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Summary
This project report details the work undertaken over the past seven months to design and create a computer assisted learning package using one of the Macromedia software tools. For this project I have used Macromedia Authorware 5.2.
As its well noted e-learning is becoming more popular every day, for its coast effectiveness and less time consuming. Software tools are widely and increasingly used for developing these programs. Enabling students to get the academic information required and giving them the opportunity to test their knowledge without having to get help from third party, it makes it all very flexible and easy. These packages other than being academic and less time consuming its also can be designed in such way that the student do not lose their motivation and encouragement while they study and practice on the electronic packages which adds to its value and popularity.
The objective of this project is to design and develop an e-learning package, which introduce the concepts of networking to the first year students, studying networking module within the faculty of science and engineering.
Over the past seven months a plan sat to design the project, which described above. For this a research was done into networking and its major concepts, then a selection was done to the information collected into what to include. Then decided for the project to be done by using Macromedia Authorware. Then the project was designed, developed and tested.
The package is easy to use, informative, with good user interface. The students who tried it and tested it overwhelmingly welcomed the package. Its worth mentioning that they said they would recommend it for the new students too.
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It was very difficult to complete this project without the help of others, I would like to acknowledge, and thank all those who helped me out for completing this project.
It is a great pleasure to express my sincere thanks and deep gratitude to my project supervisor Brian Hall, for his supervision, continuous guidance, encouragement and al the helpful suggestions through all various stages of this project. Also I would like to express my thanks to Mr Ian Williams for answering my questions.
Finally I would like to thanks my friends, also my family, and every one else whos helped me throughout this project.
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Contents
1.0
Introduction
Page 8
2.0
The User
Page 12
Overview Understanding the user Who the users are What level of experience they have?
3.0
Package Design
Page 15
3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 3.10 3.11
Overview Design issues involved Planning Building Adding Content Editing Designing with the task in mind Package Structure GUI Design and Layout Text Constraints Navigation
Page 15 Page 15 Page 15 Page 16 Page 16 Page 16 Page 17 Page 17 Page 20 Page 21 Page 22
4.0
Macromedia Authorware
Page 24
BSc Combined Honours Multimedia Technology 4.4 4.5 4.6 4.7 4.8 4.9 4.10 4.11 The Icons Display icon Navigate icon Interaction icon Calculation icon Variables, functions, and expressions Publishing Packaging an Authorware piece Page 25 Page 25 Page 27 Page 27 Page 29 Page 30 Page 32 Page 33
5.0
Development
Page 36
Overview Authorware Development Trial Application Development Authorware Model The Navigation Model The Question Model The Test Model
6.0
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Overview User Profiling Profile Recording New User Registration Returning user Log in Glossary The Working of the Glossary
7.0
Evaluation
Page 50
Overview Program Testing CAL Usability Testing User Evaluation Post Task Questionnaire Evaluation Result Page 4
8.0
Case study
Page 56
9.0
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Overview Out-comes Critique Experiences Gained Lessons Learnt Future work and Improvements Conclusion
10.0
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A B C D E
Literature Survey Flow Code Layout UML Design Model Post Task Questionnaire Student Log File
Declaration of originality
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BSc Combined Honours Multimedia Technology 1.0 1.1 Introduction The purpose of the project
This Project of Networking Knowledge CAL package (A Learning Package) is designed to help people with general knowledge about computers to understand more about networking.
1.2
Overview
The title of my project is Networking Knowledge CAL package (A Learning Package). The reason for me to select this particular title is to demonstrate the fundamentals of networking types and how they function, also how they set.
Networking is becoming more popular and useful every day. Networks are created everywhere and are needed in a variety of situations, from household computers to small businesses, and big organisations such as Police, NHS, Banks, etc.
My project is to familiarising user(s) with Network Concepts, Card and Cables, and Network Standards, by developing an e-learning package, explaining step-by-step helping the user(s) to learn more about the concepts above. With regards to the fast development of the world, which in actual fact has gives rise to fields such as Networking, which is also, part and parcel of any organisation. With this in mind my approach would require looking at networking in the above three main modules.
The route that I plan to take is that to design a learning package, explaining step by step the three major modules of networking. For my project I have searched for books and websites that are relevant to my project to provide the required information.
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For this project, I intend to demonstrate, explain and critically analysis a selection of concepts, which would explain the relevance that these concepts bare on my dissertation.
The first concept that I intend to demonstrate is Network Concepts. The purpose of explaining this is that describing the uses for local area network, and the differences between peer to peer and a server network also define the terms Bus, Star and Ring topology.
In relation to the above the second concept would take a slightly different approach and this would be know as Card and Cables . The purpose of this is to show how to determine if a PC is networked and understanding the ramifications of repairing networked PC, and describe the properties of twisted pair, coaxial and fibre optic cable and their connectors
Once the above is layout and the reader has a grasp of the Networking concept and cable and wires used my next goal is to demonstrate the third concept Network Standards. I intend to put forward and define two network standards Models, which can be used as a base for networking and that is by identifying key 802 standards, defining the OSI module and understanding frame types.
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CALs history began in the early 60s, when the third generation of digital computers were built and introduced. These systems were cheaper and more reliable than the earlier models. So digital computers became typical facilities in universities and research centres. Consequently, researchers started to find new fields of applications for the computers and CAL was one of those.
Certainly at the beginning, like other technological productions, CAL systems, which are a combination of computer hardware, added special purpose peripherals, and CAL software, had only scientific and academic applications, and was experimental. At that time, before other specialists, psychologists used the computer as an ideal tool for conveying programmed instructions.
This branch of CAL was called Computer assisted instruction, CAI. (Ref 8), as Frye listed (1969), about 20 various CAL systems had been developed in universities and research centres (Ref 9). Obviously these were the first steps and were concentrated on academic goals and had a wide range from a computer based science testing system (Ref 10) to one of the earliest distributed and remote educating systems that was developed in Harvard university. (Ref 4)
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Chapter Two
The User
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BSc Combined Honours Multimedia Technology 2.0 2.1 The User Overview
After figuring out why a package should be produced, the second most important aspect is determining who the audiences are. This is an invaluable step that many people fail to grasp. Many project do not even take into consideration, who will be using them. How can we design a product if we don't know who's going to be seeing it?
Some people think an audience is defined by the technology it uses to access the product. A true audience definition consists of who the users are and their aims and objectives.
2.2
Understanding the user is vital. In order to develop the package to the users requirement you have to understand the users needs and level of their education. Also to make a successful package you have to be able not to just provide the information and test the users knowledge, but also be able to engage the user so that they do not lose their motivation and be encouraged, also for the user to find new challenges as they go through the package. For the application modelled here the task of knowing the user can be determined by: -
2.3
First year BSc students, studying the Networking module with a relative educational background. Lecture and tutors instructing the student in the module.
It has been established the end users of this software package can be determined as the first year students, upon determining who the users will be, the developer must establish what category each of the user type falls into. User types are found to fall into the
following three categories (Direct Users, Remote Users, and Support Users)
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BSc Combined Honours Multimedia Technology 2.4 What level of experience they have?
It is understood that there are many different level of networking knowledge spread across the student on the module and that is because of the previous courses they have don in the past before enrolling to university.
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Chapter Three
Package Design
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BSc Combined Honours Multimedia Technology 3.0 3.1 Package Design Overview
This section is aimed at the designers and developers of Computer-Aided Learning packages. It describes the board principles of usability and provides insight into how to start the process of design for both ease of use and ease of navigation.
3.2
Authorware is an authoring tool used to create interactive multimedia applications with the aid of building blocks known as icons. The icons are placed together to form a flowchart or structure with each icon causing the application to take a particular action. In designing the application or indeed any CAL application with the aid of Authorware basically requires four stages in its development. These are: 1.Planning 2.Buildig 3.Adding content 4. Editing Each one of these will discussed briefly in the following sections.
3.3
Planning
What do we want the application to do? How will it do it? What parts of the application will be used more than once? Which graphics can be used more than once? Which animation can be used more than once? How will the effectiveness of the application be measured?
Although formal planning techniques can and should be used to shorten the development time. It was decided that the actual plan would be, is to simply follow the lecturing structure tutorial. An approach that had been tried and practised, also could identify re-usable parts i.e. graphics, animation, text etc. Without any doubt the most time consuming part in
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BSc Combined Honours Multimedia Technology designing any application is in producing the graphics. Fortunately for us a large number of the images were already available from books that were used for this project, therefore a great deal of time and effort was saved.
3.4
Building
Building is the process of which placing icons into the structure of the application. The icons are selected from the toolbar menu, and then placed in the logical order in which they will be executed.
3.5
Adding Content
Once the structure has been built the next stage in the development is, to add the content to each icon. This is achieved through a series of dialogue boxes, with each icon having its own dialogue box associated with it. For example if we want to display a graphics file then the icon named "Display" would be selected and the name of the graphics file would be added to it associated content editor.
3.6
Editing
As the application structure is built and content added. A check on its progress can be made by simply running the program, icon-by-icon or even from one part of the structure to another. If it is found that the application needs to be modified, then this is achieved through the process of editing. The structure, content or both may be edited at any time to achieve the desired result.
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BSc Combined Honours Multimedia Technology 3.7 Designing with the task in mind
As it was established previously, that the design principle is knowing the user. Therefore, it is easy to enhance on this by adding that, once we have a clear understanding of the task we can then begin designing the package with the task in mind.
When designing a project such us this (CAL project), the process of designing could be divided into the following area:
3.8
Package Structure
As we decided that the package will be used in educational environment. It is important that the same level of help and assistance is provided it to all students aiding in their learning process.
Therefore, it was decided that the package designed in a way that allows multiple level of users access, thus allowing all students to have access to all parts of the tutorials on networking.
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START
Welcome page
Register or Login
No Yes Yes
No
Menu page
Test
Main menu
NO
NO
NO
Yes
Yes
Yes
END
BSc Combined Honours Multimedia Technology In the package after the welcome page, the user will be asked to enter there login details in order to be able to continue, once the user has entered these details, then these details will be stored in Microsoft Access Database Application. After a successful login, then the user will have to choose from one of the three deferent sections.
The first section is about how to use this course. In this section the user will navigate through several pages, which explain to the user how to use and navigate through the course.
The second section is to proceed to the main menu. This section has been sub divided in to three sections, in each section there are several pages on the topic, which explains the topic with use of picture and/or text.
The third section is test section. Which the user uses after finishing from reading the pages on the topics provided in the main menu section, as the student successfully completes any of the test sections of the application their personal profile is updated indicating the score, which has been achieved (timed and dated), also the sections in the application completed. This information independent to each user and allow the application to track the progress of all users while monitoring their understanding of the topic.
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BSc Combined Honours Multimedia Technology 3.9 GUI Design and Layout
One of the main influences on the production of any CAL package is that the interface design will be inextricably linked to the academic material contained within. This means that the interface designed is concentrated on providing an environment that supporting access to the academic material. It is also accepted that the nature of the material has dictated many of the features of the interface. However, one thing the interface provided a clear and consistent navigational structure. This, together with providing clear feedback and generating a consistent look and feel, is the remit of the interface developing.
Not forgetting, the layout of each page or screen and the information and interactivity associated with it. To enforce the user stays in the semantic mode resulting in a greater understanding of the application content.
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Enormous amount of research and debates done about textual content of multimedia packages by the multimedia and software developers on the subject. The points raised are greatly increased in the field of Computer Assisted Learning. Researches have shown that people read 25% slower from a computer screen when compared to paper. This creates a concerned about the known weakness in the transfer from paper sources to the computer environment for the readers. This reduced reading speed should therefore always be considered when transferring text content to a computer environment and consequently requires the designer to greatly reduce the amount of text displayed on the screen and make it interactive by adding some images and some transaction to it.
Figure 3.3 Indication the sectional nature of the on screen text and image
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Navigation is the ability to move around the CAL package i.e. move forwards and backwards using buttons, click a button to see the next bit of information or select the next chapter from a menu. All these things are part of the navigation system. They are a necessary and very useful part of a CAL package - but they should not be thought of as interactivity, interactivity suggests active learner participation in the learning process. It can help to think of interactivity as activities. Menus and navigation buttons are not part of the learning process they are the mechanism for accessing information and activities. For this project, the user have been given the option of quitting the package at any point, the user also have been given another option to go back to the menu page at any point as well as accessing the glossary, while the user is navigating through the package. As demonstrated in the (figures 3.4) below.
The users have, option to quit the package at any point by clicking on Exit button
The users have, option to go to the Manu package at any point by clicking on Menu button
The users have, option to access the Glossary package at any point by clicking on Glossary button
Figure 3.4 Demonstrating the navigation system in the package Final Report Page 22 Hewa Balisane
Chapter Four
Macromedia Authorware
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BSc Combined Honours Multimedia Technology 4.0 4.1 Macromedia Authorware Overview
The software package used for this project is Macromedia Authoware 5.2. This is rarely used tool within the UK, and one of the principle aims for the project was to understand the application use in todays media. This section will therefore look at the authoring tool itself and try to explain its function while showing its relevance to the project. I will try to summarise the Macromedia Authoring tools and how they have been applied to my project.
4.2
What is Authorware?
Authorware is an authoring environment for creating cross-platform interactive multimedia systems. It provides tools for producing interactive learning and training applications that use digital movies, sound, animation, text and graphics. Authorware enables users to create applications without any programming. The creation of an application is simply a case of dragging icons onto a flowline!
4.3
Upon opening the Authoware application. The programmer is presented with the development environment that is used throughout the application.
F lo w lin e
Figure 4.1 Demonstrating the development environment navigation system in the package Final Report Page 24 Hewa Balisane
BSc Combined Honours Multimedia Technology To create application within Authorware icons are dragged from the toolbar at the far left of the IDE onto the workspace, these icons are the arranged along this flowline to in accordance with requirements of the design to build the structure of the final application.
4.4
The Icons
The important thing for the Authorware Developer to fully understand the functions and the use of these icons, which are available. Below there are descriptions for the icons, which are used in creating and developing this package.
4.5
Display icon
Use the display icon to display text and graphics. Drag a display icon onto the flowline and then add graphics and text to it in the Presentation window.
Use the Display Icon Properties command to change the properties of a display icon. For example, you can change the layering, transition, and position of objects in the Presentation window. When you open the Display Icon Properties dialog box, Authorware opens the Presentation window behind it. You can then directly move, change, and view objects as you change property options.
Use motion icons to move display objects from one location on the screen to another. First place a display icon on the flowline. Next place a motion icon after it. Then define the motion of the display objects in the Motion Icon Properties dialog box. All the display objects in that icon move together. You can also move movies playing on the screen this way. Double-click the motion icon in the Design window to open the Motion Icon Properties dialog box. There you can set type of motion, timing, and other options. You can also preview the type of motion you've set up by clicking the Preview button in the dialog box.
Use the erase icon to erase any icon that's currently displayed. You can erase the objects Figure 4.2 Demonstrating the Display Icon Properties dialog box for Display Icon displayed by the display, interaction, framework, and movie icons.
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BSc Combined Honours Multimedia Technology When you erase an icon, you erase all its contents. For example, if a display icon contains three graphic objects, Authorware erases all three objects. If you want to erase just one of those objects, place it in a separate display icon, so it appears as a separate object in the Presentation window. To open the Erase Icon Properties dialog box, double-click the erase icon. When you open the Erase Icon Properties dialog box, Authorware opens the Presentation window behind the dialog box so you can select the objects you want to erase.
Use the wait icon to pause the piece for a specified amount of time or until the user presses a key or clicks the mouse. Double-click the wait icon to open the Wait Icon Properties dialog box.
Use the Wait Icon Properties dialog box to specify the type of event, such as a mouse click or keypress, that the icon waits to respond to. You can specify whether the wait icon should wait for a certain length of time before continuing on with the flowline and can display a countdown of the time. You can also display the wait button on screen. Authorware doesn't automatically open a new wait icon the first time it encounters the icon on the flowline. However, if you display the clock icon by choosing the Show Countdown option, you can open the wait icon during presentation by double-clicking the clock icon.
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4.6
Navigate icon
Icons attached to framework icons are called pages. You can use navigate icons to create links that jump to specific pages in a framework. When Authorware encounters a navigate icon, it goes to the page you set up as a destination. When you define a navigation link, you define the type of destination, such as going forward or backward a page, jumping to a page, searching for text, or jumping to the first or last page of a framework. Double-click a navigate icon to open the dialog box where you can select destination options.
4.7
Interaction icon
Use interaction icons to set up interaction structures that consist of an interaction icon with result icons attached to it. Each result icon corresponds to a response that the user can make, such as clicking a button or entering text or to an event, such as the number of tries the user has made.
When Authorware encounters an interaction icon, it displays any text and graphic elements it finds, including buttons, hot spots, text entry fields, and so on, defined by the response type symbols. Authorware then halts and waits for a response from the user. Final Report Page 27 Hewa Balisane
BSc Combined Honours Multimedia Technology When a user responds, Authorware sends the response along the interaction flowline to see whether it matches any of the target responses. If a match is found, Authorware branches to or executes the specified result icon.
You set up the responses you're looking for in the Response Type dialog box. There you will determine the user's response or the event by defining each result icon as a particular response type. When the user makes a response or the event occurs, Authorware branches to the corresponding result icon and displays its contents. The user can set the characteristics of the interaction display using the Interaction Icon Properties dialog box.
Use the Interaction Icon Properties dialog box to edit the properties associated with an interaction icon. The user can set properties for erasing objects, select a type of erasing transition, specify a pause, and determine the look and position of the icon's objects.
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The user can use calculation icons to execute expressions and scripts that change values in variables or that perform calculations in a piece. Insert calculation icons at any point on the flowline or attach them to other icons. To create an expression for a calculation icon, double-click the icon to open the Calculation window. You can then enter expressions and scripts for if...then statements and repeat loops in the window. The user can also insert comments to describe the expression.
Authorware usually executes all the statements in a calculation icon and then exits the icon. The user can force Authorware to exit calculation icons by entering an Exit statement in an expression. If the calculation icon is attached to another icon, that icon is executed normally. In most cases it's a matter of preference whether to place a calculation icon before another icon or whether to attach it. However, if the user attach a calculation to a decision or interaction icon, Authorware executes the calculation repeatedly if the icon uses Try Again branching. If the calculation icon is before a decision or interaction icon, Authorware executes it only once.
In a calculation icon Opening a calculation icon displays a calculation window. Calculation windows can contain variables, functions, expressions, and scripts. For example, the user might put a calculation icon at the very beginning of a file and use it to set the value of a variable that controls how long wait icons pause throughout the file.
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BSc Combined Honours Multimedia Technology To create a Quit button, you attach a calculation icon to an interaction icon, select the button response type, then set up the Quit function in the calculation window, like this:
In a calculation window attached to an icon You can also use variables, functions, expressions, and scripts in calculation windows attached directly to icons. You attach a calculation window directly to an icon to make sure Authorware executes the calculation whenever it encounters the icon. Say you've created a target area interaction and you want to make sure that the objects users are supposed to move are tagged as movable at the moment they enter the interaction. The best way to accomplish that is to attach a calculation window to the interaction
4.9
Authorware's variables and functions give the user a level of control over Authorware that's much deeper than what the user can achieve by manipulating icons on the flowline. The user can collect and manipulate data, get detailed information about interactions, make decisions based on specific conditions, and tell Authorware to do just about anything a computer is capable of.
The user don't need to be a programmer to take advantage of variables and functions in many cases, Authorware makes it as easy as copying and pasting. Variables represent values that can change. As the word implies, a variable's value varies. Authorware contains over 220 variables that are ready to use. For example, the system variable PercentCorrect automatically keeps track of the percentage of questions a user has answered correctly. You can easily create your own custom variables to store any information you need to keep track of.
Functions perform specific tasks. Authorware has over 300 functions to choose from. For example, the system function JumpFile lets you jump from one Authorware file to another. WriteExtFile lets you save information in a text file. Final Report Page 30 Hewa Balisane
BSc Combined Honours Multimedia Technology You can combine variables and functions in expressions. An expression is any part of an Authorware statement, meant to be taken as a whole. For example, 2 + 2 is an expression but not a valid statement all by itself. A statement is a valid Authorware instruction that produces a result by performing a calculation or carrying out an operation. For example, UserName := "John Smith" is a statement that assigns a value to a variable. Combining variables, functions, and expressions along with if...then statements and repeat loops to tell Authorware exactly what you want it to do is called scripting.
The user can add a calculation icon to any other icons and that is by clicking on (Modify > Icon > Calculation) in the menu bar and set it up like this:
When you attach a calculation window to an icon, a small equal sign appears just above and to the left of the icon. In dialog boxes You can use variables, functions, and expressions but not scripts in most editable fields in dialog boxes. For example, you might want to position an object at the last spot where the user clicked. To do that, you'd use the ClickX and ClickY variables in the Position fields of the Display Icon Properties dialog box, like this:
Figure 4.5 Demonstrating the use of variables in Display Icon Properties dialog box Page 31 Hewa Balisane
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In a few editable fields you can't use a variable, function, or expression: fields where you name things (such as icons, text styles, or keywords) or where you provide descriptions (such as the description of a button state in the Button editor).
4.10
Publishing
Macromedia Authorware 5.2 allows the user two possibilities for publishing their application. The developer has to make a decision lastly about how the application in Authoware is published once the application completed.
Publish for CD, LAN, and Local Hard drive Publish for the Internet (both as a AUTHOWARE page and for the Authorware web player)
A question often asked by training managers is, "I've got a new training program coming up -- should we do it on CD-ROM or on the Web?" Although other articles have shown the many pros and cons to each delivery method, the major advantage of CD-ROM delivery is its ability to deliver multimedia, and the major advantage of WBT is the ease of delivering and updating the content. The figure below shows a simple decision grid to help answer this question. It assumes that students have the technology to access both types of delivery (Ref 12).
Figure 4.6 Demonstrating the differences between publishing the package on CD or WBT. For more information on this figure please see (http://www.e-learningguru.com/articles/art1_13.htm).
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BSc Combined Honours Multimedia Technology For this project it has been decided that the project will be put on a CD as its a multimedia package and also, so it can be easy to transferred from one place to another and if decided at any point to put on the LAN it can be easily copy and paste to it.
4.11
Packaging apiece converts it to the format that the developer distributes. The developer don't need Authorware to run a packaged piece, but the developer need a run-time application to play it. The run-time application can be distributed separately from the piece, or it can be part of the packaged piece. In Windows, there are two versions of the runtime application: Runa5w16.exe (for Windows 3.1) and Runa5w32.exe (for Windows 95, Windows 98, Windows NT and Windows 2000).
If the developer package a piece with the run-time application, the piece is a completely self-contained application. But sometimes the developer wants to keep the run-time application separate. For example, if the developer have a bunch of packaged files that are part of one project, all can use the same run-time application if it's not packaged. Also, a piece packaged with the run-time application is not cross-platform. Two things have to be done before the developer package a piece:
Make a copy of the piece. Once a piece is packaged, its structure can't be examined and its media can't be copied or edited (the flowline and icons are no longer accessible). Making sure by the developer that they keep a copy of the unpackaged version of the files in case the developer need to make changes to the piece. Making sure by the developer that they have all the additional files that the piece requires and that the developer follow the license agreements related to them.
It was therefore important to establish how the application can run without the users requiring Authorware to access it, and the solution to enabling this standalone capability of published applications is to package with the Runtime application.
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BSc Combined Honours Multimedia Technology Runtime is not the only factor in ensuring the success of a published piece, and another important factor in publishing Authorware applications is the inclusion of Xtras. Xtras are external driver files stored locally in an independent folder that are required by the application to run. This folder needs to be stored on the same directory where the final application has been stored.
Database application to store user profile, and other files needs for the database file
Figure 4.7 Illustration of the package files created when published via Authorware for CD, LAN and Local hard drive distribution
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Chapter Five
Development
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In this section its covered in detail the development of the final application. It will specify how the preliminary design allowed the problem to be divided into key elements, and from there how this allowed each of these elements to be developed independently and then built-into trial version of the final application.
5.2
Authorware Development
In the time scale given for this project the authoring tool alone had to be researched and understood in detail, to fully comprehend the accessible scope for the project.
Its important for the developer to backup any theory gained from the printed text with the hand on use of the application itself, because of having to learn how to use a software tool for the first time. Known that this project needed a greater understanding of Macromedia Authorware, it was necessary to develop Trial application to familiarise with its function and to asses any changes may impose onto the design due to the limitation of the software tool.
5.3
Initial trial application was created during the early stages in this project development. The design ideas that was detailed in the preliminary report, intended to mirror the projects main application. While fully functional these initial applications displayed an inherently liner structure, whereby each icon would lead progressively downwards towards the next icon in the flowline.
After creating the initial application, it seemed that there was too many icons on the flowline that made it really hard to locate and correct error(s) or amend the application.
Further icon types available to the developer to assist in over coming this repartition of logic include the map icon.
Using map icons to group a sequence of icons. By grouping icons in map icons, the developer can organize their piece into convenient modules, which facilitates a clear overview of the piece's workings, no matter how many icons it contains. Place map icons Final Report Page 36 Hewa Balisane
BSc Combined Honours Multimedia Technology anywhere on the flowline and attach them to interaction icons, decision icons, or framework icons. The developer can place map icons within other map icons. Each map icon has its own flowline. Double-click a map icon to open it. A level caption appears in the upper right corner. (The user can use map icons to create a hierarchy of flowlines the level caption indicates the level of a flowline and its map icon within the hierarchy.)
When Authorware encounters a map icon, it executes the map's icons in the order in which they appear on the flowline. When it finishes executing the last icon, Authorware exits the map icon and executes the next icon on the main flowline.
If the map icon is attached to an interaction icon, Authorware executes the entire contents of the map icon before branching to the next result icon. Authorware also executes the entire contents of the map icon when it is a path attached to a decision icon or pages attached to a framework icon.
To group icons into a map icon, the icons must be next to one another on the flowline. To create a map icon, select the icons, choose Modify > Group, and name the resulting map icon. To redisplay (or ungroup) the icons in a map icon, select the map icon and choose Modify > Ungroup from the menu bar.
If the developer attaches a calculation icon to a map icon and then ungroup the map icon later, Authorware attaches the calculation icon to the first icon that was within the group.
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By using modules, its much easier to edit and manage the program, also it can be less time consuming because if a code used in a place the same code can be used in a different module and amended to meet the requirement of that module.
Models introduce uniformity to the developer program, and encourage a modular design and code structure, and since a model is always seen as a independent section of logic, many of the same models can be added in to the same application, and then individually amended to contain a different content, or an altered function.
Network Concepts
Network Standards
Figure 5.1 Indicating the modular structure for all the section of the application. The three sections share the same logical structure
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BSc Combined Honours Multimedia Technology This design structure therefore of the final application can be built primarily on the use of four models: The Navigation Model The Question Model The Test Model The Section Model
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Navigation is the ability to move around the CAL package i.e. move forwards and backwards using buttons, click a button to see the next bit of information or select the next chapter from a menu. All these things are part of the navigation system. They are a necessary and very useful part of a CAL package. Menus and navigation buttons are not part of the learning process they are the mechanism for accessing information and activities.
The navigation source, which has been used for this project, is the navigation framework consists of a series of buttons that they had the ordinary buttons, which has been replaced with the images that has been created. The same navigation source has been used throughout the project.
Figure 5.2 Indicating the navigation model, which has been used throughout the application.
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A primary factor in aiding the learning process in any computer based training and learning package is interaction, so it is important to create a model question structure that could be amended into a variety of different interactive forms. Therefore this model structure enhances the users learning progress by allowing interaction with the application in variety of different ways.
For this application it was decided to use three Authorware interactions, which they are
text entry, keyboard press and typing interaction. The question model consists of a single interaction icon and three map icons set as the response paths. Each of the paths is set to be a button interaction and the default question text for the model is contained the display property of the interaction icon.
Figure 5.3: (Left) Flow structure of the Question model. (Right) The running view of the same model as displayed to the user. The main idea behind the question model is for the user to be able to asses their knowledge, which they have gained throughout the topic by judging their respond to multiple-choice interaction.
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BSc Combined Honours Multimedia Technology In each of the answer response properties box see figure 5.4 the developer sets the states of the response to mirror the outcome of the question. If the user click on the button which is in the response properties, its state is set to Correct Response then a mark will be awarded, but if the state is set to Wrong Response then no mark will be awarded.
Correct Response
Wrong Response
Figure 5.4: (Left) Button response option for the correct response, here the state of the interaction is set to correct response therefore upon its click this would award the user 1 mark. (Right) Button response option for the incorrect response, here the state of the interaction is set to incorrect response therefore upon its click this would award no marks to the user. 5.7 The Test Model
The test model as shown in figure 5.5 is effectively created by the repeated use of the question model thus forming the overall test structure present in the completed application.
As each question model is added onto the flowline the display contents for its interaction icon are amended to represent the question text presented to use.
Finally on the flowline there is a calculation icon at the end, this calculation icon works with system variables PercentCorrect and the TotalCorrect to calculate the amount of correct answers and will be displayed to the user. Figure 5.5 The overall flow structure of the Test model.
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Chapter Six
Application Main Feature
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BSc Combined Honours Multimedia Technology 6.0 6.1 Application Main Feature Overview
This section will detail with some of the main features in the completed application, the completed application comprises of all the models featured within this report, and give reasons to back up their inclusion. It will also detail how these features support the
theories behind CAL, and indicate how they function within the final piece.
6.2
User Profiling
An underlying principle behind the way in which people learn it to receive feedback from their actions, and this principle is greatly enforced in the effective use of CAL. Some type of feedback should always be provided whenever the student is asked to perform an activity, even in the case of open-ended questions when the student answer cannot be verified. There are two types of feedback, verification and elaboration (Fenrich 1997). Verification feedback simply tells the student whether they are right or wrong, elaboration feedback gives the students more detailed information. Elaborative feedback is much more valuable to the student and should be used whenever possible.
Feedback should help students identify and correct misunderstandings. Computers can provide two types of feedback. The first type is pre-programmed feedback from the CAL package in response to the student answering questions. Usually the CAL package tells the student that they were right or wrong and gives some additional information. The other type of feedback provides a much richer source of learning. This feedback occurs when students interact with models or simulations. They will receive feedback on the consequences of their actions and so are able to test out their ideas and discover for themselves, whether their ideas are adequate. Both types of feedback are important.
Feedback may not only be use to the direct user (student) of the application but remote users may also benefit from feedback, this can be in the form of a lecture receiving results from a students progress through the CAL. This remote user feedback can be used by a tutor as a confirmation of student understanding of the subject be it positive or negative, which in turn may lead to amendments to the CAL itself, or even changing in the relevant lecture material.
As this application is for functioning across a local network it is an ideal opportunity to implement a working user profile system, allowing both functions of user registration, and Final Report Page 44 Hewa Balisane
BSc Combined Honours Multimedia Technology returning user log in. This system will thus as previously mentioned benefit not only the student, but also the lecture of the Networking module.
The user profiling system was designed and implemented in three section s: -