Courseware What is courseware One of the educational




























- Slides: 28
Courseware
What is courseware? �One of the educational software. �Primary purpose - teaching or self-learning. �courseware is a term that combines the words 'course' with 'software'. �additional educational material for teachers or trainers or as tutorials for students. �Multimedia courseware develop an environment surrounding the interactions and transformations of the semantics (the meaning) through multimedia.
Block Structure of Multimedia Courseware • Also known as learning framework of multimedia courseware. • course content - may include a course plan, teaching notes and exercises. • course objective - are clear statements that describe the competences (skill) that students should possess upon completion of a course. • Learning/Pedagogical methods • Pedagogy - the art and science of teaching • Pedagogical Methods – can be described as the way of achieving learning outcomes. • Learning outcomes- what a student is expected to be able to DO as a result of a learning activity.
Courseware • Multi Media elements - include text, audio, images, video, animation, and interactivity. • Architecture - The multimedia elements, along with the content, pedagogical methods and objectives are organized into a specific courseware product through the control component called architecture.
• The selection of teaching methods is dependent on the learners, and the characteristics of the learning situation. The chosen teaching methods should best support the attainment of learning outcomes. • The methods used by a teacher will depend on the skills or information the teacher would like to convey to their students.
List of learning/pedagogical method Presentation Demonstration Drill and Practice Tutorials Games Story Telling Simulations Role-playing Discussion Modeling Collaboration Field Trips
Learning Method Presentation � A verbal report presented with illustrative material, such as slides, graphs, etc: a presentation on the company results � Demonstration � A description or explanation of a process. Etc: � The act of showing the operation or use of a device, machine, process, product, or the like, as to a prospective buyer. � Tutorial (computer) � Programmed instruction provided to a user at a computer terminal, often concerning the use of a particular software package and built into that package. A manual explaining how to use a particular software package or computer system.
Learning Method Drill and Practice � Drill and practice is a behaviorist aligned technique in which students are given the same materials repeatedly until mastery is achieved. In each iteration, students are given similar questions to answer or activities to perform, with a certain percentage of correct responses or actions moving the student to the next level of difficulty. Games � A competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own pleasure or for that of spectators. Story Telling � The telling of stories.
Learning Method Simulations � Maths, statistics, computing the construction of a mathematical model for some process, situation, etc, in order to estimate its characteristics or solve problems about it probabilistically in terms of the model � Role-playing � To assume the attitudes, actions, and discourse of (another), especially in a make-believe situation in an effort to understand a differing point of view or social interaction: Management trainees were given a chance to roleplay labor negotiators. � To experiment with or experience (a situation or viewpoint) by playing a role: trainees role-playing management positions. �
Learning Method Discussion � An act or instance of discussing; consideration by argement, comment, etc. , especially to explore solutions; informal debate. Modeling � A representation, generally in miniature. Field Trips � A trip by students to gain firsthand knowledge away from the classroom, as to a museum, factory, geological area, or environment of certain plants and animals. �
Storyboard
Storyboard �Storyboarding can be use to plan, produce and evaluate multimedia presentations or any instructional materials. �A storyboard is a written synopsis of text, graphics, videos, animations, etc. shown in the order they will appear in the finished presentation. In other words all multimedia resources are identified.
Storyboard �The storyboard begin from the goal of the project itself. �Starts by developing a navigational structures for the presentation itself.
The Four Primary Navigational Structure
In storyboard, it should include 1. The interactivity of slides 2. Hyperlinks 3. Any navigation tools needed 4. Any needed directions for the user. �They allow the makeup and structure of a presentation and/or its parts to be detailed.
A Logic Flow Chart �Is developed : § Illustrates the choices available to the user from each screen Mula Paparkan T 1, G 2, G 3 A 1, P 1 Klik P 1 Jika P 1 ya A skrin topik T(Teks), G(Grafik), V(Video), U(Audio), A(Animasi), P(Pautan)
Editing with storyboard �To increase the efficiency and effectiveness of the editing process a storyboard can be used to review and modify as necessary what was planned.
Advantages Helps catalyze feelings about the feasibility of the program idea. �If the storyboard looks wrong, the program will too. Allows everyone to share ideas equally and promotes consensus. �There is a document which everyone can point to as a common point of reference, enabling the design team to say, 'Yes, that is what we meant', or 'No, we've a problem here'.
Advantages �Communication with client funding the project Perceive possible continuity problems before they happen �Problems may be spotted from the storyboard which may have proven more costly to correct at a later stage.
Advantages �Cost effective, accurate planning. save time in writing project documentation �A detailed storyboard can save time in writing project documentation, e. g. , in the production of the product specification document.
S T O R Y B O A R D
Navigational Structure Paparan utama topik kemudahan Tempat menarik Binatang buas Keluar dari aplikasi
Navigational Structure Paparan utama 1 topik kemudahan 2 a 2 Tempat menarik 2 b Binatang buas 2 c Keluar dari aplikasi 2 d
REKA BENTUK PAPAN CERITA APLIKASI MULTIMEDIA TAJUK Taman Negara REKA BENTUK SKRIN NOMBOR SKRIN 1 Paparan Utama CARTA ALIR/ NOTA / ARAHAN : SUMBER IMEJ T 1 Nama Fail : ………………. SUMBER ANIMASI G 2 T 1 : Selamat Datang ke Taman Negara G 1 : Gambar latar terdiri dari tempat membeli tiket dan beberapa orang sedang beratur membeli tiket. G 1 Nama Fail : ………………. G 2 : Gambar kotak untuk memaparkan teks SUMBER KLIP VIDEO G 3 : Gambar anak panah A 1 : Teks keluar ayat demi ayat dari atas skrin ke dalam kotak G 2 serentak dengan gambar kanak-kanak yang bercakap mengikut jujukan teks dari T 2 hingga T 11. Nama Fail : ………………. SUMBER AUDIO / SUARA LATAR P 1: klik pada G 3 untuk wujudkan pautan ke skrin topik). Nama Fail : ………………. Mula Paparkan T 1, G 2, G 3 A 1, P 1 SKRIP / SUMBER TEKS : Nama Fail : tex. doc (mengandungi Jujukan teks dari T 2 hingga T 11) Klik P 1 LOKASI FAIL-FAIL SUMBER DIRECTORY : ………………. Jika P 1 ya CATATAN : Jumlah masa : P 1 G 3 A skrin topik T(Teks), G(Grafik), V(Video), U(Audio), A(Animasi), P(Pautan)
REKA BENTUK PAPAN CERITA APLIKASI MULTIMEDIA TAJUK Taman Negara REKA BENTUK SKRIN NOMBOR SKRIN 1 Paparan Utama CARTA ALIR/ NOTA / ARAHAN : SUMBER IMEJ T 1 Nama Fail : ………………. SUMBER ANIMASI G 2 T 1 : Selamat Datang ke Taman Negara G 1 : Gambar latar terdiri dari tempat membeli tiket dan beberapa orang sedang beratur membeli tiket. G 1 Nama Fail : ………………. G 2 : Gambar kotak untuk memaparkan teks SUMBER KLIP VIDEO G 3 : Gambar anak panah A 1 : Teks keluar ayat demi ayat dari atas skrin ke dalam kotak G 2 serentak dengan gambar kanak-kanak yang bercakap mengikut jujukan teks dari T 2 hingga T 11. Nama Fail : ………………. SUMBER AUDIO / SUARA LATAR P 1: klik pada G 3 untuk wujudkan pautan ke skrin topik. Nama Fail : ………………. Mula Paparkan T 1, G 2, G 3 A 1, P 1 SKRIP / SUMBER TEKS : Nama Fail : tex. doc (mengandungi Jujukan teks dari T 2 hingga T 11) Klik P 1 LOKASI FAIL-FAIL SUMBER DIRECTORY : ………………. Jika P 1 ya CATATAN : Jumlah masa : P 1 G 3 A skrin topik T(Teks), G(Grafik), V(Video), U(Audio), A(Animasi), P(Pautan)
REKA BENTUK PAPAN CERITA APLIKASI MULTIMEDIA TAJUK REKA BENTUK SKRIN NOMBOR SKRIN 2 Topik Taman Negara CARTA ALIR/ NOTA / ARAHAN : SUMBER IMEJ T 12 Nama Fail : ………………. G 4 : Gambar latar terdiri dari gambar di Taman negara G 5 : Gambar pintu G 4 SUMBER ANIMASI T 12 : Kandungan Nama Fail : ………………. SUMBER KLIP VIDEO P 2 T 13 P 3 T 14 P 4 T 15 T 13: Kemudahan yang terdapat di Taman Negara T 14 : Tempat menarik di Taman Negara T 15: Binatang liar yang terdapat di Taman Negara Nama Fail : ………………. SUMBER AUDIO / SUARA LATAR Nama Fail : lagu. mp 3(mengandungi lagu latar) SKRIP / SUMBER TEKS : U 1 P 2: klik pada T 5 untuk wujudkan pautan ke skrin kemudahan P 3: klik pada T 6 untuk wujudkan pautan ke skrin tempat menarik P 4: klik pada T 7 untuk wujudkan pautan ke skrin binatang liar P 5: klik pada G 5 untuk keluar dari aplikasi ini U 1: memainkan lagu latar secara automatik LOKASI FAIL-FAIL SUMBER DIRECTORY : ………………. CATATAN : Jumlah masa : P 5 G 5 T(Teks), G(Grafik), V(Video), U(Audio), A(Animasi), P(Pautan)
A Paparkan T 12, T 13, T 14, T 15, G 4, G 5, U 1, P 2, P 3, P 4, P 5 Klik pautan Jika P 2 ya B skrin kemudahan Jika P 5 Jika P 4 Jika P 3 C skrin tempat menarik ya ya ya D skrin binatang liar Tamat