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The document is the third edition of 'Multimedia for Learning: Methods and Development' by Stephen M. Alessi and Stanley R. Trollip, which discusses the evolution and methodologies of multimedia in education. It highlights significant changes in technology, educational theories, and the impact of the World Wide Web on learning. The book aims to provide a foundation for developers of interactive multimedia, emphasizing the importance of understanding human learning and effective design principles.
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| Methods and Development
THIRD°EDITION
Stephen M. Alessi
The University of lowa
Stanley R. Trollip
Capella University
Allyn and Bacon
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Copyright © 2001 by Allyn & Bacon
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or utilized in any form or by any means, electronic or mechanical, including photocopying,
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Previous editions were published under the title Computer-Based Instruction: Methods and
Development, copyright © 1991, 1985.
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Library of Congress Cataloging-in-Publication Data
Alessi, Stephen M,
‘Multimedia for learning : methods and development / Stephen M. Alessi, Stanley R.
Toollip 3rd ed.
p. om.
Rev, ed. of: Computer-based instruction, 2nd ed. 1991,
Includes bibliographical references and index.
ISBN 0-205-27691.-1 (alk. paper)
1, Computer-assisted instruction. 2, Edvcation—Dats processing, 3, Interactive video.
4. Anificialintelligence—Educational applications. 1. Trollip, Stanley R., 1947- I.
Alessi, Stephen M., 1951~ Computer-based instruction. {I1. Tie.
LB1028.5 .4358 2001
371334@—~de21 (00-060603
Printed in the United States of America
w9876543 05 04 03 G2 aPreface ix
PART | General Principles
o Introduction 3
A Short History of Educational Computing 3
When to Use the Computer to Facilitate Learning 5
‘The Process of Instruction 7
Methodologies for Facilitating Learning 10
‘Two Foundations of Interactive Multimedia 12
Developing Interactive Multimedia 12
Conclusion 13
References and Bibliography 13
a Learning Principles and Approaches 16
Introduction 16
Behavioral Psychology Principles 17
‘Cognitive Psychology Principles wy
Constructivist Psychology Principles at
The Constructivist-Objectivist Debate 36
Conclusion 41
References and Bibliography 41
IBD General Features of Software for Learning 48
Introduction of a Program 48
Learner Control of a Program 51
Presentation of Information 60
Providing Help 77
Ending a Program 78CONTENTS
Conclusion 81
Refecences and Bibliography 81
Summary of General Features 85
PART I! Methodologies
Tutorials 89
Introduction of the Tutorial 90
Questions and Responses 94
Judgment of Responses 109
Feedback about Responses 113
Remediation 120
Organization and Sequence of Program Segments
Learner Control in Tutorials 129
Conclusion 132
References and Bibliography 132
Summary of Tutorials 135
Hypermedia 138
Introduction 138
Structure of Hypermedia 141
Hypermedia Formats 142
‘The Hypermedia Database 150.
Navigation and Orientation 155
Support for Learning and Learning Strategies
Conclusion 172
References and Bibliography 174
Summary of Hypermedia 180
Drills 181
Introduction 181
Basic Drill Procedure 182
‘The Introduction of a Drill 183
Item Characteristics 184
Item Selection and Queuing Procedures 189
Feedback 198
121rR
CONTENTS
Item Grouping Procedures 200
Motivating the Learner 204
Data Storage and Program Termination 207
Advantages of Multimedia Drills 209
Conclusion 209
References and Bibliography 210
Summary of Drills 212
Simulations 213
Introduction 213
‘Types of Simulations 214
Advantages of Simulations 226
Factors in Simulations 231
Simulation Design and Development 260
Conclusion 263
References and Bibliography 263
Summary of Simulations 269
Educational Games 270
Examples of Educational Games 271
General Factors in Games 277
Factors in the Introduction of a Game 280
Factors in the Body of the Game 283
Factors in the Conclusion of aGame 294
Pitfalls Associated with Creating and Using Games 296
Conctission 298
References and Bibliography 298
Summary of Educational Games 301
Tools and Open-Ended Learning Environments 302
Introduction 302
Construction Sets 303
Electronic Performance Support Systems 306
Microworlds 07
Learning Tools 308
Expert System Shells 310vi
CONTENTS
Modeling and Simulation Tools 313
Multimedia Construction Tools 318
Open-Ended Learning Environments 320
Concusion 328
References and Bibliography 328
Summary of Tools and Open-Ended Learning Environments 333
Tests 334
Computerized Test Construction 335
‘Computerized Test Administration 337
Factors in Tests 338
Other Testing Approaches in the Computer Environment 353
Security 365
Conclusion 368
References and Bibliography 368
Summary of Tests 374
Web-Based Learning 372
Introduction ‘372
What Is the “Web” in Web-Based Learning? 373
Uses of the Web for Learning 378 “
Factors in Web-Based Learning 382
Concerns with Web-Based Learning | 397 .
Advantages of Web-Based Learning 398 7
‘The Future of Web-Based Learning 399
Conclusion 399
References and Bibliography 400
Summary of Web-Based Learning 403.
ART It! Design and Development
@
Overview of a Model for Design
and Development 407
Introduction 407
Standards 409
‘Ongoing Evaluation 410CONTENTS vil
Project Management 410
Phase 1—Planning 411
Phase 2—Design 412
Phase 3—Development 4i2
Establishing Expectations 413
The Evaluation Form 414
Conclusion 432
References and Bibliography 432
B Planning 437
Define the Scope of the Content 437
Identify Characteristics of Learners and Other Users 438
Establish Constraints 442
Cost the Project 454
Produce a Planning Document 463
Produce a Style Manual 466
Determine and Collect Resources 467
Conduct Initial Brainstorming 469
Define the Look and Feel of the Project 4am
Obtain Client Sign-Off 474
Conclusion 480
References and Bibliography 480
- Summary of Planning 481
WD design 482
The Purpose of Design 482
The Audiences for Design Documents 483
Develop Initial Content Ideas 487
Task and Concept Analyses 492
Preliminary Program Description 499.
Detailing and Communicating the Design $02
Prototypes 502
Flowcharts 503
Storyboards ‘514
Scripts $22
The Importance of Ongoing Evaluation 522
Client Sign-O 523ii contents
B
Conclusion 524
References and Bibliography S25
Sammary of Design 527
Development 528
Project Management 530
Prepare the Text Components 533
Write the Program Code 534
Create the Graphics 536
Produce Video 538
Record the Audio 539
Assemble the Pieces 541
Prepare Support Materials S4L
Alpha Testing 548
Making Revisions 549
Beta Testing 550
Final Revisions 552
Obtaining Client Sign-O 553
Validating the Program 553,
Conclusion 557
References and Bibliography 559 4
Summary of Development 561
APPENDIXES ’
APPENDIX A_ Storyboard Forms 562
APPENDIX B Manuals’ Content Checklists 565
Index 568aie
We wrote the second edition of this book (then entitled Computer-Based Instruction:
Methods and Development) almost ten years ago. At that time, microcomputers Were
starting to become common; multimedia capabilities (sound and video) were just begin-
hing to appear; and authoring tools were still in their infancy, Since that time, three great
changes have taken place.
First, multimedia capabilities have grown enormously and become very common.
‘This has been due to a proliferation of multimedia-capable computers, new technologies
such as QuickTime, and vastly improved authoring tools far editing video, audio, ani-
mation, and photographs. Today's software incorporates all those along with text in a
fairly smooth way.
Second, educational theory has undergone great change, To the behavioral theories
dominating the first half of the 20th century and the cognitive theories added during the
following four decades have now been added the constructivist theories of the last ten
years. With them has come an increased emphasis on collaborative leaming, instruction an-
cchored in realistic contexts, communication theory applied to learning, and a variety of new
methodologies for learning, such as hypermedia and open-ended fearing environments.
Third, and for most people the most profound change, has been the World Wide
Web revolution. The academically oriented Internet of the seventies and eighties has in
the last decade been radically transformed and expanded into a computer network for al-
most everyone. The Web is used by millions of people for business, commerce, enter-
tainment, and education. Schools are rapidly connecting to the Web and taking advantage
of its features. I i interesting to note that in the time between our first and second edi
tions (1985 to 1991) the world of educational computing changed from one of mainframe
computers to stand-alone microcomputers. Although that change resulted in dramatically
cheaper computing power for everyone, it also resulted in a loss of centralization. Stand-
alone microcomputers could not be used for communication the way terminals con-
nected to mainframe computers were. Updating microcomputers with new versions of
software was very difficult. At the time of our second edition, we bemoaned the fact that
microcomputers represented a step backward for instructional computing due to their
lack of interconnection. In the 1990s, the Web has caused us fo come fui circle. The Web
alfows all microcomputers to be connected once again, and the popular features of the
Web (on-line shopping, for example) are encouraging everyone to go on-line.
Many of the “new” technologies at the time we were writing the second edition
(videodiscs, artificial intelligence) have diminished greatly in importance. Some have
been replaced, such as videodiscs being superceded by CD-ROMs, whereas others, such
as artificial intelligence, have been eclipsed by what people see as easier and more use~
ful technologies, such as hypermedia and the Web.PREFACE
Largely as a result of these changes, the last ten years have also seen explosive
growth of computer technology used for learning in schools, universities, businesses, in-
dustry, and the professions. Consequently, the quantity of educational software has in-
creased dramatically. This has led happily to more good quality software becoming
available. Unfortunately, the availability of bad courseware has also increased partly be-
cause the tools for producing instructional software are affordable and accessible to al-
most anyone and because the distribution of courseware has become so much easier,
panicularly through the Web. This is especially true of Web-delivered materials, which
typically are not very interactive Jack quality control, and can be confusing to use.
So, ten years since our second edition and sixteen years since our first edition, we
have come full circle in more ways than ane. Contpucers are increasingly interconnected,
which is a great benefit. But the authoring tools for the newest technologies, especially
Web-site authoring, are still primitive. Software that promotes truly active learning is still
the exception. Also, more than ever before, we are in the midst of a great debate about haw
computers should be used to facilitate learning and instruction. However, the field has pra-
gresscd impressively. The multimedia and multisensory capabilities of today's computers
‘are so advanced that competent designers have the hardware needed for creating and im-
plementing better software. It is no longer necessary to convince people that computers
can be useful for learning. Schools and businesses are all increasing their equipment and
Software purchases and are eager to obtain and use more effective software,
In light of these events, we have made a number of changes to this book. The first
and most obvious is a change in its tite. Due to changes in the field, we have added chap-
ters on new methodologies that place greater emphasis on multiinedia and on new ap-
‘roaches to facilitate learning. The second change is the addition of several new chapters,
‘one on hypermedia, one on tools and open-ended leaming environments, and one on
Web-based leaming. The third change, necessitated by the increased cpmplexity of de-
veloping miltimedia programs (in contrast to traditional computer-based instrction that
consisted largely of text and still pictures), is a.greatly altered model of design and de-
velopment that includes increased emphasis on ahgoing evaluation, quality control, and
project management. The fourth change is an expanded emphasis,on the theories of
earning that underlie good design and more attention (o the greatef variety of learning,
approaches represented by both cognitive and constructivist theories. The fifth, and last,
cchange is that we have developed a Web site (www.alessiandtrollip.com) to accompany
and support the book that contains interactive examples, design templates, and develop-
ment tools, {¢ also will be updated with new information pertaining to multimedia de-
velopment as it becomes available. :
‘The organization of this third edition is as follows. Part] {Chapters 1 through 3) con-
tains a general introduction, a discussion of the theories of learning that we believe apply
to all software for learning, and a review of the basic software characteristics (such a5
display design and user control) that apply to software of any methodology. Part I (Chap-
ters 4 through 11) analyzes both the traditional and new methodologies for multimedia-
based leaming. Part II includes chapters on tutorials, hypermedia, drills, simulations,
games, tools and open-ended leaning environments, tests, and Web-based learning. In
each of these chaptess, we describe the particular methodology and some of its variations;
we give examples and analyze the critical factors that determine the methodology's ef-
fectiveness. Part III (Chapters (2 through {5} describes a model for design and develop-PREFACE xi
ment and gives practical suggestions for taking a project to a successful conclusion. The
‘model is based on our years of teaching and practical experience in several multimedia
development environments. It emphasizes quality control, an iterative approach, and tight
project management,
In summary, developing effective multimedia cequires an appreciation for the com-
plexity of human learning (Chapter 2), an understanding of the basic methodologies and
theis otitical factors (Chapters 3 through 11), and a systematic design and development
model (Chapters 12 through 15).
‘Our purpose in this third edition remains largely the same as the first two editions,
namely to provide a sound foundation for developers of interactive multimedia for leamn-
ing. Although computer technology bas improved dramatically, the quality of software
for learning still lags far behind. Our goal is to help current and future developers har-
ness the power of today's hardware to better facilitate learning.
Once again, we extend our thanks to all those who helped us in creating the first (wo
editions. For this, the third edition, we add our thanks to our current students and col-
leagues who have given us their comments and suggestions, and to the many colleagues
at other universities who have used our previous editions and have frequently reminded
us of the need for a new one. In particular, we would like to thank Terry Coble, Beth
Hoeppner, and the students in the fall 1999 class of 7W:135 at The University of lowa for
reviewing the entire manuscript and making many helpful suggestions.
S.M.A.
SRT.General
PrinciplesCHAPTER
1
Introduction
@ A Short History of Educational Computing
It has been about forty years since educators and computer scientists began using com-
puters for instructional purposes. In that time span incredible advances have been made
in computer technology and its availability. In the 1960s and most of the 1970s instruc-
tional computing took place on large mainframe computers or occasionally on medium-
sized computers. Educational computing existed only at large universities and was largely
restricted to reading and typing text. Developing instructional materials required learning
computer programming, often in a low-level language unsuitable for the purpose.
‘The invention of the microcomputer near the end of the 1970s has brought about
the rapid spread of computing in businesses, schools, and homes. Microcomputers have
evolved from machines that depended on typing and text printouts and were difficult to
program, to machines that allow interaction via text, gcaphics, voice, and pointing. The
‘most recent developments in microcomputer technology provide even greater power and
‘ease of use through advanced visual and auditory devices. They also permit networking
many microcomputers to share information and resources. With all these advances has
been a steady and dramatic decrease in cost.
In 1978 the first widely available microcomputers were released, The Apple II
microcomputer succeeded in becoming the most common microcomputer for use in
schools. Most early microcomputer courseware was designed for the Apple Il, thus
increasing its popularity in the schools even more.
The release of the IBM personal computer in 1981 resulted in a sudden expansion
of the microcomputer market into business and industry. But the Apple I's early lead,
lower cost, availability of courseware, and better integration of text, graphics, and color
prevented the IBM-PC from penetrating the elementary and secondary school market.
The 1984 release of Apple's Macintosh computer instigated many changes in the field
of microcomputing. This computer provided far better integration of text and graphics, bet-
ter voice and music capability, and permitted not only typing for user input, but the mouse
for pointing at and drawing on the screen. These and other features made the MacintoshPART 1 General Principles
much easier to use than previous computers. But its cost, lack of color, and lack of course-
ware prevented it from having much initial impact on education. Its greatest impact, rather,
was on the improved design of subsequent microcomputers, which copied its graphical
power (and its overall ease of use), and put the mouse on a par with the keyboard.
Even though the Macintosh pioneered advances in usability, IBM-compatible com-
puters rapidly gained the greater share of the desktop and laptop markets, especially as.
‘Microsoft improved its Windows operating system, which had many similarities to that
of the Macintosh. The use of personal computers (PCs) continued to grow as companies
developed and released systems that allowed PCs to communicate with each other. First,
Jocal area networks (LANs) were developed, which linked PCs that were physically
close to each other. Then wide area networks (WANs) became available that linked
LANs, as well as remote individual computers. The Internet, a worldwide collection of
interconnected local and wide area networks, grew throughout the 1980s.
In the early 1990s came the development that has transformed the entire comput-
ing landscape, the creation of a part of the Internet known as the World Wide Web. Since
the early 1990s, the Internet has transformed from a network used primarily by acade-
mia and government, for the exchange of textual materials, into a worldwide resource,
Today, hundreds of millions of people use the Intemet to pursue activities as diverse as
shopping, dating, researching, forming associatjons, exchanging textual, graphic, and“ -
video information, and, of course, learning. The Internet has and will continue to trans-
form everything we do.
Educational computing began with a few, large, government-funded projects on
mainframe and minicomputers. The University of Hinois PLATO project began in 1960
(Alpert & Bitzer, 1970). The PLATO project eventually enabled computer-based in-
struction (CBI) to integrate text and graphics, and provided instructors with one of the
first programming environments for computer-based instruction. Begipning in 1972, the
Mitre Corporation's TICCIT (Time-shared, interactive, Computer-Controlléd Informa-
tion Television} project (Merrill, Schneider, & Fletcher, 1980) introduced computer-
based instruction on minicomputers. With it came the concept of learner-controlled
instruction (Wydra, 1980) and a particular philosophy for designing computer-based i
struction, today known as component design theory (Merrill, 1983/ 1987; 1988).
These carly educational computing systems were sophisticated and had features
similar to those available on the Web today, One of their drawbacks, however, was that
communication and other costs were high. These costs, together with the advent of
microcomputers, led to their demise and the takeover by desktop computers. In many
ways, this transition set back the field of instructional computing because the many ben-
efits of having user computers networked were lost. In addition, a number of years
passed before microcomputer-based authoring software became available for developing
instructional programs as sophisticated as were their mainframe predecessors.
The carly days of instructional computing were filled with excitement and prophe-
cies for the potential of great educational improvement through cémputer-based in-
struction. However, although there have been great strides in technology and availability,
‘actual improvement in learning is less dramatic. In some ways, the Internet and World
Wide Web have both advanced and hindered the growth of effective instructional soft-
Ware. They have advanced it by making computer networks easily accessible to so many
people, They have hindered it by not providing tools for developing good instructional
multimedia, At the time of writing (early 2000), software designed specifically for theCHAPTER 1 Introduction :
Web for developing instruction was not prevalent. HTML and Java, the two primary pro-
gramming languages for the Web, were not designed for developing instructional appli-
cations, whereas traditional instructional authoring systems, such as Authorware,
frequently caused difficulties due to their need for plug-ins—software additions needed
by Web browsers to run these applications.
‘The current state of instructional computing is still in flux, with users facing jssues
of software and hardware incompatibility, as well as a lack of excellent and effective ed-
ucational software. Two other factors hinder the success of instructional computing; a
shortage of people skilled in developing quality courseware (which has resulted ia much
low-quality courseware) and disagreement within the field on how computers should be
used in education. The availability of multimedia capabilities on so many computers has
further confused the issues because many designers and developers believe that just
adding multimedia elements makes software more instructionally effective.
Notwithstanding this confusion, using computers for training and education is
growing rapidly, largely because of the popularity of the Internet and World Wide Web,
We believe that the convenience of the Web causes people to both overlook the short
comings of currently available software and fuels the demand for higher quality
For the most part, documenting gains in leaning is difficult when delivering in-
struction via computer. However, it is widely accepted that computer-based instruction at
Teast reduces the time spent learning. Even if the learning itself is not better, reducing time
is a benefit. Properly used, computers can improve learning effectiveness and efficiency
(Christmann et al; 1997; Kulik & Kulik, 1991). In addition, using technology for learn-
ing has logistical benefits. Materials can be distributed more cheaply and easily: iti
ier to ensure all users have the most recent version of the materials; learners
the materials at their convenience; accessibility is facilitated for people with di
and dangerous, expensive, or unique environments can be simulated to improve access.
‘The most obvious event of the last decade has been the explosion of the World Wide
‘Web and its effect on learning with multimedia. But almost in parallel, this decade has
witnessed a dramatic debate on paradigms for learning and instruction. Adherents of the
‘new paradigm, constructivism, have argued against the older behavioral and instructivis:
approaches, and to some extent against the dominant cognitivist paradigm. Adherents o!
the traditional approaches, especially proponents of the Instructional Systems Desigt
(ISD) approach, are equally critical of constructivist claims. This continuing debate i:
addressed frequently in this book. Something useful can be learned by studying thes.
different approaches.
‘The field of instructional computing is still young and evolving. Progress has beer
made, but much remains to be learned regarding the best ways to harness the power of com
puters. The proliferation of educational and training applications on the internet hopefull:
provide the momentum for people to take instructional multimedia more seriously. As thi
‘occurs, the amount of good materials for learning and instruction should increase.
@ When to Use the Computer to Facilitate Learning
Hundreds of research studies have been conducted to prove that using computers to teac
is better than using books, teachers, films, or other more traditional methods. Overal
reviews of these studies claim a small effect in favor of computer-based instructio6
PART I General Principles
(Kulik & Kulik, 1986; 1991), Some researchers have argned that small differences are
cither a research attifact or caused by some reason other than computer use (Clark,
1983), and considerable debate has surrounded whether computers or any medium can
improve learning (Clark, 1994; Kozma, 1991, 1994; Tennyson, 1994). Researchers
claiming the effect exists have argued that it would be. greater but is artificially losvered
-« bécdiyse much of the instruction delivered via computer is poorly designed. Some con-
structivist educators argue that learning differences are hard to detect because most pro-
grams attempt to teach the learners rather than provide an environment in which learners
construct their own meaningful and individualized learning, Howeves, for another res-
\ son, we maintain that little difference is demonstrated by these many studies. Different
media have different advantages. For teaching one topic (a particular aspect of reading
comprehension, for example) with one set of leamers (sixth graders), a book may be bet-
ter. For another topic (operating a drill press) and different learners (factory workers),
instructional video may be better.
‘If we were to chart out all the instructional topics, the wide variety of learners, and
the many instructional situations, we would sometimes find an advantage for books,
sometimes teachers, sometimes film or video, sometimes peer-tutoring, sometimes
hands-on field experience, sometimes listening 10 an audiotape, and sometimes comput-
cers. Not surprisingly, across these many studies, which utilized a variety of topics, learn-
ers, and situations, little or no overall effect was found in favor of a single medium.
To take advantage of the computer's particular capabilites and not to waste them,
our first rule for correctly using or developing instruction to te delivered via computer
is to do so in situations where the computer is likely to be beneficial (Trollip & Alessi,
'~ 1988). These situations include those in which the cost of instruction by other methods
is high (for example in military training); safety is a concem (chemistry taboratori
‘he material is hard to teach by other methods (graphing in calculus); ¢xtensive indivi
wal leamer practice {s needed (foreign language grammar and vocabulary); learner mo-
tivation is typically lacking {anciem world, history); logistic difficulties exist in
traditional instruction (science experiments that take a long time to complete); or the in-
tended learners have special needs {such as visual or auditory disabilities that can be al-
leviated by multimedia allowing a choice between auditory and visual channels).
Although none of these situations guarantees that a compvter will be beneficial as
vehicle for delivering instruction, they increase the probability of success. High qual-
ity and creative instructional design coupled with careful evaluation and sevision are also
necessary
‘The situations above all fall within the broad area of providing instruction. That is,
for the most part, content resides within the computer program and is made available to
the leamer in a variety of ways. Constructivist educators argue that we should focus on
Jearning—thas to put content in the computer and ask people to try to remember it mis-
assigns learning soles, They argue that a person is better tha a computer at organizing,
feflecting on, and structuring information, which typically occurs in the computer in
traditional insteuctional applications. On the other hand, the computer is better than a
person at remembering information—typically the human's role in traditional computer-
based instruction. Their approach is to use the computer as a tool for leaming, where its
role is to provide a “space” in which learning takes place, (0 store the results of learner
activity, and to take care of time-consuming tasks that detract from learning (such asCHAPTER 1 Intcoduetion 7
complex calculations). We discuss these approaches to learning in Chapters 5 (“Hyper-
media"), 7 (“Simulations”), 9 ("Tools and Open-Ended Envicanments"} and 11 (“Web-
Based Leaming”).
“There is room and need for both approaches. In some situations, providing instruction
is appropriate; in others, providing the tools for learning is appropriate. More often than not
‘the two should be combined. Dogmatism on either side is unnecessary and unproductive,
@ The Process of Instruction
In the ongoing debate between constructivist educators and instructivist educators, ia-
struction has been portrayed as an approach whereby knowledge is given to people,
while learning is an approach whereby people obfain knowledge for themselves. Such a
distinction is artificial and a misuse of semantics. The two, instruction and learning, al-
most always go hand in hand, and the term instruction should be understood much more
generally. Instruction should be the creation and use of environments in which learning
is facilitated. People certainly can learn completely on their owa and without ausside in-
stigation. However, in institutions in which learning must be facilitated (such as public
schools, universities, or businesses), instruction is that facilitation of learning, and it can
‘combine a variety of approaches. Instruction can admittedly be strictly directed or be
much more open-ended. Most instruction falls in between. However, to facilitate learn-
ing ((e., to provide instruction) in at least a moderately efficient way, the process must
include several essential activities. This section describes our model for successful in-
struction. According to that model, the following four activities or phases of instruction
should occur for learning to be effective and efficient:
Presenting information
# Guiding the learner
« Practicing
# Assessing learning
In contrast ¢q this model, proponents of discovery or constructivist learning might
omit the first phase or change the order of the first two phases. Research evidence in
favor of discovery learning is usually limited to some learners (usually higher-ability
feamners) and some kinds of learning (such as problem solving). Our opinion is that dis-
covery leaning activities are most beneficial when placed within the context of a larger
learning environment with these four activities. That is, guiding the leamer can include
discovery techniques. But as a complete mode! for building learning environments, dis-
covery learning has not proved beneficial for most learners and mast subject aseas.
Presenting Information
The first three phases are based on research on successful classroom instruction (Rosen-
shine & Stevens, 1986). To teach something new, the instructor must first present infor-
mation, This may be done in a quraber of ways. For verbal or pictorial information, an
instructor may present rules and exaniples, show pictuces, or provide other nonverbal_ PART 1 General Principles
information. To teach skills, such as operating a 35-mm camera or doing long division,
the instructor can model the skills fo be leaned. That is, the instructor actually performs
the skills so that learners can imitate them.
‘An important method of presenting information is through example. Thus, in addi-
tion to stating the physical rule force equals mass times acceleration, the instructor can
demonstrate applications of that physical rule, such as a truck accelerating more quickly
when it is empty. The skill of long division can be modeled using a variety of numbers
in the dividend and the divisor. Most learners require mote than one example before they
are able to apply a rule or skill.
Presentation of information can be accomplished with any medium, not just with
live instructors. It often occurs completely under the control of the learner. When col-
lege students read their course textbooks, information is being presented. When factory
workers watch videotapes about new equipmeat, information is being presented. When
a leamer does library research or engages in any activity to seek out existing knowledge
oF information, the first phase is occurring.
Guiding the Learner
‘The first phase, presenting information, is instructor or media centered. The second
phase, guiding the learner, is more interactive and includes both the learner and the
medium. For example, having observed a videotape presentation, the leamer might now
perform under instructor guidance. Again, this means different things depending on the
nature of the material. The fearner may answer questions about factual information, may
apply rates and principles in peoblem-solving activities, or practice procedural skills. In
‘each case, an instructor (or interactive medium) observes the leamer, corrects errors, and
gives suggestions or hints. ff the leamer distorts factual information, an instructor might
remind the leaner of the correct information, perhaps by repeating it. When the learner
performs a skill incorrectly, a computer may model again the procedure or patt of it. If
a leamer demonstrates misunderstanding of concepts or principles,.a fellow leamer
might try to understand the confusion and dispel it. :
In the classroom, guidance often takes the form of the instructof asking questions
that learners must answer. When a question is answered incorrectly, the instructor may
either tell the learner the correct answer or may ask leading questions to help the learner
recall the correct information.
‘When one learns from a book, questions ot suggested activities are sometimes in-
cluded as guidance. But unlike in the classroom, if the leamer does riot do these cor-
rectly, true guidance does not occur. The leamer may receive help only at some later
time, such as when the instructor checks the learner's work and provides feedback.
Guidance is important in instruction because nobody teams everything from a sin-
gle exposure, Leamers make errors and are frequently unaware that they have. Learners
must be made aware of these and correct them. The interactive process of the learner at-
tempting to apply new knowledge, the instructor correcting and guiding, dnd the learner
making further attempts are components frequently omitted in instruction and yet prob-
ably the most important.
As previously stated, not all models of teaching begin with the presentation of in-
formation. Discovery learning is based on the assumption that learners discover princi-
tami nada alanine ih antnstsensenhtnataetie,ledirit dnihotnCHAPTER 1 Introduction ‘
ples or develop skills through experimentation and practice. There is evidence that for
some kinds of information, such as in the sciences or for the development of self-directed
learning strategies, learnet inquiry and discovery are effective (Derry anid Lajoie, 1993;
Jonassen, Peck, & Wilson, 1999; White, 1993). For the majority of regular schoo! sub-
jects and most procedural or physical skills, we regard a model that begins with the pre-
sentation of information as more efficient and demonstrably more successful
(Klausmeier & Feldman, 1975; Koran, 1971; Merrill, 1974). In cases where a discovery
approach is believed to have some advantage, we would stress that guided discovery (in
contrast to undirected, free discovery) is more successful. The discovery activity should
be a part of the guidance phase of instruction. It should follow some initial exposure to
relevant material. And it usually should be followed by the other phases of instruction.
Practice
Learning is not complete when a learner can do something once or can demonstrate that
he or she currently understands the material. The learner must usually be able to perform
‘quickly or fluently, sometimes under conditions of distraction, with few or no errors.
Furthermore, we usually want to lean information permanently rather than for a short
time, Practicing a skill once or answering a single question does not guarantee retention.
Repeated practice is often required to retain information and to become familiar with i.
The third phase, practice, is also learner centered. Although an instructor or inter-
active medium may observe the leamer and makes corrections when errors are observed.
the emphasis is on the learner practicing and the instructor making only short corrective
statements,
Fluency and speed are related but slightly different aspects of well-learned infor-
mation. To be fluent in a skill not only means doing it quickly, but doing it without think-
ing about it. To speak French fluently, for example, it is necessary that the correct words
come automatically, without thinking. Reading, writing, spelling, arithmetic, driving a
car, and countless other skilis are almost worthless if not performed in this way.
On the other hand, some information does aot require fluency. It does not matter
whether one can perform a chemistry experiment or write a critical essay quickly. One
need not be able to make decisions about starting a business without thinking about it.
Itis more important that such things be done carefully and correctly. However, one must
at least remember how to do these things. Practice not only enhances speed and fluency
but also retention.
Many examples of practice in classroom instruction exist. In elementary school
reading instruction, the instructor frequently asks learners questions or requires them to
fead passages from primers. In arithmetic instruction, workbooks are the most common
‘method of practice. They allow all leamers to practice simultaneously rather than hav-
ing most leamers listen while one leamer at a time practices. Unfortunately. when a
Jeamer makes an exror practicing in a workbook, it might never be corrected.
In foreign-language instruction, a common type of practice is flashcards. The
leamer produces a pile of cards, for example, with French words on one side and equiv-
alent English words on the reverse. The leamer then goes through the deck of cards try-
ing to translate the words comectly and receives immediate corrective feedback by
ooking at the other side of the card10 © PART 4 General Principles
Assessing Learning
The first three phases just discussed are what most people consider 1o be instruction.
* However, we should not assume that instruction is successful for ali leamers. Rather,
Teaming should be assessed, usually with tests or rubrics, which are an important past of
the instructional process. These provide information about the level of learning, the qual-
ity of teaching, and future instructional needs. Instructors and learners alike place undue
emphasis on assessment as a means of assigning grades. Our emphasis in this book is on
‘assessment as a means of guiding instructional decisions—to determine what instruction
is needed for which learners.
® Methodologies for Facilitating Learning
According to the model we have described, the provess of instruction includes the pre-
sentation of information to learners; guidance of leamers’ first interaction with the ma-
ial; learners practicing the material to enhance fluency and retention; and, finally,
assessment of learners to determine how well they have learned the material and what
they should do next.
This model, though derived from research on successful classroom instruction, can,
also he applied to interactive multimedia, That is not to say that the computer must ful-
fill all the phases of instruction. Computers are but one element in a learning environ-
ment, along with teachers, other leamers, and other media. The computer may serve one
+ of a combination of the Cour phases. It may present initial information after which the
Ieamer receives guidance from an instructor and practices using 3 workbook. One may
4
i
i
{
learn initial information from a lecture, after which the coraputet is Wied?to practice some
parts of the material for fluency. The computer may be used for the first three phases,
with assessment being done in traditional ways. In all cases, the four phases of instruc-
tion should be present, generally using a combination of media.
When the computer is responsible for total instruction, itis important that all four
phases be included. This is not always done. It is common, for example, for computer
programs intended for practice (drills to be expected to carry the load of total instruc-
tion, When this is attempted, learners can fail to learn what is desired,
1n Part Il of this book, we discuss eight methodologies of Interactive Multimedia
(IMM) for the facilitation of learning:
Tutorials
Hypermedia
« Drilis
Simulations
# Games
# Tools and open-ended learning environments,
# Tests
# Web-based leaningCHAPTER 1 Introduction "
Tutorials are programs that generally engage the fiest two phases of instruction. They
take the role of the instructor by presenting information and guiding the learner in ini-
tial acquisition, Hypermedia programs are another methodology for presenting or ob-
taining information but ace designed for a more open-ended or constructivist learning
experience. They are less structured than tutorials, thus allowing leamers to choose their
‘own paths through the material. Each individual would likely have different paths for
different reasons.
Drills and most games typically engage learners in the third phase, helping them to
practice for fluency and retention. We use the term drill for practice which repeats the
material (o be learned untit it is mastered. Drill and game methodologies are often com-
bined for motivational purposes. Some learning games are not repetitious, that is they do
not practice $0 mastery, and so we would not call them drills, but they are nonetheless
designed to provide practice in some area.
‘Simulations are more complicated. A simulation may be used to present informa-
tion and guide the learner, to guide and practice, 10 do all three, or to assess-a learner's
knowledge. However, it is rare for a simulation (or a single lesson of any methodology)
to provide all four phases of instruction, Most methodologies must be used in conjunc
tion with other programs or media to provide complete instruction. The four phases of
instruction typically occur over days or weeks, not a single instructional sessi
Simulations may be used for direct instruction or for a more constructivist ap-
proach. Many simulations allow users to operate freely within a constrained environ-
ment. For example, in a program to simulate a chemistry titration experiment, the user
may be allowed to assemble the equipment in a variety of ways or use any amounts of
chemicals, but wauld not be able to use equipment or chemicals not shown. In a physics
simulation for learning mechanics, the user could choose from a variety of devices for
projecting or dropping objects and measuring their motions. Simulations may also be,
‘combined with the game methodology to foster discovery learning.
Games, as we have just said, may be combined with drills or with simulations, But
many learning activities use games without being drills or simulations. Games may be
used to practice information in a nonrepetitive manner, miay be used as a discovery e
vironment, or may be used to integrate learning across a number of subject areas, as is
often done with the adventure game genre. Games usually support the thitd phase, prac-
tice, when they are combined with the drill methodology or used in the content integra-
tion fashion typical of adventure games. Less frequently, games may be used for
guidance o¢ assessment when combined with the simulation methodology.
Tools are computer software that leamers use in conjunction with other media or
activities for achieving some educational goal. They are by their nature more open ended
and flexible. Graphics tools may be used to support drawing in art or graphing in math.
Calculation tools may support science or business education. They may be a part of any
of the phases of instruction and may support either constructivist or objectivist learning
environments.
Open-ended leaming environments, like simulations, provide an environment to
support exploration. They usually include tool software as well, Although they may be
used to foster leamers| obtaining or creating knowledge, they are frequently an environ-
ment in which learméts practice the application of new knowledge.PART | General Principles
Tests almost always represent the fast phase, assessment of what has been learned.
An exception is practice tests or quizzes, which are commonly used to foster the prac-
tice phase of instruction.
Finally, Web-based leaming can be combined with any of these other methodolo-
gies (for the Web is essentially a delivery medium) though at this time, it is used mostly
in conjunction with the hypermedia methodology. Use of the Web can foster any of the
phases of instruction.
We devote a chapter to each of these eight approaches, and so it might be assumed
that any interactive multimedia lesson must be classifiable as one of them. This is not
the case, Many lessons combine methodologies, such as a lesson that begins with a tu-
torial and then follows with a drill, or a drill that is practiced in she context of a game to
make it more enjoyable. In fact, it is rare for a program to use only one methodology. In
the eight chapters of Part II, we describe and give examples of the methodologies, ana-
lyze their characteristics, and give recommendations for their design. The methodologies
that we discuss in this book provide the basic groundwork for understanding and devel-
oping good interactive multimedia of either the instructivist or constructivist varieties,
“I Two Foundations of Interactive Multimedia
Before we analyze the methodologies of interactive multimedia, the next two chapters
will provide a foundation on which to build the discussion. First, it is important to un-
derstand the different theories of tearning that underlie all instruction and learning envi-
ronments. Chapter 2 discusses those underlying issues.
Second, interactive multimedia must be built on sound human factors to be effec-
tive. Human factors is the study of the interaction of people with technology. Chapter 3
examines the general issues of scteen design, multisensory presentatidn, types of inter-
actions, learner control, and the facilitation of motivation.
&@ Developing interactive Multimedia
Finally, Part III discusses the various aspects of taking a design to fruition as a complete
multimedia product, After a general introduction to development in Chapter 12, Chapter
13 provides a detailed look at how to plan a project properly, including the important is-
sues of knowing the constraints under which you have to work (such as the budget), of
keeping the project on track (project management}, and of defining the overall standards
for the project.
Chapter 14, “Design,” discusses the process of defining the content, structure, and
interactions of the multimedia program, and the essential issue of communicating your
design ideas accurately to all team members.
Finally, Chapter 15, “Development,” examines the development aycle and revisits
Project management. We consider production not only of the primary product but also
of ancillary pieces, such as learner and instructor manuals. We also provide guidelines
for testing your product and validating its effectiveness.
Athenee ter innit shanna ninaCHAPTER 1 Introduction -
@ Conclusion
It is useful to lay out our own philosophy with respect to using computers to facilitate
earning, First, we believe that there is a real world out there (an objectivist belief) and.
that people must learn to function appropriately in that world to survive and be success-
ful. Second, we believe that learning is a constructive process whereby each leamer ob-
serves and interprets reality and creates an understanding of it. Third, we believe that the
two points above demand a combination of approaches—recognizing that leaming is con-
structive, but also that there are essential truths to be leamed. The fact that learning is con-
structive does not require that education be constructive. Rather, education should include
direct instruction methods, experiential methods, exploration methods, and others.
Designing software that helps people to leam is a difficult and rewarding experi-
ence, no matter which phifosophical approach you ascribe to. All philosophies share the
‘common goal of having the people lear something useful and meaningful. We encour-
age you to jump right in and get your own interactive multimedia project underway (a
constructivist approach) because you will leam much from the experience. Before you
do so (or at least in parallel), we recommend you finish reading this book (a cognitivist
approach) because it can save you a great deal of time and anguish by pointing out both
well-established good practices, as well as known pitfalls.
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Learning Principles
and Approaches
@ Introduction
16
Developing effective materials (in any medium) that facilitate learning requires an un-
derstanding and appreciation of the principles underlying how people learn, Just as en-
gineering is the application of basic principles from physics and chemistry, and as
inedicine is the application of basic principles of biology, instruction is the application
of basic principles of leaning, As you design educational software, you should always
te thinking about the principles of learning, and assessing whether your software reflects
and is compatible with them:
However, no universal agreement exists on how learning occurs. How psychologists
have viewed the principles of learning has changed significantly throughout the 20th
century. Today many educators are strong proponents of particular approaches, whereas
others take a more eclectic apptoach, which comprises a combination of principles from
different theories. In the middle of the 20th century, learning theory was dominated by
the principles of behavioral psychology, exemplified by the work of B. F. Skinner (1938,
1969, 1974), which maintains that leaning should be described as changes in the ob-
Servable behavior of a learner made as 2 fuaction of events in the environment.
In the 1970s, the behavioral paradigm began to be expanded by the ideas of cogni-
tive psychology, which maintains that a complete explanation of human learning also re-
quires recourse to nonobservable constructs, such as memory and rhotivation. However,
not all psychologists and educators abandoned behavioral principles in favor of cogai-
tive principles; indeed, many ardent behaviorists continued to insist that behavioral the-
ory and approaches were best. A few more ardent cognitive psychologists sought to
throw out all the tenets of behavioral psychology and begin with a opmpletely new ap-
proach. However, the vast majority of psychologists and educators simply added the new
cognitive learning principles to those of behavioral psychology.
In the 1980s, a new learning paradigm, constructivism, began to influence educa-
tion and instructional desiga. Constructivist philosophy counters objectivist or positivist
philosophy. Objectivist philosophy maintains that the world follows real and consistent