Special Online Issue
 |
Edited by Diane McGrath |
formerly Journal of Research on Computing in
Education
Volume 28 Number 5 Summer 1996
Multimedia Science Projects: Seven Case Studies, Observations &
Discussion
Diane McGrath, Chandima Cumaranatunge, Misook Ji, Huiping Chen, Winston Broce
and Kathleen Wright
Kansas State University
Observations
In the linked sections (Teachers & Classes and Projects & Audience)
we describe
teachers and classes (equipment, students, community, the
subject-matter of
student projects, and audience), and we show samples from the project
stacks
from each site. The schools are abbreviated HS, MS, and ES for high,
middle,
and elementary school. Teachers are abbreviated T1-T10, where T1-T3
are high
school teachers, T4-T8 are middle school, and T9-T10 are elementary.
T1-T5 were
in Group I, and T6-T10 were in Group II.
Problems and Frustrations
Not surprisingly, there was a long list of frustrations that occurred
because
most of the teachers and students were new to HyperCard (1987-1994),
and were
trying to do a project while they were also learning HyperCard,
scanning, and
QuickTime (1989-1994). Students for the most part did not complain,
but one
can see some of the frustrating times on videotape. In HS-2 the
students submitted
end-of-project reports in which their teacher asked one question about
problems
they encountered. The list of items named by one or more students
included nearly
everything technical that could be named (movies, sounds, links,
color, beveled
buttons, fonts, scanning, digitizing video, sound, etc.).
Again, because they were new to this kind of work for the most part,
teachers
and students encountered other problems typical of novices, such as
saving an
old file over a new one, working off a floppy instead of the hard
drive, and
not taking care of their floppies and losing their data. Equipment
problems
particularly nagged the elementary school. During the first semester
elementary
students had to make appointments to use the computer lab at the high
school
and walk there. This often was not a good solution because high school
students
were already there working. During second semester, they borrowed two
computers,
and one of the hard drives crashed. One school's scanner died, and
another school's
tutorial tapes didn't work. Some didn't have access to a scanner at
all.
Two groups, teachers felt, took too long on the project (MS-1 took
eight weeks,
and MS-3 took an entire school year). In the first case, the computer
teacher
did not want to spend that much of her time on only one software
package; in
the second case, teachers felt they had to get their students enthused
all over
again in the spring. Students in another group felt they had too
little time
(HS-2 had less than 8 weeks), partly because students had to teach
themselves
HyperCard (1987-1994) and that took some time.
There were VideoSpigot problems at several schools, such as ordering
the wrong
version, switching to an AV machine midstream and having to learn new
software,
and never getting the Spigot to work at all. Pictures and movies were
usually
too big for floppy disks, and most schools did not have any way of
getting data
from one computer to another except by floppy. Research staff
occasionally loaned
out a portable drive.
Rural students have the opportunity to do a wide variety of things
because
there are so few students available for the various activities.
Students have
a good chance of being, for example, on the school paper and on the
baseball
and track teams. Teachers coach drama and football and teach math,
science,
and English. Everyone is very busy. The downside of this phenomenon is
that
it is very difficult to hold a class in which all students are
present, particularly
in the spring. For cooperative learning projects, the drawbacks are
obvious.
Students can't consult with each other; those that are left get stuck
trying
to figure things out by themselves and doing other people's work. The
two rural
high school teachers, in particular, complained that this kind of a
project
should not be done during track season. T1 minimized this problem by
having
her students communicate by notebook about what each had done and what
needed
to be done.
Teachers in rural areas are also isolated from each other, with
typically only
one science teacher per school; therefore networks of support become
very important.
E-mail worked for a couple of the teachers, and that helped. The
research staff
were very responsive to phone calls, and they got a great many of
them. There
was a great deal of on-site problem solving involving both teacher and
students,
all of whom were trying together to learn something new.
Science Understanding and Attitude
Teachers individually decided on their own grading criteria for this
project,
and there was no independent formal assessment of either knowledge of
or attitudes
toward science, the main subject of these projects. In no case was
this project
the only science learning going on during the year; the project
was one
of many learning settings and opportunities provided at all sites. The
data
that form the basis for the findings reported in this article are
student, teacher,
and research staff observations, reports, and reflections. Links are
to data
selected to best illustrate each section below for all age levels.
Student Research
Teacher, Project Director and "Old Hat" Students
MS Teacher Explaining What Students Learned
[QT
movie: 2.5MB]
Attitude
toward the content of multimedia science projects.
High school projects were all interdisciplinary, and students showed a
good
deal of interest in the intermingling of the science and history
connected with
their local study sites and in plants and animals. Elementary school
children
focused on specific animals and habitat, and why people need to be
concerned
about animal habitats. Their journals reflected a real enthusiasm
about the
science they were learning. Students of all ages appeared to really
like the
field trips that were basic to every project.
Attitude
toward multimedia projects.
Every group except MS-2 (see Old Hat section, below) showed a great deal of for
using multimedia
to do science projects. Reasons given included: "getting to know so
much about
one place"; learning "so much more"; "not so boring as books,"
questions, tests,
and lectures; "it doesn't seem like science"; "it was hands on"; "it's
fun";
and "you don't have to do reports."
Change
in attitudes toward science.
Students' attitudes toward science did not appear to be influenced by
this project.
Although they enjoyed this project a lot, they did not claim that it
increased
the likelihood that they would continue to study science. When asked
if this
project influenced their liking of science, they typically responded
with silence
or mumbling. One exception was a group of three students from HS-1,
who liked
studying the land right outside their school. Two things did appear to
make
a difference in student attitude toward science: the teacher and the
field trips.
Teacher
and student reflections on learning and understanding.
Students at the high school and elementary levels felt they had
learned a lot
from this project, and they could tell you what they learned. Students
at the
middle school level seemed to have more trouble either remembering
their field
trips or making connections among the various parts of the project
(research,
multimedia, and field trips). The project had its ups and downs,
lasting as
long as it did. Teachers at all levels at varying points in the
project expressed
both frustration (with students' level or work or understanding) and
pride (in
students' creativity, interest, and hard work).
Teacher
observations of skills that are necessary for this kind of
project.
Both during and after the project, teachers commented in journals and
interviews
about the kinds of skills they thought students needed for a project
like this,
and they often expressed surprise that students didn't already have
these skills.
Skills mentioned were: interviewing, taking notes, finding
information, writing,
and organizing. Two high school teachers were interviewed at length
about their
thoughts on student skills; they gave us the most complete picture of
the skills
students needed to learn for such a project. One high school teacher
described
the aesthetics or design skills that need to be developed.
Teacher
observations about changes in the quality of student work.
High school and middle school teachers and students reported that
students learned
many other things besides science in this project, and some of their
comments
suggest the broader learning that took place. Teachers felt that
students had
begun to learn something about writing, organizing, interviewing,
finding information,
and even how to deal with dead ends in their research. High school
students
reported learning such things as "compromising with a work partner,"
"the value
of dedication and hard work," "the challenge of figuring out things"
on one's
own, "how to create an interesting report," "research and application
skills
not only for this project, but for future 'optional' critical thinking
projects,"
and dependability.
ES-1 Boys' Opinion on Girls and Computers
[QT
movie, 2.2 MB]
Gender
In all projects, students worked in groups of two to six, all of whom
were usually
the same gender. For the most part students chose their own work
partners, except
in MS-2 and MS-3, where they chose the subject-matter they would work
on, thereby
determining their partners. Each group was responsible either for its
own project,
or a piece of a whole-class project, so all students participated to
some extent
in all activities, including research, writing, and constructing the
multimedia;
a notable exception is MS-2, where studentsdivided themselves into
three separate
groups--computer, art, and research--and never collaborated to put it
all together.
Three categories of analysis on gender-related issues were examined in
this
study.
Attitude
toward technology-related aspects of project.
For the most part, both female and male students spent similar amounts
of time
doing technology-related activities. Students of both sexes indicated
that they
enjoyed these tasks: color, beveled buttons, screen transitions,
sound, graphics,
scanning, videotaping, digitizing video, entering text, working on
layout, linking,
and entering and editing text. It is apparent from observation,
student journals
and interviews, and teacher journals and interviews that girls and
boys liked
these activities equally well. Groups of youngsters, both girls and
boys, occasionally
reported confusion or boredom, but neither feeling seemed to last. For
the most
part, both girls and boys had a high degree of involvement and
investment in
all aspects of the project. In the one elementary school, the girls
appeared
to be dominant.
Attitude
toward subject matter.
All projects dealt with science, but the first year's projects also
involved
the history associated with the local wildlife area they were
studying. Girls
and boys alike expressed or demonstrated an interest in the science
and history
and the processes involved in learning both (including not only
data-gathering,
but also note-taking, interviewing, etc.). In Group I and Group II
students,
both boys and girls were particularly excited by the field trips, and
students
of both sexes enjoyed the science and learning involved. Because we
were unable
to detect any change in preference for science as a result of this
project,
we did not pursue the question of gender differences in attitude
change.
Leadership
and expertise.
In no case could we find an exception to the statement that both
leadership
and expertise were equally distributed among the girls and the boys in
any of
the seven sites. This does not mean that everyone liked and excelled
at everything;
indeed, there were some notable dislikes and some stereotypical
preferences
as well. For example, one group of fourth-grade girls never seemed to
enjoy
themselves because they spent much of their time arguing over who
would get
to type, and some girls spent a good deal of time investigating color
and drawing.
But there were nonstereotypical interests as well--girls liking sound,
boys
being good at creativity in artwork, girls knowing how to put movies
in a stack,
boys being good at writing, and so on. The possibilities offered by
group projects
in multimedia meant that there were a great many roles to be filled,
and learners
of all types stepped in to fill them.
Taking Responsibility for Learning Length of time for the
project.
The length of time that students worked on the multimedia science
projects varied
from site to site and among different age groups. High school projects
took
8-10 weeks, and middle school projects took 2-6 months. The elementary
school
project took about 8 months. Teacher and student journals and
interviews and
the three sets of video observations tell the story of the changes
that took
place.
Changes.
Students began the project with enthusiasm but were unaccustomed to
the kind
of thinking, planning, organizing, and independent work that the
project required.
In the Visit 1 videotapes we often see students acting puzzled, and
getting
students to participate in brainstorming discussions was like pulling
teeth.
Yet some students were already trying to figure things out among
themselves.
During Visit 2 we began to see a change from puzzlement to active
attempts at
inquiry, locating information, collaboration, and problem solving. At
the high
school level, this change from passive to active, from a sense of
being lost
to a sense of purpose, appears to begin by about the third week, but
is not
sufficient to completely finish and polish the final product without a
lot of
effort from the teacher to prod and guide them.It is more difficult to
tell
about the change process for the other grade levels because the
classrooms and
times allotted were so widely different and because the visits were
spread out
over a greater time.
Responsibility to the group.
Typical scenes in every classroom (except MS-1 and MS-2, in which
students worked
only within their groups) involved collaboration and problem solving
in every
imaginable permutation--a project team working together; one team (or
member)
helping or consulting with another team; or problem solving among
teachers,
students, research staff, and sometimes with other teachers or
students from
the school. All people involved persisted in the face of many
technological
frustrations. There are many indications that students felt
responsible to their
group or class for their part of the project, and sometimes even
stepped in
to help out with parts of the project that had been assigned to other
students.
Sustaining hard work.
Students from all of the high schools came in for many extra hours
during and
after school, on evenings, on Saturdays, and during the summer,
whether to do
their own part or help others; to work on the natural area to mow,
plant, or
water the plantings; or to simply go looking for snakes. One boy
carried his
camcorder with him while he worked in his family's fields so that he'd
be ready
if he saw any interesting animal life to put in the project. Students
from MS-3
were all volunteers; theirs was not a graded project.
Personal investment in the final product.
Reports from teachers and students alike indicated a personal
investment in
what the final product looked like, particularly as the time
approached for
a public showing to an audience about whom they cared. At the end of
the projects,
teachers and students seemed to be pleased with their work and
relieved that
they had successfully completed this enormous project.
Additional Observations
Two additional findings stood out in the observations, interviews, and
journals.
The first was the striking relationship of self esteem to audience.
The second
was a surprise, and suggests what we might expect from students who
have used
multimedia for years.
Self-esteem
and audience .
One time-saving middle school tactic was apparently a means of getting
two different
classes involved in working together before they began their project.
MS-3 teachers
had the sixth graders, who had been using HyperCard (1987-1994) for a
while,
teach the eighth graders who would be part of the same project but had
not yet
learned HyperCard. This turned out to have a remarkable effect on the
self-esteem
of the younger students, as commented on by teachers and noted by
nearly every
sixth grader in a journal entry.
Other instances of increase in self-esteem in this project were
reported by
several teachers. In some cases the person had some skill that others
could
learn from. In other cases it was related to the pride everyone
experienced
from showing their presentations at the end of the year.
Although teachers tried to fulfill the requirement of an audience
experience
somewhere in the project, it appears that this was in some cases
perfunctory.
That is, although they cooperated, not all teachers felt that an
audience was
as important as the researcher did. They did not, for example, tell
students
ahead of time that there would be an audience and who it would be. As
projects
were being polished up for whatever audience there would be, students
began
at the end to be concerned about the quality of the multimedia
project, in part
because teachers themselves began to feel pressured. For example,
second year
teachers all showed their students' projects at a conference for
science teachers
in late April; therefore teachers were particularly anxious that
things be in
shape for their own (authentic) performances.
Old
hat.
The experience of MS-2 in which doing multimedia was "old hat" to
the students,
gave us the impression that most of them were not at all interested in
it, except
for those few (3 out of 24) who happened to prefer working on
computers. The
teacher was very excited about using multimedia on this project, but
students
were really quite uninterested. They had done this kind of thing since
the third
grade.
Discussion and Conclusions
In this study we set out to look for clues about the process of
constructing
multimedia science projects. We examined student attitudes, the kinds
of things
students learned, the ways in which the oft-cited "taking
responsibility for
one's own learning" manifested itself, and whether girls and boys both
took
leadership roles or developed expertise in these projects. What we
found confirms
most, but not all, of our hunches and suggests hypotheses and
questions for
future research.
Learning and Attitudes
Teachers and students believed that a lot of learning took place not
only about
science and computers, but also (in high school projects) about the
many issues
associated with studying a place in one's own community, e.g. history,
tradition,
laws, and resources available for such research (museums, newspapers,
etc.).
And we began to see the impact these projects made, particularly on
the older
students, who reported learning to hold up their ends of a group
effort, the
importance of not waiting until the last minute, the satisfaction that
comes
from designing something or figuring out something yourself, and the
self-esteem
found in teaching someone else what you know. Students of all ages
tremendously
enjoyed this way of learning and worked very hard at it, confirming
the Blumenfeld
et al. (1991) claim of multimedia's high motivational value.
However, student
appreciation for science itself was not observed to change as a result
of this
project, disconfirming the notion that the project's connection to the
local
community would increase students' connection to the field of science.
It appears
that for high school students, however, ttheir notions of what
constitutes "science"
was broadened and they found this interdisciplinary work appealing.
Teachers found that students were surprisingly unprepared to do the
kind of
research and organizing tasks needed for such a project (see Carver
et al., 1992), but noted that these skills did improve as students
found
a need for and used them. This observation supports a design view of
learning
because it begins to spell out the processes that are involved in real
intellectual
work and the learning that takes place during even a first attempt at
such a
project. One teacher (T1)
had given a lot of thought to those aspects of the technology (e.g.,
fonts,
color, etc.) that assisted in representing the subject in multimedia
format.
The excellence of her
students' project lends support to Lehrer
et al. (1994), who suggest that such artifacts can be used to help
learners
think about how to represent an idea. Two of the teachers collaborated
on a
project at three of the sites, but no teachers collaborated with
teachers of
art, English, or any other subject in which expression in a new medium
could
be an explicit subject for students to examine more deeply.
Gender
We chose to examine gender as a factor in attitude and expertise for
two reasons:
(a) our earlier informal observations had suggested that multimedia
would motivate
both girls and boys, and (b) Oakes
& RAND (1990) had proposed that science and technology would be
more appealing
to girls if taught in a way that involves activities and connects
learners to
people and community. Indeed we found boys and girls equally
enthusiastic, equally
committed to the project, equally able to demonstrate expertise and
leadership,
and equally excited about the multimedia aspects of the project. Girls
also
seemed to like science as much as the boys. However, there was no
indication
that girls or boys were more likely to continue in science because of
these
community-based multimedia projects.
Responsibility
Our data lend a great deal of support to the popular claim that
multimedia
project design increases student responsibility for their own
learning. This
was seen in the many hours high school students put in outside of
their regular
school day, the voluntary nature of one middle school project, student
persistence
after much frustration, sustained work over a long period of time,
reports of
helping and teaching each other and stepping in to do the work of
absent colleagues,
concern for how this project would appear to an audience, and reports
of feeling
that they had to be reliable because others were depending on them.
This change
in learners was bumpy, with some doing it and some not, some doing it
today
but not tomorrow, some doing some responsible things but not others,
and with
great teacher frustration at times. But as the end drew near, students
rose
to the challenge, and were universally and deservedly proud of their
finished
products.
The presentation to a valued audience turned out to be a very
important factor
in this process of change from traditional to responsible learner. We
might
well take a lesson from this observation. Student self-esteem, pride,
and visible
rewards from amazed audiences were seen when the audience was a peer
group or
parents. These qualities, from the researchers' own informal
impressions, were
not observed when the audience was simply the teacher, classmates who
were also
involved in the project, or the researcher.
Finally, one middle school classroom was unique in a number of
respects, one
of which was the fact that they had used multimedia for years and were
not very
interested in using it during this project. They enjoyed the science
and the
field trips, but very few chose to work on the multimedia part of the
project.
It may be that when multimedia projects become commonplace, they will
lose their
holding power. That is, it is conceivable that design is not, in fact,
the critical
issue in these projects, but rather that novelty is the important
factor. This
is a disturbing possibility, and one we are not enthusiastic about
proposing.
But the question requires further inquiry, because too many resources
are being
invested in this direction if we are simply seeing the effects of
novelty. There
is, however, a likely alternative explanation: the make-up of this
particular
group of students. These were students who hadn't been successful in
science
the previous semester, and the hands-on field science course based
deeply on
field trips was designed specifically for them. This very concrete
learning
experience was quite appealing to these students, and they either may
not have
been ready for the design experience or may have found it distracting
from other
activities that were important to them.
This readiness-for-design hypothesis suggests that we should
reexamine some
of our data from the point of view of age, as well. Age had not been a
targeted
research question, nor had it even been a part of the original grant
proposal,
which was aimed at the secondary level. But we may nevertheless
reflect on what
we saw. Students at all ages were enthusiastic, involved, and learned
the appropriate
amount of science and technology for the project. But the sense of
responsibility
was absent at the elementary level, very mixed (really only seen at
MS-3) at
the middle school level, and very impressive at the high school level.
It seems
likely that the design project has elements that can best be developed
at the
secondary level. This is an important hypothesis to examine, because
it is usually
the younger students who have the opportunities that a self-contained
classroom
presents to work with multimedia: time, space, and less emphasis on
narrow subject
matter.
Recommendations
We offer some tentative recommendations to teachers who are
interested in having
their students design multimedia projects. You should be encouraged by
the enthusiasm
and positive attitude shown by girls and boys at all ages (at least if
this
is a new idea to them). Be aware that students do not come with
ready-made design
skills, and be prepared to think about these issues aloud with your
students.
We are confident that these skills won't simply happen. Just as with
problem-solving
skills (Salomon
& Perkins, 1987), if you want to develop design skills in your
students,
you will need to give them extensive and varied practice and talk
about it with
them. If students do not know the authoring program ahead of time, you
need
to be prepared to spend time teaching the technology. However, as MS-3
teachers
said, after the first year, students will know how to do it, and
probably can
and will teach others how to do it. Learning the technology, doing the
research,
and putting together a polished project will probably take about 6-8
weeks at
the high school level and a semester at the middle school level. Don't
expect
it to be perfect or smooth the first time around. You might consider
collaborating
with someone in a related subject area, either an expressive area
(art, journalism,
or English) or a content area (history, social studies, mathematics).
Interdisciplinary
projects are recommended. Keep a journal of what worked and what
didn't, how
long it took, and what events took place when. Do the project in the
fall, not
the spring.
Researchers need to follow up on some of the questions raised by this
set of
case studies. For example, at what age can learners best benefit from
design
work and what kinds of support do they need? If researchers can locate
a community
in which project-based activities connected to people and the
community take
place in science throughout the schooling years, they might also be
able to
answer the question of whether this kind of work could really make a
difference
in whether students stick with a subject like science, as Oakes
and RAND (1990) contend. These questions suggest the need for
longitudinal
studies.
On a more short-term basis, research needs to examine the
relationship we observed
between audience and self esteem. For example, what would be the
effects on
personal investment in a project of having the students choose the
audience
and of having them know from the beginning the who, how, and when of
the presentation?
What might it be like to use formative evaluation techniques or beta
testing
on a project before presenting it to the valued audience? Another
important
question is the motivational value of multimedia: Is it simply a
novelty effect,
or does it remain motivating as learners develop their design skills?
There
must be a number of communities now in which learners have done this
kind of
work for a couple of years, and we should study the changes in
students as they
learn to design.
There are many questions to be answered about the processes and
outcomes involved
in multimedia design projects. But we are encouraged by this and other
early
research on constructivist classrooms to continue asking these
questions and
working with teachers and students. Many of the answers seem likely to
come
from qualitative research.
Copyright © 1996, ISTE (International Society for Technology
in Education).
All rights reserved.
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