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60 Patel<br />
that of the learning domain (Ardito et al., 2004). Applying the concept to designing<br />
children’s multimedia means using knowledge a child already possesses to introduce<br />
new and unfamiliar ideas; sometimes whole paradigms. It has ramifications<br />
to the design of Web site navigation, interface design, and the multimedia content<br />
itself, both in terms of the mode of delivery of the content and how the content is<br />
structured for the learner.<br />
Learner-Centered Design<br />
“From edutainment to context-sensitive help systems, the need to support learners is<br />
well recognized” (Soloway et al., 1996, p. 189). Drawing on the work of user-centered<br />
design, Soloway (1996) outlined three main tenets of learner-centered design:<br />
growth, diversity, and motivation. Growth is seen as a primary goal of education.<br />
Thus, designs for learners should enable growth. Before the question, How does one<br />
design for growth, can be answered, the question of How do people grow? How do<br />
they learn? must be addressed. As Ardito et al. (2004) put it: “It is necessary to rely<br />
on an educational theory driving the designer.” Learner-centered design is steeped in<br />
constructivist learning philosophy, whereby learning is seen to occur when people<br />
make meaning by actively engaging in authentic, culturally valued tasks (Soloway<br />
et al., 1996). Diversity acknowledges the social milieu of our times, and children’s<br />
wide-ranging developmental abilities, cultural mores, practices, and individuality (a<br />
principle that can be seen through Caroline’s writing). Designing for diversity also<br />
means, in educational terms, differentiation. In other words, scaling the language<br />
usage, topic scope and depth, presentation, information visualization, and activity in<br />
developmentally appropriate terms. Motivation—though lacking in a unified model<br />
or theory—is specified here in the reflection that a learner’s motivation should not<br />
be taken for granted.<br />
Reeves’ (1999) conception of learner-centered design emerges from the cognitive<br />
approach whereby principles of cognition are applied to the design of informationrich<br />
environments. It is a way to manage the complex information a user meets in<br />
an interactive information field (such as a product, information system, or a workspace),<br />
the computer-mediated system being a major example. The information<br />
age has brought about cognitive complexity whereby the efficient use of artifacts<br />
becomes unclear; cluttered by environmental factors and societal forces. There are<br />
three conceptual tools to help learners manage cognitive complexity. Understandability<br />
is derived from usability, as understanding a product or system. In LCD, it<br />
comes with the added caveat that both the (1) design of a technology and (2) content<br />
delivered by such a technology must be easy and apparent to understand. Design<br />
elements that help beginners and novices understand how to use an artifact bring<br />
about learnability. Scaffolding builds in learning supports that assist the learning<br />
process.<br />
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