Courseware. What is courseware? One of the educational software. Primary purpose - teaching or self-learning. courseware is a term that combines the words.

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Presentation transcript:

Courseware

What is courseware? One of the educational software. Primary purpose - teaching or self-learning. courseware is a term that combines the words 'course' with 'software'. additional educational material for teachers or trainers or as tutorials for students. Multimedia courseware develop an environment surrounding the interactions and transformations of the semantics (the meaning) through multimedia.

Block Structure of Multimedia Courseware Also known as learning framework of multimedia courseware. course content - may include a course plan, teaching notes and exercises. course objective - are clear statements that describe the competences (skill) that students should possess upon completion of a course. Learning/Pedagogical methods Pedagogy - the art and science of teaching Pedagogical Methods – can be described as the way of achieving learning outcomes. Learning outcomes- what a student is expected to be able to DO as a result of a learning activity.

Structure of Multimedia Courseware Multi Media elements - include text, audio, images, video, animation, and interactivity. Architecture - The multimedia elements, along with the content, pedagogical methods and objectives are organized into a specific courseware product through the control component called architecture.

The selection of teaching methods is dependent on the learners, and the characteristics of the learning situation. The chosen teaching methods should best support the attainment of learning outcomes. The methods u sed by a teacher will depend on the skills or information the teacher would like to convey to their students.

List of learning/pedagogical method Presentation Demonstration Drill and Practice Tutorials Games Story Telling Simulations Role-playing Discussion Modeling Collaboration Field Trips

Learning Method Presentation A verbal report presented with illustrative material, such as slides, graphs, etc: a presentation on the company results Demonstration A description or explanation of a process. Etc: The act of showing the operation or use of a device, machine, process, product, or the like, as to a prospective buyer. Tutorial (computer) Programmed instruction provided to a user at a computer terminal, often concerning the use of a particular software package and built into that package. A manual explaining how to use a particular software package or computer system.

Learning Method Drill and Practice Drill and practice is a behaviorist aligned technique in which students are given the same materials repeatedly until mastery is achieved. In each iteration, students are given similar questions to answer or activities to perform, with a certain percentage of correct responses or actions moving the student to the next level of difficulty. Games A competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own pleasure or for that of spectators. Story Telling The telling of stories.

Learning Method Simulations Maths, statistics, computing the construction of a mathematical model for some process, situation, etc, in order to estimate its characteristics or solve problems about it probabilistically in terms of the model Role-playing To assume the attitudes, actions, and discourse of (another), especially in a make-believe situation in an effort to understand a differing point of view or social interaction: Management trainees were given a chance to role- play labor negotiators. To experiment with or experience (a situation or viewpoint) by playing a role: trainees role-playing management positions.

Learning Method Discussion An act or instance of discussing; consideration by argement, comment, etc., especially to explore solutions; informal debate. Modeling A representation, generally in miniature. Field Trips A trip by students to gain firsthand knowledge away from the classroom, as to a museum, factory, geological area, or environment of certain plants and animals.

Storyboard

Storyboarding can be use to plan, produce and evaluate multimedia presentations or any instructional materials. A storyboard is a written synopsis of text, graphics, videos, animations, etc. shown in the order they will appear in the finished presentation. In other words all multimedia resources are identified.

Storyboard The storyboard begin from the goal of the project itself. Starts by developing a navigational structures for the presentation itself.

The Four Primary Navigational Structure

In storyboard, it should include 1. The interactivity of slides 2. Hyperlinks 3. Any navigation tools needed 4. Any needed directions for the user.  They allow the makeup and structure of a presentation and/or its parts to be detailed.

A Logic Flow Chart Is developed :  Illustrates the choices available to the user from each screen T(Teks), G(Grafik), V(Video), U(Audio), A(Animasi), P(Pautan) Mula Jika P1 ya A skrin topik Paparkan T1, G1, G2, G3 A1, P1 Klik P1

Editing with storyboard To increase the efficiency and effectiveness of the editing process a storyboard can be used to review and modify as necessary what was planned.

Advantages Helps catalyze feelings about the feasibility of the program idea. If the storyboard looks wrong, the program will too. Allows everyone to share ideas equally and promotes consensus. There is a document which everyone can point to as a common point of reference, enabling the design team to say, 'Yes, that is what we meant', or 'No, we've a problem here'.

Advantages Communication with client funding the project Perceive possible continuity problems before they happen Problems may be spotted from the storyboard which may have proven more costly to correct at a later stage.

Advantages Cost effective, accurate planning. save time in writing project documentation A detailed storyboard can save time in writing project documentation, e.g., in the production of the product specification document.

STORYBOARDSTORYBOARD

Paparan utama topik Keluar dari aplikasi Binatang buas Tempat menarik kemudahan Navigational Structure

Paparan utama topik Keluar dari aplikasi Binatang buas Tempat menarik kemudahan Navigational Structure 1 2 2a 2b2c2d

REKA BENTUK PAPAN CERITA APLIKASI MULTIMEDIA NOMBOR SKRIN REKA BENTUK SKRIN CARTA ALIR/ NOTA / ARAHAN : SKRIP / SUMBER TEKS : TAJUK SUMBER IMEJ SUMBER ANIMASI Nama Fail :………………………………. SUMBER KLIP VIDEO Nama Fail : ……………………………. SUMBER AUDIO / SUARA LATAR Nama Fail : ……………………………. Nama Fail : ………………………………. Nama Fail : tex.doc (mengandungi Jujukan teks dari T2 hingga T11) LOKASI FAIL-FAIL SUMBER DIRECTORY : ……………………………. T1 : Selamat Datang ke Taman Negara G1 : Gambar latar terdiri dari tempat membeli tiket dan beberapa orang sedang beratur membeli tiket. G2 : Gambar kotak untuk memaparkan teks G3 : Gambar anak panah A1 : Teks keluar ayat demi ayat dari atas skrin ke dalam kotak G2 serentak dengan gambar kanak-kanak yang bercakap mengikut jujukan teks dari T2 hingga T11. P1:klik pada G3 untuk wujudkan pautan ke skrin topik). Taman Negara 1 Paparan Utama T(Teks), G(Grafik), V(Video), U(Audio), A(Animasi), P(Pautan) CATATAN : Jumlah masa : T1T1 G1 G2 P1 A1 G3G3 G3G3 Mula Jika P1 ya A skrin topik Paparkan T1, G1, G2, G3 A1, P1 Klik P1

REKA BENTUK PAPAN CERITA APLIKASI MULTIMEDIA NOMBOR SKRIN REKA BENTUK SKRIN CARTA ALIR/ NOTA / ARAHAN : SKRIP / SUMBER TEKS : TAJUK SUMBER IMEJ SUMBER ANIMASI Nama Fail :………………………………. SUMBER KLIP VIDEO Nama Fail : ……………………………. SUMBER AUDIO / SUARA LATAR Nama Fail : ……………………………. Nama Fail : ………………………………. Nama Fail : tex.doc (mengandungi Jujukan teks dari T2 hingga T11) LOKASI FAIL-FAIL SUMBER DIRECTORY : ……………………………. T1 : Selamat Datang ke Taman Negara G1 : Gambar latar terdiri dari tempat membeli tiket dan beberapa orang sedang beratur membeli tiket. G2 : Gambar kotak untuk memaparkan teks G3 : Gambar anak panah A1 : Teks keluar ayat demi ayat dari atas skrin ke dalam kotak G2 serentak dengan gambar kanak-kanak yang bercakap mengikut jujukan teks dari T2 hingga T11. P1:klik pada G3 untuk wujudkan pautan ke skrin topik. Taman Negara 1 Paparan Utama T(Teks), G(Grafik), V(Video), U(Audio), A(Animasi), P(Pautan) CATATAN : Jumlah masa : G1 G2 A1 T1T1 P1 G3 Mula Jika P1 ya A skrin topik Paparkan T1, G1, G2, G3 A1, P1 Klik P1

REKA BENTUK PAPAN CERITA APLIKASI MULTIMEDIA NOMBOR SKRIN REKA BENTUK SKRIN CARTA ALIR/ NOTA / ARAHAN : SKRIP / SUMBER TEKS : TAJUK SUMBER IMEJ SUMBER ANIMASI Nama Fail :………………………………. SUMBER KLIP VIDEO Nama Fail : ……………………………. SUMBER AUDIO / SUARA LATAR Nama Fail : lagu.mp3(mengandungi lagu latar) Nama Fail : ………………………………. LOKASI FAIL-FAIL SUMBER DIRECTORY : ……………………………. T12 : Kandungan G4 : Gambar latar terdiri dari gambar di Taman negara G5 : Gambar pintu T13: Kemudahan yang terdapat di Taman Negara T14 : Tempat menarik di Taman Negara T15: Binatang liar yang terdapat di Taman Negara P2:klik pada T5 untuk wujudkan pautan ke skrin kemudahan P3:klik pada T6 untuk wujudkan pautan ke skrin tempat menarik P4:klik pada T7 untuk wujudkan pautan ke skrin binatang liar P5:klik pada G5 untuk keluar dari aplikasi ini U1:memainkan lagu latar secara automatik Taman Negara 2 Topik T(Teks), G(Grafik), V(Video), U(Audio), A(Animasi), P(Pautan) CATATAN : Jumlah masa : G4 T12 P5 G5 P2 T13 P3 T14 P4 T15 U1

Jika P2 ya Jika P3 ya Jika P4 ya Tamat Jika P5 ya A BC D skrin kemudahan skrin tempat menarikskrin binatang liar Paparkan T12, T13, T14,T15, G4, G5, U1, P2,P3,P4,P5 Klik pautan