The objectives were as follows:
We were selected for the project according to the following criteria:
And so we began the work in a networked computer lab at Seneca. The equipment, (486s)was made available through a donation from Toronto Datacomm Inc. The project was coordinated by Seneca's Centre for Educational Effectiveness - and our facilitator was from Sheridan College. Our machines were loaded with Authorware and Coreldraw. During the first semester, we concentrated on multimedia design, theory and practice, andon the various elements used to produce the academic support materials. Familiarization with tools such as drawing, type, animation, sound and video software including CD ROM and laser disc was the focus. We went to the University of Toronto TEL Centre to become acquainted with PC-VCR, Videodisc and CD-ROM. We made field trips to attend full scale demonstrations by Apple- MacIntosh and Commodore Amiga.
The Course Outline: First Semester: A. Multimedia literacy introduction to interactive learning introduction to multimedia programs introduction to equipment and technology B. Authoring Part 1 introduction to Authorware demonstration and exercises in basic features C. Interaction design learner control and sequencing learner interaction user interfaces questioning, answer processing & feedback strategies D. Screen design screen management text design use of language graphics style graphic sequencing and assembly Second Semester A. Instructional design theory and practice analysis (needs, audience, content/task) design selecting instructional strategies drill tutorial interactive presentation/demonstration simulations & games selecting media components flowcharting, scripting and storyboarding production evaluation implementation B. Project Management for multimedia C. Authoring Part 2 demonstration and exercise in advanced features designing and producing video for multimedia designing and producing audio for multimedia designing and producing graphics for multimedia assembling multimedia assets D. Software Development Lab production of multimedia program E. Evaluation and Field Testing
By January of 1993, I had teamed up with a colleague from Humber College. We decided to develop a program called Job Quest. This interactive program was to be a guided expeditionthrough the necessary stages of pre-employment preparation. When constructed in four modules,the interactive tutorial would provide a host of practical exercises. The user (16 - 24 year old target group) would be given a rationale and stimulation for practicing positive job search methods and an opportunity to produce helpful aids for seeking employment. The program was designed to promote life-long career-planning and learning techniques.
After considerable brainstorming and planning, we divided up the work. I agreed to storyboard the first module, Networking. My partner took the introduction and mapping of the program as a whole. Happily, I had booked two weeks in Barbados and I spent the time snorkling and scuba diving by day, storyboarding by night. In February, we teamed up with a graphic arts student from Seneca College School of Communication Arts. Our project would be her coop placement. Our mentor and facilitator gave us great support through the tricky parts of Authorware configurations. Our student translated the storyboard into graphics files in Coreldraw to import onto the Authorware screens.
The Job Quest project is archived on one diskette. During the time allotted we were able to complete the introductory screens, and the module, "Networking". The cartoon-like 2-D graphics are very colourful and have the appeal of a video game. There is a Wizard who appears to assist the user in creating scripts that can be used in job search. We were pleased with the degree of interactivity we were able to accomplish. This module was designed to have sound files that were not completed. During this process, we created a video documentary of the work done on the project. This was shared with our colleagues at the colloquium where all projects were demonstrated. I have been field testing the work in FUTURES classes at Seneca with positive results.
PROJECT: Job Quest
SUMMARY:
Modeled on the quest game format, this program is a guided expedition through the necessary stages that make up seeking employment in today's job market. Basic modules serve as an introduction to pre-employment preparation with practical applications. Further modes of learning would be needed to elaborate on specific skills such as resume writing and interview role-play. The user is given a rationale and stimulation for practicing positive job search methods and an opportunity to produce helpful aids for seeking employment. These tools become protypical techniques for life-long career development.
PRIMARY AUDIENCE:
SOLUTION:
A video game approach that will be familiar to and have appeal for this age
group. This format will provide for interactivity and allows for independent
exploration by students. It is applicable to a wide variety of learning
styles.
OBJECTIVES:
To develop an overview of the Job Quest realm as it would expand on each
aspect in modular fashion. Given the time frame of this project, one
module would be elaborated. Each screen within the module will be
graphically intensive so as to fully exploit the visual learning potential
of multimedia.
TOOLS:
Authorware and Coreldraw 3.0
FIELD TEST:
Seneca College Futures program.
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