Affordance 3: Multimodal Meaning

Multimodal Meaning

Using new media resources: Today’s learners need to be able to use digital media to juxtapose and link text, diagram, table, dataset, video documentation, audio recording and other media. Across all subject areas, meaning making and knowledge representations are supported and enhanced today by digital production skills and technologies.

What's New About Digital Technologies?

Multiliteracies and Synesthesia

Multimodal Meaning in Scholar

Semantic Web and Social Writing

Multimodal Meaning Case Studies

Audience Response Systems in the Classroom: Clickers in Higher Education—Nate McKee
Multimodality in the Classroom—Jennifer Eirinberg
TED-ed in Classroom Practice—Matteo Pantalone
Weebly: Using Technology to Design and Develop Learning—Margaret Kiener
Simulation Games and Discussion Boards in Practice—Philip Donner
Scratch Computer Animation—Julie Sonnenberg-Klein
The Use of 3D in Education—Matt Cardinal
Learning in Second Life—Mushih Li
3D Anatomy Apps as Innovative Learning Tools—Gabriele Miotto
Voice Dictation—Zachary Craven
Gesture-Based eLearning Systems—Anastasia Jakubow-Rashtchian
SMART Board Technology—Bill Miller
Google Earth and Multiple Intelligences—Holly Busboom
Using Minecraft as an Educational Tool—Kristyn Giles
3-D Printing in Education—Matthew Bernardy
Digital Storytelling—Rusty Clevenger
Splashtop Whiteboard—Ashley Simmons
Simulations—Kim Read
Digital Storytelling in Mixed Media Research Project—Jason Ertz
Multisensory Learning—Keith Stampley
Virtual Dissection Tools and Their Use in the Classroom—Rebecca Frank
Media Fluency—Lauren Hegarty
Synesthesia—Jason Ertz
Search and Create Missions—Barbara Petzen
Theory and Practicalities of Minecraft in the Classroom—Madeline Kiem
Utilizing Simulations To Invigorate the English Classroom—Amanda Hapgood
The Flipped Classroom—Sarah Cunningham
Instagram in the Classroom—Megan Mkrtschjan
Haptic Feedback—Serena Preston