hopper, 1993 [1.3.4, abstract, overview, toc, switchboard, references]

1.3.4.1 Timing, Tasks and Roles in the Past

Behind the issues of what would be taught, and the types of technical decisions and activities required to carry out those general goals, there were the people and the activities that made the project a reality. Each approach to using computers in an educational context becomes associated with characteristic development strategies and processes. This is not surprising, but almost essential, because once an approach to using computers in education moves beyond the point of being a homegrown prototype effort, it needs to produce fairly clear cut explanations of both why and how others are to participate in the effort. It is at this point that the particular tools used to carry out the endeavor become intertwined with the approach in people's minds. Advice varies according to both academic and technical commitments. Most descriptions of how to construct courseware tend to be based upon the type of software used and the educational model which is to surround the software's use and delivery.
 
One of the most straightforward approaches to development advice has been to adopt theory and practice directly from the traditional computer fields of computer programming or software design and utilize them in the service of educational goals. This is the route that was taken by those who first promoted traditional computer programming within the curriculum. (Brown & Herbanek, 1984) provide one example of a typical model of software design procedures. This model explicitly outlines a set of steps for the analysis and planning of software, and it also prescribes the specific types of formal documentation which should be associated with each step.
 
Software Design Procedure
Table A Typical Model of Software Design Procedure
 
This type of approach is evident in the way many teachers have taught their students to use structured programming, to avoid creating what is known as spaghetti code, and a top-down approach such as flow charting to be sure that different modules of complex programs will work well together even when developed by different programmers.
 
While software design and programming concepts may have helped early educators introducing programming, there has been a wide spread belief that pedagogical knowledge is at least as key as good programming for those who wish to introduce computers in educational settings. Instructionally oriented production advice developed in the field of computer-based instruction (CBI). For producers of CBI, traditional software production methods were an inadequate description of how educational issues should be considered. In addition, a number of early CBI proponents were instructional designers. Consequently, there were a number of cases where instructional design models were integrated with software design methodology. The table below shows an example of a model for educational courseware production for CBI.

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A 10-step process used to design, produce and evaluate CBI:
 
Step 1: Conduct environmental analysis
Step 2: Conduct knowledge engineering
Step 3: Establish goals and instructional objectives
Step 4: Sequence topics and tasks
Step 5: Write courseware
Step 6: Design each frame
Step 7: Program the computer
Step 8: Produce accompanying documents
Step 9: Evaluate and revise CBI
Step 10: Implement and follow-up
 
CBI design as a collaborative process
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Table A Typical Model of CBI Design, Production and Evaluation
(Criswell, 1989, p. 50)
 
Authors of computer based instruction differentiate between the software used by the programmers who produced authoring languages or systems, the authors who produced instruction, and the student who participated in the delivery of instruction using delivery software. They also use traditional advice about what is considered required instructional activities to guide the structure of the software they produce:
 
Teaching consists of the teacher (human or computer) support activities that cause a student to learn. These activities include presenting new instructional challenges, providing enough practice, reviewing when necessary, informing the student about the correctness of his or her responses, allowing the student to discover for himself or herself when learning certain skills, and keeping track of the student's progress. The understanding that learning progresses as a function of teaching activities is fundamental to designing CBI. (Criswell, 1989, p. 1)

 
Authors of intelligent tutoring systems not only differentiate between software for authors and learners, but also engage in both a fine grained systematic analysis of the content and student's errors. ICAI programs are designed to generate and solve problems, store and retrieve data, diagnose student's misconceptions, select appropriate teaching strategies, and carry on dialogs with students throughout the entire instructional process, rather than just parts of it. Production advice from those who construct microworlds tends to be associated with constructivistic approaches, and also divides the skills of the producer from the naive explorer or user, although not as sharply. Table shows sample advice for microworld construction (Lawler, 1987). Designers of microworld problem-solving environments program a collection of manipulitable computational objects whose interrelations and functions can be explored by user's self-directed actions (see Table).
 
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The essential task is one of engineering at a very high level of abstraction on the domain of knowledge itself. After examining important fields of knowledge, ________________________________________________
Table Sample Advice for Microworld Construction
 
Advice for the producer returns to expecting them to combine traditional software development knowledge and educational design advice, but also adds an the additional artistic element. Despite the difference between the commitments of the designers of microworlds and those of ICAI, they share a similar concern for analyzing and modeling the most important structures in a content domain and appreciating the learner's conceptions of that domain. The similarities in these commitments is not surprising because many of the designers of microworlds and intelligent tutoring systems began as members of the artificial intelligence community, and have since applied their knowledge to education.
 
Many producers of interactive video/multimedia have published advice about the production, implementation, and research of these materials which only varies slightly from the traditional objective-driven instructional design methodologies of CAI and ICAI advocates. The main differences between the new production methodologies tend to be centered upon the need for including roles, tasks and perhaps stages to accommodate the multiple forms of media such as video or sound ((Bergman & Moore, 1990).
 
No matter what the source of the recommendations, or the philosophical underpinnings of the educational software to be produced, there seems to be a consistent tendency to describe the process as a series of steps or stages, which begins with a number of steps that revolve around extensive planning. The actually development tends to take place rather late in the process, and the fate of the project after the point of development is only dealt with through cursory statements about planning for maintenance or evaluation and revision. In cases were a cycle of some sort is implied, the steps or stages are still represented in a somewhat linear format that may provide for some provisions of feedback.
 
There are also patterns in educational computing concerning the nature of those who lead the efforts to introduce uses of computers into education, and their position relative to the larger institutions of education. For example, when a person with a position in a university setting perceives a way for a particular approach to using computers to help them significantly improve or address a need they perceive in the educational process, certain patterns follow Over the years, there have been distinct patterns of problems associated with these efforts (Trollip, 1988). In the following passage, one author describes how one basic pattern has been manifest within university settings, and goes on to describe the ways in which it has led to a more team oriented approach within those settings:
 
Production of original software has been a complex process. Typically, enthusiastic faculty members who have undertaken creative software development projects have found them to be unduly time-consuming. They have also discovered that software development often requires technical and design skills beyond their capabilities. At present, there are many more consumers than producers which has especially limited the usefulness and availability of educational applications, since such programs often need to be tailored to specialized needs. Furthermore, the limits of what could be accomplished by a solitary faculty member have led to the proliferation of the so called "team approach" to programming in which software is developed jointly be a group consisting, at minimum, of an instructional designer, content specialist (usually the faculty member), and one or more programmers. (Resmer, 1988)

 
In this case, the organizational setting in which projects began, and the people who began them had an impact on the general make up of the development team, the roles within the team, and the necessary tasks required by different members of the team. By means of a team, projects gradually develop demonstrations and explanations of how their approach contributes to the educational process within their own field and educational level, or more generally across the educational spectrum. There are clearly particular skills and knowledge required of those who develop materials, whether the developers are students, teachers, or authors of commercial educational materials. Some tasks during computer software development or implementation originate from the educational context and are generally carried out by a content specialist. Other tasks come from technical demands such as software design, programming, or even hardware setup for implementation and are carried out by programmers or software designers.
© Mary E. Hopper | MEHopper@TheWorld.com [posted 12/04/93 | revised 04/12/13]