Developing Instructional Multimedia
• Multimedia is interesting!
• What is Multimedia?
• How to Get Started
• Developing Instructional Multimedia
Multimedia is interesting!
Multimedia is interesting! Compelling! People like using it! Students learn
from it! It works! Anyone can develop a package; just point and click!
The truth is that many things are simpler, cheaper, quicker, and -- gasp --
more effective. Multimedia really can draw a student's interest, but like any
movie or class, it can also be boring. Once the novelty wears off, the merit of
multimedia will be based on its content, presentation, and effectiveness.
There are some excellent multimedia instructional packages on the market. If
a ready-made piece does what you need, use it. At some time, you may want
to develop your own materials. This article offers some insights into what
instructional multimedia is and into the instructional multimedia
development process. The choices and process are adaptable, as developers
customize their procedures to suit the needs of individual projects.
What is Multimedia?
The term "multimedia" has taken on many meanings. For this article, I am
using the term multimedia to mean computer-aided instruction (CAI) or
instructional presentation that combines text, graphics, video, and audio, and
may include interactivity options. (Interactivity is the ability of the user to
determine the sequence of content flow.) As an instructional tool, it is
important to see multimedia as one option in the vast array of instructional
technology.
Computer technology can assist the instructional environment in one of three
basic categories: electronic communication, presentation support, or student
materials.
Electronic communication -- email, bulletin boards, and the like. These give
teachers and students more opportunities to talk to each other by leaving
messages. This can have the effect of extending mutually-convenient office
hours. Students can leave notes for the teacher, and the teacher can post
assignments, answer questions, and engage in discussions. In some cases,
leaving notes is the perfect solution.
Presentation support -- using the computer to enhance a lecture. This is the
digital version of slides or overheads. The advantage of a multimedia
presentation is that you can set your slides to show a movie clip or pictures.
You can play them sequentially or pick slides at random as you speak.
Student materials -- programs used by students either alone or in class. For
example, you can automate your presentation so that students can see your
"lecture" on their own. However, you may need to include additional
information or instructions on how to operate your presentation. You can
design the module to address many different instructional goals such as
giving information, providing simulated experiences, or giving drill-andpractice
opportunities.
Effectiveness is all about making the solution match the problem. Your
solution may combine various elements from all three categories of
computer technology, or your solution may use just one category combined
with non-computer-based presentation formats such as a lecture, video, laser
disk, overheads, and blackboard portions. It is important to understand the
features of technology when making your choices.
How to Get Started
Multimedia projects can involve a great deal of work. It is obvious to most of
us that large projects can cover large amounts of content, many types of
media, and large amounts of interactivity, and can result in intricate
packages. What is not so obvious is that the more time your students spend
using the project on their own, the more demanding your planning and field
testing has to be to make sure that the project is working for your students.
Projects that are self-paced student materials are bigger by virtue of the
extended field-testing requirements.
I recommend that first time developers have fun and pick smaller projects
that will be easier to develop and more manageable regarding time and
resources. But even small projects require thought and planning. A welldesigned
plan will make your project more rewarding because your
development and implementation will be smoother and the project will have
a greater chance of success.
Fun and "safe" first projects are small presentations with limited media
elements that you can use during lectures. Lecture presentation allows you to
watch your students and see how your project is working out. To get ideas,
you can visit the InfoTech Arcade and try out their presentation software
packages. Including pictures and graphic elements in your presentations is
not very difficult. Video does start adding more work and complications.
Remember, each graphic element has its own aesthetic requirements. It is
helpful to consider the following instructional design process for small
projects as well as larger projects because it is always important to consider
the major instructional design issue: What do you want your students to
know and to do?
Developing Instructional Multimedia
Some projects can take one person a few hours, others can take a few years
and require a staff of many. Developing multimedia is an interdisciplinary
task. Multimedia developers study communication design, video,
Photography, graphics, layout, and design, as well as computer technology.
Developers specializing in instruction also study instructional design and
learning theory. The complexity of your project determines the time and
expertise requirements.
The process of instructional design is defining where you want to go
instructionally, and developing a "map" of information and experiences to
guide your students to the same destination or goal. If along the way you see
some interesting sights to share, by all means point them out. This can be
inspirational and fun. But it is very important not to cause confusion by
including extraneous information in your course map. If you want someone
to meet you at a given destination, you have to tell them what the destination
is. On a bright sunny day, you would not look at the car and think, "Gee,
how can I use these great windshield wipers to meet friends at the mall?"
What follows is a simplified outline that groups the tasks involved in the
instructional media development process into twelve major steps. It is not
meant to be a complete "how-to" of instructional design, but it does show the
major concerns of a professional instructional designer.
1) Determine your overall goal.
What problems are you trying to solve? Perhaps you really want to provide
more opportunities to talk with your students and answer their questions. Do
you want to prepare a presentation tool? Are you trying to provide your
students with additional review or practice opportunities? An instructional
designer can be of assistance at this point.
2) Define your instructional goal and develop your learning
objectives.
If you are designing instruction or developing a presentation, list each
component of what you want the student to know, what you want the student
to do, and what information and experience is needed to learn or
communicate each step. If you need video, list it here. If you do not need
video to teach a point, do not list it. You may need to do content research to
fully analyze the content and tasks you are teaching. Content experts can
help assemble this information.
An instructional designer can be of assistance at this point to help break the
information into individual learning objectives, determine their sequence,
and select media elements such as graphics, text, video, audio, and
interactivity for each learning experience. This is not a selection of the final
media platform. Identifying a need for video at this point is not identifying
whether the video will be shown as a stand-alone video or as part of a
computer-based multimedia module.
3) Analyze your students or audience.
This is especially relevant when developing materials to be used by others. If
your students are not experienced or comfortable using computers, you may
need to add steps to teach them how to use the package you develop.
Surprising as it may seem, not everyone loves computers or even likes using
them. Keep your design simple. Unless you are teaching computer usage, try
to reduce the number of steps people need to learn in order to use your
module. You may need to add steps to your instructional goals and learning
objectives from Step 2 to get your end-users up and running. Once again, an
instructional designer can be of assistance at this point.
4) Determine what expertise is needed for your project.
If you are developing a presentation that relies on a great deal of new video,
you will need to know how to script and produce video for instructional
purposes. It's simple to point a camera and press a button, but knowing how
to set the stage, light the scene, and script appropriate visuals for your
communication or educational goals requires a more thorough
understanding. The same holds true for graphics. You may want to consult
with, or even hire, graphic artists, instructional designers, and media
developers for guidance.
5) Determine your computer hardware and software requirements.
This is really an extension of Step 4, but because many things are involved,
we look at technology and its implications as a separate step.
A network, for example, means being able to reach a large number of people
at various locations. It also means security and uneven-timing issues. So if
you are working on a project that you want to test and load and test and load,
you may want to consider a small-systems solution that allows immediate
access instead of a wider networked solution.
Check with the Computer Center to discuss the pros and cons of various
campus-wide network and small-systems networking solutions. Keep in
mind that the technical configuration can have a strong influence on the
student's learning environment. You can discuss these implications with an
instructional designer.
What development software should you use? Examine the software available
in your department, and see what your colleagues are using. The InfoTech
Arcade in the Library is a great place to start, not only to see demos of the
software, but to hear what the staff recommend. They will be able to tell you
about other projects by other faculty with similar interests.
Journals and other discipline-related publications provide an additional
source of information. Many specialized developers produce packages to
assist discipline-specific educators. For example, chemistry software
developers have produced a package to develop chemistry-related
animations.
6) Draw your conclusions.
Decide which media platform you will use to execute each learning objective
from Step 2. You might use a stand-alone video and lecture for some
portions of your project and develop a multimedia program for other
portions. You might develop portions of the project as multimedia modules
pressed on CDs to be loaded onto individual hard drives, or even develop the
entire project as a multimedia module loaded on a small or campus-wide
network. There are legitimate reasons for choosing each of these media
technologies. If you need help, consult an instructional designer or other
educational specialists. You may find that you need to repeat some or all of
the previous steps any number of times until you are able to draw
satisfactory conclusions.
At this point you should know your goals, problems, and all the requirements
for developing your materials. You may decide that your goals are more
effectively and efficiently achieved by using a commercial video for a onetime
show than by spending hours developing something that will only be
used once.
Remember, keep your instructional requirements in focus. If the software or
technology can not do what you know needs to be done, then supplement
your technology with additional materials such as handouts or lectures. You
may have to develop your project using two or three different methods at
different stages. You may have to scrap the idea of using computers for a
particular goal and use traditional technologies. Choose whatever tool works
best for each goal.
7) Write your design specifications.
You might have specialized portions done by others, such as video
developers, graphic artists, or programmers, or you may do everything
completely on your own. A written plan is still a valuable development tool.
If you are bringing in others, written design documents are required. Talk to
them to determine what design documentation they need. You can fashion
your own multimedia storyboard as long as it lists all the components. For
example, list and number each screen in the leftmost column. Then, going
across for each screen, list the information displayed, the branching points,
the interactive response features, and the video, animation, audio, and
graphic elements. If the flow of your program is complex, you may also need
to develop a flow chart to outline the behind-the-scenes logic. You may also
need to write an expanded video script for the video portions. Remember,
talk with your development team.
8) Develop an implementation plan.
If you are installing a dozen computers on the campus-wide network and
want a month-long testing phase, people will need to coordinate with you
and develop their schedules. Make sure to meet with all the people involved
and develop a schedule of events and requirements.
9) Develop a field test plan.
How can you test to see if your project really meets your goals? A field test
or evaluation tells you how well your design is delivering your instruction.
The field test can be conducted during project development (formative) or
when you think you are done (summative). For large-scale projects that
cover an entire semester or that have a wide distribution, formative and
summative evaluations are essential. Anytime students use materials on their
own, a field test is necessary, even for small projects. In addition to using
your software, you might also include a questionnaire with your field test to
better understand the subjective reactions of your test subjects.
Remember, unlike a class presentation where you can ask questions and see
how things are working on the spot, you will not be there to see the confused
looks and frustrated grimaces of students using self-paced materials. Selfpaced
materials require thorough field testing to make sure that they achieve
your goals. In this step, design your test plan. Determine what you need to
test for, whether you need formative and/or summative tests, and how to test
and evaluate your project.
10) Develop your project.
This is the fun part. If you are using new development tools, allow yourself
plenty of time to learn the packages. If you are combining video, graphics,
and audio elements you may have problems with file compatibilities. TIFF,
PIC, PICT, and QuickTime quickly go from labels to very demanding,
detail-specific requirements that can prevent your module from working. See
support people in the Computer Center, the InfoTech Arcade, and other
programmers and developers.
11) Conduct your field test and revise as needed.
If you will not be with your students to explain the "how-to's" when they use
the module, fight the temptation to interfere and explain during the trial run.
Be an observer. Go through the questionnaires that you developed in Step 9
with your test subjects after they have used your module and related
materials. This important source of information can point out facets that you
had not considered.
Make revisions, changes, and supplements until a new group of test subjects
achieves your objectives. You may find yourself back at the drawing board
or even returning to Steps 1 or 2. If it is necessary, do not get discouraged, as
this happens to even experienced developers. It is why we conduct field
tests.
12) Implement your module, use it, and monitor its results.
You may need to revise your module. As you test your students for their
knowledge, keep in mind that you are also evaluating the success of the
materials used to teach them.
These twelve steps point out things to consider and a sequence of steps in
which to think. Your project may require a different approach, although
many of the steps described here are still likely to be useful.
Instructional design is an iterative process. Most likely you will find that you
are going through a set of steps repeatedly. There are usually loops in the
analysis and design steps and then again between the field test and design
steps until you come up with a project that works for you. All projects have
elements of analysis, developing learning objectives, design, development,
implementation, and monitoring. These phases can be very small or very
large depending on your project.
The field of computer-aided instruction and multimedia is new. Using it
effectively requires deliberate thought and attention to detail. In its new life,
we are just beginning to learn what effective use is for this technology. We
think it has the potential of addressing many educational issues. By using it
to its best potential, we hope to find solutions to some of today's instructional challenges.
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