| Edited by Dr. David J. Ayersman, Mary Washington
College, and Dr. W. Michael Reed, New York University |
formerly Journal of Research on Computing in
Education
Volume 33 Number
5 Summer 2001
Multimedia
in the Classroom
Its
Effect on Student Writing Ability
Huey-Ling Fan
Chung-Yu Junior College of Business Administration
Michael Orey
University of Georgia
Abstract
This article presents a study regarding the implementation of
a constructivistic
approach to using multimedia technology in two advanced language
arts classrooms
in a public middle school. Because the principal content consisted
of written
material, we examined pre- to posttest improvement in writing
ability as measured
by trained raters of essays. In the first experiment, we found
significant
improvement in student writing abilities after participation in the
multimedia
writing project. In the second experiment, we attempted to account
for procedural
variables present in our first experiment. As a result, data
collected from
the second experiment indicate that our initial finding of
significant improvement
was likely because of flaws in our study methodology. Though we
still feel
our approach is legitimate, looking for short-term gains in writing
ability
seems somewhat optimistic.
Since the introduction of the computer into composition instruction
in the late 1970s, many writing researchers have been studying how the
computer can be used effectively to teach composition. According to
national educational surveys such as the 1983 School Uses of
Microcomputers and the 1985 Second National Survey of
Instructional Uses of School Computers (as cited in Becker,
1991), computers in the schools have been used primarily for
drill and practice, educational games, and for teaching students about
computers themselves. However, based on data from the 1989 IEA Computers
in Education survey (as cited in Becker), there have been increasing
efforts to use computers as productive intellectual tools, especially in
middle and high schools. In light of how computer usage has evolved,
Becker concludes that, in addition to software, teachers also need
models, examples, and detailed instructions on how to help their
students improve the quality of their written expression using
computers.
Ambron and Hooper (1988) defined multimedia as the innovation
of mixing text, audio, and video with a computer (p. 5).
Technologically, multimedia, also known as hypermedia or hypertext, is
the latest instructional innovation to be proclaimed as the solution to
the problems that plague education in the United States. Such bold
promises have been made before (Cuban, 1990), and certainly few can
seriously think that interactive multimedia or digital technologies
alone will save schools. Nevertheless, multimedia is a reality, and its
potential in education must be thoroughly investigated.
One potential use of multimedia in the classroom involves engaging
students in the construction of their own multimedia learning
environments. This approach can be an integral part of a general
transition from a transmissionist instructional system in which students
are passive recipients of information to a constructivist one in which
students actively and collaboratively synthesize knowledge and express
it in extrinsic ways (Brown, Collins, & Duguid, 1989; Duffy &
Jonassen, 1992). Several educational theorists believe that involving
students in the construction of multimedia projects has considerable
potential for improving their creativity, problem-solving abilities, and
even their knowledge and skills in specific subjects such as reading,
writing, and mathematics (cf., Nix, 1990; Schank & Jona, 1990;
Soloway, 1993). Although little empirical evidence exists to support
these claims, the anecdotal evidence reported is compelling. As Nix
describes,
one can watch the children as they work on these projects
the
students are involved with more of their personalities. They more
directly own what they are doing, both in terms of the cognitive and the
affective elements. It has in general been shown that the deeper the
processing of information, and the wider the range of types of
processing, and the greater the motivation and sense of ownership, the
greater the impact. (p. 161)
The purpose of this study was to examine the constructivist use of
multimedia technology to improve students writing performance in a
language arts classroom in a public middle school. A review of the
research on the use of multimedia in constructivist learning
environments provides its context.
As computer technology matures, students are increasingly able to
combine different multimedia objects such as video clips, still images,
sound, graphics, and text to express their thoughts explicitly. Akin to
the constructivist viewpoint, this trend has caused students to become
knowledge composers, rather than knowledge consumers (Harel, 1991;
Kafai, 1995; Pea, 1991).
Peas (1991) study of eight adolescents in a boys club
indicates that it is possible to make multimedia composition accessible
to middle school students. The participants not only learned the subject
matter but also developed effective communication skills. Pea gives
several reasons that various multimedia objects can play an important
role in both developing student understanding and in conveying
knowledge to others. Multimedia is less restrictive than written text
and more similar to face-to-face communication. It can place abstract
concepts in a specific context (for example, refraction in physics might
be depicted in a file of lens and light behavior). It allows for
individual differences as to which sensory channels are preferred for
learning, and it enables the coordination of diverse external
representations, with distinctive strengths, from different
perspectives.
In an early print-based project, Woolsey (1991) originally intended
for students to elaborate on existing print documents by adding
multimedia elements. However, the end result was much more dramatic. In
the Mystery of the Disappearing Ducks project, a group of high school
students created multimedia products for their peers and learned quite a
bit about ecology in the process. This led Woolsey and his colleagues to
view the project as a model of how creating a multimedia product could
be used to learn specific content. Moreover, they found that
self-expression enhanced the students learning experience. Woolsey
concluded that people find well-designed multimedia presentations
engaging, imaginative, and useful, both as viewers and
participants (p. 38).
Kearsley (1988) states that hypermedia creators are required to think
hard about the structure and organization of the information. This view
is supported by Jonassen (1993), who found that those who learned the
most from the instructional design process were the designers. Although
their purpose was to present information explicitly to the learners,
hypermedia designers came to develop a deeper understanding about the
subject matter. Trollip and Lippert (1987) also observed that developers
who were constructing expert systems gained more knowledge in the
content areas. Such findings have inspired many researchers to place
young students in the role of designers (Harel, 1991; Kafai, 1995; Pea,
1991; Woolsey, 1991) or knowledge engineers (Churcher, 1989; Farrow,
1993) and suggest that placing students in such roles creates a powerful
learning experience (Jonassen & Reeves, 1996).
Farrow (1993) investigated the effects of constructing HyperCard
(19871998) stacks based on students cognitive skills.
Problem-solving and critical-thinking abilities have been reported as
the main features of knowledge-engineering (Starfield, Butala, England,
& Smith, 1983; Trollip & Lippert, 1987). In Farrows study,
32 college students were required to produce HyperCard stacks and
tutorial presentations. Forty-eight percent of the students
thought about information differently, that is they linked,
categorized, systematized, and organized information (p. 11). The
results indicate that HyperCard may prompt students to think and
organize information more thoroughly.
Lehrer (1993) conducted a similar study, with the most striking
finding being the degree of student involvement and
engagement (p. 209). In the Lehrer study, 10 eighth-grade American
history students were involved in creating multimedia projects about the
Civil War using a hypermedia authoring system developed by Lehrer called
HyperAuthor. One year later, these 10 student designers were found to
outperform their peers in matters related to their Civil War coursework.
This suggests that involvement in the creation of multimedia learning
projects improved the participants conceptualization and retention
skills. Based on Paperts (1980) constructionist views and
Perkins (1986) knowledge as design pedagogy, Harel (1991)
conducted an exemplar experiment to implement the Instructional Software
Design Project and assess the cognitive processes of child designers.
Seventeen fourth-grade students played the role of instructional
designers by creating an instructional program using Logo to teach
third-grade students about fractions. The student designers
performance on fractions and programming skills was significantly better
than the two control groups in this study. Kafai (1995) conducted a
study similar to Harels, the only difference being that the
fourth-grade student designers in Kafais study created a game,
rather than an instructional program, to teach fractions to the third
graders. Although the game makers performance on fractions and
programming skills was lower than Harels design group, they still
scored higher than the other two control groups. Herman (1988) conducted
a study to evaluate the effectiveness of the Apple Classroom of Tomorrow
(ACOT) in which he observed the improvement in both the quality
and quantity of students writing resulting from the ACOT
experience (p. 1). The results reported by Harel, Kafai, and
Herman confirm the effects of learning through technologically based
design activities.
An article in the Multimedia Today magazine in
JanuaryMarch 1995 suggests that Multimedia [is] for
[e]veryone (Multimedia for Everyone, 1995). It reported a
successful implementation of multimedia authoring across the curriculum
at the Exeter-West Greenwich (EWG) Junior/Senior High School in Rhode
Island. With a few weeks of training in an authoring language.
students at EWG, ranging from 7th to 12th grade, started to create
multimedia projects and then presented them to their classmates
(Multimedia for everyone). The most dramatic finding from the multimedia
authoring study was that the school dropout rate decreased to 4%a
90% drop in less than three years. Teachers were amazed by what students
had accomplished in a short period of time. They reported that
students really fly with the technology and that
students not only learned research and presentation
skillsthey also learned how to work together as a group toward
shared goals (p. 56).
Recent research into brain hemisphericity suggests that left-mode
thinking is associated with verbal and linear reasoning and right-mode
thinking is related to imagistic and visual perception (Fortune, 1989).
Edwards (1979) argues that schools only emphasize the left-hemispheric
mode of thinking, and that the right brain is lost in our school
systems and goes largely untaught (p. 37). Because students in the
extremely verbal group in his study are blind to certain aspects of
problem solving, Adams (1986) concludes that neglecting visualization in
school has limited a students problem-solving abilities. Fortune,
therefore, stressed that more needs to be done in developing ways
to work [the right brain] explicitly into writing instruction for
students at all grade levels (p. 152) and that the computer is the
best tool to achieve this goal because of its ability to blend both
verbal and visual representations.
Integrating the computer into composition instruction has been
demonstrated to have positive effects on both the quantity and quality
of student writing (Glynn, Oaks, Mattocks, & Britton, 1989;
Robinson-Staveley & Cooper, 1990; Williamson & Pence, 1989).
Moreover, multimedia elements such as video, graphics, sound, and
photographs are crucial components in motivating students to engage in
active learning (Lehrer, 1993; Pea, 1991; Woolsey, 1991). As computer
technology has advanced, constructivism offers a complementary model for
integrating its use in more sophisticated ways. Wigginton (1985), the
founder of the Foxfire project, reminds us of a crucial principle
of education that has generally been ignored to date: you
dont learn basics by memorizing the basics, but by doing projects
(or creating products) where the basics have to be utilized (p.
208). From the constructivist viewpoint, knowledge is constructed
actively and often collaboratively by individuals rather than
transmitted by a teacher (Brown et al., 1989; Vygotsky, 1978).
Research regarding the creation of multimedia writing projects in
collaborative learning environments needs to be further explored. Most
studies, based on a learning-by-design approach, have required students
to spend time learning programming skills with complex software
languages such as Logo (Harel, 1991; Kafai, 1995), and programs, such as
HyperCard (19871998; in Farrow, 1993), or HyperAuthor (Lehrer,
1993). This has certainly increased the difficulty of implementing
projects in an already tight school curriculum. The authoring software
used in this study was fairly easy to master, so students were better
able to concentrate on expressing their knowledge and thoughts
effectively. The research question explored in this study was What
effect does participation in a multimedia writing project have on a
students writing skill?
Methodology
The first experiment reported in this article was performed without a
control group. The second experiment replicated the original but also
included a control group.
Experiment 1
Sample
The subjects for this study were 20 seventh-grade students randomly
selected from two advanced language arts classes in a public middle
school located in the southeastern United States. These students
represented the top 41% of the entire seventh grade in the school. On
the first day of the project, the students were asked to write down
three choices of partners. After the class was dismissed, the teacher
and the researcher paired the students based on the preferences they had
submitted. The researcher then randomly selected five pairs per class (a
total of 10 pairs) to participate in the multimedia writing project.
Research Site
The 10 multimedia groups shared the classroom with classmates who
were not participating in the study. Students used four 486 MS-DOS
desktop computers with 170 MB hard drives and 8 MB of RAM and one Power
Macintosh 5200 LC computer with a 500 MB hard drive and 16 MB of RAM.
ClarisWorks (now AppleWorks, 19911998) was installed on all four
MS-DOS computers. Likewise, there were various other multimedia software
and tools to convert analog video source to digital data, to convert
video source to digital data, and to capture photographs.
Research Design
The quantitative approach for the original study was a one-group
pretest and posttest design. The independent variable was the multimedia
treatment. The dependent variable was achievement, as defined by the
quality of students written pre- and posttest essays. The research
hypothesis was: the rating of the quality of the students written
essay between the pretests and posttests of those who participate in the
multimedia writing project will not be significantly different.
Research Procedures
On the first day of this study, the multimedia writing project was
introduced to the students. It was explained that the final projects
would be pressed on a CD-ROM, uploaded to the Internet, and presented at
an international conference. Student participants were paired into 10
groups, given an opportunity to select their topic, and then given a
pretest. The pretest consisted of having the students write an essay
discussing what each of them would like to learn from the multimedia
writing project.
Each of the 10 multimedia pairs worked at one computer to create a
multimedia writing project. They worked in 45-minute segments five days
each week for one school grading period (six weeks). The researcher and
teacher provided instruction, learning guidance, and materials to
support student planning, development, and revision efforts during this
same six-week period. On the last day of this study, all students were
required to turn in their final writing project and write the posttest
essay about what they had learned. The final products created by the
multimedia groups were evaluated and included as a part of their
language arts final grade. To get an idea of the kinds of projects
produced by these students, go to http://lpsl1.coe.uga.edu/OreyPage/middle-school.html.
Data Collection
The quantitative data collected in this study included the grades on
the pretest, posttest, and final multimedia projects. Two raters were
invited to examine the pretest and posttest essays according to the five
domain criteria used by the Test Scoring and Reporting Services of the
Georgia State Department of Education. The final projects were also
graded for organization, level of difficulty, creativity, visual appeal,
and appropriate use of media and mechanics.
Data Analysis
A paired t-test was used as the statistical basis for
measuring consistency between the two raters and the effect of the
multimedia writing project on student performance. Pretest and posttest
scores of the multimedia groups were used to try to reject the null
hypotheses.
Rating Criteria and Scoring of Pretest and Posttest
Two experienced and certified raters from Test Scoring and Reporting
Services rated the pretest and posttest essays according to the five
domain criteria of the Rater Training Manual for Grade 8, Georgia
Writing Assessment: content and organization, sentence formation,
mechanics, usage, and style. The scores of the two raters were averaged
to obtain the final score for each students pretest and posttest.
The correlation between their two ratings (each rater rated each
student) was 0.91, an indication that the interrater reliability was
outstanding. All essays were provided to the raters at the same time.
They did their ratings of both the pretest and the posttest at the same
time, but the essays had been coded and there was no way for the raters
to know which essays were pretests and which were posttests.
Experiment 2
In experiment 1, we did not include a control group and also ran the
experiment at the beginning of the school year (resulting in possibly
inordinately low pretest scores). Therefore, the second experiment used
methods that compensate for potential flaws in experiment 1.
Participants
There were a total of 47 participants for this experiment. They were
taken from the two seventh-grade advanced language arts classes at a
small city middle school in the southeastern United States. Their
participation took place over a single six-week grading period. There
were approximately 24 students in each of the two classes. There were
six computers. We asked students to write the names of four people with
whom they would be comfortable working. The teacher took this
information and paired the participants into 12 work groups. Six of
these pairs were randomly selected to participate in the multimedia
project. The remaining six pairs spent their class time working on a
Writing Workshop requiring them to complete two writing assignments by
the end of the grading period. This process was repeated for the second
class. It should be noted that this second experiment was conducted
during the second grading period. One criticism of the first experiment
was that the project took place during the first marking period and that
the pretest was administered on one of the first days of school. Because
the students had been away from class work for the summer, the pretest
score may have been artificially low.
Materials
We used six computers in this experiment. They were all PC-compatible
computers (486-25MHz). All had a video digitizing card installed, a
CD-ROM drive, and a sound card. The software packages used were a video
capture package that came with the capture card, an audio capture
program, Windows 3.1 (1992), PaintBrush (a graphics package that comes
with Windows), and Write (a word processing program that comes with
Windows). Groups could choose to use either ClarisWorks (now AppleWorks,
19911998) or HyperStudio (19892000) to develop their project
(five chose ClarisWorks and seven chose HyperStudio.) As it turns out,
HyperStudio did not support Video for Windows so none of the HyperStudio
projects had video. On the positive side, HyperStudio would allow the
students to capture photographs and sounds to place directly into
HyperStudio. Therefore, the groups who used HyperStudio only needed to
learn HyperStudio. The groups who used ClarisWorks needed to learn the
capture software to capture photographs, video, and sound as video
(because ClarisWorks only supported Video for Windows and no other media
format).
Besides the technology, we included a set of job aids that allowed
the learners to easily integrate media into their ClarisWorks (now
AppleWorks, 19911998) documents. We also would print the projects
from previous marking periods so that later participants could benefit
from the earlier experiences.
The experimental test was to write two essays: one before the
project began (pretest) and another at the conclusion of the project
(posttest).To control for the effect of the topic, we had the entire
third-period class write an essay based on the question: What do
you think you will be doing with your life 25 years from now? Describe
your life/lifestyle in the year 2021. The entire eighth-period
class wrote an essay on the topic, What if you found out that you
had only one year to live? What would you do or accomplish with the time
you had left? The topics were switched for the posttest so that no
child wrote on the same topic and so that half the people in each group
got one topic as the pretest/posttest and the other half got the
other.
As previously mentioned, the essays were reviewed by a pair of raters
using five domains. Each domain was given a rating from one to four. To
calculate the score, the rating for content and organization was
multiplied by a factor of three, and the rating for style was multiplied
by a factor of two. These numbers were added to the other ratings to
come up with a final score for that child by that rater. The process was
repeated for the other rater. The scores from the two raters were then
averaged. For example, if rater 1 gave child 34 a rating of 3 for
content and organization, 2 for style, 4 for sentence formation, 1 for
usage, and 2 mechanics, and rater 2 gave child 34 a rating of 2 for
content and organization, 2 for style, 3 for sentence formation, 2 for
usage, and 2 mechanics, the score for child 34s essay would be 20
[(3 x 3) + (2 x 2) + 4 + 1 + 2 = 20] plus 19 [(3 x 3) + (2 x 2) + 3 + 1
+ 2 = 19], or 19.5. The range of scores was from 8 (all 1s) to 32
(all 4s).
The two raters reviewed a total of 94 essays (two essays from each of
the 47 student participants). Of these 94 essays, the raters had the
same rating 29 times, differed by one 21 times, differed by two 22
times, differed by three 14 times, differed by four 4 times, differed by
five 3 times, and differed by six 1 time. Eighty-eight of the 94 essays
received scores that were deemed reliable (i.e., a difference in score
from the raters of three or less).
Procedure
On the first day, the children were asked to spend one class period
(50 minutes) writing their pretest essays. On the second day, the
children were given their group assignments and told which groups would
be participating in the multimedia writing project first. The 12
students initially selected to participate in the multimedia project
went to a classroom across the hall where the six computers were set up.
The students were told about ClarisWorks (now AppleWorks,
19911998) and HyperStudio (19892000). They were also told
that they could not begin their projects until they had completed a plan
for their projects and that this plan was essential in helping them work
together as a pair. Students were given the opportunity to work on their
projects on Mondays, Wednesdays, and Thursdays over a period of the next
six weeks. The total amount of time spent on the project was 15 hours
(three 50-minute periods per week for 6 weeks). A computer-literate
graduate student or faculty member from the local university was
available to assist the students throughout the entire project.
During the first week, students received instructions on how to use
the project software they selected. Actual work on the projects did not
begin until the start of the second week. Information about individual
students and pairs was shared between researchers by e-mail following
each visit. At the end of the six-week period, students were asked to
write their posttest essays. These essays were then graded by the
researchers and counted as approximately 20% of the final grade for that
student over that six-week period in language arts.
Analysis
Because the basic model of this method was a true experimental design
with a pretest and posttest, we did an unpaired t-test on the
gain scores using an alpha level of 0.05.
Results and
Discussion
The research design of the original study was a one-group pretest and
posttest design. Twenty participants all received the pretest, treatment
for six weeks, and posttest. Because the same subjects took both pretest
and posttest, the paired data t-test was used as a statistical
measure to examine the effectiveness of the multimedia writing projects,
testing the hypothesis, the rating of the quality of the
students written essays between the pretest and posttest for those
who participated in the multimedia writing projects, will not be
significantly different. This same t-test procedure was
used to judge the reliability of the scores evaluated by the two raters.
Results are reported in Table 1 and Figure 1.
|
Table 1.
Test Results for Students Receiving the Multimedia Writing
Project Treatment
|
 |
| |
Pretest
|
Posttest
|
|
|
|
|
 |
 |
 |
 |
| |
M
|
SD
|
M
|
SD
|
t
|
p
|
 |
|
Content and organization
|
6.150
|
|
1.916
|
|
6.900
|
|
2.373
|
|
1.365
|
|
0.094
|
|
|
Style
|
4.150
|
|
1.312
|
|
4.900
|
|
1.692
|
|
2.319
|
|
0.016
|
*
|
|
Sentence formation
|
2.500
|
|
0.847
|
|
2.825
|
|
0.675
|
|
2.041
|
|
0.028
|
*
|
|
Usage
|
2.125
|
|
0.686
|
|
2.650
|
|
0.770
|
|
4.972
|
|
0.000
|
**
|
|
Mechanics
|
2.125
|
|
0.607
|
|
2.500
|
|
0.679
|
|
3.470
|
|
0.001
|
**
|
|
Final scores
|
17.050
|
|
4.483
|
|
19.775
|
|
5.512
|
|
2.845
|
|
0.005
|
**
|
 |
|
* p < 0.05. ** p < 0.01. df
= 19.
|

Figure 1. Pretest and posttest essay in five domains.
The means and standard deviations for each criteria category and
total score are shown in Table 1. The mean of the posttest ( = 19.725) was
statistically significant, (df = 19, t = 2.845, p
< 0.01) in relation to the mean of the pretest ( = 17.050). To examine
this result in detail, the means and the standard deviations among the
five criteria domains used by the raters were also calculated. The
results revealed that except for the content and organization category,
all other categories were significantly different: style, t =
2.319, p < 0.01; sentence formation t = 2.041, p
< 0.01; usage t = 4.972, p < 0.01; and mechanics
t = 3.47, p < 0.01. All these results suggested that
differences between the pretest and posttest were statistically
significant.
The positive results revealed from the data are consistent with the
following studies: Kuechle (1990) found that the writing performance of
first-grade students of all ability levels in the computer group were
far superior to those in the non-computer group. Hermans (1988)
evaluation research conducted in the Apple Classroom of Tomorrow showed
that students writing improved both in quality and quantity.
However, given the complex nature of this multimedia writing project,
many factors could have contributed to the significant results. First,
the results may have been caused by the instructional method itself, as
Clark and Craig (1992) claimed. For example, the planning activities or
the feedback from the teacher about their writing might be the major
factors that contributed to the significant difference in writing
performance. Second, it could be the novelty of the computer technology
which helps sustain the interest and enthusiasm of youthful
authors (Kuechle, 1990, p. 39). Third, the students writing
skills may have declined during the summer vacation, as this study was
conducted right after summer vacation. Whereas the pretest may have been
measuring lapsed writing skills, the posttest may have measured the
restoration of writing skills as students became accustomed to the
academic environment six weeks later. Fourth, the results could simply
be due to maturation over the six weeks of the study. Because there was
no control group in this study, these alternative explanations could not
be eliminated.
The topic of the pretest essay was What do you expect to learn
from your multimedia writing project? and the topic of the
posttest was What did you learn from your multimedia writing
project? Because of the nature of the topic, one would assume that
the latter would be easier because the participants had more knowledge
about multimedia writing projects at the end of the project.
Surprisingly, the data shown in Table 1 indicated that the content and
organization was not significantly different. Instead, the other four
domains (style, sentence formation, usage, and mechanics) were all
significantly different from the pretest. This result eliminated the
possible explanation that the topic of the posttest had an advantage
over the topic of the pretest. One would expect the difference in the
first category, not the last four. Herman (1988) used the same approach
to assess students writing performance by asking them to write
about the effects of their ACOT experience, which as Herman stated
the writing assessment will be used not only to assess the quality
of student writing but also to gather additional data on the nature of
ACOT effects (p. 4). In this study, the pretest and
posttest essay also gave researchers the ability to examine what the
students expected from the project and what they actually experienced.
Rater Reliability
The results shown in Table 2 and Figure 2 revealed that no
significant difference was found between the two raters, df. =
19, t = 1.528, p > 0.05. This suggests that the scores
issued by the two raters were consistent.
|
Table 2.
Pretest and Posttest Scores Graded by Two Raters
|
 |
| |
Rater A
|
Rater B
|
t
|
p
|
 |
|
Pretest M
|
17.25
|
|
16.85
|
|
1.00
|
|
0.33
|
|
|
Posttest M
|
20.05
|
|
19.50
|
|
1.42
|
|
0.17
|
|
|
Sum scores
|
37.30
|
|
36.35
|
|
1.528
|
|
0.14
|
|
 |
|
df = 19.
|

Figure 2. Pretest and posttest mean.
The validity of the quantitative data was considered high for the
following reasons. Two experienced raters from Test Scoring and
Reporting Services evaluated student performance according to criteria
established by the Georgia State Department of Education and arrived at
similar conclusions. Deviation from the normal language arts curricula
was minimal. A pilot study of the experiment was conducted to ensure
that the researcher could implement the multimedia writing projects
effectively and efficiently. Finally, student participation was
stretched out over a six-week period minimizing the possibility of
aberrant short-term performance affecting the long-term outcome.
Experiment 2
The results of the second experiment showed no statistically
significant differences between the control group and the experimental
group, F = 0.165, p = 0.686. There were no statistically
significant differences between pretest and posttest, F = 0.324,
p = 0.571. Also, there was no statistically significant
interaction, F = 0.238, p = 0.627. Table 3 shows
descriptive statistics for this analysis.
|
Table 3.
Descriptive Statistics for the Total Score on the Essay
|
 |
|
Count
|
M
|
SD
|
 |
|
Pretest
|
|
|
|
|
|
|
|
Control
|
22
|
|
23.2
|
|
4.66
|
|
|
Experimental
|
17
|
|
24.2
|
|
4.63
|
|
 |
|
Posttest
|
|
|
|
|
|
|
|
Control
|
22
|
|
23.1
|
|
5.29
|
|
|
Experimental
|
17
|
|
23.0
|
|
4.84
|
|
 |
The meaning of this data suggests that either participating in
multimedia projects has no effect on writing ability or our writing test
is not valid. Though there is some reason to think that the latter
explanation has some credence, we believe the former explanation is the
more likely. After all, much of the work completed in the multimedia
projects is in the form of graphics and audio, not text. The essays only
measure one form of communication that is learned while participating in
these projects.
Conclusions
This study implemented a constructivist approach to integrating
multimedia technology in two seventh-grade language arts classes in a
public middle school located in the southeastern United States. Though
our first experiment suggested that there was an improvement in writing
performance as the result of participating in a six-week, project-based
approach to learning, the results of the second experiment suggests that
this may be too optimistic.
In the first experiment, we had two major experimental problems. The
first was that we ran the experiment in the first marking period of the
school year. Therefore, the pretest essay was written after three months
of not participating in formal schooling. The danger was that the
pretest was artificially low. The improvement found in the first
experiment could easily be explained by suggesting that the posttest was
only the students returning to their previously attained writing level
at the end of the sixth grade. To control for this, we ran the second
experiment during the second marking period. Interestingly, the
posttests in experiment one were rated approximately 20. The pretests in
experiment two were rated approximately 23. Perhaps, the pretest topic
for experiment two resulted in artificially high pretests.
The second experimental problem was that we did not have a control
group. We corrected this in the second experiment. Unfortunately, the
results indicated that there was no difference between groups. Combining
this result with the previous result, we are left with a single logical
conclusion: the participation for six weeks in a project-based learning
environment does not improve writing performance on paper-and-pencil
essays. We observed the project-based method as a valid approach, but
its power may lay in its motivational effects rather than its effect on
learning writing. In the future, we will examine the motivational
aspects more systematically.
Contributors
Huey-Ling Fan (hfan@cc1.cyjcba.edu.tw) is an
assistant professor at Chung-Yu Junior College of Business
Administration in Taiwan.
Michael Orey (morey@coe.uga.edu) is an associate
professor at the University of Georgia in the Department of
Instructional Technology, 604 Aderhold Hall, Athens, GA 30602-7144,
706-542-4028.
References
Adams, J. (1986). Conceptual blockbusting: A guide to better ideas
(3rd ed.). New York: Norton.
Ambron, S., & Hooper, K. (1988). Interactive multimedia.
Redmond, WA: Microsoft Publishing.
AppleWorks [Computer software]. (19911998). Cupertino, CA:
Apple.
Becker, H. J. (1991). How computers are used in United States
schools: Basic data from the 1989 IEA Computers in Education Survey.
Journal of Educational Computing Research, 7(4),
385406.
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated
cognition and the culture of learning. Educational Research,
18(1), 3242.
Churcher, P. (1989). A common knowledge presentation, cognitive
models, learning and hypertext. Hypermedia, 1(3),
235255.
Clark, R. E., & Craig, T. G. (1992). Research and theory on
multimedia learning effects. In M. Giardina (Ed.), Interactive
multimedia learning environments: Human factors and technical
considerations on design issues (pp. 1930). Heidelberg,
Germany: Springer-Verlag.
Cuban, L. (1990). Reforming again, again, and again. Educational
Researcher, 19(1), 313.
Duffy, T. M., & Jonassen, D. H. (1992). Constructivism: New
implications for instructional technology. In T. M. Duffy & D. H.
Jonassen (Eds.), Constructivism and the technology of instruction: A
conversation (pp. 116). Hillsdale, NJ: Lawrence Erlbaum
Associates.
Edwards, B. (1979). Drawing on the right side of the brain: A
course in enhancing creativity and artistic confidence. Los Angeles:
J. P. Tarcher.
Farrow, M. (1993). Knowledge-engineering using HyperCard: A learning
strategy for tertiary education. Journal of Computer-Based
Instruction, 20(1), 914.
Fortune, R. (1989). Visual and verbal thinking: Drawing and
word-processing software in writing instruction. In G. E. Hawisher &
C. L. Selfe (Eds.), Critical perspectives on computers and
composition instruction (pp. 145161). New York: Teachers
College Press.
Glynn, S. M., Oaks, D. R., Mattocks, L. F., & Britton, B. K.
(1989). Computer environments for managing writers thinking
processes. In B. K. Britton & S. M. Glynn (Eds.), Computer
writing environment: Theory, research, and design (pp. 116).
Hillsdale, NJ: Lawrence Erlbaum Associates, Inc.
Harel, I. (1991). Children designers. Norwood, NJ: Ablex
Publishing Corporation.
Herman, J. L. (1988, April). The faces of meaning: What do
teachers, students and administrators think is happening in ACOT?
Paper presented at the annual meeting of the American Educational
Research Association, New Orleans, LA.
HyperCard [Computer software]. (19871998). Cupertino, CA:
Apple.
HyperStudio [Computer software]. (19892000). Torrance, CA:
Knowledge Adventure
Jonassen, D. H. (1993). Evaluating constructivistic learning. In T.
M. Duffy & D. H. Jonassen (Eds.), Constructivism and the
technology of instruction (pp. 137148). Hillsdale, NJ:
Lawrence Erlbaum Associates.
Jonassen, D. H., & Reeves, T. C. (1996). Learning with
technology: Using computers as cognitive tools. In D. H. Jonassen
(Ed.), Handbook of research on educational communications and
technology (pp. 693719). New York: Macmillan.
Kafai, Y. B. (1995). Minds in play: Computer game design as a
context for childrens learning. Hillsdale, NJ: Lawrence
Erlbaum Associates, Publishers.
Kearsley, G. (1988). Authoring considerations for hypertext.
Educational Technology, 28(11), 2124.
Kuechle, N. (1990). Computers and first grade writing: A learning
center approach. The Computing Teacher, 18(1), 3941.
Lehrer, R. (1993). Authors of knowledge: Patterns of hypermedia
design. In S. P. Lajoie &. S. J. Derry (Eds.), Computers as
cognitive tools (pp. 197227). Hillsdale, NJ: Lawrence Erlbaum
Associates.
Multimedia for everyone. (1995, JanuaryMarch). Multimedia
today, 3(1), 5256.
Nix, D. (1990). Should computers know what you can do with them? In
D. Nix & R. Spiro (Eds.), Cognition, education, and multimedia:
Exploring ideas in high technology (pp. 115141). Hillsdale,
NJ: Lawrence Erlbaum.
Pea, R. D. (1991). Learning through multimedia. IEEE Computer
Graphics & Applications, 11(4), 5866.
Papert, S. (1980). Mindstorms: Children, computers and powerful
ideas. New York: Basic Books.
Perkins, D. N. (1986). Knowledge as design. Hillsdale, NJ:
Lawrence Erlbaum Associates.
Robinson-Staveley, K., & Cooper, J. (1990). The use of computers
for writing: Effects on an English composition class. Journal of
Educational Computing, 6(1), 4148.
Schank, R. C., & Jona, M. Y. (1990). Empowering the student:
New Perspectives on the design of teaching systems (Tech. Rep. No.
4). Evanston, IL: The Institute for the Learning Sciences, Northwestern
University.
Soloway, E. (1993). Technology in education: Introduction to a
special issue. Communications of the ACM, 36(5), 2830.
Starfield, A. M., Butala, K. L., England, M. M., & Smith, K. A.
(1983). Mastering engineering concepts by building an expert system.
Engineering Education, 11, 104107.
Trollip, S., & Lippert, R. (1987). Constructing knowledge bases:
A promising instructional tool. Journal of Computer-Based
Instruction, 14(2), 4448.
Vygotsky, L. (1978). Mind in society: The development of higher
psychological processes. Cambridge, MA: Harvard University
Press.
Wigginton, E. (1985). Sometimes a shining moment. Garden City,
NY: Anchor Press/Doubleday.
Williamson, M. M., & Pence, P. (1989). Word processing and
student writers. In B. K. Britton & S. M. Glynn (Eds.), Computer
writing environments: Theory, research, & design (pp.
93127). Hillsdale, NJ: Lawrence Erlbaum Associates, Inc.
Windows 3.1 [Computer software]. (1992). Redmond, WA: Microsoft.
Woolsey, K. H. (1991). Multimedia scouting. IEEE Computer Graphics
& Applications, 11(4), 2638.
A PDF file of the full article is available. Contact: jrte@iste.org. Please specifiy Volume
and Issue number and article name.
Copyright © 2001, ISTE (International Society for
Technology in Education).
All rights reserved.
| Second National Survey of Instructional Uses of School Computers, Computers in Education survey, comparing data |
|