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5-1-1992
A guide to computer-based training for the graphic
arts industry
David E. Pease
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Recommended Citation
School of Printing Management and Sciences
Rochester Institute of Technology
Rochester, New York
Certificate of Approval
Master's Thesis
This is to certify that the Master's Thesis of
Davi dE.
Pease
With a major in
G
rap hie Art s Pub
1
ish i n
9
has been approved by the Thesis Committee as satisfactory
for the thesis requirement for the Master of Science degree
at the convocation of
May, 1992
Date
Thesis Committee;.
Thesis Advisor
Graduate Program Coordinator
A Guide to Computer-based Training
for the Graphic Arts Industry
by
David E. Pease
A project submitted in partial fulfillment of the
requirements for the degree of Master of Science
in
the
School of Printing Management and Sciences in the College
of Graphic Arts and Photography of the
Rochester Institute of Technology
May 1992
A Guide to
Com~uter-based
Training
for the Graphic Arts Industry
Executive
Summary
Industry
in
theUnited
States is
facing
one ofthegreatesthurdles
of alltime,
thatofretraining
its
workforce.
The
printing
industry,
in particular,
faces
acontinuing lack
of experienced andknowledgeable
people.It
has
begun
cooperativeeffortstoretrain workersin
thebasic
skills neededtorun aprinting
operation.Subjects like basic
math, accounting, writing,
and sciences round outthe curriculum.Also
onthescene are entrepreneurialtraining
firms.
Off-site
training typically
goesfor
$250-350
per person perday;
theon-siteinstruction
goesfor
$400
and up.And
then thereareoptionslike
computer-basedtutorials.A firm in San Francisco
ships ananimatedlesson
on chokes and spreadstodesktop
publishersfor
$20.
The demand
for
thispackaging
ofinstructional
materialhas
been high. But is it
effective?Ever
since computers arrivedin
businesses
andinstitutions
ofhigher
learning,
peoplehave
been
trying
toassessjust
how
helpful
they
really
are.In measuring
theinstructional
finesse
of computersin
theclassroom,
thereis
no exception.Exhaustive
studieshave been done
aroundthe
world,
eachreaching debatable
conclusions.So
therehas been
atoss-up
in
academic circles andin
themedia"Do
computers enhancelearning? If
so,
how
much?"
Researchers
received grants and wentto work,quantifying
theeffectsofcomputer-basedinstruction
on everyoneform
grade-schoolchildrentocollege students.After statistically
examining hundreds
ofindividual,
controlledstudies,they
reached somemeaningfulconclu sionsin
support of computer-basedteaching.In
general,achievement ofthe average studentdid
notincrease
dramatically
as a result of computer-basedteaching.Students in
the50thpercentile on exams reachedthe
65th,
or neartoit. Researchers have
found,
however,
that theuse of computer-based
instruction
reducesthe timeneededfor
learning,
usually
by
afactor
of33
percent.Other benefits
realized areimproved
student attitudetowards thematerialtobe
learned
andtowardscomputersin
general.Computer-based
training
has
thepotentialtolower
training
costsby
reducing
the timeneededfor instruction. It
is
also easier andless
expensivetomailadisk
toremotelocations
thanit is
anindustrial
trainer.So why
nothop
onthebandwagon
asit just
startstoroll?Multimedia
computers and great software packages areonthemarket,
ready
tobe
usedfor
training
applications and even presentations.
Although
thesepossibilities are nowbecoming
reality
acrossthecountry,
mostfirms
do
nothave
theprogramming
orteaching
expertisetobuild
computer-basedtraining
modulesin-house. Unless
afirm has
theequivalent of a graphicdesigner,
aprogrammer,
aninstructional
designer,
extratimeand extramoney,
it's
notready
to take theplungeinto development.
A little
extraknowledge
can go along
way
whenit
comes to theacceptance of a new mediumthatcould
positively
impact
theprinting industry. The
following
pages explainconcepts,
models,
andbasic
ingredients
ofcomputer-basedtraining.While
some members oftheContents
1.0
Training
needs and solutions1
1.1 Current
state oftraining
in
theprinting
industry
1
1.2 An interactive
approach2
1
.3Time
andmoney
3
1.4 Future
applications of computer-basedtraining
4
2.0
Effectiveness
of computer-basedtraining
6
2.1
Quantifying
benefits
and returns6
2.2
Meta-analysis
7
2.3
Study
results8
2.4
CBT
and college-level students11
3.0
Essential Elements
ofCBT
13
3.1
Examining dialog
13
3.2 Student
response15
4.0
Types
ofCBT
17
4.1 Tutorials
17
4.2 Drills
18
4.3 Simulations
19
4.4 Games
21
5.0
Producing
computer-basedtraining
22
5.1 A
teameffort23
5.2 Eight
stepstofollow
23
5.3 Harvard Law School
example24
5.4
Preliminary
evaluation25
6.0
Software
andhardware
requirements27
6.1
Authoring
software27
6.2
Macintosh-based
software28
6.3 DOS-based
software29
6.4 Hardware
requirements30
6.5
Pre-configured
solutions31
7.0
Empowered,
but
enabled?33
8.0
References
andsources cited34
Appendix I: Multimedia
training
resourceguide36
Appendix II: Interface
guidelines38
Training
Needs
&Solutions
1.0
Training
needs and
solutions
It
appearsthat
nearly
allhas been
said andlittle has been done
aboutthecurrentdearth
oftraining
programsimplemented
in
the
American
graphic artsindustry. With increased
competition
from
abroad andrapidly
changing
printing
and pre-presstechnologies,
nowis
notthe
time
for
a short-rangestrategy for
doing
business. The opportunity
now existstoinvest
in
the
workforce.
Technology
aloneis
notenoughtoguaranteeefficiency
andquality in
the
future.
Consider
the
following:
"According
toa1989 survey
of commercialoffsetprinters conductedby
theNational
Assn.
ofPrinters
andLithographers
(NAPL)
andAmerican Printer
magazine,
morethanone-third of800
respondentsbelieve
that theskills problems ofthegraphic artsindustry
areseriousorvery
serious;
74
percentbelieve
they
have
abasic
skillsproblem;
and63
percent could pointtoa specificnegative eventoccurring in
theirplants attributabletopoorbasic
skills.Add
these
grimfindings
todemographic
studiesindicating
that75
percent ofthe people whowillbe in
theentireU.S.
workforce in
theyear2000
arealready
working,andtheneedtocorrectthisseriousproblem, andsoon,
becomes
evenmore
apparent"
(Ferris
1991).
1.1
Current
state oftraining
in
the
printing
industry
The NAPL's 1991
report,
The State of
Training
Programs in
thePrinting
Industry,
concludessaying "While
some printersareextensively involved in training,
overall, the graphicartsis
still anindustry
in
whichaminimum oftraining
is
providedat aminimumof
cost"
(Arajas 1991). It
appearsthatwiththeonset ofcost-cutting,
especially in
these tougheconomictimes,
training
considerationsarethefirst
thing
togo.A
better
educated anddedicated
workforce may be
spokenof as anecessity for
doing
business in
the90s,
but
themeans ofgetting there,
timeandmoney
spentre-educating
employees,is
viewedasanexpendable
luxury. Even if
acompany does implement
training
programs,
chances are slimthatthe
company
realizesthebenefits:
"Only
4
percentofthosesurveyed[by
theNAPL]
useperformance measurementsof somekind
toevaluatetheeffectivenessoftraining
andbasic
skillsprograms"
Training
Needs
&Solutions
Already
industrial
trainers,
consultants and software expertshave
arrived onthesceneto
meet
the
instructional
needs ofthe
printing
andpublishing
industry. Off-site
training
programstypically
gofor
$250-350
per person perday.
On-site
tutoring
costs$400
andup
perday
(Cohen
andMoonitz
1991).
Yes,
theexpense oftraining
is
high,
but
thelonger-term
costs ofdoing
withoutit
are even greater.Arriving
at a morecommunalsolution,
theNAPL has recently
introduced
its Carl Didde
WorkPLACE
to
address workerdeficiencies
in
theprinting industry. The four-part
program
tackles
on-the-job mathcomputations, communications,
graphic artsprocesses,
and criticalthinking/problem solving.
The
programhas been
well-received sofar,
but
aswe all
know,
classroom-styleinstruction
isn't for
everyone.Training
videos arebeing
producedby
otherfirms
toaddress some of these needs.1.2
An interactive
approachIt
may
only be
a matter oftime
before industrial
trainers
teamgraphic artscompanies'
Macintoshes
andPCs
withinstructive
curriculato
better
showphysical,
chemical and evenmathematical processes and procedures.
Instead
ofdelivering
lessons in
a classroomsetting,
some companies areletting
workers"discover"
toughconcepts
themselves
withalittle
help
from
pre-programmedlessons
andinteractive
simulations,
tutorials,
games,
drills,
andtests
madefor
thecomputer.Those
in
thefield
callthiscomputer-basedtraining
(CBT).
Xerox recently
created aninteractive
gameto
teachcustomers,
techniciansand othershow
touse a new
copier,
according
toinstructional designer Michael
Yacci, Ph.D.,
ofRIT. The
benefits
ofthisgameto
Xerox
include efficiency in
teaching.The company
cantutormany
people
in
widespreadlocations how
touse agivenmachine,
but
thelesson
only
has
tobe
created anddelivered
once.The
costs associatedwiththis typeoftraining
decline
thelonger
a systemis
in
use andthemorepeopleit
addresses.With
CBT,
studentsdon't necessarily learn lessons better.
They
may,
however,
learn
lessons
in
less
timeandusing fewer
resources.These
economies aredocumented in
otherindustries
airlines'flight
simulators arethemost obvious example.Crashing
a simulatorTraining
Needs
&Solutions
may
be
practiced.Flight
conditions canbe
controlled and changed one variable at atime tofocus
on problem areas.These
instructional
technologies
have been
largely
proprietary up
tonow.Wealthy
companies
have had
the
capital and expertisetohone
theirownworkers'
skills,
adding
toacollective competitive advantage.
Perhaps
companieswilling
tocontributetoprograms suchas
the
Carl Didde WorkPLACE
willfind
valuein supplementary CBT
modulesthatcouldalso
be
industry
associationinitiatives
benefiting
many
companies.Costs,
ofcourse,
wouldbe
spreadamong
associationmembers,
reducing
theper person expense oftraining.1.3
Time
andmoney
Computer-based
training
allowsfor better-than-real
worldlearning
conditions.With CBT
training,
photo polymerization couldbe
simulatedin
slowmotion,
ink/water
emulsionscould
be
studied atthemolecularlevel,
estimating
scenarios couldbe
played withoutaggravating
clients,
and webtensioncouldbe
regulated withoutstarting
thepress.CBT
makesthe
invisible
visible,
slows and acceleratestime,
and allowsfor
theimmediate
isolation
of variablesin
complex systems.But
it
all costsmoney
andtakes time tocreate.Xerox's
instructional
game,
previously
described,
tookabout1,300
hours
ofteamworktocreate one
hour's
worth ofgame.It
was avery
complexgame atthecomputercodelevel,
according
to
Yacci. Average
computer-basedtraining
applications emergeattherate of400
development
hours
toonehour
offinished
product.Of
course,
themoney
spentvariesfrom
applicationtoapplication.The
good newsis
thatnewdesktop
computers andsoftwarearemaking it
possibletocreatequality interactive
training
modules,using
multimediatools,
atthehome
office.Microsoft
Corporation's
newMPC
standardfor
incorporating
sound,CD-ROM,
and video andApple
Computer's Quicktime
system extensionbring
far-reaching
capabilitiesto themassesfor
relatively Utile
money."Often
whenwe thinkof[multimedia],
weimagine
brightly
colored geometric shapes andtext
whizzing
across computerscreensto thesoundof canned music eyecandy
thatultimately leaves
ushungry
for
moreinformation. But
thepromise of multimediais
moreTraining
Needs
&Solutions
electronic
document,
true
multimediaimplementations
demand
participation onthe
part ofthe
operator.That
interactivity,
orrelationship
between
[user]
andcomputer,
separatesmultimedia
from
movies andMTV.
It
enables usto
learn
andgatherinformation
throughnatural,
non-linearpaths,
making
multimediatechnology
an exceptional communicationtool"
(Frenkel 1991).
Pixel Ink
Consultants
in San
Francisco
recently
embarkedonits first
multimediajourney
toaddressthepre-press
training
needs of printers and servicebureaus
whodesire
cost-effective
tutoring
oftheir
clients.At
$20
perdisk,
Pixel Ink
provides a"Spreads
&
Chokes"animated
tutorial that
plays onany Macintosh. The
program occupies1.7 MB
(compressed)
on a standard800K floppy.
Pixel Ink
Consultants,
atwo-man
teamof prepress
expertise,
and a computer graphics animator producedthelesson in-house.
According
to
one ofthepartners,
Hans
Hartman,
theirprojecthas been
well-receivedby
both
industry
andthepress.After
several magazine mentionsthiswinter,
Pixel Ink has
been
selling
about30 disks
perday.
1.4
Future
applications
ofcomputer-based
training
Interactive,
computer-basedtraining
couldhave
alegitimate future in
thegraphic artsindustry,
which should experienceincreasing
automationin
thenearfuture.
"Training
operators of
complex,
predominandy
automateddynamic
systems[as in
pressroommachinery]
is
achallenging
problem.The
risks andcomplexity
of such systemslimit
theeffectiveness of on-the-job
training;
conventional classroominstruction
with printed andaudio-visual media
fails
tocapturetheessential elements requiredtosupervise acomplexsystem
in
realtime.There is
agrowing
sensethatcomputer-basedintelligent
tutoring
systems
(ITS)
offer a much neededalternativelearning
environment.Ideally,
anITS
provides one-on-one
instruction,
apprenticeship-stylelearning
(without
therisks
oftraining
ontheactual
system),
and greatertolerancefor
error styles(Mitchell
andGovindaraj
1991).
Before any
teamof softwaredevelopers,
instructional
designers,
animators,
graphicdesigners,
and writerstacklesuchaproject,
theprinting
industry
is going
towanttoknow
Training
Needs
& SolutionsEffectiveness
ofcomputer-basedtraining
2.0
Effectiveness
of
computer-based
training
Ever
sincethe
late 1950s
when computers startedbeing
usedin any kind
oftraining
orin
aclassroom
learning
environment,
educatorshave been assessing
themerits ofthesesystems.
Educators
and researchers aroundthe
globehave
writtenhundreds
of reports andstudies onthemerits and shortcomings of computer-based
instruction,
eachwithits
ownexperimentalconditions.
Since
1965,
theU.S. Office
ofEducation
andtheNational
Science Foundation have funded hundreds
of computer projectsin
education.The Exxon
Foundation,
theSloan
Foundation,
otherfoundations
and numerous computer andsoftware companies
have
poured millionsinto
thedevelopment
of computer-basedteaching
and
learning
(Kulik,
Kulik,
andCohen 1980).
In
somecases,
theuse of computer-basedteaching
has
been vehemently
resisted."The
reluctance of
teachers to
usetechnologicaldevices
is
due
atleast in
parttouncertainty
aboutthe
effects oftechnology
onlearners. Opponents
oftechnology
arguethatit
stiflescreativity,
rewardsconventionality,
and encouragesroteperformance.Advocates,
ontheother
hand,
arguethat
technologicaldevices
free learners from
lockstep
instruction.
They
claimthat
technology
canhelp
learners
moveattheir own rates throughcurricula suitedtotheir
ownneeds"
(Kulik,
Kulik,
andCohen 1980).
2.1
Quantifying
benefits
andreturnsIt has been difficult for
anyonetosay, conclusively,
exactly
whatbenefits
shouldbe
expected
from
a computer systemthat teachesstudents.There
stillis
nostandardmethodology
whenit
comestoevaluating
ateaching
system.Each sponsoring
organizationhas its
own objectiveswhenit
comestofunding
computer-basedinstruction
projects.But
there
have been
enough studiesmeasuring
thesame resultstomake general statementsaboutcomputer-based
instruction. This has
enabled researchersin
thefield like James
Kulik,
Chen-Lin
C.
Kulik,
andPeter Cohen
toembark ona series ofin-depth
researchprojects,
referredto
asmeta-analyses, whichquantify benefits
ofthese
teaching
andtraining
tools.Some
oftheseimportant
meta-analyseshave been
made possiblethroughgrants
by
theNational Science Foundation.
After reading
throughhundreds
of pages of statistical analysis and experimentalEffectiveness
ofcomputer-basedtraining
classroomor
in
atraining
situationhas
certain measurablebenefits. The
first
is
that computer-basedinstruction
does
not make anearth-shaking difference in
achievementcompared
to
normal classroominstruction
when students aretested
on material andthen
retested.
Often,
there
is
animprovement
with atestgroup
that
has
participatedin
computer-based
instruction,
but it
is statistically
smallusually
less
than0.3
standarddeviation
units.
Secondly,
computer-basedinstruction
significantly
reducesthe timeneededfor
learning.
Lastly,
computersutilizedin
teaching
have
a smallbut
positive effect ontheattitudes of students
toward the
subject matterthey
are studying.There
arethree
studies worthexamining
if
quantitative and qualitative proof ofthebenefits
ofcomputer-based
instruction is necessary
to
pushforward
aCBT
project.Actually,
thereare
many
involved
studiesthat
would suffice as credibledocumentation (which
are notedin
these
studies'references),
but
these threeare a good placetostart;
they
mightfulfill
mostpeople's needs.
The
meta-analyses are asfollows: "Effects
ofComputer-based
Teaching
onSecondary
School
Students,"Kulik,
Bangert,
&
Williams,
Journal
of
Educational
Psychology,
75:
19-26, 1983;
"Instructional
Technology
andCollege
Teaching,"
Kulik,
Kulik &
Cohen,
Teaching
of
Psychology,
7:
199-205, 1980;
and"Effectiveness
ofComputer-based
College Teaching: A Meta-analysis
ofFindings,"Kulik,
Kulik &
Cohen,
Review of
Educational
Research,
50:
525-544,
1980.
2.2 Meta-analysis
Meta-analysis
is,
essentially,
theanalysis of analyses.The
termwasfirst
usedby
G. Glass
in 1976
to
describe "the
statistical analysisof alarge
collection of resultsfrom individual
studies
for
thepuipose ofintegrating
findings. Researchers carrying
out a meta-analysislocate
studies of anissue
by
clearly
specified procedures.They
characterizefeatures
ofthe
studies and
study
outcomesin
quantitativeor semiquantitative ways.Finally,
meta-analystsusemultivariate
techniques
todescribe findings
andrelatecharacteristics ofthe studiestooutcomes"
(Kulik,
Kulik
andCohen 1980).
"When
studies of anissue
runinto
thehundreds,
andfindings
arediverse,
reviewers oftensee what
they
wishin
thecollected results.The
useof quantitative methods and statisticaltoolssomewhatconstrains areviewer's
fancy.
By
applying
toa collection of resultstheEffectiveness
ofcomputer-basedtraining
the
meta-analystis
ableto
draw
reliable,
reproducible,
and generalconclusions"
(Kulik,
Kulik,
andCohen 1980).
2.3
Study
results
In
the
meta-analysis of studies performed onsecondary
schoolstudents,
researchershypothesized
thatwhileit had been
establishedthatcomputer-basedinstruction significantly
aided
lower
gradelevel
studentsin
subjectslike
mathematics,
it may actually
getin
theway
of upper-level students.
"Kulik
(J.)
suggestedthatatthelower levels
ofinstruction,
learners
needthestimulation and guidance providedby
ahighly
reactiveteaching
medium.At
theupperlevels
ofinstruction,
ahighly
reactiveinstructional
mediummay be
unnecessary.
College learners apparently
profitfrom working
by
themselvesonproblemsbefore
receiving individual
evaluations andprescriptionsfor further
work"
(Kulik,
Bangert,
andWilliams 1983).
Why
setup
a pressroomsupervisoron aproblem-solving
computertutorialwhenamanual, workbook,
and conventional classroominstruction
wouldbe
moreeffective?Should
equipment manufacturersfor
the graphic artsindustry,
orany
industry,
further
pursue
interactive
training
programsfor
clients'
computers?
Kulik,
Bangert
andWilliams
selected51
studiesfor final
examinationperformance,performance onretentionexaminations,attitude towardsubject mattertaught
in
theexperiment,
attitude toward computers,attitudetowardinstruction,
andtimeneededtolearn. To quantify findings
ofthemany
studiestheseresearchersusedEffect Size
(ES),
defined
as"the difference between
themeans oftwo
groupsdivided
by
thestandarddeviation
ofthecontrolgroup (non-computer-based
instruction),"
for
comparison."In 39
ofthe48
studieswith resultsfrom
final
examinations,
studentsfrom
thecomputer-based instruction
(CBI)
classreceivedthebetter
examinationscores;
in 9
otherstudies,
students
from
theconventionalclass gotthebetter
scores.A
totalof25
ofthestudiesreporteda
statistically
significantdifference in
resultsfrom
theteaching
approaches.Results
of23
ofthesestudiesfavored
CBI,
andthe
resultsof2
studiesfavored
conventional
instruction.
. .By
using
theindex
ofeffect size(ES),
we were able todescribe
theinfluence
ofCBI
with greater precision.The
averageES implies
thatin
aEffectiveness
ofcomputer-basedtraining
Using
this guideline,
we seethat
studentsfrom
the
CBI
classesperformed atthe63rdpercentileon theirexaminationswhereas students who
only
receivedconventionalinstruction
performedatthe
50mpercentile onthesame examinations.Or
put anotherway,
63
percent ofthestudentsfrom
CBI
classes outperformedtheaverage studentfrom
thecontrolclasses"
(Kulik, Bangert,
andWilliams
1983).
Computer-based
instruction
excels atreducing
theamount oftimeneededto
learn
subjectmatter.
In
the
givenmeta-analysisofsecondary
schoolstudents,
only
twostudiesincluded
comparative
data
onthe amount oftimeneededfor
studentstolearn. "In
one ofthestudies,
students spent
135
minutes oninstruction
andstudy
whentaughtwithcomputers and220
minutes when
taught
in
a conventionalmanner"
(Kulik, Bangert,
andWilliams 1983). This
represents a
39%
savingsin
time.In
theotherstudy,
students spent90
minutes oninstruction
andstudy
withCBI
and745
minuteswhentaughtconventionally.The
88%
time
savingsis
great,
but may be
considered closertoan extreme case.Other
comparisonsincluded information
ontheattitudes of studentstowardthe coursematerial
during
the timeoftheexperiment,
toward themethod ofinstruction
andtowardscomputers.
In
general,
studentsin
theCBI
testgroup had
more positivefeelings
toward thesubject
matter,
computers andquality
ofinstruction. It
shouldbe
notedthat therewas nostatistically
distinct difference between
studentsin
thecontrol(conventionally
taught)
group
andthe
CBI
studentsin
theirattitudestowards thequality
ofinstruction.
Another facet
ofthissame analysis comparedyearsin
which studies were conducted.The
most recent studies showedstronger positive effects ofcomputer-based
instruction. Other
analyses
have
shown similar results.These
researchersbelieve
thatit is unlikely
that thestronger results can
be
attributedtoaswitchin later
yearstobetter
researchdesigns.
They
say
thatit is
morelikely
thatinstructional
technology
has been
used moreeffectively in later
years.
Perhaps
the abovefindings
shed somelight
onpossiblebenefits
of computerbased
instruction
for
individuals
whohave
reached asecondary
school-level of education.But
whataboutcollege-educatedemployees?
Do
thenumberschangefor
thosewhohave
attaineda
higher level intellectually? Would
they
benefit
from CBT
to thesameextent?Effectiveness
ofcomputer-basedtraining
10reproduction
theory
or"chokes
andspreads"
for,
say,
college-educatedgraphicdesigners
Effectiveness
ofcomputer-basedtraining
1 12.4 CBT
and college-level students
James
Kulik,
Chen-Lin Kulik
andPeter Cohen
published a meta-analysis"Effectiveness
ofComputer-based
College
Teaching..."in 1980
atthe
University
ofMichigan. As
in
theanalysis of
secondary
schoolstudies,
CBT
showed smallbut
positive gainsin
studentachievementon
final
examinations.Computer-based
training
wasresponsible, again,
for
significant savings
in
time
spentlearning.
Finally,
the
analysis showedlittle
correlationbetween
findings
andexperimentaldesign,
study
setting,
and manner anddate
ofthepublication of
individual
studiesincluded.
The
researchersnarrowedtheir
field
of studiesto59. Included in
thesestudies werefour
different kinds
ofCBT:
tutoring,
computer-managedteaching,
simulation,
andprogramming
the
computerto solve problems.Types
ofCBT
willbe
exploredmorefully
in
Section
IV. "The
computerinstruction
also variedalong
twootherdimensions. In
somestudies,
thecomputer substitutedfor
conventionalteaching
replacing
lecturers,
recitationsections,
conventionalreadings,
problemassignments,
or some combinationofthese"
(Kulik, Kulik,
andCohen 1980).
Another
interesting
concernin
thisstudy
wastherelationship between
aptitude andachievement
in
a class.In
a conventional classsetting,
all students receivethesamelecture,
materials,
and overallinstruction
time.Here,
student aptitudehas
alarge
effectonachievement when
it
comestothefinal
exam.Some
students aresimply
more adept atabsorbing
andunderstanding information
than
others.When
there
is
atimeconstraintelementto
learning
(class
time),
the"quicker"students performbetter
onfinal
examinations.
But in
computer-basedinstruction,
students receivevarying
timeallotmentsof
instruction;
they
useasmuchtimeasthey
needtolearn
thematerial.In
this typeofinstructional
environment,
studentaptitude playsless
of a rolein final
performance.Thus
in
anindustrial
training
situation,
CBT
could compensatefor
classroom aptitudinaldifferences among
students.A
totalof54
ofthe59
studiesmeasuredstudentachievement."In 37
ofthe
54
studies,
CBI
[computer-based
instruction]
examinationperformance was superiortoexaminationperformance
in
aconventionalclass;
17
studiesfavored
conventionalinstruction. Fourteen
ofthe
54
comparisons reportedstatistically
significantdifferences
between
teaching
Effectiveness
ofcomputer-basedtraining
12conventional
instruction.
If
no overall generalization aboutthe
effect ofCBI
waspossible,
one would expect about
half
ofthecasestofavor CBI
andhalf
tofavor
conventionalteaching.
Instead,
a clearmajority
of studiesfavored CBI. We
werethereforeableto
rejectthe
nullhypothesis
of no effect ofCBI
on studentachievement."
Cohen
regardstheeffectof
CBI
as small.Again,
CBI-taught
classes showed averagefinal
scores(on
thesameexams as
the
controlgroup's)
thatwere0.2
standarddeviation
unitshigher. "A
typicalstudent
in
aCBI
class wasperforming
atthe60th
percentileonexaminations,
whereasthetypicalcontrol student performed atthe
50th
percentile"(Kulik,
Kulik & Cohen 1980).
Eight
studies collecteddata for
time
spentlearning
in CBI
and conventional classes.Each
of
the
studiesfound
that
thecomputer-based class realizedsubstantialsavingsin
time.In
allcases, the
results werestatistically
significant."On
theaverage,
theconventionalapproachrequired
3.5 hours
ofinstructional
timeperweek,
andthecomputer-basedapproachrequired about
2.25 hours. This is
asubstantialandhighly
significantdifference between
methods.
There
appearto
be little doubt
thatstudentscanbe
taughtwith computersin less
time thanwith conventional methodsofcollege
teaching"
(Kulik, Kulik,
andCohen 1980).
Eleven
ofthe59
studies reported news on student attitudestowardinstruction,
eithercomputer-based orconventional.
CBI
ratings werehigher in
eightofthe studies;conventionally-taught classeswere
judged
morefavorably
in
theremaining
three.In
general,
CBI
classesreceivedslightly higher
ratingsthanconventional ones.The
effectofCBI
versusconventionalfor
students'
attitudestowardsubjectmattertaught
during
theexperiment wasalso
very
smallin
thesecollege classes.But
again,
studentsrankedtheCBI
Essential
elementsofCBT
133.0 Essential
elements of
CBT
The
computer-basedtraining
field is relatively
deep. Those
whohave
spenttheirlives
reading
graphic artstechnical
literature
mightfind
themselves
overwhelmed with a newuniverse of
information
on the computerinterface,
thestudent/teacherdialog,
and eventhe
basic
componentsof communication orinteraction.
There's
quite abit
to thinkabout;
theaim
here is
to
provideexamplesofwhatthe
CBT
experts provide asfundamental
typesofcomputer
interaction
and pointtheway
tofurther
reading.William
E.
Montague
oftheU.S.
Navy
Personnel Research
andDevelopment Center
saidthat
"planning
touse computersfor instruction is secondary
toplanning
ordesigning
acourse of
instruction
in
abroader
sense"(Montague 1988). The incorporation
ofcomputerinstruction
in
training
is
notgoing
tomakeahumdrum
course ofinstruction into something
extraordinary.
Good
material andinstructors
dictate
where computer courseware canenhance
the
learning
experience."The primary idea is
that theinstructional
environment mustrepresentto thelearner
thecontext oftheenvironment
in
whichwhatis learned
willor couldbe
used.Knowledge
learned
willthenbe
appropriatefor
use and studentslearn
to thinkand actin
appropriateways.
Transfer [of
knowledge]
shouldbe direct
andstrong"
(Montague 1988).
As
one wouldexpect,
understanding
thelearning
environment anddeveloping
a method ofdelivering
information
sothata student can masterit is
thetoughestjob
whendesigning
computer-basedcourseware.
One
mightsay
that thecoursewaredesigner
standstolearn
more
from
theprocess ofcreating
than the studentswho willbenefit from it. "Competent
performance of complicatedtasks
develops
slowly,
and requires an environmentthatsupports
the
development
ofsubskills,
knowledge
andcoordination.lt requires analysis ofcompetence or skill and
breaking
it into
manageableand appropriate chunksfor
studentstolearn. Although utilizing
computer-basedtechnologiesin
this
effortcanhelp
both design
ofinstruction
andits
delivery,
it
canprovide additionaldifficulty"
(Montague 1988).
3.1
Examining dialog
When considering
human-computer
interaction,
one mightimagine
the typicalmodelofaEssential
elementsof CBT 14to
a newlevel
of understanding.In
this
dialog,
exchanges ofinformation
takeplace;
listening
is just
asimportant
as speaking.Each
participantcarefully
considers whattheother
has
saidbefore
replying.A
long-winded
speakerdetracts
from
thefrequent
interchange
ofideas,
andthus
hampers
interactivity
andlearning.
Socrates'ideal
statehas
been
admiredfor centuries,
andit
is
the
direction
coursewaredesigners
striveto
reachin
their
development
work.There
arefew
truly
greathuman
teachers whokeep
allstudentsactively involved
through
questioning
andchallenging
weakunderstandings;
computer-based
training
has
proved successfulby doing
just
that."As
wehave been
faced,
for
thousandsofyears,
withthedifficult
problem ofeducating
more and more
students,
wehave
usedless interactive forms
oflearning,
such asthelecture
andthebook. The
learner,
today, is primarily
aspectatorin
ourformal
learning
institutions.
In
a room with25
to30
students,
only
an exceptionalteachercanofferfully
individualized
attention.So
wedo
notreacttoindividual differences in
mostcases"
(Bork
1987).
"We
cannotreasonably
expecttohave
enough goodteachers toconduct alleducationinteractively.
But
wecan,
withcomputers,
amplify
theeffect ofthefew
teacherswithgreatskills
in
thisdirection
by
persuading
themtodevelop
technology-basedlearning
material,assuming
we canprovidethemwithareasonabledevelopment
environment.In direct
conversation,
theseteacherscanreachfew
students,but
throughthesurrogateofthecomputer
they
can,
potentially,reach vast worldwideaudiences"
(Bork 1987).
Newcomers
totheworld of computer-basedinstruction
aremostly
awedandentertainedby
the
interaction
ofteaching
modules.Because
ofthedazzle
involved,
it is easy
tomissthethoughtprocesses
involved in making
effectivecourseware,
andrelatively inexperienced
developers
are satisfied withless
thansatisfactory
results whenit
comesto theinteractive
level
oftheproject.Thus,
thereis
adistinct
danger
ofproducing ineffective
coursewarethatlooks
good.Guidelines for field
testing
acomputerinterface
willbe
providedin
sectionfive.
"Two
numericalfactors
affectdegree
ofinteraction.
A
criticalfactor is
theaveragetimebetween
interactions,
for
all theusersofthecomputerdialogue. The figure
thatwe striveEssential
elementsof CBT 15seconds.
This
time
is
measured asfollows:
the
clock starts whenthestudent presses returnor enter
[or
clicks amouse],
afterhaving
answered aquestion,
andtheclock stops whenthe
studentbegins
to think
abouthow
to
respondto thenext query.Designers may
chooselonger
or shortertimes,
depending
onthepedagogicalintent.
And
theaveragetimemay
differ
considerably
from
studenttostudent"(Bork 1987).
This
timing
measurementsetsthe
tempo
ofthe
conversationbetween
computer andlearner. It
is
important
to
keep
thestudentactively
engaged with a suitablepace;
it is
alsoimportant
nottogotoofast
or elsethedialogue may feel
morelike
a rapid-fireinterrogation.
Thinking
about andobserving
conversations
may
yieldfurther
insight into how
newdevelopers
would want theirinteractive
teaching
systemstowork.3.2
Student
response
A
second measurein
interactive,
computer-basedinstruction is
the timefor
studentresponse.
"Long
times
correspondtoa non-interactive situation.Some
computerdialogues
'watch
the
clock'and attempttostimulate student response when
nothing has happened for
some
time.
Short
times are often notdesirable
in
alearning
environmentbecause
we wantto
encouragethinking
as part ofthelearning
process.When
a student repliestoaquestion,
we want
the
studentto
thinkaboutthequestion,
notjust
react.In
some placesthedevelopers
may
even wanttodiscourage
a quickresponse,
because
toolittle
thoughttime
has
goneinto
theprocess.In
othersituations,
such asbuilding
studentintuition,
a rapidresponse
is
desirable"(Bork 1987).
In
graphicuserinterfaces,
suchasMicrosoft's Windows
orApple's Macintosh
Operating
System,
it is
often preferabletocreate softwarethatmatchestheoperating
system'ssimplicity.
Developers usually
create quite cleverinterfaces for
thingslike HyperCard
stacks
that
requirelittle
moreoftheuserthan"clicking"and"dragging."
Decision,
ordialogue,
boxes
are almost alwaysmultiple choiceinteractions. The
user needonly double
click onthe
line
thatcorrespondsto thedesired
choice.Bork
cautionsinstructional
designers
ofcomputer coursewareregarding
theuseofsuch slickinterfaces
whenit
comesto
teaching
materials.Here,
thequality
ofstudentresponseis
moreimportant.
"The best
typeofinput
is
thestudent'severyday language.lt is
notdifficult,
with areasonable
design
process andwith simple computertechniques,
tobuild
programsthatdo
Essential
elementsofCBT
16Designers
specify
thelikely
student responsesto thequestions.Simple string
matching,
with some
logic,
is usually
sufficient.We
have found
it better
tomatchonbeginning
fragments
ofwords,
ratherthan
wholewords, to
overcome sometyping
andspelling
problems.
When
the
materialis
used withstudents,
in
theformative
evaluationprocess,
new possibilitiesthat
the
designers
overlooked will cometolight,
andthematerialcanbe
improved
andtested
again.A
particularly
poorform
ofinput is
multiple choice.Multiple
guess
decisions,
asthey
aredescribed
by
students,
seldom correspondto
the real world.In
most
important
decisions,
there
arefar
morethanfour
orfive
possibilities,
so multiplechoice questions seldomtest
for
thesituationsthat thestudentsencounterin
life"(Bork
1987).
Before proceeding
toexamples ofdifferent
types ofCBT,
there are afew
guidelinespublishedthatare worth mentioning.
Montague
callsthem"Heuristics
for
vocationaleducation,"
which
is
andistillation
of workpublishedin 1925.
They
arethefollowing:
"Replicate
the
working
environmentin
framing
(same
operations,
sametools,
samemachines,
samethinking
andmanipulations);
adapttraining
to trainee(assess
and considerintelligence,
aptitudes,
interests);
givefrequent
practice(enough
todevelop
skill);
use'expert'
Types
ofCBT
174.0
Types
of
CBT
An
excellentcompilation offundamental information
onCBT
was publishedby
Stephen
M.
Alessi
andStanley
R.
Trollip.
The
book,
whichis
usedas atext
for
graduatestudentsof
instructional
technology
atRochester Institute
ofTechnology,
is Computer-Based
Instruction: Methods
andDevelopment.
A
second editionis
now availablethroughthepublisher,
Prentice
Hall. A
collection ofintroductory
excerpts on computer-basedtutorials,
drills,
simulations,
and gamesfollows.
These
choices promisetohave
straightforwardapplications
for
those
hoping
to
develop
materialsfor
thegraphic artsindustry.
Alessi
andTrollip
statethat"for
instruction
tobe
effective,
it is necessary
that thefollowing
phases
be
present:presenting
information,
guiding
thestudent, practicing,
andassessing
studentlearning"
(Alessi
andTrollip
1985).
Tutorials, they
say,
incorporate
thefirst
twopreviously
mentioned phases.Tutorials
assumetherole oftheinstructor
throughoutCBT.
4.1
Tutorials
"Tutorials
are usedin
almostevery
subject areafrom
thehumanities
to thesocialandphysical sciences.
They
are appropriatefor presenting factual
information,
for
learning
rules and
principles,
orfor
learning
problem-solving
strategies.A
tutorialbegins
withanintroductory
sectionthat
informs
the student ofthepurposeand nature ofthelesson. After
that
a cyclebegins. Information is
presentedandelaborated.A
questionis
askedthat thestudent must answer.
The
programjudges
theresponsetoassess studentcomprehension,
and
the
studentis
givenfeedback
toimprove
comprehension andfuture
performance.At
theend of each
iteration,
theprogrammakesasequencing decision
todetermine
whatTypes
ofCBT
18Introductory
section
Closing
Question
andresponse
Judge Response
Alessi
&Trollip
1985,
68
The
cycle continues untilthelesson is
terminatedby
eitherthestudent ortheprogram.At
that
point,
which we callthe closing,
theremay be
asummary
orclosing
remarks...Notalltutorials
engagein
allthese
activities.However,
we contendthatan effectivetutorialwillinclude
allcomponents"(Alessi
andTrollip
1985).
4.2
Drills
Drills
are usedprimarily for Alessi
andTrollip
's
third aspect oftheinstructional
process,
practicing.
"The
practice phase ofinstruction is very
important,
anddrills,
in
combinationwith
tutorials
andothermethodologies, arenecessary for
learning
information in
whichfluency
is
required,
such asbasic
mathskills,
foreign
languages,
spelling,
usage andvocabulary.
Drills
are notintended
to teach.The
problem ariseswhenteachersassume adrill
is
capableof
teaching
newinformation
anduseit
asif
it
should.Drills
mustbe
precededby
instructional
methodologiesthatpresenttheinformation
and guidethestudentthroughinitial
learning. In
computer-basedinstruction
thismightmeanpreceding
the
drill
with anappropriatetutorialor simulation.
It
might alsomeanpreceding
thecomputer-baseddrill
Types
ofCBT
19In
adrill,
anitem
is
selected.The item is
displayed.
The
studentresponds;
theprogramjudges
the
response.Finally,
the
student receivesfeedback
abouttheresponse"
(Alessi
and
TroUip
1985).
Introductory
section
Closing
Question
andresponse
Judge Response
Alessi
&Trollip
1985,
135
4.3 Simulations
Simulations
may be
usedfor any
ofthefour previously
mentioned phasesinitial
presentation of
information,
guiding
thelearner,
practice,
assessing
learning,
orany
combination of
these.
"In
the
educationalcontext,
a simulationis
a powerfultechnique thatteaches
about some aspect oftheworldby imitating
orreplicating it. Students
are notonly
motivated
by
simulationsbut
alsolearn
by interacting
withthemin
a mannersimilartotheway
they
would reactin
realsituations.In
almostevery
instance,
a simulationalsosimplifies
reality
by
omitting
orchanging details. In
thissimplifiedworld,
thestudentsolves
problems,
learns
procedures,comestounderstandthecharacteristics ofphenomenaand
how
to
controlthem,
orlearns
what actions to takein different
situations.[A
webbreak,
or plateblinding,
for
example]
In
eachcase, thepurposeis
tohelp
thestudentbuild
a usefulmental modelofpartofthe world, andtoprovide an
opportunity
to testit safely
and
Types
ofCBT
20Introductory
Section
Closing
Action
Required
Student Acts
Alessi
&
Trollip
1985,
176
Simulations
canbe
classified asbeing
either physicalin
nature, procedural, situational,
orprocess-oriented.
Graphic
artstraining
professionals areprobably
mostinterested in
simulationsofthephysical or procedural sort.
"In
a computer-based physicalsimulation,
aphysical object
is
displayed
onthescreen,
giving
thestudenttheopportunity
touseit
orlearn
aboutit. Typical
examples are a machinethat thestudent mustlearn
tooperateorsome scientific
laboratory
equipmenttobe
usedin
anexperiment"
(Alessi
andTrollip
1985).
"The
purpose of mostprocedural simulationsis
to teachasequence of actionsthatconstitutea procedure.
Common
examples areoperating
ahand-held
calculator ortelephone,
performing
atitration,
diagnosing
anequipmentmalfunction,
orlanding
thespace shuttle.
Many
physical simulations are also proceduralsimulations,
for
hot
only is
the
physicalentity
imitated,
but
alsothestudent's performancemustimitate
actualprocedures of
operating
ormanipulating
it. In
fact,
theprimary focus
of a simulationis
usually
procedural, andthesimulationofvarious physicalobjectsis
thereforenecessary
tomeet
the
proceduralrequirements"
(Alessi
andTrollip
1985).
Computer-based
simulationsportray
complicated,difficult-to-obtain
or expensive machinesor pieces ofequipment.
Highlighting
orshowing only
thenecessary
controls andgaugesTypes
ofCBT
21onthe
lesson
athand. Levels
ofcomplexity
(often
theaddition of more sources ofinformation)
canbe
increased
asthe student advancesin
understanding.4.4
Games
"Games
may
ormay
not simulatereality,
but
they
arenearly
always characterizedby
providing
the
student withinteresting
challenges"(Alessi
andTrollip
1985).
It
is difficult
to
define,
exactly,
what aninstructional
gameis
asthere
aremany
typesthat
lend
themselves todifferent
methods oflearning.
Occasionally,
games createdfor
entertainmentdo
a goodjob
ofteaching.
One
familiar
exampleis
the
board
gameMonopoly,
which motivatesthinking
aboutfinance
and real estate.Logic-oriented,
problem-solving
games,
psychomotor games
(combining
intellectual
and mechanicalabilities),
and evenrole-playing
games couldhave
useful applicationsin
graphic artstraining.An
interesting
and complexrole-playing
game createdfor Harvard Law School
by
theAmerican Video Institute
atRochester
Institute
ofTechnology
focuses
onlawyer/client
interaction. This laser disk
project
is
worthexamining
if
this typeofinstructional
technology
is
ofinterest.
Games
useentertaining
and/orfantasy-oriented
scenariostomotivateplay,
interaction,
andthus, learning. "Games
providea safeway
ofacting
out a moredangerous
reality,such asin
wargames,
computerized contactsports,
orinvestment [or
estimating]
strategies.This in
turnencouragestheplayerstoexplore alternative approaches
in
thegamewiththeknowledge
thatfailure
atworst meanslosing
thegame.There
are no realconsequences"
(Alessi
andTrollip
1985).
Certainly,
many
will rememberGulf War
pilotsrecalling
precisestrikes against
Iraqi installations
asbeing
just like
thegamesthey
playedin
computerizedProducing
computer-basedtraining
225.0
Producing
computer-based
training
Years
ago,
sciencefiction
andfairy
tale
lovers
mighthave
watched atelevisionprogram onthe
making
ofthe
movieStar
Wars.
Viewers
were awedby
the
level
oftechnical
complexity
andhours
oftedious
detail
work needed.Artists,
costumedesigners,
writers,
engineers,
animators,
talented
special effectspeople,
computer programmers and evenpyrotechnicianswere all part of
the
production.When
oneseriously
considersmaking
computer-based
training
that
incorporates
today's
multimediatools,
all ofthepreviously
mentioned roles
(save
that
ofthepyrotechnician)
alsoneedtobe
addressed.Few
people area one-man
band
whenit
comestoproducing
these
lessons.
Many
hours
and resources areused
to
create afew
minutes ofinteractive,
multimedia courseware.As
mentionedearlier,
Xerox
pourednearly 1,300 hours
of ateam's
effortsinto
onequality hour
ofcomputer-based
training.
This
production was onthehigh-end
ofthequality
and contentscale,
however.
One
shouldbeware
ofalluring
marketing
packagesfrom
software andhardware
vendors.Many
do
a greatjob
ofconvincing
peoplethat
they
shouldn'tbe paying
othersfor
what canbe
done
in
house
withtheirproducts.Although
it may be
truethatmany
projects canbe
done
in-house,
notmany
potentialbuyers have
theexperiencein producing
computer-basedcourseware nor
do
they
have
sufficientbackground in fundamental
componentsthey
mightlike
touseanimation,
for
example.Either
deficiency
meansspending
extratimetolearn
newprograms and
trying
unfamiliartechniques.Software
andhardware
vendorsdo,
however,
usually
offersometypeof usersupportfor
thosewho needassistancein using
theirproduct.
Sometimes
help
is
even offeredthroughon-linebulletin boards. Computer
user groups
in
various cities are a goodplacetoaskfor
assistance.Also, training
programsdo
existto
help
the
inexperienced
getinvolved
withmultimediatools."The demand [for
training]
growsdaily
aspeoplewhobelieve
they
aregetting
'multimedia'
in
oneshrink-wrappedpackage realizethatinteractive
presentationsdemand
knowledge
ofmany hardware
and softwaretoolsplusexpertisein
video,
audio, graphics,
andanimation"
(Waltz
1991).
Publish
provides ahelpful
directory
ofinstructional
contacts whichis
Producing
computer-basedtraining
23
5.1
A
team
effort
Once future
training
developers
know
whatis involved
in
producing
computertraining
materials,
it
becomes
easierto
systematically
organize,
assemble resources(human
andmaterial),
and get thejob done. Projects
are almost always ateameffort.The
projectmanagermust
convey
a vision ofthefinished
learning
experiencetootherteammemberswhich might
include
the
following:
aninstructional
designer,
aninteractive
mediadesigner,
a graphic
designer,
video producers(if
needed), programmers, artists,
and animators.Although
there
may
notbe
anindividual
tospecializein
each oftheseareas,
theserolesconstitutea
functional
team.
The
project manager"creates
thetraining
situationin
mind,
visualizesthetalent
and propsto
be
used,
hears
the wordsbeing
spoken,
seestheviewangles andknows how
the traineewill
interact
withthescreen.If
a computertext screenis
tobe
used,
then[the
projectmanager]
determines
thewords,
thespacing,
therhythm ofthepresentation.As
choicesare
developed,
branching
specifications aredetermined
as well astheform
of remediationto
be
used"(Smith 1987).
An
overallplan,
orblueprint,
mustbe
madeperfectly
cleartoallteammembers.Mental
visions must
be
made concretein
ordertobe
communicated, edited,
or even eliminated."The
mechanismfor
doing
thisis
a preprintedform,
which wehave
called a script page andothers a
Super
StoryBoard,
onwhichareprovidedwaystodescribe
themind's eye asit
might appeartothe
delivery
system.The
script pageis designed
toreflect allthecapabilitiesof
the
delivery
system,
andthereforethe pageform
willbe different for
eachsystem.A
particular script page
design
willcertainly include
areasfor description
of visuals anddialogue.
It
includes
pageidentification
andatemplatefor
branching
specification.It
mustinclude
a placefor
specification ofdelivery
mode(computer,
videodisk, graphics, etc.)
andany
othersystemcharacteristicswhichwillbe
usedby
the training.If
thesoftware systemcalls
for data in
a particularway,
thenthescript page should callfor
specificationin
asimilar
way"
(Smith 1987).
5.2
Eight
stepsto
follow
Alessi
andTrollip
break
theprocessofdeveloping
computer-basedinstructional
materialsProducing
computer-basedtraining
24for
the
lesson;
4)
Organize
yourideas for
the
lesson; 5)
Produce lesson displays
onpaper;
6)
Flowchart
the
lesson; 7)
Program
[or produce]
thelesson; 8)
Evaluate
the
quality
andeffectiveness of
the
lesson"(Alessi
andTroUip
1985). Although
somedevelopers may
dispute
the
order of certainitems in
this
list
such as whetheridea
generation should comebefore
coUectionofresource materialsor whether some steps wUlhave
tobe
repeated, the
basic
process remainsthe
same.Before
embarking
onthe process ofassembling
alesson,
make surethatstudent objectiveswUl
be
met"determining
what you want your studentsto
know
orbe
abletodo
at
the
endof your
lesson.
Many
instructional
designers
recommend a more complete elaboration ofvery
specificlearning
objectivesfor both
theend ofthelesson (terminal objectives)
andintermediate
pointsduring
thelesson (intermediate
orenabling
objectives)"(Alessi
andTroUip
1985).
5.3
Harvard
Law School
example
In
the
American Video Institute's
training
programfor
Harvard
Law
School,
a videolaser
disk
was usedto
storeimages
and sound.This
choice resultedfrom
a carefulinvestigation
of what
hardware
wouldbe
usedby
Harvard
a standardIBM
personal computer and atelevision.
Without
thestoragecapacity
ofhuge
gigabytehard
drives,
thelaser disk
servedas a
fast,
high capacity
medium.The
creationofsuchadisc has its
own advantages anddisadvantages,
andit does dictate how
production of courseware proceeds.Nevertheless,
certain phases remain constant
in any
such project.Using
a storyboard anda tree-likediagram
thatshowsthebranching
possibUities within atraining
sequence,
onemay
get a clearer picture ofwheretraineesmay find
themselves aftermaking
choices andfoUowing
paths.At
eachdecision
andstopping
point,
theremustbe
new
information. This is
wherethelabor
ofproducing
computer-basedtraining
manifestsitself.
Images,
sounds,
text,
and graphics mustbe
producedfor
each ofthese
instances. In
thecase ofthe
Harvard Law School laser
disc,
photographs of characters and case"evidence"
asweUas audio portions
had
tobe
recorded onthescale of thousands.Also
neededwere computerscreengraphics
(the
userinterface)
andtext.
These
rawelements arecommonto
many interactive
computerprojects and require acertainlevel
of skiUto
producein
anaestheticaUy pleasing
way.This
is
alsowherehelp
withUlustration, 3-D,
animation,Producing
computer-basedtraining
25
For
laser
disk production,
images
and sound completethefirst
phase of productionin
respective audio
tape
and videotape
forms.
In
thesecondphase,
allis
mergedtovideotape,
including
screengraphics andtext.
A
pre-masterlaser disc is
thenmade.Pioneer
seUsthe
technology
that
makesthis
possiblefor
in-house
use.MeanwhUe,
programmers workonthe
scripting involved
tomakethewhole systemwork.FinaUy
alaser
disc
masteris
produced and
the
finished
softwarelets
the
training
proceed smoothly.If
alaser disc
is
notused,
one must consider average accesstime
ofanextremely large hard
drive
anddeal
withthe
memory
size requirementsofimages
and soundstobe
incorporated.
For
example,
12
minutes ofApple's Quicklime
video occupies about43
megabytes on ahard disk drive. Still
video and soundvary
depending
on size ofthepicture,
duration
ofthesound,
etc.There
are alsodata
compression schemestoconsiderthatsave onmemory,
andthis
introduces
aloss
ofquality in
theoveraUimage
projectedto theuser.Those creating
thecomputer-based
training
materials mustdecide how
tocompromise speed andmemory
requirementsversus
the
"look
andfeel"ofthefinal
product.Again,
averageproductiontime
for
all ofthe
aboveis 400 hours
per onehour
offinished
product.Plan
accordingly.A
systematic approachtodeveloping
computer-basedtraining
materialswUl contributetothe
effectiveness ofthefinished
product.When
ateamgetssloppy,
unansweredquestionsand
smaU,
dysfunctional
portions of alesson
thatare uncoveredonly
servetodistract
thestudent and
hurt
theperceivedcredibUity
ofthe cour