This page has been edited with permission from Dr. Keith Mitchell. This information
appeared on Apple's web site from 1997-1999. The opinions expressed do not necessarily
reflect the views of the Technology Applications Center for Educator Development or the
Texas Education Agency.
Multimedia, Knowledge Building with Media Bricks
by Keith Mitchell, Ph.D. - Education Development Executive for Apple Computer, Inc.
Of the five new computer applications courses, the Multimedia curriculum offers students
the opportunity to focus on the planning and construction of a large scale information
product. As the number of computers in homes and businesses expands and distribution
mediums such as the Internet reach further, the opportunities in the multimedia industry
are sure to offer many of our students jobs which reward individuals who can successfully
combine creativity, communication, collaboration, and technical skills.
Multimedia products are by definition the integration of two or more media types and are
commonly expected to be interactive. They usually also contain at least one dynamic media
type such as audio, video, or animation. Early use of the term multimedia was often
connected to the distribution of an interactive experience with commercial CD-ROM and
video disc products. It now often also includes information kiosks, media rich and
interactive web pages, media rich linear presentations and nonlinear hypermedia
structures. A completed project in the Multimedia curriculum could easily require student
skills identified with other computer application courses including: Digital
Graphics/Animation (development of graphic elements), Desktop Publishing (static layout of
text and graphics), or Video Production (production of video sequences.)
The Multimedia curriculum will focus on authoring tools which glue component media
elements into an interactive information structure that communicates some form of
knowledge. Their experience, hopefully, will include industry standard tools used in the
production of interactive CD-ROM titles, authoring of multimedia corporate appropriate
presentations, and media rich web pages. With a focus on the process, students should
experience product development from beginning to end: identification of need, defining
requirement specifications, selection of the most appropriate distribution medium,
creating or locating component media, design of the product interface, construction of the
product, and evaluating its effectiveness. The class members should be organized as a team
with individuals contributing their unique skills and interest to a collaborative project.
Additional studies should include career investigations, interviews with professional
multimedia artists, and investigation of degree programs leading to multimedia authoring
careers.
In a course focused on the planning process, product design, and authoring tools, it may
not be possible to work in depth on developing skills for individual media types. The use
of clip media will make it possible to produce sophisticated and media rich products. For
example frequent use of clip media will make it possible to include graphics without
in-depth Photoshop training, Java applets in a web page without programming experience, or
music without MIDI authoring. Knowing when to develop, when to contract, and when and
where to select clip media are decisions made in authoring any real multimedia product.
The use of pre-developed components offers ample opportunity to discuss ethics and legal
requirements of the industry.
The product scenario should hopefully be large enough in scale to require a collaborative
approach. The product objectives might be such that numerous distribution mediums may be
required. For example, a marketing campaign might require interactive CD-ROM, linear
presentation, and a web page; each incorporating the same media and content to deliver a
common message. Other scenarios might develop multimedia products focused on the
entertainment, education, or "E-zine" publishing markets. The class project
could even be a campus kiosk which would actually be used to communicate to visitors the
school's education vision and programs. The experience should result in student developed
products that are perceived as having a purpose to both the students and their community.
The time spent on mastering individual authoring tools and more importantly producing
information products will accomplish most of the issues covered in the TEKS but additional
resources will have to be incorporated to insure students are learning quality skills as
defined by the curriculum and the industries involved. Much of the additional resources
such as those involving ethics, copyright, or even style can be obtained from student
research on the Internet.