From New
Currents 2.1 January 1995
Designing multimedia
educational programs
Dr. Antonio R. Bartolome
Director of Educational Technology Services
University of Barcelona
Editor's note: Antonio R. Bartolome was a visiting scholar
at The University of Calgary, from September to December 1994. This article
outlines some of the work done by his research team in Barcelona and related
research by other scholars.
When faced with technical problems, you can lose the all-important focus
on the design of multimedia programs from an educational perspective. Philip
Barker (1989) says, "Before effective and efficient courseware can
be produced, a variety of different types of design and fabrication guidelines
are needed. . . . These guidelines usually embed the accumulated experience
of practitioners who are actively involved in developing and using instructional
software. Guidelines may take the form of a collection of basic theories
and models. . . ." (p. 180.) Two major models guiding the design
of educational programs are: programs which provide the user with information,
and programs which generate learning, through exercises, questions, and
other activities which provide knowledge, develop skills, or change attitudes.
In our taxonomy, we have used four sub-models or Information Presentation
Programs models:
- Multimedia Book
- Hypermedia
- Encyclopedia
- Artificial Intelligence.
We considered four Learning Activities Program models:
- Practice
- Problem Solving
- Tutorial
- Simulation.
Information Presentation Programs
Although an Information Presentation Program can be designed to aid the
learning process, it will always only be an informative program. Actual
learning is produced not by the program's design, but by the student's use
of the program. An Information Presentation Program is controlled by the
user, not by the system, as is the case with Learning Activities Programs.
Of course, there are exceptions, such as the Intelligent Programs which
help the user to access needed information. I would like to note the differences
in design between electronic multimedia books, database multimedia programs,
and hypermedia programs. In the case of an electronic multimedia book, the
information is organized in a linear way. For easier use, the information
is fragmented, structured, and several access paths are defined. In the
case of a database multimedia program, the information is organized in records
and fields. It is a classified group of structured information units with
several access pathways defined. In the case of hypermedia, information
is divided in several chunks, with multiple links connecting the chunks.
For the user, the Multimedia Book is used to follow information;
the data base is used to get information; and hypermedia is used
to navigate or explore information. The designer's point of
view is as follows. In the case of the Multimedia Book, the designer develops
a well-structured linear script with parts and units. It is important to
design different indexes. In the Multimedia Database, the designer must
prepare the general structure in advance, that is, the fields or aspects
to fill (structure before information.) Later, the designer will collect
and record the information units, information that is usually classified
and sorted according to fields or aspects. With the Hypermedia program,
the designer builds structure and information, the framework and the words
(or pictures) simultaneously. The designer can use an existing database.
Learning Activities Programs
Practice
Programs which develop skills by means of practice and repetition are included
in this category. They are based on Behaviourist Learning Theory. While
these programs have proved to be efficient in the past, current thinking
is oriented towards other educational aims. Learning Activities programs
are adequate for simple skills, and they are good introductory steps to
complex simulations. However, the distinction between practice and simulation
programs is not always clear; the videodisc-based program produced by the
Department of Physiology and Pharmacology, the College of Veterinary Medicine,
and the Department of Educational Media, College of Education, of the University
of Auburn (USA) is one example. This laserdisc includes movies of normal
and abnormal heart cycles accompanied by their respective stethoscope sounds.
First-year veterinary students can therefore be trained in auscultation
without hurting animals.
Tutorial
This model is classic in computer-based training. It originated from Programmed
Training, but has evolved to more complex configurations. The basic design
includes the presentation of a small bit of information, followed by an
activity to be resolved by the subject. This activity is simply a question
that the student must answer. The general frameworks used are either a linear
model, in which every subject follows the same path, or a branched model,
in which different subjects follow different paths. An interesting variation
on this design, described by Murray et al. (1990), is a program which attempts
to correct misconceptions about physics through a network of situations.
Each situation includes a type of misconception. The Tutorial model is suited
for acquiring knowledge, for comprehension, and for retaining information.
For some time, attempts have been made to produce intelligent tutorials.
Currently, the trend is to link Artificial Intelligence modules to the tutorials
for quick and easy authoring.
Problem solving
Programs of this kind are simple in design but complex in conception. The
system shows a problem to the subject; the subject uses a number of different
resources and tries to solve the problem. The subject can ask for information
to explore possibilities, can put experiments into practice, or can access
external databases. Note that the problem itself is not important. In fact,
the problem may not have any relation to the training content; however,
it may act as an incentive for the subject to pursue problem solving. The
objective of this type of program is the acquisition of deep knowledge by
means of information analysis, synthesis, application, and evaluation. Another
objective is the development of significant information-searching skills.
These programs are founded on Constructivist Learning Theory.
Simulation
The success of Simulation Multimedia Programs can be explained because of
their relatively low cost (compared to flight simulators) and their relatively
high realism level (compared to pen and paper games.) Simulations and video
games are not a substitute for real practice, but they serve as good preparation
for reality. The educational aims of simulation are the development of complex
skills and decision making. Different models have been proposed for use
in designing simulation programs. Some include using tools for specific
elements (Towne et al., 1990; Schank, 1990.) At this moment we are working
with a general model which includes the following four elements:
- Objects
- States, one or several for each object
- Messages
- State changes.
Simulations appear not to have limits. Dans le Quartier St. Gervais,
Athena Language Learning Projects, (Hodges and Sasnett, 1993) allows the
user to visit a Paris Quarter and to speak with its residents. Of course,
there are some program restrictions. The key of the design is in these restrictions.
The videodisc Navigation (Digital Equipment Corporation) includes
simulation of boat and car movements. In the first situation, the restrictions
affect the area and the frequency of detection regarding movement, but there
are no limits with regard to direction. In the second situation, the area
and the frequency are larger, but restrictions in the direction are implemented
accordingly.
Conclusion
While this is not an exhaustive classification or a complete description
of models, it can help one to conceptualize "Courseware Engineering",
as described by De Diana and Schaik (1993.) We have found that it is also
an efficient way to help our students to understand and to begin to design
Multimedia Learning Programs. This taxonomy is being used in the construction
of a new more robust taxonomy based upon the study of 50 multimedia projects
in North America.
References
Barker, P. (1989). Authoring for DELTA. ETTI, 26 (3), 175-185.
Bartolome A (1992). Interactive Levels and Cognitive Styles: The
Problem of Design. Learning Resources Journal, 8 (3), 63-69.
De Diana I and Schaik P (1993). Courseware Engineering Outlined:
an Overview of Some Research Issues. ETTI, 30 (3), 191-211.
Hodges M and Sasnett R (1993). Multimedia Computing. Reading
(Ma): Addison-Wesley Publishing Company.
Murray T et Al. (1990). An analogy-Based Computer Tutor for Remediating
Physics Misconceptions. Interactive Learning Environments, 1 (2),
79-101.
Schank R (1990). Case-Based Teaching: Four Experiences in Educational
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Towne D et al. (1990). Model-Building Tools for Simulation-Based
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