TEACHING MEDIA
1.
Definition of Learning Media
The
word media comes from the Latin “medius”, which literally means the middle,
intermediate, or introduction. Association of Education and Communication
Technology (AECT) (1986: 43) gives the definition of media as the transmission
system (material and equipment) are available to convey a particular message.
Another opinion suggests that the media is a tool that is used to convey the
message of a communicator to communicant (Suranto, 2005: 18). While Trini Prastati
(2005: 3) gives the meaning as any media that can distribute information from
the recipient to information resources.
Heinich
and colleagues (1996: 8) defines media as an intermediary that transmits
information from the source to the recipient. Thus television, movies, photos,
radio, audio recordings, images are projected, printed materials, and the like
are classified as medium. If the media carry messages or information that the
intent and purpose of teaching the media is called a medium of learning.
More
specifically in Trini Prastati Briggs (2005: 4) says physical media as a means
to convey the content or learning materials. Infrastructure can be a book, a
tape recorder, tapes, video cameras, films, slides, photographs, images,
graphics, television, and computers. Agree with the above opinion, Qiyun Wang
& Cheung Wing Sum (2003: 217), states that in the context of education, the
media commonly referred to as a learning facility that brings the message to
the learner. Media can also be said as forms of communication both printed and
audio-visual and equipment, so that the media can be manipulated, seen, read
and heard.
Thus
it can be said as a medium of learning tools graphic, photographic, or
electronic, that can be used to capture, process, and reconstruct visual or
verbal information. Media is a source of learning components or physical
vehicle containing instructional material in the students' environment that can
stimulate students to learn.
So in conclusion, media education is the medium that carries the
information or messages as a source of learning, whether in the form of
software and hardware. Examples of educational media are drawings, photographs,
sketches, diagrams, charts / charts, graphs, cartoons, posters, radio and
others.
2.
Various Kinds of Learning Media
Bretz
media divide into three kinds of media that can be heard (audio), media that
can be seen (video), and media that can move. Visual media are grouped into
three, namely visual images, line (graphics), and verbal symbols. In addition
to the media classifies into three types above, Bretz also divide the media
into media transmission and recording media (Trini Prastati, 2005: 9-10).
Schramm
(1977: 21) distinguishes the media according to the number of audience it
serves to be: mass, classical, and individual. Which include mass media to
include television, radio, and internet. Media for classical is OHP,
blackboard, slides, videotape, poster, photograph, and others. While the
individual media can be hand out, phone, and Computer Assisted Instruction
(CAI).
Heinich
(1996: 8) describes in his study media includes: nonprojected media, projected
media, audiomedia, motionmedia, computer mediated instruction, computer-based
multimedia and hypermedia, radio and television media. Nonprojected media such
as photographs, diagrams, displays, and models. Projectedmedia consists of
slides, filmstrips, overhead Transparencies, and computer projection.
Audiomedia the form of cassettes and compact discs, while motionmedia the form
of video and film.
Azhar
Arsyad (2007: 29) classify learning meda into four groups, namely media
technology results print, audio-visual media technology results, the results of
computer technology media, and print media combined results and computer
technology.
While
Seels and Glasgow (1990: 181-183) based on the development of advanced
electronic technology to share media, ie traditional media and media technology
with cutting-edge technology. Media with traditional technologies include: (a)
projected a silent visual projection of an opaque (non see-through), overhead
projections, slides, filmstrips, and (b) are not projected in the form of
visual images, posters, photographs, charts, graphs, diagrams, exhibits , board
info; (c) consist of recording audio discs and tapes; (d) multimedia
presentation is divided into multi-slide plus sound and image, (e) the
projected dynamic visual form of films, television, video, (f) the print media
such as textbooks, modules, programmed texts, workbooks, journals, newsletters,
and hand out; (g) including puzzle games, simulation, board games; (h) can be a
model of reality, specimen (sample), manipulative (map, miniature, doll).
While
the media with latest technology can be divided into: (a)-based
telecommunications media such as telekonfrence and distance learning; (b)
consists of a microprocessor-based media CAI (Computer Assisted Instruction),
Games, Hypermedia, CD (Compact Disc), and Web-Based Learning (Web Based
Learning).
Media
are more actual classification proposed by Lee & Owen (2004: 55-56) with
eight types of delivery media. Eighth media are instructor-led, computer-based,
distance broadcast, web-based, performance support systems (PSS), and
electronic performance support systems (EPSS).
Based
on various media mentioned above, suggests that the media constantly learning
developed over the progress of science and technology. The development of
instructional media also followed the demands and needs of learning, according
to the circumstances and conditions.
a.
Learning Print Media
Print
media in fact includes reading materials in Indonesia. Reading materials are
still few in number when viewed from the needs. Moreover trends and stimuli for
the readers still lacking. Though the
act of reading is an important enough for us / students. With our regular
reading / students can absorb the ideas, theories, analysis or findings of
others. And also through the activities of the reader can follow any new
developments occur. In addition to covering literature, print media display
certain symbols. Print media is basically just display certain symbols are
letters (sound symbol) (Ali, 1984). From a variety of print media mentioned
above, the authors take three (3) types among others:
1)
Learning with Books
The most common medium
encountered in school learning is still the book. As a learning medium, the
book can be characterized by the primary feature of its technology (that is,
stability), by its symbol systems (printed text, pictures, and graphics), and
by the way it influences specific processes (reading).
Book
is an important tool for the continuity of the learning process. Because the
book is essentially the use of media in teaching and learning process is
intended to facilitate student learning (Purwodarminto, 1986).
The primary symbol system
used in books and other print media consists of orthographic symbols that, in
Western culture, are words composed of phonemic graphemes, horizontally arrayed
from left to fight. In most printed school media, this arrangement is
stable—unlike the marquee in Times Square, for example, which uses the same
symbol system but a different and transient technology. The stability of the
medium has important implications for how learners process information from
books and magazines: it aids in constructing meaning from the text.
In general, reading
progresses in a forward direction and at a regular rate as the reader moves
along, readily constructing a mental representation that relates the
information in the text to an existing mental model. But on occasion, reading
processes interact with prior knowledge and skill in a way that relies heavily
on the stability of text to aid comprehension and learning. While poor readers
are often thwarted by the effort required to decode the text,(13) fluent
readers use the stability of the text to avoid reading failure: encountering
longer or novel words, these readers will slow their rate, go back to review a
word as an aid to recalling a meaning for it, or review a phrase or sentence to
determine the meaning of the word from context.(14) Even readers with highly
developed reading skills and elaborate memory structures rely on the stable
structure of print to process large amounts of text in familiar domains: a
study by Charles Bazerman, for example, revealed a strategy by which seven
physicists read selectively and for a particular purpose by scanning print
rapidly and using certain words to trigger decisions either to skip over
familiar information or to move back and forth carefully within a text and
across texts to add to their understanding of their field.(15) Most readers,
then, use the stability (technology) of the printed text to process (read) its
content (symbol system) and thereby construct or elaborate on a mental model.
What happens when
pictures or diagrams are introduced into this medium? What is the cognitive
effect of these symbol systems in combination with text? And how does the
stability of these symbols, as presented in books, interact with processing? A
large body of traditional research suggests that using pictures in combination
with text generally increases recall, particularly for poor readers, if the
pictures illustrate information central to the text, when they represent new
content that is important to the overall message, or when they depict structural
relationships mentioned in the text.(16) Analyzing this research according to
the perspective of this column suggests that the use of both symbol systems in
a stable medium facilitates a particular kind of processing, particularly for
learners who have little prior knowledge of the topic.
Several studies indicate that readers use pictures to create or to
evoke preliminary mental models that guide subsequent reading and assist in the
construction of more elaborate and interrelated models.(17) Other studies
suggest that the use and effectiveness of pictures are related to prior
knowledge: more knowledgeable readers tend to build mental models from existing
knowledge and to elaborate on them using information from the text, while less
knowledgeable readers tend to rely more heavily on pictures or diagrams to
construct mental representations of new information.(18) Younger children, who
may not have sufficient prior knowledge from which to generate elaborate mental
models, may benefit most from pictures to aid this process.(19 )The stability
of the medium allows the kind of serial, sequential, back-and forth processing
between specific information in the text and components of the pictures that
facilitates the construction and elaboration of mental models.
2)
Learning With Magazine
Reading
a magazine mean studying written works by field experts. Reading magazines is a
way or something means to maintain their own level of knowledge as well as to
add new knowledge. Magazine is a means to arouse the interest of students to a
problem in the past or the present. The magazine includes a variety of events
both on the development in the field of education, also contains about articles
on historical events in the past mass. This is supporting material for students
in learning activities at school.
3)
Learning
With Newspaper
While
newspapers are also a means of supporting the subjects of history, because the
newspaper is a way to add new knowledge to the students.
b. Learning
Sosial Media
Social media may thought of as communication
tools that allows users to create, modify, and/or distribute content. And
rather than being a broadcast model for one-to-many, such as a typical web
page, social media are more of a many-to-many model that allows a
conversational format for people to create, share, and remix information.
Social media includes such tools as
blogs, microblogs (e.g., Twitter & Yammer), file sharing (e.g., Flickr
& SlideShare), Virtual Meeting Places, (e.g., Adobe Connect &
Elluminate), social sites (e.g. Facebook & MySpace) and wikis.
Social media has provided a virtual
bridge by acting as the common environment in a social learning episode. This
virtual bridge allows the learners to interact with each other in much the same
manner as they would in a common environment, thus they are virtually able to
observe and learn from others. Space has shifted as they now do not have to be
in the same physical location..
The consensus is that social media
are dramatically changing the relationships of individuals to society. Credited
with phenomena that range in scope and scale from toppling governments (Moldova),
to unleashing mass mobilizations (protest in Iran, humanitarian aid in Haiti),
to uplifting individual artists from constraints of social class (the UK’s
singer Susan Boyle), the media that flows over digital social networks offers
individuals and communities opportunities to communicate with broad global
reach as well as with personal intimacy. For the first time, people can ‘see’
each other’s worlds across previously socially defined boundaries, one to one
across time and space, or one to millions. These outcomes are not due to the
technology alone. The ‘Web 2.0’ features that have enabled this are not just
the technical implementations themselves, but the frameworks of ‘participation’
and ‘sharing’ they enable, structure, and call upon us to enact (Lewis, Pea,
Rosen, 2010).
The authors go on to note that by
building these social media tools, people are able to transform their
environments and restructure the functional systems in which they act and learn
(Vygotsky, 1978; Wartofsky, 1983).
Probably the main question to ask
is, “Are social media tools just as good in a social learning situation as the
common environment they are replacing?” Just as the common environment is a
medium that allows learning methods to take place, these tools are also media
that carry the learning methods. And as the research has shown, it is the
learning methods that matter the most, while media are selected for their
ability to effectively and efficiently carry the learning method (Clark, 2001).
Thus, just as long as a social media tool can transport the learning method,
then it should have little or no effect on the learning.
c.
Learning
with Multimedia
Little research has been done on
learning with multimedia environments, primarily because the field is still
evolving and most efforts within it are focused on development. However,
multimedia present the possibility of combining in a single instructional
environment all the technologies, symbol systems, and processing capabilities
of the individual media described above. Examining how we might use each of
these aspects individually and in various combinations to facilitate learning
is an important direction for current and future research.
Computer technology plays a central
role in multimedia environments: the computer coordinates the use of various
symbol systems and processes information it receives, collaborating with the
learner to make subsequent selections and decisions. This role is essentially
the same whether the specific multimedia format in use is interactive video or
hypermedia of the best known examples of the interactive video environment is
the "Jasper Woodbury Series,"(36) which provides realistic contexts
to help middle-school students learn complex problem solving in mathematics.
Each videodisc provides a series of stories about Jasper Woodbury (who is
approximately the same age as the target students) that contain both the
problems to be solved and data that can be used in the solutions. In one story,
for example, Jasper takes a used boat for a "test drive" and decides
to buy it. The problem, briefly stated, is that the boat's running lights do
not work and Jasper must determine if he can get the boat to his home dock
before sunset. The students are left to solve the problem, using major questions
embedded in the story itself: does Jasper have enough time to get home before
sunset? enough gas? enough money to buy the necessary gas?
Students work in groups to determine
the solution, encouraged by the teacher to generate subordinate questions and
to identify the information needed to solve them. They review segments of the
videodisc to search for information and to separate relevant from irrelevant
facts; use the facts to solve the subordinate problems; and then relate these
partial solutions to the overall problem. Early research on the influence of
"Jasper Woodbury" on learning is encouraging.(37)
What contribution did the videodisc
make to this learning? Several contentions are suggested. First, the capability
of the video to use multiple symbol systems to present complex, dynamic social
contexts and events might have helped students construct rich, dynamic mental
models of the situations. The detailed, dynamic nature of these models might
have allowed students to draw more inferences than they could from mental
models constructed from text or still pictures.(38) As we have already noted,
such structures are more memorable than those constructed with text(39) and
rely less on information in students' heads(40) which is likely to be
incomplete or inaccurate for students with limited prior knowledge. The video
also preempts demands on reading ability, allowing students who have not yet
automated their reading skills to focus their cognitive resources on the
problem-solving task.
Second, the videodisc contains a
great deal of information crucial to the solution of the problem: information
about distances, available money, and other relevant conditions is embedded in
objects and maps and in what people say, do, and think as the story is enacted.
The random access capabilities of the computer-controlled videodisc allow
students to pause, review, and search for information they may have missed or
forgotten. Identifying needed information and extricating it from a context is
an important component of learning to solve problems, and the ability to do so
contributes to successful transfer and performance in actual situations.
Finally, and most important, the
visual and social nature of the story, as presented in this environment, is
likely to activate relevant prior knowledge that students can use to solve the
problem. Further, because of the scope of detail and relationships the
environment provides, students are likely to find many ways to connect their
new learning to their existing representations. 'This, in turn, increases the
likelihood that similar situations will evoke the appropriate solution
procedures in the future. Over time and similar experiences, these learned
strategies will become connected to a range of mental representations,
promoting transfer of the strategies to a variety of problem situations.(41)
As a distinct type of multimedia,
hypermedia shares the technology and symbol systems of interactive video
environments but embodies processing capabilities that suggest an important
difference for learning. The nonlinearity of hypermedia—that is, the capability
of this technology to allow learners to create associational links within and
across text, images, and other symbol systems—facilitates cognitive flexibility
because it allows a topic to be explored in multiple ways using a number of
different concepts and themes.(42) This exploration should result in the
development of integrated, flexible knowledge structures interconnected by
crisscrossing conceptual themes that facilitate the use of this knowledge to
solve a wide range of problems. Each concept can subsequently be used in many
different ways, and the same concept can apply to a variety of situations.
Some hypermedia systems allow
learners to add their own information and construct their own relationships. As
Gavriel Salomon points out, such systems can reflect the processes learners use
when constructing interrelationships in their own mental models and thus
encourage them to think not only about ideas but about how they are
interrelated and structured.(43) More important, such systems can provide
explicit models of information representation that learners can use as
guidelines for constructing their own internal models.
While there has been only limited
research in hypermedia to date, preliminary findings are encouraging.(44)
Despite the appeal of hypermedia, however, it is important to note some
potential disadvantages for learning as well. In hypermedia environments, users
are frequently required to decide what information to select and in what order;
building such sequences is likely to be particularly difficult for novices, who
lack the extensive and well-organized mental representations that would allow
them to locate appropriate information and integrate it with their prior
knowledge, experience, and opinions. Getting "lost in hyperspace" and
failing to find or recognize relevant information are other potential problems,
particularly for novices, as is spending inordinate time and cognitive energy
processing information that is not relevant to their purposes.
In summary, the technology of
integrated multimedia environments brings together the symbolic and processing
capabilities of all the various media described above. Interactive videodisc
environments may help learners build and analyze mental models of problem
situations, while hypermedia environments may help learners build links across
information presented by different symbol systems and construct meaning based
on these links. Plausible rationales have been given for the expected effectiveness
of such environments, but much more research is needed to understand—let alone
forge the relationships that proponents of these environments hypothesize
1)
Learning with Computers
Computers can be distinguished from
the two previous formats by what they can do with information—that is, by their
ability to process symbols and symbol systems. The prototypic "information
processors," computers can transform information in one symbol system to
that in another and they can "proceduralize" information.(30) In its
transforming function, a computer with a voice synthesizer can change typed
text (i.e., print) into speech; using an integrated software package, it can
transform numerical values into charts and graphs. In its proceduralizing
function, a computer can operate on symbols according to specified rules: for
example, it can rotate a graphic object on the screen according to the laws of
physics. Through both functions, a computer can help students construct links
between symbolic domains—like graphs and equations—and the real-world phenomena
they represent. So it is the processing capabilities of the computer, rather
than its symbol systems per se, that enable this medium to make its primary
contribution to students' construction of their mental models.
Students are frequently unable to
connect their symbolic learning in school to "real world"
situations,(31) but the transformational capabilities of the computer can help
them make this connection. For example, several studies have shown improvement
in graph-interpretation ability for students working in microcomputer-based
laboratories.(32) These laboratories use sensors connected to a computer to
collect data (e.g., on temperature and motion); the computer transforms the
data, displaying the information as graphs rather than numbers. The
transformation capabilities of the computer thus make immediate and direct the
connection between the graphic symbols and the world they represent. Seeing
this connection aids in the development of students' ability to read
graphs—that is, to transform a graph into a description of what it means in the
"real world."
Perhaps even more importantly, the
processing capabilities of the computer can help novices build and refine
mental models to be more like those of experts. Much of the research in this
area has involved physics, in which series of studies have established the
nature of experts' knowledge: it is extensive, organized into large chunks that
are structured around the laws of physics, and includes information both about
the formal laws of physics themselves and about how and under what conditions
these laws apply.(33) Novices' knowledge, however, is not only less extensive
but is organized differently: it might include only physical objects like
blocks and pulleys, fragments rather than interrelated sets of concepts, and
"laws" that are incomplete or otherwise incorrect.(34) When trying to
solve problems, then, novices often construct mental models that are
incomplete, inaccurate, or otherwise insufficient.
How might the processing
capabilities of computers be used by novices to aid them in building more
expert-like models? First, the computer can graphically represent the formal,
abstract entities that novices do not normally include in their models. The
computer, for example, can use an arrow to represent "force"—that is,
an influence that changes the movement or shape of an object—a construct that
has no concrete referent in the physical world. Second, the computer can
proceduralize the relationships among these graphic (and other) symbols and
display the results of those procedures. It can change the shape or direction
of the arrow to represent what actually occurs, according to the laws of
physics, when force is increased, decreased, or applied from different directions.
Furthermore, the computer allows learners to manipulate these symbols and
observe the consequences, successful or unsuccessful, of their decisions.
Through a series of such experiences, novices may become aware of the
inadequacies of their own mental models and move progressively toward more
elaborate, integrated, and accurate ones.(35)
Thus, the processing capabilities of
the computer can influence the mental representations and cognitive processes
of learners. Their transformation capabilities can connect symbolic expressions
(such as graphs) to the actual world. Their proceduralizing capabilities can
allow students to manipulate dynamic, symbolic representations of abstract,
formal constructs that are frequently missing from their mental models in order
to construct more accurate and complete mental representations of complex
phenomena
2)
Visual
media
Grtafis
visual media including media, which serves to distribute the message and the
source to the receiver. Messages to be delivered poured into visual
communication symbols. Understanding of visual media is: "the overall
picture of something described in a form that can be visualized (Suparto,
1982). From a variety of visual media mentioned above, there are three kinds of
visual media in accordance with historical subjects activities are:
a)
Picture
/ Photo Picture / photo media is the most commonly used. Images is a common
language, which can be understood and enjoyed everywhere.
b)
Chart
/ Chart Trend charts including charts and chart media is a diagrammatic
representation. Where the chart can be interpreted as a visual symbol (visual
syabel) for forging, comparing and contrasting the reality or reality-reality
(Soeparto, 1983).
c)
Map
and Globe Globe is a painting of the
earth's surface is reduced, making it resemble from its original form.
Basically the map and globe serves to present the data and the location
(Sadiman, 1986)
3)
Audio
Radio plays an important part in
developing people’s imagination, in creating pictures in the mind through the
power of words, it stimulates the imagination to fill in the visuals, etc. The
listeners see the drama in their heads. Thus, when radio is used in the
classroom it helps students to promote their imagination, to voice their
creativity. A lot of radio programs contribute to language learning. Besides
getting new information and entertainment, in language classes radio helps the
pronunciation, the intonation, the pitch of voice, etc. These might be
successful if we undertake adequate preparation and design carefully graded
tasks. Students gain a feeling of satisfaction from having understood something
of an authentic broadcast, we can see the joy in their faces. They develop
greater confidence in their ability to cope with English as it’s spoken outside
the classroom. Albanian students may use BBC World Service news bulletin, Voice
of America or other foreign radio stations. In case students have no
possibilities, the teacher may record the news bulletin, transcribe it and
prepare to explain any difficult vocabulary that may come out. Then the teacher
may ask the students if they have listened to the news in Albanian the day before,
because nearly all the news, especially international news, is almost the same.
So if the content is somewhat known to the students, they will be more
motivated and the success of the task will be easier. In the classroom the
students may be put into groups to discuss what is going on in the world and
what they predict they are going to listen to. The teacher or one of the
students may write all the predictions on the blackboard. The first step might
be to listen to the headlines, several times, as they are short, but convey a
lot. Then the teacher may ask the students to identify which of the stories
they predicted are included in the headlines.
Then ask the students various questions
about, what has happened? Where did it happen? How many different stories have
you heard for the same event? etc. Then let the students listen to the news bulletin
2-3 times and then give them time to discuss about the above questions. In the
meantime the teacher may explain any key vocabulary. We know that it is
difficult, but if we can make copies of the news bulletin, it would be possible
to organize follow-up activities. Students may transcribe certain stories, use
dictionaries to check the meaning of unknown words, group words according to
various fields, etc. They may also compare the language of the news bulletin
with the language of a newspaper of the same date and the same topic. So, we
can organize listening and reading comprehension activities. At last the
students may report on what they have listened to. There might be tens of
different activities using radio in the classroom. We have practiced these
procedures with such topics as: The War in Iraq, Pollution and Environment,
Global Warming, Weather Report, Poverty, Holidays, etc.
4)
Audio
Visual
Most people today watch about three to
five hours of television a day. ‘Defenders call TV a window on the world, a
magic carpet of discovery. They claim that it enlarges both knowledge and understanding.
Defenders say it encourages a new way of thinking, with interlocking hopes,
needs and problems. Critics call it the idiot box. They say it promotes
mindless viewing of mindless programs. Critics say it stifles creativity and
promotes distorted thinking. Social observers often urge parents not to use
television as an electronic baby-sitter’. (Beckert, 1992) “It’s no use
complaining that children today would rather watch TV or videos than read”.(
Philippa Thompson, 2000) We the teachers should try to exploit students’
viewing habits as a starting point for developing more active literary skills.
The teachers need to know the interests of the students and what they like most
to watch in order to keep high their motivation, undertake different duties,
fulfill various assignments and feel the success. In a questionnaire the
students were asked which TV station they watch most and why? Most of the
students replied that they preferred to watch Top Channel because they like it
very much. Here are some of the considerations that the students wrote:
a)
It
has a lot of information
b) It is a powerful and trustworthy
station
c)
It
is attractive, entertaining, informative, serious
d) It gives quick and exact information in
different fields
e)
Fix
fare is one of the most watched programs
f)
News
is of high quality, quick and fresh
g) The staff is very professional and well
qualified
h) It uses an advanced technology
i)
It
gives a lot of interesting documentaries
j)
It
has a wide range of programs, etc. etc
These considerations show that the
students watch that TV channel that meets their interest. Through their answers
we see that the students really think about what they watch. We also see what
they are interested in and so, we should try to exploit those TV programs to
promote students’ learning.
TV programs may be used as warming-up
activities, pre-activities for the coming issue, assupplementary materials for
a certain topic, for up-to-date information, to update the information in the
textbooks, etc.
Documentaries are also educational.
Documentaries on Wildlife, on Civil War, on Discovery Channel, and others, have
opened valuable windows for our students. Through them our students can learn about
languages, cultures, science, etc. Some of these documentaries, if carefully
selected may be used successfully in the classrooms and be a part of the curriculum.
They may help students to better understand the subject. As we cannot use TV
information when it is given, we can bring this information into the classroom through
videotaping various TV programs for later use. Often activities using
television, video and movies overlap, there is not a strict division among
them.
3.
Functions and Benefits of Learning
Media
Levie
& Lents in Arsyad Azhar (2007: 16) suggests four functions of instructional
media, especially visual media, namely the function of attention, affective
function, cognitive function, and compensatory functions.
Functions
of visual media attention is at the core, which is interesting and directing
students' attention to concentrate on the content related to the meaning of the
displayed visual or text accompanying the subject matter. Media image or
animation that is projected through the LCD (Liquid Crystal Display) can focus
and direct their attention to the lessons they will receive. This affects the
mastery of the subject matter better by the students.
Affective
functions of visual media can be seen from the level of emotional involvement
and students' attitude when listening impressions of the subject matter, along
with visualization. For example, the video shows simulated image archive
management activities, video use office machines, and the like.
Cognitive
visual media seen from scientific studies that suggested that the visual symbol
or picture facilitate the achievement of the aim of understanding and recall of
information or messages contained in the image. While the compensatory function
of learning media can be seen from the findings that visual media helps
understanding and retention of content for students who are weak in reading.
More
specifically, the Kemp & Dayton (1985: 3-4) identifies eight benefits of
media in learning, namely:
"(1)
the delivery of lectures to be more raw, (2) learning tends to be more
attractive, (3) learning to be more interactive, (4) the length of the learning
time can be reduced, (5) the quality of student learning outcomes be improved,
(6) learning can take place where and at any time, (7) a positive attitude
toward learning material and the students' learning process can be improved,
(8) the role of the teacher can be changed into a more positive direction.
"
Because
of the many benefits derived from the utilization of instructional media, then
the teacher as a source of information carrier for learners should be aware of
the importance of the use of media in teaching.
Support
the above opinion, Sudjana & Rival (1992: 2) states that instructional
media useful in the learning process in order to:
a.
Learning
more remarkable that foster student motivation.
b.
Learning
materials will be more easily understood by students.
c.
Become
more varied teaching methods so as to reduce boredom learn.
d.
Students
are more actively engaged in learning.
While
Arif S. Sadiman, et al. (2006: 17-18) describes the use of instructional media
as follows:
a.
Clarify
the presentation of the message.
b.
Overcome
the limitations of space, time, and the senses.
c.
Overcome
passivity, so that learners become more independent in spirit and learning.
d.
Provide
stimulation, experience, and the same perception of the learning materials.
Based
on the various opinions on the above, very useful instructional media in
teaching and learning. In general, beneficial learning media to facilitate
interaction of faculty and students, with the intention of helping students
learn optimally, In general, the benefits of a medium
of learning is to facilitate interaction between teachers and students making
learning activities more effective and
efficient. While the benefits of learning media
in particular are
a.
Delivery of learning
material can be made uniform With the help of instructional media, different
interpretations among teachers can be avoided and can reduce the information
gap between students.
b.
The process of learning
becomes more clear and interesting
Media can display information through sound, image, movement and color, either naturally or manipulation, thus helping teachers to make learning come alive and not boring.
Media can display information through sound, image, movement and color, either naturally or manipulation, thus helping teachers to make learning come alive and not boring.
c.
The process of learning
becomes more interactive With the media will be active two-way communication,
without the media while teachers tend to speak in one direction.
d.
Efficiency in time and
labor With instructional media learning objectives will be easier to achieve
the maximum with minimum time and effort.
e.
Improve the quality of
student learning outcomes Instructional media can help students learn better
absorb the material, because if you only hear the verbal information from
teachers, students lack an understanding of the lesson, but if enriched with
activities to see, touch, feel and experience for yourself through the medium
of student understanding will be better. Instructional media can be stimulated
in such a way that students can make learning more freely anywhere and anytime
without depending on a teacher. With instructional media will be able to
cultivate a positive attitude toward the material and students’ learning and
the learning process becomes more attractive to encourage students to love
science and love to find their own sources of knowledge
a.
advantage of Learning Media by Social
Media
1)
The Positives of
Social Media Use for Students
While Reiner makes many valid points
for negative effects of social media on students, particularly their level of
academic risk taking, he fails to acknowledge some very positive effects that
might make participation in social media a real benefit for students. While all
of these may not be the mainstream ways that students use social media, they
are important benefits that can be realized if educators are willing to embrace disruptive technology in their classrooms.
·
Social Constructivism
– In the age of Wikipedia, knowledge is increasingly becoming a social
construction rather than the domain of an individual expert. Social media
provides an easily accessible tool for helping students to work together to
create their own meaning in academic subjects, social contexts, or work
environments. Social media platforms are regularly used in business to enhance
the connections between workers and to allow for seamless collaboration across
distances. Supporting the development of this skill for students prepares them
for real working experiences.
·
Breadth of Knowledge
– While "shallowness" of knowledge and connections was listed as one
of negatives of social media, the flipside of that shallowness is the broadness
of the knowledge and connectedness that students can experience through social
media use. It is now easier than ever to know (or find out) something about
almost anything in the world through connected media. Additionally, students
can be connected to a broader base of opinions and world views through
instantaneous global connections.
·
Technological
Literacy – All social media relies on advanced information and communication
technologies that seamlessly work to build and support technological literacy.
Simply put, one cannot be engaged in deep and meaningful uses of technology
without developing the sorts of rich 21st Century skills such as information
evaluation, troubleshooting, mediated communication, and others that will
enable connected learners to become valuable contributors to a connected global
economy.
All three of these aspects of social
media use are excellent matches to employer expectations and help to develop
the 21st Century skills that students will
need to be successful in a globally connected economy.
2)
The Negatives of
Social Media Use for Students
·
Distraction – In his
article, Reiner is talking not about the momentary distraction of an isolated
text message, but rather the way in which social media involvement provides an
acceptable diversion from intellectual pursuits. Essentially, he is arguing
that it is socially safer to stay connected to peers through always-on social
media, than it is to put oneself out there by having a legitimate opinion about
a serious topic and disconnecting from the social networks long enough to put
it out there.
·
Pressure to Conform –
Reiner cites examples of students confiding in him that one of the main reasons
behind their 24/7 connection is a fear of not keeping up with peers or
appearing "like a loser in public," as one of his students confided
in a class journal.
·
Risk Aversion –
Reiner is unclear about whether students’ aversion to taking risks is a symptom
of social media use or is directly caused by it, but the point is no less
important either way. Social media engagement supports a culture of avoidance
which operates in direct opposition to the idea that students need to take
risks and fail in their academic endeavors in order to become successful
innovators.
·
Shallowness – This is
an addition to Reiner’s points, but social media does promote a kind of intellectual and
social shallowness that could have long-term negative
consequences for learners. Twitter, text messages, and other social media tools
focus on brief, quick, "shallow" interactions that do not encourage
either deep social engagement or intellectual exploration. There is, after all,
only so much information that can be obtained in 140 characters. While the
option to dig deeper may be present through embedded links in Tweets, for
example, there may be little reward in pursuing those connections for students.