3,052 research outputs found

    An evaluation of Digital Chisel 3.0 as a multimedia authoring tool in a year seven classroom

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    Most commercial interactive multimedia authoring packages are designed to be used by teachers and trainers to build commercial training or classroom teaching applications (Handler, Dana, Peters & Moor, 1995; Magel, 1997). The evolution of interactive multimedia technologies however, has made it possible for students to become actively involved in creating their own interactive multimedia projects, and in so doing, gain considerable learning benefit (Lehrer 1993). Facilitating this in the classroom and particularly at the Year Seven level, requires the use of a cost-effective, purpose-built authoring tool. Digital Chisel 3.0 (DC3), was developed by Pierian Spring Software (1997), as just such a product. This study was a summative product evaluation, utilising qualitative methodology that assessed the effectiveness of DC3, as a multimedia authoring tool for student use in a Year Seven classroom. Two adult expert reviewers and four Year Seven students assisted with the evaluation. The sources of evidence for this study included the use of participant observation, conversational and semi-structured interview, video recording, questionnaire and anecdotal field notes. The process of analysis was inductive, using the Analytic Framework suggested by Le Compte, Millroy & Preissle, (1992, pp. 763-766). Digital Chisel 3.0 was packaged with an easy to read printed manual and a useful audio/visual library on CD-ROM. With WYSIWYG display and drag-and-drop visual programming environments, the students found the component routines in DC3 relatively easy to learn. The use of the Microsoft style of interface and edit conventions allowed the previous learning of the students to be readily transferred to this product. The students also found constructing complex interactions in the Workbench relatively easy to master, as no scripting was required. DC3 was also customisable to three learning/school levels. Probably the most outstanding problem with this application was the amount of RAM it required to run efficiently. In it\u27s former configuration, it did not allow \u27room\u27 for multi-tasking and definitely did not run smoothly at the recommended 32 Megabytes of RAM. This both lowered the efficiency of operation, and severely challenged the motivation of all the users. The Table facility was almost totally unusable, as it failed to hold inserted elements and remained unstable through all attempts to use it. Although the intention for DC3 was to allow for cross-platform application, this function was not evident at the time it was evaluated. However, despite its shortcomings, Digital Chisel 3.0 proved to be well received by the students. They expressed enthusiasm for the extra freedom that this product\u27s features provided

    End-user documentation

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    The first and most basic problem with documentation is that the consumer of software applications does not want to use the documentation included with a software product for one or more reasons. Studies, and papers, have been done on the effect that documentation has on a user's satisfaction with a software application; its ease of use, how quickly a user can learn to use the application, and on how documentation should be standardized. The premise of this thesis is that an improvement to the software maintenance processes can be achieved by limiting maintenance requests to "actual” problems with software, versus "perceived" problems caused by inadequate end-user documentation. After analyzing the literature within the computer science communities on the software maintenance process, and the literature within the educational and psychological communities on learning, retention, and the effect of software documentation on the end-user, a modification to the Foster Model was conceived. This model incorporates the concept of an Interactive Documentation Program (IDP), which allows for the end-user to utilize end-user directed and task-based documentation to improve their skills with the operation of commercially available off-the-shelf "office application" software as well as in-house developed software of a similar nature. To ascertain the viability of this concept, a world-wide survey of end-users is concerning their needs, desires, expectations, and complaints concerning end-user documentation was conducted. Combining the statistical results of the analysis of this survey with the concept of the IDP resulted in a new visuaUy-based and task oriented documentation paradigm called hypervideo

    Instructional Message Design: Theory, Research, and Practice

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    Message design is all around us, from the presentations we see in meetings and classes, to the instructions that come with our latest tech gadgets, to multi-million-dollar training simulations. In short, instructional message design is the real-world application of instructional and learning theories to design the tools and technologies used to communicate and effectively convey information. This field of study pulls from many applied sciences including cognitive psychology, industrial design, graphic design, instructional design, and human performance technology to name just a few. In this book we visit several foundational theories that guide our research, look at different real-world applications, and begin to discuss directions for future best practice. For instance, cognitive load and multimedia learning theories provide best practice, PowerPoint and simulations are only a few of the multitude of applications, and special needs learners and designing for cultural inclusiveness are only two of many areas where effective messages design can improve outcomes. Studying effective instructional message design tools and techniques has and will continue to be a critical aspect of the overall instructional design process. Hopefully, this book will serve as an introduction to these topics and inspire your curiosity to explore further

    The Development and Implementation of a Multimedia Program that Uses Analogies in Senior High School Chemistry to Enhance Student Learning of Chemical Equilibrium

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    In this thesis, you will find a review the development process of a multimedia presentation designed to assist the teaching of chemical equilibrium using analogies. The objective of this thesis is to report on the process of designing animated analogies and the subsequent employment of these analogies in a teaching program for grades 11 and 12 students. This thesis describes a case study in the effective use of technology in the classroom based on established research in the field of analogical thinking. The work begins with a review of relevant literature from the fields of constructivism, collaborative learning and multimedia in education. The design phase of the research sought to discover if analogies for chemical equilibrium could be successfully transferred to a multimedia presentation on a computer. The subsequent testing of the software endeavoured to discover the most appropriate teaching strategies and if the use of such a program could enhance the learning process for students. The work resulted in a completed CDROM with full teaching program included which you will find attached to this thesis. The results indicate that the experience was a positive one and that there is some evidence to show increased ability in the students in their attempts to understand a conceptually difficult area of chemistry theory

    Effectiveness of Online Art Instruction of Color Concepts to Fifth Grade Students

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    abstract: This quantitative, quasi-experimental study examined the effectiveness of three types of online guided-practice activities designed to increase learning of visual art concepts, the color concepts of hue, tint, shade, value, and neutral colors in particular, among fifth grade students in a large school district in the southwestern United States. The study's results indicated that, when students were given a limited amount of time to engage in practice activities, there was no statistically significant difference among the three types of guided practice and the control group. What was effective, however, was the instructional component of this study's instruments.Dissertation/ThesisDoctoral Dissertation Curriculum and Instruction 201

    The Communicator, November 8, 2004

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    The Communicator newspaper published on November 8, 2004

    Principles and tools for instructional visualisation

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    The Smartpen as a Mediational Tool for Learning Language and Content Areas: The Case of English Learners in Mainstream Classrooms

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    The use of mobile devices for supporting the instruction of second language (L2) learners is an emerging and rapidly growing area of inquiry. Previous research on mobile assisted language learning (MALL) has concentrated on the development of isolated linguistic skills through a common set of mobile technologies, such as PDAs and iPods, with limited attention given to alternative mobile devices or situations of L2 learning that require the simultaneous learning of language and academic content (Wu, Jim Wu, Chen, Kao, Lin, & Huang, 2012; Viberg & Grönlund, 2012; 2013). In particular, little is understood about how English Learners (ELs) educated within mainstream classrooms choose to appropriate mobile technologies to meet their learning needs, with respect to both their development linguistically and across academic course disciplines. To inform this gap in research, this study used a quasi-ethnographic, instrumental case study design to explore how a group of middle school ELs used an understudied mobile device, the Echo Smartpen, to mediate their learning of language skills (e.g., speaking, reading, writing, listening, vocabulary) and of academic content areas (e.g., math, science, social studies). It also sought to examine how the Smartpen could assist ELs\u27 learning processes with respect to individual learner characteristics (e.g., affective, cognitive, metacognitive). To accomplish this purpose, multiple sources of data were collected from seven student participants, their English as a Second Language (ESL) specialist, and primary mainstream teacher. These sources consisted of technologically-mediated digital data, such as the students\u27 digitized notebooks, as well as traditional methods qualitative data collection, including individual and focus group interviews, and learning artifacts. The overall theoretical framework guiding the data analysis was Vygotskian sociocultural theory (SCT), complemented by grounded theory and the constant comparison coding method (Strauss & Corbin, 1990; 1998). Key principles for the analysis were the Vygotskian notions of mediated learning through physical and psychological tool use (Lantolf, 2000). Findings from this study provide insights about the process of mediated language and content learning with the Smartpen for ELs clustered around three major themes: 1) extended opportunities for language learning through self-constructed artifacts; (2) extended opportunities for content learning through co-constructed artifacts; and (3) extended learning self with the Smartpen. In addition to the main emergent themes, research findings incorporate the participant-based metaphorical concept of time travel as an important sub-thematic element in tracing ELs\u27 use of the Smartpen across temporal and educational contexts (e.g., school and home). Finally, this study concludes with a discussion of theoretical and pedagogical implications for the integration of mobile devices for ELs in mainstream settings, as well as with recommendations for future research deriving from this research

    The Translocal Event and the Polyrhythmic Diagram

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    This thesis identifies and analyses the key creative protocols in translocal performance practice, and ends with suggestions for new forms of transversal live and mediated performance practice, informed by theory. It argues that ontologies of emergence in dynamic systems nourish contemporary practice in the digital arts. Feedback in self-organised, recursive systems and organisms elicit change, and change transforms. The arguments trace concepts from chaos and complexity theory to virtual multiplicity, relationality, intuition and individuation (in the work of Bergson, Deleuze, Guattari, Simondon, Massumi, and other process theorists). It then examines the intersection of methodologies in philosophy, science and art and the radical contingencies implicit in the technicity of real-time, collaborative composition. Simultaneous forces or tendencies such as perception/memory, content/ expression and instinct/intellect produce composites (experience, meaning, and intuition- respectively) that affect the sensation of interplay. The translocal event is itself a diagram - an interstice between the forces of the local and the global, between the tendencies of the individual and the collective. The translocal is a point of reference for exploring the distribution of affect, parameters of control and emergent aesthetics. Translocal interplay, enabled by digital technologies and network protocols, is ontogenetic and autopoietic; diagrammatic and synaesthetic; intuitive and transductive. KeyWorx is a software application developed for realtime, distributed, multimodal media processing. As a technological tool created by artists, KeyWorx supports this intuitive type of creative experience: a real-time, translocal “jamming” that transduces the lived experience of a “biogram,” a synaesthetic hinge-dimension. The emerging aesthetics are processual – intuitive, diagrammatic and transversal
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