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1 – 10 of over 5000Karin Danielsson and Charlotte Wiberg
This paper reports on how prospective users may be involved in the design of entertaining educational computer games. The paper illustrates an approach, which combines traditional…
Abstract
This paper reports on how prospective users may be involved in the design of entertaining educational computer games. The paper illustrates an approach, which combines traditional Participatory Design methods in an applicable way for this type of design. Results illuminate the users’ important contribution during game development, especially when intended for a specific target group. Unless prospective members of the target group are consulted it is difficult to foresee opinions of game content, aesthetics and the overall game experience of the users ‐ aspects very much included or at least related to the theoretical concept of intrinsic motivation. Whereas pedagogical experts can contribute with learning content, the users are the ones who can state what is actually fun or not. Users’ participation during the design process enables development of games that are directed to the learners and their expectations. The researchers collaborated with a multimedia design team in development of an educational web‐based computer game, developed for the Swedish Broadcasting Corporation.
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Benoît Freyens and Marguerite Martin
Training multimedia projects often face identical knowledge‐transfer obstacles that partly originate in the multidisciplinarity of the project team. The purpose of this paper is…
Abstract
Purpose
Training multimedia projects often face identical knowledge‐transfer obstacles that partly originate in the multidisciplinarity of the project team. The purpose of this paper is to describe these difficulties and the tools used to overcome them. In particular, the aim is to show how elements of cognitive psychology theory (concept maps, semantic networks) and instructional theory (the Gagné taxonomy) combined with mainstream epistemological research help formalise and transmit industrial knowledge through the design of training multimedia.
Design/methodology/approach
The paper reports on action research spanning over ten years, taking stock of the experience gathered through 15 training multimedia projects in three large European organisations and their subsidiaries. Knowledge formalisation and transfer methods are illustrated with various examples and industrial applications.
Findings
Provided certain conditions and criteria are respected, these tools help unlock various knowledge transfer barriers specific to multidisciplinary training multimedia projects, not only by contributing to tacit knowledge elicitation and codification into the training multimedia resource, but also by providing an interdisciplinary communication vector.
Research limitations/implications
The paper is not concerned with issues such as collaborative use or multidisciplinary support for remote learning platforms, which offer a possible way to extend the analysis.
Practical implications
The knowledge formalisation methods presented in this paper can be applied to any form of project aimed at transferring intra‐disciplinary industrial knowledge within an organisation. In addition, education and training professionals (ETPs) constitute the pivotal element in this process and as such are indispensable to the successful implementation of training multimedia projects.
Originality/value
There is little existing research on knowledge transfer problems intrinsic to multidisciplinary team working in training multimedia projects. The article sheds light on these issues by putting together hitherto unconnected elements of conceptual analysis, which arose from fieldwork.
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Tom McEwan and Sandra Cairncross
If initial attempts to incorporate reusable multimedia into university teaching were characterised by the efforts of enthusiasts, the growth of the “Learning Object” economy in…
Abstract
If initial attempts to incorporate reusable multimedia into university teaching were characterised by the efforts of enthusiasts, the growth of the “Learning Object” economy in recent years requires a more strategic and systems‐based approach. While all reusable learning materials have a value, both financial and educational, multimedia in particular is expensive to produce. Systematic production (based on ISO 14915 standards (2002a, 2002b, 2003) and evaluation of fitness for purpose, are paramount. Human‐centred design (HCD) methodologies, based on the ISO 13407 standard (1999), are now well‐established for ensuring that investments in technology result in benefits, and in particular lay heavy emphasis on the frequent use of evaluation. This paper reviews literature in educational multimedia production, interaction design, HCD, and pedagogy, and summarises ongoing attempts to standardise a definition of reusable learning objects (RLOs), with multimedia learning objects (MLOs) as a specific example. We conclude that evaluation must be central to the production and deployment of MLOs. We report on experiences applying an existing framework for effective production of multimedia learning resources, and propose revisions to this framework to add effective evaluation mechanisms.
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Besieged by the distance learning revolution, many senior university and college administrators are asking: how can traditional classroom teaching be modified in order to keep…
Abstract
Besieged by the distance learning revolution, many senior university and college administrators are asking: how can traditional classroom teaching be modified in order to keep pace with the rapidly evolving high‐tech marketplace for higher education? The Faculty of Social Science at the Hebrew University of Jerusalem in Israel launched a three‐year pilot project to use multimedia and distance learning tools to improve classroom teaching. There are initial signs of success for this unique project that knits together powerful new multimedia infrastructure, WWW course sites, and electronic “smart classrooms.” This article proposes nine political guidelines for university administrators who seek to advance similar pilots but who also fear that faculty members will oppose such revolutionary projects.
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John M. Carroll, Sherman R. Alpert, John Karat, Mary S. Van Deusen and Mary Beth Rosson
Raison d'Etre is a hypermedia design history application. It provides access to a database of video clips containing stories and personal perspectives of design team members…
Abstract
Raison d'Etre is a hypermedia design history application. It provides access to a database of video clips containing stories and personal perspectives of design team members recorded at various times during the course of a project. The system is intended to provide a simple frame‐work for recording and organizing the informal history and rationale that design teams create and share in the course of their collaboration. This article describes 1) the scenarios of use the authors are trying to support, 2) the methods they used collecting and organizing the database, and 3) the status of their prototype.
Jorge Teixeira, Lia Patrício, Nuno J. Nunes, Leonel Nóbrega, Raymond P. Fisk and Larry Constantine
Customer experience has become increasingly important for service organizations that see it as a source of sustainable competitive advantage, and for service designers, who…
Abstract
Purpose
Customer experience has become increasingly important for service organizations that see it as a source of sustainable competitive advantage, and for service designers, who consider it fundamental to any service design project.
Design/methodology/approach
Integrating contributions from different fields, CEM was conceptually developed to represent the different aspects of customer experience in a holistic diagrammatic representation. CEM was further developed with an application to a multimedia service. To further develop and build CEM's models, 17 customers of a multimedia service provider were interviewed and the data were analyzed using Grounded Theory methodology.
Findings
Combining multidisciplinary contributions to represent customer experience elements enables the systematization of its complex information. The application to a multimedia service highlights how CEM can facilitate the work of multidisciplinary design teams by providing more insightful inputs to service design.
Originality/value
CEM supports the holistic nature of customer experience, providing a systematic portrayal of its context and shifting the focus from single experience elements to their orchestration.
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Panayiotis Zaphiris and Penelope Constantinou
This paper aims to demonstrate how participatory design methodologies can be used for the design of interactive learning tools for children.
Abstract
Purpose
This paper aims to demonstrate how participatory design methodologies can be used for the design of interactive learning tools for children.
Design/methodology/approach
This paper presents the methodology employed for the design of a multimedia tool for teaching Greek to young children aged 6 to 12. The preliminary data collection included interviews, questionnaires and observations, whereas the actual design of the tool was carried out using a Participatory Design methodology which advocates a design approach that focuses on the intended user of the service or product, emphasising the active involvement of users throughout the design process.
Findings
The paper provides detailed information from each of the data collection techniques used. It also highlights the successes and difficulties in implementing participatory design in an e‐learning context.
Originality/value
Although participatory design has been used in the design of other systems, it is rarely used as the design framework of learning applications. So the paper expands one's knowledge of implementing participatory design methodologies in learning.
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As one of a number of new learning technologies, multimedia is increasingly being used in traditional training and development events and also in open and flexible learning…
Abstract
As one of a number of new learning technologies, multimedia is increasingly being used in traditional training and development events and also in open and flexible learning modules. With a move towards more flexible working practices, it is necessary to provide a more flexible approach to learning, training and development, particularly with regard to timing, location and the needs of the learner. Multimedia provides that flexibility. Gives educators, and training and development specialists some understanding of what multimedia is by providing a number of definitions and considering the benefits of using multimedia materials. Outlines developing and producing multimedia materials, together with some of the complex legal issues involved in production.
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Jamshid Beheshti, Andrew Large and Haidar Moukdad
A multilingual and multimedia CD‐ROM containing rare Islamic works of art is designed and produced under fiscal constraints. The disparate rare materials are organised and…
Abstract
A multilingual and multimedia CD‐ROM containing rare Islamic works of art is designed and produced under fiscal constraints. The disparate rare materials are organised and presented through an intuitive interface based on a book metaphor for a diverse audience. The major portion of the cost (35 percent) was devoted to digitising the images, texts, audio and video segments. Approximately 20 percent of the production team’s time was spent on interface design, while an equal amount of time was spent on analysing and organising the collection of materials for inclusion in the CD‐ROM. The procedure and associated costs for developing this digital exhibition are discussed.
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The purpose of this paper is to study the impact of a web‐based constructivist learning environment, which was developed based on a course given to students in the Faculty of…
Abstract
Purpose
The purpose of this paper is to study the impact of a web‐based constructivist learning environment, which was developed based on a course given to students in the Faculty of Creative Multimedia (FCM) on student learning.
Design/methodology/approach
In this paper, a web‐based multimedia‐mediated project was developed based on an Internet Applications course where students were taught to use specific web authoring tools to solve a web‐related problem. The mode of learning was geared towards a student‐centred, constructivist learning perspective where students were active learners, worked in a group environment and constructed knowledge and understanding in their learning process. An online survey was given to the students to assess their reactions towards this learning environment.
Findings
The results obtained were positive and satisfactory. In this learning process, students were able to understand the problem, work collaboratively, construct their own solutions, and determine their own learning outcomes. Feedback on the online survey provided further support of the students' positive attitudes towards this learning environment.
Research limitations/implications
The implications of this research study are that students found that the web‐based learning environment allowed them to be more active participants in their learning process, increasing their critical and creative thinking skills as well as improving their problem‐solving skills. They learned “how to learn” and developed several learning skills such as communication, teamwork, collaboration and presentation, as well as achieving ownership of these learning outcomes. The use of multimedia‐ and web‐based tools for their project allowed them to be innovative in their presentations, making the project more fun for them.
Practical implications
This research provides educators with an innovative approach to teaching with technology, and students with a more effective learning environment.
Originality/value
This paper fulfils Malaysia's MSC initiative to include ICT in the classroom teaching environment and to focus on learner‐centred teaching and learning strategies. This constructivist‐based learning environment also enabled students to build their problem‐solving and collaborative skills as well as their creative and critical thinking abilities in order to meet the rising demands of twenty‐first century organisations.
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