Title: Development
1Development
- Chun Yi Lee
- Department of Information and Computer Education
- National Taiwan Normal University
Multimedia for Learning Methods and Development
2Initial
- Development the implementation of a projects
design. - All the computer programming necessary to make
the whole program function. - The production of graphics, audio, and video
materials. - Development of the support materials such as
directions or manuals, ancillary materials, and
learner and instructor guides. - In the world of educational multimedia,
development refers to the entire process of
producing, refining, and validating the program.
3Development
- Prepare the text
- Write program code
- Create the graphics
- Produce audio and video
- Assemble the pieces
- Prepare support materials
- Do an alpha test
- Make revisions
- Do a beta test
- Make final revisions
- Obtain client sign-off
- validate
4Project Management
- A project manager is responsible for ensuring
that pieces of the project are completed on time
and within budget. - Project management charts are a useful tool to
keep a project within the budgeted time and cost. - Taking the time to plan and design as much as
possible before starting the development phase.
5Prepare the Text Components
- The best way to produce text materials is by
using a word processor. - Make changes easily to wording and structure.
- Grammar and spelling checking.
- The ease of sharing documents with other team
members - The ability to track each participants editorial
suggestions - The ease of sharing your work as attachments to
e-mail.
6Prepare the Text Components
- Using Adobe Acrobat or Words Rich Text Format
(RTF) is useful for moving text between different
operating systems and hardware platforms. - Display text is stored inside the program or as
an external file? - Internal security maybe improved, fewer files
must be maintained, and the actual programming
maybe easier. - External it is easily edited, changes is made by
clerical staff rather than programmers,
facilitation of language translation.
7Prepare the Text Components
- Dont convert text information into graphics
files. - It makes updates more onerous because you have to
redraw the graphic if you want to make any text
changes. - It prevents the proper operation of text search
features. - It precludes the use of text-to-speech devices
that are intended to make text accessible to
people with visual disabilities. - Web users can change the size, font, and color of
text that appears in their browsers. - This may cause formatting problems and adversely
affect the visual aesthetics.
8Write the Program Code
- Three approaches
- Authoring system authorware or ToolBook
- Programming language visual basic, html, java.
- Applications that serve as an interface between
you and the computer code FrontPage, DreamWeaver
and CourseBuilder
9Write the Program Code
- Working with an experienced programmer rather
than attempting to program materials yourself. - More quickly, efficiently, and less money.
- The limitations of your programming ability.
- Building a library of program building blocks
makes development more efficient and less costly. - Reuse
- Shared with all developers on your team.
10Write the Program Code
- Learners operating system
- Windows, linux, or Macintosh.
- Developing for the web
- The type of browser
- Using Java, special features of HTML, or external
enhancements to the browser, such as plug-ins. - Different browsers may favor different audio and
video technologies. - Different releases of a browser will have
different capabilities.
11Write the Program Code
- You must understand the characteristics of your
target computers and their software before you
begin programming. - You should obtain an accurate description from
your client of all the attributes of equipment
that learners will be using. - Document your code well.
- Someone will maintain or make changes to our
program. - You need to provide enough information for them
so that they can figure out what you have done.
12Create the Graphics
- Ensure that all graphics in your program have the
same level of richness and character. - The quality of the graphic treatment should match
the purpose of the program and the image of the
organization that will use the program. - Graphics should take into account the medium of
delivery. - Determine whether a customer has corporate
standards for graphics and other look-and-feel
issues.
13Create the Graphics
- Being familiar with a variety of graphics design
software is becoming essential for multimedia
developers. - Object oriented or drawing software Illustrator
or Freehand. Good for nonatists. - Bit-mapped or paint software Painter, Corel
Photo-Paint. Require more artistic ability. - Photo editing software Photoshop. Alter
photographic images. - Web graphics software Fireworks, ImageStyler,
and WebPainter. Combine features of
object-oriented, bit-mapped, and photo editing
software and be especially useful for producing
graphic images suitable for creating Web sites. - The most useful graphics tool for multimedia
producers is still the camera (digital camera).
14Create the Graphics
- Animation production considerations
- Because it is effective for attracting attention,
animation should be used sparingly and for
important information. - The quality of animation should be consistent
throughout the program. - The learner should be able to pause, continue,
repeat, and skip animations. - When delivery will occur via the Web, the quality
and speed of animations should be tested on
computers with different internet connections
speeds. - Tools Flash, Director, WebPainter, Poser.
15Produce Video
- It is difficult to illustrate human behavior in
interpersonal situations without showing a video. - The relationship between video quality and cost.
- The same that you face the graphics.
- The medium of delivery must be taken into
account. - To produce video you need a video camera and
video editing software. - Traditional camera or digital camera
- Video edit program Adobe Premiere, EditDV, Final
Cut Pro. - Creating special video effects After Effects
- Compressing and creating your final movie Media
Cleaner Pro.
16Produce Video
- The video developer must make decisions about
- The compression method
- The size of the video window
- The frame rate
- The related audio compression and quality
- The final file format for the movie
- The user has to have software on the computer
that enables a video compressed in a particular
way to run properly
17Record the Audio
- Including audio in multimedia programs can offer
many advantages - People who have difficulty reading
- People whose skills in reading a second language
is poor - Having the ability to play sounds allows you to
prepare designs that would be extremely difficult
or impossible otherwise. - For example, lessons on music or singing.
18Record the Audio
- Audio is good at attracting attention and it
combines well with visual stimuli as when an
unseen narrator describes a picture or a moving
image. - Audio and text can be used effectively to
distinguish different types of verbal
information. - A good technique is for a program to give
directions on each page with audio, while
presenting the main content with visual text. - Audio is possible on almost every platform,
assuming the appropriate hardware is attached to
the computer. - Compared to video, it is easier and less
expensive to produce audio that is of acceptable
quality.
19Record the Audio
- Design with audio
- Since the spoken word is slow for many people, we
recommend that you make listening to audio
optional. - When audio is playing, you should put the exact
words on the screen or provide simple bullet
points. We strongly prefer the latter. - Providing users with the option of either text or
voice is beneficial but designers must be careful
in using text and voice simultaneously. - Channel interference it is almost impossible for
us to understand an audio narrative while reading
something different.
20Record the Audio
- The tools for audio are analogous to those for
video. - Analog tape recorder or digital tape recorder
- Editing audio SoundForge, SoundEdit 16, WaveLab
- Programs for creating and editing sound effects
and instrumental music
21Assemble the Pieces
- Assets all the pieces of a program (individual
components) - Keep track of versions of the various assets.
- Version control
- Computer files are renamed and date-stamped
whenever they are changed - Documenting exactly which assets are included in
each version of a program - Keeping an assets log
- Having one person responsible for overall asset
management.
22Prepare Support Materials
- Learner manuals
- Instructor manuals
- Technical manuals
- Adjunct instructional material
23The Learner Manual
- Title page
- Table of contents
- Important warnings
- Introduction
- Equipment you need
- Startup of the program
- Trial run
- Normal running of the program
- Content summary or supplementary information
- Forms or worksheets used during the program
- Technical information
- Suggestions for further study
- Index
- Quick reference guide
24The instructor Manual
- Title page
- Important warnings
- Introduction
- Equipment needed
- How to make backups
- Setup of equipment
- Starting the program
- Trial run
- Normal running of the program
- Summary of the content
- Forms or worksheets used during the program
- Test item bank
- Transparency masters or Powerpoint presentations
- How to access and use instructor options
- Technical information
- Suggestions for further study
- Index
- Quick reference guide
25The Technical Manual
- A technical manual is necessary only if there is
technical information beyond what is reasonable
for an instructor manual. - Extensive directions for
- Using the program on a microcomputer network
- Using the internet
- Using graphics plotters or laser printers
- When a program has extensive authoring
capabilities that allow instructors to enter
information and questions of their own.
26Adjunct Instructional Material
- Extensive adjunct material, such as practice
sheets, maps, and other large diagrams,
videotapes or photographic slides, and scoring
sheets for games. - They should keep separate from a learner manual
if the instructor should reproduce them or if
learners should not receive them until completing
the program.
27Alpha Testing
- The alpha test is the major test of the program
by the design and development team the beta test
is done by the client. - Alpha testing should be based on both the
evaluation (see Chapter 12) form and the style
manual (see Chapter 13).
28Alpha Testing
- Evaluation form
- Subject matter
- Auxiliary information
- Affective considerations
- Interface
- Navigation
- Pedagogy
- Invisible features
- Robustness
- Supplementary materials
29Alpha Testing
- The style manual
- Look and feel
- Use and placement of a logo
- Font style, color, and size for text and
different levels of headings - Use of colors
- Overall screen layout (particularly if delivered
via the Web) - Look and placement of buttons
30Alpha Testing
- Style conventions
- Grammar (such as use of active and passive
voices, tenses, and moods) - Punctuation
- Spelling
- Language (such as gender-related language and use
of names and locations) - Culture
- Graphics
31Alpha Testing
- Functionality
- Restrictions on amount of information needed to
create a screen (particularly if delivered via
the Web) - Use of certain keyboard conventions
- Requirement for keyboard equivalents for each
area clickable by a mouse
32Making Revisions
- On the basis of what you discovered during the
alpha test, you must make revisions to the
program to eliminate any problems. - As with all programs, care must be taken to
ensure that you do not introduce new problems
while fixing old ones. - As you make changes, ensure that you update the
documentation.
33Beta Testing
- A beta test is a full test of the final product
by the client. - Seven-step process
- Select the learners
- Explain the procedure to them
- Find out how much of the subject matter they know
already - Observe them going through the program
- Interview them afterward
- Assess their learning
- Revise the program
34Select the Learners
- The best learners are those who have the
characteristics of the programs end users. - One should be representative of the best of the
potential learners. - One an average learner.
- One similar to the slowest of the learners that
will use the program.
35Explain the Procedure
- The program is in the process of being developed
and it is essential to test it before releasing
it for general use. - Ask learners to proceed through the programs as
though taking it for credit and not to ask you
for any assistance. - Encourage them to make notes about the program
whenever they have a comment to make (display
numbers either on the screen or paper). - Explain that you will observe them at all times
and will ask for a variety of information about
the content and operation of the program at the
end of the session.
36Determine Prior Knowledge
- Determine whether each is a good, average, or
poor learner. - This information is important when interpreting
the data you collect during the rest of the
session. - The best learners for beta testing will have the
necessary prerequisites but will not be familiar
with the program content itself.
37Observe the Learners Going Through the Program
- As learners progress, take notes about the
behavior exhibited, noting the type of behavior
and where in the program it occurred. - Dont interrupt learners and write your question
down and ask it after they complete the program. - Videotape participants and watch the tapes over
and over at your leisure. - Plug a video recorder into the computer,thus
recording the computer screen in real time and
showing everything the learner saw on the screen.
38Interview the Learners Afterward
- Keep in mind that any criticism you receive
during the beta testing phase will ultimately
benefit your program. - The type of information you should seek in this
interview relates both to the content of the
program and to its operation. - How they feel about it?
- Make an audio recording of the interview so that
you can review it later.
39Assess Their Learning
- How much they learned is ultimately the most
important information. - Follow their use of the program.
- A written test
- An oral examination
40Final Revisions
- If the reviews were contradictory, you could have
a few more learners use the program and solicit
their views as well. - If you decide to make the major revisions to the
program, you should repeat the beta testing
process with the new version. - Your decision should be how much of such testing
and revision to undertake, not about whether it
should be done. - You should not carry testing and revision too
far.
41Obtaining Client Sign-Off
- The final client sign-off acknowledge that all
aspects of the program are acceptable. - You should keep the client in the loop throughout
the entire process, getting input and reactions,
and more important, sign-offs at appropriate
points.
42Validating the Program
- Validation is the process of testing whether the
program meets its goals in the real learning
environment. - Validation is important for two reasons
- The real setting in which the program is to be
used invariably is quite different from where
alpha or beta tests are conducted. - Although every attempt should be made during a
beta test to use learners who span the range of
abilities of the target population, you will
typically find many learners in the middle of the
range and few at the ends. - Data collected from only three or four learners
can never generalize completely to the entire
population.
43Validating the Program
- Summative evaluation
- Implies evaluation done after all development and
revision is completed. - Formative evaluation
- The ongoing evaluation throughout the project.
44The Four Levels of Evaluation Kirkpatrick (1996)
- Level-1 Evaluation- Assessing reaction and
attitude - Level-2 Evaluation- Assessing learning
- Level-3 Evaluation- Assessing behavior change in
the intended environment - Level-4 Evaluation- Assessing results and return
on investment (ROI)
45Assessing Reaction and Attitude
- Assess how much users like it.
- Assess the attitude of instructors toward a
program (usually instructors decide to use a
program in a course).
46Assessing Learning
- Ensure people learn what is intended.
- Measure the skills or the amount learners know
about the subject matter before taking the
program and again afterward. - Use the results of how learners perform during
the program itself as an indicator of hw
effective it is. - Give learners a test on the subject matter some
time after they used the program to determine
whether thy have retained the information or
skills (retention test).
47Assessing Learning
- Advantages and drawbacks
- Use a pretest and a posttest
- Advantages you can measure both how much
learners know at the end of the program and how
much improvement has been caused by the program
itself. - Drawbacks it adds extra time to the overall
program and requires everyone to take a test (the
pretest) on material they usually have little
knowledge about that. - This can be demotivating for most people.
48Assessing Learning
- Advantages and drawbacks
- Use a test at the end of the program or have a
number of interactions during the program. - Advantages provides both you and and the leaner
with a developmental measure of performance. - Drawbacks it is difficult to measure more
complex mental skills and knowledge, but easy to
measure simple ones.
49Assessing Learning
- Advantages and drawbacks
- Use a test sometime after the program has been
completed. - Advantages measures both initial learning and
retention. - Drawbacks
- both the difficulties in creating a test that
measures the program goals and the logistical
difficulties in getting everyone to take the test
at a later time. - It is difficult to attribute any gains directly
to the test.
50Assessing Behavior Change in the Intended
Environment
- Measures whether learners can use what they learn
in the setting for which the instruction was
designed. - Transfer the extent to which knowledge or
skills learned in one situation can be used in
another situation. - Level-3 evaluation is easier to do when the
learning is more skill oriented and thus more
observable than when it is more knowledge
oriented.
51Assessing Behavior Change in the Intended
Environment
- Level-3 evaluation is rarely done for two
reasons - It is not easy to evaluate the degree to which a
program impacts on-the-job performance. - Most people in educational or training settings
are so busy that there is little time for
evaluation because there are so many other things
yet to be done.
52Assessing Behavior Change in the Intended
Environment
- Level-3 evaluation is also helpful for focusing
your attention on the real reasons for developing
a program. - If you keep in mind what changes in performance
you want learners to exhibit, you are likely to
focus the learning activities more directly on
effecting those changes.
53Assessing Results and Return on Investment (ROI)
- The productivity of the person
- Ultimate goal
- What return on investment measures is whether the
money spent on developing and delivering the
program was worth the investment.
54Conclusion
- Plan ahead.
- Provide strong project management.
- Keep the client involved and ensure that there
are no surprises. - Assemble a development team of professionals.
- Emphasize quality in the support materials as
much as the program itself. - Evaluate the program thoroughly and never release
a program without sufficient evaluation and
revision. - As far as possible, include all Kirkpatricks
four levels of evaluation in your assessment of
the effectiveness of the program. - Try to obtain support for level-3 and level-4
evaluation early in the process because these are
the most difficult to convince clients to buy and
the most difficult to carry out.
55End of This Book
- In part I, we provided an overview of learning
principles and approaches. - In part II, we analyzed in detail the major
methodologies for using multimedia in education
tutorials, hypermedia, drills, simulations,
instructional games, open-ended learning
environments, and tests. - In part III, we provided a practical approach for
taking your ideas and turning them into effective
multimedia programs.