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ED-MEDIA 1999 Proceedings Book - Association for the ...

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we are able, as educationalists, to harness <strong>the</strong> new technology we may be missing out on <strong>the</strong> ability to provide<br />

significant opportunities <strong>for</strong> our learners (Dearing,1997; Higginson,1996). A team was set-up comprising a project<br />

manager and a number of consultants who evaluate content, design and production and assist with On-Line Campus<br />

IT support. We considered a number of principles and values to influence <strong>the</strong> design and production process:<br />

(a) Content is in<strong>for</strong>med by primary and secondary research.<br />

(b) A contemporary approach to learning is taken<br />

(c) Metaphor is used to develop interface design<br />

(d) An iterative design process (development - testing with end users - development) is used to ensure accessibility<br />

and user-friendliness.<br />

(a) Research.<br />

Mentoring is an evolving field of research. It was critical to combine an understanding of current good practice and<br />

link this with our own local research carried out in our particular context. For example, interactive learning contracts<br />

were constructed in response to <strong>the</strong> local view, held by student teachers, which confirmed <strong>the</strong>ir beneficial use.<br />

Student teachers also reported, <strong>for</strong> example, on <strong>the</strong> value of well-managed first meetings. Interactive approaches<br />

were devised to assist mentors to manage time and environment issues <strong>for</strong> first meetings. Sound bites and video<br />

clips of some of our student teacher's experiences are used to provide au<strong>the</strong>nticity and context.<br />

(b) Constructivist principles of learning<br />

We chose to reject traditional instructional design favoured by much training material, which tends to rely on <strong>the</strong><br />

circulation of existing knowledge (Boyle 1998). Instead we favoured <strong>the</strong> use of Constructivist principles of learning;<br />

design strategies are considered which engage <strong>the</strong> user in <strong>the</strong>ir own construction of knowledge - <strong>the</strong> production of<br />

knowledgeability ra<strong>the</strong>r than <strong>the</strong> reproduction of knowledge (Guile & Young 1997). For example, users are<br />

encouraged to prioritise emotional events, create lists and agendas <strong>for</strong> meetings, identify and analyse needs, select<br />

and structure <strong>the</strong> content and derive <strong>the</strong>ir own understanding through problem solving. These activities are<br />

supported by a system of scaffolding that uses resources like prompts and hints as tools to help mentors reflect on<br />

<strong>the</strong>ir understanding and progress. The use of <strong>the</strong> resources and <strong>the</strong> results of interactions permit <strong>the</strong> user to construct<br />

<strong>the</strong>ir own understanding. This is fur<strong>the</strong>r developed by links to <strong>the</strong> On-Line Campus, (using Lotus Notes as <strong>the</strong><br />

medium) which provide <strong>the</strong> mentors with <strong>the</strong> opportunities to `problemitize' <strong>the</strong>ir role and share <strong>the</strong>ir ideas,<br />

confidentially, through conferencing with o<strong>the</strong>r mentors and tutors. The aim is to create distributed networks of<br />

knowledge and a `virtual' mentor community<br />

(c) The physical nature of <strong>the</strong> environment.<br />

A major dilemma that faced us was how to physically combine an effective interface with an appropriate structure.<br />

This represents <strong>the</strong> major factor governing <strong>the</strong> continued use of <strong>the</strong> environment. Metaphor is a powerful tool <strong>for</strong><br />

developing content, structure and navigation and our first task was to evaluate <strong>the</strong> use of metaphors in o<strong>the</strong>r<br />

interactive multimedia learning environments. Many used a <strong>for</strong>mal hierarchical structure based upon domain<br />

knowledge. We felt that a functional, minimalist approach (Carroll 1990) would be more effective in appealing to<br />

mentor / teachers who are busy people and need to engage with in<strong>for</strong>mation quickly on a need to know basis. The<br />

main navigational device that has been developed is a time-line which links content with hints of when to best learn<br />

processes and per<strong>for</strong>m activities. An overview permits <strong>the</strong> mentor to catch up on missed in<strong>for</strong>mation and to better<br />

manage <strong>the</strong>ir mentor tasks. Although <strong>the</strong> roots of mentoring lie in <strong>the</strong> notion of apprenticeship, its origin is located<br />

in Greek mythology. This provided a useful visual metaphor that is used in <strong>the</strong> interface.<br />

(d) Evaluation.<br />

Mentors, tutors and trainee teachers evaluate <strong>the</strong> software as it is developed. We use criteria such as clarity,<br />

interactivity, richness and accessibility. We consider iterative prototyping to be highly effective as a means to<br />

development. We have found that <strong>the</strong> semi-structured interview, questionnaire and videoing users in action are very<br />

useful tools that provide instructive feedback - critical to <strong>the</strong> development process. The development of IMLEs is<br />

similar to a construction site - a slow process of initial design, implementing plans, building structures, wea<strong>the</strong>ring<br />

storms & putting right mistakes. We have made necessary alterations to <strong>the</strong> navigational devices used, <strong>the</strong> number<br />

and range of elements, <strong>the</strong> structuring of content and use of metaphor towards <strong>the</strong> refinement of <strong>the</strong> product.

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