MULTIMEDIA PROJECTS FOR EFL/ESL STUDENTS
Dr. Elizabeth Hanson-Smith
Originally published in 1997 in the
CAELL Journal, 7(4): 3-12,
an
ISTE Publication
Abstract
Describes advantages of doing
multimedia projects and methods of having students work
collaboratively
on them. Defines both modest and more elaborate levels of
technology needed for multimedia. Includes outlines for
several
such projects, most of which can be mounted on Web sites.
Multimedia--color, animation, graphics, photos, and video, linked to
text and sound--is very much a buzzword in technology-enhanced
education, but often when we think of multimedia, we are imagining
software products or World-Wide Web sites that transmit information
to
or at students, rather than ways in which students can use media
tools
to create and enhance their own work. This article describes a
“baker’s half-dozen” of multimedia projects that give students
control
of the creative process, enhance cognitive and language learning
skills, and result in finished products that they can take home or
send
out to the world electronically. A number of these projects
were
actually produced by middle school and high school students in a
two-week Summer Institute, and their success indicates that students
of
almost any age or level of language proficiency can create exciting
presentations.
The projects described below closely match current criteria for good
pedagogy: authentic language is required to create a project
for
peers (Byrd & Reid, 1995), especially if it might have a wider
audience of English learners around the world. While research
on
learners’ language with drill and practice software has been
disappointing (Abraham & Liou, 1991), multimedia projects,
particularly those produced by cross-lingual groups, demand higher
levels of communication (Pujol, 1995/96). A multimedia project
is
content-based (Brinton, Snow & Wesche, 1989), and a perfect
example
of a task (Nunan, 1989; 1995), because students must research and
collect information, completing parts of the project in
stages.
Projects work best as collaborations by teams, which in turn
necessitates the negotiation of meaning (Swain, 1985)--and for
younger
students practice of the crucial social skills needed to get along
in a
group. Students quickly buy into the development of their own
projects, thus avoiding some of the pitfalls of group work, which in
other contexts can produce a loss of individual responsibility
(Jacob,
et al., 1996). Organizing, planning, researching, composing,
spell-checking, revising are all aspects of the higher cognitive
processes recognized as necessary to the development of good
learning
strategies (O’Malley & Chamot, 1990; Chamot & O’Malley,
1996). Individual learning styles (Reid, 1995; Lockwood,
1993),
come into play as students write, draw, plan the layout of the
presentation, manipulate various media tools, and exercise their
creativity. A number of these projects are brought to life by
the
exploration of the students’ home cultures, with an eye to teaching
each other respect for differences and appreciation of their
parents’
lives (Short, 1994). And each project involves the use and
understanding of the electronic tools that contribute to computer
literacy, a significant goal for any learner.
The Jonas Salk Middle School/Encina High School Summer Institute
This past summer [1996], I was the technology coordinator for a
3-week
Summer Institute funded by a Title VII Department of Education grant
for LEP (Limited English Proficient) students. Fifty high
school
and middle school students attended a two-week residence program on
the
California State University, Sacramento, campus. Nineteen
teachers and aides, including two exchange teachers from Mexico,
arrived a week prior to the students in order to learn how to manage
leadership training; help students develop study and reading skills;
and create a multimedia presentation using authoring software (in
this
case, HyperStudio), technology tools, such as the scanner and
digicam,
and resources on the Internet. Some of the aides had no
computer
experience, but most of the students had used a computer in their
school labs, and many had accessed information on the
Internet.
The goal of the Institute was to help LEP students become successful
participants in the high school environment, which at Encina meant
access to technology. They would practice respect for cultural
differences as they became members of a project development team;
they
would learn new study skills, which they could apply to the creation
of
their project; and they would master some of the basic technology
tools
used in the world of business. Multimedia projects were the
vehicle for these new skills and practices. Each student
become
part of a 15-member team, and each team was broken down into groups
of
4-5 who were responsible for particular aspects of their
project:
some went to the Internet for maps and photos and text; others spent
some time in the library; almost all the students interviewed each
other (and the teachers), and these interviews were included in
several
of the projects; some were given "throw-away" cameras to take
pictures
that would be incorporated into their projects. In fact, the
students' ideas for the projects, which were presented to their
parents
on the final night of the residence program, evolved considerably
during the two weeks (sometimes to the consternation of the
teachers),
and most students went well beyond the minimum requirements in
contributing to their team and group effort. I found that the
students worked best when they had plenty of time away from the
computer lab to design their projects on paper, and that they were
much
more comfortable with the technology than were their teachers.
Because the students wanted to be hands-on immediately, initial
instruction in using the computers, accessing the Internet,
downloading
pictures and text, and using the scanner--all these caused
considerable
chaos. Lecture presentations on any of these elements fell on
deaf ears. Instead, we found the best way was to teach a few
members of one of the groups how to use a particular tool, and then
have them train others on their team as needed. The same
procedures worked in getting students to use the hardware and
software
described below.
Hardware and Software
Minimum requirements:
- color computer with sound capability
- drawing software, such as Kid Pix
- tape recorder
- presentation software, such as PowerPoint
Modest requirements:
- higher level presentation software, such
as
HyperStudio
- scanner
- "throw-away" camera
Bells & Whistles
- Internet accesss
- digital still camera
- digital video camera
A minimum of technology is needed to create satisfying student
multimedia projects. Hardware might be as simple as a color
computer with sound capabilities, and presentation software, such as
PowerPoint, HyperStudio, SuperCard, or ToolBook.. A single
workstation in a one-computer classroom could be used by teams in
rotation, and the final product could be viewed on the computer
monitor. Presentation software allows the user to create a
“stack” or “book” or “slide show” and create or capture drawings,
animate graphics and text, insert video and audio clips, use a
variety
of fonts for special effects, etc. For example, the middle
school
and high school students that I worked with this summer brought
tapes
from home and simply held the tape deck up to the built-in
microphone
on our Macintosh computers . (Obviously, one could also hold
an
external microphone up to the tape player.) I chose to use a
higher level authoring software, HyperStudio (also available for
Windows). Authoring software is just a step below
programing. Most of the directions are written in English
and/or
are chosen from a list of "tasks," such as "Play sound" or "Play
video." Authoring demanded that students devote some time to
planning: rather than being just a linear slide show, buttons
on
cards could lead in multiple directions. Students had to see
each
group's set of cards as part of a larger whole, and plan their final
oral presentation to take advantage of the multiple branching.
Generally, cost is a good indication of the capabilities of an
authoring application, and its difficulty to master. However,
even very modest programs, such as PowerPoint (which is both cheap
and
easy to learn), allow you to capture photos, sounds, and movies from
files created by other programs. So you might use Kid Pix, for
example, to draw fairly complex pictures, and then ask PowerPoint to
insert them into its “slide show.” And some inexpensive
applications, and even some word processing software, will help
students turn their project into a Web page. One may also obtain
html
(hypertext markup language) lessons on the Internet for free (see “
A
Beginner’s Guide to HTML”).
If your school has better funding or a more fully equipped lab,
students could work on grander productions using all the bells and
whistles. These would entail use of a scanner, Internet
access, a
digital camera and/or video camera, and some kind of projector (such
as
cables and software to link to a TV, or an LCD panel) so that
students
can display the project to the whole class or school, or to their
families. A scanner is extremely useful for capturing
photographs
from home and duplicating text from paper materials. For
authentic, home-grown photos, give students a “throw-away” camera
whose
developed photos can be read by the scanner into digital files on
your
computer.
[ILLUSTRATION: PHOTO OF A STUDENT BY A STUDENT FOR MULTIMEDIA
PROJECT]
Internet access will allow you to download text, images, and sound
clips from the World-Wide Web as digital files. Again, these
can
be captured by your authoring software, as long as they are used
only
locally for educational purposes. CD-ROM reference materials
will
also be helpful in gathering media to illustrate projects
(Schcolnik,
et al., 1995/96). Our summer institute found excellent maps
and
pictures of the flags of our students’ home countries, as well as
tons
of information about the population, foods, music, cultural customs,
art objects, national treasures, sight-seeing attractions, and
history--all excellent background materials for some of the projects
described below. Keep in mind that the Web gives you the
quickest
and cheapest solution to adding professional-looking photos to your
productions, but they won’t be as interesting as photos made by your
students of themselves and their own environment. Using photos
brought from home can create a means to dialogue between
generations. And if you are planning on mounting a Web page
with
your student productions, home-made photos and audio will
automatically
ensure that there are no copyright infringements.
[ILLUSTRATION: PHOTOS OF HOME IN A HYPERSTUDIO PROJECT]
[CAPTION: “Music” buttons play a
contemporary
popular music clip from tapes brought from home by the students.]
Graphics conversion software usually comes with your scanner, and I
mention it only because some presentation software works better with
one kind of graphics file than with another. Especially if you
download files from the Web, you will probably need to convert the
file
type to suit your authoring program. Your lab person can help
you
choose the right type of files, or you can have your students
experiment with different formats. Scanner or graphics
conversion
software will also allow you to shrink the photo or cartoon (smaller
pictures make presentation programs work faster). You may also
use CD’s or diskette collections of copyright free pictures (“clip
art”) and sounds to capture interesting visual and audio effects.
The addition of video files to student projects took the most time
and
produced the most frustration in our summer institute, largely
because
lighting and focusing were difficult to control with the tiny
digital
QuickCam video camera we attempted to use. The slender cameras
used for video conferencing should work more easily, and your school
district or university may give you access to one. You might
even
consider renting some time on a video cam at a local business
services
store set up for video conferencing on an hourly basis. Since
movies take a great deal of memory, they should be deployed
judiciously. In contrast, digital still cameras worked simply
and
easily. Photos taken with the digital camera can be downloaded
directly to your computer in the appropriate file format with very
little practice.
A final note on equipment: as your school or program becomes
involved in student projects, you may find it very worthwhile to
purchase a CD-ROM “burner” to create your own CDs, or rent time at a
professional service or get permission to use your school district
or
university equipment. Holding about 650 MGB of memory,
writable
CDs have become relatively inexpensive, and are easy to store and
transport. Since picture, video, and sound files take up so
much
space, CDs are an excellent storage option.
Organizing Multimedia Projects in Collaborative Teams
Multimedia presentations make excellent team or small group
projects.
In simple projects, where students might normally want to work
alone,
sharing resources, computer skills, and great “finds” on the
Internet
should be built into the project overtly, so that they become an
integral part of the experience: using teamwork to produce
projects can be a very significant element in language learning and
social development. In a very complex project, teamwork is a
necessity: students can each become masters of one piece of
the
technology and then share that expertise with their peers (and the
teacher). Our summer institute had four teams of 12-13, mixed
across age, gender, native language, and country of origin. In order
to
save time in this short summer program, team projects were chosen by
teachers, but redefined by student discussion, and further
elaborated
or transformed as new resources were found or parts of the project
simply could not be completed as envisioned. A form similar to
that below [Illustration: Team Forms] specified who would be
responsible for which aspect of the
technology and project design. Team leaders and stack
designers
(those responsible for the flow and direction of hypermedia links)
were
chosen after the group had learned more about the technology and
gotten
to know each other better. Students who learned to use the
scanner, for instance, then taught other small groups of students
how
to use it, or did the scanning for them. By the end of two
weeks,
most students had taught each other how to use all of the equipment
and
software, except for the video camera, which was deemed too delicate
for anyone but the lab technician to handle.
[ILLUSTRATION: TEAM FORMS]
[CAPTION: Students decided in teams who would do which kind of
activity. In the second form, the process has been refined during
one
of the bi-weekly meetings.]
Students generally are willing to jump into the equipment with very
little training, while teachers seem reluctant to handle the tools
without a written handbook and step-by-step oral instruction.
Students are experiential learners, one might say, while teachers
have
long since become more accustomed to “indirect” learning. For
instance, our lab tech person tried to give students a half-hour of
Internet training, but as soon as they sat down at the computer
stations and got hooked up to the World-Wide Web, they were off and
running. The teenagers’ typical lack of attention to lectures,
combined with the powerful pull of the technology, was simply too
much
to overcome. It is far better to give a short set of
directions
on a single page, for example, how to access the Web from your
particular lab setup, and then pull students away from the computers
for the next step, for example, how to download an image file from a
Website and where to save it, before letting them back on the
computers
to practice. Or you may favor the “managed chaos” approach,
letting the students explore for a longer period, while answering
lots
of questions. The teacher should also be prepared to learn a
great deal from their students, and if teams are primed beforehand
to
interact successfully, students will train each other.
Before the projects were even discussed, teamwork was enhanced by
having students interview each other, taking notes and writing up
their
findings. The interview process ensured that students would
not
simply take the line of least resistance, with the good writers
writing
text and the artistically inclined doing all the drawing.
During
preliminary organization, students also were given the throw-away
cameras and encouraged to take snaps during other class
activities. The interviews gave students the excuse to get to
know each other, and the impromptu photos were later incorporated
into
some of the projects. If a class has not worked in groups
before,
the teacher would be well advised to have students practice some of
the
discourse of polite agreement and disagreement, interruption and
floor-holding, etc., thereby ensuring that students share some of
the
same modes of intergroup communication.
[ILLUSTRATION: AN INTERVIEW WRITTEN AND DECORATED BY A STUDENT
IN
A HYPERSTUDIO STACK]
Organization and pre-planning are the most difficult elements of a
multimedia project. Teachers should build in plenty of time
for
students to spend in sessions away from the computer(s) in
activities
such as sketching the layout of their “cards” or “slides,” deciding
what equipment they need to use, negotiating equipment scheduling
with
other groups, and--as projects near completion--what parts may have
to
be revised or abandoned. I had students draw each of their
proposed cards onto a cardboard 5 X 8 index card. We then
taped
all the cards together with buttons indicating the hyperlinks we
wanted
to make. We taped the set of index cards to a wall of the lab
during each session. This 'storyboard" gave students a much
better idea of what they were working on, and how their individual
cards would fit into the stack as a whole. Holes in the stack,
missing button links, and revisions were made clearly visible.
One teacher also made an outline of the index cards on a piece of
paper
and made a copy for each student.
[ILLUSTRATION: MENU FOR A STUDENT PROJECT TRANSLATED FROM
INDEX
CARD
[CAPTION:] Flags are actually invisible “buttons” that link to
subsequent menus for each of the countries. World map is from
the
HyperStudio clip art collection.
Just as in a professional software product, the most complex and
finished projects were those where students spent the most time
organizing their data away from the computer.
Recipes for Multimedia Projects
The following projects all work well with students of any level,
age,
or academic orientation. They may be adapted to a specific
content in your curriculum, or replace or supplement such typical
activities as a school or class newsletter. Many of them,
particularly when mounted on a Website, will serve as excellent
advertising for an intensive program. All of them will give
students a sense of real accomplishment. The equipment for
each
project can depends entirely on what the classroom or school has
available. Even with the minimal level of technology described
above, students can produce very dramatic multimedia by drawing
their
own illustrations for their projects and making appropriate
recordings
to accompany the text. The amount of time each project
requires
will depend ultimately on how elaborate it gets. However, a
"time
certain" deadline is important, for as with any creative project,
students will want to work on and perferct each element. We
found
that the oral presentation of the student projects to parents gave a
reasonable goal and finishing point in the summer institute.
Students put in at least six 6-1/2 hour days working on their
projects,
both in and out of the lab, and they begged for more time.
Hometown
Magazine
Concept:
Students
research
their home/school locale and create a presentation
that will be of interest to their peers, or to other students who
might
want to come to their school.
Media Ideas:
Interview local
“celebrities,” including the teacher; make a tape recording
What’s the best place to eat? Shop? Dance?
Listen to
music? Take photos
Research jobs
and
educational opportunities
History of the town; visit local Websites
Interesting sights; photos or video of
students
visiting these places
Have a click-on map: click on a site to
jump
to a photo and description
A very extensive variation of this
type
of project is described in detail by Falkner & White (1993),
whose
classes produced an educational HyperCard stack for the National
Zoo in
Washington, D.C.
[ILLUSTRATION: STUDENTS VISITING DE YOUNG MUSEUM, SAN
FRANCISCO,
ON A FIELD TRIP]
Media Journal
Concept:
Many schools publish a literary journal with students’ stories,
poems,
and artwork. However, a media journal can let you add sound
and
animation to your journal.
Media Ideas:
Author reads his/her work as a
recording to accompany poetry or story
Cartoons can be animated
Sculpture can be viewed
multi-dimensionally with a video
A media journal makes excellent content for a Web site.
A number of media projects that can be placed on the Web, as well
as
e-mail and curricular exchanges, are described in Warschauer
(1995b).
School
Newsletter
Concept:
Newsletters are a natural for multimedia publication. And as
a
Website, the school calendar may be enlivened with photos and
video
from actual events, and updated frequently without killing more
trees.
Media Ideas:
Interviews can include audio clips
Calendar of events can be animated and
regularly
updated on a Web site
A newsletter on CD can be updated by adding a
new
folder for each issue
A media newsletter may be viewed in a group,
rather
than read individually and so easily becomes a class resource
material
An electronic School Newsletter mounted on the Web is an
especially
appropriate way of giving parents and friends overseas an exciting
peek
into the EFL students' new environment at an intensive
program.
For other instructional benefits, Soltesz (1996) describes
students
writing Web pages as part of their curriculum.
[ILLUSTRATION: MENU FOR THE SUMMER INSTITUTE NEWSLETTER IN
HYPERSTUDIO]
[CAPTION]: Buttons lead to different stacks.
“Interviews”
were taken before the students knew what kind of a project they
would
do. “Current Events” was mainly photos and text downloaded
from
the Summer Olympics, then going on in Atlanta. “Movie Reviews”
was also primarily photos and text downloaded from the
Internet.
(Most movies now use Web sites to advertise.) “Cartoons” was a
comic strip drawn by the student, and “Poetry” was written and
recited
by the student. “Foods” included recipes typical of the
students’
home countries and photos of famous sites. Pictures decorating
the page were pasted in from HyperStudio’s clip art files.
Making
Cross-Cultural Friends
Concept:
Students research gestures, common greetings, and some of the
background of their country in order to make others students aware
of
possible cross-cultural conflicts. This kind of project can
foster communication with parents, and works well if teams are set
up
to cross cultural borders.
Media Ideas:
Students record typical phrases used in their
own
language
Student research signs and gestures and
videotape
them in use
Students research their country’s geography,
history, and cultural background
A variation on this type of sociolinguistic and cultural research
project is described in Egbert (1995) as "action mazes," where
students
research conversational choices and create links to various parts
of a
HyperCard stack, depending on which choice the conversational
partner
selects. Students add pictures, sounds, and even animation
to
enhance their explorations.
[ILLUSTRATION: STUDENTS DEMONSTRATE LANGUAGE AND GESTURES IN A
HYPERSTUDIO STACK]
[CAPTION] A click on the “Phrases” button takes you to photos of the
students and recordings of their voices. The buttons with
country
names take you to photos and text concerning the background of the
country. Maps were scanned from an atlas. Flags were
downloaded from the Internet.
[ILLUSTRATION: ANOTHER PART OF THE MAKING FRIENDS STACK]
[CAPTION] Students had originally hoped to use movies of
the gestures, but had to revise their plan when they could not get
the
digital video camera to function as they wished. Buttons under
the photos play recordings made by the student of the phrases in
Armenian.
Travelogues
Concept:
Students research places to visit in their home countries and
record
useful expressions for travelers. This project is an
excellent
means to give immigrant students the opportunity to learn more
about
their native country and culture.
Media Ideas:
Many commercial Internet sites have
excellent
photos of sights to see
Students may have pictures from their home
country
The travelogue makes an interesting Website
[ILLUSTRATION: A VISIT TO GUATEMALA]
[CAPTION] The photo was downloaded from the Internet.
The
student wrote the text (in a scrollable field under the photo.
The “Next card” button plays folk music during the transition to the
next card.]
The most successful projects ensure that student teams are organized
cross-culturally. In the travelogue team, students worked in
groups by region, so a Filipino girl and two Vietnamese boys had to
produce a stack together. They chose to divide each of their
cards in half.
[ILLUSTRATION: MAP CARD FROM A HYPERSTUDIO TRAVELOGUE
STACK]
[CAPTION:] Maps were downloaded from Internet sites. The
“Places to see” button leads to the photos in the illustration
above,
“Photos from Home.” Text for the Philippines was downloaded
from
the Internet and rewritten by the student; text for Vietnam was
written
by the student.
Content-Based
Learning: I-Search
Concept:
The
I-search
paper has a basically simple format:
Part I - Chose an area you are
really
interested in. Write down what you know or think you know
about
it already.
Part II - Research your area using print, Internet, and
interviews. (Teacher defines minimum standards and helps
students
find resources).
Write up your search: what did you
read, who
did you talk to, and where did you find the best resources?
Part III - What did you find out? Did it differ from what
you
thought originally?
Write up your conclusions and compete your
paper
with appropriate citations.
Media Ideas:
Make audiotapes and take photos of
interviewees
Scan or download pictures and graphs to illustrate the topic
(being
sure to cite resources)
Determine the most effective means to combine live oral
presentation
with media, and rehearse before presentation
While the I-Search is a virtually fool-proof formula for success
in
academic writing--encompassing note-taking, research skills, and
an
understanding of the value of appropriate citation--the multimedia
presentation of findings is an enhancement that gives students
important practice in the kind of oral-visual presentations they
will
need to do in many professional fields.
Curriculum
Exchange
Concept:
A
number
of classrooms around the world have engaged in the exchange of
materials and e-mail in support of curriculum (Warschauer,
1995a). For example, one of the oldest such programs, De
Orilla a
Orilla (Sayers, 1993), might link a class in Puerto Rico studying
migration patterns with a class in San Diego examining family
histories. Typically, an exchange starts with two teachers
deciding on an aspect of the curriculum to share. Then
physical
materials are shipped from one classroom to the other. Each
receiving class makes a videotape of the opening of the package,
recording students’ expressions and comments as they examine its
contents. The video is then shipped to the originating
class, and
becomes the basis for lively discussion. Classrooms can now
effect exchanges via their Websites and video conferencing, as
well as
by e-mail and surface mail. From Helsinki to Cairo, from
Japan to
Brazil, classrooms have found this kind of exchange fosters
language
development and intense student interest in the culture of other
countries, in addition to inspiring serious research on the
curriculum
topic at hand.
Media Ideas: Any of the
combinations of media described above would find an appropriate
place
in a curricular exchange.
Teachers of classes interested in exchange can find more
information at
Tom Robb’s Website, via the ESLoop cited below (for adult classes)
or
at Dennis Sayer’s “Partner Teacher Clearinghouse" (for
K-12).
Sperling (1997) offers a very complete guide for using the
Internet for
language teaching.
Conclusion
Multimedia projects give students of all ages the opportunity to
take
learning into their own hands while practicing skills that will be
extremely valuable to them in the world of work. These types
of
activities, however, require considerable teacher commitment,
planning
time, and patience with chaos. The best way to prepare for
these
projects is for the teacher to try out one or more of them, from
start
to finish, getting to know the authoring program intimately.
The
teacher must learn the software and hardware well enough to know
when
she/he can solve the problem, and when to call the lab
technician. The rewards of students’ achievement and pride in
their work will, however, more than make up for the effort.
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