Kinesthetic learners achievement levels in

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Achievements, Virtual Reality, Field Trip, Volcano

Excerpt from Term Paper:

Kinesthetic Students Achievement Levels in Technology Rich Classrooms

Hypothesis With Operational Definitions

Computers and Kinesthetic Learning

Existing Analysis

The Challenge 2k Multimedia Job

Collaborative Visual images (CoVis) Project

Apple Class of Down the road Project

American Culture in Context: Richness for Supplementary Schools

SchoolNet / Rescol Report: The emerging contribution of online resources and equipment to class room learning and teaching

Lehrer HyperAuthor Analyze

The Remarkably Interactive Computer Environments (HI-CE) Group

Lego/Logo Project

Fun technologies which have been appealing to kinesthetic learning such as multimedia, hypermedia, and visualization in digital learning surroundings hold superb promise for enhancing the learning experience. A variety of research studies have produced results ranging from the power of active computing not only to enhance the scholar’s ability to absorb complex info, but as well to essentially reshape the learning process.

Interactive computing holds exciting probability of create student-controlled learning environments in which college students are more accountable for their own instruction. And, active computing might change the learning behavior of students leading them to take over the idea of information groups in multimedia system and hypermedia into their own thought processes where they reach out to a broader selection of external assets; form a better consideration of who their particular information will probably be presented to; interact in longer-term projects with a broader context; and make stronger connections to subsequent learning and occasions.

Currently, technology implementation in schools can be far prior to the learning contour for understanding how technology can be used to best improve education and what the effects of this are for the educational process. There’s still an incredible need for exploration to understand just how technology can be used to improve education.

1 . 0 Introduction

This kind of paper researches the impact of computer solutions on kinesthetic learners, among seven learning intelligences discovered by Howard Gardner in 1983. Because the characteristics from the kinesthetic learner include learning through coming in contact with, moving, reaching space and processing knowledge through bodily sensations, only highly online technologies that appeal to this group including multimedia, hypermedia, visualization, and interactive pc programs happen to be included in this research.

The research effects of 8 studies masking education and technology happen to be summarized and then analyzed because of their impact on learning and the learning process itself.

These studies include:

The battle 2000 Multimedia system Project

The Collaborative Visual images (CoVis) Task

The Apple Classroom of Tomorrow (ACOT) Project

SchoolNet / Rescol Report: The emerging contribution of online resources and tools to class room learning and teaching

The American Culture in Circumstance: Enrichment to get Secondary Universities (ACCESS) Job

The Lehrer HyperAuthor study

The Highly Interactive Computing Environments (HI-CE) research

The Lego/Logo job.

2 . 0 Statement in the Problem

Computer technology has made the way towards the classroom though its influence on learning just isn’t fully comprehended. Some educational experts query the value that technologies including multimedia, hypermedia, visualization, and interactive calculating have within the learning procedure. Others are concerned that these equipment may be beneficial, but will dramatically change the learning and educating processes in manners that should be better understood.

3. 0 Speculation With Detailed Definitions

Fresh computer technology such as media, hypertext as well as hypermedia, visualization, and online computer programs can most contribute to the learning process by engaging college students in their operate. Not only is technology likely to accelerate learning, it is also more likely to fundamentally improve the way the training process as well as the classroom environment.

Multimedia is defined as more than one contingency presentation moderate such as CD-Rom or a Internet site. Multimedia can be used in this are accountable to mean the combination of some of the following.

Text and audio

Text, sound, and still or animated visual images

Textual content, sound, and video pictures

Video and sound

Multiple display areas, images, or perhaps presentations shown concurrently

Conditions speaker or actors and “props” as well as sound, photos, and motion video

Media can be recognized from traditional motion pictures or movies because it is smaller and fewer expensive also because it can give audience interactivity or involvement. Multimedia is somewhat more complex in both development and display than basic text-and-images.

Hypertext is the corporation of information products into connected associations that the user can pick to make.

An example of such an association is referred to as a hypertext link. Hypertext was the primary concept that led to the invention of the World Extensive Web which is information articles connected by hyperlinks.

Hypermedia extends the idea of the hypertext link to contain links among any set of multimedia things such as sound, motion video and virtual reality and typically connotes higher level of00 of customer interactivity than hypertext.

Interactive computer applications allow a dialog to happen between a human being and a computer program.

Games are an sort of a program that fosters lots of activity. Though business applications such as a great order entry application allow a user to interactive with the program, they certainly so in a very constrained bi-directional way and are also not classified as online computer applications.

Lastly, Visualization is the process of representing summary business or perhaps scientific data as pictures that can aid in understanding the which means of the info. Visualization is only explored in the context of multimedia and hypermedia to get the functions of this analyze.

4. 0 Literature Review

4. one particular Background

The idea of multiple intelligences originated in 1983 by Howard Gardner and presented in the book Structures of Head: The Theory of Multiple Pensée. Gardner recognized seven learning intelligences and just how these groupings are able to finest learn:

Intelligence How they greatest learn

Linguistic

Saying, hearing and discovering words

Logical/Mathematical

Categorizing, classifying and working together with abstract patterns/relationships

Spatial

Visualizing, using the mind’s eye and working with colors/pictures

Musical

Applying rhythm, melody and music

Interpersonal

Sharing, comparing, relating, cooperating and interviewing

Bodily/Kinesthetic

Touching, going, interacting with space and digesting knowledge through bodily sensations

Intrapersonal

Operating alone, individualized projects, self-paced instruction

In addition to multiple intelligences, persons also have several learning variations to method information. Persons either acquire information through what they find (visual), what they hear (auditory), or through their feeling of feel and physique awareness (tactile/kinesthetic).

Computers have proven to be a very effective learning tool, credited in part to its capability to appeal to be able to intelligences and learning designs. Computers solutions, in general, may possibly provide the subsequent beneficial influences:

Characteristic:

Impact on learning:

Digital

Enables pc to “read” and “listen” (voice reputation; speech synthesis)

Multimedia

Provides opportunity to tap into multiple learning styles; gets kids interest; show and tell

Interactive

Engages learner by giving selections in which collection information is definitely presented

Internet

Gives entry to vast amounts info in electronic format

Conferencing

Gives opportunity for distance education and collaborative learning

4. 2 Computers and Kinesthetic Learning

According to kinesthetic learning experts, you will discover differences in how kinesthetic intelligences like to socialize act with and use the computer in the learning method. Those with kinesthetic intelligence love to be positively engaged in learning and commonly relate very well to the following technologies:

Keyboarding, mouse, joystick, and other equipment for motion

Scientific vertueux and microscopes

Video development – skits, dances, sporting activities, role playing, demonstrations

Computer animation – Macromedia Flash

Claymation – sequence of movement

Handheld Palms and Alphasmart – you can carry them all over the place

Virtual Discipline Trip – using and creating

Seglar Logo and Robotics – additional construction kit projects

Digital and video cameras – skits, plays, role playing, demos

The pc’s reliance about eye-hand coordination for their procedure such as keyboarding and the usage of the mouse or touch-screen are highly powerful for making a kinesthetic pupil an active participant in the learning process and for reinforcing learning. The popularity of video games is a result of the total involvement of the person and skillful physical respond to the difficulties.

Computer programs such as “Lego Logo” offer ways to get kinesthetic students to connect the computer to exterior manipulatives, just like Lego blocks with armor and weapon upgrades, wheels, and motors. Employing these, learners can invent different equipment types to regulate through computer system programs that they develop themselves. Other laptop programs that combine kinesthetic activity with the development of synthetic thinking are Broderbund’s “Science Toolkit” and IBM’s “Personal Science Laboratory. ” Trainees creates possibly physical or perhaps scientific experiments and the system analyzes and displays the results over a computer screen.

Computer simulations enable college students to experience situations seldom found in everyday activities. With “Electronic field outings. ” pupils feel as if they are actually exploring the depths of the sea or perhaps the inside of a volcano as they come with researchers in areas where very few can go. Recently, classrooms of students, associated electronically to explorers investigating the tectonic plates inside the depths of the Mediterranean, could communicate with the scientists, ask questions, or ask for the browsing of areas or things more tightly.

Multi-media technology involves very much actual physical activity as details is accumulated from databanks, books, and photos, as new details is generated by camcorders, and finally because all of it can be pieced jointly electronically through hypermedia programs such as HyperCard or LinkWay. The production of filmed performs or boogie programs likewise involves and exercises kinesthetic intelligence.

4. 3 Existing Research

In 2002 there was approximately forty-five

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