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DEVELOPING AN EMERGING INSTRUCTIONAL TECHNOLOGY FOR THE CONSTRUCTION CURRICULUM
Troy M. McQueen and Joseph A. Hutchinson Louisiana
State University Baton
Rouge, Louisiana |
Interactive
video has been billed as an instructional technology of extraordinary
versatility and potential. It is envisioned that courseware on videotape,
videodiscs, and compact discs will become commonplace in instructional
systems, especially when specific skills are being taught. A
characteristic part of an interactive video system is the concept of
branching, which leads students along different paths of learning,
dependent upon responses made to questions posed by the computer. Some
view interactive video as an endlessly patient tutor and its basic
advantage is that it focuses the student's attention. What are the
potentials for the use of this innovative educational technology in a
construction curriculum? What can be done, at what price, to introduce
and apply this technology? Can it resolve many of the problems
associated with the development of the skills within a program of
construction management or technology? The state-of-the-art of interactive
video technology will be described. Also, alternative strategies for the
development of educational media for a construction curriculum will be
explored. KEYWORDS:
Educational technologies, Interactive video technology,
Computer Based Instruction, Construction Education. |
INTRODUCTION
Most
schools have yet to formulate a plan for the integration of microcomputers into
construction education. The focus of a comprehensive plan for employing
computers must be on using the computer to teach and learn, rather than to
merely compute or process words. It is axiomatic that computers used for
instruction are no better than the materials they contain. Considerable advances
have been made in the past five years in computer hardware and costs have been
lowered while product quality has remained high. Such advances have not been
made in courseware development, especially in college level applications. Many
instructors are looking for good teaching/learning courseware packages, and
these seem to be in short supply. Little effort is being made on a regional or
national basis to change this status in schools of construction. Even if
software were readily available, there has been no effort to evaluate this
material in a meaningful way. Will courseware increase effectiveness and
productivity? Are these the proper measures to determine the value of specific
courseware? What potentials and limitations exist for the development and use
of software directly related to the construction curriculum?
While considerable effort has been made to assist educators in primary and secondary schools, little has been done for the college level counterparts. One part of this problem is a "teacher shortage," that is, a shortage of teachers able to "adapt their courses to computers." An association or consortium of schools of construction could facilitate the development and exchange of computer courseware. There is potential for regional networks that will develop a specialty interest, such as construction systems, materials and methods, construction design, construction technology, management of construction, and other related topics.
CONCEPTS AND DEFINITIONS
Computer
Based Instruction (CBI) is a term used synonymously with Computer Assisted
Instruction (CAI), at least in its tutorial instruction and dialog forms [1]. Heinich,
Molenda, and Russell [2] provided a distinction between the two by stating that
CAI is one of two forms of CBI, the other being Computer Managed Instruction (CMI).
According to their definitions, CAI involves direct student interaction with the
computer, which stores the instructional materials and controls their sequence.
CMI relates to the use of the computer in assisting teachers to administer and
guide the instructional process.
Interactive
Video (IV) is an instructional delivery system that combines the features of CBI
with those of Instructional Television (ITV). Recorded audio and video materials
are presented under computer control to viewers who not only see and hear the
pictures and sound, but also make active responses, with those responses
affecting the pace and sequence of the presentation [2]. The storage and
presentation medium of such a system is videotape or video disc.
GENERAL CHARACTERISTICS OF INTERACTIVE VIDEO
The
hardware components commonly found in an interactive video system are (1) a
video tape or disk player; (2) an external computer (usually a microcomputer);
(3) an input device for student response (keyboard, touch screen, light pen, or
simulator); (4) an interface card (computer to video player); and (5) a video
display with audio. Software components consist of (1) the instructional
materials recorded on the videotape or disc and (2) the computer programs used
to create and control the instructional program
Commenting
on the excitement raised in recent years by the advent of interactive video,
Roberts A. Braden noted that the principal components--instructional television
and computer assisted instruction--have been used effectively for some time [3].
Braden explains that IV represents a technological synthesis that brings
together two distinct media and two design technologies (instructional design
and visual design). Diana M. Laurillard observed that the value of video as a
learning medium is that it can provide a rich and sophisticated visual and
auditory exposition of its subject, but it is difficult to ensure that students
are fully active in the way they learn from it. Conversely, CAI learning
encourages continuous activity on the part of the student but has very limited
presentation graphics [4]. The objective in the use of IV is to capitalize on
the strengths of each of the media to compensate for the weaknesses of the
other. Additionally, new techniques for presentation and interaction are created
by the fusion of the two, potentials that do not exist separately in either ITV
or CAI.
Through
its development of numerous interactive videodisc programs, the Nebraska
Videodisc Design/Production Group concluded that instructional materials
produced around the characteristics of the videodisc are very different from
traditional film and video productions in pace, organization, and style [5]. The
pace of motion sequences on videodiscs tend to be quicker as a result of
segmentation of topics and the frequent use of the still frame technique. The
organizational structure of interactive video programs may vary widely, from
near linear to book like, having tables of contents and series of chapter like
segments. Videodisc programs frequently diverge from the linear pattern of most
video or film programs, which have distinct beginning, middle, and ending
sections directed at specific learner audiences. The random-access and still
frame features of videodiscs allow the content to be broken down into numerous
small segments without transitions. This facilitates their use by diverse
audiences.
ADVANTAGES AND LIMITATIONS OF INTERACTIVE VIDEO
Beyond
the technical characteristics that ITV and CAI bring to interactive video, one
of the primary advantages of IV is that it requires student response and
activity, essential components of learning. Interactive video can adapt to the
learner's pace and provide review or remediation as required. Branching to new
or related information is possible as a response to student mastery or
intentional inquiry. The management of instruction is facilitated by the ability
of IV to maintain records on student performance and to store data for research.
Of tremendous advantage to instructional designers is IV's capacity to provide
numerous presentation modes (full motion, stop action, freeze-frame with audio,
text, graphics over video, etc.). The amount of material capable of being stored
and accessed for IV enables the presentation of up to two hours of continuous
motion video (on a videotape) to 54,000 individual frames (on a video disc).
As
with any innovation, IV does have some attendant limitations. Possibly the most
significant limitation is the lack of standardization for software and
equipment. This limits the number of programs that can be used on a particular
system [6]. Readily available IV instructional materials are difficult or
impossible to obtain for a number of subject areas, necessitating their custom
development. Cost is another major factor in the use of IV technology
(equipment, software, developmental personnel).
EFFECTIVENESS AS AN INSTRUCTIONAL MEDIUM
The
ultimate criteria to be considered in the selection of an instructional
technology is its effectiveness. In an analysis of research on interactive
video, Bosco examined studies conducted in higher education, K-12 education, and
the military [7]. In 81 percent of the studies in which the authors drew a
"bottom line" assessment or conclusion regarding the effectiveness of
interactive video, the general conclusion was that IV was effective. To further
determine what the studies reported on the effectiveness of IV, Bosco examined
the reported benefit of the outcome variable (higher achievement, more positive
attitude, faster learning time, etc.). In 24 of 39 instances involving the use
of statistical tests when the evaluations reached conclusions on benefits (61
percent), there were positive findings for IV. When the reported benefits
involving the use of statistical tests were examined, benefits were most
prevalent on user attitude and training tine variables. Interactive video tended
to reduce mean training time, but there was also a tendency for it to increase
standard deviation. One rationale for interactive video is to accommodate
differences among learners, and the large standard deviations for training time
indicate that such was occurring. Research by Clark [8] indicates that the
variety of visual and auditory learning stimuli present in interactive video can
dramatically improve learning.
VIDEODISK TECHNOLOGY
In their book on the topic, Schneider and Bennion describe the videodisc as a "non-volatile storage medium for television signals, audio signals, and digital signals" [9]. The technology was developed in the United States in the 1960s and early 1970s. Early research and development of interactive uses of the videodisc was conducted by the University of Nebraska Videodisc Design/Production Group (sponsored by the Corporation for Public Broadcasting), the University of Utah/WICAT, Inc. (sponsored by the National Science Foundation), and at the Utah State University (sponsored by the U.S. Army and Control Data Corp.). Thirty minutes of full motion video or 54,000 individual frames of material can be stored on one side of a 12-inch disc. Discs rotate at speeds of from 400 to 1,800 rpm's and have approximately 18,000 tracks per radial inch. Although systems are being developed with read/write capabilities, most systems currently available provide only the ability to read the encoded materials.
Early
models of videodiscs utilized mechanical technologies to read the contents of
the disc. They were generally either the needle-in-the-groove or the capacitance
systems that physically contacted the spinning disc (similar to the common vinyl
audio disc). Videodiscs now being used in interactive video systems use optical
technologies involving laser beams to read the encoded digital signals, much
like the compact audio discs so widely used by the general public. Optical
videodisc systems may be either transmissive (the beam of light is directed
through the disc to a sensor on the opposite side) or reflective (the beam is
reflected off of the surface of the disc and back through the originating
optics). Information can• be randomly accessed from any of the 54,000
individual storage frames in two seconds or less. Unlike videotape, high quality
still-frame images, with or without accompanying audio, are possible with
videodiscs.
The
degree of control or operation of a videodisc player is a function of the
player's design and the manner in which it may be interfaced with an external
computer. Such control has been classified into three levels of interactivity as
follows:
Level
1--The player is operated manually via the function keys or remote control
module to access desired frames or sequences of material.
Level
2--Videodisc players in this category contain onboard microprocessors that
support all Level 1 functions. The program that controls the sequence of these
functions is loaded into the microprocessor, generally from special tracks of
the videodisc. In some systems, the control program is downloaded from an
external computer. Either way, the time required to load the program is greatly
reduced from that of the manual mode of a Level 1 machine. At the same time,
errors are virtually eliminated.
Level
3--The videodisc player is interfaced with an external computer that manages and
controls the sequence of player functions. Additionally, the computer introduces
all of the characteristics of CBI into the system. In a Level 3 system, the
student's point of contact is the computer, whereas it is the videodisc player
in Levels 1 and 2. Touch screens, light pens, disk drives, printers, and other
peripherals can also be incorporated into the system.
Few
Level 1 programs are currently being used. Level 2 programs are available, the
costs of their hardware being their chief advantage. Disadvantages of Level 2
programs are that the controlling programs are recorded on the discs and cannot
be altered, and the microprocessors used by the various player manufacturers are
incompatible. On the other hand, Level 3 programs can be revised and can
incorporate computer-generated graphics superimposed over the video images being
displayed.
DEVELOPMENT OF INTERACTIVE VIDEO PROGRAMS
According
to Ron Daynes, project director of the Nebraska Videodisc Design/Production
Group, "how well something teaches depends on how well it is designed and
produced" [51. This process is a collaborative effort involving a number of
distinct design and production phases. The typical development team consists of
individuals functioning in the following roles:
A
designated project coordinator is generally involved. It is, of course, possible
for an individual to act in more than one role, although the tasks involved
generally require specialized competencies. Agreements should be reached early
in the project between authors, their institution(s), and funding sources
regarding copyrights, release time, royalty payments or compensation, and other
related matters.
The
complexity of the development process for interactive video requires systematic
planning and scheduling. The steps in the process have been variously labeled
but can generally be described as Needs Assessment, Design, Content
Production/Acquisition, and Computer Authoring/Programming. Formative evaluation
is conducted at appropriate points in the process.
Needs Assessment
The
desired outcome of this phase is a concise statement of the learning needs to be
addressed by the interactive video program. Curricular information must be
evaluated, along with information on student mastery of concepts. Specific
behavioral objectives are developed, including (1) the intended learner; (2) the
behavior (skill, knowledge, or attitude) to be cultivated; (3) the condition(s)
under which the student is to operate, and (4) the desired degree of achievement
the student is to exhibit after instruction via the IV lesson.
Design
The
design phase of the process involves a statement of the component tasks to be
contained in the program, and a definition of the interrelationships of those
tasks. Options for the learner's progress through the learning tasks must be
charted. This is considerably more complicated in IV than for more conventional
media, however, because of the non-linear characteristics of videodiscs.
Therefore, it is imperative that the authors have an understanding of the
capabilities and limitations of the videodisc/microcomputer systems to be used.
Content materials needed to meet the stated program and student objectives are
researched.
Although
it is not the purpose of this paper to provide a detailed exposition on the
subject, a great deal is known about instructional design techniques, which, if
incorporated into the design and development of interactive video programs, will
maximize their instructional efficiency and effectiveness. This information is
available from recent research involving IV as a medium of instruction and from
years of investigation involving other media that are used collectively in IV.
The
locus of control for the program must be considered. Locus of control may range
from "system control," in which the software determines the sequence
of instruction based upon the student's performance, to "learner
control," in which the software provides orientation, options for
presentation modes, difficulty levels, sequence, and study strategies. Either
approach may be used, or a combination is possible for various portions of the
program. Decisions on locus of control will determine design option such as
sound, color, motion, freeze-frames, and graphic.
The
Nebraska Videodisc Design/Production Group has defined seven sets of videodisc
frames used in various combinations [5].
The Design phase of the project culminates in an outline of the content structure. The organization of materials is examined for logical progression, coherence, and branching possibilities. Various design tools, such as storyboards, grid frames, and flow charts are used as this phase of program development moves into the Production phase.
Content Production/Acquisition
Storyboards
and scripts are finalized in the beginning of the Production phase. This leads
to the production of original program materials in the form of graphics,
photographic products, audio narrations, printed materials, video footage, and
any other materials that are to be compiled into the final videotape from which
the videodisc is to be mastered, or to be used as supplemental materials for the
learner. Consideration must also be given to the acquisition of licensing
agreements with owners of copyrighted works to be used in modules of the
program, as well as signed releases and compensation agreements from creative
contributors. Construction of pre- and posttests (mastery) also take place.
At
some point in this phase of the project, it is possible to create a simplified
version of the finished project for field testing. Karwin, Landesman, and
Henderson [10] suggest that each module of the program be tested with learners
from the target population. The findings from this activity are then used to
revise a videotape-based version of the program into a package for testing by
participating educators at selected institutions, using standardized protocol to
yield comparable data. Final revisions are then incorporated and address codes
for the anticipated delivery systems are inserted into the audio tract of the
pre-master videotape, which is in turn mastered into the videodisc and
replicated.
Computer Authoring/Programming
It
is possible to begin creation of the computer program, which will act as
instructor/manager and control the videodisc player, prior to the completion of
the Content Production/Acquisition phase. Shaffer [6] categorized computer
software used for these tasks as authoring languages, authoring systems, or
programming languages.
The simplest of these three is generally the authoring system. Authoring systems lead the developer through the software creation process via a series of interactive menus by which instructional strategies are selected and written into the program that will control the interactive module. Authoring systems are the simplest to use but the least flexible in terms of design capabilities. Authoring languages are programming languages that have been modified for writing instructional programs. They are less structured and therefore more flexible. SuperPILOT is an example of an authoring language. When used to create interactive video programs, computer languages such as Pascal offer the greatest flexibility, but they obviously require a higher level of programming skills. Beyond the factors of flexibility and requisite programming ability, other factors must be considered in determining the choice of programming tools. Most authoring systems and languages only allow student interaction via multiple choice options. This often precludes the development of sophisticated simulations and does not provide for student interpretation of displays or other higher order types of learner response. Additionally, graphics generated by authoring tools are much more limited in quality and versatility, while those generated by programmed instructions (e.g., via Pascal, BASIC) can be used in such advanced techniques as computer generated overlays to video footage.
RESOURCES REQUIRED
The
resources required to produce and initiate interactive video instruction, as
well as their costs, can vary greatly depending upon the "level" and
complexity of interactivity employed, the extensiveness of the program, and the
complexity of the planning and production process. The level of a program does
not necessarily relate to its cost, that is, a level III program may not cost
more than a level II program. Costs can generally be categorized in terms of
hardware, software, personnel, and production expenses.
One
would assume that the cost factor most easily quantified would be that of
hardware. While prices on required equipment are not difficult to obtain,
determination of what equipment is needed can only be made after defining the
level of interactivity and other critical program characteristics. Videodisc
equipment can cost from $800 to $1600. Composite color monitors will vary from
$300 to $600, personal computers capable of supporting interactive instruction
will cost in the neighborhood of $1800 to $2000, and various interface cards may
range from several hundred to a few thousand dollars, depending upon the systems
for which they are designed and the functions that they perform.
The
software used to author and control the interactive program also varies
considerably in cost. Factors contributing to the differences in price include
whether the software is an authoring system, authoring language, or simply a
common computer language. The type of computer system on which the software is
designed to run and the components included (such as authoring, editing,
graphics/animation, student testing, etc.) influence the cost. Prices for
software currently on the market range from as little as a few hundred dollars
to several thousand dollars.
The
personnel involved in the design and production of an interactive video program
have been described in the preceding portions of this paper. Costs for personnel
may be minimized, depending upon the complexity of the project, by the use of
qualified in-house employees, particularly if some consolidation of
responsibilities can be achieved.
Production
expenses usually include the production of the master video tape, a check disc,
final disc mastering, and replication of distribution discs. Costs for the
master video tape reflect the amount of material produced and edited, techniques
used, talent fees, royalty fees for the use of copyrighted materials, and other
related items. Therefore, the cost of producing the master video tape can range
from a couple of thousand dollars and up. Check discs are produced from the
master video tape and are used to aid in the development of the lesson. They can
be made in a few days at a cost of $200 to $400. Once all revisions have been
made to the video tape, the master video disc is produced at a price of about
$2000 for a 12-inch videodisc. This disc is in turn used to produce distribution
copies at a cost of from about $10 to $30 each, depending on quantity.
POTENTIALS FOR THE CONSTRUCTION CURRICULUM
Interactive
video and other computer based technologies are being used widely and
successfully in private industry and in the military for training and education.
Reports of these media uses appear both in popular literature and educational
journals. Although a large number of applications to construction education have
not been found, it is beleived that a strong potential exists for these
technologies.
A
questionnaire survey of a number of schools of construction indicates that no
major use of educational technologies is currently being made. In this survey,
which sampled the use of educational technologies in schools of construction, we
found that a few schools made only an average use of computer-aided instruction.
A number of schools had access to the necessary microcomputers; the required
hardware was in-house and available for both faculty and student use. The
schools surveyed were in the planning stage or had only a limited development of
educational uses of computers. Most schools were using software developed by
others; however, some have developed specific software for use in the
undergraduate curriculum. There were no consensus views on either the current
state-of-the-art or future of the educational technologies involving computers,
video, print, or communications. The leadership role for the development and
application of appropriate educational technologies was not seen to be the
responsibility of any individual or group on most campuses. In many cases there
was no formal relationship among those involved in education or technology for
the investigation or development of instructional technologies. Where there was
an on-campuses center for instructional services, no joint efforts in developing
instructional media seemed to be occurring. Most instructors responded that
there was a high expectation for the future use of instructional media and
technologies. Many individuals perceive that a number of problem areas exist
that constrain the use of these media.
The
consensus among these educators is that the faculty should be innovative in
updating the construction curriculum to use the latest educational technologies.
A concern was voiced that these technologies must be used appropriately and not
"force-fit" in a course or program. It was seen that incentives must
be provided to encourage faculty to become involved in the activity of
developing these media. Major problems associated with the implementation of
instructional technologies related to cost, availability of funding, and the
compatibility of software and courseware. In a minor way, limits of the in-house
computer system, incentives for development, and time were viewed as
constraints. There was only one report of the use of interactive video
technology in an undergraduate program, but the application was receiving only
minimal use.
STRATEGIES
FOR THE DEVELOPMENT OF EDUCATIONAL MEDIA FOR A CONSTRUCTION CURRICULUM
Instructors
in many construction programs are seeking ways to develop educational
technologies and to use microcomputers innovatively in the classroom. These
individual efforts should be encouraged and rewarded. However, it is not likely
that an extensive development of any educational technology for the construction
curriculum will occur without an involvement of other interested groups and a
central coordination effort.
Task Force
To
initiate a comprehensive study of the use of educational technology, a task
force needs to be formed to provide an overview of existing and emerging
educational technologies. Membership may be drawn from industry, but the
academic community must provide the leadership role. The function of a task
force would be to define the problem and issues related to the use of various
existing and emerging educational technologies in the construction curriculum.
Of prime consideration will be to find ways to encourage effective instruction
and more faculty productivity; to determine where we are now; to set objectives
relating where we want to be in the near term, say, 1992; and to recommend a set
of actions to achieve the objectives.
Networking
Informally
there is already a limited exchange of information among individual instructors
throughout the country. The lack of a formal network structure of time for
frequent events or meetings prevents this technique from being an effective
mechanism for educational exchange. Annual meetings at the regional and national
levels do not provide sufficient time to develop a sustained effort in course
improvement.
Consortium
A
number of schools of construction could establish educational research centers
to explore and develop educational technologies appropriate to the various
curriculum components. Regional centers or interregional task groups could be
formed to pursue specific topical areas or issues. Through such a joint effort,
applications could be made to industry groups, foundations, and governmental
agencies for funding support. To insure continuity, a formal structure needs to
be established.
What Others Are Doing
Of
the disciplines that relate to the built environment only one, engineering, has
made a strong, positive statement regarding the use of educational technology.
The Quality of Engineering Education Project was a major two-year effort
addressing the issue of quality in engineering education. Four task forces
explored in depth a number of issues. These included the preparation of faculty,
the continuing maintenance of its technical and pedagogical vitality, the
experimental component of engineering education (the undergraduate instructional
laboratory), and the adaptation of a rapidly changing technology as an integral
part of the educational process. Reports of all task forces are completely
presented in the publication "Quality of Engineering Education" [11].
Excerpts from these reports can be found in current literature [12, 13].
Specifically,
much can be gleaned from the final report of the Task Force on the Use of
Educational Technology. The charge of this group was to identify the technology
now available for potential use in improving the efficiency and currency of
engineering education, to study the problems and promises of experiments
underway in engineering colleges in the use of such technology, and to recommend
a viable approach toward integrating appropriate technology into the engineering
education process over the next decade. Responding to this charge, the Task
Force established a set of overall goals for the desired impact of educational
technology in engineering education and then developed a set of specific
recommendations on how to meet these goals.
To
effectively use educational technology, the several constituencies in
engineering education must act both independently and jointly to achieve the
expected results. These groups include faculty, university administrators,
technology vendors, accreditation and professional societies, government bodies,
and corporate employers. Each has a role and should actively participate in the
implementation of educational technology.
CONCLUSION
Proven
educational technologies are available and a framework for support of
development exists at many colleges and universities. Schools of construction
should take advantage of these opportunities, find ways to improve the quality
of instruction, increase productivity, and become more efficient and ,effective
in the education processes relating to the various construction curricula. A
body of knowledge exists and educational media specialists are available as
resources for the development and implementation of these technologies. What
appears to be lacking is a comprehensive view of the potentials and limitations
of these technologies and a structured format to involve instructors,
individually, and schools, collectively, in their appropriate and effective use.
While
individual schools may not have the talents or finances for a full development
of this educational technology, collectively the Associated Schools of
Construction (ASC) could formulate a strategy for the development of interactive
video curriculum components for a total construction program. In
this
way, both individual schools and the entire association can reap the educational
benefits without the burden of undue development cost. This will not be a simple
task or one without problems. A cooperative effort should be initiated
immediately, since the effort will extend over a period of time, three to five
years, at minimum. Every effort should be made to learn from others and to work
cooperatively to achieve the objective of a more efficient and effective process
of education in an undergraduate construction curriculum.
REFERENCES