SUBJECT: Assignment #1, Response Paper #8
COURSE: MCTE 625 - Survey of Courseware
Textbook: Computers in the classroom:
Mindtools for critical thinking
Jonassen, D. (1996)
Chapter 8: Multimedia and Hypermedia:
Creativity Through Construction
Professor: Dr. George Fornshell
Student: Leanne C. Boyd
Usercode: boydl ( boydl@scis.acast.nova.edu )
Due date: November 16, 1997
Response to Chapter 8, Multimedia and Hypermedia:
Creativity Through Construction
In Chapter Eight, we begin to get to the state-of-the-
art essence of distance learning and the Internet
capabilities that are reshaping learning and education, as
we know it. Multimedia is indeed, the integration of more
than just one media, and it is a form of communication.
Multimedia presentations are more of an attention-grabber
than one-media presentations because they stimulate more
than one of the human senses -- they are MULTIMODAL. One of
the highest-impact statements of this current reading is
that when these multiple "channels" deliver complimentary
information, learning increases. HYPERTEXT is described as
meaning "more than normal text," and HYPERMEDIA as the
union of enhanced text with any other visual, auditory or
interactive offering that is currently possible on the
Internet.
It is my belief that our text doesn't go far enough!
Of course, we are in the remaining weeks of 1997, and our
text heralds a copyright date of 1996.
Here we have one of the most important issues to
ponder when we consider distance learning and the
multimedia avenues that are becoming the new standards in
learning. Our text, as accurate as it has been, in many
ways is no longer valid -- the information is antiquated.
This is the BREAKING-OFF-POINT, in my estimation, for
traditional AS WELL AS distance learning, as we currently
stand in mid-November of 1997! We can no longer define
methods of learning by standards that have been in place
for decades or even centuries. We MUST begin to analyze and
assess learning in somewhat of a "bit-of-the-hair-of-the-
dog-that-bit-you" manner (using technology to solve
technology-created problems). We MUST begin to assess
learning in terms of 1s and 0s (one's and zero's) and
ethereal confines, rather than the old terms of
blackboards, rote memorization, "scholarly" writings and
traditional research. Many times, the very data that we
need to learn is not addressed in any library, schoolroom,
or academician's head. It IS, however, expounded upon at
great length on the Internet, with new information being
added hourly, if not by the second.
It is essential to note here that these offerings have
undergone a lightning-speed, subtle change in the past
short while. Practically every aspect of online
"journeying" has become a multimedia experience. From the
information we access, to the news we read, to the
advertisements that eat up so much download time -- we are
living in a multimedia, computer-animated generation! The
format and technology has even begun to change the hard-
copy print we read and the television we watch. As students
in this medium, we are perhaps closer to the realities of
current events than the average person. It is awesome to
see that, even within the study of this technology, the
items that we are dissecting become *rapidly* out of date.
Computers have played a major role in education in the
form of computer-based learning systems for quite a while.
Because of interactive possibilities, they tend to increase
the motivation level of the learner. For instance, the work
of Seymour Papert (creator of LOGO programming language)
has tremendously influenced distance learning in general,
and the use of multimedia in particular. Papert believes
that children can understand concepts best when they are
able to "make them come alive" through writing computer
programs! In forming his theory of Constructionism, all
modes of computer technology, including computer games, can
play essential roles in helping children learn. (Kearsley,
1994-1997).
In our studies of computer-related learning devices,
or "Mindtools," we can see that Papert and others in his
arena have paved the Internet Highway for what it is now
becoming. In fact, it would come as no surprise that some
of the earliest students introduced to Papert's line of
thought are the ones who are currently creating the
exciting multimedia environment of the 'Net. Perhaps being
allowed such a different mode of learning paved the way for
the deep and creative thinking that has been necessary to
formulate this astounding mode of information archival and
delivery! After all, we see that some "primary cognitive
processes associated with computer activities are problem-
solving and procedures." (Kearsley, 1994-1997).
Multimedia and Hypermedia perhaps deliver the "best of
the best" when it comes to considering Mindtools, as they
certainly encompass any or ALL types of software
(mindtools)! In our readings, I simply am concerned that
for those of us who are, or will be, part of the multimedia
development of the Internet, our text is only a sampling of
today's reality!
What does the term MULTIMEDIA actually mean in today's
definitions? One thought-provoking online article states,
"These days it seems you can't take three steps into a
museum without tripping over 'the multimedia exhibit' -
one-dimensional CD-ROMs with click-through collections,
maybe an audio tour, some historical background, a 3-D
walkthrough. A workstation here, a kiosk there - sure it's
interactive, but is anybody really getting into it?"
(Farnady, 1997). This is the point that I am trying to
make! Current texts, published in 1996 or 1997, cannot hope
to present this media in its full capacities or glory!
For a person thinking, dreaming, or passionately being
DRIVEN to enter the world of multimedia creation, there is
an excellent example in the city of San Francisco,
California. The Exploratorium (Museum), from its
beginnings, has been about participation. Inside the
museum, you find yourself in a place that is "a cross
between an airplane hangar and a mad scientist's
laboratory, where analog demonstrations of echo
reverberations rub shoulders with a webcast series
exploring the art and science of severe storm
visualization." (Farnady, 1997).
Susan Schwartzenberg, the Exploratorium's media
director, says that they are reacting against computer
kiosks because they want to use more enticing multimedia.
The museum encourages people to interact and explore how
science and real life are interwoven. (Farnady, 1997). For
those of us considering a profession as a multimedia
specialist, we must understand this inseparable mode, this
right/left-brain mixture, and be able to translate it into
our work. Multimedia is now certainly much more than
turning a knob or hitting a hotlink, and passively waiting
to see what happens!
We must, as "educators," begin to entertain the
uncomfortable thought that the new technologies are far
beyond the capacities of one individual (one teacher/one
classroom). To be able to train a student to be able to
utilize the ever-growing number of "Mindtools" available
for the creation, or even the use of a multimedia
presentation, we must first start with adding to our own
repertoire of skills. This, in this rapid day, demands a
tremendous commitment of time and energy -- much more than
in previous times.
The NEW multimedia specialist will most likely (as at
the Exploratorium) join a team to:
"...come up with new ideas for educational
multimedia exhibits, [and] also build those exhibits
using tools of the trade, including HTML, Photoshop,
Director, DeBabelizer, Premier, and SoundEdit 16 or
its equivalent." This NEW specialist will have "years
of multimedia development experience or a master's
degree in conceptual design, multimedia, or visual
arts, and a passion for science, visual arts, and
public education...[t]he daily grind includes
conceptualizing, researching, and developing
projects on a range of topics including memory, visual
perception, and the life sciences." (Farnady, 1997).
*Let's all take a deep breath and try to be calm!*
Finally, the NEW multimedia Leonardo/Michaelangelo/
Joan of Arc/Wright Bro. Renaissance (wo)man will design
exhibits for the museum floor as well as for the Web. (S)He
will do all of this within a position (the Exploratorium's
current job offer, for instance) that offers 30 hours a
week, with salary starting just under $30,000...but with
full benefits!
Susan Schwartzenberg says, "It's nice to have one foot
in the world of public education and still be able to be an
artist." (Farnady, 1997). This writer says that it's
interesting that the underpaid teacher and the starving
artist are cited as the standards for this HIGH-skill/LOW
pay position. This individual will NEED full benefits to
ensure health and sanity while performing this Supra-
Multimedia job. To further confuse the reader of this
paper, I would add that I would take this job, if offered,
in a heartbeat!
We should examine why many would yearn after such a
demanding position. Recent online services show that the
changing world of multimedia as described above is simply
the tip of the iceberg. Very soon, it seems, those of us
proficient in the HTML scripting language and creative
programs such as Photoshop, web editors, and animation
software, are looking at a brand new "Mindtool." We will be
expected to not only learn this quickly, but also be in a
position to teach the new tool to students. What is this
new gadget?
"If adopted as a standard, a new World Wide Web
Consortium public draft promises to deliver that
elusive 'television-style content' over the
Web...[which] will have the same effect on multimedia
content as HTML had on hypertext content." The new
proposed markup language, Synchronized Multimedia
Integration Language (SMIL), will allow multimedia
designers to interweave simple media objects of
different formats (audio, images, text, and streaming
audio/video), using just a few simple tags. SMIL is
reported to be a simple markup language, without the
complexities of current multimedia scripting languages
such as JavaScript or dynamic HTML. (Glave, 1997).
Simple? We can only hope. There is some great news,
however! This high-level dedication to "keeping up with the
E-Jones's" is finally pervading the educational community!
I believe that this will be the only manner in which we
will be able to re-train today's "teachers," and also to
train the teachers and professionals of tomorrow.
Delivery of the new Mega-Multimedia will require high-
quality and "real-time" connections. That is impossible
using today's slow and overcrowded Internet. A consortium
of 112 universities has been working on Internet 2, the
next-generation computer network. "Each of the participating
universities has agreed to spend $750,000 a year over five
years to help develop the new network...students already
are connected to a high-speed campus network that gives
them access to...video recordings of lectures and tutorials
[on demand]." (San Jose Mercury News, 1997). The delivery
method is called asynchronous transfer mode (ATM)
technology. It moves data over fiber-optic cables at 155
million bits-per-second (future-capable of 10 BILLION bps)
-- this leaves the 33,600 bits per second typical of
current modem connections panting in the dust!
Are we talking about the (not so) far and (not nearly)
distant reaches of the next century?
Listen carefully --
Internet 2 is to be operational by 1999!
For all the mind-boggling and rapid changes that are
at our doorstep, it must be noted that this *will be* the
future of memory-intensive Multimedia and Hypermedia
content (educational and otherwise). For those of us
pondering career changes into the world of the Multimedia
Specialist, there can only be two possible reasons for
wanting to embrace this seemingly impossible challenge:
1) Clinical insanity.
2) We've already seen the *power of the Mindtool.
*With bated breath,* we anticipate each
daring moment!
---
REFERENCES
Farnady, Kate. (1997). SF dream job: The original
interactive museum. In: Wired News, October 24, 1997.
Originally appeared in HotWired, Wired Ventures Inc. (1993-
1997). [Online]. Available:
http://www.wired.com/news/news/business/story/7940.html
Glave, James. (1997). SMIL hopes to weave the streams.
In: Wired News, November 6, 1997. Wired Ventures Inc.
(1993-1997). [Online]. Available:
http://www.wired.com/news/news/technology/story/8343.html
Kearsley, Greg. (1994, 1997). Computers. In: _Theory
into practice (learning theory) database_, George
Washington University. Last modified: Tuesday, May 20,
1997. [Online]. Available: http://www.gwu.edu/~tip/computer.html
San Jose Mercury News, and Newhouse News Service.
(1997). Superfast second generation of Internet on the way.
In: San Jose Mercury News, Wednesday, October 8, 1997.
Mercury Center, ((c)1996-7). [Online]. Available:
http://www.sjmercury.com/gmsv/breaking/docs/068846.htm
If you have comments or suggestions, email me at Leanne@refuge-earth.org
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