Week 1 – Overview
of Web Design and Multimedia
Objectives
Reading
Training
Student Information Form
Lecture - Multimedia Defined
Discussion Questions
Objectives:
- Define multimedia.
- List elements of multimedia.
- Evaluate the role of planning in creating
multimedia projects.
- Identify roles in the multimedia project team.
- Analyze effective components for Web site
design.
Reading:
Read
Chapters 1-3 in Multimedia: Making it Work.
Read the Electronic Reserve Readings for this week. Please survey
the listed articles and read the ones you feel will be helpful to
you this week.
Projects:
Individual Project - Web
Site Analysis. See the project page for more details.
Learning Team Project –
Teams are assigned by the Thursday of the first week. Please go
the Teams page and start working
on the Learning Team Charter.
Check the Calendar for
specific due dates for all assignments, both individual and team.
Student Info Form:
Please take a moment to fill out the Student
Information Form. This form will give me some basic information
about your knowledge and experience with creating web pages, information
that I can use to help guide you in this course.
Lecture - Multimedia Defined:
As we begin this course in Applications of Multimedia
and Web Page Design, let’s begin with clearly defining what
we mean by multimedia.
Webster’s New World dictionary defines
it as:
1. A combination of media, as film, tape recordings,
slides, and special lighting effects, used for entertainment or
education
2. A combination of communication media, such as television, newspapers,
and radio, used in an advertising or publicity campaign
3. A combination of text, data, pictures, sound, video, etc., as
on a CD-ROM compact disc, for interactive access through electronic
computers
Media can be defined as different channels of communication.
A single form is a medium. Over the past few decades, multimedia
has expanded to usually mean computer-based technology that incorporates
multiple media segments.
Elements of Multimedia
When we think of the traditional classroom, we
can generally think of quite a few methods of communication:
• Textbooks and other print materials
• Power Point presentations
• Video tapes
• Audio tapes
• Illustrations draw on chalkboards or whiteboards
• Graphics
• Tutorials
• Hypermedia
• Drills
• Simulations
• Games
• Tools and open-ended learning environments
• Tests
Even though all of these types of media can be
used in the face-to-face classroom, it is important to note that
these very same media can also be used in computer-based learning
environments. The important distinction is that some of these types
are much more interactive than others, meaning that the student
can interact with the medium in a meaningful way that may increase
understanding and comprehension.
Can you determine which types might be included
in this group of interactive media?
Learning Theories and Multimedia
Whether you are designing instruction for the classroom
or for computer-based learning, the starting point is the same.
You must first understand the underlying principles of how people
learn. But this is not an exact science; in fact, there is no universal
agreement on how learning occurs. The field of education psychology
changed drastically throughout the 20th century. Even though Behavioral,
Cognitive, and Constructivist psychology are the three main theories
that have been developed, many learning psychologists, educators,
and instructional designers today use a combination of all three.
Regardless of which theory is subscribed to, successful
instruction consists of specific steps:
Instruction is presented and/or skills are modeled.
The learner is guided through the first stages
of new skills or new information.
The learner practices the new skills in order to
retain information.
Learning is assessed.
When designing multimedia instruction, we can take
from each of these theories and build in programmed instruction
with observable behaviors as outcomes, interactions that engage
the learner in active learning and knowledge construction, learner-controlled
activities, instructional strategies that allow for individual needs,
and emphasis on computer-based tools such as word-processors and
spreadsheets among other.
How do you begin? Probably the best way is to start
with the simple concepts and move to the more complex. You also
want to consider all possible approaches that best meet the needs
of the learner.
If you want to read more about learning theory and instructional
design, I suggest the two following web sites:
• Instructional Design and Learning Theory
- paper by Brenda Mergel from May, 1998.
http://www.usask.ca/education/coursework/802papers/mergel/brenda.htm
• Instructional Design Models - details theory and practice
for a variety of models, particularly the three mentioned in this
section.
http://carbon.cudenver.edu/~mryder/itc_data/idmodels.html
Planning as an Important
Starting Point
I can’t emphasize enough the importance of
planning before you start designing any project. Our tendency is
to ‘jump in’ and get started, but without planning you
will soon find you have a mess on your hands and it will take much
more time to work yourself out of it and try to organize it after
the fact than it would if you had taken the time to plan first.
Here is a series of questions to use in guiding
you through the planning process:
Scope – what needs to be learned?
Audience – what are the important learner
characteristics?
a. Age
b. Educational level
c. Skill level in prerequisite areas
d. Specific considerations for each project
Resources - What are the constraints?
a. Hardware platform
b. Software
c. Budget
d. Timeline
e. Client and product developer responsibilities
Cost – what is the cost of the project?
Specifications – what is the written plan
for the project?
a. May include a functional spec (what is the software supposed
to do?)
b. And/or technical spec (how is it going to do it?)
What is the standards manual or style guide for
the project?
What other resources are needed?
What legal considerations need to be considered
(such a client sign-off, etc)
I’ll give you an example of a poorly planned
project that I witnessed. The developer group was given a project
to create six modules of self-paced software training for high school
teachers who just received laptops from their district. The original
details of the project were:
They were to develop all six modules in one year.
The desired skill level to be attained was beginning to intermediate.
They wanted it self-paced and self-served so that the individual
teachers could proceed through the modules on their own time and
at their own speed, but they would be externally tested by the school
district.
The actual project took 2 ½ years to develop
and ended up covering not only basic skills but also advanced skills
(possibly why it took more time to develop) and they decided to
put it on a CD to be self-serving.
Besides missing their deliverable date, one of
the biggest problems they discovered is that the laptops only had
64 Mb of RAM and the media they used to develop the modules tied
up all of the available RAM a quarter of the way through any given
module. Essentially it would freeze and then crash the machine.
Why this mess?
They failed to properly identify their audience,
only consulting the technology coordinator and not any of the teachers
themselves.
They failed to jointly identify exactly what were
basic, intermediate and advanced level skills, so what they thought
were intermediate skills (because they are all technically advanced
users) actually were determined to be advanced skills. Ultimately
they ended up spending 30 – 45% of the development time creating
lessons for skills that didn’t need to be taught.
They failed to test out a prototype section of
a lesson on a laptop with the same hardware and software configuration
as the teachers’ laptops, so they never discovered that their
modules used up the entire RAM so quickly. This was discovered after
they had already burned AND distributed over 100 CDs.
There were other small details but needless to
say the time and cost overruns on this project were enormous. It
took them almost as much time to redo everything as it did for them
to create it in the first place.
This development group most likely never got another
project of this type again, which is unfortunate because the quality
of the actual modules that they built was excellent! They all had
superb interactions with high quality graphics and audio. It was
unfortunate that no one could watch an entire lesson all the way
through. This was a huge failure, just because they didn’t
take the time and initiative to do a good job of planning up front.
Planning first makes for a better project with
better outcomes.
References:
Mergel, Brenda (1998) Instructional Design and Learning Theory.
Retrieved October 11, 2003, from
http://www.usask.ca/education/coursework/802papers/mergel/brenda.htm
Ryder, Martin (2003) Instructional Design Models. Retrieved October
11, 2003, from
http://carbon.cudenver.edu/~mryder/itc_data/idmodels.html
Discussion questions:
Check the Calendar
for due dates.
To get us into this course and thinking about design
and media, please answer all of the following:
- Explain which multimedia project team roles
best suit your present skills.
- Why are most multimedia projects performed by
teams? Why do they succeed or fail?
Post
under WK1DQ1
- What are the stages of a Project, either Multimedia
or Web? Which stage is the hardest to work through and why?
Post under WK1DQ2 |