HOW TO MAKE COURSEWARE FOR SCHOOLS INTERESTING: NEW METAPHORS IN EDUCATIONAL MULTIMEDIA. M. Morozov PhD, head of Multimedia Systems Laboratory Mari State Technical University morozov@marstu.mari.ru Abstract Educational CD-ROMs should be not less interesting and attractive for children than numerous computer games. The approach offered by the authors allows to reduce the existing gap between educational and game CD-ROMs. It is achieved due to the new spatial metaphor for user interface and by using an effective design method of multimedia courseware. The main idea of metaphors for educational multimedia environment is a screen of the computer being not a representation of a book page, but "a window to the new world". Because of complexity and richness of information model, development of educational CD-ROM is based on application of script for the description of educational material and navigating information. The design method described in the paper allows to make the development of multimedia cost- and time effective. The approach presented can be used for creating new generation of "three-dimensional" educational multimedia CD-ROMs. 1. Introduction Multimedia technologies have proved to be useful in school education. Giving different effective means for presentation of the educational material in a combination with interactivity, multimedia provides a qualitatively new level of the learning process. As the hardware and software tools have become more powerful, visual organization of multimedia environment essentially changed. The increased performance of the 3D graphics allows to pass from the traditional electronic textbook with hypertext or hypermedia pages to an interactive educational environment based on a spatial metaphor [1]. In the process of development of this educational environment the project team comes across a number of difficult tasks: design of a simple and intuitively appealing 3Dinterface in which educational material is visually combined with navigation tools; A. Markov researcher, Multimedia Systems Laboratory Mari State Technical University mai@marstu.mari.ru implementation of software for 3D graphics, animation and virtual reality integrated with other multimedia components; determination of information organisation of interactive educational multimedia and forms of learning material presentation. The solution of these tasks is shown on the example of award-winning educational multimedia CD-ROMs developed for the school course of Chemistry. 2. Metaphors in educational multimedia In the educational multimedia the metaphors map a familiar object or process to a target system so that students can learn, use, remember, and enjoy the system more quickly, effectively and completely [2]. The use of metaphors considerably reduces the perceived complexity of user interface. It was only natural choice for the book to be one of the main metaphors in interactive learning environments for a long time [3]. Due to limited hardware possibilities of computers only the visual representation of the text and graphics was possible. Besides the instructional designer and subject specialist used a book as a convenient and usual way for presentation of knowledge. The growth of computer power allows authordevelopers to involve more expressive media than text, such as a three-dimensional graphics and virtual reality. This obviously can lead to the use "of more spatialized user interface metaphors and a more spatial conception of the overall user interface. As mankind is a species used to live in a spatial environment it indeed makes sense to use a spatial concept for the overall user interface" [4]. In the recent years, many spatial metaphors have been chosen in educational multimedia applications, such as classrooms, buildings, cities, museums and others. However, often in this multimedia system 3D metaphors are presented to the user simultaneously with desktop metaphors based on a two-dimensional model. Sometimes, such mixed metaphors can lead to confusions and information overload of learners. The main idea realised in the metaphor for interactive educational multimedia for the school course of Chemistry is a screen of the computer being not a representation of a book page, but "a window to the new world". So learners look not at a flat surface of the screen of the monitor but look through the glass of the screen like through a window to a new spatial world of knowledge in which the images of real objects act equally with virtual models. "The new world" is a three-dimensional world where all information objects have a shape and behaviour. Every object has own behaviour determined by its appearance and functionality. Certainly, the real world is inconceivably various and the number of objects with their possible behaviour is unlimited. Therefore alongside with a general metaphor of "the new world" there is required as the choice of a particular metaphor for visual space of the screen (backside to the “window”) so the choice of elementary metaphors for every object of this space. Thus, a hierarchy of spatial metaphors should be created [5]. information objects - educational material in the form of texts, graphics, animations, videos, audios and elements of virtual reality; identifiers of current location in hyperspace: titles of chapters, screens, modes of learning; navigational tools- transition buttons, maps, menu; service objects - buttons of sound control, help etc. According to the accepted general metaphor all the spatial objects must have a shape and dynamic behaviour not only functionally correlating with the appearance of the objects, but also depicting their role in the interface. As the cursor moves over all navigational and service objects, these objects begin "to stir" to produce a small visible movement. "Crystals" (buttons to go educational fragments forward and backward) and pointers of educational modes (“Tests”, “Experiments”, “Learning”) rotate and the service objects "speaker" and "mouse" oscillate. Then all the information objects and the identifiers of current location display the dynamic behaviour only when educational environment is being changed. The blackboard, the laboratory desktop and the periodic table of the chemical elements move from the background to the foreground of the stage if required. The table of the elements is used for the introduction of properties of the chemical elements, and the laboratory desktop - while making of experiments. The components of the educational information presentation (formulas, graphics, animation, text) as a rule have 3D representation and they are perfectly positioned in visual space of the “stage”. Figure 1. Metaphor of a Theatre As a particular metaphor for design of the CD-ROM "General and inorganic Chemistry" and the CD-ROM "Organic Chemistry" there was selected a metaphor of theatre. In the book "Computer as Theatre" [6] Brenda Laurel describes the interaction between the user and the computer by using “theatre” as the metaphor and explanatory model. On the contrary we use the theatre in our own way: as metaphor for a place of the spatial world to be presented. As shown in the introduction of the multimedia courseware the learner finds himself in an unusual theatre of Chemistry where the performance is going to take place. The curtain opens and the information objects necessary for the representation of the educational material appear on the “stage”. The information objects, which form visual space of every scene, can be grouped into four main categories: Figure 2. Interface of multimedia courseware. The integration of information objects within the only spatial metaphor facilitates interaction of the students with the electronic form of representation of the educational material. Unlike the traditional text-graphical representation the spatial form of educational environment stimulates imagination and processes of visual thinking, ensures multimodal perception of an educational material. 3. Information structure of the CD-ROM While creating educational multimedia CD-ROMs the authors have to solve an extremely complex task: to provide a maximum simplicity and transparency for educational material organisation and to keep utmost information richness of the courseware One of the ways to solve this problem is to limit modes of educational material representation and the number of navigational tools. In this case the learners having learned the features of the CD-ROM’s interface will not be distracted by it any more and will concentrate all their attention on the content of the educational information. Taking it into account, in the CD-ROMs "Chemistry" three educational modes with the limited structure of navigation tools and information representation are used: Learning - a basic mode in which the educational information is organised as a three-level hierarchy; Tests - a complex of questions for testing the learners’ knowledge; Experiments - models of chemical experiments. integrated forms. For example, for description and analyses of chemical reactions "the sounded formulas" are used in which the reading aloud the formulas is accompanied with colour marking of appropriate reagents. For demonstrating 3D organic molecular structures "the virtual structures" are presented by means of virtual reality tools. The convenience of navigation along a linear sequence of educational fragments is also ensured by a "preview" system when one before passing on to the next fragment can view its “thumbnails”. Despite the wide variety of questions in the "Tests" mode it is possible to use only two format for the choice answer: "radio buttons" - for multiple-choice questions and "Drag and Drop" for others. The similar navigational interface is used in the "Experiments" mode of the multimedia courseware. The information organisation of multimedia system with such a complicated structure is based on using the graph of transitions (Fig. 3). The nodes of the graph set all possible states of presentation and the arcs determine possible transitions from the state to other. Each state is determined by the information, which is represented in visual and audio forms. Every moment the system is in some state from which there are one or several transitions to other states. Our approach in application of the graph of transitions permits easily modification of the behaviour of navigational tools and so to simplify essentially the design process. 4. Script approach for development of educational CD-ROM Figure 3. Graph of transitions Every mode arranges a standard set of graphic forms for representation of information. Besides the forms of representation of usual multimedia components (the text, graphics, animation and video) there are series of Development of interactive multimedia with complex information structure based on spatial metaphors is a complicated and expensive process. How can such project be implemented in conditions of a limited budget typical for the educational systems? There are two principal approaches to development of multimedia CD-ROMs. The first and the most spread one is the use of authoring systems for organisation of multimedia presentations, such as Macromedia Director or Asymetrix's Multimedia Toolbook. This approach allows to create high-quality multimedia courseware fast and at low expenses, but the choice of presentation tools is limited by features of the authoring system. Besides it is very important to take into consideration that the creation of 3D graphics pictures and animation for spatial interface is very expensive. And as a rule, such tools are not included in authoring systems. The second approach is based on direct programming of multimedia software by using a high-level language, for example C ++ or Visual Basic. Ensuring full freedom in programming and visual organization of multimedia presentation to the developers, on the contrary, this approach is expensive and requires much effort. For development of informationally and visually rich multimedia software for a school course of Chemistry the third approach was proposed. It is based on the use of special script languages for description of navigational information and presentation structure of educational content . This method of development is somewhat similar to the one used in authoring systems based on script paradigm. However, the fundamental difference is that now at a script level only the structure and specifications of presentation (attributes of graphics, hotspots, synchronisation, etc.) are described for objects stored as files of multimedia database. All presentation abilities and the information organisation of multimedia software are still programmed in the high-level language C++ that ensures complete creative freedom for developers. The project implementation is changed accordingly. The programmer develops an engine of the multimedia system, a set of presentation modules and software for script handling. At the same time other staff members can be engaged in filling of scripts for content. From those developers only the knowledge of simple syntactical rules of script writing is required. For every educational mode of the CD-ROM ("Learning", "Tests", "Experiments") there used their own scripts with functionally oriented syntax. The scripts are compiled to binary files, which are analysed during the presentation of multimedia courseware. The design method described above allows to make the development of multimedia cost- and time effective. 5. Conclusion Educational CD-ROMs should be not less interesting and attractive for children than numerous computer games with perfect 3D graphics and a thrilling story. But it is extremely difficult to achieve it, because the development of such games requires huge financial resources. The approach offered by the authors allows to reduce the existing gap between educational and game CD-ROMs. It is achieved due to the new spatial metaphors for user interface and by using an effective design method of educational multimedia. The main idea of the spatial metaphor for interactive educational multimedia for the school course of Chemistry is a screen of the computer being not a representation of a book page, but "a window to the new world". As a particular metaphor for organisation of multimedia environment was chosen the metaphor of theatre with all appropriate attributes: the stage with visual educational content, side-scenes, a curtain, etc. For presentation of educational materials in addition to traditional multimedia components, the new integrated forms ("the sounded formulas", "virtual structures", "flowers" etc.) are used. Because of complexity and richness of information model CD-ROM its implementation is based on application script for the description of educational and navigating information. The approach presented can be used for creating new generation of "three-dimensional" educational multimedia CD-ROMs. References [1] W.M. Cates, Designing Hypermedia Is Hell: Metaphor's Role in Instructional Design, In Proceedings of Selected Research and Development Presentations at the 1994 National Convention of the Association for Educational Communications and Technology Sponsored by the Research and Theory Division, 16th, Nashville, TN, February 16-20, 1994, pp. 95-108. [2] T. Erickson, “Working With Interface Metaphors”, The Art of Human-Computer Interface Design, edited by B. Laurel, Addison Wesley Publishing Company Inc, Reading, Massachusetts, USA, 1990, pp. 65-73. [3] P. Barker, “Electronic Books and Their Potential for Interactive Learning”, Proceedings of NATO Advanced Study Institute on Basics of Man Machine Communication for the Design of Education Systems, Volume 2, Eindhoven, Netherlands, August 16-26, 1993, pp.151-158. [4] Dieberger, A., On Navigation in Textual Virtual Environments and Hypertext, PhD thesis, Vienna Universtiy of Technology, 1994. [5] Kuhn, W., "Handling Data Spatiality: Spatializing Use Interfaces", In Proceedings of 7th International Symposium on Spatial Data Handling, SDH'96, Advances in GIS Research II, (Kraak, M.J., & Molenaar, M., eds.), in Delft, The Netherlands, August 12-16, 1996, Published by IGU, 1996, Vol.2, pp. 13B.1-13B.23. [6] Laurel, B., Computers as theatre, Addison-Wesley Inc, New York, 1993.