStations,
gain mileage to hatch eggs, and search for wild Pokemons together with my trainer-
avatar in the augmented world. Unfortunately, (but fortunately) my phone hanged,
thus ending my Pokemon quest and my addiction.
Why don’t you share your experience on your favorite toys, both traditional and
digital? Here is a matrix for you to fill up:
MY FAVORITE MANIPULATIVES
TRADITIONAL DIGITAL
(A childhood toy or non-digital (A game app and the likes)
manipulative)
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WHAT IS THE IMPACT OF THESE ON ME?
What is It
Manipulative Media
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colored and knotted strings, in
order to keep records and
communicate information about
dates, statistics, accounts, and
even folklore during the time when
an alphabetic writing system was
not yet used. Although many quipu
records have been lost in time, this
device is still being used today by
shepherds to keep count of their "Soroban Japanese abacus, 2001. (abaci (Japanese))"
herd. (Cartwright, 2014). The is licensed under CC BY-NC-SA 4.0
abacus, on the other hand, is a
beaded device used for mathematical computations, and was used in ancient Rome,
East Asia and Russia. These manipulatives are still being used in some areas, and
is still taught in school, such as in Japan, where it is called the soroban.
The idea that manipulatives can be used for educational purposes dates back to the
18th century, when Swiss educator Johann Heinrich Pestalozzi asserted that learning
takes place through the use of sense and physical contact. Friedrich Froebel, the
creator of the world’s first kindergarten in 1837, supported Pestalozzi’s idea and
made sure that his school are filled with play objects for his pupils. These objects
that Froebel packaged as a set of “20 gifts” were designed to help children recognize
and appreciate patterns and forms found in nature. Maria Montessori developed this
concept and came up with materials to help children develop their sensory abilities,
put them in control of the learning process, enable them to learn through personal
investigation and exploration. Lastly, Jean Piaget theorized that children must first
construct knowledge through concrete operations before moving to formal
operations. (Resnick, Martin, Berg, Borovoy, Colella, Kramer, and Silverman, 1998)
Classification of Manipulatives
Manipulatives can be classified into two: the traditional and the digital.
Traditional Manipulatives are those that does not require any digital component to
function.
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Digital manipulatives may also be classified into two, concrete and virtual. Concrete
manipulatives allow actual hands-on manipulation. On the other hand, virtual
manipulatives are “interactive, web-based, visual representation of a dynamic object
that provides opportunities for constructing mathematical knowledge (Moyer et al,
2002 on Hunt, 2008).
In 1996, a Japanese invented the Tamagotchi, a virtual pet simulation game. It was
meant for leisure, but the effect went beyond its goals. This is one clear proof of the
power of manipulatives to “manipulate one’s behavior.”
Read this article from the New York Times, published in 1997. As you go along, think
about your personal engagements with similar apps. Have you ever felt the same way
the “Tamagochi parents” felt, or are virtual pets today designed differently?
A dog may be man's best friend, but a virtual pet can be a child's worst
nightmare. Children who are nurturing the tiny Tamagotchi cyberpet, a
popular Japanese digital toy that went on sale in the United States three
weeks ago, are discovering that virtual death can be nearly as traumatic as
the real thing.
Christine Glickman said her son, Keith, 9, "cried hysterically and went
crazy" when his Tamagotchi expired. Susan Gliedman described her
daughter Mia, also 9, as "extremely sad and depressed" over the demise of
her cyberpet.
The pet hatches from an egg on a liquid-crystal screen the size of a watch
face, set in a case like an egg. It requires continuous care, feeding and
attention, much as a real pet does. It expires if left unattended for more
than five or six hours during the day. Bandai, the manufacturer, says the
toy does not actually die. Instead, its life cycle ends when it sprouts wings
and, the packaging says, "returns to its home planet" millions of miles
away.
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Try telling that to a teary-eyed child who has spent days caring for the toy,
who has watched it hatch from an egg and then assumed responsibility for
helping it to grow into a lively, healthy digital creature.
The toy has three control buttons and numerous icons for the many kinds
of care it needs. The creature must be fed, played with and disciplined. It
needs medicine when it is sick, and the caretaker must clean up its
droppings. It sleeps during the night, and it beeps during the day when it
wants attention. There is even a happiness meter to give feedback on the
owner's parental skills.
Dr. Sylvia Rimm, a psychologist and author of "Dr. Sylvia Rimm's Smart
Parenting" (Crown), said, "We try to bring up kids to be caring and loving,
and those are the ones who are hurt the most by this toy."
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Tamagotchi, which means "cute little egg," entered the world last November
in Japan. Bandai, which also makes the Mighty Morphin Power Rangers
and knows something about mass marketing, says more than four million
Tamagotchis have been sold in Japan.
The toy was introduced in the United States at F.A.O. Schwarz on May 1
and is now at Toys "R" Us and other stores. F.A.O. Schwarz said it sold
30,000, at $17.99 each, in its stores in the first three days. QVC, the
television retailer, says it sold 6,000 in five minutes.
In Japan, where mothers tend to stay home, they often look after the
Tamagotchi during the school day.
Will Tamagotchi become a post-Beanie Babies craze? "It's safe to say it's
going to be very successful, but we don't know yet if it's going to be a
megasuccess," said Sean McGowan of Gerard Klauer Mattison, a securities
research and brokerage firm in Manhattan. "To be up there with Beanie
Babies, kids will have to collect them." (The Tamagotchi is on a key ring,
another hot item with schoolchildren.)
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Courtney Glickman, 13, also said it was too much. "It beeped every five
minutes and was getting on my nerves, so I turned off the sound," she said,
not seeming at all sad that her pet sprouted wings one day.
"It was too much work -- like a real child," her mother said.
Some high schools around the country already teach how demanding a
baby can be by giving teen-agers real eggs to carry around for a week: the
egg must go everywhere, and it is the student's job to make sure it doesn't
break.
"I can see the Tamagotchi as a teaching tool about pregnancy for young
women and men," Dr. Rimm said. "It could help them understand reality."
Today, there are much more virtual pets developed, but I believe none has had an
impact like that of the 1996 Tamagotchi design. People have learned their lesson:
trends come and go and innovations are born day by day, but in the end, we have to
keep in mind that technology is made for the good of the people.
Hunt, Nipper and Nash (2011) probed the advantages and disadvantages of concrete
and visual manipulatives in education. Here are their findings:
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ADVANTAGES DISADVANTAGES
Simpler, more moveable Limited
Tactile (concrete) experience Not very challenging
adds a dimension of learning
Fosters creativity
Process is traceable
Allows trial and error
Units are easier to distinguish,
CONCRETE MEDIA
Take note that this was the scenario almost a decade ago in a particular
setting about a particular function of manipulatives. This does not reflect the whole
idea of the effectiveness of concrete and visual manipulatives. In fact, there are many
other factors that can affect a person’s perception on the effectiveness of this media,
and in the case of many living the Philippines, the most relevant factor to consider is
the digital divide.
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What’s More
Multimedia
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What I Have Learned
We are almost in the middle of the school year, and you have realized the need for
interactive media in your studies. Do you belong to the small fraction that is capable
of learning through interactive digital platforms, or are you part of the majority who
cannot maximize the power of internet connectivity? Think about your experiences
in using interactive manipulatives and answer the questions that follow.
What I Can Do
Identify the PRIMARY dimension of the following apps. Write text, visual, audio,
motion or manipulative. Practically, all this apps are manipulatives, but two needs
intensive manipulation to be enjoyed.
1 Spotify
2 Instagram
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3 Twitter
4 Talking Tom
5 Gmail
6 Viber
7 Wattpad
8 Mobile Legends
9 YouTube
10 Pinterest
Assessment
15
Name
(example: Subway Surfer)
RUBRIC
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