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
Diane McGrath, Chandima Cumaranatunge, Misook Ji, Huiping Chen, Winston
Broce
and Kathleen Wright
Abstract
The research reported here began as a staff development project in
which
teachers of grades 3-11 produced multimedia projects, conducted a
similar
project in their own classes, and showed their students' projects at
a conference.Researchers
acted as participant observers, providing technical support as the
students
carried out their multimedia projects. Research questions focused on
attitude
toward science and multimedia projects, gender differences in
attitude and
expertise, and the process of students taking responsibility for
their own
learning. Data for this qualitative study represented 3 points of
view: teachers,
students, and research staff. Findings include the following: (a)
Students
generally preferred this kind of project to a term paper, except in
one school,
where multimedia was "old hat"; (b) students and teachers reported
that students
had learned a number of skills besides science and computing,
including dependability,
organization, interviewing; (c) both girls and boys at all ages
appeared to
like computers and doing multimedia science projects, and both were
active
participants and class experts; and (d) eventually most high school
students
took responsibility for learning and kept commitments to their
groups, and
many worked beyond the regular classroom hours.
A constellation of beliefs based on both enthusiasm and theory has
come to
dominate much of the literature on multimedia as a teaching and
learning tool.
Many educators hope and expect that the use of multimedia in
constructivist
classrooms will lead to improved student attitudes, motivation,
understanding,
transfer, equity, and responsibility for one's own learning.
Research, however,
has been slow in coming, perhaps in part because the methods we have
traditionally
used are not adequate for measuring or evaluating what we think is
really
happening in these learning situations.
Many teachers and researchers can thank Fred d'Ignazio(See "The
Multimedia
Sandbox," his regular column in The Computing Teacher and
Learning
and Leading with Technology since 1989) for their enthusiastic
belief
in multimedia as a set of tools to take a learner anywhere he or she
wants
to go. In addition, numerous anecdotal reports, a number of them by
software
and hardware companies, speak of wonderful projects and highly
motivated students
(e.g., Carangelo,1991; Winston, 1995). At conferences teachers
encounter student-produced
kiosks, multimedia term papers, and other long-term technology-based
projects
that appear to have a large impact on students involved. Our own
informal
observations had also indicated that this kind of project appears to
be equally
motivating to girls and boys (McGrath, 1990). In this study we take
a close
look at seven multimedia science projects and examine science
attitudes and
understanding, student responsibility for learning, and gender
equity in terms
of both attitude and expertise.
Theoretical Perspective
Three theoretical perspectives lead us to focus on multimedia
projects for
learners as a means of enhancing student learning, responsibility, and
enthusiasm.
These are constructivism, learning as design,and multiple
intelligences.
Constructivism. Authors of articles about multimedia in
education typically
consider themselves constructivists and view the paradigm as changing
from teacher-centered
telling of information to learner-centered constructing of knowledge.
Constructivism
is an epistemological belief about how we know what we know, a belief
that has
no necessary connection with what has come to be known as the
constructivist
classroom or constructivist teaching methods. Indeed, as Jonassen
(1995) reminds
us, from a philosophical-constructivist point of view it doesn't
matter how
the classroom experience is arranged because learners construct their
own understandings
even in a behaviorist classroom.
Nevertheless, a popular and appealing connection is made between the
idea that
each person constructs understanding from experience and the notion
that we
could help that construction process along if we set up a cognitively
rich learning
environment (e.g., Papert, 1980; 1993). Teachers in constructivist
classrooms
typically promote sustained projects,often with cooperative learning,
the building
of artifacts, a real audience,and authentic assessment. Indeed,
features of
what is called the constructivist classroom have come to be part of
the National
Science Education Standards (National Research Council, 1993, 1996).
Learning as design. In two influential books,
Papert'sMindstorms
(1980) and Perkins' Knowledge as Design(1986), the authors
discussed,
in very different ways, learning as a design process. Papert (1980)
was interested
in developing tools that children might be able to use to think,
explore, solve
problems, and construct knowledge, and then letting youngsters loose
to work
on long-term projects. In Papert's learning environment,teachers help
learners
by asking questions and guiding them toward concepts they need to
progress to
the next step on their projects. Perkins (1986) focused on knowledge
itself
as a design, with a structure, a purpose, model cases,and means of
evaluation;
he showed in excellent detail how to teach for understanding so as to
make clear
to learners what the design elements are for the subject being
studied. In a
third book on this view of learning,Learning to Design, Designing
to Learn
(Balestri, Ehrmann & Ferguson,1992), the authors contend that by
designing,
students learn design skills and, more importantly, come to understand
the ideas
underlying their design and become strongly engaged in the learning
process.
The fundamental premise behind designing for learning is that people
learn by
working with a subject matter. As Perkins (1992) puts it, "Learning is
the consequence
of thinking" (p. 8).
Related arguments for student design of multimedia artifacts as a
means of
learning focus on motivation, collaboration, understanding,and the
development
of cognitive skills. Blumenfeld et al. (1991) make an excellent case
for the
motivational value of long-term projects in which students design
artifacts.
Scardamalia and her colleagues (Scardamalia, Bereiter, McLean, Swallow
& Woodruff,
1989; Scardamalia & Bereiter, 1991) discuss how students' joint
constructions
on a computer network can help develop knowledge-building communities.
Lehrer,
Erickson and O'Connell (1994) propose that design of hypermedia-based
artifacts
can "be used to encourage students to think about how to represent an
idea,
to think about how to link different representations of an idea, and
to think
about relationships among ideas" (229). Carver, Lehrer, Connell &
Erickson (1992)
analyze in some detail the cognitive skills involved in designing
Hypermedia
documents: project management, research, organization and
representation, presentation,
and reflection.
Multiple Intelligences. Gardner's (1983) theory of multiple
intelligences
(1983) also supports student creation of multimedia projects. Gardner
holds
that people have many intelligences, and that schooling typically
focuses on
only a few of these. The design and construction of multimedia
artifacts, however,
can draw on many intelligences (e.g., artistic, logical, linguistic,
and musical)
and can thus serve to exercise a number of skills and involve students
with
different dominant intelligences.
The Current Study. These theoretical perspectives suggest that
a project-based
classroom in which students work with a particular subject-matter for
a purpose
of demonstrating what they have learned to a real audience should help
improve
(a) the attitude with which students approach their work, (b) the
quality of
their work, and (c) their sense of ownership for that work. We may
expect learners
to work hard, enjoy it, develop a sense of pride and purpose in their
work.
We do not know whether this anticipated involvement and effort will
carry over
to performance on a standardized test. It is likely that no
traditional measure
of learning will gauge this sense of responsibility, this serious
personal investment,
in a multimedia project. But these outcomes should show up in their
expressed
and observed attitudes and behaviors and in some evidence of
developing expertise
and leadership.
Research
There is very little research on constructivist (student-constructed)
multimedia
and hypermedia. Studies have focused on the design skills learned in
the process
(Carver et al., 1992; Lehrer et al., 1994; Wisnudel, 1994); planning
skills,
cooperative learning, concept development, and reflective learning
(Toomey &
Ketterer); motivation (Blumenfeld et al.); and the process of creating
a group
project among second graders (Reilly, 1992). A good deal of evidence
indicates
that multimedia compositions are highly motivating, but very little
research
attention has been focused on understanding the effects of these
compositions.
Lehrer et al. (1994) looked at the changes in organizational structure
of nodes
and links after classmate review of a project and found increased
elaboration.
Spoehr (1993,1994) has been studying the nature of the projects
constructed
for history by evaluating the conceptual structures reflected in the
projects.
She has found that student hypermedia authors produce more complex
concept maps.
There is not much indication in the research of any age differences,
classroom
and teacher factors, or good evaluation methods other than concept
maps. In
the current study, we looked at teacher and student reflections on
student learning,
attitudes toward the project and the process, and for evidence that
students
made connections among what they were doing in the classroom, in the
multimedia
projects, and on their field trips.
Research has been fairly silent on the question of how to best set up
and run
multimedia projects from a teacher's point of view. Nor has it told us
what
we would like to know about how long it takes to get students to
change from
the more traditional learning to the active learning we anticipate
from a constructivist
classroom or even whether this predicted change actually takes place.
In this
study, we hoped to learn more about that process of change.
There is also not much solid research on the question of whether
multimedia
construction is a good way to bring about enthusiasm, access, and
understanding
for learners of different backgrounds, interests, talents, gender,
race, or
ethnicity. Some data on field dependency lead us to believe that
multimedia
projects might enhance equity in some fields of study. Research
indicates that
female, Hispanic, and African-American learners, for example, are
often field-dependent
learners and that this may be an important reason for their lower
achievement
in and interest in mathematics and science (Oakes & RAND Corp., 1990;
Stiff
& Harvey, 1988). According to the Oakes and RAND review, "...because
mathematics,
science, and technology are taught most often as abstract and
disconnected from
other people, these subjects are more appealing to white males than to
women
or minorities" (p. 171). As instruction proceeds over the grade
levels, these
subjects become more abstract, more divorced from people and
community, and
more often taught by books than by activities, girls and minorities
tend to
lose interest, and when they have a chance to do so, drop out. It
therefore
seems likely that putting computer-based tools in the hands of
students and
letting them produce multimedia projects on science topics associated
with their
own region of the state, as we did in the current study, will connect
allkinds
of students to authentic science issues in their own communities, that
is, to
people, and thus connect them more to science itself.
The Current Study
The context. This study was carried out in the context of a
staff-development
project funded by an Eisenhower grant for teacher enhancement in
science. It
was a one-and-one-half year study; the first semester was aimed at
secondary
teachers, and the second year was a repetition for elementary and
middle school
teachers. Teachers read about and discussed concepts about enhancement
of science
teaching from a constructivist point of view and did their own
multimedia project.
They then developed a plan for a similar project in their own classes,
implemented
and evaluated the process as students tried it out (with on-site and
telephone
technical assistance),and finally they assessed the entire experience
and presented
their projects and observations to a public audience at a conference.
Ehrmann
& Balestri(1992) suggest that the best way to learn science and other
subjects
is to set up a design studio in which to work. Their own classrooms
were these
teachers' design studios.
Within this framework, the researcher and graduate
assistants(research staff)
wore several hats. We were teachers, guides, coaches, and on-site
technical
assistants to both teachers and students. We also wanted to study the
process
of learning multimedia-production skills and constructing multimedia
science
projects in different kinds of classrooms,and so we were also
participant observers
in a multisite case study. These sites were at a great distance from
our campus,
and the grant paid for on-campus training for teachers, two meetings
for the
secondary teachers, and three visits to each of the seven project
classrooms.
These limitations will help you understand our methods and
observations.
Research questions. The research questions that formed the
central focus
for this qualitative study formed three clusters:
- Science understanding and attitudes. Do teachers and
students believe
that students learned from this project? Is there evidence that
students
make connections among ideas and concepts from class, field trips,
and project?
Do students like doing this kind of science project?
- Gender and attitude. Are there gender differences in
attitudes
toward science or multimedia? Do leaders of both sexes emerge? Do
both girls
and boys become experts in some aspect of the project, either
scientific
or technological?
- Responsibility for learning. Do students take
responsibility for
their own learning when doing this kind of project? How do they do
this?
How long does it take to get them into the new problem-solving
independent-learning
mode?
Consider this research exploratory, a sort of first
step in
a "design experiment," if you will (Brown, 1992). In a setting in
which teachers
are permitted and encouraged to design their own ways of having
students create
multimedia science projects, with only a few parameters set for them,
we expect
to learn something about what such classrooms are like, how they
function, and
what the obstacles are. We can hope to find tentative answers to our
research
questions and, perhaps, come up with suggestions for teachers who want
to try
such projects. The next step will be to take these ideas as hypotheses
and move
them to more tightly controlled situations for a closer look.
Method
Participants
Participants were 10 teachers of grades 3-11 from rural schools in
Kansas and
their science students. Eight were women and two were men. Classroom
sizes varied
considerably, from 6 to 24. In three cases, pairs of teachers and
their classes
worked together on a project; therefore, although we studied 10
teachers, we
had only seven case studies.
During the first semester of the research, three of the five teacher
participants
(Group 1) were high school biology teachers, and the remaining two
were a seventh-grade
computer and science teachers working on the same project. During the
second
part of the research,one of the five participants (Group 2) was a
middle school
computer teacher recruited to teach science, two were a sixth grade
science
teacher and an eighth grade technology preparation teacher working
together,
and two were elementary teachers of third and fourth grade working
together.
All ten had been recruited to be part of a teacher enhancement
project.
Student participants were 108 of the students of these 10 teachers.
Judging
informally from observation only, 105 appeared to be Caucasian, 12
Asian American,
1 African American, and one of East Indian heritage.
Participant Observers
The research staff included the
researcher,
four doctoral and one master's student, all in the educational
computing program
and Kansas State University. For each group, the researcher and two
graduate
students were participant observers. The researcher taught the
graduate course
and visited each site on the third visit. The graduate students helped
the teachers
with the technology and then divided the locations so that each had
two sites
to visit, three times each.
Procedures
Grant and school costs, and teacher enhancement events. As a
result
of personal contacts with teachers in Group I and advertising by the
North Central
Kansas Educational Service Center, five secondary and middle school
teachers
volunteered for the project and had the support of their schools.
Schools provided,
at a minimum, a Macintosh with a color monitor, at least 4MB RAM, and
a VideoSpigot
video card; a field trip for the students; and substitute teachers for
the six
days the participants would need to miss class. The grant paid for
teacher travel
for workshops and a teachers-only field trip, HyperCard 2.2
(1987-1994) software
for each teacher, and tuition for the teachers to receive graduate
credit for
this combination computer training and curriculum project.
Through contacts from Group I and word of mouth we found five
elementary and
middle school teachers to participate in Group II, a year-long
repetition of
the project. The grant did not have enough money left for the third
day of the
kick-off workshop, the two all-day workshops, the teachers-only field
trip,
or substitute teachers, but otherwise the process was comparable to
the first
one. To make up for the lack of support provided by those meetings,
the remaining
grant money was paid to four of the Group I teachers to act as
mentors, advisors,
and technical assistants to Group II teachers for 10-20 hours each.
This plan
was chosen because of the proximity of these four teachers to those in
the second
group. This second group was given from September to May for training
and completion
of student projects, because the students were younger on an average,
and because
the first group of teachers felt that a semester was too pressured for
them
as they were just becoming familiar with the technology. (See Table
1).
Student projects and on site assistance. Group I teachers
started the
student projects as early as mid-February and as late as mid-April
with an introduction
to HyperCard (1987-1994). Each set of students collected scientific
and other
types of data in a nearby natural setting and planned how to put their
findings
and understandings into a HyperCard stack. Students in Group I took a
field
trip to Cheyenne Bottoms. Teachers in Group II taught their students
to use
HyperCard during the fall semester. The three project groups took
field trips
at varying times during the year, and all three groups produced their
projects
during the spring semester. With or without input from students, each
teacher
designed the content and extent of the science to be involved in the
project,
group assignments, group sizes, assessment criteria, and the length of
the project.
Major project requirements were that (a) that teachers must get their
students
outside to make observations, and (b) they must have their students
produce
a multimedia project about those observations, as a group or in small
groups
and for a real audience, such as parents, other students, or the
school board.
Research staff promised to make at least three visits to each school,
one at
the beginning of the work with HyperCard (1987-1994), one toward the
middle
of the project, and one at the end to see the final projects.These
visits were
to serve two purposes. First we wanted to provide on-site assistance
to the
teacher when getting started with HyperCard and when student technical
questions
became more difficult. Second, we were to act as participant
observers, ask
a lot of questions, and videotape and audiotape classroom activity
when possible.
Teacher and student conference presentation. Teachers in Group
I were
asked to bring at least two students to a national conference on rural
schools,
which took place at Kansas State University several months after the
conclusion
of their projects. There they appeared in the exhibit hall where
conference
participants could see the projects and talk with the students and
teachers
about their experiences in doing such a project. Research staff,
assisted by
another graduate student, took this opportunity to interview teachers
and students
one last time. Group II teachers presented and discussed their
students' projects
to other teachers at a state conference for science teachers in April,
when
their students were just finishing their projects.
Types of data collected. Sources of the data used for the
following
analysis included (a) research staff notes written before,during, and
after
meetings (these were not extensive field notes, but merely occasional
notes
to remember events, decisions, or particularly salient events or
observations);
(b) videotapes of both field trips, one meeting, all school visits,
and those
made at the first conference; (c) audiotapes from telephone
interviews, on site
teacher interviews, and the conference; (d) teacher journals; (e)
student journals;
and (f) the completed projects for each of the seven schools. Two of
the graduate
students conducted extensive interviews of their own, and their data
are part
of this report. These data, taken as a whole, represent several points
of view:
that of teacher participants, their students, and the research staff.
We, unfortunately,
do not have all sources of data for all project groups because of the
nature,
extent, and limited funding of this project; the distance of some of
the sites;
and occasional technical difficulties. (See Table 2).
Methods and foci of analysis. Videotapes and
audiotapes
for Group I were scrutinized by at least two members of the research
staff during
the fall after the first year of the research had been completed.
Several meetings
of research staff were held to exchange ideas, observations, and
themes, and
to give new assignments for review of the videotapes. Data from both
Groups
I and II were given a final analysis after the end of the second year
by the
principal investigator, focusing on the three research questions and
some unanticipated
issues that emerged, such as self-esteem and audience.
Observations
Teachers, Classes, Projects, and Audience
In this section 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 which
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 in several places, 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 anyway 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 had to resort to 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.
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 the
Old Hat section later in this article for a description of MS-2)
showed a great
deal of enthusiasm 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 of 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, and 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 our 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.
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 for
its own
project, or 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 students divided
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; 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 into 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, their 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 multimedia to be motivating for 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 as no
indications
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 fact of 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, based on 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 the 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,
at least one 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 this 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.
References
Balestri, D.P. , Ehrmann, S.C. & Ferguson D.L. (Eds.).
(1992).
Learning to design, designing to learn: Using technology to
transform the
curriculum.Washington, DC: Taylor & Francis.
Blumenfeld, P.C., Soloway, E., Marx, R.W., Krajcik, J.S., Guzdial, M.
& Palincsar,
A. (1991). Motivating project-based learning: Sustaining the doing,
supporting
the learning. Educational Psychologist, 26(3), 369-398.
Brown, A. (1992) Design experiments: Theoretical and methodological
challenges
in creating complex interventions in classroom settings. J.
Learning Sciences,
2(2), 141-178.
Carangelo, D. (1991, September). Wiz Kids put magic into Fields of
Learning.Curriculum
Product News, 48-49ff.
Carver, S.M., Lehrer, R., Connell, T. & Erickson, J. (1992). Learning
by hypermedia
design: Issues of assessment and implementation. Educational
Psychologist,
27(3), 385-404.
Ehrmann, S.C. & Balestri, D.P. (1992). Learning to design, designing
to learn.
In Balestri, D.P. , Ehrmann, S.C. & Ferguson D.L. (Eds.). Learning
to design,
designing to learn: Using technology to transform the
curriculum.Washington,
DC: Taylor & Francis.
Gardner, H. (1983). Frames of mind. New York, NY: Basic Books.
HyperCard [Computer software]. (1987-1994). Cupertino, CA: Apple
Computer.
Jonassen, D. (1995). Constructivist Learning environments.
Introduction
to Segment 2 of online RESODLAA discussion, and subsequent replies.
Lehrer, R., Erickson, J. & Connell, T. (1994). Learning by designing
Hypermedia
documents. Computers in the Schools, 10(1/2), 227-254.
McGrath, D. (1990, Nov.). The hypermedia "term paper."
Presented at the
KAECT Fall Conference, Manhattan, KS.
National Research Council (1993, July). National science education
standards:July
'93 progress report. Washington, DC: National Research Council.
National Research Council (1996). National science education
standards.Washington,
DC: National Research Council.
Oakes, J. & The RAND Corporation (1990). Opportunities, achievement,
and choice:
Women and minority students in science and mathematics. Review of
Research
in Education, 16, 153-222.
Papert, S. (1980). Mindstorms. New York, NY: Basic Books.
Papert, S. (1993). The children's machine. New York, NY: Basic
Books.
Perkins, D. (1986). Knowledge as design. Hillsdale, NJ:
Erlbaum.
Perkins, D. (1992) Smart schools. New York: The Free Press.
QuickTime [Computer software]. (1989-1994). Cupertino, CA: Apple
Computer.
Reilly, B. (1992). The negotiations of group authorship among second
graders
using multimedia composing software. ACOT Report #14. Cupertino, CA:
Apple Computer.
Salomon, G. & Perkins, D.N. (1987). Transfer of cognitive skills from
programming:
What and how? J. Educ. Comp. Res., 3(2), 149-169.
Scardamalia, M., Bereiter, C., McLean, R.S., Swallow, J. & Woodruff,
E. (1989).
Computer-supported intentional learning environments. J. Educ.
Comp. Res.,
5(1), 51-68.
Scardamalia, M. & Bereiter, C. (1991). Higher levels of agency for
children
in knowledge building: A challenge for the design of new knowledge
media.J.
Learning Sciences, 1(1), 37-68.
Spoehr, K. T. (1993, April). Profiles of hypermedia authors: How
students learn
by doing. Paper presented at the annual meeting of the American
Educational
Research Association, Atlanta, GA.
Spoehr, K.T. (1994). Enhancing the acquisition of conceptual
structures through
hypermedia. In K. McGilly (Ed.). Classroom lessons: Integrating
cognitive
theory and classroom practice, 75-101. Cambridge, MA: MIT Press.
Stiff, L. V. & Harvey, W.B. (1988). On the education of Black children
in mathematics.
Journal of Black Studies, 19(2), 190-203.
Toomey, R. & Ketterer, K. (1995). Using multimedia as a cognitive
tool.J.
Res. on Comp. in Educ., 27(4), 472-482.
Winston, M. (1995). The ultimate science lab. In IBM handout, source
unknown,
p. IBM-6-IBM-8.
Wisnudel, M. (1994). Constructing hypermedia artifacts in math and
science classrooms.
J. Comps. in Math. and Sci. Teaching, 113(1), 5-15.
Contributors
Diane McGrath
Dr. Diane McGrath is an associate professor of
Educational
Computing, Design & Telecommunications in the Department of
Foundations and
Adult Education at Kansas State University. She teaches in a masters
and doctoral
program, and is now editor of the paper version this journal. Dr.
McGrath's
research interests include whether and how learners use hypermedia and
other
cognitive tools for their intentional learning. (Address: College of
Education,
363 Bluemont Hall, Kansas State University, Manhattan, KS 66506.
E-mail: dmcgrath@ksu.edu).
Chandima Cumaranatunge
Chandima is a doctoral candidate in Educational
Computing,
Design & Telecommunications in the Department of Foundations and Adult
Education
at Kansas State University. He also works for the Midwest
Desegregation Center,
which is housed in the College. He was graduate assistant on the
project reported
in this article, and he carried out an independent research project
whose data
were used in this analysis. He participated in the analysis of the
first round
of data. He taught most of the people on this journal project how to
program
and design for the web. (Address: College of Education, 401 Bluemont
Hall, Kansas
State University, Manhattan, KS 66506. E-mail:chan@ksu.edu).
Misook Ji
Misook is a doctoral candidate in Educational Computing, Design &
Telecommunications
in the Department of Foundations and Adult Education at Kansas State
University.
She also works as a graduate teaching assistant. She was graduate
assistant
on the project reported in this article, and she carried out an
independent
research project whose data were used in this analysis. She
participated in
the analysis of the first round of data. Misook was the instructional
design
leader on the Wizards team which produced this issue of the journal.
(Address:
College of Education, 363 Bluemont Hall, Kansas State University,
Manhattan,
KS 66506. E-mail: msji@ksu.edu).
Copyright © 1996, ISTE (International Society for Technology
in Education).
All rights reserved.
|