How can we understand and assess communication practices which utilize multiple modalities?
How can we effectively implement and evaluate our own multimedia projects?
The multiple forms of technology and the various capabilities of Web 2.0 tools has effectively allowed users to gain quick and reliable access to information. However, the reliability of the technology resource is solely dependent upon who's inputting the data and the source from which the information is being extracted from. Halverson (2010) states, "in an interactive process, the collective can make use of anybody's contribution and shape it in such a way that it fits the needs of the community. Through such collaborative processes the community can enhance its knowledge base and build new knowledge." In other words, the successful utilization of technology will allow its user to continuously gain new knowledge. This can be done collaboratively or not. However, I think the collaborative nature of how individuals use technology can also shape learning more positively. For example, I have witnessed this in my own classroom. My students collaborate using Google Docs to write their argumentative research essays. I think the collaborative form is more interesting as they write together, but I also think that the feedback that they give each other helps my students to improve in writing also. In today's time, the use multiple modalities is absolutely necessary and this type of interaction with technology can lead a synthesis of new capabilities or even new knowledge bases. Being able to try new tools and figuring out which tools work best and for very specific purposes also plays a pivotal role in shaping how products using technology can turn out.
One method that I used to rethink about my MMP project was reviewing the ADDIE model. Keeping in my the instructional design of my project, I reflected back upon reviewing what the ADDIE model included and how could I effectively incorporate elements from this model into my project. I reviewed the following:
"The ADDIE model is the generic process traditionally used by instructional designers and training developers. The five phases—Analysis, Design, Development, Implementation, and Evaluation—represent a dynamic, flexible guideline for building effective training and performance support tools. While perhaps the most common design model, there are a number of weaknesses to the ADDIE model which have led to a number of spin-offs or variations."
Also, I used feedback from my colleagues to rethink how I could finalize and reshape my multimedia project. I care about what my users think in terms of accessibility, reliability, functionality.
Works Cited
Halverson, E. R. (2010). Film as identity exploration: A multimodal analysis of youth-produced films. Teachers College Record 112(9), 2352-2378.

