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Defining user requirements and strategies for a multimedia learning environment aimed at enhancing creativity in A' level design and technology teaching and learning
This paper describes preliminary research into
establishing strategies for designing computerbased
learning material, which have the potential to
enhance creativity in post-16 design and technology
(D&T) A’ level students. It explores meanings and
perceptions of creativity from the point of view of
D&T students. A series of three focus group
interviews were carried out with A’ level students, in
which aspects of creativity within the D&T classroom
were discussed. The interviews provide insights into
what students need from learning expressed in their
own words. These insights are envisaged to provide
an empirical basis for the future design and
implementation of an interactive multimedia learning
environment (IMLE), aimed at enhancing students’
creativity. The design and implementation of the
learning environment will take place in the further
stages of the wider research project, which
identifying user requirements is a part of. The
findings of the interviews form a list of user
requirements to be used within an IMLE, concerning
aspects of pedagogy and curriculum, or in terms of
computer based learning, recommendations on the
structuring of content and the structuring of learning
interactions. Among the key findings are the need
for, and importance of, collaborative work,
discussing ideas and sharing perspectives, to
developing and encouraging generative as well as
evaluative thinking in students. The computer as a
dialogue partner emerges as a valuable conceptual
model within human computer interactions. The
constructivist paradigm is seen as appropriate in
supporting students’ natural learning strategy,
experiential learning and the type of task-oriented,
problem solving learning environment which would
best support creative thinking in D&T.
The findings discussed in this paper form the first
part of a wider PhD research which explores the
potential of multimedia technology and structured
learning to enhancing creativity in D&T A’ level
students. The stages of design and implementation
of the learning environment are the next step of the
research which will build directly on the findings of
interview data discussed in this pape