courseware and storyboard

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Courseware

What is courseware?

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

words 'course' with 'software'. additional educational material for teachers

or trainers or as tutorials for students.Multimedia courseware develop an

environment surrounding the interactions and transformations of the semantics (the meaning) through multimedia.

Block Structure of Multimedia Courseware

• Also known as learning framework of multimedia courseware.• course content - may include a course plan, teaching notes and

exercises.• course objective - are clear statements that describe the

competences (skill) that students should possess upon completion of a course .

• Learning/Pedagogical methods • Pedagogy - the art and science of teaching• Pedagogical Methods – can be described as the way of

achieving learning outcomes. • Learning outcomes- what a student is expected to be able to DO

as a result of a learning activity.

Structure of Multimedia Courseware

• Multi Media elements - include text, audio, images, video, animation, and interactivity.

• Architecture - The multimedia elements, along with the content, pedagogical methods and objectives are organized into a specific courseware product through the control component called architecture.

• The selection of teaching methods is dependent on the learners, and the characteristics of the learning situation. The chosen teaching methods should best support the attainment of learning outcomes.

• The methods 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

Storyboard

Storyboarding can be use to plan, produce and evaluate multimedia presentations or any instructional materials.

A storyboard is a written synopsis of text, graphics, videos, animations, etc. shown in the order they will appear in the finished presentation. In other words all multimedia resources are identified.

Storyboard

The storyboard begin from the goal of the project itself.

Starts by developing a navigational structures for the presentation itself.

The Four Primary Navigational Structure

In storyboard, it should include

1. The interactivity of slides

2. Hyperlinks

3. Any navigation tools needed

4. Any needed directions for the user.

They allow the makeup and structure of a presentation and/or its parts to be detailed.

A Logic Flow Chart

Is developed : Illustrates the choices available to

the user from each screen

T(Teks), G(Grafik), V(Video), U(Audio), A(Animasi), P(Pautan)

Mula

Jika P1

ya

A skrin topik

Paparkan T1, G1, G2, G3 A1, P1

Klik P1

Editing with storyboard

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

Advantages

Helps catalyze feelings about the feasibility of the program idea. If the storyboard looks wrong, the program

will too.

Allows everyone to share ideas equally and promotes consensus.There is a document which everyone can

point to as a common point of reference, enabling the design team to say, 'Yes, that is what we meant', or 'No, we've a problem here'.

Advantages

Communication with client funding the project

Perceive possible continuity problems before they happen

Problems may be spotted from the storyboard which may have proven more costly to correct at a later stage.

Advantages

Cost effective, accurate planning.

save time in writing project documentation

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

STORYBOARD

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

Jika P2

ya

Jika P3

ya

Jika P4

ya

Tamat

Jika P5

ya

A

B C Dskrin kemudahan skrin tempat menarik skrin binatang liar

Paparkan T12, T13, T14,T15, G4, G5, U1, P2,P3,P4,P5

Klik pautan