Classification of Software Types
Gibbs and Tsichritzis (1994) classify the following types of multimedia
applications:
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interactive laserdisc applications
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electronic games
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hypermedia browsers
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multimedia presentations
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multimedia authoring systems
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multimedia mail systems
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desktop video systems
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desktop conferencing systems
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multimedia services
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multimedia operating systems
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multimedia production tools (9ff).
Everything that has do to with multimedia directly or indirectly is gathered
here. They throw together operating systems, hardware aspects (laserdisc,
desktop video, desktop conferencing), aspects of contents or function (games,
presentations, browsers), and tools (authoring systems, mail, conferencing)
as well as aspects of infrastructure (services) in a motley collection.
In addition, they suggest classifying multimedia applications according
to type of composition, synchronization, interaction, and database integration,
with composition embracing the following characteristics:
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mechanisms
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spatial composition
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temporal composition
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semantic composition
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procedural composition
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component-based composition (252ff).
Gloor (1990, 198ff) distinguishes four categories of multimedia programs,
clearly with a view to the pedagogical construction of the applications:
drill & practice, tutorials, educational games, and simulations. Bodendorf
(1990, 48ff) distinguishes programs according to their interaction methods
in help (learning by pointers), passive tutor (self-controlled learning),
training (learning by exercise), active tutor (guided learning), simulation
(discovery learning), game (entertaining learning), problem-solving (learning
by doing), intelligent dialogue (Socratic learning). Ferguson (1992) subdivides
multimedia forms of learning on a scale according to the degree of learning
control allowed by the programs, into drill & practice, tutorials,
parameter-based simulations, micro discovery activities, ITSs, microworlds,
programming environments, application tools (34). The criterion of learning
control as a parameter for a scaling of learning methods is not new (s.
chapter 2). One can classify multimedia application either according to
didactic principles of construction or the degree of learner control [Schulmeister
(1989)]. I would like to distinguish between the following types of multimedia
learning programs, with the distinguishing characteristic always one concerning
theory of learning, namely the degree of freedom of interaction that the
learner is allowed in interacting with the program, vs. the degree of control
that the program exerts over the learner, and with a stress on learning
programs, i.e. all tools, utilities etc. are excluded:
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drill & practice programs (s. chapter 4)
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courseware (s. chapter 4)
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presentations
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Kiosk systems (s. chapter 9)
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guided tours (s. chapter 9)
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electronic books (s. chapter 8)
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hypertext systems (s. chapter 7)
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simulations (s. chapter 11)
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interactive programs (s. chapter 10)
I do not want to describe the individual categories in detail here, because
they are discussed at length in the respective chapters of this book. But
a few explanatory remarks are in order: drill & practice programs owe
their origin to the behaviouristic model, which works with small steps
of learning and frequent feedback. The type of software that is called
courseware descends from that model, but has abandoned the behaviouristic
concept. Courseware mostly uses frames, fixed learning units that cannot
be influenced by the learner. Kiosk systems and guided tours are likewise
frame-based, but offer the learner more options of individual navigation.
Since they are basically restricted forms of hypertext, they do not offer
as much freedom of learning as a hypertext, on the other hand. Hypertext
systems allow an active dealing with information, but not the construction
of individual hypertexts. Such a type of software is called a cognitive
tool and belongs to the class of interactive programs, which ranges from
programming environments to working with all kinds of programs. Simulations
are often named as an individual category because of their distinctive
characteristics; they alternate between the simulation of biological systems,
physical laws, mathematical or abstract models (modelled eco-systems or
business models), and the simulation of machines (cars, ships, planes),
the so-called simulators. Simulation programs belong to the type of interactive
learning programs, even if machine simulators are often used for drill
& practice purposes irrespective of their design.
Similarities to the scale proposed here can be found in the approaches
to a description of learner control by Merrill (1980), Laurillard (1987),
and Depover and Quintin (1992):
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Laurillard has introduced the interesting distinction between didactic
model and communication model. In the didactic model, the teacher has full
control over subject matter and method of learning, in the communication
model it is the learner who has control. She distinguishes four dimensions
of learner control (domain access, control over exercises, type of feedback,
goal justification), which she assigns to program types from the traditional
CAL program to intelligent simulations. The traditional CAL program and
the tutorial offer least access to the domain to the student, very little
operational manipulation in the domain, exclusively extrinsic feedback,
and a low degree of transparent goal justification. IT systems offer direct
access to the domain, operational control over knowledge and exercises,
intrinsic and extrinsic feedback, and transparent goals. Simulations represent
a compromise between conventional and intelligent systems.
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Depover and Quintin introduce further differentiations for learner control.
Thus Depover and Quintin describe learner control as a continuum, distinguishing
control over contents from control over strategy in agreement with Merrill
[cf. La Follette (1993)].
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Lowyck and Elen (1993) regard programs from instructionalism to constructivism
as situated on a scale of the learner’s self-regulation (214ff).
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Schwier (1993a) and Schwier (1993b) proposes a classification pattern for
multimedia interaction that is based on the degree of control and type
of cognitive activity that learners experience in prescriptive, democratic
and cybernetic learning environments. Drawing on Rhodes and Azbell (1985),
Schwier distinguishes reactive, proactive and reciprocally interactive
levels of interaction. With the respective level of interaction, the degree
of learner control varies, which may refer to the following aspects: subject
matter of instruction, context of learning, the mode of presentation, optional
contents, presentation sequence, extent of exercise, level of difficulty,
and level of advice.
I have a feeling that such differentiations rather overtax than help the
simple task of the classification of programs. This impression is confirmed
when I look at the attempt of Jonassen (1985), who sketches a model for
the design of interactive lessons in the form of a cube with 6 x 4 x 4
categories, whose three dimensions he designates as interactivity, internal
adaptivity, and external adaptivity, with an additional rising scale for
each of the three dimensions. This model, quite contrary to the tetrahedron
model by Fischer and Mandl I have mentioned, belongs to the less convincing
attempts of trying to create plausibility through graphic models in my
opinion [s.a. the attempt of Baumgartner/Payr (1994)].
Software systems that serve as a basis for multimedia are essentially
authoring systems, the wide field of courseware, programs from instructional
design, intelligent tutorial systems, and hypertext (apart from databases,
tools, and communication programs). In this book, I am going to describe
these basic types of systems on which multimedia can build – after a short
introduction into theories of learning in the next chapter – in order to
be able to discuss their pedagogical and organizational advantages and
disadvantages. The following diagram depicts the development of the various
directions and their relations to each other:
Development of Multimedia Systems