Internet Projects

Web Quests
What is Multimedia?
Multimedia Project Planning
What is user interface?
Multimedia Project Design
Where to begin?
Design Structures
What is "My ThinkQuest"
Thinkquest 1999 Winners
WebQuest and other examples
Links

 

 

Web Quests
A WebQuest is an inquiry-oriented activity in which most or all of the information used by learners is drawn from the Web.

WebQuests are designed to:

  • focus on using information rather than looking for it
  • support learners' thinking at the levels of analysis, synthesis and evaluation.
A ThinkQuest is a particular application of the WebQuest model. Students are encouraged to use the Internet to create information-rich Web-based educational tools and materials. Students, mentored by teachers, form teams with their peers from around the world. Their collaborative work may then be enter in ThinkQuest, in an international competition.

A ThinkQuest is a WebQuest produced by learners, demonstrating what they have learned, and then made available to others to be used as a teaching tool.
Adapted from Links 2 Learning 4 Educators email newsletter

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Multimedia Project Planning
There are a few basic rules to follow when planning multimedia:
  1. Keep It Simple Stupid (KISS)
    Your focus is on the information you want to present, not on all the cool things you can do with the program. Keeping the presentation of information simple prevents the learner from being distracted from the intended outcome. You should always make the media matche the content. For example, a video of a rock that has no movement would not be an appropriate selection of media.

  2. Consistency vs. Creativity
    Consistency helps provide the learner with intuitive interaction with the information being presented. Consistency also allows the learner to concentrate on the message and prevents distractions created by too many changes. This frees the learner's concentration to focus on the content and not what to expect next. This can be as simple as consistent placement of buttons and text fields that are repeatedly used throughout the presentation. Multimedia authoring programs offer so many different design features, it is easy to lose track of the content at the expense of creativity. Knowing your audience helps in determining a balance between the level of creativity and consistency.

  3. Content
    The content information should be presented clearly in a factual and interesting way. Make sure the title page and the menu page have provided enough information for the learner to successfully access the desired content. Diagrams, photos, and maps can also provide a great deal of depth to the content. Make sure each is properly labelled and a key is provided for maps. While trying to keep your presentation of the content simple, make sure enough detail is provided for the learner to get the desired information. After the subject matter is determined, you should next consider the depth of information you need to include. The depth of the information would be determined by the audience and the subject.

  4. Layout
    Multimedia authoring programs enable information to be presented in an effective and dynamic way. Text fields should be limited in size and not require the viewer to scroll through frames of information. If more than three clicks of the mouse are required, the information should be broken up into sections. The combination of media elements on each card or unit of the stack is important. Each card might contain basic elements such as: text, graphics and even sound and video. In addition, the card composition should be designed with balance, contrast and space in consideration just like a paper layout. A background that is contrasting to both the text and images, also adds to the ease of information retrieval. The font chosen to display the text is as important as the color it is presented in. Text should be a common font to enable it to be used on a variety of computers as well as being limited to two different fonts.

  5. Audience
    It is important to define who your intended users are when you begin planning your multimedia design. Many factors play into the learners ability to connect to the intended information. Their specific needs, interests, and abilities should play a major role in the project design. The user's skill level in interpreting information and text is specially important. Text, images, diagrams, charts, and maps for instance, should match the intended user's level of comprehension as well as their ability to use a computer to physically interact with the project.
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What is user interface?

The user interface provides the means for communication to take place between the learner and the information being presented by multimedia. It alone can determine the success of a project. The interface should always provide more than one way to do things. For example: a button may be provided to go to the first card in the stack or to go back to the last card. The important thing is that the learner was given more than one option to go back and revisit the information. The interface should also act in a predictable way. A common example is the use of a house icon or button with a house on it, to represent a way for the learner to maneuver back to the beginning of the project or home page and will each time it is selected. It's this consistency that helps the learner intuitively interact with the information. Different types of interface options can be experienced through viewing commercial software.

There are several components of the interface to consider including in your project:

  • "Clickable" things like buttons or hotspots that connect the learner to new information.
  • Menus should provide the learner with the necessary information needed to access information.
  • "Typeable" things that allow the learner to add to text fields or query boxes.
  • Keystrokes should be defined when applicable.
  • A layout that enhances the information and reflects the audience needs.
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Multimedia Project Design

The design of a multimedia project should take 2 view points into consideration:

  1. User's View Point makes them aware of:
    • Text
    • Graphics
    • Video
    • Sound
    • Interface
  2. Developer's View Point should play a role in determining the:
    • Content
    • Media resources and data match
    • Controlling software used to develop
    • Interface
Multimedia Design
The design of a multimedia project is influenced by several factors. Some of the driving factors are:
  • Type of subject material
  • Learning objectives
  • Learner's previous experience with the subject and the technology
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Where to begin?
When you build a house you have a plan. The same type of planning can take place when creating multimedia.
  1. Identify:
    • what are you trying to do that no other media can do better
    • who is the audience you are trying to reach is
    • what are the desired learner outcomes.
  2. Determine:
    • the appropriate media to best present the information
    • the appropriate interface for the learner to use when
    • interacting with the information
    • the appropriate organization of the information.
  3. When all the information in Step #1 & #2 has been collected, it needs to be matched to the design structure that best suits the project. This is where you make decisions on paper before you begin using the multimedia authoring software. It will help you visualize how information will be connected for the learner to access.
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Design Structures There are 3 project storyboard design structures:
  1. Linear Projects present information in a sequential order
  2. Hub Projects present information to a connected to a central card
  3. Branching Projects present the information in the order of the learner's choice
  1. Linear Project
    Linear stacks communicate information in a sequential format.
    This structure would be used when the concepts being presented build on each other in a sequential manner. The design guides the learner in a straight and direct path with only a forward and a backward movement through the project. This design structure should be used if the information needs to be presented in a specific order and not at the learner's choice.
  2. Hub Project
    A hub structure provides for learner directed choices of which information to access, unlike a linear project. All the cards are linked to a central card which provides buttons for the user to move to each corresponding piece of information.
  3. Branching Project
    Branching stacks like both the linear design and the hub design, begin at a title/menu screen. This structure gives the user many different choices. Each choice leads to more choices or subtopics providing a network of information for the learner to maneuver through as their interests guide them. This type of design is often made up of a number of linear projects linked together from a central title or menu screen.
    From Ameritech
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What is "My ThinkQuest" [MyTQ]?

My ThinkQuest [MyTQ] is a fully customizable site allowing members to select the specific content which is of most interest to them. Membership is free and services include:

  • Chat Rooms
  • Bulletin Boards
  • Mail lists
  • Help Desk
  • Tutorials for ThinkQuest Internet Challenge, ThinkQuest Junior, and ThinkQuest For Tomorrow's Teachers
  • Tech Guidelines
  • TQ Contest FAQ
  • Team Maker Database (search for potential members)

To join My ThinkQuest, fill out our online form at Thinkquest

MyTQ includes an Acceptable Use Policy,an essential part of participation, requires that you:

  • state who you are
  • get permission if you use someone else's information
  • specifies several conditions for use of the email service
  • and provides information about what cannot be put on Thinkquest sites
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Thinkquest 1999 Winners
Best of Contest
Electricity Online
Arts & Literature Category
The Contemporary Art Experience
Interdisciplinary Category
The Environment: A Global Challenge
Colour My World
Innovations: The Digital Revolution
Science & Mathematics Category
AeroNet
Social Science Category
Endangered Species of the Next Millennium
Computer ethics
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WebQuest and other examples
  1. Animals on the Farm

  2. A Quest for Year 1. All of the information is found without having to leave the site.
  3. Butterflies Designed for Gr K-2.
  4. Cinco de Mayo
    An integrated WebQuest well suited to a Celebrations unit for Years 2-3. Includes the history of Cinco de Mayo and its place in Hispanic culture. Contains 7 activities based on web research.
  5. In INNOVATIVE TEACHING, November 27, 1999 Walter McKenzie wrote a very informative article about WebQuests. It includes:
    • Teacher Support Sites
    • Webquest Archives
    • Individual Quests
    There is also a page of WebQuest links at Innovative Teaching
  6. Internet Projects Examples from Loogootee Elementary West
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Links
  1. Collaborative Projects
    Education World's reviews of collaborative projects.
  2. Computers and Technology for K-6 Educators
    Learn how to build interactive web projects and Internet scavenger hunts to support your curriculum. This collection of links also includes many different free tools to help teachers design their own classroom web sites for communication of assignments, grades, upcoming deadlines and more.
    From About.com
  3. The Key to Keypal Success!
    from Education World
  4. Log On and Learn More: Ten On-Line Projects to Enhance Your Curriculum
    from Education World
  5. Simple Projects!
    from Education World
  6. WebQuest links
    from L2L4ED
  7. WebQuest/ThinkQuest - Theory
    Links to resources form L2L4ED
  8. WebQuest 101

  9. An introduction to Webquests from TeachersFirst
  10. Writing a Webquest for Your Classroom
    Step by Step tutorial on how to create your own WebQuest by Bill Byles


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