Module CBL7012: Multimedia Programming ANALYSIS AND DESIGN FOR EDUCATIONAL GAME TO BE INCLUDED IN A EDUCATIONAL MULTIMEDIA PACKAGE
Mar 07, 2016
Module CBL7012: Multimedia Programming
ANALYSIS AND DESIGN FOR EDUCATIONAL GAME TO BE INCLUDED IN A EDUCATIONAL MULTIMEDIA PACKAGE
Mary Price, 9788654August 2009
C O N T E N T SPage
1 ANALYSIS Background Specification and Problem Domain 4
Generic Program Requirements 6
Specific Program Learning Outcomes 6
Target Audience – Primary, Secondary, Tertiary 6 – 7
Outline of Pedagogic Component 7 – 8
Computing Component 8
2 OUTLINE DESIGN
Overview 9
Contents Component 9 – 10
Pedagogic Component 10 – 11
Interface Design and Content Functionality 11 – 16
3 DETAILED DESIGN
Overall Functionality 17 – 18
Pedagogic Component 19
Interface Design 19 – 22
Content Functionality 22 – 25
Evaluation 26
DIAGRAMS AND CHARTS
Figure 1 - Program Content Structure 10
Figure 2 - Wireframe - Interface Design – Opening Screen 12
Figure 3 - Banner Design 12
Figure 4 - Design for Topic Buttons 13
Figure 5 - Wireframe – Interface Design – Topic and Sub-Topic Screens 14
Figure 6 - Wireframe – Interface Design – Quiz Introductory Screen 15
Figure 7 - Wireframe – Interface Design – Quiz Game Screen 16
Figure 8 - Flow Chart – Overall Functionality 18
Figure 9 – Design for Self-Assessment Quiz Button 19
Figure 10 - Game Rules Pane
Figure 11 - Design for ‘Lifelines’
Figure 12 - Design for ‘Incorrect’ Feedback Message
Figure 13 - Design for ‘Correct’ Feedback Message
Figure 14 – Design for ‘Game Over’ Message
20
20
20
21
22
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TABLES
Tables 1, 2 and 3 – Design Specification for Opening Screen 13 - 14
Table 4 – Design Specification – Topic and Sub-Topic Screens 14
Table 5 – Design Specification – Quiz Introductory Screen 15
Table 6 – Design Specification – Quiz Game Screen 16
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1 ANALYSIS
Background Specification and Problem Domain
Further Education (FE) tutors who deliver the EDI (formerly JEB) Level 3 Certificate in Education
Practice: ICT Skills qualification to part-time learners, have identified that a proportion of learners do
not spend sufficient time on independent learning of theory topics to successfully complete Unit 1 of
their course, rather, learners prefer to focus their attention on the practical elements of the course.
One solution was to allocate a theory topic to each student to research before planning and
delivering a short theory lesson to peers. While this approach was found to be useful, tutors are still
concerned that many students do not gain a satisfactory level of knowledge and understanding of
the full range of theory topics included in this unit.
The aim of the EDI Certificate in Education Practice: ICT Skills qualification is to certify that
candidates can teach information and communications technology to an elementary/intermediate
level and is suitable for those who wish to deliver ICT in a school, college or training organisation or
act as an ICT facilitator in open learning or drop-in centres. The course is also appropriate for
qualified teachers or those in the process of completing an initial teacher training qualification
wishing to teach ICT. The Certificate is listed on the Qualifications Credit Framework (QCF) and is
available for delivery throughout the United Kingdom. It is offered as a part-time course by the 6
area-based colleges of further education in Northern Ireland.
The course is structured into 3 mandatory units with guided learning and independent learning
hours allocated as follows:
Unit Unit Title Learning Hours
Unit 1: Managing the ICT Learning EnvironmentGuided Learning Hours – 20
Estimated Learning Hours – 30
Unit 2: Preparation of ICT Learning ResourcesGuided Learning Hours – 20
Estimated Learning Hours – 30
Unit 3: Applied Principles of ICT Education.Guided Learning Hours – 20
Estimated Learning Hours - 40
There are separate assessments for each of the three units and which together involve:
1. preparing resources to teach ICT concepts
2. questions on a case study
3. preparing materials for teaching applications software
4. a teaching project
5. teaching practice, evaluation and identification of improvements to be made
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Unit 1, which is a concern for tutors, provides learners with the theoretical background they require
to teach ICT. This unit is sub-divided into 2 sections -
Unit 1 Section Title
Section 1(a) Teaching ICT Concepts
Section 1(b) Managing ICT Learning Resources
To achieve Section 1(a), learners must design, create and submit 2 different types of teaching
resources for topics chosen from:
Computer hardware and peripheral units
Input and output devices
The roles of the CPU, ROM and RAM
The roles of operating system software, utility software and the various categories of application
software
Data storage devices and media, and their properties
Computer communications equipment and techniques.
Currently, tutors allocate one hour per week to the delivery of topics associated with Unit 1,
however, it is evident from the work submitted for assessment of Section 1(a), that many learners
depend heavily on course handouts, they do not spend sufficient additional time on furthering their
knowledge of topics, and a proportion do not possess the level of understanding required to be
successful in the assessment for this section, or to teach these topics in the future.
As learners enjoy the practical elements of the course tutors believe that a solution to the problem
may be the development of a computer based learning (CBL) resource that would support the
independent learning of theory topics included in Section 1(a) of the EDI ICT Skills specification as
listed above. The inclusion of a self-assessment facility within the resource is considered to be high
priority as it will ensure that students gain a realistic picture of their level of understanding of the
topics covered.
To enhance learning and to encourage users to engage with the topic content it has been
suggested that the resource should employ a range of multi-media elements for teaching and
reinforcement purposes. As the resource will be used by the primary target audience outside of
class contact time it will need to be well designed and intuitive to use. Topics will need to be clearly
identified and it should have a consistent interface design. The resource should be easily navigated
and orientation information should be available so that users can easily identify their position within
the program.
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It is believed that a CBL approach to the problem will offer additional advantages, for example,
learner motivation is likely to be enhanced; ‘trainee teachers’ will gain an appreciation of the
potential of multimedia in education, and it will facilitate colleges in their move towards introducing a
blended learning approach to significant part-time courses.
The development of an interface for a CBL program that will support Section 1(a) – ICT Concepts,
has been suggested. However, the self-assessment component will be completed in the first
instance. If, after evaluation, the resource is found to be valuable then development of a full
resource for this section will be undertaken.
Generic Program Requirements
The generic requirements for the ICT Concepts CBL program are as follows:
provide a sound knowledge of basic ICT concepts and terminology;
promote and support independent learning through the appropriate use of CBL courseware;
allow the primary target audience to appreciate how multimedia may be utilised to enhance
teaching and learning.
Specific Program Learning Outcomes
On completion of the full CBL program the user should be able to:
demonstrate knowledge and understanding of the specified subject content;
explain and interpret terminology and abbreviations commonly used in connection with ICT in
education;
identify and explain the specific roles of ICT hardware and peripheral devices that are in use in
educational and learning situations;
identify and explain the roles of operating systems, utility software and categories of
applications software;
identify and explain the importance of data security and the legal requirements of storing data
electronically;
explain new and emerging ICT developments.
Target Audience
Primary Target Audience:
The primary target audience will be male and female learners aged between 19 and 60 years. The
primary audience will be part-time students completing their qualification at a college of further
education in Northern Ireland. The audience will have had different prior learning experiences,
however, as a minimum they must hold 5 GCSEs at grades A* - C, be competent in using ICT to
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Level 3 of the Qualifications and Credit Framework (QCF) and/or have equivalent
professional/industrial experience. The target audience will be from different religious, ethnic and
economic backgrounds and these factors will be taken into consideration during the planning and
design stages to eliminate the possibility of discrimination.
Secondary Target Audience:
The secondary target audience is full-time learners completing ICT courses that include elements of
ICT theory at levels 2 and 3 of the QCF, for example, ECDL or GCSE ICT. It is assumed that the
secondary target audience will reside in the United Kingdom. They will have had different learning
experiences and will be from a range of backgrounds. As ECDL is often undertaken as an
‘introductory’ ICT qualification, this, and characteristics associated with the secondary target
audience will need to be considered during the planning and design phase.
Tertiary Target Audience:
The tertiary audience is likely to be teachers and tutors involved in the delivery of the ‘ICT concepts’
theory element of Level 2 and 3 ICT qualifications including Unit 1, Section 1(a) of the EDI Level 3
Certificate in Education Practice: ICT Skills qualification.
Outline of Pedagogic Component
The solution to the problem described above is to develop a Computer Based Learning (CBL)
resource that will support independent learning. The resource, when complete, will be made
available from a college intranet, from a VLE or from the Internet. An advantage of this mode of
delivery is that learners will have the opportunity to access and use the resource at a time, place
and at a pace that best meet their individual needs. It will also free up class contact time which can
be used for practical activities and peer teaching.
It is envisaged that the resource will employ 3 CBL approaches as follows:
tutorial – to introduce the content of the various topics and sub-topics. A linear approach is
envisaged;
simulation – to illustrate concepts, for example, to illustrate the processes and activities
undertaken by the CPU;
gaming – to add an element of challenge to the assessment of learning and to identify
areas that need to be revisited.
These approaches are described in greater detail within the Outline Design and Detailed Design
sections.
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Computing Component
When complete the resource will be exported in html and Shockwave format, therefore, available for
uploading to a college intranet, Virtual Learning Environment or the Internet. It is envisaged that the
primary and tertiary audience will access the program at home or from within a college ‘open
learning’ facility, while the secondary and tertiary audience will gain access to the resource from any
computer linked to the Internet. Therefore, the resource will need to be compatible with a range of
hardware and software.
In consideration of the target audience and the range of media to be included in the resource a
typical computer system would be a multimedia, Internet ready PC offering the following features -
Intel Core 2 processor
Minimum 80 GB Hard Disk
1 GB RAM
Onboard graphics – Intel Chipset 950, for example
Onboard sound card
19” LCD Monitor
Keyboard/Mouse
Speakers/Headphones
Windows XP, Vista, Mac OS 10, Linux – all distributions
Internet Explorer – all versions, Mozilla Firefox V3, Google Chrome or Safari
Plugins – Flash, ActiveX, Java Runtime Environment.
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2 OUTLINE DESIGN
Overview
To address tutors’ concerns, as described on Page 5 above, a Computer Based Learning (CBL)
resource will be authored and programmed using Adobe Director, Version 11. Adobe Fireworks MX
2004 will be used to create design elements for importing into Director. The program will be
structured around the specification content for Section 1(a) of the EDI Certificate in Education
Practice: ICT Skills qualification titled ‘ICT Concepts’. When fully developed, the resource will allow
part-time learners work independently outside of class contact time, to gain a sound knowledge and
understanding of ICT concepts and terminology and to self-assess their level of understanding.
The aims and learning outcomes listed on Page 6 above and the characteristics and needs of the
target audience as discussed at Pages 6 and 7 above will be pivotal to the design of the resource
and will be considered throughout the implementation and evaluation stages.
The outline design will describe the solution in the form of the program’s main elements and their
inter-relationships and will outline the contents and interface component.
Contents Component
When fully complete the contents of the ‘ICT Concepts’ specification will be presented in the CBL
program within 5 separate topic areas as follows:
Computer Hardware and Peripheral Units (including input and output devices)
The Roles of the CPU, ROM and RAM
The Roles of the Operating System, Utility Software and Application Software
Data Storage Devices and Media and their Properties
Computer Communications Equipment and Techniques.
Only a framework for the contents of the ICT Concepts specification will be developed at this stage.
However, it is envisaged that the primary structure will involve presenting content hierarchically
within sections or topic areas, using menus to provide access to sub-topics.
Within each of the 5 main topic areas the user will be presented with an introduction to the content
of that section and the learning outcomes. The information provided will be directly linked to the
specification content. It will be important to ensure that the information provided is pitched at the
required level for the primary target audience; therefore, breadth and depth of content will be guided
by the paper-based learning resources provided by the awarding body. Additionally, the topic
content must be up-to-date to reflect the rapid changes in technology, for example, the information
relating to hard drive capacity, amount of RAM, speed of the CPU etc must allude to that of ‘typical’
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standard, mid-range and high-end computer system. It will be necessary to ensure that the
information presented remains current so regular updating will be required.
It is envisaged that the target audience will work through the topic content in a linear fashion. The
secondary audience, if using the resource for revision purposes, may choose to select topics and
sub-topics at random. To accommodate the assumed uses, each topic will be ‘self-contained’ and
as such will link back to the main screen only, rather than to the other 4 main topics or quiz areas.
Figure 1 below illustrates the proposed ordering of main topics and the linkages between the topics
and the main page:
ICT ConceptsHome Page
Computer Hardware and
Peripheral Units
The Roles of theCPU, ROMand RAM
The Roles ofOperating System,
Utility andApplicationSoftware
Data StorageDevices, Media
and theirProperties
ComputerCommunicationsEquipment and
Techniques
Self-AssessmentQuiz
A prototype of the self-assessment multiple choice quiz, which will assess understanding of ICT
concepts, will be fully developed in the first instance. It will be loosely based on the rules of the
television quiz program “Who Wants to be a Millionaire?” The aim of the quiz will be to allow the
user to confirm their understanding of the topics listed on Page 5 above by correctly answer 15
multiple choice questions, presented consecutively, in one attempt.
Similar to the television programme, users will choose from 4 possible answers but they will be
awarded a ‘fictitious’ sum of money. Lifelines will be available to help prompt the user who is unsure
of the correct answer and feedback will be given for ‘correct’ and ‘incorrect’ responses.
Pedagogic Component
As discussed in the Analysis section above, 3 CBL approaches will be employed within the
resource.
It is envisaged that a ‘linear’ tutorial approach will be used to present the information associated
with each topic and sub-topic. Each section will be presented as a self-contained unit with links
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Figure 1
back to the ‘home’ screen. Therefore, users will work through each topic and its sub-topics in a
linear fashion – see figure 1 above.
The tutorial will involve the user reading facts presented on a sequence of screens. The topic
content will be presented in a range of multimedia formats. Factual information will be accessible in
both text and narrated formats. Text based information will be enhanced by providing ‘roll-over’
definitions of keywords. Graphics and animation will be used to supplement text and narration to aid
understanding. Short videos available from ‘How Stuff Works’ will also be employed to supplement
the tutorials, for example, to enhance understanding of the main pieces of computer hardware a link
to a short video available at http://videos.howstuffworks.com/howstuffworks/23-computer-tour-
video.htm could be used.
Simulation and narration will be used to illustrate concepts that cannot be easily explained or
demonstrated. For example, the layout of various network topologies could be presented
graphically, while simulation could be used to illustrate the route data takes as information is passed
between computers on the network.
An interactive self-assessment activity will be incorporated into each topic area. A range of
assessment techniques will be employed, for example, ‘drag and drop’, ‘matching pairs’ or
‘true/false’ quizzes. On completion of the assessment activity, the user will be presented with
feedback on their performance. This type of assessment can be used to consolidate and reinforce
what has been learned.
To assess their understanding of the ICT Concepts specification learners will complete a final self-
assessment quiz loosely based on the television quiz ‘Who Wants to be a Millionaire’. This
approach is considered to be appropriate as it will add an element of excitement as the user tries to
successfully answer 15 consecutive questions correctly.
Interface Design and Content Functionality
The program will consist of 4 key screens –
Screen 1: Opening screen or home page offering links to the 5 main topics and self-
assessment quiz,
Screen 2: Section or topic screen providing a menu of links to sub-topics. This screen will be
utilised throughout the ‘teaching’ element of the program,
Screen 3: Self-assessment quiz introductory page
Screen 4: Quiz question page which will be used throughout the ‘self-assessment’ element of
the program.
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It is envisaged that Screen 2 will be adapted and reused as Screen 3; therefore, in total it will be
necessary to plan, design and create 3 screen layouts for use within the program.
The wireframe shown at Figure 2 below illustrates Screen 1, which is the proposed interface design
for the opening screen of the ICT Concepts CBL program.
Graphic
Program TitleGraphic Program
Title
Links to 5 Topic Areas and Quiz
Navigation ButtonsHome Button
Exit Button
The dimensions of the screen will be 800 x 600 pixels. The background of the main screen will be
white (#FFFFFF). A banner and title as illustrated in Figure 2 below and described in Table 1 below,
will be created in Adobe Fireworks and will appear at the top of each screen. The image (taken from
Microsoft Clipart Gallery) will feature throughout; however, the title text within the banner will
change to reflect the contents of each section – this should help orientate the user as they progress
through the various sections.
Element ToolFont
Fill Colour Effect
Border Colour/Size Size Position Effects
Title Banner
RectangleCentury
#2828FFSolid
None 800 x 181
0, 0 Drop Shadow#000000
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800 pixels
600 pixels
Figure 3
Figure 2
Gothic
Table 1
As can be seen from Figure 2 above, the contents of the CBL package will be accessible from 6
buttons located on the opening screen. Each of the 6 buttons will be created in Adobe Fireworks
and will contain an image and a topic title – see Figure 4 and Table 2 below. All images will be
taken from Microsoft’s Clipart Gallery. When the user moves the mouse pointer over the image the
mouse will change to a pointing finger and the colour of the image will change. This design
approach provides user feedback and is extremely intuitive, making the resource suitable for the
primary, secondary and tertiary audience.
Figure 4
Element ToolFont
Fill Colour Effect
Border Colour/Size Size Position Effects
6 Topic Link Buttons
Rounded RectangleArial, 14 pt
None #2828FFStroke size 10
107 x 107
130, 200332, 200538, 200130, 382318, 382538, 382
Drop Shadow#9797FFRaised Emboss
Table 2
Home, Exit, Next, Previous and Help buttons as illustrated in Figure 2 above and described in Table
3 below will be designed in Adobe Fireworks, saved in ‘.png’ format and positioned consistently
throughout all screens. These features will be intuitive to use as they employ commonly understood
images to convey their purpose, for example, ‘arrows’ to move forward and back and ‘x’ to exit the
program. As with the topic buttons, the mouse pointer and button colour will change when the user
moves the mouse pointer over them. The ‘next’ and ‘previous’ arrows will be inserted onto buttons
using Windings 3, 26pt. The colour of the ‘help’ button will differ from the other 4 buttons to make it
stand out from the banner background colour.
Element ToolFont
Fill Colour Effect
Border Colour/Size Size Position Effects
HomeExit
RectangleArial, 20 pt
#2828FFSolid
#FFFFFFStroke size 1
35 x 35 5, 562757, 562
Outer BevelRaised
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ext PreviousHelp
712, 562664, 562762, 5
#0033FF
#A8B9F
Table 3
The wireframe shown at Figure 5 below illustrates Screen 2, which is the interface design for each
of the 5 main topic areas. A menu of sub-topics on the left of the screen will provide links to sub-
topic content. Information will be presented in ‘presentation area’. The menu and presentation
background will be white (#FFFFFF) and these will appear in front of a blue (#2828FF) rectangle
measuring 800 x 365 pixels. A range of formats including text, narration, video, simulation, sound
and still images will be utilised in the delivery of resource content, therefore sound controls will be
provided. Details of the menu box, presentation area and sound controls are provided in Table 4
below.
Graphic
Program TitleGraphic Topic Title
Navigation ButtonsHome Button
Information Presentation Area
Topic
Menu
Box
Sound Control Buttons
Exit Button
Figure 5
Element ToolFont
Fill Colour Effect
Border Colour/Size Size Position Effects
Menu Box Rectangle #FFFFFFSolid
#0000CCStroke size 1pt
151 x 348
15, 195 Drop Shadow#000000
Presentation Area
Rectangle #FFFFFFSolid
#0000CCStroke size 1pt
616 x 347
173, 195 Drop Shadow#000000
Sound OnSound StopSound Off
Rectangle #2828FFSolid
#FFFFFFStroke size 1pt
35 x 35 407, 498461, 498496, 498
Outer BevelRaised#0033FF
Table 4The wireframe shown at Figure 6 below illustrates Screen 3 - the interface design for the screen
that will introduce the self-assessment quiz. As discussed earlier, this layout is similar to Screen 2,
however, the menu box and sound controls have been removed. To differentiate between the
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‘learning’ section and the ‘self-assessment’ section of the package, the image and colour scheme
used within this banner will complement but differ to the banner that runs through each of the topic
screens. This screen will introduce the user to the Quiz Rules. A ‘Start Quiz’ button will reveal the
‘game’ window. These features will be developed in Fireworks – see design details in Table 5
below.
Graphic
Program TitleQuiz Graphic Quiz Title
Navigation ButtonsHome Button
Exit Button
Quiz Rules
Start Quiz Button
Figure 6
Element ToolFont
Fill Colour Effect
Border Colour/Size Size Position Effects
Title Banner RectangleCentury Gothic
Left:#2828FFRight#00CCCCLinear Gradient
None 800 x 181 0, 0 Drop Shadow#000000
Quiz Rules Pane
RectangleBlue Highway, 65 and 20 pt
None #2828FFStroke Size 1pt
655 x 430 72, 200 DropShadow#000000
Start QuizButton
RectangleArial, 20 pt
#2828FFSolid
#FFFFFFStroke size 1
110 x 35 353, 492 Outer BevelRaised#0033FF#A8B9F
Table 5The wireframe shown at Figure 7 illustrates Screen 4, which is the interface design for the ‘game
area’ –
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Graphic
Program TitleQuiz Graphic Quiz Title
Navigation ButtonsHome Button
List
showing
Prize
Money
Exit Button
Next Question Button
Question Box
A - answer
B - answer D - answer
C - answer
Life Lines
Figure 7
The banner and navigation buttons are described in Tables 3 and 5 above respectively. On the left
of the screen, as questions are correctly answered, the question number and the corresponding
amount of money won will appear. The ‘game area’ will contain 5 rounded rectangles – one for the
question text to appear in and 4 smaller rectangles for the answer options the user will choose from.
The answer boxes will be labelled A - D, 3 oval shaped lifelines and a ‘Next Question Button’ will
also be showing. These features are described in Table 6 below.
Element ToolFont
Fill Colour Effect
Border Colour/Size Size Position Effects
Question Box RoundedRectangle
#000FFF #00CCCC 464 x 85 216, 278 Drop Shadow#000000
AnswerBoxes – A, B, C, and D
RoundedRectangleArial, 20ptBold
#000FFF #00CCCC 180 x 50 268, 371452, 371268, 427452, 427
DropShadow#000000
Life Lines x 3 Doughnut #2828FFSolid
None 60 x 30 712, 300712, 342712, 384
None
Next Question Button
Rounded RectangleArial 20pt
#2828FFSolid
#FFFFFFStroke size 1
148 x 43 389 x 148 DropShadow#000000
Table 6
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3 DETAILED DESIGN
Overall Functionality
As discussed previously the element that will be fully implemented in the first instance will be a
prototype of the self-assessment quiz. The quiz will be completed by the user to assess their
knowledge and understanding of the theory elements of the EDI Level 3 Certificate in Education
Practice: ICT Skills specification as described in the Analysis section above.
The quiz or game will be loosely based on the rules of the television programme “Who Wants to be
a Millionaire”.
To complete the game the user will be required to correctly answer 15 multiple choice questions,
presented consecutively, in one attempt. The questions presented will have been chosen randomly
from a bank of 45 preset questions.
A ‘Start Quiz’ button will open the ‘game’ screen and present the user with their first question. The
user will select from 4 possible answers – 3 incorrect and one correct answer. In contrast to the
television programme, users will be awarded a ‘fictitious’ sum of money for each correct answer
ranging from £100 to £1Million.
The user will have one chance at each question. If they are unsure of an answer they can use one
of 3 lifelines while answering the set of 15 questions – ’50-50’, ‘Ask the Audience’ or ‘Ask a Friend’.
If the answer selected is right, ‘Correct’ feedback and a prompt to select ‘Next Question’ will appear
as an overlay within the game area. Similarly, if the answer selected is wrong, then ‘Sorry – that
was the wrong answer’ feedback and a prompt to ‘Start Again’ will appear as an overlay.
The following flowchart – see Figure 8 – illustrates the overall functionality within the game:
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Overall Functionality Flowchart - Figure 8
Yes
Start
Reset Question and Answer Fields.
Clear Winnings fromWinnings List
User selects‘Start Quiz’
Is the answer
selected the correct
Answer?
Reset Question and Answer Fields
Display random question in question
box. Display 3 incorrect and 1 correct answers
in answer boxes
No
Does the user know
the answer?
No
Yes
User Clicks on ‘Ask the Audience or
‘Phone a Friend’
User Clicks on 50-50
User Clicks on one Answer
‘Wrong’ answer feedback revealed.
User Clicks on ‘Start Again’
Display Audience or Friend ‘Hint’
Deactivate 2 incorrect answers
‘Correct’ answer feedback revealed.
Winnings highlighted
User Clicks on ‘Next Question’
Pedagogic Component
Providing a ‘gaming’ or quiz element within the CBL resource to assess the user’s understanding of the
‘whole’ content should add an element of excitement and challenge. The advantages of this approach
are that after working through all sections the user can –
self-assess their level of understanding;
receive immediate feedback on their progress;
retake the quiz – competing against themselves – in order to improve their score;
Interface Design
The quiz or game will be presented on two screens as described in the Outline Design – see Pages 15
and 16 above.
The game will be accessed by selecting the ‘Self-Assessment Quiz’ button on the main program page
– see Figure 9 below.
Figure 9
This will take the user to Screen 3 which is the introductory quiz screen that explains the ‘rules’ of the
game – see wireframe illustrated at Figure 6 above. The design and layout of the navigation buttons
will be exactly the same as for Screens 1 and 2, however, the colour scheme will change to
differentiate the ‘self-assessment’ element from the ‘teaching and learning’ aspect of the site.
The rules will be displayed within a white (#FFFFFF) rectangle measuring 655 x 340 pixels. The ‘Rules’
pane will be created in Fireworks and imported into Director. A clear font – Clear Highway, size 20,
Blue (#F2828FF) – will be used to introduce the user to the game rules - see Figure 10 below.
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Figure 10
After reading the ‘Quiz Rules’ the user is prompted to select the ‘Start Quiz’ button which opens up the
main ‘quiz’ screen – see Figure 7. The main quiz screen, will display the following features:
Winnings and Lifelines
As each question is answered correctly the question number and its associated winning amount will
appear in fields on the left of the main game area.
The design specification for the ‘Lifelines’ - see Figure 11 - is shown in Table 6, at Page 16 above.
Figure 11
Question and answer fields
These will be located in the centre of the screen. The design specification for the question and answer
fields are described in the Outline Design in Table 6, on Page 16 above. Each answer box will be
clearly labelled – A, B, C and D.
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If the answer selected is incorrect an ‘incorrect’ feedback message will appear as an overlay over the
‘game’ area of the screen. The message will prompt the user to have another go by selecting the ‘Start
Again’ button – see Figure 12 below. The ‘incorrect’ feedback message will be created in Fireworks.
The text message and ‘Start Again’ button will appear on a blue (#2828FF) rectangle measuring 600 x
348 pixels.
Figure 12
If the answer selected is correct the user will be provided with a ‘correct feedback’ message that will
appear in a ‘text’ field’ above the question box – see example in Figure 13 below.
Figure 13
If the user answers 15 questions in one attempt they will be presented with a ‘Congratulations’
message that will inform the user that the game is over - as illustrated in Figure 14 below. The
message will appear as an overlay over the game area. From this window the user can select the
‘Home’ button to return to the main program area.
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Figure 14
Contents Functionality and Pseudo Code
Four possible scenarios to be considered when writing the game script are:
1. The user selects the correct answer and is awarded a fictitious sum of money before moving to
the next question;
2. The user selects the wrong answer, loses any money previously awarded and is advised to
‘start again’;
3. The user doesn’t know the answer and selects ‘Ask the Audience’ or ‘Ask a Friend’, An
audience hint or friend hint will appear as appropriate;
4. The user doesn’t know the answer and selects 50-50. Two answers are hidden and two remain
for the user to select from.
These scenarios have been illustrated in the Overall Functionality flow chart displayed as Figure 8
above and are further explained below.
When the user selects the ‘Start Quiz’ button the question and answer fields need to be cleared or
emptied so that the quiz is ready for the user to begin. To initialise this functionality a custom written
handler called ‘resetGame’ will be placed in an event handler called ‘on startMovie’ within a Movie
Script. The pseudo code to reset the fields will be as follows –
clear the question from the question field
clear the answers options from the 4 answer fields.
To present the user with a question selected randomly from a bank of questions and then display the
question and its related answers on the stage it will be necessary, in the first instance, to create a
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property list containing the questions and associated possible answers. This will be initialised using a
custom written handler called ‘on setList’ which will also be called from the ‘resetGame’ handler
available within a movie script. The pseudo code will be as follows -
set up fifteen property lists, each containing 3 questions and related values
choose a question randomly from the property lists
display the question and its related values within specified fields on the stage.
The next stage in the process will be to check the answer selected by the user against the correct
answer held in the property list, provide either ‘correct’ or ‘incorrect’ feedback and if the correct answer
has been selected then display the amount awarded. To achieve this, a behaviour script called ‘Check
Answer’, will be created. The script will then be attached to each of the four answer fields on the stage.
To implement this functionality a ‘on mouseUp’ event handler is required; therefore, the script will run
when the user clicks on one of the answer fields.
The pseudo code for the ‘Check Answer’ script is as follows:
check the answer clicked by the user against the correct answer set up within the property list
if the answer selected by the user is the correct answer –
display the question number and the amount won within the relevant fields on the
stage
display ‘Correct’ feedback (and ask the user to select ‘Next Question’)
play correct answer ‘sound’1
set ‘Next Question’ button to ‘active’
if the answer selected is an incorrect answer –
display ‘Incorrect’ feedback (and ask the user to select ‘Start Again’)
play incorrect answer ‘sound’2
clear/empty the amount won from the fields on the stage
1 Royalty free crowd and applause sound effects from http://www.partnersinrhyme.com/soundfx/applause.shtml2 As above
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If the user does not know the answer to a question he/she can select any of 3 lifelines to help them
make a selection as follows –
Ask the Audience
When the user selects the ‘Ask the Audience’ button, if a new question and related answers are
displayed, they will be presented with an ‘Audience Hint’ which they can choose to go with or ignore. If
a correctly answered question is still displayed they will be alerted to select ‘Next Question’.
In the first instance a property list containing a number of ‘Audience Hints’ will be set up within a
property list called ‘gvHintList’. The behaviour will be attached to the ‘Ask the Audience’ button and a
‘on mouseUp’ event handler will be used to display ‘hints’ to the user in a text field on the stage. As the
hint must not be visible after the user makes their selection an additional piece of script will be added
to the ‘on mouseUp’ handler that will set the length of time the hint will be visible on the stage. The
button will then be set to inactive until the game is reset. The pseudo code for the ‘Ask the Audience’
script will be as follows –
set button to inactive
check new question/answers are displayed if not alert user to select Next Question
set button to active
set up a property description list containing a number of ‘Audience Hints’
set the ‘Hint’ to appear randomly from the property list
display the ‘Hint’ in a text field on the stage
set a timer to control the period of time the ‘hint’ is visible on the stage
remove ‘Hint’ from the stage
set the button to inactive
Phone a Friend
A second lifeline is ‘Phone a Friend’. As with ‘Ask the Audience’, when the user selects this button, if a
new question and related answers are displayed, they will be presented with an ‘Audience Hint’. If a
correctly answered question is still displayed they will be alerted to select ‘Next Question’.
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In the first instance a property list containing a number of ‘Friend Hints’ will be set up within a property
list called ‘gvFriendHintList’. The behaviour will be attached to the ‘Phone a Friend’ button and a ‘on
mouseUp’ event handler will be used to display the ‘friend hints’ to the user in a text field on the stage.
As the hint must not be visible after the user makes their selection an additional piece of script will be
added to the ‘on mouseUp’ handler that will set the length of time the hint will be visible on the stage.
The button will then be inactive until the game is reset. The pseudo code for the ‘Phone a Friend’ script
will be as follows –
set button to inactive
check new question/answers are displayed if not alert user to select Next Question
set button to active
set up a property description list containing a number of ‘Friend Hints
set the ‘Hint’ to appear randomly from the property list
display the ‘Hint’ in a text field on the stage
set a timer to control the period of time the ‘hint’ is visible on the stage
when the timer runs out remove the ‘Hint’ from the stage
set button to inactive
50-50
The third lifeline – ’50-50’ when selected will reduce the possible answers from 4 to 2 – the correct
answer and one incorrect answer. A behaviour script attached to the 50-50 button will be triggered by
an ‘on mouseUp’ event handler. As with the other 2 lifelines, the button, once selected, will become
inactive and remain inactive until the game is reset. The following pseudo code will apply –
check the answer fields against the correct answer in the property list
if the answer field does not contain the correct answer field empty/clear the contents of 2 fields
display the contents of the correct field and one incorrect field
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4 EVALUATION OF CBL PACKAGE
Formative evaluation will be completed on an ongoing basis during the development process.
Evaluation at this stage will involve systematic testing of each of the resource elements and processes
as they are created, for example testing of script using the ‘debug’ facility available within Director,
testing of links, mouse changes etc.
User testing will focus on the prototype of the self-assessment quiz in the first instance. It will be tested
by a sample group representing the target audience and the tertiary audience. The tertiary audience
will be asked to focus on the coverage of topics and suitability of questions to ensure that they
adequately assess the ICT Concepts specification. The primary target audience will be observed
during testing as a means of identifying the difficulties experienced, for example, if they become
confused or have difficulty knowing how to proceed then additional user guidance or feedback may be
required and adjustments will be made accordingly.
At the end of the implementation process the resource will be further tested with a sample group from
the target audience. Observation and questionnaires will be used as a means of identifying outstanding
issues so that these can be dealt with. The final aspect of this element of evaluation will involve the
testing of the completed resource on different computer systems, for example, different hardware and
different software, eg operating systems and Internet browsers.
Summative evaluation will be undertaken when the resource is complete. At this stage the resource will
be evaluated against the generic and specific learning outcomes, to identify to what extent the
resource matches the needs of the target audience. The summative evaluation will be undertaken by
multimedia designers who have not been involved with the project and a representative group of ICT
teachers. A summative evaluation matrix will be specifically created for this purpose. It will concentrate
on the design and appeal of the user interface, usability, orientation and feedback provided to users,
content and self-assessment elements of the site. Feedback will be analysed and summarised and
distributed to the design group for information.
August 2009
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PERSONAL EVALUATION
When selecting the EMM course I predicted that I would find the multimedia programming module very
difficult and this certainly proved to be the case. Possibly, because of my ‘expectation’, I had no
confidence in my ability and believed that I would not be able to carry out the programming
assignment. However, in my favour, I don’t give up easily and my determination not to ‘fail’ kept me
motivated through the hours and hours I spent trying to get to grips with ‘Lingo’ in order to develop the
‘Who wants to be a Millionaire’ quiz!
Finally, I am reasonably content with my attempt. Although I am aware of the limitations of the program
I feel that it is a true representation of my current programming ability.
The aspects that I would like to improve on are as follows:
I would like to have a grid showing a list of potential winnings with the relevant amount being
highlighted as each question is answered correctly.
Currently, the 15 questions are being selected randomly from the first property in the gamelist as I was
unable to write a piece of script that would select randomly from within each of the gamelists.
Although the ‘Next Question’ button has been set to be ‘Inactive’ the button if, pressed moves to the
next random question.
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