Multimodal Media and Digital Technology- Assessment Event 2 – Critique, Documentation and Planning

Objective: Using selected apps to transform and redefine traditional play-based activities, enhancing creativity, drama, literacy, and numeracy skills with reference to the Australian Frameworks, semiotic systems, and principles from the Multimodal and Digital Technology.

Weighting: 60%

Length: 2500 words (Part A – 1000 words & Part B – 1500 words (experience plan))

Due: Week 10 Learning outcomes: 2 and 3

For this assessment you will need to:

PART A: Research and justify (using Guernsey’s Three C’s and SAMR framework)

Locate and research four (4) digital applications suitable for children aged 0-5.

  1. One (1) App will support creativity;
  2. one (1) App will support drama;
  3. one (1) App will support language literacy;
  4. One (1) App will support numeracy.

Guernsey’s Three C’s Analysis: for each application critique the app’s using Guernsey’s three C’s framework (Content, Context, and the individual Child) to justify your selection.

SAMR Evaluation: Using the SAMR model, classify each app (as either Substitution (S): The app acts as a direct substitute with no functional change; Augmentation (A): The app is a substitute with functional improvements; Modification (M): The app allows for the redesign of the task; Redefinition (R): The app introduces new tasks that were previously inconceivable) and justify the potential of each application in terms of how it might either enhance or transform learning experiences using credible research.

PART B: Developing two (2) Play-Based Experiences

From the applications you’ve identified in Part A, select two (2) apps to develop two (2) experience plans where the digital components of the app intertwine with the physical environment.

This experience should utilise technology not as a mere addition but as an enabler of richer multimodal interactions (SAMR). Both experience plans should be play-based experience (integrated experience of any learning areas- creativity, drama, language/literacy or numeracy).

Remember: The apps should not be game-based. Consider apps with immersive elements.

Example: If the app offers AR features, devise an activity where children use the app to overlay digital objects in real-world spaces, like the outdoor or indoor areas. If the app doesn’t have AR, consider how it might sync with tangible objects or toys. For instance, a music playing app like Specdrums MIX (Sphero Inc., nd) could be paired with physical items that resonate with similar sounds when interacted with, thereby creating a harmonious audio-physical experience.

 

Experience plan should include:

–          Rationale & Goal:  Begin by providing a rationale for the chosen experience. Clearly define the goal or objective you wish to achieve through this learning experience.

–          Experience Outline: Detail an outline of the experience, providing step-by-step methods of implementation including transitions. Include clear teaching strategies.

–          Connection to Australian Frameworks and curriculum: discuss how your experience links to relevant outcomes/descriptors from the EYLF and ACARA (foundation years).

–          Semiotics in Learning: Discuss the various semiotic systems (modes- linguistic, visual, aural, gestural and spatial) of learning that the experience will allow children to explore. Discuss the different ways the experience lets children learn about signs and symbols (semiotic exploration). How do children understand the relationship between different icons, index and symbols through your experience. For example, when a child hears a bee buzzing (index), how do they relate that sound to the image(icon).

–          Pedagogical Approach: Using the SAMR model, explain whether the digital components of your experience serve to enhance traditional methods or truly transform the learning experience. Use the TPACK framework to discuss the interplay between technological, pedagogical, and content knowledge.

Experience plan(x2) Presented using canva:

Utilise Canva to design your two (2) experience plans, ensuring they are visually appealing and easy to comprehend, for parents and caregivers. Within your layout include all areas of the experience plan including the rationale & goal, detailed outline of the experience, its alignment with the Australian Framework (EYLF) and curriculum (ACARA), insights into Semiotics in Learning, and the underlying Pedagogical Approach (TPACK). For design inspiration and structural reference, please refer to the link: https://playingitsafe.org.au/wp-content/uploads/2020/04/AAMF5000-Infant-Activities-Taking-a-photo.pdf 

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