Computer Science Assignment - E-Learning Multimedia

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MANCHESTER  METROPOLITAN  UNIVERSITY   SCHOOL OF COMPUTING, MATHEMATICS & Digital Technology

ASSIGNMENT  COVER  SHEET   _________________________________________________________ COURSE: BSc (Hons) Multimedia Computing, BSc (Hons) Multimedia & Web Computing, BSc (Hons) Computing, BSc (Hons) Computer Science, BSc (Hons) Web & Mobile Computing, BSc (Hons) Software Engineering UNIT: 6G6Z2001: e-Learning Multimedia LECTURERS:   Dr Peter McKenna, Dr Bob Cherry   ASSIGNMENT NUMBER: 1 [1CWK50] TYPE:(GROUP/INDIVIDUAL) ISSUE DATE: 8 October 2013. HAND-IN: by 20 December 2013 via moodle. _________________________________________________________ It is your responsibility to ensure that your work is complete, functioning, and available for assessment by the given date. You are advised to check your work after upload, and to make at least one full backup copy. _________________________________________________________ PROCEDURE FOR HANDING IN WORK: Work will be submitted electronically via Moodle. You are responsible for ensuring the submission is fully readable and functional. PENALTIES FOR LATE HAND-IN: see Regulations for Undergraduate Programmes of Study. The timeliness of submissions will be strictly monitored. EXCEPTIONAL FACTORS AFFECTING YOUR PERFORMANCE: see Regulations for Undergraduate Programmes of Study PLAGIARISM: Plagiarism is the unacknowledged representation of another person’s work, or use of their ideas, as one’s own. MMU takes care to detect plagiarism, employs plagiarism detection software, and imposes severe penalties, as outlined in the Student Handbook (www.mmu.ac.uk/studenthandbook/) and Regulations for Undergraduate Programmes (www.mmu.ac.uk/academic/casqe/regulations/assessment.php). If in doubt, seek advice from your tutor. ASSESSMENT CRITERIA: these are indicated in the attached assignment specification and mark grid. This Assessment 1CWK50 assesses the four Learning Outcomes specified in the Unit Document. Where appropriate, coursework assessment may be augmented by means of a viva voce examination at the unit tutors’ discretion. WEIGHTING: 1CWK50 is worth 50% of the total assessment for this unit. The remaining 50% is allocated to 2CWK50.

FACULTY  OF  SCIENCE  AND  ENGINEERING     SCHOOL  OF  Computing,  Mathematics  and  Digital  Technology       UNIT  CODE:     6G6Z2001  

UNIT  TITLE:  eLearning  Multimedia    

ASSESSMENT  ID:   1CWK50  

ASSESSMENT  DESCRIPTION: e- Learning Software: Research and Development  

WEIGHTING:  50%    

Your  brief  is  to  specify  and  develop  a  Reusable  Learning  Object  solution  to  a   learning  problem  of  your  choice.     Your  assignment  will  consist  of  two  key  components:     a)  documentation  (requirements,  research,  outline  with  justification)  [40%];            and     b)  implementation  (software  product)  [60%].     If  your  eLearning  software  specification  and  development  is  to  be  worthwhile,  it   must  have  a  solid  base  in  current  academic  research  as  well  as  learner   requirements.  This  will  require  meticulous  documentation.  Implementation   should  be  also  based  on  proven  design  principles  and  on  observance  of  current   eLearning  standards.  You  will  choose  the  implementation  tool,  which  may  be   high-­‐level  (this  is  not  a  technical  assignment).     It  is  recommended  that  you  identify  one  suitable  and  specific  learning  goal  within   your  own  curriculum  (e.g.  Multimedia  &  Web  Computing,  Computer  Science,   Computing,  Media  Technology).       If  you  prefer,  you  may  choose  a  topic  from  any  other  area  (check  with  your   tutor),  ideally  with  a  business  training  or  formal  educational  application.  You   could  also  choose  to  implement  a  scenario  examined  during  the  unit,  one  of  the   examples  below,  or  a  tutorial  on  how  to  use  a  particular  eLearning  tool.       This  will  be  a  restricted  and  specific  learning  task  –  e.g.  an  interactive  simulation   demonstrating  how  the  for  loop  works  with  arrays;  a  360°  VR  object  showing   how  a  studio  camera  works;  a  user-­‐controlled  simulation  of  event  flow  in   Javascript  or  Actionscript  3;  a  game  to  pick  data  types;  a  screencast  with  overlays   teaching  guitar  chords;  an  interactive  simulation  of  how  a  pump  works;  an   interactive  periodic  table;  a  hypermedia  poem;  how  to  use  twitter  -­‐  rather  than   the  provision  of  a  whole  subject  area  or  wide  curriculum  coverage.       What  your  topic  is,  is  not  necessarily  important,  as  long  as  you  can  provide   convincing  and  evidence-­‐based  rationales  and  the  topic  lends  itself  to  an  active   (doing)  rather  than  a  passive  (reading)  solution.  Your  eLearning  design   requirements  will  be  crucial.     The  topic  should  be  one  that  some  learners  have  problems  understanding  using   traditional  learning  and  teaching  methods–  problems  that  your  software  will   help  solve.  In  addition  to  an  interactive  activity  to  facilitate  learning,  your  

software  solution  should  also  include  some  means  of  testing  the  learner’s   understanding  (e.g.  a  quiz).     The  degree  of  challenge,  and  the  time  taken  to  develop  and  to  use  the  learning   software,  should  be  commensurate  with  a  30-­‐credit  unit:  you  should  expect  to   spend  approximately  six  hours  per  week,  from  the  second  week  of  term  to   submission  at  the  end  of  term,  working  directly  on  1CWK50,  and  your   submission  should  reflect  this  level  of  effort.     Should  you  be  doing  an  eLearning  final  year  Project,  any  such  topic  must  not   overlap  with  your  project.  The  choice  of  learning  goal/topic,  and  the  level  at   which  it  is  pitched  (e.g.  beginner,  KS3,  GCSE,  1st  year  undergraduate)  is   important,  as  it  will  impact  on  the  nature  of  the  eLearning  solution  to  be   produced.       Central  to  eLearning  design  and  development  is  the  concept  of  pedagogical   effectiveness,  added-­‐value,  and  learner  interface  design,  all  based  on  research   evidence.       ‘Added-­‐value’  may  mean  that  your  software  adds  value  compared  to  equivalent   traditional  learning  and  teaching  methods  and  content;  or  that  it  will  be  as  good   as  equivalent  traditional  learning  and  teaching  methods  while  saving  on   traditional  costs.     As  part  of  1CWK50,  you  will  present  a  90  second  ‘elevator  pitch’  in  week  4’s  lab   session,  outlining  your  proposed  learning  activity.  The  goal  is  to  stimulate  group   discussion  and  constructive  feedback  that  will  enhance  your  final  submission  and   grade,  as  well  as  obtain  tutor  approval  for  your  proposal.  Personal  development   of  confidence  and  communication  skills  is  a  core  employability  goal,  and  we  will   explore  these  before  you  make  your  pitch.  So  that  you  can  focus  on  enhancement,   this  presentation  is  not  summatively  graded,  but  it  is  required  for  1CWK50.     In  the  week  6  lab  you  should  present  a  prototype  for  formative  evaluation  and   constructive  feedback.  At  this  point  you  are  looking  for  a  proof  of  concept  for   your  basic  learning  activity,  as  well  as  an  outline  of  the  interface.  Ensure  that  you   have  read  the  full  1CWK50  specification,  and  have  feedback  on  your  ‘elevator   pitch’,  before  starting  your  prototype.     Outline  of  1CWK50  Deliverables:  

1. Specification  +  justification  [2000  words]  [weighting:  30%]   This  Report  should  include  sections  headed  as  follows:  

a. Context  and  Requirements:  summarise  the  context  in  which  your   software  could  be  used  (e.g.  where/when/with  whom;  how  it   would  blend  with  other  teaching  and  learning  activities;  how  it   would  integrate  into  specific  virtual  learning  environments).     Clearly  specify  the  learning  goal,  the  target  learner,  and  any   problem(s)  the  learner  has  with  the  goal.  You  should  explain  the   nature  of  the  thing  to  be  learned  and  what  can  make  it  difficult  for   people  to  learn  –  e.g.  is  it  hard  to  understand  because  it  is  abstract?   Because  it  is  unfamiliar?  Because  it  involves  multiple  dynamic  

steps?  Because  it  is  normally  explained  in  a  purely  verbal  manner?   How  is  it  currently  taught  and/or  learned?  Difficulties  may  also   include  logistical,  motivational  and  social  difficulties,  and  of  course   your  own  experience  as  a  learner  is  a  useful  resource.       You  should  then  list  four  key  design  requirements  (along  the   lines  of  those  considered  in  the  Case  Studies,  and/or  based  on   research)  and  briefly  indicate  why  you  have  chosen  them.    

b. Research  evidence:  what  does  current  research  suggest  might   work  in  meeting  the  requirements  you  have  outlined  and  adding   value  over  and  above  traditional  methods?  Reference  findings  from   papers/books  that  are  relevant  to  your  requirements  and  may  be   used  as  evidence  that  your  software  will  enhance  learning.   Connecting  higher-­‐level  academic  research  to  decisions  and   practicalities  of  learning  design  is  crucial,  and  this  should  be  based   on  independent  reading  and  analysis  of  research,  as  well  as   personal  initiative  and  reflection.      

c. Outline  Learning  Activity  and  Justification:  based  on  user   requirements  and  research,  summarise  potential  solutions   distinctive  to  eLearning,  and  outline  the  learning  activity  that  you   will  develop.     Summarise  the  rationale  for  your  software  learning  activity  based   on  the  previous  sections.  The  rationale  should  apply  research   evidence  concerning  what  works  and  does  not  work  in  terms  of   multimedia  eLearning.  While  your  rationale  will  have  informed   your  design,  you  are  also  commenting  on  the  final  product.  Indicate   how  and  why  your  software  will  motivate  the  learner.  You  should   also  outline  an  alternative  solution  that  you  could  implement  given   an  ideal  situation  and  different  resources.      

Your  in-­‐class  ‘elevator  pitch’  and  prototype  will  be  based  on  the  above.      

2. Tools  Review  [weighting:  10%].     It  is  important  that  you  are  not  only  familiar  with  the  range  of  eLearning   development  tools  available  out  there,  but  also  able  to  reflect  critically  and   intelligently  on  their  capabilities.         You  are  therefore  required  to  investigate  what  is  ‘out  there’  and  critically   review  in  more  detail  four  possible  tools  (including  one  commercial  tool)   that  could  be  used  for  your  specific  development,  concluding  with  a   justification  of  the  tool(s)  you  finally  select.  The  tools  you  choose  to  review   should  be  relevant  to  your  proposed  software  development,  and  your   justification  should  include  a  mapping  between  the  tool’s  capabilities  and   your  requirements  as  outlined  in  your  specification.     Which  tools  you  review  and  select  is  up  to  you;  but  you  should  try  to  produce   a  realistic  and  useful  overview  of  some  important  and  current  tools  in  

eLearning.  Commercial  tools  should  be  included  as  well  as  freeware,  and  it  is   recognized  that  you  are  likely  to  be  constrained  in  practice  to  actually  using   free  tools.  Some  possible  tools  are  listed  and  linked  on  Moodle.  Apple’s  iBooks   developer,  which  produces  output  for  iOS,  is  installed  in  the  Mac  labs  and   recommended  for  University-­‐based  work.  Some  screencasts  made  by   previous  students  to  introduce  some  of  the  freeware  tools  will  also  be   available  via  moodle.       Your  Tools  Overview  should  focus  on  capabilities  that  are  relevant  to  your   requirements.  You  may  also  wish  to  comment  on  any  aspect  of  a  tool  that   might  constrain  or  have  a  bearing  on  your  pedagogy.  It  should  be  concise   (<=1000  words)  and  written  in  your  own  words:  it  should  not  include  any   copy-­‐and-­‐paste  from  web  reviews.  You  should  aim  to  have  this  review   completed  early  (by  week  5)  and  get  feedback  on  it  during  lab  sessions.  

  All  your  documentation  should  be  submitted  in  a  single  document  file,   separate  from  your  software  product  runtime.    

  3. Software  Development  [60%]   Submit  your  product  runtime.  This  is  not  a  technical  assignment  as  such:  the   tool(s)  you  use  are  up  to  you,  and  it  is  the  runtime,  suitably  packaged  as  a   Learning  Object,  and  justified  in  terms  of  the  research,  that  will  be  assessed.   Possible  tools  include,  but  are  not  limited  to,  iBooks  Author,  Flash,  GloMaker,   Java,  3D  Studio  Max,  Quicktime  Pro,  Captivate,  Camtasia,  Xerte,  Microsoft   Learning  Development  System,  Udutu,  eXe,  MLOAT.  You  are  welcome  to  find   and  use  your  own  tools,  and  this  should  be  identified  in  the  Tools  Overview.  

  It  is  required  that  the  product  be  packaged  as  a  Reusable  Learning  Object,   using  a  standard  such  as  SCORM  or  IMS  CP.  The  deliverable  will  be  a  zip  file   that  contains  the  metadata,  manifest,  and  other  files  appropriate  to  the   standard.     Keep  a  copy  of  your  RLO  after  submission,  as  you  will  need  to  import  it  into   your  moodle  installation  in  Term  2.    

How  will  my  work  be  marked?     See  the  marking  grid  attached.  Note  that  the  full  range  of  marks  will  be  used  as   appropriate.       How  long  will  it  take  me?     You  should  expect  to  spend  a  total  of  70-­‐75  hours  working  directly  on  1CWK50  -­‐   just  over  6  hours  per  week  across  ~11  weeks.  Learning  time  is  of  course  also   needed  –  time  taken  on  research,  brainstorming,  and  familiarizing  yourself  with   tools  and  techniques.  You  need  to  work  on  1CWK50  from  the  start  of  the   academic  year,  and  make  full  use  of  the  formative  assessment  opportunities   provided.   NAME  OF  STAFF  SETTING  ASSIGNMENT:  Peter  McKenna  

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