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
Kansas State University
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.
Acknowledgements
This project was funded by and Eisenhower
Mathematics and Science Education grant administered by the Kansas
Board
of Regents office.
To view a version of this article formatted for printing click here
for Text-only
version.
Introduction
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 Technologysince 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.
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's
(1980) Mindstorms and Perkins'
(1986) Knowledge as Design, 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 a 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" (p. 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 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
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 all kinds of students to authentic science
issues
in their own communities, that is, to people, and thus connect them
more to
science itself.
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.
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 10 had been recruited to be part of a teacher enhancement project.
Student participants were108 of the students of these 10 teachers.
Judging
informally from observation only, 105 appeared to be Caucasian, 1
Asian American,
1 African American, and 1 of East Indian heritage.
Participant Observers
The research staff included the researcher, four doctoral students,
and one
master's student, all in the educational computing program at 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.
Teacher Workshop
Click for more information on workshops.
Teacher Field Trip
Click for more information on field trips.
Procedures
Grant and school costs, and teacher enhancement events. As a
result
of personal contacts with teachers in roup 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 for summary of events for each group).
 |
Student Field Trip to Cheyenne Bottoms
 |
Student Field Work for Project
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 related to 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.

Student Presentation at Conference
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; (4d) 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 for data available from each site).
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.
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Copyright © 1996, ISTE (International Society for Technology
in Education).
All rights reserved.
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