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Designing Children’s Multimedia 65<br />

The success of cooperative inquiry can be seen through the Kidpad and Pad++<br />

software (among others) born from the approach (Druin et al., 1999). These were<br />

originally conceived as storytelling technologies. The methodology and approach<br />

has been both emulated and modified in this pilot study. This pilot study’s original<br />

research aim was to identify what children find engaging about educational multimedia<br />

they use in schools, and how their sociocultural experiences of communications<br />

technologies influenced their writing. Child-centered design was used in this case<br />

study as a way to access children’s underlying knowledge about communications<br />

technology, and identify what children like, want, and what they find engaging<br />

in technology. Children and adults see things differently. Child-centered design<br />

can make a contribution to what designers, technologists, and educators regard<br />

as “quality” educational multimedia through making explicit that which children<br />

regard as quality. The decision to include cooperative inquiry as part of the pilot<br />

study methodology emerged from the nature of the research aim (Cohen, Morrison,<br />

& Manion, 2004; Yin, 2003). Contextual inquiry and participatory design sessions<br />

were used, while technology immersion did not fit this particular research aim or<br />

context. The norm is for design teams to carry out the inquiry. Here the method<br />

was adapted and tested for its usefulness with a sole researcher. Some of Druin’s<br />

contextual inquiry techniques were not possible to carry out as a single researcher<br />

in the classroom.<br />

Druin recommends that more than one adult should always be on a team, otherwise<br />

it becomes “school-like.” The classroom was the context of the study, and had the<br />

reverse effect on the children. It became less school-like because they were free to<br />

create as and how they wished (albeit within the parameters of the activity). Working<br />

in such an open-ended, exploratory way is something students do not often get<br />

a chance to spend three hours on, during a typical school day. Despite claims that<br />

when carried out in the classroom, creative freedom is constrained, my experience<br />

was the opposite (Cooper & Brna, 2004; Rode et al., 2003). Instead of viewing the<br />

classroom as a constraint on creativity, the research was a creative opportunity.<br />

In addition to concerns over creativity, there is the practical issue of logging the<br />

large amounts of simultaneous data being generated. I was both interactor and<br />

notetaker. Ten years ago, Druin’s team found video cameras a hindrance. To fulfill<br />

these competing demands, I used the video setting on a small digital camera that<br />

did not disrupt children at work with flashes. Although sometimes muffled by the<br />

cacophony of the large group, the camera captured the sound and the interaction.<br />

Reflective listening in my conversations with children meant that I could reify their<br />

statements and ensure the sound recording was audible. The drawback of the camera<br />

was that it could only capture 3-minute video clips, so timing was an important<br />

issue that had to be remembered. Adult-adult interaction was made possible by the<br />

presence of the teacher, the teaching assistant, and myself, but it was of a different<br />

nature because of our different roles.<br />

Copyright © 2007, Idea Group Inc. Copying or distributing in print or electronic forms without written permission<br />

of Idea Group Inc. is prohibited.

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