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Principles of Material Development

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Title: Principles of Material Development


1
Principles of Material Development
  • Orçun Madran

2
Outline
  • How We Learn?
  • What We Remember?
  • Instructional Methods
  • Learning Objects
  • Visual Design

3
How we learn?
4
What we remember?
10
READ
20
HEAR
30
SEE
50
HEARSEE
70
SAY
DO
90
5
Instructional Methods
  • Presentation
  • Demonstration
  • Discussion
  • Drill-and-Practice
  • Tutorial
  • Cooperative learning
  • Gaming
  • Simulation
  • Discovery
  • Problem solving

6
Which instructional method?
  • Presentation
  • Demonstration
  • Discussion
  • Drill-and-Practice
  • Tutorial
  • Cooperative learning
  • Gaming
  • Simulation
  • Discovery
  • Problem solving
  • We have to combine them
  • more visual elements
  • more interactivity

7
What kind of material?
Easy to create Easy to offer Easy to access
Reusable
8
Learning Objects
  • The term learning object generally refers to a
    reusable component at the page, lesson, or,
    perhaps, course level.

9
Learning Objects
10
Learning Objects
11
Advanteges of Learning Objects
12
Visual Design
  • General Principles
  • Materials which are well-designed
  • Makes learning easier.
  • Makes learner creative.

13
Good Visual Design
  • Presents your instructional material in a clear
    and appealing manner.
  • Makes your material easily understood.

14
How can I make good design?
  • Use the visual design principles to improve your
    design.
  • Critically examine your work to see if the
    message design can be improved.
  • Keep things simple.

15
Visual Design Principles
  • Harmony
  • Balance and Symmetry
  • Emphasis
  • Alignment
  • Closure

16
Harmony
  • Harmony refers to the way that the elements of a
    display interact together in a pleasing manner.

Lack of harmony
17
Harmony
18
Harmony (Killer)
19
Harmony Tips (3 x 3 Matrix)
20
Harmony Tips (3 x 3 Matrix)
21
Harmony Tips (3 x 3 Matrix)
22
Harmony Tips (3 x 3 Matrix)
23
Balance and Symmetry
  • Elements of differing sizes can be brought into
    balance, by moving them closer to or farther from
    the center of the page (Like a seesaw).
  • Balance in visual design is preferable to
    imbalance.
  • Symmetry is achieved when one half of a visual
    display is a mirror image of the other half.

24
Balance and Symmetry
25
Balance and Symmetry
26
Emphasis
  • Emphasis is used by designers to create dominance
    and focus in their work.
  • Designers can emphasize color, value, shapes, or
    other design elements to achieve dominance.

27
Emphasis
New user account
28
Emphasis
29
Alignment
  • Alignment of elements within a screen is an
    important part of organizing and grouping.
  • If at all possible, you should align elements in
    such a way as to visually maximize differences
    between different kinds of text, labels and
    pictures

30
Alignment
31
Alignment
32
Alignment
33
Closure
  • People tend to fill in missing bits, and perceive
    visuals as complete, or closed, entities.

34
Closure
  • People also tend to group closer objects.

(unity provided)
(unity lost)
35
Bibliography
  • Çagiltay, K. Instructional Technology and
    Material Developments Course Materials. Retrieved
    August 1, 2008, from METU Open Courseware Project
    Web site http//ocw.metu.edu.tr/computer-educatio
    n/instructional-technology-and-material-developmen
    ts
  • Gülbahar, Y. Instructional Technology and
    Material Developments Course Materials. Retrieved
    July 25, 2008, from http//www.baskent.edu.tr/gul
    bahar/dersler/egt301.php
  • McClurg-Genevese, J.D. The Principles of Design.
    Retrieved August 3, 2008, from http//www.digital-
    web.com/articles/principles_of_design/
  • Seferoglu, S. S. (2006). Ögretim Teknolojileri ve
    Materyal Tasarimi (3rd ed.). Ankara Pegem A
    Yayincilik.
  • Yalin, H. I. (2006). Ögretim Teknolojileri ve
    Materyal Gelistirme (17th ed.). Ankara Nobel
    Yayin Dagitim.

36
Orçun Madran
  • omadran_at_baskent.edu.tr
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