Chapter 1 - eduScapes
Transcription
Chapter 1 - eduScapes
AIM Your Project with Flash Animation Interaction Multimedia Second Edition Annette Lamb & Larry Johnson Dedicated to the many educators who help us bridge theory and practice. First edition by Annette Lamb and Larry Johnson, 2006. Second edition by Annette Lamb and Larry Johnson, 2009. Available online May 2009 in the PDF format. PDF files may be printed by individuals for onetime use and may not be sold or redistributed without permission. Trademarks Flash and Adobe are trademarks. We state that we are using the names in an editorial fashion only with no intention of infringement of the trademark. ISBN 1-891917-09-9 Copyright © 2006, 2009. by Annette Lamb and Larry Johnson All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means now known or to be invented, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from the authors or publisher, except for the brief inclusion of quotations in a review. For additional information, to place an order, or to request permission to reprint: Vision to Action P.O. Box 206 Teasdale, Utah 84773 email [email protected] website http://eduscapes.com/flash Contents Chapter 1: Exploration and Evaluation ................................................................................................ 1 Chapter 2: The Basics ............................................................................................................................ 33 Chapter 3: Animation in Flash . ........................................................................................................... 47 Chapter 4: Interaction in Flash . ........................................................................................................... 63 Chapter 5: Multimedia in Flash ........................................................................................................... 93 Chapter 6: Project Planning and Production ................................................................................... 105 Index ...................................................................................................................................................... 111 About the Authors Drs. Annette Lamb and Larry Johnson have been teachers, school library media specialists, media and technology coordinators, and college professors. They are currently teaching online graduate courses for librarians, technology coordinators, and teachers at Indiana University at Indianapolis (IUPUI). They also write, speak, and conduct professional development workshops, presentations, and keynotes throughout North America focusing on ways to more effectively integrate technology into the classroom. Their popular website, Eduscapes.com, includes a wide range of award-winning, free resources for educators including 42explore, Teacher Tap, Literature Ladders, Activate, Naturescapes, Multimedia Seeds, and escrapbooking. They are well-known for their realistic approaches to technology integration. In addition to working on state and national-level grant projects, they enjoy spending time with administrators, teachers, and individual school districts and universities working on practical, technology-rich approaches to teaching and learning. Annette received her Ph.D. in Educational Technology from Iowa State University and Larry received his Ph.D. in Instructional Systems Technology from Indiana University. Their roots in library, media, and technology are reflected in their passion for interdisciplinary approaches, information inquiry, reading and writing across the curriculum, and using a variety of resources from books to the Internet. Their numerous articles and over a dozen books are valuable resources for educators. They love to share their ideas with others. All of their sessions and workshops are available at http://eduscapes.com AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Chapter 1: Exploration & Evaluation Animation, interaction, and multimedia are three elements that can make your informational or instructional projects come alive. However they can also cause your user to become distracted, lost, and overwhelmed. Adobe’s Flash is a great tool for creating cool multimedia animations, but did you know that this popular software is also used to produce effective, efficient, and appealing instructional materials? In this fast-paced course, you’ll create exciting, engaging Flash projects to address standards across content areas. Just like a flashlight, all you need to do is AIM! After completing this module, you’ll be able to: • • • • identify key elements of Flash. discuss applications of Flash and reasons for and barriers to its use. identify software for authoring and playing Flash movies. distinguish purposes for Flash projects including to entertain, inform, instruct, and persuade. • identify the information focus, organization, and presentation used in Flash projects. • apply criteria to the evaluation of Flash projects. Key Elements Flash is an effective, efficient, and appealing software tool for designing materials to meet the diverse needs of your learners, patrons, or clients. Although Flash contains many great features for producing informational, instructional, and persuasive materials, three key elements stand out: Animation, Interaction, and Multimedia. 1 2 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Animation Movement is an effective way to communicate concepts, processes, procedures, and other ideas. The animation features of Flash allow developers to create engaging visual presentations. Interaction Rather than merely reading, watching, or listening, the interactive features of Flash allow developers to integrate dynamic functionality through questioning, feedback, branching, and user tools. Multimedia Enriching a Flash project with sounds, speech, music, graphics, scanned images, photographs, and video allows developers to reach varied interests and learning styles. Investigate Explore A Dancer’s Journal from The Kennedy Center. http://artsedge.kennedy-center.org/marthagraham/index.htm Look for animation, interaction, and multimedia elements in this Flash project. How do these three elements contribute to the virtual experience? If you have trouble running Flash on your web browser, go to Macromedia and download the latest version of the FlashPlayer. http://adobe.com/ Figure 1-A. A Dancer’s Journal from Kennedy Center. http://artsedge.kennedy-center.org/marthagraham/index.htm AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation 3 Variety of Applications The uses for Flash are limited only by the imagination. Explore some ideas to get you thinking about the possibilities. splash web page music video animated banner escrapbooks demonstrations greeting card morphing characters learning games calculators movie trailers quizzes timelines electronic books slide shows cartoons WebQuests interactive maps advertisements tutorials polls & surveys Reasons for Use Differentiate The use of animation, interaction, and multimedia elements can accommodate the diverse needs and preferences of all ages. Flash allows you to use audio, visuals, and movement to convey ideas. In addition, it’s possible to provide multiple examples, alternative perspectives, and varied speeds of presentation. Engage Flash can be used to design engaging materials that will motivate users. The combination of movement, multiple media, and interaction immerses users in a virtual experience. Teach Whether providing initial instruction or patient remediation, Flash can be used to develop effective instructional materials and learning environments. Versatile Flash can be used to create web pages, tutorials, games, simulations, and many other applications and tools. Quality Flash produces high-quality files that play well on all browsers and operating systems. They also print well. Technology Once the Flash plug-in has been installed, end users rarely have difficulty with the technology associated with Flash. While browsers vary and Javascripts can be unreliable, Flash player is very stable. 4 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Barriers to Use Technology Flash requires access to specific technology. As such, some end users may have difficulty accessing materials. For example, the Flash plug-ins are necessary. In addition, users may run into browser compatibility issues and slow download speeds. As such, an animated gif may make more sense for simple animations. Ease of Use Some end users have difficulty using technology-rich materials. Be sure to provide clear instructions to downloading the Flash Player plug-in. In addition, help should be provided for use of the project such as directions for using icons, navigation, and exiting the program. Accessibility The multimedia aspects of Flash can cause problems for some users with special needs. For example, Flash is not compatible with all assistive technology devices and web browsers. As a result, it’s important to provide alternative text, descriptive captions, or other devices to ensure accessibility. For additional information about accessibility, go to our issues and Web Accessibility page at (http://www.eduscapes.com/flash/issues.htm). Examining Flash File Types Although Flash is often associated with animation, it can be used to create a wide range of rich content containing text, graphics, audio, video, animation that can run from a web browser, CD, or on the desktop of computers and hand-held devices. Before jumping into the development of your own Flash projects, it’s a good idea to explore the possibilities. Generally, you’ll find Flash projects in two locations. First, many Flash projects are found online. They are either embedded in web pages or linked from web pages. Second, some projects are found on CDs and DVDs. They may be part of a larger project such as an electronic encyclopedia or a stand-alone software package such as an interactive book. Projects are developed in the Flash software and can be saved or exported for different purposes. One of the first things you’ll discover is that there is separate software needed to view (authoring files) and create (player files) Flash project. Authoring Files When creating and saving files in Flash, you’ll be using the full version of the Flash software. Files will be saved as Flash authoring files with a *.fla file extension and can only be viewed and modified by someone using AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation 5 Flash development software. These files contain the basic media, Timeline, and script information. Keep in mind that these source files can’t be opened with the free Flash player. Flash Player Files When your projects are ready to share with others, you’ll export them as Flash player files with a *.swf file extension. These “swiff” files are compressed versions so they are much smaller files than the authoring files. End users can view your files using the free Flash Player that can be downloaded from the Adobe website. These files are compiled and compressed so they take up less storage space and download quickly. These are the types most often embedded on web pages and viewed with a web browser. The end user goes to a web page with the *.html file extension. The published version of the Flash movie (*.swf) is embedded in the code of this page. In order to use these projects, you’ll need a Flash player. The Flash player can be downloaded from the Macromedia website at http://adobe. com. Most websites containing Flash projects provide directions and a link to the Adobe website. Executable versions of the files can also be developed that embed the FlashPlayer in the program, so no special software is needed. Since these files require more space, executables are most often found when the projects are shared on CD. There are other file types associated with Flash projects including AS (ActionScript files), SWC files (reusable components), JSFL (JavaScript files), and FLP (Flash Professional 9 project files). You’ll find many examples of Flash technology on the web. While some of these projects runs automatically, in other cases you’ll need to look for a button to start the Flash program. Use these projects to refine your skills at evaluation, as well as a source for ideas. Pay particular attention to how the page directs user attention to the Flash elements. Go to the Flash Projects page at this website. http://eduscapes.com/flash/explore.htm Browse some of the projects. Look for animation, interaction, and multimedia elements. Consider how they would be useful to a particular audience. Also, think about barriers to using these projects. Investigate 6 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation When searching for Flash projects, consider doing a Google search using your topic and adding the words .swf and flash. Also, if you’re seeking a particular media type or sample files, consider Flash video or Flash sound. Flash Applications From simple animations to complex, interactive simulations, the potential applications of Flash are endless. As you evaluate existing projects and learn to use the software yourself, think about how these new skills can be applied to the creation of effective products. As you consider the possibilities, think about the purpose of the project as well as possible formats. Ask yourself these questions: • Is your project intended to entertain, inform, instruct, or persuade? • What pedagogical or persuasive techniques would work best for your content? • What approaches to organization and presentation match the needs of end users? • What elements (animation, interaction, multimedia) make the most sense? When Flash first became popular, many of the applications were simply goofy cartoons and swirling graphics. Today, developers are also using Flash to create sophisticated programs that inform, instruct, and persuade. These more advanced applications require creators to think carefully about organization and presentation of materials, use of interactivity, and elements of multimedia to meet individual needs and interests. Flash projects have evolved to include sophisticated simulations and problem-solving software. This section of the module focuses on different approaches that can be taken when producing Flash projects. Keep in mind that a single project may include each of these areas. The following links take you to the resources on this page. Within each topic you’ll find off-site examples. • • • • Entertain Inform Instruct Persuade Entertain Flash provides tools for creating fun, attractive Flash projects. One of the most popular applications is entertainment. What makes a Flash movie entertaining? What motivates game players? Think about the value of entertainment and the features that attract end users. AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation 7 Two categories will be explored: games and movies. Games. Many of the online and CD-based games you see are produced with Flash. Games involve applying strategies to reach a goal. For example, you might match photographs to test your memory or move pieces around the screen to build a puzzle. More complex games may involve simulations or virtual adventures. All games share some of the same basic features. They generally contain buttons to start and go to instructions. Some have a practice area. Many games have levels and reward accomplishments. Explore the games at Orisinal : Morning Sunshine. http://ferryhalim.com/orisinal/ This website contains simple, yet elegant games. What is a game? How are some of these games different from the popular video games? What do you like and dislike about specific approaches? Explore a few PBS games for children and young adults. http://eduscapes.com/flash/categories.htm#a1 Would you call them learning games? Are they entertainment, educational, or both? Why? Examine the structure of the Save the Egg game from the movie March of the Penguins. http://www.nationalgeographic.com/marchofthepenguins/game/ What are the elements of an effective game? Create your own plan for a game based on a book or movie. Figure 1-B. Orisinal : Morning Sunshine - http://ferryhalim.com/orisinal/ Save the Egg - http://www.nationalgeographic.com/marchofthepenguins/game/ Investigate 8 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Movies. From animated banners on school or library websites to fulllength movies, Flash is often used for producing projects intended to entertain. Flash projects can draw interest to a website, provide a humorous introduction to an idea, or simply provide dramatic visual and auditory experiences. Some examples of movies include splash introductions, flash banners, cartoons, short-subject movies, and music video. Investigate Explore the short instructional movies at Stop Bullying Now (http:// stopbullyingnow.hrsa.gov/), Brainpop (http://brainpop.com/) (you can only view 3 movies without a subscription or you can get a 14 day trial) or watch The Elements (http://www.privatehand.com/ flash/elements.html) music video. Both use Flash as a tool to make learning interesting. What techniques do the developers use to make the Flash movies both entertaining and educational? Figure 1-C. Stop Bulling Now - http://stopbullyingnow.hrsa.gov/ Brainpop - http://brainpop.com/ Inform Many Flash projects involve some form of information sharing. Libraries, museums, and government agencies often use Flash to develop informational resources of interest to their patrons. In many cases, an organization’s mission may require the dissemination of information. The Internet provides a wonderful outlet for these unique projects. When designing information-rich programs, consider the unique or special nature of the information you have to share. In other words, many local historical societies have photographs, diaries, and documents unavailable anywhere else in the world. How can Flash be used as a tool for sharing this unique information? Libraries and museums may contain data AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation 9 and resources unavailable in other regions of the world. Children and their teachers may be conducting experiments in their local nature preserve. Use Flash to share this information with others. Two categories will be examined: information exploration and digital storytelling. Information Exploration. In some cases, a Flash project may simply disseminate information. The key to an effective information exploration project is organization and navigation. End users must be able to easily access and use the information. Interactive timelines, thumbnail graphics, maps, and other visual tools are often used to assist users in exploring information. Quality directions and intuitive navigation tools are essential. If they become lost or frustrated, they may quit or use another information resource. Consider the following types of information exploration materials: • Informational slide show • News sources • Virtual exhibits • • • Interactive database Reference materials Virtual field trips Explore the Anatomy of a Croc, A Prisoner’s Sketchbook, Great Barrier Reef, Iraq Navigator, ISS - International Space Station, and Underground Adventures as examples of informational projects. http://eduscapes.com/flash/categories.htm#b1 Investigate Compare the organization and presentation of information in these projects. How are they alike and different? What tools are provided for navigation? Figure 1-D. Underground Adventures - http://www.fieldmuseum.org/undergroundadventure/ Great Barrier Reef - http://www.nationalgeographic.com/earthpulse/reef/reef1_flash.html 10 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Digital Storytelling. Sharing oral histories, retelling fables and fairy tales, creating electronic scrapbooks, and designing online travel logs, are just a few of the many ways Flash can be used for digital storytelling activities. Consider the following types of digital stories: • • • • • Investigate Digital travel logs Personal histories Electronic scrapbooks Interactive stories and books Oral and video histories Explore interactive storybooks. http://eduscapes.com/flash/categories.htm#b2 What features do they share? What considerations could be taken for nonreaders, non-English speakers, and users with special needs? Why is interactivity important? What other interactive elements could be added? Figure 1-E. ABC Book - http://www.childrensmuseum.org/teachers/online_resources_activities.htm All ABout Sea Otters - http://www.mbayaq.org/media/all_about_otters/whatsanotter01.html Instruct Increasingly, Flash is being used as a tool for developing materials for teaching and learning. These materials may stand alone or be used in conjunction with the guidance of a teacher. From step-by-step instructions to complex simulations, instructional materials are intended to assist users in reaching a specific learning outcome. Three areas will be explored: inquired-based activities, Q&A projects, and tutorials. AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Inquiry-based Activities. Inquiry-based approaches help users explore questions, conduct investigations, and solve problems. By providing an environment to analyze information, manipulate variables, examine relationships, and make decisions, users are asked to apply their skills to “real life” situations. This software is generally used after initial information exploration and instruction as part of application, review, or remediation. Users are often provided with examples and activities, problems to solve, an encyclopedia of information, and lots of tools. The key to an effective inquiry-based environment is a high level of interaction and a sense of participation in “real life” activities. The most effective inquiry-based environments are challenging without being overwhelming. In other words if users carefully follow the guidance provided, they’ll be successful. Simulations, virtual field trips, and mysteries can all be used to prepare students for a real field trip, experiment, or experience. On the other hand, they may also substitute for a “hands-on” experience that would be difficult to duplicate at home, in a library, or in a classroom. For example, activities that involve dangerous situations, time consuming processes, spending money, or “impossible” projects like an interstellar flight are good applications of the technology. Simulations are often paired with elements of tutorials. They are particularly effective as a culminating activity after learners have basic skills in the concepts being addressed. Without background skills, the simulation may become a game rather than a meaningful learning experience where students can make informed decisions. There are many types of simulations. Physical simulations involve students in using objects or machines such as microscopes or airplanes. Procedural simulations involve a series of actions or steps such as medical diagnosis or frog dissection. Situational simulations involve critical incidents within particular settings such as interactions with customers. Process simulations involve decision making skills related to topics such as economics, genetics, or geology. Users must choose among alternative paths. Problem-solving software is intended to assist students in developing skills related to making effective decisions. Although similar to a simulation, more emphasis is placed on reasoning, logic, and critical thinking. Problem solving software generally involves a set of procedures to accomplish some type of goal. Students may identify a problem, plan an approach, gather information, develop strategies, test hypotheses, and develop plans of action during the program. In most cases, the program focuses on a core set of principles or strategies. • • • • • Decision making Experiments Mysteries Problem Solving Simulations 11 12 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation When selecting inquiry-based applications or designing your own, consider the amount of time you have to dedicate to the program. In particular, simulations can be time-consuming if done well. Ask yourself: • What do you want students to be able to do when they complete the experience? • Will students complete the simulation as individuals, in small groups, or as a class? • Will they be able to transfer their skills to new situations? • How will these skills relate to specific content area goals? • Is the content realistic enough to involve the students? • Does the activity really engage users in the content and address learning needs? • Will they really “get into” the simulation or simply treat it like a game? For example, does it make a difference that the students aren’t responsible for real money or lives. Investigate Explore the following inquiry-based activities. http://eduscapes.com/flash/categories.htm#c1 Using the criteria above, evaluate the quality of these inquiry-based activities. Figure 1-F. EdHeads - http://edheads.org/activities/simple-machines/ MyPyramid - http://www.mypyramid.gov/kids/kids_game.html# AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Q&A Projects. Although the Question and Answer (Q&A) approach can be used to simply facilitate information sharing, it can also be used to reinforce concepts and allow opportunities for learners to practice skills. Drill and practice software was the first widespread application of computers in learning. Other than fancier “bells and whistles”, many of today’s approaches have changed very little since the 1960s. Although some drill and practice applications contain age-appropriate levels that allow children to progress at their own pace, many are simply a series of traditional multiple choice questions. Although some Q&A programs provide instruction in addition to practice, they aren’t intended to replace initial instruction. Instead, these programs are developed to support information exploration or promote review. The strength of these projects is their ability to provide endless practice and immediate feedback to meet the individual needs of end users. Many of the new Q&A approaches provide fun situations, animation, graphics, modeling, and corrective feedback. They may let students explore for answers rather than being posed with traditional multiple choice questions on the screen. For example, students might explore interactive maps, matching sounds to graphics, or roll-over photographs to explore vocabulary to seek answers to questions. • Frequently-asked questions • Drill and practice When selecting Q&A applications or designing your own, make certain the program handles questions and answers effectively. Ask yourself: • Are the questions those that users would be likely to ask? • Does the program present stimulating, essential questions rather than trivial facts? • Are answers or feedback adequately detailed to promote understanding without being overwhelming? • Does the order of presentation assist users in their overall understanding of the concepts? • How do auditory and visual elements contribute to understanding by people with different learning styles? When focusing on learning applications, you’ll find both effective and ineffective approaches. Look for the quality of the feedback. Ask yourself: • • • • • • Is it important for students to practice until mastery? Is over learning really needed? Should the computer take the role of instructor and evaluator? Is positive reinforcement used? What happens if students fail? Will students get bored or frustrated using this program? 13 14 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation • Are students given quality corrective feedback that will help in their learning? • Are variations in the musical, graphical, or text environment provided to keep the practice interesting? • Is paper and pencil cheaper, easier, or better for the type of practice required? When evaluating software, be aware of the screen layout. This is particularly important in spelling and math problems. Ask yourself: • In spelling, is the word read aloud or does it flash on the screen? • Will students be selecting the word from a list or typing the word from memory? • In math, consider the placement of the response. • Do students write in the tens or ones column first? • How were they taught? • Is the activity timed? Investigate Explore the following question and answer projects. http://eduscapes.com/flash/categories.htm#c2 Compare the techniques used to present the questions and answers. Is getting the correct answer important? Why or why not? What role does scoring play in the project? Figure 1-G. Math - http://www.what2learn.com/content/samples/maths/triangles.htm Regional DARE - http://www.pbs.org/speak/seatosea/americanvarieties/DARE/wordpower/dare. html AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation 15 Tutorials. Tutorials present step-by-step instruction teaching new concepts. They are designed to provide new information along with examples and nonexamples of concepts. In addition, practice and feedback is often incorporated into the program. Tutorials work well when introducing new concepts, reviewing difficult ideas, or providing enrichment. Some tutorials are linear. In other words, they provide the same information and examples to all learners in a predetermined order. Sometimes called “electronic page turners” they don’t address the needs of individual students. On the other hand, branching provides alternative paths through the program. Each student receives that instruction he or she needs based on responses to specific questions or problems. Or, in some cases student may have control over the paths they take through the materials. They may also choice examples of interest. The strength of tutorials lies in their consistency and accuracy. They allow students to work at their own pace and provide individualized practice and feedback which is difficult to do in the traditional classroom environment. They are particularly useful in teaching concepts that involve processes and procedures such as “how-to” run a piece of equipment, use a software package, or type a knot. • Demonstration • How-Tos • Step-by-step Instruction When selecting tutorials or designing your own, consider the instructional strategies incorporated into the program. Ask yourself: • Does it teach the concepts like you would teach them? • Do you like the quality and quantity of examples and nonexamples provided? • Does the vocabulary match what you teach in class? • Does the control users have over the environment meet your needs (i.e., many or few choices; lots or little branching)? It can be confusing for a student to learn one approach on the computer and be expected to demonstrate a different technique in class. Is the software a good use of instructional time in your classroom? Explore the following tutorials. http://eduscapes.com/flash/categories.htm#c3 What are the key elements of an effective tutorial? Compare the techniques used in the projects above. Investigate 16 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Figure 1-H. Galileo’s Experiments - http://www.pbs.org/wgbh/nova/galileo/experiments.html Freedom Knot - http://www.freedomknot.com/ Persuade The art of persuasion often combines entertainment, information, and instruction. Users may be asked to make a decision and take action. Rather than an inquiry-based environment where participants may reach varied conclusions, persuasive projects focus on a particular answer or action such as purchasing a product, going to a movie, or starting a fitness program. Promotions. From television ads to movie trailers, people are constantly bombarded by persuasive messages. Many of these messages are now being produced in Flash. Many of these projects are intended to change attitudes or action by providing new information, interactive activities, or emotional messages. • Advertisements • Movie Trailers • Public Service Announcements Investigate Explore the projects designed to persuade. http://eduscapes.com/flash/categories.htm#d1 What methods of persuasion are used? How do they combine entertainment with advertising? How many different categories can you find? AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation 17 Figure 1-I. The Meatrix - http://www.themeatrix.com/ Arizona Opera - http://www.vilocity.com/docking/portfolio/azopera/cd_021021/ Flash Approaches Whether designing an entertaining splash page or a sophisticated simulation, many options are available for information focus, organization and presentation. This section explores some of the techniques that can be applied. • Information Focus • Information Organization • Information Presentation Explore Conservation Central (Smithsonian’s National Zoo), African Voices (Smithsonian National Museum of American History), and Within These Walls (Smithsonian National Museum of American History). http://www.eduscapes.com/flash/organize.htm Examine the Flash activities and find the animation, interaction, and multimedia elements. Can you identify the purpose or focus of the project? How are the informational elements organized? How is information presented on the screen? Are interactive text, illustrations, maps, slideshows, timelines, or tools incorporated into the project? Is the project easy to use? Are adequate directions and help provided? Investigate 18 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Figure 1-J. Conservation Central http://nationalzoo.si.edu/Education/ConservationCentral/design/default.cfm Information Focus It’s helpful if you have a focus for your information. Some projects examine a concrete topic while others are more abstract. Projects may focus on one idea in-depth, a range of ideas, a process, or some combination of ideas. Here are some ideas: Action Focus Art and Architecture Focus Custom Focus Event or Experience Focus Life Focus Myth and Misconceptions Focus Person or People Focus Quote Focus Symbols, Signs, & Marker Focus Value Focus Artifact Focus Autobiographical Focus Document Focus Issue Focus Literature Focus News and Information Focus Place Focus Song Focus Theory Focus Word Focus For specific examples and topic ideas, go to escrapbooking. http://escrapbooking.com AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Examine the following Flash projects: Einstein’s Big Idea, Nathaniel Hawthorne, San Francisco Symphony, Name that Bug, Women of Our Time, and Kids Collecting. http://www.eduscapes.com/flash/organize.htm#aa 19 Investigate What’s their informational focus? Can you think of other topics that could be explored using this focus? Figure 1-K. Nathaniel Hawthorne - http://www.pem.org/library/hawthorne/flash.html San Francisco Symphony - http://www.sfskids.org/ Information Organization Data is unlikely to be used effectively unless it is presented in a way that users can understand. Experts are able to see patterns in data and make connections with existing information. When designing Flash projects, consider the needs and interests of your audience. It’s likely that they are not experts. As such, you’ll need to organize information in a way to their facilitate critical and creative thinking about your topic. For example, you might draw comparisons illustrating then vs now, before and after, or if/then. Consider linkages that can visualize a thinking process. Or, show relationships such as among characters in a book, historical figures, or family members. Themes are also an effective organizational tool. You might organize by historical era, literature genre, or hot topics. 20 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Consider the following approaches that can be taken to information organization. Within a single Flash project, you may use many of these approaches. Alphabetical Change Connection Geographical/Regional Inquiry Mystery Procedure - steps Reflection Thematic Analogy Chronology Criticism Hierarchy Linkages Perspectives Process - cycles Storytelling Trace or Track Cause/Effect Comparison Debate In-depth Movement Prediction Product Relationships Wonder For specific examples and topic ideas, go to escrapbooking. http://escrapbooking.com Investigate Examine the organization of projects. http://www.eduscapes.com/flash/organize.htm#a Compare the different techniques used in the NOVA Anatomy of... projects. Figure 1-L. Anatomy of a Rover - http://www.pbs.org/wgbh/nova/mars/rover.html Life Cycle of a Glacier - http://www.pbs.org/wgbh/nova/mtblanc/glacier.html AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation 21 Information Presentation Elements most often incorporated in Flash projects include animation, interaction, and multimedia. These elements can be applied in different ways to create interesting, informative projects. This section will explore ways that animation, interaction, and multimedia elements can be used to build effective information presentations: • AIM (Animation, Interaction, Multimedia) Text • AIM Illustrations • AIM Maps • AIM Slide Shows • AIM Timelines • AIM Tools AIM Text. Although most often associated with glitzy visuals, Flash is also useful for text-rich projects. One of the advantages of using Flash rather than other tools is the ability to control the font types and styles viewed by the end user. Some well-known examples include children’s electronic books and interactive glossaries. Ideas include: • • • • • • • • Digital Storytelling Electronic books Hypertext Living books/interactive books Language choices (English/Spanish) for ebooks Pop-up glossary Interactive glossary Data collection and sharing - polls, surveys, Q&A Explore Flash projects containing text: CBeebies Stories, A More Perfect Union: Japanese Americans & the US Constitution, Ancient Refuge in the Holy Land, Newton’s Dark Secrets, and HiLite Online. http://www.eduscapes.com/flash/organize.htm#b1 What elements such as sound, photos, and interactive features can facilitate reading in a Flash environment? Investigate 22 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Figure 1-M. A More Perfect Union: Japanese Americans & the US Constitution http://americanhistory.si.edu/perfectunion/experience/index.html AIM Illustrations. Many of the most popular Flash projects rely heavily on graphics including charts and graphics, concept maps, line drawings, scanned documents, and photographs. Animated, interactive illustrations often show processes and relationships. There are many ways to present ideas visually. For example, you might use the analogy of a beehive to represent a corporation, a hospital to show library offerings, or a zoo to show the parts of a school. Using the Anatomy of... approach is another popular visual organizer. Users might click on the parts of a car, elements of a cell, parts of a uniform, layers of the rainforest, or layers of the earth to learn about each element. A process approach might be taken with topics such as inquiry, photosynthesis, mixing colors, erosion, gene mutations, or meandering rivers. Cycles such as rock, life, and water also work well for illustrations. Many developers use concept maps to jump start thinking visually. Consider a software package such as Inspiration to help you create these visual maps. Ideas include: Analogy Comparison How Stuff Works Process Visualize motion Anatomy of... Concept map Lab simulations Sketchbook Visualize vocabulary Collage Cycle Mural Trajectories Visualize math AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Explore Flash projects containing illustrations: http://www.eduscapes.com/flash/organize.htm#b2 23 Investigate Examine ways that illustrations are used in Flash projects. Compare the way visuals are used in each of the following projects. How do other features such as audio and interactivity add to the experience? Figure 1-N. How Caves Form - http://www.pbs.org/wgbh/nova/caves/form.html How the Body Works - http://kidshealth.org/kid/closet/movies/how_the_body_works_interim.html AIM Maps. Animated, interactive maps are common Flash applications. They allow users to explore a visual, make choices, and read information. Ideas include: • Changes and Predictions - growth of urban and rural areas, Mississippi River predicted path, hurricane’s path, endangered animals • Locations - countries, governments, natural resources, land forms, biomes, axis/allies WWII • Movement of plague, people, animals, glaciers, volcano, hurricane, tornado, migration patterns, troop movement in Civil War, travel logs 24 Investigate AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Explore examples that incorporate maps. http://www.eduscapes.com/flash/organize.htm#b3 Notice how the maps are presented. Create a list of the many ways that users interact and use the maps in each project. Figure 1-O. Horatio’s Drive - http://www.pbs.org/horatio/sea/ Theban Mapping Project - http://www.thebanmappingproject.com/ AIM Slide Show. Slide shows are one of the most common presentation formats. These shows many be automated or the end user may have control. They may incorporate illustrations, photos, maps, timelines, or other elements. Users are presented with a series of buttons, options, or navigation arrows to explore information. Investigate Explore examples that incorporate slide shows. http://www.eduscapes.com/flash/organize.htm#b4 Compare the methods used for navigation in the different slide shows. Also compare the placement of visual elements on the screen. AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Figure 1-P. Build a Rice Paddy - http://www.pbs.org/wgbh/nova/satoyama/hillside2.html Grand Lodges - http://www.pbs.org/opb/greatlodges/nationalparks/grand/ AIM Timelines. Timelines are used across content areas to help users visualize the history of a topic. Ideas include: • Short Term - day-in-the-life, diet diary, disasters (earthquake, tsunami, tornado, hurricane, blizzard, famine, disease) • Years - personal history, genealogy, movement (Civil Rights), events (transcontinental railroad, construction) • Centuries/Eras - topical histories (wars, fashion), dinosaurs • Topics - books, reports Explore Flash projects containing timelines. http://www.eduscapes.com/flash/organize.htm#b5 Brainstorm different visual techniques to express timelines. AIM Tools. Flash can be used to create a variety of utilities, calculators, and other tools. These resources are often used as part of a larger tutorial or simulation environment. Ideas include: • Calculator - cost of insurance, buying a house, owning a car, budgeting, buying carpet • Palette - art tools, music composition tools, writing tools, construction tools • Simulator - piece of equipment, (thermometer, micrometer, cash register, DVD player), environment (weather, classroom, sports setting) 25 26 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Figure 1-Q. Hip Hop Timeline - http://www.empsfm.org/exhibitions/index.asp?articleID=664 Investigate Explore how tools are incorporated into Flash projects. http://www.eduscapes.com/flash/organize.htm#b6 Are the tools easy to use? Are the directions clear? Is there a way to save or print the results? How does the tool contribute to the goal of the Flash project? How would you redesign or modify the tool so it is more effective? Figure 1-R. The Artist’s Toolkit - http://www.artsconnected.org/toolkit/explore.cfm Thumb Harp Tunes - http://pbskids.org/africa/piano/haveflash.html AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Evaluation Once you’ve had some fun exploring Flash projects and have an idea of the possibilities, it’s time to conduct a more in-depth examination. What makes great projects effective? Why are some projects more engaging than others? Many of the features you look for when evaluating websites and multimedia projects can also be found in Flash projects. Although you may wish to create your own criteria, consider using the questions below to help in your evaluation process. Some items may not apply to the project you’re exploring. Rather than viewing the following pages as a checklist, use them as a guide as you develop your own professional review tool. 27 28 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Flash Evaluation Criteria Background Information Name of Flash Project Summarize the audience, purpose, and contents URL (Web Address) or Access Point (CD, DVD) Operating System and Web Browser Version for Testing (i.e., MacOSX Firefox 3) Version of Flash plugin recommended and used Date of Evaluation Overall Impressions • Is this project a good use of Flash? • Would an animated gif be just as effect? • Would a movie be as effective? • Would a still graphic be as effective? • Would a text page with graphics be as effective? •Is the overall project appealing and inviting? • Is the project an effective model for other developers? • Does this project offer content or an approach not available elsewhere? Audience and Purpose • • • • • • Is the project purpose and sponsorship immediately clear? Is the “look and feel” of the project appropriate for the audience and purpose? Does the project address the demographics of the primary audience? Does the project address the needs or interests of the users? Is the project flexible enough to accommodate varied learning styles? Are the materials developmentally appropriate for the primary audience? Content • Are informational, persuasive, and/or teaching strategies applied effectively? • Does the project contain accurate, high quality content (i.e., interesting, useful resources)? • Is the authority of the project clear? • Is the content objective, opinions identified, and perspectives balanced? • Are authentic resources used (i.e., quality graphics, established sources, primary materials)? AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation • • • • • • • • • • • • • 29 Is the content timely and current? Is the content relevant, useful, and meaningful to the intended audience? Is the content presented in an efficient and effective manner? Is the breadth of the content effective (i.e., goes beyond basic facts and data)? Does the depth of content match the varied audience needs (i.e., text explanations, audio, choices for more depth)? Does the project provide resources that go beyond the ordinary (i.e., unique, local, special)? Does the project contain a mix of content formats (i.e., text, graphics, photographs, video, audio) to address specific needs? Is the content logically organized? Does the project contain current, timely information? Is the project free from spelling, grammatical, and other typographical errors? Is any writing clear and appropriate for the developmental and reading level of the audience? Is the content presented in a variety of ways to meet individual differences (i.e., text, graphics, photographs, diagrams, audio, video)? Is there quality content beyond links? Organization • Does the project contain a clear introduction and organized elements? • Are events presented in a logical sequence? Design • • • • • • • • • • • • • • • • • Is the project visually appealing? Do audio elements contribute in a positive way? Do the colors attract rather than distract? Is adequate contrast provided between elements in foreground and background? Is the project creative and imaginative? Does the project maintain audience attention? Does the project have an effective introduction? Does the site make appropriate use of fonts (i.e, font type, style, size, color, ease of reading)? Were fonts effective and easy to read? Were font colors appropriate for ease of reading? Does the project make effective use of foreground colors, background colors, and/or images? Is the visual layout effective and visually appealing? Does the graphic design reflect the purpose of the site (i.e., serious, whimsical, visually interesting)? Is the design attractive for the intended audience? Is there a consistent theme or layout throughout the project? Does the graphic design add to (not distract from) the site? Is the visual layout consistent, well-organized and free from clutter? Flash Evaluation Criteria Page 2 30 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Navigation • • • • Are directions or help provided for use of icons, navigation, or interactive elements? Is effective navigation (i.e., menu, buttons, limited options) provided as needed? Are helpful information retrieval tools (i.e., site map, index, search engine) provided? Is the navigation appropriate for the audience? Technical Technical - Overall • Does it load quickly and provide information about loading time? • Does it flow smoothly from start to finish? • Do all graphics, animations, text, and other page elements appear in their proper places? • Are directions provided for running or using the project? • Are directions provided for downloading the Flash plug-in? • Are transitions smooth, consistent, and not distracting? Technical - Animation • Does the animation contribute to the effectiveness of the project? • Does animation attract rather than distract users? • Is animation used in meaningful ways? Technical - Interaction • • • • Does the interaction contribute to the effectiveness of the project? Do interactive elements function effectively? Do interactive elements contribute to understanding rather than confusion? Is feedback or the result of interaction clear and effective? Technical - Multimedia • • • • Does the multimedia contribute to the effectiveness of the project? Are media attributes used effectively without being distracting? Do the media elements address alternative learning styles? Were media elements clear and easy to understand and/or interpret? Accessibility • Do the materials meet the requirements of special needs users in the primary audience? • Do the materials meet the Section 508 accessibility standards? Flash Evaluation Criteria Page 3 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation Keys to Usability As you evaluate websites remember that key is usability. Does the Flash resource really meet the needs of the end user? A quality project should focus on addressing the interests and needs of the user. A common problem with Flash is “overdoing” it. In other words, avoid unnecessary, lengthy introductions and splash pages. Use animation and sound for specific purposes rather than as fill or glitz. The best Flash projects provide logical navigation, meaningful interactivity, and consistent elements that increase ease-of-use. Finally, remember to consider those users with low-bandwidths and special needs. Learn More Read the article Using the SECTIONS Framework to Evaluate Flash Media by Jim Boyes, Sandra Dowie, and Ismael Rumzan at Innovate. The SECTIONS framework is based on an acronym representing the criteria that should be considered when selecting instructional technologies: Students, Ease of use, Cost structure, Teaching and learning, Interactivity, Organizational issues, Novelty, and Speed. You’ll need to register for a free subscription to access this article. - http://www.innovateonline.info/index. php?view=article&id=55 31 32 AIM Your Project with Flash: Chapter 1 - Exploration & Evaluation AIM Your Project with Flash: Evaluation Explore the Flash projects provided in this chapter as well as others you find online. http://www.eduscapes.com/flash/explore.htm Select three Flash projects and conduct indepth evaluations of each. Be sure to provide the name and URL (web address) for each project. At least one of the three projects must be different from those provided. Compare and contrast the three projects. Which are most or least effective and why? What would you change if you were designing each project? Why? Discuss how you could apply a particular feature of one of the projects to a library or education setting. Be specific. The following criteria will be used in evaluating your activity: • Are three indepth evaluations provided? • Are effective comparisons made among projects? • Are suggestions provided for potential changes? • Is a specific feature identified and an example given?