Cite any reference to the article below as:
Deubel, P. (1998). Multimedia software review: Make It America! HyperNexus:
Journal of Hypermedia and Multimedia Studies, 8(2), 6-8.
This article
illustrates the application of Gagné 's nine principles of instructional design
to evaluate software.
Make It! America
A Software Review
By
Patricia Deubel
Keywords: Multimedia Adventure, World of Manufacturing, Events of
Instruction, Software that Teaches
Copyright: 1996, The Manufacturing Institute.
Publisher and Address: The Mazer Corporation, P.O. Box 1400K, Dayton, OH
45413-9903
Subject: The World of Manufacturing
Theme: Tour manufacturing facilities, simulate running a business,
investigate a range of careers. Design of the product is built on scenarios.
Target Audience: Secondary students
Learning: See, hear and do--this product meets all nine events of
instruction as per Robert Gagné in his Principles of Instructional Design
(1994, 4th edition)
Hardware for Windows:
IBM-compatible with 386DX/33MHz(486SX/25MHz or better recommended)
6 MB free RAM (8 MB RAM or more preferred)
5 MB free hard disk space
Double-speed (2X) CD-ROM drive or better
Minimum 640 x 480 display, 256 colors
Sound Blaster sound card or 100% compatible
MS-DOS version 5.0 or higher
Windows 3.1 or higher
QuickTime for Windows
Microsoft-compatible mouse
External speakers recommended
Printer optional
Hardware for Macintosh:
Minimum requirements include processor LC475 and system 7.0 software
MAKE IT! AMERICA is an interactive multimedia educational adventure
designed to introduce students to the world of manufacturing. This 1996 CD-ROM
program for either a Mac or Windows atmosphere was made possible by the National
Association of Manufacturers and its educational affiliate, The Manufacturing
Institute, with funding provided by ACX Technologies, ConAgra, Lucent
Technologies, Merck & Company, PPG Industries, Sonoco Products, and Sony
Digital Audio Disc Corporation. It is targeted for use primarily by secondary
students who can work alone or as teams, but I found it has appeal for students
in adult education programs. The educational approach is interdisciplinary,
incorporating relevant subject matter from language arts, math, business,
economics, technical education, and career development.
Research Commentary and Purpose. Research conducted by Szuprowicz,
Fetterman, and Gupta has shown that humans retain only 20% of what they see,
from 20% to 30% of what they hear, and about 40% to 50% of what they both see
and hear. And they can retain up to 80% of what they see, hear, and do at the
same time (Fluckiger, 1995, pp. 79-80). The implication for multimedia is that
multimedia that provides a multisensory experience has an added benefit of
maximizing learning. Use of multimedia changes the paradigm of learning from
"standardization to customization" (Reigeluth, 1996, p. 14). The
learner controls such factors as the time when the presentation begins, the
order of exposure to the learning event, the speed of delivery, and the form of
the presentation. Multimedia appeals to a broad range of intelligences. Much of
what is learned in school is through verbal communications. But, Howard Gardner
in his writings has identified at least seven multiple intelligences or ways of
knowing (Gardner, 1993). He has classified intelligences as verbal/linguistic,
visual/spatial, mathematical/logical, musical/rhythmic, body/kinesthetic,
intrapersonal, and interpersonal. General instruction using multimedia can be
designed to incorporate learning activities that appeal to this broad range of
intelligences. Events of instruction should be clearly identifiable. The purpose
of this analysis is to determine how the software, Make It! America,
adapts to different learning styles/theories and instructional modes. Gagné 's
(1992, p. 210) nine instructional events and a variety of instructional modes
were identified in the analysis of Make It! America. These events appear
in parentheses before each observation.
Program
Description and Structure. (Gaining attention) As I began the
program, I was greeted by an explosion of all the major components of
multimedia--music, voice, color, photography, motion video, graphics, animation
and text. (Informing the learner of objectives) When students begin the
program they are asked to enter their name and are given full instructions on
how to use the program. Icons are explained. Three primary goals of the program
are immediately stated. Students can tour manufacturing facilities, participate
in simulations of running the companies, or investigate career opportunities in
any order of their choice. (Stimulating recall of requisite learning). A
glossary of manufacturing and business terms can be accessed at any time and can
be printed. The details of each component follow.
(Guided learning) With Make It! America, students take
multimedia tours of actual manufacturing sites at PPG Industries (dry laundry
detergents), Sony (optical disks), or Chrysler Corporation (the Neon automobile)
and witness various operations of these manufacturers with full audio and video
support. (Presenting stimuli with distinctive features) At all three they
can learn about finance, quality assurance, marketing, human resources,
production, research and development, and logistics.
(Eliciting
Performance) The most interactivity is seen when students involve themselves
in simulations of running a business while developing their thinking and problem
solving skills. Students are posed business decision-making scenarios and are
given three choices about what they would do. (Assessing Performance) A
chart appears on the lower left of the screen, which is constantly assessing the
performance of the company based on student choices. Students see either an
increase or decrease in time allocations, cost, or quality of the product based
on their decisions. The goal is to balance all three and stay in business. (Providing
Informative Feedback) Depending on the choice, sometimes a person appears in
the upper corner of the screen to comment on the business choice to provide
guided learning and informative feedback. (Enhancing retention and learning t)
You can choose to store your score and repeat the process as many times as you
wish in an attempt to run the company better or you can choose to try to run
another business. This learning feature provides for enhancing retention of
feedback statements and a transfer of learning to another scenario if the
students choose to try again. You can also tell the program to save your
location in case you would like to return to exactly where you were after
quitting. This is useful for classrooms that might meet for only a fifty minute
time period each day. The interactivity tests a knowledge base in math and
economics as decisions are made.
(Guided Learning) Students can also explore manufacturing career
opportunities and educational requirements by using the database designed for
positions at several educational levels. They can learn about the last 100 years
of manufacturing. (Enhancing Retention and Learning Transfer) A resource
packet is included for further research by the student and tips for the teacher.
Observations
with the Target Audience. The purpose of this observation was to
determine if the content of the program and the reading level of the text
presented were appropriate for the target audience. I tested this software with
two grade 11-12 business vocational students, and found their initial reactions
not as overwhelming as mine. These students have grown up with powerful
television and movie experiences like "Star Wars" and playing highly
interactive arcade games. For them the beginning presentation of the software
was just another "expected" opening. They had no basis of comparison
to "ho-hum" software. It was not until the simulation portion of the
package that the students appreciated a new learning experience. They really
"got into" a lively discussion of which choice to make on how to run a
business. When the scale monitoring their decisions would appear, they would
comment, "See, I told you that we should have made the other choice,"
or "Yes, we're finally making money!" They were disappointed at their
first attempt to make decisions, but wanted to try again. At the end of their
test of the software, both hoped their teacher would really use this. It was
"cool." The young man said he "liked the real business setting.
It was easy to get from place to place, and it made him think (really think)
about business decisions." The young lady added, "It gives me a good
idea how corporate America works." They hoped the software would be used to
prepare them for the vocational business competition in the spring. The
potential for learning was clearly there. The students said the content of the
software matched what they were learning in class. I observed that they had no
difficulties understanding the text on the screens. The young lady used the
glossary for the definition of "marketing."
Layout.
Screen layouts show a minimum of text per page, sometimes accompanied with an
audio of the text. Images or graphics are full page or appear in rectangles,
triangles, or circles, singular or multiple on a page. Sometimes they flash as
in a slide-show. On certain screens, clicking anywhere will move you on. On
other screens, specific icons are provided. At any time using the program, the
user can click on a glossary of terms, ask for help, move forward or back, or go
home, print, or quit the program. The flowchart used is clear.
Instructional/Learning
Methodologies. The designers of this program have incorporated results
from research that has shown humans can retain up to 80% of what they see, hear,
and do at the same time. They have considered characteristics of the learning
audience and have incorporated strategies that appeal to multiple intelligences.
The learning methodology employed followed Gagné 's events of instruction, as
indicated above. From the list of instructional methods provided in The
Occasional Trainer's Handbook (1994, A49-A50), I note that the following
methods were employed: advanced organizers to gain attention, case
studies to provide a basis for asking questions during simulations, field
trips to tour sites, individual responses when making choices, lecture
when hearing about the company, peer-assisted learning opportunities when
teams use the software and have discussions before entering choices, programmed
questions following business scenarios, time for reflection in that
the program stops and allows the user to think about responses. Used alone or
with groups, the program provides self-directed instruction in that it is
non-linear in its approach. Key to the entire multimedia presentation is the
simulation method. These simulations permit the user teams to role play
in operating the companies. Coaching is provided at times by speakers who
tell the user he is doing a good job or needs to reconsider business strategies.
Drill is provided when students go back and try again. Students will
become more mature as they improve their decision making ability. The use of the
program can form a basis for further research by students. Key to all of these
methods is performance. Suggested resource materials are provided.
Conclusion. The opening research statements set the scene for
the analysis of Make It! America. As I began the analysis of the
software, my very first thought was, "Wow, this is fantastic!" I was
immediately given a multisensory experience with an explosion of music, voice,
color, photography, motion video, graphics, animation and text. My interest was
maintained throughout the review, the events of instruction were clear, the
program was easy to use. I conclude that Make It! America provides a
powerful school-to-work initiative for students. It is also a very good model of
instructional design for software developers.
REFERENCES
Bullard, R., Brewer, M., Gaubas, N., Gibson, A., Hyland, K., Sample. E.
(1994). The Occasional Trainer's Handbook. New Jersey: Educational
Technology Publications. ISBN: 0-87778-270-9.
Vilamil-Casanova, J. & Molina, L., (1996). An interactive guide to
multimedia. "Clark: Rules for Instructional Interface Design" (p.
125) IN: Que Education and Training. ISBN: 1-57576-0665-5.
Fluckiger, F. (1995). Understanding Networked Multimedia. (pp.
79-80) New York: Prentice Hall.
Gagné , B., Briggs, L., & Wager, W. (1992). Principles of
Instructional Design. (4th edition).
(pp. 185-203). New York: Harcourt Brace Jovanovich.
Gardner, H. (1993). Frames of Mind : The Theory of Multiple
Intelligences/Tenth Anniversary Edition. New York: Basic Books.
Reigeluth, D. (1996, May/June) A New Paradigm of ISD? Educational
Technology, 36(3),13-20.
Last Modified: 02/03/02