How do you feel about ensuring learning media is created and studied ethically? What safeguards will you use in your future design and research?
Education moves with the progress of information technology to enhance the learning process. As the evaluation changes, students learning preferences have been changed from verbal to visual and now to virtual. Multimedia is used in many fields extensively and has been a social influence on users. Media is used in entertainment, educational resources, social support, participation, and development opportunities. Social problems and exposure to information have increased due to the engagement of young people in digital spaces that creates questionable lawfulness.
As per Puspitarini et al., (2019). Interactive media such as visuals, graphics, audio-video, and virtual reality are used in the learning environment through lectures, demonstrations, and discussions to foster students’ motivation to learn. The learning method will be more interesting by using learning media to motivate the learner. Learning materials help students to understand the learning objectives. Students do not get bored due to the learning materials delivered orally or using instructional media. The teacher presents these during the learning activities as doing, demonstrating, and observing help student retention.
Ethics is what a person ought to do the standard of right & wrong and specifically focuses on rights, obligations, benefits to the society, fairness, and specific virtues. Digital learning media brings difficult social challenges to computer-based learning. Technology property is defined as intellectual property rights as who owns ideas and expressions, which sometimes are overlooked in the learning environment. However, teachers’ responsibility is to ensure and demonstrate technology values through their instructional choices of information access, ownership, privacy, expression, and accurate understanding and model for the students of technology use.
The safeguards for future use of learning media would be like a feature that comes from Instagram that was introduced as a target prevalent social issue online bullying where if a user post comments that are offensive and harmful, a message pop up letting the user delete the comment before posting which motivates and encourage the user to act in line with what is good and right. Yang (2011) mentions that educators, game designers, and researchers interested in using simulations for teaching must first be concerned with how “good” the product is and how much students can learn from engaging with it as these will imply, to some extent the obligations for educators using the game or simulation-based methods for teaching and learning.
References
Lucey, T. A., & Grant, M. M. (2009). Ethical issues in instructional technology: An exploratory framework. Multicultural Education & Technology Journal. https://www.mjusd.com/documents/District/Departments/GenYes/blog/Ethical_Issues_in_Instructional_Tech.pdf
Puspitarini, Y. D., & Hanif, M. (2019). Using Learning Media to Increase Learning Motivation in Elementary School. Anatolian Journal of Education, 4(2), 53-60. https://files.eric.ed.gov/fulltext/EJ1244451.pdf
Sari, R. C., Warsono, S., Ratmono, D., Zuhrohtun, Z., & Hermawan, H. D. (2021). The effectiveness of teaching virtual reality-based business ethics: is it really suitable for all learning styles?. Interactive Technology and Smart Education. http://staffnew.uny.ac.id/upload/132326891/lainlain/5.%2010-1108_ITSE-05-2021-0084.pdf
Tannenbaum, R. S. (2000). Theoretical foundations of multimedia. Ubiquity, 2000(August), 2-es. https://dl.acm.org/doi/fullHtml/10.1145/347634.347643
Yang, H. H. (Ed.). (2011). Handbook of research on practices and outcomes in virtual worlds and environments. IGI Global. https://books.google.com/books?hl=en&lr=&id=pl9hrxEm8IsC&oi=fnd&pg=PP2&dq=Handbook+of+Research+on+Practices+and+Outcomes+in+Virtual+Worlds+and+EnvironmentsVolume+I&ots=egWdpKWQGU&sig=sGF_LNV3qK2I32BGA2nKw_xmOHY#v=onepage&q&f=false