All You Have to Do Is Ask: Middle School Students' Specifications for Software
        
        
        
        DR. MARY P. MAULDIN, Director                               Educational Technology Laboratory                              Medical University of South Carolina                                     Charleston, S.C.                  "I am going to be very honest with you: rarely do I use a computer                  program and walk away with a feeling of impartiality. Frequently, my                  opinions are based on first impressions of the program, and if I don't like                  a program, it's rare that I use it again. For whatever reason, I seem to                  either really like a program or absolutely detest it. I know what I like and                  what I don't like, and if I don't find the features I like, I quit using the                  program. A bad computer program has about as much chance of me                  using it as a 'stairmaster'."                  -- Educator & Seasoned Computer User                  The ability to easily "escape" from a computer program has led to the                  need for programs to quickly capture and maintain a person's attention.                  Knowledge of this fact made the design team in the Educational                  Technology Laboratory at the Medical University of South Carolina                  (MUSC) fairly apprehensive when asked to develop two CD-ROMs                  focusing on environmental careers for middle school students. By                  looking at such careers, students are encouraged to start preparing early                  by taking lots of science and math courses in high school.                  Since middle school students have probably had at least limited                  exposure to computers throughout their school careers, they have had                  time to develop some definite opinions as to what makes a computer                  program "good" and what makes a program "bad." The MUSC design                  team suspected that any programs they developed would have only one                  chance to make a good impression with this audience.                  During the initial planning meetings for this project, the team focused on                  issues of instructional design, including an audience analysis.                  Components of instructional design -- such as the development of goals                  and objectives, presentation of content, and methods of evaluation--                  were discussed in great detail. The audience analysis was designed to                  obtain as much relevant information as possible.                  However, during its development, one question was discussed more                  frequently than any other: "What do middle school students like in                  computer programs?" quickly followed by "What is the best way to find                  the answer to the first question?"                  Ask the Would-Be Users                  The design team decided to employ two methods in order to obtain this                  information: go directly to the students and ask their opinions, then                  involve as many students as possible in the formative evaluation                  process. To talk with students directly, the team visited middle schools                  in various settings (suburban, urban and rural). Over 200 students                  participated in interviews, and answered questions such as:                       Do you like using a computer? Why or why not?                        What kind of computer programs do you enjoy and why?                        What kind of computer programs do you not enjoy and why?                        What features have you seen in programs that you like and                       why?                        What features have you seen in programs that you did not like                       and why?                        If you could design an ideal computer program, what features                       would it include? What features would you not want in it?                   Although interviews frequently extended beyond these basic questions,                  the purpose of discussions remained consistent: determining features                  that students liked in computer programs. For example, a detailed                  conversation with students about a software program that gave users a                  variety of choices prompted the MUSC design team to consider ways in                  which students could maintain navigational control throughout the                  entire program.                  Students' opinions were also sought during formative evaluations when                  the actual programs were being tested in classrooms. Observations,                  questionnaires and interviews with students provided additional data                  that was factored into the design process.                  In total, over 850 middle school students provided comments on their                  likes and dislikes in computer programs. The most frequent responses                  are reported in Figure 1, Likes & Dislikes.                      Figure 1: Student-Reported Likes & Dislikes of Features in                                    Computer Programs                              Likes                        Clear directions                         Easy access in and out of                        program                         Games that keep score and/or                        are timed                         High-quality, colorful                        graphics                         Video                         Sound effects                         Popular-sounding music                         Choices (e.g., becoming a                        character, level of difficulty,                        etc.)                         Brief introduction to program                         A variety of musical styles                                                      Dislikes                                                  Games without                                                  movement                                                   "Pixelated" graphics                                                   Games that are too easy                                                  Navigation that forces                                                  user to remain in one                                                  location                                                   Complex or unclear                                                  directions                   The design team agreed there were no glaring surprises in the                  responses. Students wanted to be challenged, have clear and concise                  directions, control over the program, and a program that was appealing                  to the eye. Perhaps the surprise was that they did not ask for features                  guaranteed to push the limits of technology.                  Give Them What They Want                  Armed with this data, the design team continually reviewed and                  incorporated students' comments into design decisions throughout the                  development process. As a result, the final computer programs                  incorporated the multimedia components of video, sound, animation and                  interactivity. However, rather than simply adding these features as                  "bells and whistles," the team made a decision as to whether or not                  inclusion of each feature would significantly improve the instructional                  quality of the programs and, if so, how?                  Figure 2 provides an illustration of features included as a result of                  student requests, as well as the design team's reason for inclusion. As                  the chart illustrates, the majority of requested features were added in                  order to maintain students' attention, increase comprehension, and/or                  improve chances that their motivation would increase.                  Whether it is for a computer-based program or other instructional                  method, the design team agreed it is critical to plan for these factors                  (attention, motivation and comprehension) when designing instruction.                  The team spent time planning ways to gain and maintain attention in                  order to increase the likelihood that comprehension would occur.                  Their Instincts Are Right                  It is interesting to note that a large number of the features requested by                  students are based on principles of instructional design. For example,                  students requested challenging programs; material that is too difficult or                  too easy will not encourage a person to continue using it. Also,                  students requested a very brief introduction; long introductions prior to                  actual instruction may cause students to lose interest. Clear and concise                  instructions were also requested; without clear instructions, chances                  decrease that students will be able to meet the objectives.                  When the design team initially decided to ask students what they liked                  and did not like in computer programs, an underlying concern was that                  students would respond with either irrelevant or technologically                  impossible requests. The old saying, "If you don't want to know, don't                  ask" was in the back of everyone's mind. However, after the results were                  in, the design team concluded that perhaps the biggest surprise from                  student requests was that there were no big surprises: students desired                  programs that were easy to use, challenging, offered a variety of choices                  and appealed to the eye.                  In all probability, the design team would have incorporated most of                  these features even without direct input from students. However,                  discussions with students led the team to understand the degree to                  which students wanted control of the navigation, where to include                  choices, and specific examples of ways in which to make the program                  visually appealing and challenging. It was the students who gave the                  design team creative ideas and new ways to look at situations.                                        Figure 1: Student-Requested Features and Reasons for Inclusion                   Feature                                   Comment                                                   Reason for Inclusion                   Easy navigation                                   User can leave one                                   area and quickly get to                                   another; user is never                                   forced to stay in one                                   location. This feature                                   came about as a result                                   of students requesting                                   that the user have                                   numerous choices, as                                   well as the ability to                                   enter and exit with                                   ease.                                                   Maintain attention and                                                   increase chances for                                                   motivation.                   Brief introduction                                   Each program includes                                   a few introductory                                   screens and a                                   statement regarding                                   the purpose. This                                   feature is a result of                                   students' desire to                                   immediately have                                   access to a program                                   without being forced                                   to watch a lengthy                                   introduction.                                                   Maintain attention                   Clear & simple                   directions                                   Directions for both                                   programs pair simple                                   text on a screen with                                   an oral narration                                                   Increase                                                   comprehension,                                                   maintain attention, and                                                   increase chances for                                                   motivation                   Challenging games                                   Each program includes                                   games that give                                   students an                                   opportunity to                                   practice content                                   presented in other                                   portions of the                                   program. Challenging                                   games were a direct                                   request from students,                                   and features such as                                   timed responses and                                   animations were                                   incorporated to                                   increase the level of                                   complexity.                                                   Maintain attention and                                                   increase chances for                                                   motivation                   Video                                   Numerous, brief                                   videos provide                                   explanations and                                   examples.                                                   Maintain attention and                                                   increase                                                   comprehension                   Popular sounding                   music                                   Both programs                                   contain a variety of                                   music segments.                                                   Maintain attention and                                                   increase chances for                                                   motivation                   High-quality, colorful                   graphics                                   Both programs include                                   high-quality graphics                                   produced by the                                   team's illustrator.                                                   Maintain attention                                     Students' requests led to the incorporation of numerous details                  throughout, which assisted in creating two highly successful software                  products (on environmental careers) used throughout the state and                  beyond. "Success" is based upon the fact that 95% of students who                  participated in formative evaluations met the objectives and reported                  that they enjoyed using the programs. This level of success would not                  have been possible without guidance from the student audience and, for                  that, the design team expresses their gratitude.                  Mary Mauldin is Director of the Educational Technology Laboratory,                  home of the MUSC design team, at Medical University of South                  Carolina in Charleston, S.C.                  E-mail: 
[email protected]                                            The two CDs discussed in this                                            article (Enviro Quest &                                            ROC-CD) are available to all                                            South Carolina middle schools                                            free of charge, and to schools in                                            all other states for a $10 S&H                                            fee. Minimum system                                            requirements: Mac LC 475 (Power                                            PC-compatible), 13" color                                            monitor, 8MB RAM, System 7                                            and 16-bit color (32,000 colors).                  For more information contact: Dr. Curtis Wise, Dept. of Physiology,                  Basic Science Building, Room 401, MUSC, 171 Ashley Ave., Charleston,                  SC 29425; (803) 792-2486; 
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