TECHNOLOGIES FOR LEARNING
IM214
COURSEWORK 2

GROUP MEMBERS (Group N):

Emma La
00002142
Nigel Hassennally 00022168
Amitaben Mistry 00002371
Erica Johnson
99008446


CONTENTS

| INTRODUCTION | LEARNING OUTCOMES | THEORY | NAVIGATION | STORYBOARD |

| OUR PROGRAM |






Introduction:

The members of our group decided upon designing a spelling program to help develop the learning skills of children. The children (target audience) that the program is aimed at, are children between the ages of four to seven years. Our spelling program will work in the following way: Various words will be broken down into letters and syllables. There will be three different levels of difficulty. With each level the difficulty increases. The increase in level results in an increase in the number of letters used and later the introduction of syllables. Level 1, uses words broken down into single letters. Level 2, uses words broken down into single letters and words broken down into syllables and level 3, uses words broken down into just syllables. The child will then be given the chance to rearrange the letters and broken syllables into actual words. For example,

Level 1:

B I T R A B = RABBIT


Level 2:

S A U R D I N O = DINOSAUR


Level 3:

PAN CHIM ZEE = CHIMPANZEE

If the word is spelt correctly, the child will be congratulated and will be prompted to move onto the next spelling task. If the word is spelt incorrectly then the child will be given the opportunity of another attempt. The child will have to find the correct spelling before they are allowed to progress to the next task or level. Pictures related to the words will be applied to help the children identify to the given words.

Our spelling program falls under the behaviourism theory of learning. In which the observable behaviour of subjects, formulate theories. From the behaviourist view, all human behaviour, including learning, is conceived through observing general behaviour.

The learning outcomes that our program should provide are:

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Learning outcomes and pre-requisites:

Many of the most popular "edutainment" titles combine elements of entertainment and education so effectively that younger children are unaware that they are learning. The best educational titles have learned some valuable lessons from games titles - they are packed with colorful animations, sound, video and humor. Edutainment is now an important consideration when a family buys a multimedia computer.

Much of a young child's learning takes place through the inter-activity of play. Titles in this area fall into two broad groups. Some help to build skills in a specific area, such as spelling or maths. Others are more open-ended and help children to develop their thinking skills; this kind of program is often described as "a gymnasium for the mind." (Dorling Kindersley - "The Multimedia Classroom" Ed. 1998)

This program was designed for children to entertain, educate, explore and discover knowledge on their own but it is also important to involve adults as guidance for the learner.

Pre-requisites

For our purpose the important aspect of this program is that the learner is viewed as mainly adapting to the environment and learning is seen as a passive process in that there is little interest in mental processes. Therefore there are very few skills needed for this program which are:

Learning Outcome

After completing this program the learning skills of the child should have improved in most areas, (if not all). The learner should be able to:

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Behaviourism and Computers:


What is Behaviourism?

"It has long been known that behavior is affected by its consequences. We reward and punish people, for example, so that they will behave in different ways."
Burrhus Frederic Skinner

"The theory that human behaviour is determined by conditioning rather than by thoughts or feelings."
The Oxford Encyclopedic English Dictionary

Behaviourism is a theory which explores the human behaviour through learning experiences. Behaviourism follows a learning procedure by completing specific objectives and learning outcomes. Reinforcement contributes to the human behaviour by encouraging the learner to accept criticism and apply given knowledge.

Burrhus Frederic Skinner (Behaviourist), explains how behaviourism works in part of reinforcement and the environmental status. He developed the theory of operant conditioning. "In operant conditioning, behaviour is also affected by its consequences, but the process is not trial-and-error learning."

The approach to our design

We have adopted the elements of the behaviourist theory to our educational programme in various aspects. Our educational programme should include stimulus - response situations and provide informative feedback. The feedback should be able to reinforce the learner, in this case a child aged between 4 - 7 years by mentioning whether the answer selected is correct or incorrect. Along with this a simple statement of "try again" if incorrect and "You are right!" if correct should be available.

How we applied Behaviourism to our educational resource

Example

The question is what am I? and the answer must either be a bat, a cat or a rat.

Example

       

If 'bat' was selected the wrong answer error message instantly appears and requires the user to try again. If 'cat' was selected the right answer message instantly appears and will progress the user to question 2. The user can only progress if they get have chosen right answer.

Example

The picture does not look like a fish or a frog obviously it is a crocodile.

Example

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Navigation

Explanation of navigation

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Navigation

(......continued)

Explanation of navigation

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Navigation

(......continued)

Explanation of navigation

 

 

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STORYBOARD

STORY
BOARD
NO.

STORYBOARD DESCRIPTION
1

01.jpg (131487 bytes)

This is the homepage.
Click the play button to begin the program
Adult supervision is recommended
2 02.jpg (147718 bytes) This is the main menu.
Here the user will choose a level to start with
The instructions are on the side
Exit is available on the top right hand corner
3 03.jpg (137805 bytes) Level 1 - Question 1
Play around with the letters
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
4 04.jpg (139074 bytes) Level 1 - Question 2
Play around with the letters
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
5 05.jpg (144612 bytes) Level 1 - Question 3
Play around with the letters
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
6 06.jpg (139361 bytes) Level 1 - Question 4
Play around with the letters
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
7 07.jpg (153113 bytes) Level 1 - Question 5
Play around with the letters
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
7a 07a.jpg (129780 bytes) After completing level 1, a message will appear congratulating the user on a job well done and progresses on to Level 2 - Question 1
8 08.jpg (149632 bytes) Level 2 - Question 1
Play around with the letters
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
9 09.jpg (145802 bytes) Level 2 - Question 2
Play around with the letters (Broken into syllables)
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
10 10.jpg (144853 bytes) Level 2 - Question 3
Play around with the letters (Broken into syllables)
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
11 11.jpg (173054 bytes) Level 2 - Question 4
Play around with the letters
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
12 12.jpg (142055 bytes) Level 2 - Question 5
Play around with the letters
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
12a 12a.jpg (131044 bytes) After completing level 2, a message will appear congratulating the user on a job well done and progresses on to Level 3 - Question 1
13 13.jpg (149844 bytes) Level 3 - Question 1
Play around with the letters (Broken into syllables)
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
14 14.jpg (140548 bytes) Level 3 - Question 2
Play around with the letters (Broken into syllables)
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
15 15.jpg (138880 bytes) Level 3 - Question 3
Play around with the letters (Broken into syllables)
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
16 16.jpg (137140 bytes) Level 3 - Question 4
Play around with the letters (Broken into syllables)
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
17 17.jpg (137233 bytes) Level 3 - Question 5
Play around with the letters (Broken into syllables)
Press "Am I A?" to reveal choices
Select an answer - if it is wrong a error message will appear and if it is right a message
will appear and you will move on to the next question
17a 17a.jpg (128252 bytes) After completing level 3, a message will appear congratulating the user on a job well done. It also informs the user that this is the end of the program and at this point they can either exit or play again.
18 18.jpg (157433 bytes) When exiting this message will appear confirming if the user does wish to exit the program.


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Individual roles and responsibilities

Nigel Hassennally - Introduction
Emma La - The Program, Storyboard and Navigation
Amitaben Mistry - Underlying Theory
Erica Johnson - Learning Outcome and pre-requisites

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