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CSE 332: Goals of course

CSE 332: Goals of course. What do you want to learn in this course? Here are the goals I wrote for this course: To learn how to design and develop multimedia for real world e-learning To practice software engineering in a learner-oriented project

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CSE 332: Goals of course

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  1. CSE 332: Goals of course • What do you want to learn in this course? • Here are the goals I wrote for this course: • To learn how to design and develop multimedia for real world e-learning • To practice software engineering in a learner-oriented project • To learn and apply cognitive principles of user interface design • To learn how to implement multimedia e-learning in Macromedia Flash

  2. What is multimedia? • Combining materials in many media—text, graphic art, sound, video and animation—and delivering it via digital computer or other electronic means. • Interactive multimedia: Giving an end user some control over what elements to present and when. • Hypermedia: providing a linked structure through which a user can navigate through elements.

  3. How is multimedia delivered to users? • CDROM, Internet and Intranets • Why did Macromedia improve the compression technology in Authorware? • “Shockwave” browser plug-ins for Authorware, Director and Flash

  4. Why multimedia? • Sandom, Einstein and Sandom: “Multimedia is a very effective presentation and sales tool. If you’re being driven somewhere in the back seat of a car, you may not remember how you to your destination; but if you had been driving the car yourself, chances are you could get there again. Studies indicate that if you’re stimulated with audio, you will have about a 20 percent retention rate, audio-visual is up to 30 percent, and in interactive multimedia presentations where you are really involved, the retention rate is as high as 60 percent.” • Clark and Mayer present more detailed results • How can multimedia improve on a slide show?

  5. Where multimedia? • At home: games, entertainment, education, etc. • In public places: kiosks in hotels, malls, ... • In business: marketing and training • In schools: pre-school through post-grad • Just Grandma and Me, Broderbund (1992) • Yale University School of Medicine: medical students learning nuclear cardiac perfusion imagery • E-learning is now big business

  6. What is e-learning? • Instruction delivered via computer • Includes content relevant to learning objectives • Uses instructional methods such as examples and practice • Builds new knowledge and skills • Corporate training: over $50 billion/year

  7. Why e-learning? • Why use computers to teach? • Cost of instruction by other methods is high • Extensive learner practice is needed • Logistical difficulties, getting to classroom • Convenience of just-in-time learning, at one’s own pace • Intended learners may have special needs or different learning styles

  8. Benefits of e-learning* *From “EMEA e-learning Benchmark Survey - The Users’ Perspective”, SkillSoft

  9. How do you learn? • From lectures? • From Powerpoint or chalk board? • By reading? • Textbooks, reference books, articles, web pages? • By seeing demonstrations? • By practicing skills? • By doing exercises in class or lab? • By doing homework assignments? • By following a coach or tutor? • By asking questions? • By discussing ideas? • In class? Outside of class? • Others ways?

  10. E-learning methods • Tutorials (with text, audio, graphics, or video) • Hypermedia (gives user control) • Drills (learning from practice) • Quizzes and tests (multiple-choice, true-false, fill-in-the-blank, drag-and-drop, etc.) • Simulations • Games • Tools and open-ended environments

  11. Requirements of course • From syllabus on web site for the course: • Paper comparing The Analytical Engine and The Universal Computer • Class learning activity • Flash lab exercises • Class participation and occasional quzzes • Team project (analysis, UI prototype, design (script/storyboard), user observation report and final project) • See chapter’s worth in UM or AE for scope • Work in teams of 2-3 people, you may have roles in more than one project • You’ll learn about applying software engineering principles to e-learning • You’ll hand in documents after each major phase: proposal, analysis, design, user observations, implementation (user manual) • Each project should incorporate various media, tutorial screens, several exercises for knowledge development and assessment (fill-in-the-blank, multiple-choice, hot-spot, drag-and-drop), and one or more intense interactive activities (game, drill or simulation), plus menus and navigation to connect everything

  12. Two e-learning titles • The Analytical Engine: An Introduction to Computer Science • The Universal Computer: Introducing Computer Science with Multimedia • Both associated with CS0 textbooks • Write a paper comparing them • Upload it to Blackboard by Monday, along with your multimedia e-leaning project idea

  13. Project proposals • Tentative title and one paragraph description • Subject matter • Audience • Subject matter expert (teacher) • Email me by next Monday, letting me know whether you’d like to pitch it next Tuesday • Pitch your ideas for projects next Tuesday (3-5 minutes per proposal)

  14. Introduction to Flash • Tool for creating animation and interactivity • Deployable via web or CDROM • Learning Interactions add abstract functionality for building quizzes and other complex interactions

  15. Flash versions • Macromedia Flash, Flash MX … Flash 8 • Much better help • New components • Better video quality • ActionScript 2.0 • Adobe Flash CS3, CS4 • Flash 8 is available on Lehigh LANs; trial version of Adobe Flash CS4 on web • Student pricing available but still pricey

  16. Flash lab and textbooks • James F. Evans; Unruh textbooks • Getting Started: drawing, text, layers • Animation and symbols (buttons, etc) • ActionScript • Multimedia • Creating interactive content • Getting content from files or databases • Learning Interactions • Games

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