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Design Rationale for Digital Materials -1-
RUNNING HEAD: DESIGN RATIONALE FOR DIGITAL MATERIALS
Design Rational for Digital, Multimedia Text Materials in Social Studies
Krista D. Simons, Ph.D. Assistant Professor Purdue University
Cindy S. York, M.S. Graduate Assistant Purdue University
White Paper Prepared for Pearson Digital
January 24, 2005
Please direct comments and questions to: Krista D. Simons Purdue University 100 N. University West Lafayette, IN 47907 765-496-2189 [email protected]
Design Rationale for Digital Materials -2-
Table of Contents
I. Introduction ..........................................................................................................................3
II. Context: Multimedia Technology in K-12 Education.........................................................4
Video Anchored Instruction.................................................................................................4
The Impact of Multimedia, Anchored Instruction...........................................................5
The Need for Multimedia Technology Use in the Social Studies.......................................7
Multimedia Internet Resources ........................................................................................9
Case Study of Three Internet Environments: Webquests, WIPs, and PIH-NET.............10
WebQuests......................................................................................................................10
Web Inquiry Projects (WIPs) ........................................................................................11
Persistent Issues in History Network (PIH-NET)........................................................12
The Impact of Multimedia Technology: Modest, but Important, Gains.......................13
III. Toward a Design Rationale for Multimedia Texts in Social Studies.............................16
1) Apply Principles of Differentiated Instruction.........................................................18
2) Situate Tasks in a Flexible Context...........................................................................20
3) Provide Tools for Comprehension and Integration of Information.........................21
4) Capitalize on the Value of Visual and Textual Representation of Information.......24
IV. Meeting National and State Standards............................................................................26
Historical Interpretation......................................................................................................27
Chronological and Spatial Thinking ..................................................................................27
Research, Evidence, and Point of View.............................................................................28
Summary.................................................................................................................................28
References...............................................................................................................................28
Design Rationale for Digital Materials -3-
I. Introduction
I believe that teaching machines are destined to revolutionize our educational system and that in a few years they will supplant largely, if not entirely, the use of teachers (Skinner, 1968, p. 1).
Machines and technology have come along way since B. F. Skinner’s predictions; while it
is true that no one would argue for technology to supplant teachers, we cannot deny the impact of
technology in educational environments. In 2003, Kulik’s seminal review of research examined
the effect of instructional technology in K-12 schools since 1990. He reported a major shift
during the mid-1990s that represented an important new trend in technology use: students began to
use technology not only for receiving instruction via skill and drill, but also for production. In
short, by the late 1990s many students were using technology throughout all aspects of the learning
process, from initial research of topics, to organization of information, to integration and synthesis,
to representation of their ideas (Kulik, 2003). Schacter and Fagnano (1999) echoed similar
findings in their summary of research on technology use in schools. They further asserted that
while technology integration is an important part of the learning process, informed teacher selection
and meaningful use of technology for defined learning purposes were identified as equally critical
factors in order for computer use to lead to a positive impact on student learning (Schacter &
Fagnano, 1999).
While early research on the impact of technology in schools compared traditional teaching
approaches with computer-based instruction (i.e., research examining the impact of Integrated
Learning Systems compared achievement of students using the software versus a matched sample
receiving traditional instruction), more recent research has examined the conditions under which
various types of technology can advance certain types of learning and the affordances made
possible through technology. More specifically, many researchers have examined the role of one
of the most ubiquitous forms of technology, multimedia technology, on various student outcomes,
including student achievement, student attitudes, time-on-task, and the like. In addition, researchers
Design Rationale for Digital Materials -4-
have examined students’ needs in these environments based on learner characteristics. The purpose
of this research review is to examine the related research in this area, and to present a design
rationale for multimedia texts developed to most effectively maximize student learning potential.
II. Context: Multimedia Technology in K-12 Education
Video Anchored Instruction
In the late 1980s, the Cognition and Technology Group (CTGV) at Vanderbilt University
developed the Jasper Woodbury series of multimedia: math-based programs on videodisc for
elementary and middle schools students. The CTGV is often touted as the example of technology
researchers and developers who began with a much different question in mind. Rather than asking,
“What can technology do that is new and different?”, they asked the question, “In what ways can
students learn with technology that are new and different?”
Jasper is based on the design principles of anchored instruction in which content is
“anchored” or embedded within the context of a real-world, ill-structured problem (Bransford &
Stein, 1993). Anchored instruction is closely associated with Situated Learning or Situated
Cognition, a theory of knowledge acquisition based on the premise that learning becomes deeper if
placed (or situated) in the context and culture in realistic environments (Langone, Malone, Stecker,
& Greene, 1998; Lave & Wenger, 1991). CTGV uses anchors which initially focus on “…an event
or problem situation…that facilitates the development of shared experience, or an ‘anchor,’ to
facilitate learning” (Reith et al., 2003, p. 174). Anchored video instruction enables a teacher to link
video examples with specific concepts during the presentation of content. Researchers believe this
creates an “experiential context” through which meaningful and active learning can take place
(Langone, et al., 1998). Students explore the environment multiple times, with each pass
purportedly gaining a deeper understanding of the subject matter (Langone et al., 1998; Bransford
& Stein, 1993).
Design Rationale for Digital Materials -5-
The Impact of Multimedia, Anchored Instruction
The CTGV researchers have evaluated the impact of the Jasper curriculum for more than a
decade with hundreds of teachers and thousands of students across North America (CTGV, 1997).
In 1990, Jasper was implemented in classrooms across nine states. Students in the Jasper
curriculum were compared with a matched sample. At the end of the school year, students in the
Jasper sample scored significantly higher on constructs of planning and comprehension when
compared with the matched sample. This implies the Jasper students were able to plan more
effectively when confronted with word problems and could better identify the concepts and goals
of each problem (CTGV, 1997). The Jasper students also performed slightly better than the
comparison group on calculation scores (CTGV, 1997). In addition, almost every teacher in the
study reported anecdotal effects on low-achieving students, attributing these students’ successes to
the motivational aspects built into the program as well as the opportunity to contribute to the
problem-solving process (CTGV, 1997). Simply put, the Jasper promotes interdependence among
group members. High-achieving students are not able to dominate and provide correct answers
immediately because the complex problems require planning and investigation (CTGV, 1997).
Finally, the Jasper series has demonstrated significant impact on students’ attitudes toward
mathematics. When compared with the matched sample at the end of the school year, Jasper
students demonstrated less anxiety in math, showed a greater tendency to see the relevance of
mathematics in every day life, and expressed value in completing complex challenges (CTGV,
1997).
In a study by Bottge and others (2003), the researchers investigated the impact of a video-
based, anchored instructional unit similar to Jasper Woodbury. Participants were 11 low achieving
and 26 average achieving students divided among three instructional conditions: 1) baseline
instruction (traditional teacher-led), 2) video-based instruction (similar to Jasper), and 3) applied
problem instruction (video plus an applied project). The posttest results showed significantly
Design Rationale for Digital Materials -6-
higher achievement for the video instruction over the baseline, but no other differences. There was
also increased motivation found among the students while immersed in the video and applied
activities.
Shyu (2000) investigated the effects of computer-assisted videodisc-based anchored
instruction on attitudes toward mathematics and instruction among elementary students. Based on
Dunlap and Grabinger’s (1996, as cited in Shyu, 2000) suggestions that teachers should (1) help
students apply newly learned information and should (2) make both the need and reason for
learning content apparent, Shyu created videodisc-based anchored instruction similar to the Jasper
Woodbury series. In a pretest-posttest design, 74 fifth-graders completed an “attitudes toward
mathematics” measure. They were then presented with the instruction followed by a post measure
similar (but not the same) to the pre measure. Results indicated that the students “felt more positive
about, interested in and less anxious toward mathematics” (Shyu, 2000, p. 64).
In a second experiment, Shyu investigated the impact of the program on problem-solving
skills. Thirty-seven fifth-graders were grouped according to their ability in mathematics and
science. They were first presented with the video program and given a pretest over the content of
the video. Students in the problem-solving group then completed various activities surrounding the
segments of the video before taking a posttest similar to the pretest. Students achieved significant
gains over the control group. The author suggests that video-based anchored instruction provides a
more motivating environment that enhanced students’ problem-solving skills, and goes on to
summarize the implications for design of anchored instruction:
The excitement currently generated by computer technology in instruction is due to the recognition that they are our best hope for bridging the gap between the classroom and the real-world conditions within which students are expected to work outside of the classroom. This study suggests that video-based anchored instruction has its potential for offering interactive, authentic instructional experiences to bridge that gap. In addition, this study may suggest students are able to solve complex mathematical problems with an improved attitude toward mathematics and instruction in interactive video-based anchored instruction. This study also seems to indicate that the video-based anchored instruction was a success in
Design Rationale for Digital Materials -7-
promoting students’ performance in both cognitive and affective domains (Shyu, 2000, p. 67-68).
It is not surprising that the anchored, multimedia instruction “works,” so to speak. The
types of multimedia representations built into a curriculum series like Jasper have resulted in
presentation of content that promotes active engagement among students within a motivating
environment. The CTGV was one of the first research groups to ask, “In what ways can students
learn with technology that are new and different?” in the subject area of mathematics, but more
recent developments of multimedia have revealed researchers and developers are asking this
question across every subject area, namely social studies.
The Need for Multimedia Technology Use in the Social Studies
Social studies is a complex content domain, integrating “anthropology, archaeology,
economics, geography, history, law, philosophy, political science, psychology, religion, and
sociology, as well as appropriate content from the humanities, mathematics, and natural sciences”
(National Council for the Social Studies, 1994, p. vii). As such, the National Council for the
Social Studies (NCSS) has outlined three primary goals for students to “achieve excellence” in the
social studies: 1) Supporting the common good, described as the general welfare of individuals and
groups in our society; 2) Adopting common and multiple perspectives that will lead to civic
responsibility; and 3) Applying knowledge, skills, and values to civic action, which encompasses
everything from involvement in the electoral process to positively impacting communities in some
way (NCSS, 1994).
The complexity of the social studies content domain can be characterized as “ill-structured”;
that is, there is not a systematic procedure or set of rules for teaching the content, nor is there one
“correct” way to interpret information. In addition, the domain is an evolving one as new historical
interpretations of events and cultures are constantly emerging and new nations are coming into
existence. This presents a unique set of challenges for teachers and publishers alike: how do we
Design Rationale for Digital Materials -8-
ensure that students are meeting the standards set forth by the NCSS and state agencies, while at
the same time ensure support of multiple perspectives, emerging content, and thorough presentation
of information?
To address such challenges, program developers and curriculum designers have begun to
rely on multimedia technology. In a reprint of a 1999 white paper for the U. S. Department of
Education’s Forum on Technology, Bass and Rosenzweig described the numerous ways in which
multimedia technology has enhanced social studies education. Most predominantly, students and
teachers are afforded consistent access to resources such as primary source documents, motion
pictures, oral histories, speeches, photographs, and more (Bass & Rosenzweig, 1999). In their
report, the authors also go on to say that inquiry in social studies has changed with multimedia.
They describe examples of activities that range in scope from basic exercises, such as having
students locate a photo that represents “work” in the late nineteenth-century, to more advanced
tasks in which students consider how artists and writers have treated poverty throughout history
(Bass & Rosenzweig, 1999).
In summary, multimedia resources have greatly impacted how, where, and what students
can learn in social studies. As Berson noted in his review of technology use, “Within the social
studies, computers have served dual roles, as both important instructional tools and as objects that
have had a significant effect on the political, social, and economic functioning of American society.
As both a method and a topic of instruction, the potential impact of computers on the social studies
seems immense” (1996, p. 486). Diem (2000) reports that evidence indicates “…social studies
teachers are beginning to use technology as part of the learning process” (p. 494), and further
asserts that when teachers are successful at determining a need for technology applications in the
classroom, it allows for the effective distribution of limited resources.
Some possible ways in which computers can be integrated into the social studies classroom
as listed by Berson (1996), are “simulations, drill and practice, educational games, tutorials,
Design Rationale for Digital Materials -9-
database management, word processing and writing, and graphing” (p. 488). There are also web-
based learning activities (Diem, 2000), Internet activities (VanFossen, 2000), as well as Webquests
and Web Inquiry Projects (Molebash & Dodge, 2003). Bass and Rosenzweig (1999) describe
using on-line dialog tools such as electronic mail, discussion boards, and Web-based bulletin
boards as a method for learners to create contacts beyond the classroom. One example of this is
having ‘pen pals’ in other parts of the world via email.
Multimedia Internet Resources
Whitworth and Berson (2003) found that the most common use for computers in the social
studies classroom was accessing information on the Internet. According to data collected by
VanFossen (2000), social studies teachers have a desire to “incorporate the Internet into their
classroom teaching more frequently” (p. 92) than they currently are. In that same study it was also
found that social studies teachers used the Internet most frequently for the following: (1) to
encourage independent background research on a topic, and (2) to gather information to
supplement activities teachers already planned (VanFossen, 2000).
The Internet has much to offer as a learning resource for social studies teachers (Ehman,
2002). It allows for the combination of the research process with the writing process and finally,
the publishing process (Bass & Rosenzweig, 1999). Having access to so many diverse sources of
knowledge allows for critical thinking skills in the evaluation of these sources (Shiveley &
VanFossen, 2004). “Social studies teachers can create structured activities that require students to
locate and evaluate information about questions and problems (Ehman, 2002, p. 176).” The Internet
also provides increased opportunities for collaboration both within the classroom and with outside
sources for research projects. Then students can publish and present their projects on the Internet
(Shiveley & VanFossen, 2004).
Bass and Rosenzweig (1999) discuss the potential digital tools have for learning
approaches in order to help students both obtain and understand the complexity that makes up
Design Rationale for Digital Materials -10-
social studies knowledge. There are many complex relationships that digital tools can help
represent, in addition to providing the huge amounts of information and making that information
malleable. “Student projects offer a potentially very rich synthesis of resources and expressive
capabilities; they combine archival and database resources, with conversational, collaborative, and
dialogic tools, in digital contexts characterized by hypertext and other modes for discovering and
representing relationships among knowledge objects (Bass & Rosenzweig, 1999, n.p.).” However,
when using computers to analyze “real” situations, lack of resources can be a problem. The
incorporation of learning stations, both computer and non-computer stations, has been a successful
strategy for many teachers (Dils, 2000).
Even though the Web, as a hypermedia environment, allows learners the flexibility in
choosing what information to access as well as when to access it, the complexity of the many
hyperlinks can be both overwhelming and distracting to students. This distraction can allow
learners to easily become sidetracked and diminish the cognitive energy needed for learning (Lee &
Calandra, 2004). In addition, students can easily become passive learners by just reading
information on a Web site rather than interacting through searches, note taking, or having to
complete specific tasks. According to Gardner and Wissick (2002) it is most meaningful when
students are actively involved and making decisions during the activity. It is for this reason that
many researchers advocate implementation of more structured web-based activities, such as
WebQuests, Web Inquiry Projects, and the Persistent Issue in History Network, discussed in more
detail below.
Case Study of Three Internet Environments: Webquests, WIPs, and PIH-NET
WebQuests
The WebQuest is one method of using the Internet in an interactive way. The WebQuest
model was originally developed by Bernie Doge and Tom March in 1995 to help learners use the
information on the Web instead of spending time searching for needed information. Because of the
Design Rationale for Digital Materials -11-
overwhelming amount of information on the Web, students and teachers now have the opportunity
to explore previously unattainable documents. The developers claim that through their explorations,
students can solve authentic problems that are relevant to the social studies content and the
students’ personal interests (Molebash & Dodge, 2003). Teachers create WebQuests that are
structured according to a particular task or activity defined by the teacher. The students then use an
inquiry-oriented process to go through the five components of the WebQuest: Introduction, Task,
Process, Evaluation, and Conclusion. The authors describe the most important component as the
Task, which provides the focus. Students find WebQuests to be stimulating, as they usually require
a high level of judgment, creativity, and / or problem solving (Molebash & Dodge, 2003). For
example, in one activity, students explore the ancient nation of Nubia, one that is commonly
overlooked in the study of Egypt. Their task involves finding and creating artifacts to be placed in
a “virtual” museum.
Web Inquiry Projects (WIPs)
A more open-ended instructional model that is similar to the WebQuest is the Web Inquiry
Project. WIPs have less predetermined structure than the WebQuest by allowing the learner to
define their own task and what procedures are necessary to complete that task. They also have to
find their own online resources unlike the teacher specified online resources in a WebQuest
(Molebash & Dodge, 2003). WIPs can be used to facilitate learning in situations where the teacher
doesn’t have experience with a subject. They incorporate uninterpreted, primary source data found
at numerous websites such as the Library of Congress's American Memories
(http://memory.loc.gov), the Valley of the Shadow project (http://www.iath.virginia.
edu/vshadow2), the National Climatic Data Center (http://lwf.ncdc.noaa.gov/oa/ncdc.html), and the
U.S. Census (http://census.gov) (Molebash & Dodge, 2003).
Web Inquiry Projects contain six phases of structured inquiry as follows: Reflect,
Questions, Procedures, Data Investigation, Analysis, and Findings (Molebash & Dodge, 2003).
Design Rationale for Digital Materials -12-
Students are meant to begin in the Reflect phase by thinking of a problem or situation that they
wonder about. The teacher can provide a “hook” to get the students thinking about a particular topic
if they want. One example of a WIP being used by a social studies teacher would be as a way for
students to use resource materials to examine what life was like for a “typical” southern family
during the Civil War period. Students can investigate letters, census records, military records, and
other primary source materials. They could represent their findings in a concept map to reflect their
own understanding of how the Civil War affected families and individuals (Molebash & Dodge,
2003).
Persistent Issues in History Network (PIH-NET)
The Persistent Issues in History Network establishes its design on two premises: 1) the
study of history is organized around recurring societal questions, and 2) multimedia technology
provides more realistic encounters with history as well as tools for supporting student thinking
(Saye & Brush, 2004). In an effort to address enduring concerns regarding low retention of social
studies content among students (e.g., Ravitch & Finn, 1987; Smith & Neimi, 2001), Saye and
Brush argue that a centralized focus on issues throughout history that are pervasive and persistent
will lead to longer retention and authentic work. The PIH framework is used to connect history
units of study (Saye & Brush, 2004, p. 127):
Persistent Issue Representative Topics Topic-Specific Issue When are citizens justified in resisting governmental authority?
1. American Revolution 2. English Civil War 3. U.S. Abolitionist
Movement 4. Palestinian Intifada
Revolution: Were the colonists justified in revolting from Great Britain?
What actions are justified in the interest of national or community security?
5. Native Americans 6. Chinese Isolation under
the Ming Dynasty 7. U.S. Labor Struggles 8. Rise of Fascism 9. U.S. WWII Homefront
Policies
Native Americans: Were European-American policies towards Native Americans justified?
Design Rationale for Digital Materials -13-
To address the problem-based questions presented in the framework, students access a
database of primary and secondary sources (see http://www.pihnet.org). For example, in the
Decision Point! database, learners access over 1,400 artifacts (i.e., articles, photographs, movies,
essays, and the like) about the African-American Civil Rights Movement. Content is organized by
an overarching timeline divided into the three strands of the movement: 1) Black Power /
Separatism, 2) Nonviolent Direct Action, and 3) the Legal System. The database also contains a
host of student and teacher tools, to include a notebook, analysis guide, presentation tool,
annotation tool, activity creator, glossary, search tool, and a number of other organizational and
construction tools. In addition, there is a teacher workspace from which they can access a teacher’s
guide, video of classes using PIH strategies, a teaching archive of lessons and units, and an on-line
discussion board moderated by experienced teachers (Brush & Saye, 2004).
The Impact of Multimedia Technology: Modest, but Important, Gains
According to the research of Shiveley and VanFossen (2004), social studies teachers are
slow to adopt computer technology. Diem (2000) further confirms that studies showing the
positive effects of the integration of technology into social studies classrooms are limited. The
studies that do exist seem to center around specific learning strategies such as problem solving
skills, critical thinking, web-based instruction, or the use of telecommunications as a way of
developing multicultural awareness. In a recent study by Shiveley and VanFossen on Internet use
among social studies teachers (2004), it was found that the Internet creates both the necessity and
opportunity to apply critical thinking skills, can help facilitate collaborative communication, and can
increase the availability of diverse resources and multiple perspectives. However, the authors
further go on to conclude that the Internet is not used effectively by most teachers, and the potential
to assist and challenge students is not being realized (Shiveley & VanFossen, 2004).
Rieth and colleagues (2003), who examined the implementation of anchored instruction,
found that teachers spent less time addressing behavior and classroom management problems.
Design Rationale for Digital Materials -14-
They concluded that “…during anchored instruction, students paid attention to the task, participated
more often, and created fewer behavior…problems” (Rieth et al., 2003, p. 174). The authors
attributed this phenomenon to the affordances in the environment in which students were able to
encounter “contextual experiences” not encountered in more traditional environments. In short,
“The anchor was used as the focal point for class discussion to foster increased interactions
between students and teachers… Students used the anchor as a point of departure for asking and
answering questions and discussing complex issues. It fostered knowledge-seeking, leading
students to ask for more information” (p. 177).
Saye and Brush have examined the impact of PIH-NET for a number of years. In their
seminal evaluative study of Decision Point!, they explored the potential of multimedia technology
for “supporting thoughtful engagement of social issues” (Saye & Brush, 1999, p. 471). In a quasi-
experimental study, one class of high-school students was instructed in the traditional, teacher-led
environment while one participated in the problem-based, multimedia program of Decision Point!.
They found that the group utilizing the multimedia resources were both more engaged in the
activities and performed slightly better on the factual knowledge test than those in the traditional
environment. However, on an essay test of analysis and synthesis, the Decision Point! students
performed significantly better than their counterparts. Ultimately, Saye and Brush (1999)
determined that the more authentic context afforded through multimedia may serve to raise student
interest, encourage deep encounters with content, and make the content more available for
application (Saye & Brush, 1999). Finally, expert guidance built into a multimedia-supported
environment through interactive essays and tools may enable students to achieve more scholarly
inquiry.
Saye and Brush (2002) further examined the influence of a storyboard tool technique on
students’ critical reasoning in a culminating presentation activity following interaction with a
hypermedia database. In the scaffolded context, most groups were able to competently meet
Design Rationale for Digital Materials -15-
standards relating to reasoning with evidence, clarity of argument, and overall use of resources. In
contrast, the groups in the non-scaffolded context were unable to meet these standards. In other
words, students achieved higher gains in the presentations when assisted by the tool. These
findings are consistent with those of Ferretti, Macarthur, and Okolo (2001) who examined the
effects of a narrative tool on the integration of information in students’ multimedia, historical
presentations. The tool impacted the quality of student work, and students demonstrated gains in
both self-efficacy as learners and understanding of historical inquiry.
Multimedia Mania is an international design competition where K-12 students submit their
student-created multimedia projects that explore “global issues” (Steelman, Grable, & Vasu,
2004/2005). Students have submitted projects related to a number of global concerns, such as
promoting civil rights, addressing terrorism, describing the effects of land mines, disposing of
waste materials, and exploring women’s efforts to achieve equality. In these projects, technology
serves as both a tool for research and a tool for student production. The researchers point to a dual-
outcome: the technology provides the platform through which students can analyze and synthesize
information, while the competition gives students an authentic audience (Steelman et al.,
2004/2005). Both of these are mediated and afforded through the multimedia.
It is clear that teachers are using technology resources as a source of both content delivery
and a means of student representation and production of knowledge with significant, but not
necessarily pervasive, results. As we have explored above, there are a number of reasons social
studies teachers have not adopted these technologies to the most effective extent possible. These
reasons center less on inadequate technology resources (Zhao, Pugh, Sheldon, & Byers, 2002),
and increasingly on lack of understanding regarding what resources are available, knowing what to
do with resources teachers do find, and ineffective organization of the resources. In addition, the
resources and activities must be flexible enough to conform to the compatibility of teachers’
pedagogical beliefs (Zhao et al., 2002). It is for these reasons researchers and developers alike
Design Rationale for Digital Materials -16-
have examined best practices in design of multimedia materials for social studies. Their
recommendations and findings converge on a number of key characteristics and design elements,
described in more detail below.
III. Toward a Design Rationale for Multimedia Texts in Social Studies
The principles of universal design for learning (UDL) are important to consider in any
learning environment, especially within the framework of No Child Left Behind (NCLB, 2001).
Universal design stems from the premise that for a learning environment to be successful, it must
be effective for and accessible to all, not just many, learners. These learners could include students
with learning disabilities, low achievers, high achievers, and English Language Learners (ELL)
(Curry, 2003; Hitchcock, Meyer, Rose, & Jackson, 2002; Hitchcock & Stahl, 2003). Hitchcock
and Stahl characterize UDL as a deliberative, thoughtful, comprehensive plan to meet the needs of
all students, stating,
A universally designed curriculum is a curriculum that has been specifically designed, developed, and validated to meet the needs of the full range of students who are actually in our schools, students with a wide range of sensory, motor, cognitive, linguistic, and affective abilities and disabilities rather than a narrow range of students in the ‘middle’ of the population (2003, p. 45).
To design curricula that align with the UDL framework, experts suggest teachers and
designers consider four domains of the environment: learning goals, materials, methods, and
assessment (Hitchcock et al., 2002). Learning goals should be appropriately challenging for all
students; materials should accommodate a flexible format to support multiple representations of
content; methods should be flexible and diverse to provide a variety of experiences for all students;
finally, assessment should be flexible and provide ongoing information that helps teachers decide
how to adjust instruction to maximize learning (Hitchcock et al., 2002).
The experts additionally point out that technology assumes a crucial role in UDL, and it is
important to incorporate both assistive forms for students with disabilities and instructional forms
to support the learning of all students. One of the primary advantages of integrating technology
Design Rationale for Digital Materials -17-
within UDL is reflected in what Hitchcock and Stahl term the “transformational qualities of
technology” (2003 p. 49). In other words, as learning environments and learners evolve and
change over time; multimedia technology is flexible enough to accommodate these changes. For
example, a learner without strong problem-solving skills might find it difficult to tackle one of the
open-ended problems described in the PIH-NET framework above, such as “When are citizens
justified in resisting governmental authority?” (Saye & Brush, 2004). However, multimedia
technology is flexible enough to provide tools that will support the learner during his or her initial
investigation. These tools can then be reduced or faded over time. As Hitchcock and colleagues
state, “…digital media and computer technologies make it possible to offer a curriculum that is
created once but can be displayed and used in an almost limitless variety of ways and transformed
to suit different learners” (Hitchcock et al., 2002, p. 9).
Rose and Meyer (2002) point out that building a flexible curriculum helps teachers maintain
the integrity of the content, while simultaneously individualizing learning. They present a case
study of the Concord School District in Concord, New Hampshire, a district that has formed a
strong collaboration with the Center for Applied Special Technology (CAST). In this case,
technology is viewed as enhancing the goals of the learning environment (CAST, 2004, which
include the following:
• Improve Student Skills in the Craft of Technology • Improve Classroom Instruction through Integration • Improve Access to the Curriculum for All Students • Seed and Promote “Futuristic” Innovative Models In considering UDL framework along with the recommendations from researchers and
developers, there are four specific recommendations for the design and use of digital text materials
in social studies: 1) Apply principles of differentiated instruction, 2) Situate tasks in a flexible
context, 3) Provide tools for comprehension and integration of information, 4) Capitalize on the
Design Rationale for Digital Materials -18-
value of visual and textual representation of information. Each of these is described in more detail
below.
1) Apply Principles of Differentiated Instruction
Differentiated instruction is closely associated with universal design. Experts in this area
seek to demystify the notion of “homogeneity by virtue of chronological age” (Tomlinson et al.,
2003). In fact, as the experts point out, in any given classroom there exist students with learning
problems, advanced students, English Language Learners, learners from diverse ethnic and cultural
backgrounds, motivated learners, unmotivated learners, and students whose profiles fit many of
these characteristics (CAST, 2004 Sapon-Shevin, 2000/2001; Tomlinson et al., 2003).
Research has shown technology resources to be effective in supporting differentiated
instruction. Experts believe the affordances of computer-mediated communication (CMC) support
learners who might need more time in crafting a response to a question or task (Gonzalez-Bueno,
1998; Gonzalez-Bueno, M. & Perez, L. C., 2000; Van Handle & Corl, 1998). Such
communication tools are commonly found in most classrooms today, either in the form of email,
Internet discussion boards, or word-processing programs. Researchers attribute the positive
effects to meaningful, real-world communication that enhances language development for ELL or
learning disabled students.
Another prominent feature of differentiated instruction is collaboration. Experts on
collaboration find that even informal collaboration is effective, whether it is a period lasting for a
matter of minutes or for the length of an entire class session. Informal cooperative learning groups
are used to facilitate focused, “turn-to-your partner” interactions designed for such things as
creating a tone conducive to learning, establishing lesson expectations, focusing student attention
on content, promoting cognitive engagement with the lesson, or providing closure at a lesson’s
conclusion. Informal cooperative groups “…also ensure that misconceptions, incorrect
Design Rationale for Digital Materials -19-
understanding, and gaps in understanding are identified and corrected” (Johnson, Johnson, &
Smith, 1991, p. 5).
This type of collaboration is supported when students are working together on technology-
enhanced tasks. Researchers finding positive results include Singhanayok and Hooper (1998) who
compared cooperative vs. individual learning and learner vs. program control with high and low
ability sixth graders. Students were grouped by ability, and then randomly assigned to one of the
four treatment conditions. Members of the cooperative dyads then received training in cooperative
skills prior to the beginning of instruction, when all groups were asked to complete a computer-
based tutorial on relationships among organisms. Achievement results revealed significant positive
effects for the cooperative group condition for both high and low ability students.
Similarly, Xin (1999) studied the effects of computer-based cooperative learning with
general education students and students with learning disabilities. Prior to the study, the students
with learning disabilities had been receiving mathematics instruction in self-contained special
education classrooms. Both the general education students and those with learning disabilities
were integrated together and randomly assigned to one of six classrooms. Each day, 30 minutes of
teacher led instruction was followed by 20 minutes of computer-based instruction using three
commercially produced mathematics software packages. In three of the six classes, students used
the mathematics software in cooperative groups, while in the remaining three classes, students
worked individually. Analysis of student scores on the math subtest of the SAT showed
significant positive results for both general and special education students working cooperatively in
comparison to those working independently. Similar findings supporting the effectiveness of
integrating computers with cooperative learning have been reported by additional researchers
(Brush, 1997; Hooper, Temiyakarn, & Williams, 1993; Simsek & Hooper, 1992).
The two strategies presented above, CMC and cooperative learning, represent strategies
useful for any technology-based task and any type of learner. Taken together, the differentiated
Design Rationale for Digital Materials -20-
instructional and universal design principles lead to increased learner success. However, for
students to be successful with digital materials, it is important to provide greater flexibility in the
presentation of content.
2) Situate Tasks in a Flexible Context
The research described above on situated learning has demonstrated that students are both
much more successful and more motivated when their learning is anchored in a situated context. In
social studies, researchers have experimented with a number of contexts, from problem-based, to
self-generated, to role playing. One common design feature that makes these environments
universal is that the teacher can select, develop, situate, and modify resources as necessary. In fact,
within Decision Point! social studies teachers can create an activity and assign the activity to all
students or to some students (Saye & Brush, 2004). The teacher is also capable of assigning
different versions of the same activity to different groups of students, allowing students to work at
their own pace and providing an incremental workload for students who might require this feature.
In this way, students are all working within the same context and content, but for certain students
the materials are modified.
It is important to note that such contexts have proven to be successful for a wide range of
learners. For example, in a report of a role-play experience by Pisha and Coyne (2001), students
of all ability levels studying the Vietnam War were assigned different sets of electronic materials
for close reading. Each group was then given a “controversial statement” (p. 201) to refute or
defend with evidence. For example, one group received the following statement, “The Tet
Offensive was a disaster for the North Vietnamese and the Vietcong because their assaults were
beaten back and they suffered serious losses of troops” (Pisha & Coyne, 2001, p. 201). The
groups orally presented their arguments to a mock congress that debated the merits of each
presentation and decided who presented the strongest defense. The authors note remarkably higher
degrees of student engagement and higher quality work over more traditional work. They attribute
Design Rationale for Digital Materials -21-
this to several factors, such as the “anytime / anywhere” accessibility of digital material, the
opportunity to collaborate with peers of different cognitive strengths, and the requirement of a
verbal rather than written final product (Pisha & Coyne, 2001).
The research efforts surrounding the Decision Point! materials (Saye & Brush, 1999;
Brush & Saye, 2000; Saye & Brush, 2004) have been conducted with students of diverse ethnic
backgrounds as well as varying achievement levels. Students in the Decision Point! groups have
outperformed their peers who received traditional instruction on the same topic. In response to
experiences with the multimedia materials and the tasks they conducted, one student remarked, “It
wasn’t just like the lecture and then take notes and fill out the worksheet and take a test…Reading
over everything, you kind of absorb stuff. And knowing you had to know it to do what was
coming up next” (Brush & Saye, 2000, p. 91). The authors attribute student success to
collaboration among students and the multiple perspectives afforded through the materials.
Situating the students in a meaningful context is a key component and aligns well with the
principles of Universal Design. However, it is also important to note that learners can sometimes
feel “lost” with multiple amounts of information. Tools for comprehension provide an important
support system.
3) Provide Tools for Comprehension and Integration of Information
I thought the subject itself was very interesting. It was just, there was so much information thrown at us, I think, at once, in the beginning, that we didn’t really know how to take it and what to do with it. (student quote, Brush & Saye, 2000, p. 92).
The above quotation represents how a student felt in exploring the digital materials and
engaging in the problem-based investigation within Decision Point!. While students have
experienced success in this environment, it is important to provide them with the necessary tools
for comprehension and integration of information. A more recent version of Decision Point!
provides students with a number of such tools, from a guided presentation tool to a more structured
overview of the materials (Saye & Brush, 2004).
Design Rationale for Digital Materials -22-
Various other researchers have investigated the role of electronic tools to support student
performance in the context of tasks supported by multimedia. Tools can support learners in a
variety of functions: information seeking (Wolf, Brush & Saye, 2003), problem-solving (Cho &
Jonassen, 2002), reflection (Davis & Linn, 2000), research assistance (Wolf, 2000; Brinkerhoff
& Glazewski, 2004), task constraint (Simons, Klein, & Brush, 2004; Cho & Jonassen, 2002),
concept integration (Davis & Linn, 2000; Saye & Brush, 2002), and knowledge acquisition
(Roehler & Cantlon, 1997).
Modeling tools have helped support students in problem-solving and finding information.
In a study by Pedersen and Liu (2002), middle school students working in a problem-based
environment had access to multimedia materials for their resources. Each of three classes of sixth
grade students was assigned to a condition: modeling, didactic, and help. In the modeling group, an
expert modeled cognitive problem-solving processes and tool functionality in video format. In the
didactic group, the same video format was used to demonstrate tool functionality and offer tips on
how to work in a self-directed environment. In the help group, the expert described tool
functionality, but did not offer any advice on how students should work. Students worked through
the initial problem, and were then presented with a similar problem in which they had to apply
many of the same problem-solving strategies. The problem elicited questions that the students
needed to ask relating to this problem and a solution supported by a rationale. Students in the
modeling condition generated significantly more appropriate questions than the help group, and had
significantly higher scores on the problem solution than the other two groups. The implications of
these results suggest that enhancing students’ thinking during the inquiry process may lead to
enhanced problem-solving in other situations.
Another study implemented with sixth grade students found that a variety of tools are
necessary to support achievement with multimedia tasks, which included collaboration among
peers, a systematic approach for giving feedback, and additional structure in the environment to
Design Rationale for Digital Materials -23-
ensure all students would succeed (Simons, Klein, & Brush, 2004). These finding are consistent
with those found by researchers who used a multimedia program with students who had a variety
of disabilities (Lancaster, Schumaker, & Deshler, 2002). They found students displayed
important increases in knowledge, and two of the key factors leading to success was feedback
and modeling the processes for students.
Another study examined the effects of a tool to support the forming and presenting of
arguments. Dependent measures included argumentation and problem solving. Researchers
found that the use of a constraint-based tool (which constrained the interactions students could
make) demonstrated a positive effect on the ability of groups to form a collaborative, online
argument during group problem-solving (Cho & Jonassen, 2002). Students in the constraint-
based condition scored significantly higher on the elements of claims (making a prediction) and
grounds (using data to support claims) in constructing their arguments, though lower on the
component of warrants (describing why data supports or refutes claims).
In a report of a succession of three studies with the Knowledge Integration Environment
(KIE), Davis and Linn (2000) examined two types of tools in the form of questioning reflection
prompts: self-monitoring and activity. Self-monitoring prompts were designed to support
planning and reflection, whereas activity prompts were designed to facilitate completion of
specific aspects of the activity. The first study compared students in an activity prompt and an
activity-plus-self-monitoring, and found the overall quality of projects did not differ
significantly. However, students in the activity-plus-self-monitoring condition were significantly
more likely to use at least one scientific principle in their designs. In the second study, groups
were assigned to one of three conditions: self-monitoring, activity, and control. Students in the
self-monitoring condition were significantly more likely than the other two groups to explain
phenomena using a scientific principle, but were significantly less likely than students in the
activity prompt to complete all aspects of the project. To gain deeper insight into the use of self-
Design Rationale for Digital Materials -24-
monitoring, students in a third study received self-monitoring and activity prompts. In a
qualitative analysis of student responses, the authors concluded that students who identified areas
of confusion benefited more from self-monitoring tools than those who denied difficulty. Taken
together, results from these three studies suggest students are more likely to integrate knowledge
and concepts if given tools for self-monitoring and reflection.
Depending on the environment and the content, the most appropriate tools should be
incorporated to fit the task. Tools do not have to be computer-based, as Simons et al. found when
a teacher created a series of paper-based graphical organizers to help students understand and
integrate complex information (2004). These students found the tools helpful, and the ease of use
associated with paper-based organizers allowed students to review information at home when they
did not have access to the database. This provides important support, especially for learners who
need multiple representations of information.
4) Capitalize on the Value of Visual and Textual Representation of Information
The work of Mayer and his colleagues has contributed greatly to the overall knowledge
base surrounding the importance of visual and textual representation of information, and has
contributed to our understanding of the modality effect. This recognized effect confirms that
learners who receive instruction in audiovisual format (i.e. textual and pictorial, such as using
visual images to accompany the narration of text) remember more of what they learned than those
who receive the same information only visually (such as images and text) (Brunken, Plass, &
Leutner, 2003, 2004; Mayer, 2001; Mayer & Moreno, 1998). The modality effect is based on the
premise that all learners have a limited capacity to comprehend and retain information. However, it
is commonly assumed that there are two “tracks” or pathways to the learner memory: auditory and
visual (Baddeley, 1992; Clark & Pavio, 1991; Pavio, 1986). Placing content on both tracks, so to
speak, to the memory may promote more coherent and connect representation of information
(Moreno & Mayer, 2000, 2002).
Design Rationale for Digital Materials -25-
In a series of three experiments regarding this theory, Moreno and Mayer (2002) studied
students who received instruction from one of a variety of conditions: as narration only, narration
plus visual, narration prior to visual, or narration after visual. The researchers found that students
learned better with words and images rather than images alone, even if the information was
redundant. These findings add to a previous body of research confirming positive effects for more
than one type of information mode.
This effect is probably most effectively captured by the students’ own words, such as a
student who worked through the Decision Point! program:
I could imagine it better . . . We had more of a picture of what people were like . . . like, there was a video of [George] Wallace; just the accent and everything, the attitude, everything combined gives you an idea of what they were like back then, and you wouldn’t really know all about that just reading a book. . . We knew about it before, but when you hear it and when you, like, see it, it just kind of takes you there. . . . You don’t really get to put yourself into history, you know; it’s just kind of like facts, and you’re just instilling them. . . if you could put yourself into history, you know, like we did in this [unit], and, like, if you could relate to history . . . that would help me more probably. . . (Saye & Brush, 1999, p. 496).
The student is expressing both the added learning value as well as an “affective” value: the
opportunity to actually “see” history in action, with the “accent,” the “attitude,” and “everything
combined” to get a sense of how things were during that time. The teacher of this student also
confirmed the value of the materials: “That’s what I liked about it, to have that much [information]
at hand, and they could either read it or they could look at the pictures or the videos” Brush &
Saye, 2000, p. 92). And one other student felt the value was in what they would retain after the
instruction was over; as one stated,
You can learn more maybe in an encyclopedia or in a book, but will you want to know more? I mean it’s like…will you carry it on? Like next year will I remember what I read in this book? Probably not, but I will remember those pictures I saw because they’ll stay in my mind. And it’s more about what I carry with me later…I mean when you say “learning”…I can learn facts but I won’t learn, you know, the experiences…and I think that’s what a lot of people remember and those experiences help them to learn like other things... (Brush & Saye, 2000, p. 92).
Design Rationale for Digital Materials -26-
Taken together, both qualitative and quantitative research points to an important impact for
multimedia materials. The value of being able to “see” history in action combined with the power
of capitalizing on “dual tracks” to the mind present a powerful set of resources not afforded
without multimedia. However, as all teachers and administrators are aware, it is important to
ensure one final need of learners is met: the need to meet national and state standards.
IV. Meeting National and State Standards
A number of experts have emphasized that in today’s society, graduates have a lot of
demands placed on them. In addition to learning the content for each subject area, they must learn
to reason and solve problems; they must collect, interpret, and present information; and they must
be able to collaborate with others as well as work independently (Rice & Wilson, 1999). In
addition, a number of professional organizations increasingly emphasize critical thinking, decision
making, and new knowledge construction (e.g., the National Council for the Social Studies
(NCSS) and the American Association for the Advancement of Science (AAAS)).
In order to assist students in meeting such cognitive and metacognitive requirements, a
number of organizations highlight the role of technology. However, as experts caution, technology
will not meet the demands placed on students; in fact, a “shift” in teaching approaches is needed
that emphasize critical thinking, decision making, and new knowledge construction (Rice &
Wilson, 1999; Bennett, 2002). This leads to a changes in roles for the teacher and student as the
teacher becomes more of a guide while the student becomes more active in his or her learning
(Bennett, 2002).
It is recognized that the Curriculum Standards for Social Studies (CSSS)
(http://www.socialstudies.org/standards/) do not directly address the issue of teaching social
studies with technology. However, there are a number of ways in which Internet and multimedia
technology can support student efforts to meet the standards and requirements, as described below.
Design Rationale for Digital Materials -27-
Historical Interpretation
Both the national and state curriculum social studies standards stress the skills needed for
elementary students to “interpret” historical events. This includes summarizing key events,
identifying characteristics of the places they are studying, and describing multiple causes and
effects of events. However, it is a pervasive concern that students are not retaining this
information, even if they participate in fantastic activities (Smith & Neimi, 2001). Multimedia
resources and tools can assist in this effort; when the information can be manipulated by students
themselves, they are in a position to construct their own knowledge and understanding. Online
tools such as notebooks and annotation guides enable students to keep and save the most relevant
information as well as record questions they wonder about.
Chronological and Spatial Thinking
Another key skill highlighted in the national and state curriculum standards is the
requirement for students to place key events and people in the historical era they are studying,
known as “chronological and spatial thinking.” This also involves describing how the present is
connected to the past and noting both similarities and differences between the two. The NCSS
terms this “spatial views” and “geographic perspective.” Without multimedia resources, teachers
need to rely on materials in texts and local libraries to promote this type of thinking. With
multimedia resources, teachers can highlight two documents and present them to students (either
virtually or in hard copy) along with annotations to guide students’ analysis. For example, in the
Decision Point! program, students analyze 2 philosophy statements from the Student Nonviolent
Coordinating Committee: one early in the Civil Rights movement and one later. The themes and
tones of the two documents read much differently, and students can speculate regarding reasons for
this. Finally, such resources also enable teachers to differentiate instruction for students with
special needs; they can alter the documents or annotate paragraphs to support student
understanding.
Design Rationale for Digital Materials -28-
Research, Evidence, and Point of View
Both national and state curriculum standards give emphasis to research with primary and
secondary sources, which involves interpreting the point of view of a source and providing
evidence to support claims. Students must also distinguish fact from fiction through study of
historical figures and fictionalized characters. Without digital materials, it would be difficult for
teachers to engage students in such activities; with digital materials, students are able to access
primary and secondary sources as well as compare documents. A number of online databases
exist: Library of Congress's American Memories (http://memory.loc.gov), the Valley of the
Shadow project (http://www.iath.virginia. edu/vshadow2), the National Climatic Data Center
(http://lwf.ncdc.noaa.gov/oa/ncdc.html), and the U.S. Census (http://census.gov). With available
tools, teachers can select from among these resources to create meaningful activities that will
engage students in this work.
Summary
It was not that long ago that B. F. Skinner predicted machines would replace teachers.
While machines are capable of doing far more than he probably imagined, his prediction could not
have been more incorrect. Now more than ever, teachers play an integral role in their students’
success. And when teacher access and use available resources to their full capacity, it means they
are in a position to better equip students to meet their full capacity.
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