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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 used by a teacher will depend on the skills or information the teacher would like to convey to their students.
List of learning/pedagogical method
PresentationDemonstrationDrill and PracticeTutorialsGamesStory TellingSimulationsRole-playingDiscussionModelingCollaborationField Trips
Learning Method
Presentation A verbal report presented with illustrative material, such as sli
des, 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 term
inal, 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.
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.
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 2b 2c 2d
REKA BENTUK PAPAN CERITA APLIKASI MULTIMEDIANOMBOR SKRINREKA 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 1Paparan Utama
T(Teks), G(Grafik), V(Video), U(Audio), A(Animasi), P(Pautan)
CATATAN :
Jumlah masa :
T1
G1
G2
P1
A1
G3
Mula
Jika P1
ya
A skrin topik
Paparkan T1, G1, G2, G3 A1, P1
Klik P1
REKA BENTUK PAPAN CERITA APLIKASI MULTIMEDIANOMBOR SKRINREKA 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 1Paparan Utama
T(Teks), G(Grafik), V(Video), U(Audio), A(Animasi), P(Pautan)
CATATAN :
Jumlah masa :
G1
G2
A1
T1
P1G3
Mula
Jika P1
ya
A skrin topik
Paparkan T1, G1, G2, G3 A1, P1
Klik P1
REKA BENTUK PAPAN CERITA APLIKASI MULTIMEDIANOMBOR SKRINREKA 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 : …………………………….
T4 : Kandungan
G4 : Gambar latar terdiri dari gambar di
Taman negaraG5 : Gambar pintu
T5: Kemudahan yang terdapat di Taman NegaraT6 : Tempat menarik di Taman NegaraT7 : Binatang liar yang terdapat di Taman Negara
P2:klik pada T5 untuk wujudkan pautan ke skrin kemudahanP3:klik pada T6 untuk wujudkan pautan ke skrin tempat menarikP4:klik pada T7 untuk wujudkan pautan ke skrin binatang liarP5:klik pada G5 untuk keluar dari aplikasi ini
U1:memainkan lagu latar secara automatik
Taman Negara 2Topik
T(Teks), G(Grafik), V(Video), U(Audio), A(Animasi), P(Pautan)
CATATAN :
Jumlah masa :
G4
T12
P5G5
P2 T13
P3 T14
P4 T15
U1