Tutkimusraportteja — Working Papers 2 http://www.uta.fi/hyper/julkaisut/b/fitv03b.pdf Edutainment From Television and Computers to Digital Television Sari Walldén Anne Soronen sari.wallden@uta.fi anne.soronen@uta.fi May 2004 University of Tampere Hypermedia Laboratory http://www.uta.fi/hyper/ 2 FiTV: EDUTAINMENT Executive summary Edutainment refers to entertaining TV programs and computer software, which are primarily meant for educational purposes. We define the concept as educational material utilizing entertainment methods and used via information technology. In this report we describe edutainment’s characteristic properties on television and computers, and its usage in various forms of formal and informal education. Typically the structure of edutainment material on television includes narrative subsections and, unfortunately, their contents are often fragmented and/or incoherent. Material of the edutainment computer software is more personalized, because learners can choose the tempo of usage and the level of difficulty. However, the learnability and entertaining means of edutainment software are often too separated from each other. To combine the features of these product lines in digital television demands changes in edutainment production. When television and computer edutainment are connected in digital television, it causes problems but also new possibilities. Edutainment in digital television could and should be targeted especially to learners who are not capable or willing to use the present educational programs. These target groups include, among others, immigrants and low educated adults. We consider new ideas of television edutainment for these groups. In producing interactive edutainment, learner-centered design is the advisable approach. It focuses on building interactive educational material that supports learners as they engage in unfamiliar activities and learn about a new subject matter. Involving learners from the beginning of the design process forms the basement in learner-centered design. Edutainment in digital television brings new challenges to teaching and learning. In the future, non-formal and informal education will likely be emphasized. In the context of formal education, we describe a vision of multi-form teaching, which includes contact teaching, distance teaching and self-learning with the help of various new media. In addition to content in multi-form teaching, the learners have to learn the usage of the chosen media, which is evaluated with the concept of usability. The importance of usability should be stressed especially with children, senior users and various special groups. The advantage of informal education is a close connection to the whole life of the learner, which makes it easy to apply to knowledge and skills learned. The disadvantage is the lack of control, so nobody checks the possible misunderstanding of learners or activates the transference of learned material. As a consequence, edutainment material in digital television must contain portions to guide and tutor the learners. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 3 FiTV: EDUTAINMENT Table of contents Executive summary 2 1. Introduction 4 2. Present edutainment types 2.1. Education and entertainment together 2.2. Edutainment on TV 2.3. Computer edutainment 2.4. Edutainment on the Internet 2.5. Interactive television 6 6 9 12 15 17 3. Edutainment in education 3.1. Design approaches 3.2. A vision of multi-form teaching 3.3. Teaching outside formal education 3.4. Learning aspects 3.5. Learning contents 3.6. Different learners 19 19 23 29 32 37 39 4. Key issues for planning digi-TV edutainment 4.1. Challenges for teaching and learning 4.2. Challenges for designing edutainment 4.3. Challenges for the present edutainment programs 4.3.1. How to make good edutainment programs for schools? 4.4. Challenges for new learners and content 42 42 45 47 5. Ideas for program types in digital television 54 6. Summary 57 References 59 Appendix 1: Educational television programs in some countries Appendix 2: Examples of educational television programs Appendix 3: Examples of educational computer software Appendix 4: WebQuest — a net edutainment idea Appendix 5: Usability of remote controller Appendix 6: Links to edutainment products 64 66 67 69 71 72 UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 48 50 4 FiTV: EDUTAINMENT 1. Introduction Edutainment refers to entertaining TV programs and computer software, which are primarily meant for educational purposes. The educational purpose can be related to formal education in different school institutes or to informal learning in different daily life contexts without systematically organized education. Edutainment often stirs opposition among educational professionals because the general trend of increasing entertainment is considered a problem [52]. Already Postman [47] noted on the 1980s that we are amusing ourselves to death. He argued that television has become an intoxicating “command center” of the Western culture that has distracted from and trivialized seemingly important aspects of our lives. Many authors and teachers share Russell’s [52] fear that there is a shift from vertical breadth knowledge (deep wisdom) to horizontal breadth (unrelated scraps of information), which leads to lack of continuity in cultural understanding. Learning is a psychological process, which always takes place in one’s mind, and complicated matters cannot be learnt easily and quickly [10]. In the context of edutainment we do not consider entertainment or amusement to have any inherent value if it does not benefit learning. On the other hand, edutainment does not need to be “funny” but it can still be “interesting”. This property is certainly not bad for learning. The unequal global availability of information technology has caused justified worry about a digital divide. We consider the digital divide a big problem also at national level (in Finland and in the other countries). Knowledge is accumulating by its nature, and the rapid technological development has made faster and faster accumulation of knowledge possible — so worsening the inequality both in the world wide and national distribution of information and knowledge. It is possible that edutainment decreases this problem because it is easier to approach edutainment material than more traditional learning material. When learner’s cognitive skills, media literacy, and expertise on the contents increase, she can start using also more demanding learning methods. This report is organized as follows. In Chapter 2 there is a short survey of the present edutainment and educational program types in analogical television, computers and the Internet. Next, the suitability of interactive television for transmitting edutainment programs is discussed. Moreover, we sharpen the definition of edutainment. However, this is problematic since there are only a few scientific studies on edutainment, and it is not even a very commonly used concept worldwide. For example, in Britain the phrase ‘educational games’ is used instead. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 5 FiTV: EDUTAINMENT Chapter 3 considers edutainment in education. It includes the whole process from design to use. Every part of the process is considered from television’s and computer’s viewpoint. (The considerations are made for the purpose of this report only.) The key issues when designing edutainment content are to know the target group and its needs, to achieve the educational goal, and to find out the suitable means to get learners enjoy themselves. At present, formal education emphasizes near and distance learning, but we believe that in the future, the focus will be in distance and self-learning. It is important to study how this change will affect the form of interaction used in educational material in different media and with different contents. In the future a more prominent role will be given to non-formal learning (which takes place alongside the mainstream systems of education and training and does not typically lead to formalized certificates) and to informal learning (which is a natural accompaniment to everyday life). [61] With the general trend of increasing entertainment, the focus of the content will move towards edutainment. In Chapter 4 some key issues for planning digital television edutainment are introduced. Despite the general ideas of information society and EU’s principles of equal education [16], there are several target groups not reached with the present education programs. These groups include low educated adults and various special groups, like immigrants. Similarly, young people over 18 years old and those over 16 years old and not in school use computer programs and the Internet, but they do not watch television’s educational programs. Also the continuing education for adults uses the net a lot. Interactive television provides several possibilities to reach these groups. The main issues are the changes in different parts of the planning processes from the new target groups’ point of view. Moreover, we deal with improving edutainment program types for the present user groups as well. Chapter 5 outlines some program ideas meant for the present and new target groups. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 6 FiTV: EDUTAINMENT 2. Present edutainment types 2.1. Education and entertainment together Teaching can be defined in numerous different ways, for example, as “an intentional interaction obeying the educational goals whose aim is to cause learning” or, following Toiskallio [57], in a more concise form as “intentional tutoring of studying and learning”. Education, in turn, can be defined as “a human activity aiming at establishing prerequisites for humans’ versatile development and growth” or shorter as “target-oriented development of personality” [57]. Toiskallio stresses that a proper learning means permanent changes in conscious and action. We could add that the permanent change must be caused by experience. Learning can be divided into four forms according to its context and purpose: 1) Formal learning takes place in education and training institutions, leading to recognized diplomas and qualifications and uses structured and organized learning situations. 2) Non-formal learning takes place alongside the official systems of education and training and does not typically lead to formalized certificates. Non-formal learning may be provided in the workplace and through the activities of civil society organizations and groups (such as youth organizations, trades unions and sport clubs). Non-formal learning activities can also be produced by the learners themselves. 3) Informal learning describes a lifelong process whereby individuals acquire attitudes, values, skills and knowledge from daily experience and the educative influences and resources in their environment, from family and neighbours, from work and play, from the market place, the library and the mass media (life as learning). 4) Accidental learning happens when in everyday activities an individual learns something that she had not intended or expected. According to another classification, learning can be divided into cognitive (knowledge), affective (emotions), and psychomotor (skills) (see Chapter 3.4). One could argue that it is not possible to define entertainment because to be entertained is always a subjective experience. In the context of edutainment it is fruitful to grasp the entertainment in a broad sense. Instead of entertainment it is better to talk about a pleasure or positive experiences that a UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 7 FiTV: EDUTAINMENT learner (hopefully) gets from using edutainment. The pleasure can result not only from the entertaining and interesting content itself, but also from the satisfaction of getting problems solved (especially in games), the social interaction (relating to the content) with other learners, or progressing in learning, just to mention a few possibilities. In addition, material that is meaningful and motivating for the learners and relevant in their own life, often works as a great source of pleasure. Anyway, when we talk about television programs, the word ‘entertainment’ is normally used for referring to the style of the program where the content is represented using characteristics and means of certain genres, like a sit-com comedy, a soap opera, a quiz or a talk show. Although the viewers can read the texts of television programs in many ways and give them their own (even resisting) interpretations, we use ‘entertainment’ here to refer to programs that are meant to be amusing and/or entertaining by the content producer. This is to say that if the edutainment program is successful, the target audience should feel the program as engaging and enjoyable representation about the topic in question. The aim is to activate the learner and to make interaction between the learner and the teaching material possible (cf. the simulation games of the Sim series). This obeys the principles of constructivism. Edutainment programs educate with entertainment methods. In this report, ‘edutainment’ refers to programs with clear educational purpose and entertaining character, such as a Russian language television program Kapusta. Sometimes we refer to the act of teaching and learning, and sometimes to the corresponding material. We do not want to make any distinction between these two meanings since in the case of interactive television they are inseparable. Along with edutainment, infotainment was one of the first genres that came up with the revolution caused by interactive multimedia in the late 1980s [25]. Infotainment material (e.g. on TV) often resembles edutainment, especially when different kinds of quizzes and talk shows have become more common. However, from the pedagogical point of view the difference between infotainment and edutainment is clear, since giving single facts separately from their contexts is not teaching, although it might cause informal learning. We here require that in order to be edutainment, a material, say a TV program, must be produced for educational purposes. This often ensures that there are also other educational elements, such as a goal, a possibility to get response, evaluation, and at least implicit interaction, related to the material. A typical difference between edutainment and traditional material is that edutainment often employs a narrative approach. It is also important to distinguish edutainment and the socalled technotainment. The concept of technotainment is not UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 8 FiTV: EDUTAINMENT as commonly used as edutainment and infotainment, but it describes very well a certain sort of educational material which is also said to be entertaining [38]. In this case entertaining refers to multimedia tricks, such as animations and sounds. It is typical for technotainment that the used tricks do not correspond to real world phenomena. This, in turn, is against educational principles. A typical example of technotainment is a computer program based on Astrid Lindgren’s Pippi (Longstocking) from 1995, which is meant for young children and in which various objects and animals make unnatural sounds and funny unnatural motions when clicked by mouse. Another example of technotainment is a reading program Opi hauskasti in which tricks are used only to attract user’s attention without any pedagogical functions. Edutainment is a new alternative to traditional education. It can be divided according to its purpose and content: 1) Edutainment to improve users’ life control (informal education). It is presented usually with discussion or narrative forms. 2) Edutainment to give experiences (skills education). It is presented usually with experiences, like simulations (virtual mobility). Edutainment can be divided also according to target group: 1) Motivation-oriented (users who have the same interest regardless of their age, present knowledge level etc.). 2) Age-oriented. A third classification can be based on the contents of the material. This gives us such groups as school-TV programs, games, and game tools. A challenge in designing edutainment material is to keep balance between education and entertainment. A desirable aim is to implement an education material that is neither too entertaining nor too laborious. For example, in some edutainment games, gameplaying and actual learning material can be so separated from each other that a user can go through the game without noticing the represented information contents completely. In such a case the entertainment replaces the aim of learning. It is easy to agree with Lars Konzack [28, p. 47] who has stated: “Even though we are entertained and do appreciate to be entertained, or we might entertain ourselves, edutainment must strive towards education.” Our purpose is to study the changes in teaching, learning, and designing programs and their contents, as interactive television is becoming the main platform for electronic educational material. More specifically, we ask whether edutainment can allure new user groups for educational material. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 9 FiTV: EDUTAINMENT 2.2. Edutainment on TV In the year 2000 the Finnish Broadcasting Company (Yle) broadcasted about 700 hours educational programs on television, of which about 70 % was meant for adults and the rest 30 % for school and preschool children. Many programs have multimedia teaching packages (radio, television, books, WWW pages), which make it possible to choose the proper medium for different kinds of contents. The most popular educational television programs are language programs which are viewed regularly or somewhat regularly by over 200 000 people. Up to 76 % of Finns know Yle’s language programs. Television is also used to promote other educational material than television programs, such as WWW sites. For example, the web sites (by the name Abitreenit) for those preparing for their matriculation examination were “advertised” on television [38]. On television there are educational programs for all age groups: for preschool children (e.g., Eskari-TV: Hoksaamo), school children (Koulu-TV), young people (parts of Kieliportti and Opinportti), adults and senior viewers. Among the viewers of educational television programs there is a slight female majority and the viewers are often in white-collar professions. Hence, knowledge seems to be accumulating also in this respect. Taito-TV is an exception often handling general civics skills, like using the Internet, or specific skills, like origami. All educational programs are sent via the Finnish Broadcasting Company but many of the programs are bought from abroad (e.g. from BBC), so educational programs’ contents include both Finnish and international cultural elements. In the other Nordic countries, the educational television programs are organized much in the same way as in Finland. In the UK and USA, also the commercial channels have educational and edutainment material of their own. See Appendix 1 for a brief survey of educational programs in some countries. From the theoretical point of view, television’s educational programs are not considered as independent educational material but as supplementary material. Moreover, programs are often viewed for pleasure, in passing, or for updating and recalling existing knowledge [38]. Television’s educational programs can be divided into three categories based on their organizational teaching goals: 1) programs for those in school age are often meant to support formal learning (Koulu-TV), 2) programs to be alternatives for traditional formal learning which are tied to place and time (Etälukio, Avoin yliopisto), and 3) programs to allure viewers to other forms of education and training. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 10 FiTV: EDUTAINMENT 1 http://www.sesameworkshop.com/ Popular themes in informal learning are media literacy (for example, Digi-TV’s ABC in Taito-TV, all-round education, and programs dealing with hobbies. It is typical for most of these programs that they aim at benefits in clear and often concise topics, like in the language program Das ist Deutschland. The first educational programs on television were, in practice, broadcast lectures, but viewers did not pay much attention to them. As a consequence, the style of educational programs was changed: educational contents were integrated into program formats known to be entertaining. An early example of narrative edutainment TV series in Finland was Nog blir det bra by the FST channel. Its purpose was to advice viewers in everyday life situations, such as unemployment, illness, and various economic matters. The internationally most well known TV program to be classified as edutainment is probably the American series Sesame Street1. The idea behind the show was to present a limited pre-school curriculum via television. It is said to improve the linguistic and other cognitive skills of children in low educated families. The multi-ethnic and racially diverse cast created a positive, inclusive subtext for the show. It also taught, for example, food, dress, music and other habits of different cultures. In recent years, Sesame Street has been forced to face funding issues like many other public television programs. Ralph Nader criticized the show in 1998 for ending a 30-year streak of commercial-free broadcasts. It is now sponsored by Discovery Zone, the indoor playground manufacturer. Nader argued that impressionable children will be exploited by the “shameless” advertising. However, many people think that the wholesome values and learning opportunities provided by the show outweigh this potential cause for concern. Compared with written learning material, the strength of television is to concretize, vitalize and illustrate the content using the tools of audiovisual narration. Edutainment television programs (and educational television programs in general) are mainly based on story telling. A typical way to represent content in edutainment television programs is to blend facts and fiction. This means that fictive elements are used for making the educative content lighter or easier to approach, and for keeping the interest of viewers. When educational television programs can be categorized as edutainment, the typical means of entertainment are utilizing the characteristics of established entertainment genres and a humorous or entertaining style of representation. For example, in children’s animation series Histeria! historical stories are told in their entirety using visual and verbal humor and funny characters. However, this kind of representation in history education may arouse a problem because it may be difficult for the viewers unfamiliar with the topic to distinguish real and fictive events and characters from each other. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 11 FiTV: EDUTAINMENT To this day, the stories in educational television programs have been linear and they have been aimed at fairly large audiences. This means that it has been impossible to take into account differences in the interests and needs of individual learners. The role of the audience, which seems passive in nature compared with using a computer, can be reckoned a difficulty within educational programs in the analogical television. The viewers don’t have a possibility to select during the program what they see and hear, nor in which order the events are told. Further, if the story is too gripping, the audience easily ignores the educative content. If, on the other hand, the story and its characters are unbelievable or too naive, the audience usually prefers some other medium for learning the content. And when the learner is interested in getting further information, analogical television has no means to offer it. However, many current educational television programs are devised to be hybrids that distribute the content both through television and through the Internet. This is the case, for instance, in programs Walking with Dinosaurs and Tää on seksii!. Table 1: Edutainment types on television. TYPES EXAMPLES LEARNERS REMARKS Comedic drama Kapusta (Russian language) Adults An entertaining program that encourages starting the studies of Russian and tells the basics of the language. Adventure story Wishbone (Classic literature) School-age children between 6 and 11 The series provides an introduction to works of literature in an entertaining manner; the aim is to encourage children for reading. http://www.pbs.org/wishbone/ Historical drama Hovimäki (history) Adults A historical drama about the history of Finland; includes a distinct part about historical facts concerning the period in question. Sketch comedy Histeria! (history) Children An animated sketch comedy that tells historical events using comic characters; fragmented information and hasty pace of storytelling undermine the educational value of the program. Soap opera Carita Pintada (Spanish language) Adults A Spanish soap opera that has been subtitled in Spanish; the series does not fulfill the requirements of edutainment from the educative side. NARRATIVES SITUATIONALLY ORIENTED Skills Taito-TV (practical skills) Adults and elderly people The content of each episode is restricted to a specific topic; the aim is to give advice and knowledge concerning some concrete skills. Travels Molto Piacere! (culture of Italy, Italian glossary & phrases) Travelers going to Italy A series offering the basic knowledge of cultural habits and typical Italian phrases needed when traveling to the country. Television + net Ups and downs (English language) Youngsters The TV series consists of well-known stories of literature; the web site includes pieces of grammar, exercises and video clips from the series. Television + net Tää on seksii! (sexual education) Youngsters The content of the TV series is a mixture of facts and fiction; the fictive part is presented as a soap opera; the web site of the program includes further information, chat room & quiz. HYBRIDS UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 12 FiTV: EDUTAINMENT 2.3. Computer edutainment Computers are used in educational administration, research, and teaching. Hence they can play the roles of both tools and targets. These different roles of computers are referred to with expressions such as Computer-Based Education (CBE) or Computer-Based Learning (CBL). An early stage of using computers in education was related to the so-called programmed learning, which was a behavioristic learning method used in the 1950s. The purpose of programmed learning is to manage human learning under controlled conditions. Typically, a textbook or a computer presents the material to be learned in a series of very small steps, called frames. Each frame contains some information and a statement with a blank that the student fills in. The student then uncovers the correct answer before going on to the next frame. In the 1970s, first computer terminals came to schools, and at the end of the decade, micros came to schools. The focus of the educational programs was still in transmitting information and in controlling learning. With constructivism in the 1980s, the learning process itself was moved to the focus. The term ‘constructivism’ refers to the idea that learners construct knowledge for themselves, each learner individually (and socially) constructs meaning, as she learns. Constructing meaning is learning; there is no other kind. The consequences of this view are twofold: 1) we have to focus on the learner in thinking about learning (not on the subject or lesson to be taught), and 2) there is no knowledge independent of the meaning attributed to experience (constructed) by the learner, or community of learners. Correspondingly, the educational programs emphasized acquiring, handling, storing and using information and knowledge, and the role of the learners became much more active. Still at the end of the 1980s, the largest part of the computer usage in teaching was based on individual learning and as a central reason for using computers was considered a possibility to individualize learning processes. This held true both in programmed learning and in many constructivist approaches. In the 1990s there was a decisive turn. Most of the research relating to the use of computing and information technology in teaching began to concern the possibilities of technology to improve social interaction between the teacher and the learner and among the learners [34]. In the 1990s, working in projects was the new educational trend. This meant that new open computer-aided learning environments were developed, and computers were integrated into other forms of learning. There was a high demand for new teaching materials and welltrained teachers. Very often an educational program is defined to be edutainment, if video clips, pictures, subsets of an art package in- UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 13 FiTV: EDUTAINMENT cluding product specific clip art or stamps, video libraries, music clips and some basic skills materials are used (see, for example, [41]). In this report, we apply a stricter criterion for edutainment, since nowadays most interactive games include the mentioned activities. Development of graphic and audiovisual expression in educational computer games has been slower than in “pure” entertainment games because the rules of design are different. When software designers produced edutainment games in earlier days, they often emphasized the story. Here lay the danger that the role of the player is confined to making a few choices during the story that proceeds independently. [19] Another problem in some edutainment games is the fact that the learner can go the game through by “trial-and-error” style without any great mental effort. This is the case when you can play the game by guessing and clicking between alternatives without reasoning, absorbing new information or solving problems. If the degree of interaction between the learner and the content of edutainment game is low, learners easily feel that their action has only trivial effect on the game and this decreases their motivation. And particularly a high motivation and intensity based on strong interactivity has been stated as the strength of computer games when they have been designed for educational purposes. Games are used more often in informal education than in formal education. Types of educational software are divided into the following classes [3, 23, 37]: 1) A tutorial teaches new things and tests whether students have learnt them. 2) A drill repeats a fixed set of questions until the learner gives a sufficient number of correct answers. 3) A simulation tries to imitate phenomena such that the learner gets a clear picture of what is happening in the real world. A subcategory of simulation is a demonstration, which does not allow the learner to affect the depicted phenomena but keep her as a passive viewer. 4) A test is meant to check the results of learning. 5) Educational games are divided into several subclasses: a) Maze, level and problem games (e.g., Aurinko in which a game character moves from levels to levels and collects objects and tries to stay alive). Timing is often critical with heavy reliance on motor-skills, memory and planning. [41] b) Adventure games (e.g., Suomi-Seikkailu and Carmen San Diego in which solving problems helps the learner to collect and utilize different objects). c) Role-playing games (e.g., Elävää englantia, in which the user can choose properties for her character and act in this role in different situations). UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 14 FiTV: EDUTAINMENT d) Simulation games (e.g., the Sim series: SimAnt, SimCity, SimPuisto, SimEarth), which imitate the real world situations. e) Strategy games (e.g., Mayor in the Sim series which offers the learner a position in which she can rule the world). f) Shooting/arcade games where usually moving objects are fired and destroyed. These develop fast hand to eye co-ordination [37]. g) Creative model building is often an independent component of the game rather than the game in itself. (E.g., a component of Lego Alpha). h) Traditional games, in which the player usually plays against a computer player, like in chess or solitaire [41]. There are no clear research results indicating the effect of educational games. On the other hand, they are proved to improve learners’ motivation. Many central properties of educational computer software differ from the corresponding properties of educational television programs. Educational computer software is typically designed for individuals. Typical problems considered during the design process are usability of the programs, user model, user’s workflow, and personalization. When educational software is used in formal education, the teaching factors are controlled, the users are considered similar individuals, and there is moderately interaction. In the area of computer edutainment, a significant part of the software is aimed at children. Sometimes edutainment has been even explicitly defined as children’s interactive software that combines playful activities with learning [33, p. 204]. In children’s computer edutainment a general way to implement entertaining content is to use characters that are meant to be fun. In educational software they are usually animated creatures that are funny assistants of the user or occasional comic characters or even essential characters in the story. A typical way to use characters in children’s edutainment is to choose animals that have many human features. For example in SimPuisto a player has a frog-like advisor called Risto who gives both tips for the game playing and information about the fauna and flora of the park (which serves as the settings of the game). The characters can also be used as tutors who give feedback about the learner’s progression. When considering adult learners, the strength of computer edutainment is the possibility to offer many viewpoints and approaches to the same topic. It is difficult to name specific entertainment features that are typical in adults’ edutainment software because they depend so much on the educational content in question. Roughly generalizing, the style of audio- UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 15 FiTV: EDUTAINMENT Table 2: Some present educational game types. visual expression is usually more (photo)realistic and the narration is based more on verbal (audio and text) than on visual narration. For instance, if the appearance of software is childlike or too “sugar glazed”, the adult learners easily feel that the content is too light and simplistic or unreliable. A problem with a considerable portion of educational computer programs in Finland is the quality of the localization. It is not rare that foreign programs are simply translated into Finnish without localizing them to Finnish circumstances and culture. An example of the opposite is a CD-ROM based on the Moomin characters. GAME TYPES EXAMPLES LEARNERS REMARKS Adventure Suomi-Seikkailu (geography) Children from 8 to 12 Knowledge is not structured enough; advancing in the game easily displaces the educational side. (See Appendix 3.) Quiz [as a distinct part in the content] Multimedia Cats (domestic & wild cats) From school-aged children to adults Interactive demonstration including video clips, photos, animations and sound samples; a quiz concerning history and characteristics of cat breeds forms a minor part in the whole product. Role-play [as a distinct part in the content] Elävää englantia (English language) Adults Versatile exercises for rehearsing reading and listening comprehension, grammar, vocabulary, and speaking; a speaking exercise is based on role-playing. Strategy Sokrates (philosophy) Students of upper secondary school and adults The story of the game concerns the murder inquiry of Socrates; in the beginning the player has to choose the philosophical viewpoint of her action; advancing in the game requires documenting one’s own reflections; includes a data bank of philosophy. Simulation SimPuisto (biology) Children over 8 Aim is to construct a diversiform nature park; the game requires the player to recognize species. (See Appendix 3.) Experimental drama Valtakunta [in preparation] (theology & history) Adults, especially students of theology The virtual reality environment of the game consists of photographic panoramas that have been shot in original locations in Palestine; alternative storylines and interchangeable narrative points of view. (See Appendix 3.) 2.4. Edutainment on the Internet Online education is the type of teaching and learning systems which Web-based systems are part of. Two major trends can be examined: 1) tele-teaching and tele-learning systems, and 2) web-based educational systems. Tele-teaching and telelearning have their origin in video technology, which was used for recording and storing lectures on video tapes and thus make them available independent of the live presentation. The lack of interactivity (between the teacher and the learner) and the broad availability of high power communication technology led to a change in method: video cameras and audio facilities transfer lectures online and live to distant places where students are able to take part synchronously. First the Internet has been experimented with for transferring the lectures. New technologies, such as ISDN and S-ISDN have opened a new possibility of high-speed communication facilities where this educational method is not restricted to UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 16 FiTV: EDUTAINMENT 2 See, e.g., http://www.babloo.com/ or http://www.prongo.com/ 3 See http://www.activeworlds.com/ unidirectional use. Students are often not able to interact by means of computer technology and/or video and audio recording and transmitting techniques. Web-based educational systems are asynchronous, i.e., they do not require simultaneous presence of the teacher and the students [5]. Learners often consider the Internet an inspiring learning environment, but without properly structured tools, it is chaos where the learner will definitely lose her way. Perrone et al. [46] compare the use of the Internet without proper tools with television with 500 channels without any help in navigation. As a solution for this problem, Perrone et al. [46] introduced WebQuest, which makes the Internet a unique platform for searching and handling information. Web-based learning environments and whole web courses are popular nowadays but they are seldom meant to be particularly amusing. For example, features and the appearance of the interface of WebCT, which is a multi-user learning environment, are not very entertaining. At any rate, the users of WebCT can enjoy themselves through communicating with other users in discussion groups or in a chat room. In that case, the pleasure rises from the messages that the users have produced on their own and not from the ready-made content. A remarkable part of the actual web-based edutainment consists of the sites targeted to children (e.g. FunBrain.com and Kids Web Japan). They include mini games, puzzles, quizzes, tales and rhymes, and they often have a cartoon-like colourful appearance. Instead of getting children interested in subject matters the main goal of the sites is to offer them “activating tools” for learning, such as playing games, doing crosswords and exercising specific skills. These sites often have their own subsections for different age groups.2 In a web-based 3D-environment called Active Worlds 3, the ideas of collaborative and social learning can be tested in virtual worlds aimed at educational purposes. In Active Worlds, avatars represent users. Active Worlds offers interesting possibilities for online communication, collaboration, role-playing, the exploration of new environments and introducing learners to simulations. Educators and students can also build their own virtual worlds where a right to use can be limited to a given group. The sense of belonging that is often absent from distance learning has been considered a benefit of educational three-dimensional virtual worlds [4]. The web sites that are meant to support or supplement the educational material, which is delivered through television, off-line products or textbooks, form one group of online edutainment content. They can be a central part of the material entity (like in hybrids) or they can have a minor role that has been restricted to, for instance, telling some additional or background information about the topic or offering learners additional activities that are impossible to implement in the UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 17 FiTV: EDUTAINMENT 4 http://www.ctw.org/ 5 http://www.opintoluotsi.fi/ 2.5. main medium. An example of the latter is the web site of the television language program Das ist Deutschland. The site has extra information about sights that has been presented in the series and a mini game called Makkarapeli that tests learners’ knowledge about Germany. Sesame Workshop 4 has developed innovative and engaging educational content delivered in a variety of ways — television, books, magazines and other printed materials, and interactive media such as CD-ROM and video games — taking advantage of all forms of media and using those that are best suited to delivering a particular curriculum. Opintoluotsi 5 is a Finnish educational portal for adults produced by the Finnish Ministry of Education. It contains various net courses and tools for self-learning. Interactive television The tradition of broadcast TV and filmmaking is strongly rooted in narrative. The best educational TV or film offers a motivating, gripping and captivating variety of stimulating images. Those skilled in this medium know how to tell a story, how to intrigue, and how to convey ideas effectively. In contrast, the developers of adaptive educational software have focused on individualizing the content and its presentation, and/or adapting the parameters within which the learner or learners work. In addition to their narrative nature, another key factor is that educational TV programs are designed for groups. Typically, when educational TV programs are used as a part of formal education, the viewers are considered to form a large homogeneous user group. Teaching factors are controlled and there is only little interaction. In self-learning, the user groups are varying with varying teaching factors. Obviously, there is no interaction when educational TV programs are used in selflearning. The advent of digital television, and in particular its potential for interactivity (via software and hardware built into receivers and connection with other telecommunication systems, like telephone, cable, and satellite) provides the opportunity for richer edutainment programs. According to a digital television study [7], the uptake of interactive TV learning services across the EU will be very uneven. The study considers that the prospects for the development of such services are high in only three countries — the UK, Sweden and Italy — with medium prospect in another six countries. However, this may not necessarily put the rest of the European countries at a disadvantage compared with others because other competitive technologies like ADSL technologies may be more appropriate and have a more dominant UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 18 FiTV: EDUTAINMENT 6 http://www.yle.fi/teema/ role. ADSL will enable good quality full screen video and audio through existing telephone lines. Interactive digital services and learning environments are developed especially by BBC, Channel 4, and Granada in the UK and DR in Denmark. [38, p. 181] Granada’s famous educational programs include, among others, World in Action and Time Tales. (See also Appendix 1.) Most of these interactive TV learning services are likely to be in edutainment format. Early developers of interactive TV learning services are likely to be public service educational broadcasters and commercial operators who may wish to gain a competitive advantage over their rivals. However, there does seem to be a demand for language learning, which may encourage the uptake of interactive digital TV. Interactive TV may offer some innovative approaches to tackling the problems of basic skills in an informal and entertaining way. [60] Separate interactive services, utilizing the return channel independently of TV channel, are starting to emerge in the form of learning resources related to the national curriculum involving new alliances with traditional publishers. [60] The viewers often complain that the current educational television programs suffer from the following problems: unsuitable broadcasting times, the amount of detailed facts, tempo, and lacking introductory and concluding sections [60]. Many of the common problems could be easily solved by digital television. For example, the program can be stored in a set-top box to be watched in a more suitable time, concluding material could be offered in channel’s text-television, and auxiliary material could be found in the Internet. It could be also possible to listen to learning channels from digital radio. The Finnish digital television has a cultural and educational channel, called YleTeema 6 with a new type of language program and several other new programs (cf. Opinportti). It is likely that in the future the spectrum on educational programs will widen along with the new technical possibilities. For example, a part of language teaching programs will be originally meant for other purposes than teaching (see Appendix 2 for a short presentation of soap opera Carita Pintada), because in digital television it is easy to change language (both in speech and in subtitles). There is a huge amount of material to be used for teaching foreign languages. Similarly, it is easy to augment various other programs (for example, cultural programs) with game portions that promote and test learning. Watching television has by tradition been a social experience. People tend to watch in groups, and to discuss with each other what they have seen. This poses interesting problems from a personalization point of view: instead of adapting instruction to individuals, it should be adapted to small groups. Instead of user modelling we may need group modelling. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 19 FiTV: EDUTAINMENT 3. Edutainment in education 3.1. Design approaches When television edutainment begins to approach the edutainment software, the methods of user-centered design (UCD) and learner-centered design (LCD) are useful to be involved in the design process. According to ISO 13407 standard [21], user-centered design means a multi-disciplinary activity, which incorporates human factors and ergonomics knowledge and techniques with the aim of enhancing effectiveness and productivity, improving human working conditions, and counteracting the possible adverse effects of use on human health, safety and performance. The iterative activities of user-centered design are, • • • • • to plan the human centred process to understand and specify the context of use to specify the user and organisational requirements to produce design solutions to evaluate design against user requirements. Learner-centered design is an approach that extends traditional user-centered design techniques. It is based on social constructivist theories of learning (see Chapter 3.4). When the main goal for user-centered design is to design interactive systems that help users complete their tasks easily and efficiently, learner-centered design focuses on building software that supports learners as they engage in unfamiliar activities and learn about a new subject matter [36, pp. 306—310, 48]. If the underlying presumption in user-centered design is that the users are knowledgeable and motivated about their work tasks, in the area of learner-centered design the assumption is that the learners are work novices trying to learn about a new domain through software and they aren’t often motivated in the same way as experts [48]. When producing interactive edutainment for any medium, learner-centered design is the advisable approach. Involving the target audience from the beginning of the design process constitutes the basement both in user-centered and learner-centered design. After the target group or groups have been defined, the designers must get to know the group, especially its needs, motivations, attitudes, and usual procedures relating to the domain or task in question. When designing educational software, the typical problems in learning the subject matter have to be taken into account and if possible, the aim should be finding some alternative ways to approach and represent the domain with the chosen technology. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 20 FiTV: EDUTAINMENT If the target group is not familiar with the intended user interface, it is essential to carefully evaluate if the efforts required in learning it are clearly worth pursuit compared with using the conventional interface solutions. Along with efforts relating to studying the subject matter, learning the user interface shouldn’t be cognitively too heavy. In addition, it’s essential to consider the main contexts in which the educational material will be used. E.g., a classroom is quite a different environment compared with using the material alone at home. Designing educational contents varies a lot depending on the subject matter, the broadness of the content, the medium in question, the main target group, and so on. As a starting point, designers must consider what purpose the content is aimed for and how the material is suited for different learning situations. And when designing edutainment content, the designers should consider carefully how to support the amusement of users without disregarding the educative side of the content. Designers of edutainment should know what kind of customs and preferences the group has in the area of entertainment consumption. The wider the target group the greater the challenge to create content that is felt entertaining and meaningful. Instead of testing how the educational goals of the material are realized, it is beneficial to test with the target group the appropriateness of entertaining representation style, including (verbal and visual) humor, imagery, audiovisual appearance and overall setting. Sometimes the entertaining nature of edutainment becomes clear already in the title of the material. Good examples are the television program Molto Piacere! (in English something like “Much pleasure/enjoyment!”), which is targeted at travelers going to Italy, and Histeria!, the animated sketch comedy aimed at children, in which the title refers simultaneously to the historical and “hysterical” (meaning here eventful stories, exaggerated characters and fast story-telling) nature of the program. This is one way to direct consumers’ and learners’ presumptions. Besides the title of the material, also the appearance of a CD-ROM package, the front page of web based material, or the advertorial of a television program should be planned well because they constitute a first impression that is decisive when people determine if they are going to familiarize with the material. These features are emphasized in situations related to informal learning when, for example, people determine what kind of educational products or programs are appropriate to themselves or to their children as self-learning material. Maybe the role of the title is more central in television edutainment, because the program choices of television audience are often based merely on program guides that include the title of the program and the theme or title of the episode and at most a very short description. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 21 FiTV: EDUTAINMENT Designing educational programs for television has been determined by the time limits of the program (which means often condensing the information into the main points), the impossibility to offer different levels of difficulty for the needs of heterogeneous audience, the presentation of the information by telling and showing in a linear order, and the lack of explicit interaction between television audience and the content. The duration and linearity of television educational programs have defined the pace where the topics should be learned, although utilizing a videocassette recorder has facilitated the situation. One of the benefits of educational television is the ability to take learners to unfamiliar and novel environments. This feature is emphasized, for example, in the educational programs of history and astronomy or in situationally oriented travel programs. It is obvious that television is a suitable medium for a visually and narrative oriented content. On the other hand, in the guidelines for using television as a distance education medium published by Engineering Outreach [14], the importance of showing and thinking in visual terms is highlighted instead of telling. The guidelines recommend to make use of 1) pictures to show what things look like, 2) diagrams to illustrate conceptual relationships, organizations, and structure of content material, 3) maps to show spatial relationships, and 4) graphs, tables and charts to summarize information. The guidelines also recommend to utilize the video photography to show movement for (among others) demonstrating skills that learners are expected to emulate, for conducting experiments in which the processes are observed, for analyzing change over time, and for revealing the spatial and threedimensional qualities of an object. [14] In educational television programs, the entertaining side has not been as strong as in the area of educational software. This can be a consequence of the fact that educational television programs have often been meant to be supporting material within formal education, and the main target group has been adults, not children. For example, the series of School Television are designed to be viewed in connection with certain school subjects, and single episodes are connected to certain lessons of the curriculum. Educational programs that aim to cross the boundaries of traditional subjects will probably increase with interactive digital television because it makes it easier to product content where the viewer is presented with any approaches to the subject matter and she is able to change the language of the program if she wants simultaneously practice certain language. Instead of giving illustrative information, educational software is usually designed to test the skills and knowledge of the learners, to give the learners some hints for making progress, to offer them different levels of difficulty, to reward UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 22 FiTV: EDUTAINMENT them when achieving some intermediate goals or answering right, to give some kind of feedback about their advance, and in some cases, to offer tools for constructing new knowledge. Earlier edutainment off-line software was often designed merely for practicing specific skills and offering restricted information chunks related to the subject area. E.g., early mathematical computer games concentrated on the drill and practice of simple number operations and concepts [27]. However, the predominant trend in current educational software seems to be the products with broad content and many ways for the users to practice skills and examine the issue, like in the language program Elävää englantia. This often means that the content is designed to present the subject area holistically, crossing the traditional borders between school subjects, and to support the idea of learning by doing. The current edutainment software is typically designed for a longtime use when the user can easily advance at her own pace. Web-based edutainment software has focused on the content that has been aimed at the students of elementary school and pre-school children, their parents and teachers. The sites are typically designed to get students more interested in the subject matter by offering them (interactive) activities, which are impossible to implement in textbooks, and to offer topics of discussion and hints to the parents and teachers for getting children more engaged with learning. In addition, they offer advice and help to students with their homework. When the pre-school children are the main target group, the typical goal is to get them familiarized with the letters, numbers, colors, geometrical figures, and other “preparatory school stuff” through stories and gaming activities. According to Klawe [27], in design of educational games the key issues are a high degree of interactivity, the representation of concepts, the interface (in the sense of manipulating concepts and directing learners’ attention), a navigational structure and sequencing of activities, a feedback and rewards system, and entertainment elements by which she refers to colorful graphics, animation, sound, characters and humor. Klawe sees that most successful interactive activities of educational software are analogues of non-computer versions, like simulations, problem solving, matching or grouping items, creating artifacts, conducting conversations, and exploring new environment. She states: “If the activity is not motivating in real life it is not likely to be motivating on the computer.” She also emphasizes that activities with explicit goals work well for most learners. Usability issues have been strongly linked to digital media and its products. There are also studies, where the goal is to define one’s own criteria for pedagogical usability (see Chapter 4.2). After all, in the context of analogical TV the usability has almost been ignored. TV has been thought to be so estab- UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 23 FiTV: EDUTAINMENT lished and familiar to all, and functions enabled by a remote control so simple that improving the usability of the user interface has not been considered as necessary. This is going to change with interactive digital TV, when the audience has more possibilities to affect the content and the user interface. When designing educational content for digital television, new possibilities in carrying out the content and adding the learners’ activity during the program should be carefully considered. A central question is: when is it reasonable to modify the linear narration that is one of the main characteristics of the medium? For instance, we should consider thoroughly and case-by-case whether it is more preferable to offer learners “off-air broadcast” material that is interactive or to include interactive elements in the stream of broadcast. If the producers of television edutainment are interested in offering tests, exercises and puzzles as an additional material through digital television, they have to consider what kind of interactive activities are meaningful to implement with the navigation and input methods of digital television. 3.2. 7 A vision of multi-form teaching Multi-form teaching is a translation (by Walldén) of the Finnish phrase ‘monimuotoopetus’. No established English phrase exists. Teaching with edutainment refers to the usage of edutainment material in teaching, and not to the general entertaining teaching methods like role-plays. Besides, edutainment material must be used via information technology. During the last decades the rapid development of media has caused strong needs for training teachers and changing theories of teaching and learning [40]. Different media are now beginning to converge, and at the same time, the knowledge and skills required by work markets are continuously changing because of, for example, internationalization and the development of information technology [30]. In adult education, these changes will likely emphasize the importance of multi-form teaching 7, which flexibly in turn includes contact teaching, distance teaching, and self-learning with the help of various new media [44, 45]. Multi-form teaching is a concept mainly used in Finland. It has no exact counterpart in the English terminology. The concept of ‘open learning’ is the closest approximation; it includes distance teaching, contact teaching, and various forms of independent learning [62]. The Finnish Council of Adult Education (Aikuiskoulutusneuvosto) defines multi-form teaching as follows [1]: Multi-form teaching consists of planned schedule of contact and distance teaching and self-learning for a specific target group supported students tutoring and advice. If needed, multi-form teaching uses electronic communication technique, telematic services, and information technology. Multi-form teaching can be organized by several adult education units together. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 24 FiTV: EDUTAINMENT Figure 1: Multi-form teaching in media chain (Walldén). (In a media chain, the user chooses the media that best fits to his/her present needs and might even continue the same task via different media when his/her possibilities to use them vary during a day.) The use of new media varies according to the form of teaching (contact teaching, distance teaching, or self-learning). Multi-form teaching has been used especially in open university teaching, which is motivated, for example, by the increased educational equality. In order to reach this goal, it has become evident that teaching should be free from the restrictions of time and place. Another example of multi-form teaching, the Etälukio project with Yle as a main organizer, has become very popular. Walldén believes that in the future, digital media will be used according to their suitability for the teaching event in question. This means that it will be built as multi-form teaching in the media chain (see Figure 1, below). As a down side, this means that in addition to the contents, the learners have to learn with the use of the chosen media. On the other hand, teachers have to know how to use the media, and to be familiar with their possibilities and limitations in learning different contents. The usage of media has various limits caused partly by the properties of the devices themselves and partly by the mistakes made when designing their usage in teaching. These limits might imply that teaching of the contents is not successful. The use of media chain also stresses the importance of good media literacy. The ease of learning the use of a device, especially interactive media devices, is evaluated with the concept of usability. From the point of view of usability, Internet’s problems are related to navigation (finding the information), being sure Mobiles Digital television Self-learning Distance learning US-ABIL- Small screens Privacy Remote controller Using in groups Learners — — — — — Visual Auditory Kinesthetic Analytical Holistic Navigation problems Validity of information Web Distance learning Self-learning UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY Self-learning Distance learning -ITY 25 FiTV: EDUTAINMENT of the validity of the information found, and the fragmentation of the teaching experience. In the case of mobile devices, the usability problems are related to the size of screen, the restricted possibility of inputting text, and the difficulty of insuring the privacy of use. When using digital television, a remote controller restricts interaction. Namely, the interaction of application programs requires the viewer to use the remote controller much more actively than before (with analogical TV). The user interfaces in digital TV often require heavy use of arrow keys, which, in turn, requires the viewer to concentrate on the use of the device. (See Appendix 5.) The problems with the remote controller can limit or totally prevent both learning and entertaining with digital television. The importance of usability should be stressed with senior viewers (foreign language abbreviations, uncomfortable buttons) and with various special groups, such as left-handed and those with problems in reading. A majority of viewers use the remote controller with one hand pressing the buttons with their thumb. Also the remote controllers of digital television should allow this popular “thumb interface”. Digital television may also limit the possibilities of small children to independently use television because of their weak sensomotorius skills and reading ability. Also the effects of computers on the psychological development of children have been considered a lot. Many authors are afraid that we are moving from logical to fragmentary thinking. When a child spends much time with the computer, it is possible that she will even have feeling towards the device. The goal of psychological development is to get free from emotional dependencies by becoming an independent individual, but a child stuck with information technology may become, instead of independent, dependent on computers. Interaction is an essential feature of teaching. Teacher’s action in this interaction is called teaching and learner’s action is called learning. In a sense, learning is a result of interaction. However, it is obvious that all interaction cannot be classified as teaching. The interaction in teaching can be direct (contact teaching) and indirect (distance teaching and self-learning). In contact teaching the teacher and the learner have a direct contact in the same place at the same time (see Table 3, on the next page). Contact learning makes possible a personal contact, not only between a teacher and a learner, but also between learners. Contact teaching may contain, for example, lectures using WWW pages, group projects in the net environment, teaching in a class watching television, or, in the future, learning environments in digital television using artificial intelligence as sketched by Underwood [60]. (See Chapter 2.5.) The biggest obstacles in integrating edutainment material with formal learning are that 1) practical lesson planning UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 26 FiTV: EDUTAINMENT Table 3: Interaction in multi-form teaching and media (Walldén). takes too much time as it can only be done through e.g. playing the game (the more complex games are, the greater the need for more teacher preparation), 2) the mismatch between the skills and knowledge developed in edutainment material and those recognized explicitly within the school system, and 3) the mismatch between material content and curriculum content especially in secondary schools. [39] Distance teaching employs various kinds of devices to help people to be connected to each other (for example, telephone, electronic mail, letters) and the connection may take place at a different time or the same time. Interaction in distance learning is restricted [40], which implies that traditional interaction (led by the teacher) plays a minor role and other forms of interaction are used. It is also possible that tutoring and study circles use the same devices as other forms of distance learning. A popular television service is Etälukio, which includes many of the subjects (sciences, history, psychology, etc.) of the Finnish high school curriculum. Electronic mail and chat channels could be used in connecting the teacher and the learners of Etälukio. In digital television, a chat channel can be on when an educational program is being watched (such a product is already published by Sofia Digital). This allows a viewer to take part in discussions while simultaneously watching the program, and so possibly receiving on-line help and tutoring from teacher and fellow learners. The third part of multi-form teaching consists of self-learning periods. During these periods, a learner works with the material presented in contact and distance teaching, does homework assignments, and prepares for next teaching periods or study circle meetings. Self-learning can be seen to be connected with distance learning when distance learning is one-directional and requires self-learning, for example, in the form homework assignment. In this case, self-learning differs from that in informal learning where a learner works alone according to her own schedule and goals. Organization Form and means of interaction Time and place Target groups (see Chapter 3.6 for more detailed information) Examples of contents and media Contact learning Direct or personal interaction The same — Visual learners (model learning) — Auditory learners (by hearing, by constructing) — Analytic learners — Common use of television, computer or web in class rooms and study circles, OR — Digital television, mobile or web used in tutoring — For example, Yle’s Kouluportti or Kieliportti Distance learning Indirect / interactive devices and material The same or different place, different time — Kinesthetic learners (experimental learning), for example, simulators — Analytic learners — — — — Digital television (Etälukio) Audio learning Video conferencing Computer-aided teaching Self learning Missing / materials and devices Different time and different place — Kinesthetic learners — Holistic learners — — — — Digital television (Opinportti, Carita Pintada) Literature Computers, Web (EDU.fi, e-mail) Audio-visual material UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 27 FiTV: EDUTAINMENT Besides considering the time and place and means of mediated interaction there are many other possibilities to define the ambiguous concepts of interaction and interactivity. It is not appropriate here to go through the diverse argumentation relating to interaction and interactivity, but it is beneficial to introduce a few different approaches to these concepts. We take as examples the illustrative definitions of Jens F. Jensen, Pertti Näränen and Pirkko Raudaskoski. Jensen [22, pp. 58—61] makes a difference between the concept of interaction and the concept of interactivity. By interaction, he refers to interdependent actions and non-mediated communication between humans, while by interactivity he refers to the media use and mediated communication. According to Jensen, interactivity can be gauged as “media’s potential ability to let the user exert an influence on the content and/or form of the mediated communication”. He sees interactivity as a continuum and describes it using Bordewijk’s and Kaam’s taxonomy of communication patterns as a basis. Jensen finds four dimensions of interactivity: transmission, consultation, conversation, and registration. In transmissional interactivity, communication is one-directional and users can choose from a continuous stream of information without a possibility for making requests. This is the case with the educational programs of analogical television. In consultational interactivity users can choose, by request, from a selection of pre-produced information in a two-way media system with a return-channel. Many earlier educational CDROMs and web sites belong to this dimension. Conversational interactivity refers to a two-way media system that lets users produce and input their own information. For example, web based learning environments such as Active Worlds Educational Universe and WebCT come under this sub-category. In registrational interactivity, the media records user-related information and adapts and/or responds to a given user’s action. In some “intelligent” educational games there are features belonging to this dimension. Näränen [42, pp. 57—59] categorizes the different forms of television audience interaction. Firstly, he makes a difference between viewer interaction and group interaction: viewer interaction refers to interaction between a program and a viewer (including families as a unit), and group interaction means interaction between the viewers within viewer groups. Secondly, Näränen finds central variables concerning the nature of interaction: 1) 2) 3) 4) UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY asynchronous automatic interaction, asynchronous human interaction, real time representative interaction, and real time spontaneous (open) interaction. 28 FiTV: EDUTAINMENT For instance, by real time representative interaction Näränen refers to studio audience or viewer guests chosen in advance, by asynchronous human interaction (in the group level) he refers to moderated discussion groups and feedback discussions relating to program, and by real time spontaneous interaction he means viewers’ text messages, calls and video connections that are included in the direct broadcast through different channels. In educational television programs, these forms of interaction have been minor to these days. Especially the possibilities of the viewers to influence on the program content, for instance, by sending questions and comments, seem to be very rare in current implementations. Anyway, some of the educational television programs (like Tää on seksii) include asynchronous human interaction via feedback message boards and moderated discussion groups on their web site. It is interesting that both in Näränen’s and in Jensen’s definitions the starting point is to define the designed levels of interactivity in media (or on television) but they don’t tell a lot about the interactivity interpreted and achieved through the content by users. Using the methods of interaction analysis (IA) Pirkko Raudaskoski has studied the actual and situated reception of television and computer media. In particular, she has studied how the artifacts of interactive media and situations of use are constituted as interactive by users. She compares watching television and using a computer and finds differences and similarities: when using computers, the user is much more involved in making sense of the interface, but in both situations the intelligibility of the content is actively achieved by the viewers/users. Raudaskoski [50] states: When the TV media has its own flow that the viewers can “participate in” but which does not accommodate to their interaction, the computer media in this case is a different resource: it allows participation, but more work has to be done to achieve the order of interaction. Raudaskoski defines two types of interactivity related to watching television: parasocial interaction and external interaction. The parasocial interaction means the instances in which the viewer “takes part” in the interaction, for example, by commenting or laughing at something that happens or is told on the screen. The parasocial interaction is often induced by hosts’ or performers’ direct address to the viewers through gaze. External interaction refers to comments that don’t directly address the ongoing happenings on the screen but in which happenings in the earlier episodes are remembered or happenings in forthcoming episodes are predicted. Raudaskoski found that parasocial interaction fitted the flow of the television program, whereas the external interaction was sometimes a continuation from a parasocial comment or else a separate discussion, topic of which came from the television program. [50] UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 29 FiTV: EDUTAINMENT Accordingly both parasocial and external interaction are actuated by the program content. In educational television programs, it is common means to induce parasocial interaction by addressing the viewers by looking straight at the camera. Particularly this feature is emphasized in many situational oriented language programs, such as BBC’s Bon Voyage!. The program involves several scenes where the viewers are addressed through a gaze. The viewers are also addressed as if people in the program were speaking straight to them. For example at the end of one episode, actors say goodbye to the viewers (as if) by looking at them and using different French expressions. In general, when inducing parasocial interaction by speaking the common phrases targeted at the viewers are “Let’s go next”, “Come with us” or “You at home”. This kind of direct form of address to the audience actualises a feeling of “now and here” and simulated closeness. It relates to the aesthetics of television that is based on proximity, participation and immediacy [55, pp. 27—30]. Parasocial interaction between the viewer and the program content resembles many features of human—human interaction. This indicates that the myth of passive television audiences is behind the times. While the flow of the television program doesn’t necessarily need any contributions from the viewers, they are often laughing and talking at similar points that people would do in face-to-face communication. Moreover, it is common to watch television in groups, in which case the social nature of viewing is stressed. Television watching is also generally related to other activities, like surfing on the Internet or using the mobile phone [15]. It seems that simultaneous usage of different media has already become a commonplace. Accordingly, it is time to call into question the passivating nature of television. Multi-form teaching, which belongs to formal education, is likely to be a prominent form of education in the future, especially for those target groups, which are reached by the present educational television programs (see Chapter 4.3). On the other hand, multi-form teaching is not applicable to the new target groups of edutainment programs (see Chapter 4.4, Figure 5), since these groups learn outside formal education. 3.3. Teaching outside formal education In the future, non-formal and informal education will likely be emphasized (see Chapter 2). Non-formal learning refers to learning activities produced by the learners themselves or by others. Typically, non-formal learning does not lead to formalized certificates. Informal learning means lifelong learning, in which individuals acquire attitudes, values, skills and knowledge from daily experience. As an advantage, this form of UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 30 FiTV: EDUTAINMENT 8 http://www.yle.fi/opinportti/ learning is closely connected to the whole life of the learner, which makes it easy to apply to knowledge and skills learned. On the other hand, nobody controls the possible misunderstandings of learners or activates the transference of learned material, possibly implying too individualized and varying learning processes. In order to overcome this, edutainment material must contain portions to guide and tutor the learners. In this report, the role of edutainment programs is defined by the goals of producers, and not by the actual purpose of use. For example, a school-TV program meant for formal education can be used as a self-learning material, but we consider such a program as originally meant by the producers. So far, edutainment material in different media has had a passive role — excluding some prominent pilot experiments. Educational television programs have mainly been viewed silently in classrooms making notes, and various computer games have been played pair-wise in the back of a classroom or in separate computer classes. The Internet is used, for example, in adult education as an open learning environment (see Chapter 2.4). The use of the Internet in the spirit of edutainment begun with different kinds of “Trivia Hunts”, which aimed at improving the learner’s skills of searching information. A typical example was The Internet Hunt by Rick Gates [12]. This application made use of the most important strength of the Internet, its open and unlimited nature. Contrary to simulation games with limited contents, the Internet games can use the practically unlimited store of topics and information. WebQuest [46, 65] is a popular form of connecting interactive simulation games and the Internet. It follows the constructivist theories of learning, for example, by allowing the players to change the rules and topics of the game. This makes it possible to learn not only design and programming skills but also to think reflectively about one’s own learning process. There are ready-made WebQuest games on various topics available in the Internet [65]. Although most of them are meant to be used in primary schools, there are also WebQuest games for adults to be used in informal learning. A WebQuest is an inquiry-oriented activity in which most or all of the information used by learners is drawn from the Web. WebQuests are designed to use learners’ time well, to focus on using information rather than looking for it, and to support learners’ thinking at the levels of analysis, synthesis and evaluation (see Chapter 3.4 and Appendix 4). Opinportti 8, maintained by Yle, is a Finnish educational web service with the widest target group. It contains, among other parts, Kouluportti, Kieliportti, Senioriportti, Etälukio, Open University, and a portion for pre-school children. Kouluportti is meant for the pupils and teachers of primary schools. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 31 FiTV: EDUTAINMENT 9 http://www.edu.fi/ 10 http://www.internetix.fi/ 11 http://www.studium.helsinki.fi/ 12 http://www.studium.helsinki.fi/ kurssit/kouke/index.asp Kieliportti contains all the material for Yle’s language programs and other material for learning foreign languages, such as Abitreenit for those preparing for their matriculation examination. Senioriportti contains information, hints, and advice to senior viewers. It is a joint effort of Yle and an organization on adult education (Kansalais- ja työväenopistojen liitto). Etälukio helps adult learners to plan their studies and informs them about the programs to be broadcast in Etälukio. Other Finnish net services for learning and teaching include EDU.fi by the National Board of Education, Studium environment by Palmenia Centre for Research and Continuing Education (University of Helsinki), and Mikkeli Internetix Campus by Otava Folk High School. EDU.fi 9 is a portal meant for teachers and containing webbased teaching material and information on net learning. EDU.fi also contains a virtual network for teachers’ discussions. Internetix 10 is an open learning environment for distance learning, self-learning, teaching, preparing various teaching events, networking, and searching information. Currently, it contains the services for students in formal (preparation for matriculation examination, technical colleges, Open University) and informal education (courses for adult education on various subjects). Studium 11 is produced and maintained by Palmenia Centre for Research and Continuing Education (University of Helsinki). It offers various services in extension studies. Studium’s virtual classroom in the Internet includes various tools, like chat channels, internal mail, diary, calendar, learning material and assignments12. Manninen [37] has divided web-based learning environments into four levels: 1) 2) 3) 4) a slide and information store, a medium for interaction, a hypertext structure, and a virtual classroom. The first level means that the Internet is used as a channel for transmitting slides and other material. The second level emphasizes Internet’s possibilities as a means of communication and the availability of real-time information via the Internet. Hence, the second level contains chat channels and mailing lists and link lists to sources of information available in realtime. At the third level, a web-based learning environment is a hypertext structure supporting learning and studying in which the links and structures build up materials suitable for self-learning. At the highest level (level four) the metaphor of a classroom or school is virtually implemented. These virtual classrooms have been constructed since the 1970s on the basis of the so called Computer-Mediated Communication Systems UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 32 FiTV: EDUTAINMENT 13 http://www.studium.helsinki.fi/ kurssit/kouke/kesk/contents.asp?ryhma 3.4. (CMCS) [19], like in Virtual Classroom [19, 43]. The present applications in the Internet, like Lotus Learning Space, Top Class, and WebCT provide, among other services, a possibility to establish chat channels for discussions. In the above classification by Manninen, Opinportti and Edu.fi mainly belong to the second level, while Studium environment includes all the levels (Vinkkivekotin is at the first level, chat channels are at the second level, and VirtuaaliPubi 13 is at the forth level). More links to web pages containing edutainment material can be found in Appendix 6. Learning aspects Table 4: Bloom’s taxonomy of educational objectives. There are no scientific results on the effects of educational television programs and edutainment in learning [38], and the existing results on the effects of educational computer programs are not applicable for the purposes of the present report. Naturally, for obtaining valid results, it is important what educational programs are used in teaching and in what way. Because of various practical problems in formal education, the tests are usually insufficient. For example, a program is used for such a short period that its affects cannot be measured, or old-fashioned programs are used, which means that the interface can be unsatisfying, the contents can be too concise, or the usage can be drill-like. Only a few design groups have used pedagogical expertise. However, there seems to be a consensus about the result that educational computer programs have no effects on the learning results but they improve learning motivation. Learning can take place in the following three areas: cognitive (about knowing), affective (about attitudes and feeling), and psychomotor (about doing). Bloom’s taxonomy describes the deepening of learning in the cases cognitive, affective, and psychomotor learning (see Table 4). COGNITIVE DOMAIN (knowing) [8] AFFECTIVE DOMAIN (feeling) [8] PSYCHOMOTOR DOMAIN (doing) [6] 1) Knowledge, recalling specific items. 1) Receiving. 1) Reflex. 2) Comprehension (“in own words”). 2) Responding (accepts the worth of a thing, valuing). 2) Fundamental movements (crawl, run, jump, reach). 3) Valuing (accepts the worth of a thing). 3) Perceptual abilities (catch, write, balance, distinguish). 4) Organization (organizes values, adapts behaviour to value system). 4) Physical abilities (stop, increase, change, react). 5) Characterization (generalizes certain values into controlling tendencies, later integrates these into a total philosophy of life or world view. 5) Skilled movements (play, hit, dive, use). 3) Application. 4) Analysis (for example, can break down a communication into its constituent parts). 5) Synthesis (can pull together many disorganized elements as to form a whole). 6) Evaluation (makes judgements about the value of materials or methods). 6) Non-discursive communication (express, create, design, interpret). The psychomotor domain and categories have been less articulated at the level of education than the cognitive and affec- UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 33 FiTV: EDUTAINMENT tive domains. The last two categories of the psychomotor domain are applicable in the creative and professional areas. For example, doctor’s clinical skills, such as palpation, belong to the skilled movements category while painting and drawing belong to the non-discursive communication category. In formal education there is at least one wide study on using off-line edutainment in teaching and an interesting experiment on using on-line edutainment. In England, McFarlane’s group studied the use of games among children of 4—18 years old in twelve schools and at home. The computer usage at home was evaluated by parents who had received advice on evaluating and filling in observation forms. Moreover, 800 pupils were asked to fill in a questionnaire. Hence, the views of teachers, parents, and pupils were taken into account. We think that the study was methodologically valid, except that the choice of games was somewhat questionable. For example, it is not proved that racing games affect the learning of eye and hand coordination. And what is even more questionable, why weren’t provably better and more traditional forms of learning the coordination used? The nature of learning supported by the use of games could be divided into following three types: 1) Learning as a result of tasks stimulated by the content of the games. The use of games as a stimulus to associated work was mainly restricted to primary schools. But, for example, games with simulations corresponding to real world phenomena can be a starting point for general discussion. Games could be a better stimulus for learning, if teachers were more aware of the importance of games in pupils’ lives, and willing to have children contribute their expertise in these areas to the learning activity. 2) Knowledge developed through the content of the game. Games vary as to the amount of content they contain which is of direct relevance to the school curriculum, but the amount is generally low. Even where the context seems to be relevant to curriculum content, its contribution to the child’s learning may be very peripheral. The best game type seemed to be simulations. Problems in using games include lack of time to play a game, and illogical and too concise content. 3) Skills arising as a result of playing the game. This last type of learning can be subdivided into direct and indirect learning. Skills developed by the games were dependent on pupils’ age but generally they were supposed to develop personal and social skills, cognitive skills (problem solving, deductive reasoning etc.) and knowledge of content. [39] UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 34 FiTV: EDUTAINMENT Table 5: The roles of players and the corresponding activities in WebQuest [46]. Role Player The validity of McFarlane’s results is decreased by the fact that the role of confounding factors was not discussed in the report, not even in the case of small children, although several kinds of cognitive and psychomotor development take place in them. Hence, it might be difficult to show what the reason for the observed learning was. On the other hand, McFarlane compared different types of games against each other, which means that the possible error in the results is the same in the case of all program types considered. Especially, the superiority of simulation games can be considered a valid result. In the USA, Perrone et al. [46] have studied the use of web pages in genuinely improving learning. In this study, WebQuest, the most famous form of web edutainment combining simulation games and web pages, was used (see Chapter 3.3). WebQuest tries to apply the basic idea of constructionism that the best way to learn is to do meaningful tasks. In WebQuest a learner can have the role of both player and author. In the relationship with these multiple roles, Perrone et al. have considered the corresponding motivational factors as given in Table 5. Activities Goal of learning Motivation — navigation — searching information from the Internet — engaged in game — collecting objects from the game board — solving quests — interest in theme material — learning the content by solving quests — feedback to quest authors Author — authoring quest worlds — design skills — to share new quests with others — creating the game characters and rules of the game — programming skills — to build new things that contribute to, or extend the game — handling the feedback from the players — reflection — navigation skills — to surpass previous quests Perrone et al. [46] gave an example of using WebQuest in classroom. The class is divided into groups, which specialize in the specific parts of the material to be learned, formulate questions concerning their part to the others (and possible change the game board). The groups play the games created by other groups and, afterwards, the games are evaluated and the best sources of information in the Internet are checked. In the case of non-formal learning — that is, in the case of the supposed new focus area of learning — the main interest has been in studying the learning process. Different learning methods and materials not only cause different learning results but also different learning processes. Among the new digital media the Internet has raised a special interest and, nowadays, it is common to discuss net pedagogy whose theoretical background is on constructivism. The starting point of constructivism is in learner’s previous knowledge, experiences, ways of solving problems and sche- UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 35 FiTV: EDUTAINMENT mas — that is, how the learner understands the world. Learning is to change, to complete, and to rebuild this material. Constructivism also emphasizes the importance of testing the new (rebuilt) constructions. A prerequisite is that the learner understands her own understanding or non-understanding about the topic to be learned. Hence, self-evaluation and reflection are important skills in constructivism. If the learner does not know why something must be remembered or learned, the learning result will not necessarily allow transference: it might be possible that the learner cannot apply it in practical problem-solving tasks. Although learning is a learner’s action, a teacher is needed for guiding and tutoring the learning process by showing goals and evaluating (reflecting) because even an adult learner is not necessary capable of self-steering her learning. The teacher’s task is to design a flexible learning environment that allows the learner to construct knowledge from her own starting position. [51] Problem-based learning is based on constructivism. Its main purpose is to develop learner’s skills for self-steering, lifelong learning. According to this pedagogical view, learning is a combination of one’s own learning, working with the new knowledge together with other learners, and group discussions. As working methods, problem-based learning uses group working, introductory and specialist’s lectures, seminars, individual tasks, field studies, and practical rehearsals, when needed [40]. Hence, there is only a little contact teaching, and a lot of individual working. In problem-based learning, a learner learns by starting from problems at hand. Problembased learning is widely used in learning medicine. Sometimes, especially in practical “real world projects”, the starting point is a problem to which no answer or solution exists in the present knowledge or skill repertoire. Developing new knowledge starts with a problem, which is solved in a group by using continuous dialogue with some fixed principles. The result obtained is more than the sum of the knowledge of the teacher and the learners. The learning community sets the problems and formulates the questions. (See, for example [17, 18, 58]). Each learner brings her own unique experiences to the discussion so making the topics to be learned wider and many-sided. Although the experiences are unique and personal, they can be divided by the other learners and the teacher. The mere existence of experiences does not guarantee learning. It is possible that they stay superficial because they are not consciously handled. Conscious experienceoriented learning also includes a cognitive point of view that brings it closer to constructivist learning. Experimental learning moves by reflecting concrete experiences and actions towards the theoretical understanding and better operations models. Learning goes on in cycles and it can start in any place. The purpose of learning is to construct UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 36 FiTV: EDUTAINMENT a good (or at least gradually improving) “theory” and its application. Mere doing (learning by doing) is not sufficient for learning. Similarly, it is not necessarily enough to stress experimental factors or experiences, because it is not possible to learn from all experiences, or learning from some experiences can be harmful, or it may only strengthen earlier prejudices. A central concept related to experimental learning is reflection, which is cognitive and affective activity in which an individual studies her knowledge and experiences in order to reach a new level of understanding [9]. The reflection of learning can happen at different levels. At technical level the learner can ask “Do I know?” or “Is this right way to do this?”. At practical level the learner asks “Does this relate to this context?” or “How is this interrelated to the broader context of action?”. At critical and ethical level the learner asks: “Why?”, “Is this of any use?”, “What effects does this have?” or “What alternatives do we have?”. Learning by doing in a group is called cooperative learning. It is more a method than a learning theory. In cooperative learning, a group work includes varying division of work and changing roles, such as the leader of the group, the collector of information, the supporter and the summary maker. Generally each member of the group acts alternately in different roles whereupon anyone of the group can’t withdraw and take a passive position. The whole group is responsible for the outcome but everybody as an individual is responsible for her own task. The role of the teacher is shaped in every situation on the basis of learners’ needs. The teacher is primarily a counselor and a source of strength. In order to succeed in cooperative learning, a clear and shared goal or problem is important as well as utilizing the differences of the group members (see, for example, [29, 53]). Nowadays the focus in adult education is in problem-based learning and group work teaching. In the education of youngsters, constructivist approaches dominate. In many pedagogical practices learning is separated from its natural context. In situated learning the purpose is to place learning in a relevant or “authentic” context. It is argued that knowledge is to a great degree a product of the activity, context, and culture in which it is used. That is, it cannot be taught in the abstract. It must be taught in context. The ‘context’ is often used to refer to a concrete environment of action. This means that the concept of situation and the concept of context are very close to each other. In situated learning all factors present in the learning situation are considered to affect the learning process. The pedagogical background of educational programs varies a lot. For example, many educational television programs are based on situated learning. A typical example is to teach how to ask whether there are vacant rooms in a hotel. This is a UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 37 FiTV: EDUTAINMENT good choice for those who are studying because they are planning a trip. On the other hand, many learners are interested in the language in a much more general sense, and these kinds of situations are of little use to them. The Internet facilitates collaborative and cooperative learning. This is important since especially work markets value the skills obtained by this kind of learning. At the same time, individuals’ own skills of learning and developing strategies are considered to be of outmost importance. Similarly, the importance of networking and group work is heavily stressed because they require social and collaborative skills. The success of a team is not only the sum of the success of its individual members, but it requires also abilities on the social and collaborative level. When moving from analogical to digital television, the deepest changes are in learning to obey constructivism. individual’s private activity, moving to collaborative learning, and interactivity among group members. This allows, e.g., problem-based and exploratory learning, and constructing new knowledge. Digital television also makes collaborative learning possible by allowing increasing interaction and a learner to profile her own learning material. Collaborative learning utilizes the social interaction in a group of learners. This could be easily applied in edutainment games. 3.5. Learning contents Among educational television programs, language learning programs are the most well-known and popular. Other popular contents of educational television within formal education are history, psychology, philosophy, and religion. Yle’s School-TV includes programs almost in all school subjects. Programs in the following subjects have web material related to them: biology and geography, history, multicultural education, fine arts, manual training, media education, music, environmental sciences, manners, Finnish language and literature, and foreign languages. In Yle’s Etälukio, the following subjects are learned: Finnish, chemistry, physics, literature, psychology, mathematics, religion, philosophy, history, geography, and biology [38]. Moreover, Yle’s service called Ylen Avoin includes the following categories: everyday-life’s history, cultural history, Asian studies, European studies, global ethics, gerontology, adult education, drama, tourism, intercultural communication, communication, history, medicine, psychology, sociology, mass media, and environmental sciences. Television suits well for learning wide entireties, processes, narratives and some concrete skills. Informal learning uses television to broadcast more concise learning packages, like languages programs with their tourist vocabularies and differ- UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 38 FiTV: EDUTAINMENT ent programs representing practical skills, which are based on television’s possibility to connect visual examples with auditory explanations. Educational off-line computer software suits well to learn details and processes by repeating and experimenting. Most off-line computer programs do not suit well for formal education although they might seemingly contain the right topics. Popular themes in off-line computer programs are languages, mathematics, geography, biology, sciences, and medicine. In informal education, off-line programs concentrate on languages with different viewpoints (business, tourism), practical skills, and hobbies. Infotainment is perhaps the most common form in this category. In the years 1990—95 tens of localized or Nordic edutainment or other educational CD-ROM products were published in Finland. The narrative quality of these products was mainly high. For example, Elävät Kirjat enterprise aims to publish products that will succeed in all the Nordic countries [31]. One of the main problems in multimedia productions is that products require too powerful computers and the newest controlling devices. Beginning at the late 1990s, so-called hybrids have become more common. A hybrid is an independent CDROM program with new portions and elements to be loaded from the Internet [30]. Hence, the importance of the Internet is growing also in these markets. An example of hybrids is Tytöt — Girls CD-ROM, which is meant for girls of 10—12 years old. There is a web site requiring a password related to this product. Tytöt — Girls started a series of products whose next link is FlirtFiles, a CD-ROM product meant for girls in the “dating age”. In addition to the CD-ROM and a web site, the FlirtFiles also includes a mobile service. According to McFarlane the most popular game genres were adventure games, racing games, and shooting/arcade games. Racing games are equally popular with girls and boys, but girls are far more likely to favour adventure and boys shooting/arcade games. According to the tables given in [39], it seems that girls prefer simulation games [39, pp. 8—9 and 24]. Boys play a wider range of games than girls, and for both genders the range increases with age. In the interviews, pupils mentioned they prefer certain games because of, for example, their presentation, structure, nature of activities or personal response of some sort. Girls and boys in all age categories also often mentioned graphics, color, use of characters, game play, fun and challenge. [39] In McFarlane’s research, game types have different definitions than we have in this report. She defines edutainment as games with edutainment activities structured with a view of loosely supporting education, usually a combination of activities and games with overt educational intent which can range UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 39 FiTV: EDUTAINMENT from skill development, e.g. hand-eye coordination, to problem solving [39, p. 8]. This kind of definition is hard to connect with any style of learning or teaching methods and forms. It doesn’t differ enough from infotainment. A too wide concept definition doesn’t help in planning new concepts, because it doesn’t benefit us in deductive and inductive reasoning. We analyzed closely three edutainment programs. A simulation program SimPuisto (see Appendix 3) is meant for children over 8 years old, a geography oriented adventure game SuomiSeikkailu (see Appendix 3) is targeted at children from 8 to 12 of age, and Kapusta (see Appendix 2) is a television language program for adult learners. Suomi-Seikkailu is an example of the educational game in which the means of entertainment and education easily displace each other. 3.6. Different learners Learners can be profiled and categorized in many different ways. The users of digital media are usually divided into groups based on different social properties. The most commonly used attributes are educational background, sex, and age. A typical viewer of educational television programs is in a white-collar profession, and women have a slight majority among the viewers. In Finland, only Taito-TV has less educated audience, with male majority. [38] Educational computer programs are mainly meant for primary school children, but especially many language teaching programs are meant for adults to be used in self-learning. Educational television programs are targeted at all age groups from pre-school children to senior viewers, but 70 % of Yle’s educational programs are meant to adults [38, p. 183]. In the case of educational computer programs, there has been much debate on the meaning of gender. Girls are said to require that a game has a constructive touch. As players girls are more persevering than boys, who desire traditional game elements [31]. Women prefer communication and discussions. On the other hand, both genres seem to accept quality products. The narrative quality is the main requirement for a good educational software product [32]. A product should also last in the long run; the purpose is to tie a user to the product. Also, good usability is important for a product to be successful. [32] Moreover, women use online educational games a lot. For example, 40 % of the players of these games are female in the USA. [31] A typical computer edutainment type is a game for children and teens, aged 7—16 [26]. The stereotypical picture of a boy playing aggressive computer games alone in his room is not fully representative of young people’s use of computer games. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 40 FiTV: EDUTAINMENT In Britain children often play with a friend or family member, who most likely is the boy’s dad (or younger brother) or the girl’s younger brother (or elder brother). They even play in teams. Boys play more frequently and have longer playingsessions than girls do. Almost 50 % of boys play every day and clearly over 30 % for more than 2 hours at a time. [39] A majority of pupils play games at home, most frequently in their rooms. Sometimes girls are not allowed to use family’s computer. Only 15 % of girls play at a friend’s house. [63] Computer games are a more embedded part of boys’ leisure culture than that of girls. Boys favour games that are associated with their other interests, especially sports. Boys view gameplaying as a first choice activity, whereas girls are more likely to play when they are bored or have nothing better to do. In the chapter concerning multi-form teaching (Chapter 3.2) we categorized learners into the following groups according to their learning styles and habits (see Figure 1 in Chapter 3.2): holistic and analytical learners or, on the other hand, auditory, kinesthetic, and visual learners. Different media and different learning materials suit each of these groups. An analytical learner prefers silent environment and concentrates on the tasks without breaks as long as they are done. She learns one detail at a time and then constructs the whole picture. She is interested in details and remembers them easily. An analytical learner likes to work alone and prefers facts, but not teacher’s private experiences. She also prefers exactly set requirements and feedback and carefully disposed learning material. Off-line educational computer programs (for example, Elävää englantia) with linear presentations and multiple-choice questions suit an analytical learner well. Also educational television programs with concise portions, like in many language learning programs (for example, Das ist Deutschland), suit her well. A holistic learner likes to hear music when studying, and she does several tasks simultaneously taking breaks from time to time. She first understands the entity and combines the new things to her own experiences. She also enjoys hearing other persons’ experiences. A holistic learner wants to see the material from different perspectives and she makes summaries of it. A holistic learner prefers learning environments whose tempo can be controlled. For example, chat channels related educational programs and educational television programs with a lot of interviews of specialists and other learners suit a holistic learner well. Senses mediate information to us from the outside world but they are also connected with our thinking, committing to memory and processing of information. Different senses are emphasized differently in learning processes of different people: for someone the easiest way to learn is through seeing, while for others it is through listening or doing by oneself. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 41 FiTV: EDUTAINMENT Western culture is more and more visually oriented while, for example, African culture is kinesthetically oriented. An auditory learner benefits from oral guidance and she learns by explaining things for herself in her mind. She remembers names better than faces. Repeating is essential in the learning processes of the auditory learner. She approaches and solves problems by speaking. The auditory learner keeps up with the times by listening to the radio and during her leisure time she willingly listens to music. For the auditory learner the educational radio and the language and skill programs of educational television suit well. A kinesthetic learner learns best by doing and experimenting. She remembers what she has done and said or experienced. The kinesthetic learner keeps up with the times by glancing at papers and watching television news for a few minutes. She appreciates comfortable atmosphere and her hobbies include some kind of sport. The kinesthetic learner benefits from simulation programs (such as SimPuisto or Flight Simulator). For a visual learner the easiest way to learn is by looking at how the things are done. She remembers faces and makes notes about what she hears. The visual learner follows daily news by reading papers and she spends her leisure time willingly by watching television and video films, going to movies and theatre. Straightening up the physical place is important to her. The visual learner benefits especially from educational television programs and animation programs including simulation demonstrations (such as medical virtual learning materials). UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 42 FiTV: EDUTAINMENT 4. Key issues for planning digi-TV edutainment 4.1. Challenges for teaching and learning Formal education emphasizes near and distance learning, but we believe that in the future, the focus will be in distance and self-learning. Similarly, non-formal and informal learning will have a more prominent role. Digital media will be used according to their suitability for the teaching situation in question and, as a consequence, multi-form teaching in the media chain will be used. An important part of the media chain will be interactive television, which allows more possibilities to interaction than analogical television. Moreover, in digital television a learner can profile programs to be more suitable for her own purposes. This makes the target groups wider. These trends raise several questions concerning the use of interaction especially in educational and edutainment programs. At least the following questions appear: • What type of interactive service will help people to learn? What kind of learning experience should be offered? • In what ways can groups of learners be modelled and how can learner communities be formed? • How can adaptation take place in groups of learners? • What justifiably useful can digital television bring to teaching and learning of edutainment programs? • How can viewer passivity be overcome (or is it even necessary) in the context of educational television programs? • How can a synergy between information technology services and TV design ideas be reached? • How to make the best use of the potential for collaborative learning experiences? There are different advantages and disadvantages related to the usage of different media in teaching. When using television, structuring the knowledge is easy if the linear representation is suitable for the domain in question. For instance, a rule of German grammar concerning the word order is beneficial to be represented in certain order. However, it is difficult to give feedback if the learner already in the beginning misunderstands the rule, because the mistake is repeated and the whole rule is constructed incorrectly. When using the web based learning environment, it is hard to control how the UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 43 FiTV: EDUTAINMENT learner analyzes information because she can surf and browse through material too quickly or in unfavorable order. Instead, giving feedback about misunderstanding is very easy through the Internet. The learning environment is changing. People are also learning at home, at work or elsewhere outside the formal education system. About 20 % of the Finns from 18 to 64 years of age have studied by themselves for at least 20 hours during the year 1999 [2]. Self-learning is especially common among young people, and among those with high education and high socio-economical position. The most common topic of selfeducation is information technology [2]. Figures 2 (below) and 3 (on the next page) summarize the basic properties of current educational computer software and television programs, while Figure 4 (on the next page) shows what kinds of challenges are found when features of educational computer software and television programs are combined in educational interactive television programs. Figure 2: The properties of the present educational computer software. Educational computer software DESIGN TEACHING LEARNING LEARNER LEARNING MATERIAL Individualizing the content and its presentation — designed for individuals Teacher’s role quite passive Way of learning constructivism cooperative experimental Learner’s role active Detailed contents. Advantage: possibility to choose the level of difficulty and one’s own pace in progress. Disadvantage: entertaining means and learnability are often too separated from each other. Usability Workflow Personalization User model Fairly short tradition in edutainment programs The focus has moved to on-line software Material is teaching behavioristically, by modeling or using approaches of constructivism (especially constructing schema) Children and youngsters The ability to use new media Moderate amount of interaction A. Formal education — as a part of formal education · Distance learning · Learning communities — as an addition to formal education — as an alternative form of formal education Homogeneous learners Self-education Quite homogeneous learners Active users UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY Languages Mathematics & Sciences Active users B. Informal education Geography & Biology Direct interaction Hobbies & Arts 44 FiTV: EDUTAINMENT Figure 3: Properties of the present educational television programs. Educational TV programs DESIGN TEACHING LEARNING LEARNER LEARNING MATERIAL Narrative contents — for large groups How to tell a story in an educative manner? How to balance learning and entertainment? Multimedia teaching packages Easy to use in learning Learner’s profiles General problem: deficient structuring of content model learning constructivism TV suits well for teaching processes, entities and narratives All ages Advantage: interviews and stories connected to learners’ life The ability to use new media History Languages Large similar user groups A. Formal education Long and rich tradition in edutainment programs — as a part of formal education · school TV · Etälukio · open university Free usage No direct interaction At classroom — as an alternative form Large similar user groups B. Informal education Free usage Skills Languages for travellers Learners as receivers of information At home Also in groups No direct interaction Figure 4: The challenges of educational interactive television programs. Educational TV programs Educational computer software Interactive educational television programs Central questions in sketching educational concept types: — How to design interactive TV programs? — Who are the users (small groups?)? · Are the user groups heterogeneous? · Are there new user groups? — What kind of program types? · Would it be possible that a single program could suit several school subjects, for example to learn simultaneously languages, history and geography? · What forms of interactivity are beneficial for learning? — What learning and teaching theories suit to designing interactive television programs? · The role of accidental and spontaneous learning? UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 45 FiTV: EDUTAINMENT 4.2. Challenges for designing edutainment Designing successful edutainment material is a demanding task. Deficient structuring and incoherence of the content and lack of pedagogical approach are often mentioned as problems of digital learning material. Educational scientists have started to create their own criteria for developing the usability of digital learning environments. Based on Jacob Nielsen’s usability heuristics and David Jonassen’s guidelines of meaningful constructivist learning environments, Horila et al. [20] have developed criteria for evaluating digital learning material from pedagogical perspective. Their criteria include eleven factors: 1) 2) 3) 4) 5) 6) 7) 8) 9) 10) 11) learnability graphic appearance and layout technical requirements intuitive efficiency suitability for different learners and different situations ease of use: technical and pedagogical approach interactivity objectiveness sociality motivation added value for teaching. These factors connect and affect each other and they are often overlapping, too. The most central criteria in the pedagogical sense seem to be motivation, efficiency, and objectiveness (here in reference to goal-orientation of the material). According to Horila et al. [20, pp. 22—34], motivation correlates to willingness to use material and through that to willingness to learn. Motivation is essential in self-steering learning. Digital learning material should awake, direct and keep the interest of learners. Humor, concreteness, animation, music, and some kind of rewards have been regarded as motivating features in children’s software [11, p. 258]. Horila et al. state that efficiency also relates to the willingness to use material. If the material is felt efficient, the willingness to reuse material is high. Efficiency involves the feedback about the progress of the learner. Objectiveness is always a point of departure both in teaching and in learning. Objectives of producers are a prerequisite for the goal orientation of the digital learning material. Particularly in edutainment material the objectives are not often as clearly explicated as in “traditional” digital learning material. The usability in the sense of ease-of-use is an interesting question within educational software. The products should be usable enough not to frustrate learners, but they shouldn’t be so easy to use that learners can complete tasks without fully UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 46 FiTV: EDUTAINMENT engaging in the work [49]. So, it is necessary to evaluate the usability requirement about the ease of use in relation to the educational goals of the product. When discussing educational digital games, the discrepancy between the traditional usability criteria and objectives of products becomes even clearer. Games have to be challenging enough to be entertaining, in which case their user interfaces can’t be very intuitive [23, pp. 8—9]. This holds true in educational games, too. Cognitive challenges and joyful experiences are difficult to provide with a highly usable (meaning here plain, easy, and intuitive) user interface. This also relates to the learnability of the user interface. On the one hand, a resemblance of dominant user interface standards is preferable in the user interface in the sense that learning new things is always built on earlier learning. On the other hand, it is desirable to call into question the existing standards because they don’t always offer the best solutions for aimed purpose. [20, pp. 23—24] Feedback is essential in learning but, unfortunately, it is often implemented insufficiently in edutainment material. Designing a convenient feedback system inside digital learning material is a taxing task. Feedback should be adequate and encouraging, and it should enable users to follow their own learning processes. In educational games, users are often rewarded when answering correctly, and shown right answers if making a wrong choice, but too seldom they are given explanations or background information that contribute to the understanding the issue and its context. Especially when the content is broad and designed to be used many times, the role of progress reporting is salient. Feedback about learners’ action or progress has been unthinkable and irrelevant in the educational programs of analogical television, because oneway transmission has not enabled data input from the viewers. However, the situation is changing with a return channel of digital television. Within learner-centered design, scaffolding has been seen as an important feature of educational software. Scaffolding is a cognitive apprenticeship meant to help learners to do and learn complex practices mindfully. Using scaffolding features should be evident in educational software where the tasks are complex and exploratory in nature and in which problem-solving skills are needed. These products provide that learners are more like active constructors of knowledge than mere receivers of information. According to Quintana et al. [49], software with embedded scaffolding features can support learners in managing the work process, making sense of their work, and articulating their understanding. Learners’ understanding grows when they engage in a new domain and it is desirable that their tools also grow or change with them. When discussing scaffolding, this means for example that supporting features should fade away when no longer needed. [49] UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 47 FiTV: EDUTAINMENT In children’s educational computer games, a common problem is that children aren’t aware of the knowledge and skills they have learned during the game-play and they aren’t able to connect them with the knowledge and skills associated to school work [27]. This probably relates to the distinct and specific role of the game world compared with the real world in the sense that happenings during the game have a different status than happenings outside the game [24, pp. 10—11]. In any case, whether it is a game or other edutainment type in question, it is important to get learners to understand how knowledge and skills achieved through the edutainment material can be transferred to other contexts. In current educational television programs it seems that fragmented content is a common problem. It would be beneficial and motivating for the learners if at the beginning of the program there were a short introductory about what is to expect and what are the main issues of the episode. The role of the introductory and overall structure of the content is probably more important when the program is used as a self-learning material. In order to assist learning, educational television programs should include coherent and structured content and repetition of the main points. In conclusion, general challenges concerning the educational material of digital television are, 1) to take into account knowledge and skill levels of the learners, 2) to get them to commit themselves to the material, 3) to engage their attention, 4) to structure the educative information in a meaningful way (utilizing audiovisual narrative expression and/or the characteristics of hypertext), 5) to set clear educational goals, 6) to offer tools for reflective thinking of the subject matter and construction of new knowledge, and 7) to offer suitable tutoring and feedback (along the return channel). If these challenges are overcome, there is a strong possibility that users get meaningful and enjoyable learning experiences through the content. Explicitly, the challenge of edutainment is to utilize such means of entertainment, which are appropriate to the target learners, in order to enrich their learning experiences. 4.3. Challenges for the present edutainment programs Adults may have many external and internal obstacles in learning. External obstacles include various matters related to UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 48 FiTV: EDUTAINMENT social conditions (work, family), economic reasons, and other leisure time activities (hobbies and friends). Internal obstacles include cognitive and psychological (attitudes, self-confidence) reasons. Also learner’s place of residence may limit the possibilities to take part in education. It is possible that edutainment programs in interactive television help to decrease all the obstacles mentioned. For example, it may be possible to follow an edutainment program even if traditional educational programs were too difficult to follow because of family and work pressures. 4.3.1. How to make good edutainment programs for schools? To be used in schools, educational material should have different properties than when used by adults. In what follows, we give various features to be fulfilled in classroom usage. The features are given separately for computer games and hybrid games. Many of the features mentioned hold also for other types of edutainment programs. The following features should be taken into account when one is planning (or evaluating) learnable and pleasant computer games for schools: 1) Simulations should provide pre-set scenarios (might be used directly in the curriculum) that children could explore. The scenario support the learning of the basic elements of game play without a long lead-in for setting up the initial scenario. If these scenarios were edited by teachers, then they could be linked to specific teaching points. 2) Simulations must be consistent with reality and at an appropriate level of educational accuracy. For example, if simulations are constructed by algorithms, it must be told to teachers so they can be confident in their use of the software in teaching. 3) Particularly in adventure games playability has to be closely related to education so that the learner can’t succeed in the game without learning. McFarlane et al. [39] noted that games without obligatory questions and answers tasks and timing were pleasant from the pupils’ point of view. Moreover, they listed the following general features that computer and hybrid games should have in order to be used in classrooms [39]: 1) Saving and restarting is important because when the lesson finishes, it is critical that the position can be the starting point in a future session. (Saved scores of what has been achieved would be useful also for the teacher.) Children often work in pairs, so they must be able to save more than one person’s name. It should UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 49 FiTV: EDUTAINMENT 2) 3) 4) 5) 6) 7) 8) 9) also be possible to save several class of separate restarting points, as pupils often take turns in playing a game on the same installation. The games should develop the tasks so that there is clear progression overall. They should be adopted by pupils at different ability levels). The games should repeat practice non-identically (pupils often play sequentially and so they do not always get exactly the same experiences). The games should have the facility to save and restart games where the player left off. Or alternatively the navigation of the game may allow one to go to the desired part of the game on start-up. Complex and longer games should have suitable pausing points from which pupils can continue to play in the next class. The games should have appropriate information to teachers in order to enable them to integrate the game within their lesson planning (in an easily readable handbook, for instance). For example, do business simulations behave according to an accepted model, or do the objects racing round a track obey the laws of motion? In other words, it would take too much time if teachers analyzed many games. The games should pay attention to target group’s level in the user interfaces and avoid written or difficult instructions to children. The games should pay attention to heterogeneous target group and school’s goals for inculcation of enlightened attitudes through education, so that there is no negative material about race, gender, or disability. Role of sound can’t be significant because noisy games are distracting to non-users where games are played in the classroom (usually they don’t have headphones). A language teaching programs will be originally meant for other purposes than teaching (see Appendix 2), because in digital television it is easy to change language (both in speech and in subtitles). There is a huge amount of material to be used for teaching foreign languages. The system requires an archive containing digitized movies, TV-series, documentary films, interviews, and advertisements in which the language to be learned is used in its normal context. The material in the archive must be marked up. This means that the material is augmented with metadata indicating its topic, level (difficulty as a learning material), interesting grammatical structures, links to supplementary material etc. With the help of the metadata, the system can choose for each user a suitable material with respect to its topic and level of difficulty such that the system could, for example, imitate the current use of UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 50 FiTV: EDUTAINMENT videos in learning situations. It could slow down, repeat, give subtitles, give links to supplementary material, give suitable exercises, and check the correctness of given answers. It could also support the interaction between learners using the target language. Moreover, the system could monitor the progress of learners and give reports to the teacher. With the help of the system, the teacher could also check how much and in which way the learners have used the system. (See [60] for further details.) A special challenge in the future is to make it possible to produce TV programs that allow viewers to simultaneously learn something, each on their own level, and each being kept motivated. 4.4. Challenges for new learners and content Figure 5: The challenge of digi-TV-edutainment from the point of view of the new users. WHY? + Reducing digital divide. + Reducing knowledge divide. + Improving position in work life. + Alluring to education and self-learning. + Integrating to society: work, social life. + Improvig media literacy and multi-cultural education. + Lifelong education in the worklife. GOALS When starting to plan a new edutainment material, the first questions to be asked are related to the goals of the material (‘why?’), its target group (‘to whom?’), how to teach and what kind of learning is expected (‘how?’), what is the content of the material (‘what?’), and in what way it is handled (‘what kind of edutainment?’). Figure 5 gives examples of these kinds of questions and the corresponding answers starting with ‘why?’ and ‘to whom?’ questions, i.e., we first decide our goals and target groups and then answer the rest of the questions. TO WHOM? + Low educated adults. + Special groups: immigrants. + Youngsters in their spare time. + Participants of extension studies organized by firms or public agents. LEARNERS WHAT? + Media literacy development. + Skills for adapting to the changes of information society. + Occupational skills. + Attitudes, motivations, self courages in change. + Finnish language and cultural habits. + Occupational skill packages and cultural habits. + Tools for creating contents. + Cultural contents. + Skill packs and modules. + Work languages. EDUCATIONAL CONTENT UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY WHEN? WHEN? Informal education. Nonformal education. Accidental learning. HOW? + Experimental learning and teaching. + Situated learning and teaching. + Model learning. + Experimental and collaborative learning. + Collaborative and modelling learning. + Cooperative and experimental learning. TEACHING AND LEARNING WHAT KIND OF EDUTAINMENT? + Interactive movies and role plays. + Simulators and role plays. + Traditional television programs augmented with edutainment portions. + Interactive movies and role plays. + Simulators and role plays. + Educational quizzes. + Interactive movies with role plays. + Simulators and role plays. TYPES 51 FiTV: EDUTAINMENT The goals follow the EU’s and Finland’s aims in developing the information society and the objects proposed in the Literacy Summit in Berlin (answers to ‘why?’ question). According to the Summit, we need technology and information literacy to develop our knowledge and critical thinking. These new kinds of demands include the ability to use the new media, like the Internet, to reach the sources of information, and to collect, organize, filter, and evaluate information. Likewise, we need abilities to form opinions, creative media skills to produce and circulate contents, and social skills and responsibility to understand the social consequences of our activities. As target groups, we chose groups that are currently left outside the educational material (answers ‘to whom?’ questions). Such groups include low educated adults and immigrants because of their risk to be set aside of the development of the information society. Other similar groups are youngsters and those in working life but needing continuing education. In a knowledge society, education and training rank among the highest priorities. Acquiring and continuously updating a high level of knowledge, skills and competencies is considered a prerequisite for the personal development of all citizens and for participation in all aspects of society from active citizenship to labour markets integration. This challenges also the developers and designers of digi-TV edutainment material. The edutainment material, as well as all teaching and training material should strengthen the following skills and competencies: literacy, numeracy, new skills in the learning society, learning-to-learn skills, and the cultural and social skills for active citizenship. [9] There are certain subjects that suit very well to be learned in interactive TV. Among them are, for example, languages, history, and social sciences. On the other hand, computers are a better medium for natural sciences and mathematics. The heavy investment in the provision of institution-form education for young people, which began in Finland in the 1960s, is reflected in the extremely fast rise in the educational level of the labour force (both employed and unemployed) from the 1970s onwards. The number of highly educated persons more than doubled and the size of the labour force with less than an upper secondary education was halved in a good 25 years. By the mid-1990s, the supply of persons with a tertiary level degree exceeded that of persons with a below upper secondary education (see Table 7). Table 7: Educational structure of the labour force (aged 15—74) in Finland by the level of education 1975—1997. Level of education 1975 % 1985 % 1997 % Below upper secondary education 62.3 42.8 27.5 Upper secondary qualification 23.1 36.3 42.4 Vocational college qualification 8.5 11.9 16.9 Lower university or polytechnic degree 3.0 4.5 5.6 Higher university degree 2.8 4.1 6.9 UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 52 FiTV: EDUTAINMENT However, a considerable portion of Finns can be considered low educated adults, i.e. adults whose level of education is below the upper secondary level. As explained above, there are several external and internal obstacles in learning, and the willingness to learn is lowest among low educated groups (cf. the accumulation of information). In the case of low educated adults, internal reasons (attitudes, self-confidence) are likely to be the most important. Proportionally, low educated adults live more often in countryside where there are fewer possibilities to take part in educational activities than in towns. There are almost 100 000 immigrants in Finland. Their unemployment rate is slowly decreasing, but it is still over 30 %. Irrespective of their level of education, recently immigrated are often unemployed because of their poor knowledge of the Finnish language. The age distribution of immigrants differs clearly of that of the original residents: the biggest groups are men of age 30—35 years and children under school age. Many of the immigrants have a secondary or university degree from their homelands, but a typical level of education varies from country to country. [59] There are well over 300 000 Finns in the age group 15—19 years. Youngsters in their spare time use information technology (computers, the Internet, mobile phones) heavily, but they use educational programs very little in their spare time. Especially those youngsters who are not in school any more are suggested to be one of the main target groups of the new edutainment material. Lifelong learners in the work life form the main body of the participants of adult education. Adult education and training refer to activities organized for the specific intention of producing learning results in adults who have, since completing or discontinuing their studies within the school system, been employed on the labour market. A distinctive characteristic of adult education and training is that they are specifically organized with a view to the needs and interests of adult learners. They may differ from education within the school system in terms of the time of day when teaching is provided, as well as in terms of the teaching methods employed. In 2000, 54 % of Finns took part in adult education. Participation has almost doubled in the past 20 years. [2, 13] The willingness to take part in adult education seems to depend heavily on the earlier education — the higher the earlier education, the more likely it is that a person takes part in adult education [2]. According to sex and socio-economical position, the most active group is female upper white-collar workers (86 %) and the least active group is male pensioners (14 %). According to sex and age, the least active groups (in age groups 18—64) are old men (55—64 years old) and young men (18—24 years old). In all age groups, women are more ac- UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 53 FiTV: EDUTAINMENT tive than men, and moreover, women’s activity does not decrease as much as men’s in older age groups. [2] In educational programs on analog television, as well as in educational computer software, the emphasis has been on the learning of an individual learner, while the Internet and interactive television stress collaborative learning. This makes the learning process more important instead of the results, goals, or rewards. In collaborative learning, each learner uses her own special skills to widen the common understanding. All the presented views, explanations, and arguments are handled publicly and critically. This makes the knowledge visible. It is typical for collaborative learning that the learning raises to a higher level than the individual group members can reach. Hence, we can speak about distributed expertise. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 54 FiTV: EDUTAINMENT 5. Ideas for program types in digital television In this chapter, we present program types for some of the new target groups found in the previous chapters (youngsters, low educated adults, immigrants, lifelong learners in the work life, etc.) and also for the present target groups (school children in formal education, senior learners, etc.). In digital television, a learner can profile programs to be more suitable for her own purposes. This widens the target groups. For example, Underwood [60] has sketched an environment for language learning using artificial intelligence, which recognizes learner’s present knowledge and its specific weaknesses. Hence, in digital television it is possible to tailor contents to be more suitable for different learners, so widening the possible target groups. It would also be possible that a single program could suit several school subjects, for example to simultaneously learn languages, history and geography. In the case of the present target groups (cf. Chapters 2.2, 3.2, and 3.3) the future trend in formal adult education will be multi-form learning. In near learning and self-learning, educational television programs will be augmented by supplementary edutainment services or properties to be added to the present kind of entertainment programs. The present material in formal learning is based on so specific concepts that their evolution seems to be quite obvious along with the technical development. For example, it will be unnecessary to use electronic mail or normal mail to send assignments to the teacher for evaluation when the return channel of interactive television is in use. As noticed in Chapter 4.4, edutainment could be utilized in designing educational material for various new target groups which have been difficult to reach with the traditional material. These groups include young people over 18 years old and those over 16 years old and not in school, low educated adults, immigrants, and participants of continuing education. In this chapter, we sketch program types for all of these groups. Youngsters. Games, quizzes, and similar edutainment types suit well for young learners since they are used to play games for fun. This habit should be utilized in the educational context. Especially, young children, school children and youth benefit quizzes. These kinds of quizzes fulfil the requirements of educational material, provided that the questions and answer alternatives are correctly chosen and guiding feedback is given after incorrect answers. An example of a possible appli- UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 55 FiTV: EDUTAINMENT cation is a language quiz in which synonyms are searched for given words. Low educated adults. In the same way as quizzes and other game-based edutainment programs could be offered to youngsters, low educated adults could benefit from another type of traditional programs augmented with edutainment packages. An example of such programs could be a drama series on scientists, augmented with additional information as a form of a memory game related to the drama. A similar idea than game-based material for youngsters could be a series, say, on art history for low educated adult viewers in which each separate program ends up with a quiz requiring logical conclusions and answers augmented with additional information concerning the topics of the questions. It is essential that the information given is not a set of separate facts but it is connected to wider entirety. In interactive television, these edutainment quizzes could be interactive such that the choices made by all the viewers could be shown as various kinds of diagrams. Moreover, low educated adults could benefit movies supporting role-play. Immigrants. Immigrants are a heterogenous group benefiting from program types and their combinations, suitable for other heterogeneous groups as well. For example, the narrative format suits well when learning Finnish culture. Program types suitable for heterogeneous groups suit also for families. For example, consider the program Saga på väg which for children presents stories by Astrid Lindgren in their original environment, while the adults in the family can watch the program as a tourist guide to Skåne and Gotland, or as an introduction to the local fauna and geography. New technical possibilities, especially digital television, make it possible to develop new program types also for the target groups already reached by edutainment and other educational material. In what follows, we present a few new program types for these groups. A common idea in various new program types is collaborative problem-solving. The group members are introduced to the different parts of the material to be learned. After that, they can solve problems, for example in games, by working together. The purpose is that each group member should become acquainted with the whole material. When working in groups, the social skills play an important role. A group can work in the same place, making better acquaintances with each other, and may be competing against other groups and against a computer. A competition could stress the importance of each group member. The role of the teacher could be to make sure that the right information is found and that the roles of the group members are in balance. Social interaction makes the learners to formulate their thoughts as words, to argument their claims, and to defend UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 56 FiTV: EDUTAINMENT their opinions. Each learner should have a clear role in the group. Moreover, each group member is responsible for the learning and development of the other members, because knowledge is reached for the group, not only for individual members. Also teachers, tutors, and different kinds of specialists — or even digital television as an expert system — can take part in the co-operation. A good field plan guarantees that each group member contributes to the benefit of the group and that this kind of contribution is really possible for each member. Program types for lifelong learners in the work life. Language learning is a central part of extension studies. As already mentioned in this report, material originally meant for other purposes can be utilized in situated language learning environments. There is a significant demand for language programs delivered via TV. According to the EU report [16], a survey revealed that 41 % wanted more language tuition on television and another survey revealed that 28 % of men and 22 % of women were prepared to pay for more language tuition on television. Perhaps of all subjects, foreign language instruction can benefit from multimedia materials most obviously. The most difficult task for instructors is to show the deep semantic and cultural differences hidden behind dictionary equivalents. The genuine narrative content in TV programs helps the learners to form a deep understanding of the language to be learnt and the associated culture [37]. TV materials are usually produced by and for the native speakers and for many language learners watching, understanding and enjoying TV and films in the foreign language can be a learning objective itself. [35] 14 Cf. http://www.avoin.helsinki.fi/ ikis/kolmas.htm We end this chapter by introducing a program idea of an open learning environment for senior learners. As one can expect, the environment is meant for informal education giving advice to the learners in their everyday needs, for example by guiding in the use of the new information technology. The environment can also contain groups for discussion, hobbies, and voluntary work. During the previous decades, the educational level has considerably increased in Finland. This has caused an educational gap between the different age classes. This calls for educational equality between citizens of different ages. The proposed open learning environments could be one possibility to reduce the gap by giving also the senior citizens opportunities to take part in the developments of information technology. People of “the third age” 14 devote themselves to projects that they found interesting. Edutainment could be one potential method when delivering the information needed in this kind of environment. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 57 FiTV: EDUTAINMENT 6. Summary Since edutainment material is easier to approach than traditional educational material, it can serve in reducing the digital divide at least at the national level. This means that in the future, a special emphasis should be put in designing edutainment material for groups that are not reached by the present educational material. These groups include, among others, low educated adults, immigrants, and those needing extension studies. Television’s educational programs are often supplementary for other educational material. Moreover, programs are often viewed for pleasure, in passing, or for updating and recalling existing knowledge. Educational television programs have been linear and they are aimed at large heterogeneous audiences. On the other hand, educational computer software is typically designed for individuals. The use of interactive television as a new platform for educational programs can solve many of the present problems in the use of edutainment. Edutainment of interactive television could and should be targeted especially to learners who are not capable or willing to use the present educational material. When moving from analogical to digital television, the deepest changes are in learning activities obeying constructivism, individual’s private activity, moving to collaborative learning, and interactivity among group members. Digital television also makes collaborative learning possible by allowing increasing interaction and a learner to profile her own learning material. Collaborative learning utilizes the social interaction in a group of learners. This could be easily applied in edutainment games. Moreover, in interactive television a learner can profile programs to be more suitable for her own purposes so widening the target groups. The knowledge and skills required by work markets are continuously changing, for example, because of internationalization and the development of information technology. In adult education, these changes will be likely to emphasize the importance of multi-form teaching, which flexibly in turn includes contact teaching, distance teaching, and self-learning with the help of various new media. Another trend is that nonformal and informal education will be emphasized. As a consequence, we need edutainment material both in formal and in informal education. In the future, digital media will be used according to their suitability for the teaching event in question and, as a consequence, multi-form teaching in the media chain will be used. Our starting point in suggesting new concept for digital television edutainment was the features and needs of the tar- UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 58 FiTV: EDUTAINMENT get group in question. In the case of the present target groups, the future trend in formal adult education will be multi-form learning. In near learning and self-learning, educational television programs will be augmented by supplementary edutainment services or properties to be added to the present kind of entertainment programs. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 59 FiTV: EDUTAINMENT References [1] [2] [3] [4] Aikuiskoulutusneuvoston muistio 1.2.1989. Monimuotoopetus aikuiskoulutuksessa. Aikuiskoulutustutkimus 2000. Tilastokeskus, Helsinki. Alessi, S. M. & Trollip, S. R. 1991. 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Kogan Page, London. Brown, J. S. & Duquid, P. 1999. The Social Life of Information. Harvard Business School Press. Childress, M. D., Lee, G.-L. & Sherman, G. P. 1999. Reviewing Software as a Means of Enhancing Instruction. Information Technology in Childhood Education Annual. 255—261. Clark, D. 1995. Student’s Guide to the Internet. Alpha Books. Education in Finland: Statistics and Indicators. 1999. Statistics Finland, Helsinki. Engineering Outreach at the University of Idaho: Distance Education at a Glance. Guide #5: Instructional Television. — Available online (checked 18 November 2002): http://www.uidaho.edu/eo/dist5.html [15] Ermi, L. & Sotamaa, O. 2003. Yksityistä nautintoa ja yhteistä jakamista: haastattelututkimus television käytöstä. Working Papers 1. University of Tampere Hypermedia Laboratory. — Available online (checked 14 January 2004): http://www.uta.fi/hyper/julkaisut/b/fitv03a.pdf UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 60 FiTV: EDUTAINMENT [16] European Report on Quality Indicators of Lifelong Learning 2002. European Commission, Directorate-General for Education and Culture, Brussels. [17] Hakkarainen, K. 2001. Aikuisten oppiminen verkossa. — Teoksessa P. Sallila & P. Kalli (toim.), Verkot ja teknologia aikuisopiskelun tukena. Aikuiskasvatuksen 42. vuosikirja (16—52). Gummerus, Jyväskylä. [18] Hakkarainen, K., Lonka, K. & Lipponen, L. 1999. Tutkiva oppiminen: älykkään toiminnan rajat ja niiden ylittäminen. WSOY, Porvoo. [19] Hiltz, S. R. 1994. The Virtual Classroom: Learning without limits via computer networks. Ablex Publishing Corporation, Norwood NJ. [20] Horila, M., Nokelainen, P., Syvänen, A. & Överlund J. 2002. 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University of Tampere. — Available online (checked 18 November 2002): http://tampub.uta.fi/tup/951-44-5432-4.pdf [24] Järvinen, A. & Sotamaa, O. 2002. Pena: rahapelaamisen haasteet digitaalisessa mediassa. [Final report of the research project “Pena”.] Hypermedia Laboratory Net Series 1. University of Tampere. — Available online (checked 18 November 2002): http://tampub.uta.fi/tup/951-44-5411-1.pdf [25] Kadius. Online internet surveys, demographics, statistics and market research. — Available online (checked 18 November 2002): http://www.nua.com/surveys/ [26] Kangas, S. 1998. Edutainment-pelit pelikulttuurissa. — Available online (checked 18 November 2002): http://media.urova.fi/~sonja/essay.htm [27] Klawe, M. 1998. When Does The Use Of Computer Games And Other Interactive Multimedia Software Help Students UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 61 FiTV: EDUTAINMENT Learn Mathematics? — Available online (checked 18 November 2002): http://taz.cs.ubc.ca/egems/reports/NCTM.doc [28] Konzack, L. 1999. Edutainment for girls: Analyzing Barbie Fashion Designer. — In Nuldén, U. & Hardless, C. 1999, 47—56. [29] Koppinen, M.-L. & Pollari, J. 1993. Yhteistoiminnallinen oppiminen — tie tuloksiin. WSOY, Porvoo. [30] Kotilainen, S. 2001. Mediakulttuurin haasteita opettajankoulutukselle. Acta Universitatis Tamperensis 807. Acta Electronica Universitatis Tamperensis 98. [31] Laitsaari, M. 2001. Edutainment haluaa erottua peleistä. Ote 1/2001, 5—6. [32] Laitsaari, M. 2001. Edutainmentia entistä enemmän internetiin. Ote 1/2001, 7—8. [33] Laramée, F. D. 2002. Genres and Platforms: Introduction. — In Laramée. F. D. (ed.) Game Design Perspectives. Charles River Media, Hingham, Massachusetts. 195—207. [34] Lehtinen, E., Hakkarainen, K., Lipponen, L., Rahikainen, M., Muukkonen, H., Lakkala, M. & Laine, P. 2000. Katsaus tietokoneavusteisen yhteisöllisen oppimisen mahdollisuuksiin. Helsingin kaupungin opetusvirasto, julkaisuja A13:2000. [35] Liontas, J. I. 2002. CALLMedia Digital Technology: Whither in the New Millenium? CALICO Journal 19 (2). 315—330. [36] Luchini, K., Quintana, C. & Soloway E. 2002. ArtemisExpress: A Case Study in Designing Handheld Interfaces for an Online Digital Library. — In Paterno F. (ed.) Human Computer Interaction with Mobile Devices: Proceedings of the 4th International Symposium on Mobile HCI in Pisa, Italy. LNCS 2411. Springer-Verlag, Berlin, Heidelberg, New York. 306—310. [37] Manninen, J. 2001. Verkko aikuisen oppimisympäristönä. — Kirjassa Verkot ja teknologia aikuisopiskelun tukena. Aikuiskasvatuksen 42. vuosikirja. Kansanvalistusseura ja Aikuiskasvatuksen Tutkimusseura. 53—73. [38] Martikainen-Florath, U. 2001. YLE ja oppiminen — kohti vuorovaikutteisia oppimisympäristöjä. Aikuiskasvatuksen 42. vuosikirja. Kansanvalistusseura ja Aikuiskasvatuksen Tutkimusseura. 177—194. [39] McFarlane, A. & Sparrowhawk, A. & Heald, Y. Report on the educational use of games: Teem-education and skills. — Available online (checked 18 November 2002): http://www.teem.org.uk/ [40] Monimuoto-opetusta korkeakouluihin. Teknillinen korkeakoulu, Espoo. — Available online (checked 18 November 2002): http://www.hut.fi/Opinnot/Monimuoto/ UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 62 FiTV: EDUTAINMENT [41] Nakhimovsky, A. 1997. A Multimedia Authoring Tool for Language Instruction: Interactions of Pedagogy and Design. Journal of Education Computing Research 17(3), 261—274. [42] Näränen, P. 1999. Interaktiivisuus mediautopiana ja televisiojournalismin mahdollisuutena. Tiedotustutkimus 4/1999, 50—61. [43] Nuldén, U. & Hardless, C. (eds.) 1999. CSCL: A Nordic Perspective. Göteborg University. 117 p. [44] Paakkola E. 1991. Johdatus monimuoto-opetukseen. Valtion painatuskeskus, Helsinki. [45] Paakkola E. 1992. Rajoitettu vuorovaikutus monimuotoopetuksessa. — Teoksessa I. Hein & R. Larna (toim.) Lähellä, kaukana, yksin, yhdessä: näkökulmia monimuotoopetukseen. Helsingin yliopisto, Lahden tutkimus- ja koulutuskeskus. Oppimateriaaleja 14. [46] Perrone, C., Clark, D & Repenning, A. 1996. WebQuest: Substantiating education in edutainment through interactive learning games. Computer Networks and ISDN Systems 28, 1307—1319. [47] Postman, N. 1985. Amusing Ourselves to Death: Public Discourse in the Age of Show Business. Viking, New York. [48] Quintana, C., Krajcik, J. & Soloway, E. 2000. Exploring a Structured Definition for Learner-Centered Design. Proceedings of the Fourth International Conference of the Learning Sciences (ICLS 2000). [49] Quintana, C. & Luchini K. 2002. From Desktop to Handheld: A Learner-Centered Design Approach to Developing Software that Scaffolds Learning Across Platforms. Tutorial Notes 2 of Fourth International Symposium on Human Computer Interaction with Mobile Devices. [50] Raudaskoski, P. 2001. Interactivity as it happens: Interactions at and with computer and television media. — Available online (checked 18 November 2002): http://www.vrmedialab.dk/projects/mmih/pub/itv-article.doc [51] Rauste-von Wright, M. 1997. Opettaja tienhaarassa: konstruktivismia käytännössä. Atena, Juva. [52] Russell, G. 2000. School education in the age of the ubiquitous networked computer. Technology in Society 22, 389—400. [53] Sahlberg, P. & Leppälampi, A. 1994. Yksinään vai yhteisvoimin — yhdessä oppimisen mahdollisuuksia etsimässä. Helsingin yliopisto, Vantaan täydennyskoulutuskeskus, Yliopistopaino, Helsinki. [54] Shavina, L. V. 1998. Interdisciplinary innovation: psychoeducational multimedia technologies. New Ideas in Psychology 16, 189—204. [55] Stigel, J. 2001: Aesthetics of the Moment in Television. Actualisations in Time and Space. — In Agger, G. & Jensen, J. F. (eds.) The Aesthetics of Television. Media & UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 63 FiTV: EDUTAINMENT [56] [57] [58] [59] [60] Cultural Studies 2. Aalborg University Press, Aalborg. 25— 52. Tietoyhteiskunta-asiain neuvottelukunta. 2000. Suomi tietoyhteiskuntana. Tietoyhteiskunta-asiain neuvottelukunnan raportti hallitukselle 14.6.2000. Toiskallio, J. 1988. Ihmisen kasvu ja kasvatus. WSOY, Helsinki. Tynjälä, P. 1999. Oppiminen tiedon rakentamisena: konstruktiivisen oppimiskäsityksen perusteita. Kirjayhtymä, Helsinki. Ulkomaalaiset ja siirtolaisuus. 2000. Tilastokeskus, Helsinki. Underwood, J. 2002. Language Learning and Interactive TV. — Available online (checked 18 November 2002): http://www.it.bton.ac.uk./staff/jfm5/FutureTV/WorkshopCAll.html [61] Vaherva, T. 1998. Arkipäivän oppiminen. Kirjastopalvelu, Helsinki. [62] Varila, J. 1990. Monimuoto-opiskelija avoimessa korkeakouluopetuksessa. Helsingin yliopiston Lahden tutkimusja koulutuskeskus. Tutkimuksia 1. [63] Walldén, S. 1992. Tietokoneavusteinen opetus lukutaitoisille koulutulokkaille. Master’s Thesis, University of Tampere, Department of Education. [64] Walldén, S. 2000. Digitaalitelevisio(ide)n kehityksen ja käytettävyyden pohdintaa. — Teoksessa Kohti yksilöllistä mediamaisemaa, TEKES, Julkaisuja 98/2000. Helsinki. 47—64. — Available online (checked 14 January 2004): http://www.tekes.fi/julkaisut/Mediamaisema.pdf [65] The WebQuest Page. — Available online (checked 18 November 2002): http://webquest.sdsu.edu/ UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 64 FiTV: EDUTAINMENT Appendix 1: Educational television programs in some countries Nordic countries 15 http://www.ur.se/ur/frameset.html 16 http://www.nrk.no/kanal/undervisning/ skole/ 17 http://www.nrk.no/kanal/undervisning/ 18 http://www.nrk.no/programmer/tv/ kunnskapskanalen/ 19 http://www.dr.dk/undervisning/ In other Nordic countries, the status of educational programs closely resembles that in Finland. Educational television and radio programs have augmented material in other media related to them. Swedish Utbildningsradio (UR)15 has long been the leading producer of educational material in Sweden. It has a project, Mediebiblioteket, for storing in digital form all video, audio and text material, which is broadcast so that they would be available anytime for everybody. The Norwegian television broadcasts educational material for formal education in schools16 and in Open University17. Informal education is supported in the so-called Knowledge channel (Kunnskapskanalen)18, which broadcasts, for example, lectures on various topics. In Denmark, the educational programs19 are divided into the following topics: work, history, all-round education, children and family, culture and media, world, programs for primary schools, environment, and society. Britain 20 http://www.bbc.co.uk/learning/ 21 http://www.bbc.co.uk/learning/ library/health.shtml 22 http://www.granada-learning.com/ Traditionally, the British TV channels have been the leading producers of edutainment material (although the term “edutainment” is not commonly used). For example, the educational programs produced by BBC 20 cover a really wide area, both with respect to their topics and target groups. A good example of the width of the productions is the classification of the programs related to medicine:21 Addiction, Allergies, Alternative Therapies, Consumer Health, Cosmetic Surgery, Dental Health, Developmental Health, Disability, Diseases and Conditions, Emotional Health, First Aid, Fitness, Food and Diet, Genetics, Medical Ethics, Medical Science, Mental Health, Physiology, Sexual Health, and Reproduction. Among the privately owned channels Granada22 is the leading edutainment producer. In addition to the programs, Granada also produces other educational material, such as computer software and CD-ROMs. Channel 4 produces clearly less educational material that BBC and Granada, but on the other hand, its programs seem to use more entertaining material than the bigger companies. The web site of Channel 4 also contains various edutainment UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 65 FiTV: EDUTAINMENT 23 http://www.channel4.com/learning/ games.html games.23 A player can, for example, battle against the Spanish Armada with the help of her knowledge on history or to rescue the lost arc from a dangerous island. Germany 24 http://www.dradio.de/bildung/ 25 http://www.zdf.de/ZDFde/inhalt/ 0,1872,1020664,FF.html The outstanding producers of educational material in Germany are, for example, DeutschlandRadio24 and ZDF25. USA 26 http://www.cnn.com/EDUCATION/ The status of educational programs on the big US commercial channels is much more invisible than on the national channels in Europe. However, CNN has Education section26 with programs on world events and geography, science and technology, languages, fine arts and media, world history and government, economics and mathematics as well as health and life skills. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 66 FiTV: EDUTAINMENT Appendix 2: Examples of educational television programs Kapusta: a program on the Russian language Kapusta is a television edutainment program that familiarizes with the basics of the Russian language. Each episode is divided into subsections that introduce Cyrillic alphabet, some vocabulary, and phrases related to different communication situations. Learning is supported by repeating certain expressions and phrases a couple of times during the dialogue. Closeups of the actors’ faces are common. In a subsection called ‘Kiikari’ (in English ‘Binoculars’), committing the words to memory is assisted by showing the words simultaneously both as a text and as a concrete object. The dialogue and story telling of the program are humoristic in nature. The educational goals of the program could benefit from little changes in representation. For instance, at the beginning of each episode a short introduction to forthcoming topics would contribute to the orientation of the learners. Likewise, at the end of each episode a brief summary would support piecing together the main issues of the content. Inducing parasocial interaction (see Chapter 3.2) between the viewer and the people in the program is based mainly on invitations to laugh while addressing the viewer through a gaze is rare. Carita Pintada: an edutainment program on the Spanish language Carita Pintada is a soap opera with Spanish subtitles for selflearning the Spanish language. As a program concept, it raises several questions. If edutainment is based on a drama, too strong narration may move the viewer’s attention from learning the language. Hence, the problem is to insert educational elements, like disposition, repetition and feedback, to a ready drama. Some authors have suggested (see [57]) that ready film material could be used more on learning languages. This contains the same problem as Carina Pintada: how to combine educational material and the drama? As a partial answer to these questions, we can list some minimal criteria for an educational program: at least weak (implicit) interaction, at least implicit feedback, delivers information, and contains repetition. Programs failing to fulfil these criteria can cause only accidental learning although they can be used to maintain knowledge of a language. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 67 FiTV: EDUTAINMENT Appendix 3: Examples of educational computer software Suomi-Seikkailu: an adventure computer game Original producer of the game: Monsterland (1997). Implementation in Finnish: Elävät Kirjat Oy. The educational point of the game is to teach geography of Finland. Story-wise, the goal in the game is to lead a search for a scientist called ‘Professori’. A player has three detectives who are under her control. She directs where and how they move and to whom they talk in different towns. The people the detectives meet in different places speak in dialects of the Finnish language. The primary educative content is stored in an archive where there are short descriptions about different places and areas in Finland. The player can also look for a certain topic in the archive through the table of contents. The player becomes acquainted with the map of Finland (and especially with certain towns of Finland) because the action happens mostly on the map. From the educative viewpoint, the main problem of the game is the fact that the user can play the game through without reading all the content of the information archive. In addition, the information is not structured very well in the sense that it includes more fractured information than thematic entities. From the standpoint of playability, the player’s actions and moves are quite restricted. This means that she can only select from a few predetermined alternatives what she wants to say or where and how she wants to move next. SimPuisto: a computer simulation Original production: Maxis, Inc. (1997). Editing in Finnish: Elävät Kirjat Oy. Implementation in Finnish: Trantex Oy. The basic idea of the game is to construct a diversiform nature park. A player acts as a park keeper who also has to recognise different North American species. The main parts of the application are simulation of the park, games for recognising species and voices of birds, a guidebook of the park including information about the fauna and flora, and a map including information about the population of the park. The package also includes a paper workbook that contains activities and exercises concerning nature. The essential element in keeping the player amused is her active role in creating and planning her own park. During the game, the guide called Risto speaks to the player, gives her advice about the game and tells some useful information about nature. This funny character is meant to entertain the UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 68 FiTV: EDUTAINMENT player but actually it seems to be more disturbing than amusing after the first performance. Besides offering information about nature and training in recognition of species, the educative role of the game relates to a problem solving and conceptualization of large entities as well as causes and effects within them. For instance, when the player selects plants that don’t belong to the type of nature in question, they will wilt sooner or later. Or, if the food chain in the park is incomplete, certain species can breed too much. Valtakunta: an interactive movie [unready] The producers: the Faculty of Theology at the Helsinki University and the Media Lab at the Helsinki University of Art and Design. The creation of the product started in 1997. A game that introduces social, cultural and political conflicts that happened within Hellenism, formative Judaism, emerging Christianity and the Roman Empire during the first century. In the game, the player encounters fictional characters who could have lived in Palestine during the times of New Testament. A virtual reality environment consists of photographic panoramas that have been shot in original locations in Israel. The story includes alternative story-lines and interchangeable narrative points of view. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 69 FiTV: EDUTAINMENT Appendix 4: WebQuest — a net edutainment idea A WebQuest is an inquiry-oriented activity in which some or all of the information that learners interact with comes from resources on the Internet, optionally supplemented with videoconferencing. There are at least two levels of WebQuests that should be distinguished from one another. The instructional goal of a short term WebQuest is knowledge acquisition and integration. At the end of a short term WebQuest, a learner will have grappled with a significant amount of new information and made sense of it. A short-term WebQuest is designed to be completed in one to three class periods. The instructional goal of a longer term WebQuest is extending and refining knowledge. After completing a longer term WebQuest, a learner would have analyzed a body of knowledge deeply, transformed it in some way, and demonstrated an understanding of the material by creating something that others can respond to, on-line or off-line. A longer term WebQuest will typically take between one week and a month in a classroom setting. WebQuests of either short or long duration are deliberately designed to make the best use of a learner’s time. There is questionable educational benefit in having learners surfing the net without a clear task in mind, and most schools must ration the students’ connect time severely. To achieve that efficiency and clarity of purpose, WebQuests should contain at least the following parts: 1) An introduction that sets the stage and provides some background information. 2) A task that is doable and interesting. 3) A set of information sources needed to complete the task. Many of the resources are embedded in the WebQuest document itself as anchors pointing to information on the World Wide Web. Information sources might include Web documents, experts available via e-mail or real-time conferencing, searchable databases on the net, and books and other documents physically available in the learner’s setting. Because pointers to resources are included, the learner is not left to wander through webspace completely adrift. 4) A description of the process the learners should go through for accomplishing the task. The process should be broken out into clearly described steps. 5) Some guidance on how to organize the information acquired. This can take the form of guiding questions, or UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 70 FiTV: EDUTAINMENT directions to complete organizational frameworks such as timelines, or concept maps. 6) A conclusion that brings closure to the quest, reminds the learners about what they’ve learned, and perhaps encourages them to extend the experience into other domains. WebQuests are most likely to be group activities, although one could imagine solo quests that might be applicable in distance education or library settings. WebQuests might be enhanced by wrapping motivational elements around the basic structure by giving the learners a role to play (e.g., scientist, detective, reporter), simulated personae to interact with via e-mail, and a scenario to work within (e.g., you’ve been asked by the Secretary General of the UN to brief him on what’s happening in the sub-Saharan Africa this week). WebQuests can be designed within a single discipline or they can be interdisciplinary. Given that designing effective interdisciplinary instruction is more of a challenge than designing for a single content area, WebQuest creators should probably start with the latter until they are comfortable with the format. Longer term WebQuests can be thought about in at least two ways: what thinking process is required to create them, and what form they take once created. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 71 FiTV: EDUTAINMENT Appendix 5: Usability of remote controller For controlling a digital television, we need new controlling operations. In a remote controller, this means new buttons. In addition to the normal number (0—9) and arrow (up, down, left, right) buttons and basic buttons (on/off, volume, etc.), a NorDig remote controller must contain the following auxiliary buttons: • a button for accepting the choices made (OK) • a button for returning to the previous state (Back) • buttons for starting the navigator (Navig), supertext television (Text-TV) and Electronic Program Guide (EPG) • four unfixed function buttons (red, green, yellow, and blue) • a button for starting the default application (App). Figure A1: A NorDig remote controller. Also the Finnish digital television requires remote controllers obeying this standard. A schema for NorDig remote controller is shown in Figure A1. In general, a remote controller should fulfill at least the following usability criteria [64]: • • • • it should fit in hand by its shape and form similar functions should be grouped together the form and naming of buttons should be simple buttons should be clearly separated because buttons lying too close to each other cause errors • buttons should be clearly raised up from the surface of the remote controller; this makes them easier to use than those embedded in the surface • labeling of buttons should be understandable (technical abbreviations or English words as labels may cause problems) • it should contain a single button (info), from which the user gets clear help for all operations of digital television. UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY 72 FiTV: EDUTAINMENT Appendix 6: Links to edutainment products • The Gamer’s Inn: http://www.gamersinn.com/library/edutainment/ • Broderbund: http://www.broderbund.com/ • Oregon Trail II: http://www-writing.berkeley.edu/TESL-EJ/ej08/mr1.html • Children Vets: http://www.e-cdrom.com/icanbeandoc.html • Amazon Trail II: http://www.e-cdrom.com/amtrailiibox.html • Yellowstone: http://www.e-cdrom.com/exyel.html • Soul City: http://www.bp.com/location_rep/south_africa/ soc_investment_progs/soul_city.asp • Hand-held computers and edutainment: http://www.stanford.edu/~jmanus/edhand/standalone_palms/ palms_as_educational_tools.htm • Sesame Street: http://www.sesameworkshop.com • Wishbone (the web site of the educational television series for elementary school-age children): http://www.pbs.org/wishbone/ • FunBrain.com: http://www.funbrain.com/ • Kids Web Japan: http://www.jinjapan.org/kidsweb/index.html • Prongo.com: http://www.prongo.com/ • Active Worlds: http://www.activeworlds.com/ • Walking with Dinosaurs: http://www.bbc.co.uk/dinosaurs/ • The WebQuest Page: http://webquest.sdsu.edu/ • Design of Instructional Computer Simulations: http://www.uiowa.edu/~c07w245/ • Channel 4: http://www.channel4.com/learning/games.html UNIVERSITY OF TAMPERE HYPERMEDIA LABORATORY Layout and edited by Simo Kaupinmäki