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Streaming Multimedia and Its Applications in Education - Streaming technology, Multimedia technology, Streaming media-based systems for education and training

learning web files types

Definition: State-of-the-art streaming media-based educational systems are required to blend various types of media technologies and different types of Web-based communications technologies including email, chat, instant messaging, audio and videoconferencing, bulletin boards, discussion forums, newsgroups, white boarding, groupware (shared workplaces), and Web sites for collaborative learning.

Streaming technology

Streaming is a term used to describe the transmission of various media objects (files) from media servers to multiple users over satellites, across broadband networks, across the Internet or on corporate intranets. Streaming is a special way of sending multimedia files so that playback begins as the first data packets arrive – there are no lengthy download waits before the user(s) can view the requested multimedia content. Fast growing streaming technology differs from the well-known downloading of multimedia files in that streamed files are not entirely copied to the client computer. In accordance with AccuStream imedia research , in 2004 alone, about 10 billion video streams served, 79 % were at broadband (100 kbps and above) rates, with an average length of view of 30 minutes per unique user per month per site.

Multimedia technology

Multimedia is a term used to describe simultaneous use of several different media to deliver information to users. As the information is presented in various digital formats, multimedia enhances user (learner) experience and makes it easier and faster to grasp information (learning content). These days, the most popular types of educational media and corresponding digital formats are 1) Web based text (PDF, DOC, XLS, HTML, XML, PPT formats), 2) Web-based graphics, drawings, paintings, pictures, photos (JPEG, BMP, GIF, VML, SVG formats), 3) audio, sound, music (MP3, Real Audio, WMA, AVI formats), 4) video, films, movies (AVI, MPEG, MOV, QT, RV, WMV, clips), 5) animation (animated GIF, dynamic HTML, Flash, Director Shockwave, etc.), 6) virtual reality, virtual worlds, 3D animation (VRML format), 7) software simulation and programming files (VB, C++, Java, PHP, etc.), and 8) programming or scripting files (JavaScript, VBScript, etc.).

Streaming media-based systems for education and training

State of the art streaming media based educational systems are required to blend 5-10 various types of media technologies and 5-7 different types of web based communications technologies such as 1) email, 2) chat, IRC, 3) instant messaging, 4) audio and video conferencing, 5) bulletin boards, discussion forums, newsgroups, 6) white boarding (application and document sharing), 7) groupware (shared workplaces), and 8) web sites for collaborative learning.

A combination of rich media and communication strongly supports the learning-by-doing paradigm of learning; it leads to the highest possible (up to 90-95%) retention rate for students and learners while learning by saying and writing technology provides about 70-75% retention rate, learning by hearing and seeing 40-70%, learning by seeing 40-50%, and, learning by-reading technology only 20-40% retention rate.

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