Chapter 1. What Is Project-Based Multimedia Learning?
Chapter 1. What Is Project-Based Multimedia Learning?
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Project-based learning is an old and respected educational method. The use of multimedia is a dynamic
new form of communication. The merging of project-based learning and multimedia represents a powerful
teaching strategy that we call “project-based multimedia learning.” This book provides background
information and guidelines for developing and implementing your own units based on this strategy.
“Real life!” Now, that is the key! I spent years waiting for “real life” to begin, not realizing that my childhood
was real life. Children, even young ones, can make a meaningful contribution to the world while they are
learning.
—Technology learning coordinator
Extended time frame. A good project is not a one-shot lesson; it extends over a significant period of
time. The actual length of a project may vary with the age of the students and the nature of the project. It
may be days, weeks, or months. What's important is that students experience a succession of challenges
that culminates in a substantial final product from which they can derive pride and a clear sense of
accomplishment.
Student decision making. In project-based multimedia learning, students have a say. Teachers look
carefully at what decisions have to be made and divide them into “teacher's” and “students'” based on a
clear rationale. For example, a teacher might limit students to a single authoring program to minimize
complications that might arise were students allowed to use any software they chose. And yet she can
also give students considerable leeway in determining what substantive content would be included in their
projects. Though the teacher is clearly in charge, she tries to enlarge the area for students to make
decisions about the form and content of their final products, as well as the process for producing them.
Collaboration. We define collaboration as working together jointly to accomplish a common intellectual
purpose in a manner superior to what might have been accomplished working alone. Students may work
in pairs or in teams of as many as five or six. Whole-class collaborations are also possible. The goal is for
each student involved to make a separate contribution to the final work and for the whole to be greater
than the sum of the parts. Collaborative projects not only involve many features of typical cooperative
learning strategies but also transcend them in this focus on synergy and the production of a jointly
authored multimedia product.
Assessment. Regardless of the teaching method used, data must be gathered on what students have
learned. When using project-based multimedia learning, teachers face additional assessment challenges
because multimedia products by themselves do not represent a full picture of student learning. Students
are gaining content information, becoming better team members, solving problems, and making choices
about what new information to show in their presentations. We consider assessment to have three
different roles in the project-based multimedia context:
Activities for developing expectations;
Activities for improving the media products; and
Activities for compiling and disseminating evidence of learning.
Multimedia. In multimedia projects, students do not learn simply by “using” multimedia produced by
others; they learn by creating it themselves. The development of such programs as HyperStudio, Kid Pix,
and Netscape Composer has made it possible for students of all ages to become the authors of
multimedia content. As students design and research their projects, instead of gathering only written
notes, they also gather—and create—pictures, video clips, recordings, and other media objects that will
later serve as the raw material for their final product.
I did a project a couple of years ago where students drew on index cards that were later filmed. Although the
students were still excited to be creating animation, those who were not as good at art started losing interest
toward the end. With the use of computers, even an animated stick figure looks pretty good, and students are
given the opportunity of cutting and pasting. The use of computers lowers many of the barriers that limited some
students' ability to creatively express themselves... Boys, girls, high achievers, and low achievers seemed equally
motivated to create a quality product.
—Middle school teacher
An Example
A teacher we know teaches 7th graders social studies. Her students, as part of their studies of medieval
history, created a multimedia presentation about the Black Plague. She teamed with a teacher in the
science department for the unit. In science, students created animations that simulated how the plague
virus attacks the body. In social studies, they created computer-based presentations looking at the plague
from various perspectives that included 14th century farmers and 21st century scientists. Their
presentations used primary historical sources, as well as literature and current events. The presentation
compared the plague to the AIDS epidemic of today.
The Black Plague project was exemplary in terms of the seven dimensions mentioned earlier. It
addressed state and district standards in social studies, science, and technology. The real-world
connection to the AIDS epidemic made the project relevant for students. The project extended over many
weeks, and students were allowed to choose perspectives and make decisions about the design and
interface for their presentations. Students collaborated in small groups to research and implement each
perspective in the presentation. Assessment was ongoing and multifaceted. Students' presentations
included a variety of media: text, original artwork, scanned images, and animations.
I try to have the students think of the project as a real job. They fill out job applications, undergo interviews, and
have real products to be completed within a time structure.
—Technology learning coordinator
Teachers who have implemented project-based multimedia learning over time cite other benefits. It is a
powerful motivator and engages students who might otherwise tune out. Students engaged in the creation
of multimedia projects spend more time on task, even to the point of devoting recess, lunch, and after-
school time to the work. The work they do tends to be more complex. Sharing their final products with
peers, parents, and others affords students an intense sense of pride and accomplishment that rarely
accompanies the completion of a term paper or set of textbook exercises.
Project-based multimedia learning is one instructional strategy that you can use in a school year that may
also include non-technical projects, lecture and note-taking, rote practice, writing, and artistic or creative
work. During this part of the year, students may be spending less time on rote practice and the breadth of
material they cover may be smaller. What they will be doing instead includes:
Honing their planning and organizational skills;
Learning to present information in compelling ways;
Synthesizing and analyzing complex content and data;
Practicing research and technical skills; and
Learning how academic subject matter applies to the real world.
We worked on the project on and off for much of the year. At the beginning, I would let the students work on the
project one day every week or so. When that day came, students would pump their arms and say, “Yes!” The
students were so into the project that the class just basically ran itself. I would wander the room getting group
updates and be available to help with individual group problems. Students were always asking for more time on
the computers, even 10 minutes here and there. Sometimes students would hang around for hours after school;
when their parents came to pick them up they would have a hard time getting the students to leave.
—Middle school teacher
Further, the motivational character keeps students engaged, giving you the freedom to support individual
students—far better than when every moment of instruction depends on you alone.
Considering giving project-based multimedia learning a try? The next chapters provide specific strategies
—all classroom tested—for making your project a success. We have consolidated the experience of
scores of teachers and teacher leaders who have used project-based multimedia learning. They have
contributed their stories and suggestions so that you can avoid the pitfalls they experienced and more
quickly enjoy the rewards.
Copyright © 2002 by Association for