Item 1.1 inventory for TV/video: distinctive ways, to help learning
Cognitive objectives can be facilitated (or so it is intended by practitioners) through
the eight media-distinctive techniques below, i.e. the techniques can be accomplished well
only by a medium like TV which has diagrammatic and real-life moving pictures accompanied
by sound effects and words.
Two of the techniques, illustrating and modelling, have been suggested by
Salomon (1983). His third and major suggestion, supplantation, is incorporated in item
(ii).
- Composite-picture techniques, e.g. split screen and superimposition, can aid
synthetic, analytic and discrimination skills. For example, split screen of a muscle
contracting with a simultaneous moving graph of the muscle's electrical potential against
time; or graphics superimposed onto geological structures to highlight how the strata are
folded; or three-dimensional graphics grafted onto archaeological sites to recreate the
original architecture.
- Visual metaphors for abstract processes, e.g. specially concocted physical models
and animations, in effect implanting the teacher's imagery into students'
mindsthereby supplanting other, ineffectual mental processes, as in Salomon
(1983). For example, the concept of 'iteration' can be portrayed with an animation in
which the outputs of a procedure, the procedure pictured as a black box, are fed back
repeatedly into the box to produce new outputs.
Salomon (1987) has demonstrated the educational power of simple symbolic metaphors,
such as zooming or panning, reporting experiments in which:
better skilled students showed improved skill mastery when specific [symbolic] codes
activated skills, those with poorer initial mastery showed evidence of code
internalisation when the latter overtly supplanted the skill.
However, there have been no studies, to my knowledge, which have investigated more
complex metaphors, at the level of the above animation example.
- Modelling a dynamic process with a contrived, simplified version that
encapsulates salient features (as in Salomon, 1983), e.g. through animation for chemistry,
through dramatisation for sociology (such as dramatised enactment of parent-teenager
interaction). The encapsulation of salient features hopefully primes students for the full
process in later study.
A special type of modeling is the "artist's impression" (e.g.: through
animation) of real-world processes that are impossible to view, e.g., submicroscopic
processes, cross-sections of volcanic activity. Also, pre-historic processes, such as how
the glacier cut through here.
- Simulating variable situations/processes: changing the parameter values to
explore various versions of the processes (e.g. through animation, drama), such as what
would happen if the ceiling of the coal mine collapsed ahead of the men or behind them?
or what would happen if the interviewee tried a variety of approaches? Also
including hypothetical processes such as Exploring a Non-Enclidean Universe in
which the axioms of geometry are varied.
The term 'simulation' is more often applied to computer simulations with learners in
control of parameter variations. However, strictly speaking, these should be called
'interactive simulations'. These will be discussed later.
- Illustrating abstract concepts with evocative, palpable real-world examples (as
in Salomon, 1983), e.g. through documentary programmes, hence rendering the principles
more tangible. In a similar vein, showing the application of abstract principles to
real-world problems. (The print medium can of course use real-world examples, but lacks
the realism of TV).
- Condensing time by pruning real-world processes (i.e. editing out non-salient
events), bringing the duration within the viewer's concentration span.
- Demonstration by teacher or role-model of technical logical or social skills by
handling equipment, symbols or people. The objective is for the student to achieve skills
such as manipulating a home experiment kit, solving an equation, learning a foreign
language.
- Narrative power: precise control over what the learner experiences in pictures,
sound effects and words (including intonation and phrasing), pacing and sequence,
structured into an educationally digestible story. For example, an informal, personalised,
but clear, coherent overview of disparate elements. The power derives from
facilitating the viewer's total attention through incorporating educational narrative
devices such as seeding, variable pacing to clarify meaning, allowing mental elbow
room, creating picture-word synergy (Koumi, 1991). This power might be considered
undesirable in light of the current ascendancy of learner-centred educational philosophy.
However, despite the justification for this ascendancy, an essential ingredient of most
learning situations is, surely, a clear exposition of the teacher's conception.
Item 1.2 inventory for TV and video: providing realistic experiences
Experiential objectives (various experiences) can be achieved (uniquely in most
circumstances) by showing/documenting otherwise inaccessible:
- places (e.g. factories, undersea, overseas locations)
- viewpoints (e.g. aerial views, microscopy)
- complex or large-scale technical processes or equipment, with synchronous sound
- three dimensional objects: by moving the object or the camera and/or by the presenter's
hand exploring the space
- slow/fast motion (e.g. slow motion of animal actions, fast motion of cloud movement)
- people, animals interacting, real-life or drama: e.g. interviewees' body language, tone
of voice
- real-world events (including the use or creation of archive film/audio)
- dynamic change or movement
- chronological sequence and duration (important in e.g. sequence and pacing of body
language and pauses for interviewing skills, progress of chemical reactions, fluid
dynamics)
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