Using Hypermedia
in Response-Based
Literature Classrooms
A Critical Review
of Commercial
Applications
By Karen Swan and Carla Meskill
National Center for Research on Literature Teaching and
Learning,
University at Albany
Reprinted from the Journal of Research on Computing in
Education
vol. 29 no. 2
Winter 1996
Copyright © 1996 International Society for Technology
in Education
Preparation
of this article was supported under the Educational
Research and
Development Center Program (Grant Number R117G10015) as
administered
by the Office of Research, Office of Educational Research
and Improvement,
U.S. Department of Education. The findings and opinions
expressed
in it do not necessarily reflect the position or policies
of the
funding agency. A copy of Multimedia Literature
Applications Database,
which runs in a Windows environment, and copies of the
centers
reports on the Multimedia and Literature Teaching and
Learning Project
can be obtained by writing or calling the National Center
for Research
on Literature Teaching and Learning at the University at
Albany
School of Education, 1400 Washington Avenue, Albany, NY
12222; 518/442-5026.
Abstract
Response-based
literature teaching and learning regards readers as active
meaning-makers,
and therefore emphasizes the importance of teaching and
learning
the processes of literary understanding, which are viewed
as both
socially and personally mediated. Many of the qualities of
hypermedia
suggest that it may be well suited for supporting such
approaches.
The National Center for Research on Literature Teaching
and Learnings
ongoing Multimedia and Literature Teaching and Learning
Project
is concerned with systematically exploring this idea. The
projects
first stage, detailed in this article, involved reviewing
commercial
multimedia literature applications from a response-based
perspective.
This article describes criteria developed for evaluating
applications
from that perspective, as well as the program acquisition
and evaluation
process. Findings suggest that the hypermedia literature
applications
currently commercially available, although technologically
quite
good and perhaps supportive of text-based pedagogies, are
not inherently
supportive of response-based literature teaching and
learning. They
do, however, provide indications of how such applications
could
be developed to do so.
There
is growing recognition among educators of the need for
establishing
practical pedagogical approaches that facilitate the
development
of diverse problem-solving and critical-thinking
abilities. Literary
understanding is that form of thinking that is
characteristically
divergent and inward. It is thought focused on
personal meanings,
understandings of human situations and the complex web of
relationships
embedded in them (Langer, 1993, p. 3). Literary
understanding
is thus seen as an important form of critical thought
distinct from
scientific reasoning, which is characterized
as convergent,
objective, and logical. Indeed, scholars (e.g., Britton,
1970, 1983;
Bruner, 1986) have suggested that these two forms of
thinking represent
two important ways in which people make sense and
construct meaning
about the world, and that, as such, both are necessary for
mature
thought.
Although
a great deal of attention and activity in the educational
community
has been focused on the development of critical-thinking
skills,
such efforts have tended to be unidirectional. Critical
thinking
has traditionally been defined by the properties of
scientific reasoning;
therefore, most critical-thinking curricula have been
confined to
the development of scientific reasoning. Deeply embedded
in the
tradition of the English language arts, for example, is a
text-based
set of beliefs that holds that there are common
images, evocations,
and responses to a literary piece that all good readers
experience,
hence, that certain approved interpretations of
particular
phrases, lines, or themes
need to be learned
(Langer,
1993). Such beliefs have led to the development of
literature curricula
that emphasize objective readings of the text
that converge
on sanctioned interpretations in its instructional goals
and assessment
procedures. In short, literature curricula typically
promote scientific,
not literary, understanding (Applebee, 1990).
Response-based
approaches to teaching and learning literature (Bleich,
1978; Holland,
1975; Iser, 1978; Langer, 1991; Tompkins, 1980) provide
alternatives
to objectifying literature; that is, they promote
alternative, nonscientific
models of problem solving and critical thinking.
Traditional approaches
to literature teaching champion the close readings of
texts and
correct interpretations. Response-based
theorists regard
readers as active meaning-makers whose personal
experiences affect
their interpretations of literary works. Response-based
pedagogies
encourage the exploration of multiple perspectives and the
construction
of defensible interpretations that make the quality of the
students
critical and creative thinking the focus of assessment.
They place
student-generated questions at the center of learning,
encouraging
a problem-finding as well as a problem-solving
approach
to critical thinking, thereby emphasizing the importance
of teaching
and learning the processes of literary understanding,
which are
viewed as both socially and personally mediated.
Langer
(1990) breaks literary understanding into four stances
people take
when engaged in reading for literary purposes:
- Being
out and stepping in. In this stance, readers make
initial contacts
with the genre, content, structure, and language of
the text
by using prior knowledge and surface features of the
text to
get sufficient information to begin to build
envisionment. With
literature, readers try to make initial acquaintance
with the
characters, plot, and setting, and how they
interrelate. They
use information from the text in concert with their
background
knowledge to get enough information to step
in.
- Being
in and moving through. In this stance, readers are
immersed
in the text world, using both text knowledge and
background
knowledge to develop meaning. They take new
information and
immediately use it to go beyond what they already
understand,
asking questions about motivation, causality, and
implications.
- Stepping
out and rethinking what one knows. In this stance,
readers use
their text knowledge to reflect on personal knowledge.
They
use what they read in text to reflect on their own
lives, on
the lives of others, or on the human condition.
Whereas the
previous stance was primarily concerned with shared
text knowledge
and discourse around it, this stance is primarily
concerned
with private knowledge and personal reflections.
-
Stepping
back and objectifying the experience. In this stance,
readers
distance themselves from the text world, reflecting on
and reacting
to both the content and the experience. They objectify
the text,
judge it, and relate it to other texts or experiences.
This
evaluation and generalization is based on their
notions of the
specific genres as well as the content they learned or
the literary
experiences they engaged in from the reading.
Ideally,
response-based pedagogies support each of these stances.
Although
response-based theories are generally accepted by scholars
in English
departments and schools of education alike, response-based
pedagogies
have yet to become common practice. One impediment to the
widespread
adoption of response-based practice is the traditional
structure
of the classroom itself. That structurein
particular, its
linearity; its hierarchical lines of authority; and its
emphasis
on scientific reasoning, individualism, and canonis
rooted
in the evolution of print as the dominant medium of
communication
(Eisenstein, 1979; McLuhan, 1963; Purves, 1990). It seems
possible,
then, that the classroom use of media other than printed
texts might
result in environments more supportive of response-based
teaching
and learning. One compelling potential alternative is
hypermedia.
Hypermedia
combines a variety of mediatext, graphics, still
photographs,
animations, sound, and videoin nonlinear
computer-based environments
with which users can interact. There are several reasons
to believe
that hypermedia might provide a promising alternative to
text, including
the following:
- Hypermedia
supports independent learning through student control
of information
and events (Milheim, 1988), and can thus promote
student-centered
learning. Indeed, teaching and learning in
computer-based classrooms
has been shown to be more student-centered than
teaching and
learning in traditional text-based classrooms (Swan
& Mitrani,
1991).
- Hypermedia
has proved a powerful catalyst for cooperative
learning (Johnson
& Johnson, 1986; Webb, 1983). As such, it can
enhance socially
mediated learning processes.
- Hypermedia
supports constructionist (Papert, 1993) views of
learning, which
hold that learning takes place when students actively
and collectively
build internal knowledge structures. Computer-based
representations
can make this process explicit, thus increasing the
likelihood
that students will internalize what they learn
(Salomon, 1988;
Scarmadalia & Bereiter, 1991).
- Hypermedia
supports multiple representations of knowledge and
nonlinear
domain analyses (Spiro & Jehng, 1990). Hypermedia
can make
accessible the extensive amount of information from
which multiple
meanings and interpretations evolve (Duffy &
Knuth, 1989).
- The
visual and aural elements of hypermedia support
diverse learning
styles (Spoehr, 1992). These same elements make
hypermedia a
rich and engaging learning environment, contributing
to high
levels of motivation and involvement (Chomsky, 1990).
- Finally,
the use of hypermedia creates an opportunity for
teachers to
recast their own understanding of the role of text in
the teaching
and learning of literature and, accordingly, their own
beliefs
about and roles in that teaching and learning.
Indeed,
many contemporary scholars believe that hypermedia is
ideally suited
for response-based approaches to the teaching, learning,
and assessment
of literary understanding (Bolter, 1991; Landow, 1992),
but such
notions have yet to be systematically explored.
The
National Center for Research on Literature Teaching and
Learnings
ongoing Multimedia and Literature Teaching and Learning
Project
is concerned with exploring the attributes of hypermedia
that support
response-based literature teaching and learning and the
concomitant
development of literary understanding. Although,
certainly, other
approaches to literature instruction are commonly taken,
some of
which are probably the more common approaches taken in
language
arts classrooms, the project is more narrowly focused on
the potential
use of hypermedia in response-based literature teaching
and learning.
It is focused thus not only because it is part of a larger
effort
that is similarly focused on response-based literature
instruction,
but because, to be theory-based, software evaluation and
development
can only focus on a single theory at a time.
Response-based theory,
then, provides a basis, a lens if you will, through which
the use
of hypermedia for literature teaching and learning can be
explored.
It is certainly not the only lens, but it is the lens
adopted by
this project.
The
projects first stage, which is detailed in this
article, involved
reviewing existing commercial hypermedia applications for
the teaching
and learning of literature from a response-based
perspective. A
major objective of this phase of the project was to
develop criteria
to help teachers and developers think about hypermedia
from such
a perspective. These criteria were used to review
commercial hypermedia
literature applications and their role in response-based
teaching
and learning. We also wished to isolate specific features
and hypermedia
tools that might support response-based pedagogies.
Practical outcomes
of this stage of the project were the acquisition of a
large number
of the commercially available hypermedia literature
applications,
the creation of a preview center where teachers can
explore such
programs, and the development of a database of
response-based reviews
of hypermedia literature applications.
The
sections that follow describe the criteria developed for
evaluating
hypermedia literature applications from a response-based
perspective
and the program acquisition and evaluation process. A
descriptive
overview of programs reviewed at the elementary and high
school
levels is given. General findings of the reviews are
summarized,
both in terms of program features and evaluation criteria.
The implications
of those findings for literature teaching and learning and
for hypermedia
development are then discussed with respect to
Langers (1990)
four stances in literary understanding.
EVALUATION CRITERIA
Criteria
for evaluating hypermedia literature programs were
developed by
a group of 10 graduate students of both literature
education and
instructional technology, together with the project
directors (the
authors) and the directors of the literature center. Seven
evaluative
categories were established during a series of five focus
group
sessions. It was decided that, although responses within
each category
(except classroom use) would include ratings on a 10-point
scale
for comparative purposes, reviews would be essentially
narrative
in form to encourage the same kind of critical thinking
about the
hypermedia applications that we would hope they would
encourage
about literature. Responses were thus purposefully
descriptive and
open-ended to allow both for individual perceptions and
unanticipated
findings. Within this framework, however, reviewers were
asked to
answer specific questions and look for particular features
or kinds
of features in each of the evaluative categories (see
Appendix A).
Group members also decided to add a descriptive cover
sheet (to
include such items as hardware and software requirements,
target
population, subject areas covered, cost, publisher, etc.)
and a
program description (see Appendix A) to make the
evaluations, and
the database containing them, more useful to practicing
teachers.
Indeed, the database we developed can be searched and
sorted according
to the former characteristics. The seven evaluative
categories,
however, remain the focus of this phase of the research.
These fall
roughly into three groupings(a) technical concerns,
(b) response-based
considerations, and (c) classroom issues.
Technical Concerns
It
is entirely possible that a hypermedia literature
application might
be excellent from an instructional technology viewpoint,
but deal
with literature in a manner that is not at all
response-based. Group
members wanted to distinguish between the two. The first
three evaluative
categoriescontent clarity, technical quality, and
use of technologyrelate
to hypermedia in general. These initial categories examine
the general
quality of programs without considering them from a
response-based
perspective. Evaluators were asked to provide narrative
discussions
of the application they were reviewing from each
perspective and
then to rate that program on a scale of 1 to 10 for each
category.
Content
Clarity. Content clarity is concerned with the general
accuracy,
completeness, and appropriateness of an application for
the given
population. It is also concerned with whether the
structure of a
program and its use of hypermedia are appropriate to its
content.
Technical
Quality. This category is concerned with a
programs user
interface; in particular, with its navigational systems,
its use
of multimedia, and its ease of use. This category also
asks whether
a given applications use of multimedia is intrinsic
(serves
to enhance content) or extrinsic (decorative), and whether
it is
aesthetically pleasing overall.
Use
of Technology. This category is concerned with whether
an application
makes good use of hypermedia technologies or whether its
content
could be presented just as well, or better, using more
conventional
means. It is particularly concerned with the hypermedia
aspects
of particular applications, but also recognizes such
uniquely computer-based
functions as nonlinearity, internal coaching, construction
tools,
and student management.
Response-Based Considerations
There
is some reason to believe that a unique characteristic of
the computing
medium is its ability to represent cognitive processes in
ways that
support their internalization as habits of thought
(Papert, 1983;
Salomon, 1981; Swan & Black, 1993). This category
specifically
considers how the formal aspects of hypermedia literature
applications
might support or detract from a response-based
perspective. The
four criteria in it what counts as knowledge, the
role of
the text, the role of the student, and the role of the
teacherare
thus concerned with whether or not existing hypermedia
programs
represent literary works in ways that might support
Langers
(1990) four stances. Evaluators were asked to provide
narrative
discussions of the application they were reviewing for
each category
and to provide each with a rating on a scale of 1 to 10.
What
Counts as Knowledge? This category is concerned with
whether
a program represents knowledge as (a) constructed or
static and
(b) evolving or canonical. In this category, review teams
were asked
whether a program was capable of incorporating
students responses
to a work of literature, whether it included multiple
perspectives
on that work, whether it promoted linkages between the
text and
students experiences, and whether it encouraged an
analytic
or an exploratory approach to literary understanding.
The
Role of the Text. This category refers to the way
meaning is
represented in relationship to the text. Many hypermedia
literature
applications offer pop-up definitions or interpretations
from text
that is clicked on. Review teams were concerned that too
much focus
on this sort of function could lead students to see
meaning as residing
in the text rather than as something they can construct
themselves.
In this category, therefore, evaluators were asked whether
multiple
meanings or interpretations were given and whether a
program made
some provision for students to develop their own
interpretations
of the work.
The
Role of the Students. This category asks whether
students are
empowered or constrained by an applications design.
This category
considers the degree of student control over a program,
whether
a program contains tools for student construction, and
whether and
how a program validates students responses to the
literary
work. In this category, evaluators were also asked whether
a program
might support student discourse about the work.
The
Role of the Teacher. This category is concerned with
whether
a teacher is empowered or constrained by a program. It
considers
whether and how a program can be modified by a teacher,
whether
it includes teacher materials and internal management
tools, and
whether or not a program promotes student-teacher
discourse and
interaction.
Classroom Issues
Although
the Multimedia and Literature Teaching and Learning
Project is primarily
concerned with how the design of hypermedia materials can
support
response-based approaches to literature education, how
such materials
are used will ultimately determine their effectiveness.
Bad materials
can be used well; good materials can be used poorly. Group
members
felt, therefore, that a category should be included that
dealt with
classroom use. Because such usage is essentially a
function of teacher
creativity and not inherent in the applications, however,
no ratings
were elicited for this category. Evaluators were simply
asked to
discuss actual or potential classroom use.
The
category Classroom Use, then, is concerned
with how
a hypermedia application might be used in a classroom to
support
literary understanding. Evaluators were asked to provide
ideas for
using each program and to discuss whether a program could
be effectively
used individually, by small groups, and with an entire
class. If
they had used a program with students, evaluators were
asked to
comment on its effectiveness.
PROGRAM ACQUISITION AND EVALUATION
Applications
for review were identified through a detailed search of
listings
dedicated to hypermedia materials, such as the Multimedia
and Videodisc
Compendium (Pollack, 1994) and Multimedia 94
(Educational
Resources, 1994), and of vendor catalogs that included
educational
hypermedia. For the purposes of this study, hypermedia
literature
applications were defined as computer-based programs that
included
at least one nontext medium (other than simple computer
graphics)
and that dealt with literary works as literature. Thus,
laserdiscs
containing film treatments of literary works with minimal
computer
interface were not included, nor were language-arts-skills
programs.
It
is perhaps revealing to note that, compared with other
content areas,
such as science and social studies, relatively few
programs were
found that satisfied these criteria, making a
comprehensive review
easy to undertake. Publishers were contacted; most agreed
to send
us review copies of their products. Through this process,
we identified
54 hypermedia literature programs or program series, and
acquired
and reviewed 45 of them for this study. Because we were
able to
evaluate such a high percentage of the available
applications, we
are confident that our analyses are based on a
representative sample.
The
applications we acquired were evaluated by 25 graduate
students
of literature education or instructional technology. Most
were practicing
teachers. Each evaluator was given two programs to
evaluate and
asked to spend some time exploring each. They were then to
complete
a written content analysis of both programs by responding
to the
questions in each criterion (see Appendix A) while viewing
them,
and to provide numerical ratings for each of the first
seven criteria
according to such analyses. The written evaluations were
collected
and reviewed for consistency by a group of four graduate
students,
at which time some changes were made in ratings that were
inconsistent
with responses to content questions or with the general
consensus
concerning such ratings. The narrative responses to the
various
categories were very helpful in this regard, but, in some
cases,
the group had to look again at the applications
themselves. The
evaluations were then again reviewed by the project
directors who
made some changes of their own. Finally, the evaluations
were collated
and summarized by the project directors.
FINDINGS
Summary of Program Descriptions
The
45 literature applications we reviewed were produced by 23
different
publishers. The majority accessed multimedia from a CD-ROM
(31),
although some (10) used a combination of CD-ROM and
laserdisc. A
few (4) used only floppy disks. The majority of programs
(24) were
offered for dual platforms (Macintosh and PC computers),
with the
remainder evenly split between applications designed
exclusively
for Macintosh (11) and PC (10) computers. In general, the
cost of
these programs ranged between $25.00 and $100.00 for
straight CD-ROM
or floppy disk offerings, and between $200 and $300 for
programs
including a laserdisc. Two very extensive programs were
considerably
more expensive.
The
applications we reviewed, then, were generally moderately
priced
and designed to be used on commonly available computers.
These results
indicate that publishers are trying to make hypermedia
literature
applications that can be used in ordinary classrooms. The
bad news
is that although the computers on which such applications
will run
are commonly available in offices, they are not yet
commonly available
in schools. Many of the teachers involved in our study
tried to
view the programs at their schools, only to return in
frustration
to our lab. Perhaps more importantly, even when teachers
could find
a computer in their school that could handle hypermedia,
there was
neither projection equipment nor the numbers of such
computers available
that would make it possible to use a hypermedia literature
application
with a whole class. The good news is that most computers
now being
sold are equipped with CD-ROM drives and, thus, can run
the majority
of applications we reviewed; the situation should improve
as we
learn to accept and incorporate the use of hypermedia into
our classrooms.
Another
good sign was that the programs we reviewed were evenly
split between
those designed for elementary and high school populations.
Of the
45 programs we looked at, 22 were designed for elementary
school
students; 22 were designed for junior and senior high
school students;
and 1, a game, was targeted for both populations. Because
we found
quite a difference in approach between applications
designed for
elementary students and those designed for high school
students,
general descriptions of the programs in these two
groupings are
given separately in this section. For these purposes, we
have grouped
the game targeted for both populations with the high
school applications.
These general program descriptions are followed by
discussions of
findings on each of the specific criteria in the three
general category
groupings we developed.
Programs
Designed for Elementary Students. Fully 19 of the 22
applications
we reviewed that were designed for elementary students
could be
best described as talking books. At their most
basic, these
applications commonly presented stories as illustrated
text in a
linear, page-by-page fashion, with the full text read to
the students.
Almost all of them highlighted the text as it was read in
phrases,
but allowed users to click on single words to have them
pronounced.
Many also defined words on request, both in text and
speech, and
some defined elements of pictures. Almost half of the
talking books
we looked at included a non-English language option in
which the
text was presented and read in a language other than
English, usually
Spanish. Only one, however, offered a choice of readers
other than
by language (i.e., male or female and adult or child).
Most also
included sound effects and music, and many included
animated illustrations.
None of the elementary applications we reviewed included
video clips.
Only one of the talking book programs included any
background information
about the works presented. None included online features
that encouraged
student comments or interpretations of the works, although
a few
encouraged offline interpretive activities by presenting
open-ended
questions to be answered on paper, offering pictures that
could
be printed and colored, or suggesting extension activities
in a
teachers guide.
Student
interaction with elementary-level talking books was, in
most cases,
constrained to a kind of enhanced page-turning capability,
in which
students could click on icons to turn pages; to access
definitions,
sound, and animations; or, in many instances, to access
particular
stories, chapters, or pages in the program. Nine of the
applications
included a print function that allowed students to print
text or,
more commonly, pictures. Six of the talking book programs
we looked
at also included interactive quizzes at the ends of
chapters or
works that tested students comprehension with
multiple-choice
questions with only one correct answer. Five included
interactive
pages, illustrations that students could explore by
clicking
on their different elements to find hidden animations.
Most of these
were extremely well drawn and animated and often quite
whimsical.
Three talking books encouraged students to manipulate the
stories
they were reading. For example, two allowed students to
cut and
paste text and pictures, to add text, and to color
pictures, and
one allowed students to add sound.
All
of the talking books, then, were uniformly centered on the
reading
of highlighted text, indicating that publishers view the
teaching
and learning of literature at the elementary level as
little more
than the teaching and learning of reading. Although some
of the
applications we reviewed seemed well suited to such tasks,
this
ubiquitous association of sound and text tends to focus
students
on decoding processes, rather than on thinking and
responding to
literature. A common focus on content comprehension and
the lack
of interest in interpretation, literary devices, authors,
and background
information are further indications of a bias toward
skills-based
instruction. Although not surprising, because it mirrors
common
practice, this pedagogical approach is nonetheless
disappointing.
One could hope that the introduction of hypermedia into
literature
teaching and learning might provide the opportunity to
break with
traditional practice. Computers support not only
individualized
instruction, but individualized responses. The valuing of
students
own meaning-making at this level could introduce habits of
thought
that would provide a solid foundation for the development
of literary
understanding. A preoccupation with low level
interpretation with
only one correct meaning, on the other hand, creates
habits of thought
that must be broken before students can develop literary
understanding.
The
three non-talking book elementary applications we looked
at were
quite various and therefore defy classification. One was
an adventure-type
game in which players explored an imaginary environment
and picked
up objects that they were then supposed to return to
appropriate
nursery rhyme characters. When an object was returned to
the correct
character, the nursery rhyme was recited. The other two
applications
might be best described as story makers, which, although
they included
story examples, were primarily devoted to assembly of a
variety
of elements by students to create their own stories. One
of these
was primarily text-based; essentially a kind of word
processor with
predefined elements including pictures. The other was
oriented toward
sound and animated elements linked with text.
Programs
Designed for High School Students. Although the
elementary hypermedia
literature applications we looked at made more extensive
use of
the computers sound and graphics capabilities than
did the
high school applications we reviewed. The latter made
greater use
of its nonlinear linking capabilities and interactive
video technologies.
They also exhibited a difference and a greater diversity
in pedagogical
approach. Although some (6) of these applications could
best be
classified as books on computer, they were not
talking books.
We also found programs whose approaches most resembled
those of
databases (7), hypertexts (2),
hypermedia (6),
and problem-solving games (2). Each of these is
described
in the following paragraphs.
The
high school hypermedia literature applications most
similar to the
elementary programs discussed in the previous section
might be best
described as books on computer. Like their
elementary-level
counterparts, these programs presented the full text of
collected
or single works on the computer screen, and most also had
the capacity
to access definitions of selected words. Like talking
books, they
were essentially linear, with student interaction limited,
for the
most part, to electronic page-turning. Many also included
interactive
questions and answers and reproducible offline exercises
similar
to those found in the elementary applications. On the
other hand,
although a few of these books on computer included audio
readings
of selected passages, unlike the bulk of elementary
applications,
none offered a complete reading and none highlighted the
text as
it was read. The books on computer were also more likely
to at least
minimally value student interpretations by providing
online note-taking
capabilities, and less likely to provide high-quality
illustrations
and animations.
A
second category we found among high school applications
was databases.
These programs provided book notes or the complete texts
of collected
or single works, in addition to background information on
authors
and texts and a variety of database functions for
searching, collecting,
and printing the information they contain. Most of these
applications
also included note-taking capabilities, and a few included
interactive
questions and answers and offline exercises. Some also
included
rudimentary illustrations, but applications included in
this category,
like the books on computer, were all essentially
text-based.
The
two high school hypermedia literature applications we
categorized
as hypertexts, although they too contained rudimentary
graphics
and sound, were also essentially text-based. Programs in
this category
differed from those designated databases in that they did
not include
typical database functions. Instead, they included
extensive built-in
links between entries. Both of the applications in this
category
were focused on background information about a single
author and
his works, and, although they included selected passages
from such
works, did not provide the complete texts of any. Both
provided
online note-taking capabilities, and one could be extended
by students
or teachers who wanted to add to the information it
contained.
The
six applications categorized as hypermedia linked the
complete texts
of particular works to background information and video
segments
presented on laserdisc. Five of these applications linked
computer-based
materials to movies on laserdisc, and one provided
multiple readings
by various actors and multiple interpretations by various
scholars
of the five works it covered. All of the hypermedia
applications
we reviewed provided extensive online background
information on
authors, historical context, literary devices, and
literary analysis;
all provided extensive teacher materials including
suggestions for
activities to be undertaken before, during, and after
reading the
particular text; and most included open-ended questions
presented
online but designed to be answered offline. Many of the
hypermedia
applications also included various online activities
including a
game, an opinion survey, and a chart maker, and two could
be extended
and altered by teachers or students. None included
note-taking capabilities.
The
final two high school hypermedia applications we reviewed
were problem-solving
games, ostensibly linked to literary works. In both
games, students
were asked to explore simulated environments and collect
clues to
solve a mystery. The mysteries were not related to the
works on
which the games were based. Both games were highly
interactive and
contained excellent graphics and sound, including
digitized video
segments. Both allowed students to copy information into a
notebook,
but did not allow student-generated entries. And, although
they
encouraged a kind of critical thinking, that thinking was
convergent
and focused on one correct solution to each mystery.
In
general, the high school applications we reviewed were
much more
concerned with literatureinterpretations, context,
authors,
literary devices, and analysesthan were their
elementary-level
counterparts. They were also more likely to provide for at
least
note-taking on the part of students. In tone, however,
and, more
importantly perhaps, in form, these applications focused
on single
correct interpretations and analyses. They
shared the
text-centered approach to literature teaching and learning
similar
to that found in most high schools. Again, although one
might have
hoped that more software authors would have taken greater
advantage
of some of the potential response-based technical features
of hypermedia,
considering the conservative nature of the publishing
industry,
it is not surprising that they did not.
Technical Concerns
Technical
concerns have to do with the general quality of hypermedia
literature
applications without regard for their relationships to
response-based
pedagogy. Evaluators generally rated the programs we
looked at quite
high (M = 7.26 overall) on the three criteria in
this categorycontent
clarity (M = 7.88), technical quality
(M = 7.18), and use of technology (M =
6.69). High
school applications were rated slightly higher than
elementary applications
(M = 7.51 vs. M = 7.00), but not appreciably so.
The results
indicate that commercially available applications are
generally
of good quality. Evaluators judged the majority of
programs to be
accurate, age-appropriate, and relevant to existing
curricula by
virtue of the literary works selected. Specific findings
for each
criteria are detailed in the following sections. The
ratings for
these concerns were broken into the following groupings.
- 14:
Poor.
-
57: Adequate.
-
810: Good to excellent.
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Content
Clarity. Content clarity is concerned with the general
accuracy, completeness,
and appropriateness of a program for the given population. Both
elementary
and high school applications were most highly rated on this
criterion
(high school, M = 8.09; elementary, M = 7.68),
indicating
that, in general, commercial hypermedia literature applications
can be
easily incorporated into literature teaching and learning at
both levels.
Only three programs (1 elementary, 2 high school) were seen as
poor in
this regard. According to the standards discussed previously, 17
programs
were viewed as having adequate content clarity, and the majority
of applications
reviewed (25 overall; 11 elementary and 14 high school) were
seen as good
to excellent with regard to the accuracy, completeness, and
appropriateness
of their content (see Figure
1).
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Half
of the elementary programs reviewed focused on fairy tales
(9) and
fables (2), with such programs about equally divided
between anthologies
and single stories. The elementary-level game was,
similarly, based
on Mother Goose rhymes. Although the reason for the
numbers of such
traditional works is related to copyright considerations,
simple,
familiar stories and rhymes are potentially excellent
vehicles for
beginning literary discussions. Five elementary
applications were
somewhat similarly based on existing picture books adapted
for the
computer, making them suitable for individualized reading
classrooms
or as motivation for individual literary experiences.
Indeed, teachers
who observed students using such programs universally
commented
on the interest they generated in the print versions of
the texts.
The final elementary program, and the only one that
included references
to literary concerns, was linked to a commercial reading
series.
All
but two of the high school hypermedia literature
applications we
reviewed were based on book-length works among those most
frequently
taught in high school English classes (Applebee, 1989) or
on authors
and works common to the seven major literature anthologies
used
in such classes (Applebee, 1991). All of these could thus
be incorporated
into high school literature classes without any change in
existing
curricula. The two remaining applications were the
problem-solving
games, which, as previously stated, were not particularly
literary
in approach.
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Technical
Quality. Technical quality is a measure of the quality of a
programs
user interface and its ease of use. Only 3 programs (1
elementary, 2 high
school) were seen as poor in this regard. Nineteen programs were
viewed
as having adequate technical quality, and 23 applications (11
elementary
and 14 high school, numbers do not always add up because some
applications
fall into both categories) were rated good to excellent with
regard to
technical features. (See Figure
2.)
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Evaluators
found the average hypermedia literature program to be of
generally
high technical quality (M = 7.18), indicating that
most were
fairly easy to use and lacking in technical problems.
Elementary
applications were rated slightly higher (M = 7.45)
than high
school applications (M = 6.91) on this criterion,
probably
because of their basic simplicity. Evaluators had
difficulty using
the more complicated functions of some high school
programs. These
tended to require more complex and specific hardware
configurations,
making them sometimes difficult to install and run. It was
generally
agreed, however, that such problems will disappear as
multimedia
equipment becomes more standardized and its usage more
common. Indeed,
evaluators were generally pleased with the multimedia
aspects of
the programs they reviewed, in particular, with their
computer graphics
and video segments.
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Use
of Technology. Use of technology is concerned with whether
an application
makes good use of multimedia and computing technologies.
Evaluators ranked
slightly fewer programs (18 overall; 8 elementary, 10 high
school) as
making good to excellent use of hypermedia, and a good deal more
programs
(8 overall; 5 elementary, 3 high school) as making poor use of
hypermedia
than on the other two technical concerns. Nineteen applications
(9 elementary,
10 high school) were seen as making adequate use of hypermedia
technologies
according to these standards. (See Figure
3.)
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Nevertheless, evaluators generally agreed that the average program
they reviewed did make good use of the technologies it incorporated (M
= 6.69). High school applications were rated a good deal higher (M = 7.52)
on this criterion than elementary applications (M = 5.86), because it was
generally felt that, in many cases, talking books could just as well be on tape
as on computer, and that neither could fully replace a live reader. The most highly
rated applications in terms of technology usage were the high school level hypermedia
applications (M = 8.11), probably because of the high quality of the video
they accessed, but also because many had extensive nonlinear linking and tools
for student or teacher construction. Indeed, the evaluators agreed that unless
nonprint media substantially enhanced a text, most teachers and students could
easily do without it. Some features viewed positively in this regard included
interactive pages; search, cut and paste, and print functions; nonlinear linking;
note-taking capability.
Copyright © 1999, ISTE (International Society for Technology
in Education).
All rights reserved.
| classroom applications,
hypermedia, literature teaching and learning, multimedia,
response-based pedagogies. |
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