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Interactive multimedia and good teachingAuthors: David M. Kennedy and Carmel McNaught University of Melbourne and La Trobe University, Victoria Keywords: Interactive, multimedia, teaching, software, authoring tools, financial issues, hardware, creation, design, project management. Article style and source: Moderated. First electronic publication. Contents
IntroductionThe use of interactive multimedia (IMM) in higher education is increasing because the nature of higher education itself is changing. Students with more diverse academic backgrounds, interests, and motivation now undertake tertiary studies (Australian Vice Chancellors' Committee, 1996). Until recently, most IMM development has focused on issues of the hardware and software tools, or the delivery platform, and the educational design of software has been given only limited consideration. However, we consider the most important factor to be the educational design of the project software. This workshop places interactive multimedia development within an educational context. The focus is on providing an overview of the pragmatic considerations of IMM development. A detailed discussion linking epistemological and pedagogical issues to interactive multimedia development is found in Kennedy & McNaught (1997, In press).What is interactive multimedia and why use it?Multimedia or interactive multimedia (IMM) is the use of multiple types of media (audio, video, graphics, animations and text) within a single desktop computer program. The software should support student understanding by providing appropriate and immediate feedback, be integrated into the context of the course of study, and provide a high level of interactivity. The complexity of IMM depends upon the context in which the software is used. The nature and complexity of IMM software changes, depending if it is intended to be used as a stand-alone program or delivered by a network (e.g., WWW). A number of examples are listed below.
Pragmatic issues of IMM designOne of the constraints clearly established in multimedia development is the range of specialist skills required to develop a large, complex IMM project (Dickinson, 1994; Freeman & Ryan, 1995; Phillips, 1997, In press). These include:
However, interactive multimedia design has matured in the past five years resulting in the development of templates and guides to aid the new developer. Templates have a number of advantages which include:
Projects developed by students may be a cheaper option as suitable software authoring tools are rarely expensive (e.g., HyperStudio); however, the need for computer hardware, graphics scanning devices, and video production still need to be considered. The educational evaluation of the software, summative or formative, particularly during the design and developmental phases has often been the neglected part of IMM development (Alexander & Hedberg, 1994). Once the equipment has been purchased, programming, graphic design and staff release have been funded, there are often little funds remaining for evaluation. However, evaluation should be a major concern of any new developer if the software is addressing a particular educational problem. How will you know if the software is achieving its goals unless both formative and summative evaluation have been completed? Technical issuesThe technical components of developing IMM are both the most obvious and until recently the issue most focused upon by IMM developers. Broadly speaking, there are two components: the hardware tools and the software tools. The software tools may be further divided into two categories. The first are the software tools for constructing IMM. These are listed in Table 1. The second are the software tools required for digitising and manipulating electronic media and are associated with specific hardware tools. The second set are discussed with their associated hardware tools.Hardware and associated software toolsWhile it is possible to run IMM software on a less than state of the art computer, to develop such software you need considerably more modern, faster computers. For the new IMM designer there are generally only two development platforms, the Apple Macintosh Operating System (MacOS) or the Wintel based, Microsoft Windows Personal Computers (PCs). Approximately 54% of IMM titles released on CD-ROM in the world are authored on the Apple Macintosh platform for delivery on either the MacOS platform or the Wintel PC while most of the rest are developed on a Wintel PC for the PC. Other operating systems are the Unix and the Atari platforms. It is not within the scope of this article to discuss these less commonly used (for developing IMM) operating systems. Development hardware, irrespective of the operating system chosen, should have fast CPUs, as much RAM as possible (at least 32 Mb) and significant primary (in the computer) and backup (external hard drive) storage capacity. The latter becomes quite significant if video files are required for a project-one minute of compressed video occupies approximately 10Mb (low quality and/ or small frame size) to around 18Mb (higher quality at one quarter screen size) of disk storage space. However, these figures are general guides only-the technology of video compression and distribution by a variety of electronic means (CD-ROM, World Wide Web) is changing very rapidly.In addition an IMM project may require:
Software tools for authoring IMMThere are now many software tools for developing IMM. Table 1 illustrates some of the more common authoring environments. The Metaphor column indicates the fundamental development model for the authoring environment. The types and complexity of student interactions it is possible to incorporate into a project are influenced by the underlying design metaphor of any particular piece of software.The software authoring tools in Table 1 which have an '*' have additional integrated software programs (SuperCard uses Roadster®, and Director uses Shockwave®) which allow projects created with these tools to have limited interactivity when delivered by using the Web. Table 1 is not intended to be an exhaustive list and an online search on the Web using the keywords 'multimedia' and 'tools' will elicit a large number of products. Once a decision is made regarding the software tools you face added difficulties. One very significant problem is the rapid changes that will occur in both software and hardware while the development is underway, requiring the developer to 'second-guess' what may happen in the near future. In the current climate of computer and software design the competition is so intense that hardware and software lifetimes rarely exceed 6 to 8 months. New products are continually being brought onto the market, and companies leap-frog each other in the scramble to incorporate enhanced features into their product and improve the company's market share. A simple but familiar example is the not-so-humble word processing package Microsoft Word. Once distributed on four 800 kilobyte floppy disks, a full installation now requires 35 megabytes, but more importantly, Word requires nearly 7 Mb of random access memory (RAM) to operate. The delivery platform for the newly developed IMM software becomes problematic-how much RAM will be required to run the educational software, and what processor (CPU) speed will be required to deliver satisfactory performance for the user? These problems are typical of the software tools and the operating systems. If consideration must be given to what model of computer will provide adequate performance for the software to operate on (ie. the delivery platform), then an example from the commercial world may illustrate the possible problems. Most developmental times are in the order of a year or more. One product is James Discovers Math by Broderbund Software. This CD-ROM cost approximately $500,000.00 and 18 months to storyboard, program and deliver to the marketplace. In that time, computer hardware and software underwent considerable changes, including the basic operating systems of the major computer vendors. This very brief overview of some of the technical issues in the design and delivery of IMM is incomplete at best. We have not discussed the needs some projects may have for special video cards for full motion video, networking of software, using intranets or the internet for on-line course delivery, or bandwidth problems when using the internet. However, the technical issues must be addressed by any IMM developer.
Financial issuesVery often in IMM development in higher education, the driving force may be the financial constraints. These influence the:
The project manager must determine the cost and effort required verses the possible outcomes, scheduling events to maximise equipment and personnel resources, and keeping the entire process on track. It is a full-time position in large projects and often costs twice as much as originally budgeted for (Canale & Wills, 1993). Above all, the project manager is concerned with delivering a quality IMM program on time and within budget. Whether or not a formal responsibility is defined, the need for a person to take overall responsibility for the project is critical to the project's success, irrespective of the issues discussed in this section of the article. Financial issues impact on any project and are interrelated very strongly to the other issues discussed in this workshop. Time issuesTypically the developmental times for IMM in universities are approximately 100 to 500 hours for one hour of software. For individuals undertaking a project, the time taken is at the high end of the range because of the inevitable need to learn new skills. Typically, the IMM developer in higher education has other responsibilities, including a teaching load, marking and assessment, and a research profile to maintain. Therefore, much of the multimedia development time is outside normal working hours-evenings, and weekends. The multimedia developer needs to consider how much time can be devoted to the project and how this will affect their family and personal life. The time required will always be greater than first estimated, particularly for novice developers.However, multimedia that has the potential to have effective educational outcomes demands a user-friendly interface, interactivity to engage the students actively in the learning process, a variety of navigational opportunities to cater for individual student learning styles, and appropriate assessment and feedback. The majority of new developers wish to do 'the best they can' and may find it very difficult to reconcile the time and personal demands of producing software that has the potential to transform students' conceptual beliefs. Educational elements of IMM designInteractive multimedia can address good teaching and learning practices which aim to engage students in active rather than passive learning, through a transformative rather than a pre-emptive or expository model of design. In Table 2, we have attempted to show how different conceptions of teaching and learning are likely to lead to decisions which result in the inclusion of particular design elements in an IMM project. The table is constructed by focussing on each of Ramsden's (1992) five aspects of teaching related to effective student learning and the type of design elements which might be incorporated into IMM depending upon the designer's conceptions of teaching and learning.How a particular interactive multimedia program utilises the elements outlined in Table 2 will depend upon:
The elements of design suggested in the right hand columns of Table 2 reflect different levels of engagement by the learner. The challenge for IMM developers is to reflect on their own views about teaching and learning. A number of questions arise.
Table 2 is presented in the hope that it provides a tool for the educational component of the design of IMM software. It attempts to relate the educational perspectives of the designer to elements which might be incorporated as a result of those beliefs into any particular project. Therefore, a major purpose of the table is to provide teachers and lecturers with the facility to match the desired educational outcomes of an IMM project with the elements which have the greatest potential to achieve those outcomes. For example, studies from many institutions over a period of many years 'have drawn attention to the wide gap between the rhetoric describing the qualities lecturers say they want in their students' responses, and the tasks they set' (Biggs, 1989, p. 15). If a global understanding of a topic of study is to be gained by students, with the ability to apply their knowledge in unfamiliar and novel ways, then choosing elements of IMM design that focus on presenting facts and narrowly testing for those facts is unlikely to achieve those goals. SummaryTeaching and learning occur within a particular context (a particular subject or a faculty, lectures, tutorials, practical classes and field trips). IMM development should enhance learning opportunities for students within the total context of their studies rather than becoming simply an extra component for already burgeoning courses.From a personal perspective, being involved in designing IMM has changed the way we view teaching and learning. For us it has been a metacognitive experience which has altered our perceptions of how teaching strategies may influence learning and how knowledge may be constructed. Interactive multimedia development is a field undergoing rapid change, not unlike institutions of higher education themselves. The challenge is to take what we know constitutes good teaching and learning and enhance the educational experience for students by constructing software that promotes active learning, engages each student in a manner consistent with her or his learning style, and matches the educational objectives with the teaching and learning strategies. Glossary
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ITALICS pamphlet series, Melbourne: Academic Development Unit, La Trobe University. Laurillard, D. (1993). Rethinking university teaching: A framework for the effective use of educational technology. London: Routledge. Laurillard, D. (1994a). 'Multimedia and the changing experience of the learner'. In M. Ryan (Ed.), APITITE 94. Proceedings of the Asia Pacific Information Technology in Training and Education Conference and Exhibition. (pp. 19-24). Brisbane: APITITE 94 Council. Laurillard, D. (1994b). 'The role of formative evaluation in the progress of multimedia'. In K. Beattie, C. McNaught, & S. Wills (Eds.), Interactive multimedia in university education: Designing for change in teaching and learning (pp. 287-294). Amsterdam: Elsevier Science B. V. (North-Holland). Laurillard, D. (1996). The changing University. 30 April. ITFORUM@UGA.CC.UGA.EDU. URL: http://itech1.coe.uga.edu/itforum/paper13/paper13.html McNaught, C., Whithear, K., & Browning, G. (1994). 'The role of evaluation in curriculum design and innovation: A case study of computer-based approach to teaching veterinary systematic bacteriology and mycology'. In K. Beattie, C. McNaught, & S. Wills (Eds.), Interactive multimedia in university education: Designing for change in teaching and learning (pp. 295-307). Amsterdam: Elsevier Science B. V. (North-Holland). McTigue, P. T., Tregloan, P. A., Fritze, P. A., McNaught, C., Hassett, D., & Porter, Q. (1995). 'Interactive teaching and testing tutorials for first year tertiary chemistry'. In H. Maurer (Ed.), ED-MEDIA 1995. Proceedings of the World Conference on Educational Multimedia and Hypermedia. (pp. 466-471). Graz, Austria: Association for the Advancement of Computing in Education. Microsystems, S. (1996). The Java Programming Language. URL: http://java.sun.com/ Phillips, R. A. (1997, In press). A Developer's Handbook to Interactive Multimedia - A Practical Guide for Educational Applications. London: Kogan Page. Ramsden, P. (1992). Learning to teach in higher education. London: Routledge. Reeves, T. C. (1992a). 'Evaluation of interactive multimedia'. Educational Technology, 32(5), 47-53. Reeves, T. C. (1992b). 'Research foundations for interactive multimedia'. In C. McBeath & R. Atkinson (Eds.), Proceedings of the International Interactive Multimedia Symposium. (pp. 177-190). Perth, Western Australia: Promaco Conventions Pty Ltd. This workshop was adapted from Kennedy, D. M. & McNaught, C. (1997, In press). Principles of good teaching and interactive multimedia design. ITALICS pamphlet series, Melbourne: Academic Development Unit, La Trobe University. About the authors
Copyright © David Kennedy and Carmel McNaught, 1997. For uses other than personal research or study, as permitted under the Copyright Laws of your country, permission must be negotiated with the author. Any further publication permitted by the author must include full acknowledgement of first publication in ultiBASE (http://ultibase.rmit.edu.au). Please contact the Editor of ultiBASE for assistance with acknowledgement of subsequent publication. |
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