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Image of interactive video Rules to Non Standard Units of Measurement

Rules to Non-Standard Units of Measurement

Skills and Softwares

  • Teaching Tool: Edpuzzle

  • Animation Tool: Animaker

  • Graphics: Canva and Animaker

  • Video and Audio Editing Tool: Movavi

  • Voiceover

      Click here to view

All About the Project

Target Audience

This interactive video is tailored for young learners in grades one and two who have a foundational understanding of non-standard units of measurement (cubit, fingers, hand span, foot span, arm span, pace, etc.). It serves to deepen their comprehension and make the learning process engaging and enjoyable, whether in a classroom setting or for independent learning.

Learning Goals

  • Primary Goal: Enable students to measure lengths using body parts as non-standard units.

  • Practice Opportunities: Students engage with hands-on activities to practice measuring objects, reinforcing their skills and building confidence.

  • Immediate Feedback: Provides instant feedback on measurements, allowing students to learn from mistakes and improve accuracy.

  • Critical Thinking: Encourages students to deduce measurement rules, fostering critical thinking and deeper understanding.

Cognitive and Motivational Design Challenges

  • Cognitive Challenges:

    • Problem: Lack of clear rules and interactive resources for measuring.

    • Solutions:

      • Schema Construction: Visual schemas highlight common errors to build long-term cognitive schemas.

      • Generation Effect: Students generate answers before receiving explanations, enhancing memory retention.

      • Fidelity Principle: Demonstrates correct and incorrect methods with opportunities for practical application.

  • Motivational Challenges:

    • Problem: Students may lose interest after repeated mistakes or find rules overwhelming.

    • Solutions:

      • Segmentation Principle: Information is segmented to reduce cognitive load, with the ability to rewatch as needed.

      • Inductive Reasoning: Encourages students to build their own knowledge.

      • Goldilocks Principle: Video is concise (under 4 minutes), balancing information load.

      • Anchored Learning: Uses real-world examples to make learning relevant and meaningful.

      • Bloom’s Taxonomy: Encourages recall, application, analysis, and evaluation of measurement rules.

Form and Function of the Artifact

The video incorporates various learning theories and multimedia principles:

  • First Principle of Instruction: Follows Merill’s phases—problem-solving, activation of prior knowledge, demonstration, application, and integration.

  • Formative Assessment: Includes questions throughout to challenge learners’ understanding and promote reflection.

  • Summative Assessment: Concludes with assessments to evaluate learning.

  • Feedback and Motivation: Provides corrective feedback to encourage continuous learning.

  • Cognitive Load Theory: Limits information elements per slide to avoid overwhelming learners.

  • Segmentation and Learner Pacing: Allows learners to control the pace and rewatch as needed.

  • Captions: ADA-compliant, enhancing accessibility.

Multimedia Principles Applied

  • Modality Principle: Uses narration to explain visual content.

  • Personalization Principle: Employs a human voice for narration.

  • Mapping Principle: Summarizes rules with graphic organizers.

  • Embodiment Principle: Features animated characters with human-like gestures to capture attention.

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