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Real
Life Cases in Multimedia
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The design is based on a constructivist approach to learning
which draws on case-based techniques to support learners
project work. Specifically the learning design is a particular
implementation of Jonassens (1999) model for a constructivist
learning environment which includes the following key elements:
(Adapted from Jonassen, D. (1999). Designing constructivist
learning environments. In C. M. Reigeluth (Ed.), Instructional
theories and models (2nd edition, pp. 215-239). Mahwah,
NJ: Lawrence Erlbaum Associates.)
Although this model suggests key elements to be incorporated
into the design, there is little to guide the designer on
the specifics of the instructional materials, learning activities
and sequence. The design of these came from extensive review
and analysis of the conceptual and research literature of
case-based learning.
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ORIGIN OF THE LEARNING DESIGN
This learning design originated from a doctoral research study
which sought to investigate how learners interpreted rich,
contextual information in the form of cases. The study arose
from the researchers interest in how authentic activities,
in this subject a realistic project task, could be supported
by rich contextual materials and associated activities. In
reading the case-based literature it became evident to the
researcher that, despite the popularity and widespread use
of case-based learning, little was known about the way learners
interpret case materials and then use the knowledge gained
in other situations. This particular learning design was developed
from conceptual and research literature, peer review and pilot
testing of various versions, and provided the basis for conduct
of the study.
NUMBER OF TIMES LEARNING DESIGN HAS BEEN IMPLEMENTED
This learning design has been implemented once as a pilot
version, and four times as a full implementation.
MODIFICATIONS SINCE FIRST USE
Since its implementation there have been no significant changes
to the learning design. Minor changes and additions have been
made to the resources.
DISSEMINATION
To date, there has been no specific effort to further disseminate
the design beyond its original context.
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RESEARCH CONDUCTED ON THE DESIGN
Research on this learning design has been conducted as basis
for a doctoral study (see Bennett, 2002 - details below in
Publications). The aim of the study was to gain a fuller understanding
of the different ways in which learners interpret contextually
rich case-based materials and how they use that understanding
in their own projects. The study was guided by three key questions:
- How do learners interpret the case materials?
- How do learners develop solutions to their project design
tasks?
- What aspects of the projects and cases do learners reflect
on at the end of the subject?
A qualitative case study approach was used. This was appropriate
given the exploratory nature of the study. Student work from
case analysis, group project and reflective tasks was collected
as a key data source. This was complemented by interviews
with students and their instructor, observations by the researcher
at class meetings, and the collection of documents such as
discussion list records and subject files. Data analysis was
guided by the research questions, but also sought to identify
emergent themes and issues.
The study found that the case analysis task produced a diverse
range of responses from students, both in terms of the issues
discussed and the type of responses elicited. Learners found
the cases useful in raising their awareness of project issues,
and suggesting design approaches and management strategies.
The critical role of discussion and reflection in developing
students understanding of multimedia design and development
emerged. The study also revealed some of the limitations of
the case approach and highlighted the need for strategies
that support learners thinking and reasoning.
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THOUGHTS ABOUT EFFECTIVENESS
Overall, the study indicated that the particular learning
sequence from analysis, through project to reflection
was effective in helping learners develop their understanding
of multimedia project work. For some tasks, however, it became
apparent that some learners needed more support, for example
to achieve the kinds of thinking required for the case analysis
task. These findings are being used to develop additional
support strategies.
UNEXPECTED LEARNING OUTCOMES
The most unexpected outcome was how effective the comparisons
made between the case projects and the student projects were
in enhancing learners understanding of real-world practice.
HOW LEARNER ENGAGEMENT IS SUPPORTED
Findings from the study indicate the learning design is effective
in engaging learners by:
- Encouraging learners to examine their ideas about relevant
issues, such as collaboration, the design process, project
management with reference to the literature and their past
experiences.
- Enabling learners to choose an existing project or suggest
their own.
- Their work in collaborative teams in which they make all
of the decisions about their projects and take on specific
roles and responsibilities.
- Encouraging learners to reflect on their experiences,
both individually and collaboratively.
ACKNOWLEDGEMENT OF LEARNING CONTEXT
The learning design acknowledges the learning context in that
the link between theory and practice is continually made,
through the analysis of real-life cases, the project work
and the reflective components. The activities are designed
to encourage learners to consider future practice and advice
for others as part of their learning; in this way they consider
how they learning is relevant to other situations. The overall
learning design could be used in other settings with a different
set of resources and project problems. In this way it may
be transferable to other cultural settings, however this is
has yet to be investigated.
HOW THE DESIGN CHALLENGES LEARNERS
Findings from the study indicate some of the challenges experienced
by learners. Most significant of these is in working collaboratively
to make decisions about and manage their projects. As noted
above the student teams are given the freedom to direct and
plan their projects:
- Encouraging learners to examine their ideas about relevant
issues, such as collaboration, the design process, project
management with reference to the literature and their past
experiences.
- Enabling learners to choose an existing project or suggest
their own.
- Their work in collaborative teams in which they make all
of the decisions about their projects and take on specific
roles and responsibilities.
OPPORTUNITIES FOR PRACTICE
The learning design gives learners access to practice through
realistic activities that as much as possible align to those
in the real-world. This subject provides opportunities to
consolidate knowledge and skills gained from previous subjects
in which they worked on smaller, individual design projects.
Students are also encouraged to build on their experiences
as teaching/training professionals/ All of the activities
undertaken relate directly to an assessment task. Comments
from the instructor and discussion of design ideas and products
within class meetings are the key mechanisms for receiving
feedback.
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