TECHNOLOGIES FOR LEARNING
IM214
COURSEWORK 2
GROUP MEMBERS (Group N):
Emma La 00002142 |
Nigel Hassennally 00022168 |
Amitaben Mistry 00002371 |
Erica Johnson 99008446 |
CONTENTS
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:
- The program should help to stimulate the child's mind and encourage them
to expand their spelling ability
- To Introduce the child to spelling using syllables
- The pictures and sounds will help to identify the words
BACK TO THE TOP
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:
- Very basic computing skills (e.g.
knowing how to manipulate the mouse and using the keyboard)
- Spelling of very simple words
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:
- Entertain themselves and others whilst playing and learning at the same
time.
- Improve their spelling skills through pronunciation.
- Recognize and spell words by looking at pictures.
- Learn phonics by joining syllables together in the right order to make a
word complete.
- Improve on colour recognition.
- Learn to play and think at the same time.
- Observation skills will have improved.
- Choose and the correct word from a number of similar ones to match with
picture(s)
- This is to encourage the child to try everything they see.
BACK TO THE TOP
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

BACK TO THE TOP
Navigation
Explanation of navigation
- The home page is linked to the main menu
- Main menu links to question 1 of Level 1, Level 2 and Level 3
- Level 1, question 1 will display the choices. The choices will display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to
Level 1, question 2
- Level 1, question 2 will display the choices. The choices display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to Level
1, question 3
- Level 1, question 3 will display the choices. The choices display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to Level
1, question 4
- Level 1, question 4 will display the choices. The choices display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to Level
1, question 5
- Level 1, question 5 will display the choices. The choices display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to Level
1, Congratulation page
- Each page links back to the main menu and to the exit page
- Exit page links to the homepage

BACK TO THE TOP
Navigation
(......continued)
Explanation of navigation
- The home page is linked to the main menu
- Main menu links to question 1 of Level 1, Level 2 and Level 3
- Level 1, Congratulation page links to Level 2, question 1
- Level 2, question 1 will display the choices. The choices will display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to
Level 2, question 2
- Level 2, question 2 will display the choices. The choices will display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to Level
2, question 3
- Level 2, question 3 will display the choices. The choices will display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to Level
2, question 4
- Level 2, question 4 will display the choices. The choices will display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to Level
2, question 5
- Each page links back to the main menu and to the exit page
- Exit page links to the homepage
BACK TO THE TOP
Navigation
(......continued)
Explanation of navigation
- The home page is linked to the main menu
- Main menu links to question 1 of Level 1, Level 2 and Level 3
- Level 2, Congratulation page links to Level 3, question 1
- Level 3, question 1 will display the choices. The choices will display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to
Level 2, question 2
- Level 3, question 2 will display the choices. The choices will display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to Level
2, question 3
- Level 3, question 3 will display the choices. The choices will display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to Level
2, question 4
- Level 3, question 4 will display the choices. The choices will display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to Level
2, question 5
- Level 3, question 5 will display the choices. The choices will display a
message stating whether the chosen answer is right or wrong. The wrong
answer will ask the user to try again and the right answer links to Level
5, congratulation page which is the final page. The final page informs the
user they have come to the end of the program successfully completing it.
The user has a choice of either exiting the program or returning to the main
menu.
- Each page links back to the main menu and to the exit page
- Exit page links to the homepage

BACK TO THE TOP
STORYBOARD
BACK TO THE TOP
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