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Group Assignment
Role of Authors
1. Thean Eak as the Interface Designer.
Responsibilities
• Makes interface “transparent” users
• Structure of the content and select presentation media
Background/skills
• Basic drawing skills
• Familiar with different multimedia interfaces
• Knows authoring system, user testing
Problem Statements
1. High attention from parents and teachers are needed for traditional learning. They have to
figure out the ways to gain the children’s interest, such as on reading.
2. Lack of the learning materials that can improve the knowledge of animals and attract
children’s interest on learning English effectively.
3. The condition of traditional materials such as the book is not in a good condition due to
man-made damaged.
4. The kids who have not been in school.
5. The understanding ratio of children toward multimedia interactive is much more effective
compared to traditional learning such as on reading.
Objectives
• To be eco-friendly and go green by saving the expenses on a lot of books. Let the children
start with only a CD or a computer instead of buying a lot of books.
• To help children below 7 years old to learn how to recognize animals and learn English
by developing learning software that emphasizes the multimedia element and the
information.
• To integrate modules into a learning and games software for children. These modules
have created interesting and effectively learning software.
• To provide benefits and convenience to target parents and teachers. The learning
materials and interactive game act as a medium to fulfill the children’s free time and
parents or teachers can get closer to the children all the time.
Target Audience
Children age 5 – 7 years old.
Scopes of Application
The learning software focuses on recognizing animals and learning English for
children by inserting graphic and animation. Besides that, there are also games based on
picture, videos and words in English in order to introduce this recognizing concept to the
children. This is the purpose to enrich children’s nature interest of games.
In learning process of this software, a lot of animation and video is inserted purposely
for attracting and increasing the children’s interest of learning. This software could be used
by teachers as a medium or an interactive material in their learning and teaching process.
Other than that, it also could be used by parents to educate their children anytime at home to
fulfill their free time as well as to improve the relationship among them.
This software only needs a computer that using the operation system of Windows XP
and above. It uses a CD to run the system without the needs of an external supported system
or an installation.
Hardware/Software Specifications
This courseware is developed by using multimedia software, Macromedia Flash MX as the
main platform and other supporting software. Hence, it is assured that the developing of this
courseware will help children in recognizing animals and learning English in an effective
way.
ANALYSIS
Media editing tools play the role to help user on creating or editing any effect that
they need for the images or products. They have a lot of choice containing these editing tools
in the software in the market such as Adobe Photoshop and Adobe Illustrator. Both of the
Adobe products have met the requirements for this multimedia application. Adobe Photoshop
is a graphics and image editing tool. It is “bitmap” image processing and manipulation software.
(Fryer & Umstot, 2012) It is famous to use by digital photographers around the world. If the
users wish to design a webpage, to create a PowerPoint presentation slides or to edit a photo,
Adobe Photoshop can easily help them to complete their work by polishing the look in a more
professional way. Besides, there are plenty features on Photoshop, such as the colour changing of
the images, remove the unwanted resource, the adding effect to the images, and etc. are also
easily to learn by the tips and tutorials in this software. Within the cooperation of these amazing
tools, images transformed to a better look compare to the photo snapped by any digital cameras.
Whereas, Adobe Illustrator is a vector based drawing software that designed to create
and edit vector images (Jin Wu, 2007). Its function is to generating the curve paths connected
by modifiable anchor points. Adobe Illustrator creates vector graphics that made of lines and
curves defined by mathematical objects called vectors. (Design Center) Adobe Illustrator
basically has the same features of drawing and vector art tools with Adobe Photoshop. It is
also possible to use Adobe Illustrator to create the unique graphics and artwork. Also, this
software is user-friendly. It also has abundance tips and tutorials over the internet for the user
to learn and use it.
Both Adobe products have their own pros and cons. After discussion, we decide to
choose Adobe Illustrator to design and develop this educational courseware. If you want to
enhance your courseware to make the courseware’s images look perfect, you may proceed
with Adobe Photoshop, which is a best tool to use it. Instead of just make the images to look
better, we also creating a new unique presentation of our own design. Hence, we choose
Adobe Illustrator to develop our educational courseware. The advantages of the Adobe
illustrator in our courseware is it can design our own layout for this courseware, but Adobe
Photoshop cannot support that feature. Overall, Adobe Photoshop is more to a photographer
and Adobe Illustrator is more to a graphic designer.
Apart from media editing tools, we also use authoring tools. Authoring tools provide
an integrated environment for binding together the different elements of a multimedia
production. Authoring tools containing the features such as create the multimedia
components by editing texts, creating of graphic animations and recording of sounds. It also
can integrate the multimedia components by placing, linking and sequencing to any part of
the product. In addition, it also builds interactivity of the product to allow the users to jump to
another part of the application by clicking some particular icons. Furthermore, authoring tools
can package the application for delivery.
2. Economic Feasibility
Economic feasibility is used for evaluating the effectiveness of a proposed project. It
is commonly known as cost or benefit analysis. (O’Brien & Marakas, 2011) There is zero
cost involves in this educational courseware development because the software needed, for
instance, Macromedia Flash MX can be downloaded from the web for free. Although the
courseware does not required any cost, but it does brings many benefits to the users
especially children and the related parties.
Students considered being "Digital Natives" since they were born, rose in a digital
environment and inherently think different because of this exposure to technology. (Gu, Zhu
& Guo, 2013) Since our target users are the children age between 5 - 7 years old, our
educational courseware may motivate children to learn English and recognize animals in an
effective way. It also enhances their learning process as our courseware containing not only
description module but also games module. Nowadays, they love playing games and they
would learn faster through video games. This is supported by the study of (Perrotta,
Featherstone, Aston and Houghton 2013), where video games have great impact on problem
solving skill, broader knowledge acquisition motivation and engagement. On top of that,
younger children in the early stage of learning process may touch the game based learning
through website faster than reading from a book. So, our courseware has the ability to assist
the children to learn to use the technology everyone is using now, apart from learning English
and recognizing the animals.
Even though there might be some disadvantages such as abusing internet privileges
for non-school activities, however, with the guidance of parents and teachers, we believe the
advantages are largely outweigh than the disadvantages in long-term. Thus, the development
of the educational courseware is feasible in economic term.
Conceptual model
5-7
Multimedia • Educational game
years old
Elements • Story videos for each
children
type of the modules
• Text
• Graphic
• Audio • Behaviorism
• Video • Cognitivism
Learners • Constructivism
• Animations centered
environment
Storyboards
1. First page of the program.
- Welcome Screen.
Title
Graphic
Clickable button
Games Videos
to go for Games or
Videos
2. After clicked the “Videos” button on the Welcome Screen, direct the user to the
following page.
- Video Page
Videos
Image 1 Image 2
Clickable
image
Text 1 Text 2 buttons of
the four
categories
of animals
Image 3 Image 4
Clickable
buttons back
Text 3 Text 4 to Welcome
Menu Screen.
3. After clicked any of the clickable image button on the Video page, direct user to the
following page.
- For example, clicked into Image 1 (selected the first category of the animal)
Videos of the
Video Title selected
category
Clickable Menu
Image 7 Image 8 Image 9
button back to
Back
Welcome Screen
Text 7 Text 8 Text 9 and Back button
Menu
to previous
screen.
4. After clicked the clickable image button, direct user to the selected video.
- Video
Selected story
Video
video will be
display once the
“play” button is
clicked.
Clickable Back
Back
button back to
previous screen.
5. After clicked the “Games” button on the Welcome Screen, direct the user to the
following page.
- Game Instruction Page
Instruction
Clickable buttons
either to Start the
Start Menu game or back to
Welcome Screen.
6. After clicked the Start button, direct user to the following page.
- Game Application
Score will be
High Score displayed at
here.
Game Application
Time is set to
be 3 minutes
Time Frame
for the on-
going game.
Back button
Back to previous
screen.
Implication of Design Guideline towards Application
Although our educational courseware application filled up with most images with limited text,
but the file size of the images are not going to be the issues to the whole application. Indeed,
we can present them either in black and white or in colors, with clear outline. At the same
time, we also can reduce the file size of the application. The games application also not an
issue to the whole application since it is just a random game without saving the file into the
computer. The only issue is the file size of the videos that displayed to make the children as
well as their target parents and teachers to understand more towards the animals in our
courseware application. Hence, our educational courseware is designed to be either in the
format of CD or website. For the CD format, there is always a suitable storage for the
application. But for the website, it also does not affect the loading speed as the (estimated)
entire size of the application is not going to exceed the streaming speed in our home. In
addition, the use of the navigational buttons and suitable images are easy to describe the
content as a picture speaks a thousand words.
Flowline
Game Videos
End
In short, the animal educational courseware application gives significant effects to the
children as well as the target parents and teachers in order to have a better understanding
towards the animals. However, there are still many problems faced from many aspects such
as from the teachers, from the courseware itself and so on. Thus, the questions of what are the
effective criteria for this animal educational courseware still remain unanswered. So, to have
a better understanding of the courseware, the main aspects need to be concerned to the design
and development of the courseware need to be investigated. It is hope that the effective
criteria will be identify so that the courseware application can best fit to the needs of all
parties and use it as a tool in kindergartens or schools.
REFERENCES
Adobe. (2011, July 24). Introducing the Adobe Flash Platform. Retrieved from
http://www.adobe.com/devnet/flashplatform/articles/flashplatform_overview.html
Design Center. (n.d.). Photoshop Tips and Tricks. Retrieved from http://www.graphic-
design.com/Photoshop/best.html
Fryer, W. A., & Umstot, M. (2012, September 16). Introduction to Adobe Photoshop.
Retrieved from http://www.wtvi.com/teks/ps/
Gu, X., Zhu, Y., & Guo, X (2013). Meeting the “Digital Natives”: Understanding the
Acceptance of Technology in Classrooms. Educational Technology & Society, 16 (1),
392–402.
O' Brien, J. A., & Marakas, G. M. (2011). Developing Business/ IT Solutions. In Management
Information Systems. New York: McGraw-Hill/Irwin.
Perrotta, C., Featherstone, G., Aston, H., & Houghton, E. (2013). Game-based Learning:
Latest Evidence and Future Directions (NFER Research Programme: Innovation in
Education). Slough: NFER.