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As the promotion of computer and multimedia technology, applications of computer are more and more widely in the field of education. Computer Assisted Learning(CAL), whose trunk is the knowledge of some domain, uses suitable learning theory and computer technology to assist the learning of the domain. Only by Personal Computer(PC) and CAL Courseware can the learners learn immediately and repeatedly for the use of remedial teaching or assistant extracurricular learning. So CAL makes learning not be limited by space and time any more. Besides, because computers possess several great functions, such as immediate reaction, bi- directional interaction and integrating multimedia materials, according to the individual requirement, CAL can provide a various learning environment to help learners learn more quickly and completely. However, simply putting "high-tech" computing power into devices and then putting poorly conceived, and sometime "flashy" but poorly designed CAL materials in front of learners does not result in good performance. So there is so called "Garbage-In, Garbage-Out"(Bad design worn new computer technology clothes is still bad product.) Therefore, this paper will combine pedagogy, psychology, teaching theory, project management, and relative domains to explorehow to design and implement a CAL courseware with teaching value, to provide relative design principles, methods and steps, and actually to develop a role-playing multimedia CAL courseware about natural science courses of the primary schools. I hope this paper can offer the teachers and educators a reference of the design and implementation of a CAL courseware.
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