Instructional Software in the High School Journalism Classroom
The
relative advantage of using instructional software in the high school
journalism classroom becomes evident upon further examination of the
curriculum and expectations required of students enrolled in a
journalism class responsible for the production of a student newspaper.
The
modern journalist – and by extension the modern journalism student –
works and learns in an environment where technology is not merely a
trifle or accessory, but a necessary element required in order to
complete course objectives and create the required product – a print
newspaper and companion website.
As
technology evolves, and new ways of telling stories become apparent,
journalists and journalism educators must embrace the opportunities
afforded by such advances. The following is a list of different
instructional strategies and technologies designed to help students
learn Associate Press style and develop the curiosity, habits, and
attention to detail of the modern journalist.
Drill and Practice
Drill
and Practice software offers users an opportunity to “receive feedback
on [the] correctness” of work example items (Roblyer, Doering, 2010).
Rather
than utilizing worksheets which require teacher evaluation and delay
feedback and response to students, “D&P” software provides immediate
response, allowing students to know how they are progressing, and make
adjustments as necessary.
Tool: Gerald Grow’s Newsroom 101.com, Practice Quizzes on AP Style
From the site:
These practice quizzes are intended to introduce you to the Associated
Press Stylebook, chapter by chapter. If you are serious about AP style,
you will need to buy the stylebook and use it often. Practice each set
of exercises, then practice the review exercises that select from the
items you have just practiced.
Relative
Advantage – This site allows students to progress at their own pace as
they work to master AP style, a bedrock of newspaper journalism.
Students can challenge one another, taking the quizzes individually, or
they can partner up and work collaboratively to assess their knowledge.
Tutorials
Tutorial
software offers complete instruction on a topic, and is designed to be a
self-contained instructional unit, rather than a supplement to
instruction (Roblyer, Doering, 2010).
With
the advent of YouTube, professionals and enthusiasts in all fields are
able to offer video tutorials on a host of subjects. One such tutorial
is a series on photography by photographer Brian Peterson. His YouTube
site is: http://youtu.be/G1c4E3ndUU4. From the site, you can view 25 different videos on a range of photography techniques.
Other sites, such as the informative and comical You Suck At Photoshop, http://www.youtube.com/show?p=6OvxlAUP04A,
provide detailed video tutorials on how to use photo manipulation
software to do even more with your photographs once you’ve captured
them.
Relative
Advantage – Tutorials like these allow students to choose the specific
aspects of instruction they would like to learn, and then provide them
with detailed steps allowing for instruction when the classroom teacher
is not available.
Simulations
Simulations
are designed to teach students how a system works. In the case of
photography one such simulation website is The SLR Camera Simulator, http://camerasim.com/camera-simulator/.
This is a fantastic resource for photography students looking to learn
how aperture, shutter speed, and ISO work together to determine what an
exposure will look like.
Students
are able to make setting adjustments and see in real-time what the
effect would be if they were holding and using a real camera. The
relative advantage of such a simulation is that students do not need an
actual camera to practice the technique. And, if students are learning
in a computer-equipped classroom, the instructor can use the simulator
to create a specific exposure, and they ask students to use the
simulator themselves to replicate the instructor’s image.
Educational Games
Educational games add “game like rules and/or competition to learning activities” (Roblyer, Doering, 2010).
Instructional
games give students an opportunity to put the skills and knowledge
they’ve acquired to use, demonstrating their understanding of content
and applying it in an engaging way that provides them with immediate
feedback, both in terms of their own abilities and how they compare with
classmates.
Relative
Advantage – Educational games can be used in place of worksheets and
drill exercises. They can teach students cooperative group working
skills, and can be especially effective in engaging all learners
(Roblyer, Doering, 2010).
Such a game is Rock Photographer: The Photography Game, http://www.joeyl.com/2012/03/rock-photographer-the-photography-game/.
The game allows you to pose as a photojournalist tasked with capturing
great footage of different bands. This game is actually an app for the
iPhone. By touching the screen, you can take a photograph. You score
different points depending on the quality of the shots you snap.
This
game encourages competition, is certainly fun, and gives players an
authentic feeling of what it’s like to be a rock and roll photographer.
Problem-Solving Software
Problems-solving
software allows students to practice solving problems in activities
they find interesting and motivating (Roblyer, Doering, 2010). With such
software, students are able to discover new concepts and applications
for existing knowledge, building on what they previously thought
possible.
An excellent problem solving software program for photographers is Adobe Photoshop, http://www.photoshop.com/. Similar programs include Gimp, http://www.gimp.org/, and Paint.net, http://www.getpaint.net/.
By
providing students with both introductory instructions and time to
explore and play around with software programs, students will be able to
develop competency with the software. If students are given
opportunities to share what they’ve learned and asked questions of their
peers, they will be able – along with the instructor – to help each
other discover the best ways to use the software.
Relative
Advantage – With a plethora of productivity tools at their disposal,
students are able to create more developed and advanced works than ever
before, utilizing technology to do more and to become more efficient.
With respect to digital photography, once an initial investment is made
in hardware in software, there is no need to purchase consumable goods
like film, developer chemical, and photo paper.
In this instance, technology allows makes previous proceeds faster, more affordable, and more environmentally friendly.
References
Roblyer, M.D., & Doering, A.H. (2010). Integrating educational technology into teaching. (5th ed.). Boston: Allyn and Bacon/Pearson.
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