Running Head: The Wonderful World of Windows
THE WONDERFUL WORLD OF WINDOWS:
AN INTERDISCIPLINARY INFORMATION SYSTEM
UTILIZING AGENT TECHNOLOGY
TO PROVIDE A LEAD-LEARNER
IN THE FACILITATION OF EDUCATION
A CAPSTONE THESIS/PROJECT
SUBMITTED TO THE FACULTY OF
THE BUSINESS DIVISION OF CANDIDACY
FOR THE MASTER OF SCIENCE DEGREE
IN INFORMATION SYSTEMS MANAGEMENT
BY
RICHARD P. MISLAN
PROFESSOR FRED LOVGREN
FERRIS STATE UNIVERSITY
BIG RAPIDS, MICHIGAN
DECEMBER, 1999
Abstract
The
Wonderful World of Windows was created to develop an interdisciplinary
information system utilizing Agent technologies and the Internet framework to
provide a lead-learner for the middle school technology class helping students
to realize the various ways they can use the computer in other classrooms.
Four
objectives had to be completed in order to create the Wonderful World of
Windows as a successful educational information system. The first objective was
to create a nine-week interdisciplinary curriculum that allowed students to
explore, exchange and express in a business simulation situation. This
objective was achieved through multiple meetings with local technology and
curriculum personnel as well as the intensive research of other world-renowned
leaders in these fields. The creation of this curriculum also demanded the
re-creation of the total classroom environment.
The
second objective was to create an Agent information system that, as a
human/computer interface, acted as a lead-learner for all middle school
technology students. This objective was achieved through the use of Microsoft's
Agent software. Creating the Agent as the lead-learner's allowed the instructor
to become the learning facilitator as well as another expertise resource.
The
third objective was to create the Wonderful World of Windows as a browser
application for all middle school technology students. This objective was met
by creating a Dynamic HyperText Markup Language Browser Application utilizing
Microsoft's ActiveX components. Microsoft's Active Server as well as their Open
Database Connectivity allowed for the passing and storing of Application
Session Variables.
The
final objective was to create a computer hardware and software system that
would support the Wonderful World of Windows environment. The Fremont
Technology Department installed one (1) Windows NT Server and thirty (30)
Windows 95 Workstations with complementary Microsoft and Mirabilis Software.
The computers were connected to the Internet through 3Com 100 Mb Switches and
Cisco 10 Mb Routers.
The
Wonderful World of Windows is a paradigm shift in the use of computers in
educational curriculum. The program is not focused on the teaching of a
specific piece of hardware or software, but rather on the learning of how to
learn using the given technologies. These technologies can make students more
effective learners, but only when used as tools and not as teaching machines.
The added value is the ability for students to explore their world, express
themselves, and exchange with others all while using the technological tools of
their education.
Chapter
One
Introduction
Technology
in Education
Imagine
a group of Doctors and Teachers are transported from the past, possibly the 19th
Century, to a modern day city. The group is taken to a hospital to see an
emergency surgery in progress. One can imagine the view the doctors of the past
are treated to. Some of the doctors don't even recognize where they are or what
is being performed. The use of today's technological tools has transformed the
medical field forever. The group is then taken to a school to witness a typical
classroom. The teacher, standing at the front of the room, lectures to the
students while writing similar information on the blackboard. The teachers of
the past, shake their heads, agree that they feel right at home in this
situation. The technology in the back of the room has not made significant
changes to the learning occurring in the classroom.
This
vision of technology in education is just beginning to change. I would like to
call this change the three IN's: INvest, INfuse, INtegrate. We have just gone
through a major 'Investment' in this country by expanding our technology
networks to include all educational facilities. With this recent expansion of
computer technologies, we are now 'Infusing' technology into the daily
instruction of the classroom. These new curriculums are not based on the
lecture-style instruction of point and click narratives. Instead, they are much
deeper than that, encouraging the students to discover their own learning
processes through the use of the technological tools provided. Albeit small
instances of infusion, we are making bold steps toward the future of technology
integration. It will be today's children, who later in life, will become the
educators that 'Integrate' the technologies into their daily instruction.
The
technology is not an end to itself. It is merely a means to an end - an
evolving process and a communications network enabling learners to do things
differently and usually more effectively. Consequently, "technology"
is defined more by what it can cause than what it is. The electronically driven
technologies of the current era - such as computers, VCR's interactive videos,
satellite dishes, and laser discs - have emerged as significant educational
tools. These tools not only enhance the productivity of the educational
enterprise, they also provide access to learning itself.
Technology
is in the Ether
As
technology continues to develop at its rapid pace, we are finding that it is
becoming more "transparent" or "opaque" (Tapscott, 1998, p.
38). In describing the computer in terms of today's children, the technology is
"completely transparent to them" (Tapscott, 1998, p.39). Coco Conn,
cofounder of the Web-based Cityspace project says "It doesn't exist. It's
like the air" (Tapscott, 1998, p.38). For students, using the computer
technology is like using a pencil. "Parents don't talk about pencils, they
talk about writing. And kids don't talk about technology - they talk about
playing" (Harel, 1991, p. 39). It is this 'play' that seems to go hand-in
hand with our understanding of what constitutes a traditional childhood
(Tapscott, 1998, p. 7) allowing our students to discover the world around them.
The only difference with this generation of children is that "they use the
technology to play, learn, communicate and form relationships," (Tapsoctt,
1998, p. 7) accelerating their developmental "evolution of motor skills,
language skills and social skills" (Tapscott, 1998, p. 7).
Computer
Education
Education
of computer technology is not something we can do, nor is it something we
should try to do. The rate at which these technologies change is phenomenal and
by the time the students graduate, the taught technologies are out of date. We
can however, guide our students through various levels of projects, fostering
ideas for them to see how they can use the given technologies to improve their
school work and make computer technology more profitable to them as learners.
A
common misuse of educational technologies is provided by educational software.
Often times, educational software is based on the drill-and-kill format,
treating the student as an "answering machine" (Papert, 1996, p. 38).
The computer asks a question, the student answers, and the computer evaluates
whether the answer was right or wrong. Naiveté would lead the teacher and
parent to believe that learning is occurring, no matter that the questions are
trivial and often times repetitive.
With
the expansion of computer storage sizes and the integration of educators in the
field of computers and programming, we are beginning to see applications
developed by Dr. Seymour Papert, Dr. Idit Harel, Microsoft, and others. The
software they are developing is based on the premises of "scaffolding,"
(Microsoft, 1999) a belief that children learn best when they are free to learn
at their own pace.
As
the child is exploring, the learner constructs a "scaffold"
(Microsoft, 1999) of instructional support. This "scaffold"
(Microsoft, 1999) provides support when the child has difficulty with a
particular concept and a "leg up" (Microsoft, 1999) when the child is
ready for the next level. Until they need help, children can "climb"
(Microsoft, 1999) or explore in any direction. They are free to go as high as
they can without being afraid of "falling" (Microsoft, 1999) or
failing, because help is always nearby. This approach helps children develop
the necessary critical thinking and problem-solving skills to progress to the
next level of learning. It is also the development of these skills that
promotes a students "confidence" (Glasser, 1992, p. 34) and
"willingness to try" (Glasser, 1992, p. 34).
Goal
Statement
The
purpose of this project was to develop an interdisciplinary information system
utilizing Agent technologies and the Internet framework to provide a
lead-learner for the middle school technology class helping students to realize
the various ways they can use the computer in other classrooms. In support of
this, there were some necessary hardware, software, and environmental changes
to be made to create the future vision of computers in the educational
curriculum.
Objectives
General Objective
The
Wonderful World of Windows was created to develop an interdisciplinary
information system utilizing Agent technologies and the Internet framework to
provide a lead-learner for the middle school technology class helping students
to realize the various ways they can use the computer in other classrooms.
Specific Objectives
1.
Create a nine-week interdisciplinary curriculum that allows students to
explore, exchange and express in a business simulation situation.
2.
Create an Agent information system that, as a human/computer interface, acts as
a lead-learner for all middle school technology students.
3.
Create the Wonderful World of Windows as a browser application for all middle
school technology students.
4.
Create a computer hardware and software system that would support the Wonderful
World of Windows environment.
Project
Value
The
Wonderful World of Windows is a paradigm shift in the use of computers in
educational curriculum. The program is not focused on the teaching of a
specific piece of hardware or software, but rather on the learning of how to
learn using the given technologies. These technologies can make students more
effective learners, but only when used as tools and not as teaching machines.
The added value is the ability for students to explore their world, express
themselves, and exchange with others all while using the technological tools of
their education.
Chapter
Two
Background
Federal
Challenge Grant and Technology Bond Issue
In
1995, Newaygo County was awarded approximately 15 million dollars from the
Federal Challenge Grant Program. This money was used to develop and maintain the
fiber optic telecommunication network for the five school districts within
Newaygo County. As well as the money from the Federal Government, The Fremont
Area Foundation, the largest rural-based community foundation in Michigan, and
the Gerber Companies Foundation provided additional funds to construct the
fiber optic network and the video distance learning labs. The five school
districts also committed funding to utilize this backbone fiber optic network
for Internet Access and general-purpose computer network needs. While four
school districts matched the Federal Governments Technology Purchase Allowance
of $1,000,000 over 3 years, Fremont Public Schools levied a Technology and
Construction Millage that provided approximately $4,000,000 for the new technology
in the classrooms. This money along with the Federal and local foundation
monies has built the telecommunications network that Fremont Public Schools now
utilizes daily for such data traffic as Gradebook Programs, Attendance, Student
Records, Library Systems, Food Service Payment Systems, Internet Access, and
E-Mail Use.
Don Tapscott and the New
Teacher
In
March of 1999, at the annual Michigan Association for Computer-related
technology Users in Learning (MACUL) Conference, Don Tapscott spoke about the
future of the education and technology. In his speech Tapscott re-iterated the
story of the new teacher, a passage from his book, growing up digital: The
Rise of the Net Generation. In this tale, he tells of Richard Ford, the
teacher of the Emerging Technologies Program at William Lyon Mackenzie
Collegiate in North York, Ontario. The story begins on the first day when
Richard tells the class that their first project was to design their own web
page. His learning model is that everyone must rely on their own resources, and
on everyone else's resources in the class, sharing their expertise. Richard
also informed the class that if their pages weren't displayed by Friday,
everyone got a zero. By the next day of class students were asking others if
they needed help.
Realizing
the importance of the deadline the students learned more than just web page
design. The students learned the importance of collaboration with others, no
matter who they are or what they represent. In the business world this is how
most things are done. We must collaborate with other employees, clients, and
sometimes competitors to get a final product out.
Richard
Ford has a radical view of the role of the teacher, "I don't teach. If I
teach, who knows what they will learn. Teaching's out. I tell kids that there
are no limits. You can create whatever you want to create. If it's impossible,
it will take just a bit longer. My main function is to get kids excited, and to
consider things that they haven't done before. I'm working to create citizens
in a global society" (Tapscott, 1998, p. 154-157). It is this new role of
a teacher that leads Don Tapscott to profess in his speech to a room full of
educators that "Teachers can't teach technology, students should teach
teachers!" He then told these teachers that their "career is like a
milk carton, it has a time stamp on it, and yours probably has expired."
Tapscott
wrapped up his speech with the belief that we should "shift from one set
of paradigms to a new set of paradigms." He emphatically stated that we
should move "from instruction to construction, from absorbing materials to
learning how to learn, from school learner to lifelong learner, from
teacher-centered to learner-centered, from transmitter to facilitator, from
synchronous transmission to asynchronous transmission." It was these
closing thoughts that set my mind in motion and prompted me to hold an
impromptu meeting for the next eight hours with my staff.
Opening
the Windows
At
the time, my staff consisted of two other salaried employees. Dianna Dakin is
our Senior Computer and Phone Systems Technician and an employee of Fremont
Public Schools for the past 19 years in several different teaching and
technology-related roles. Rick Webb is a 19-year-old graduate of Fremont Public
Schools, now serving as my Network Engineer. From the ideas sparked by
Tapscott's speech and our current work with Microsoft Agent technologies, we
felt we could build a program that would deliver such a medium for students to
construct and discover, learn to learn, based on learner-centered activities,
allowing the teacher to become the facilitator.
At
around ten o'clock that night, the Wonderful World of Windows was created.
Albeit not in the form as we know it today, the program was designed with the
major components in place. An Internet application available anywhere in the
world through a subscription service, a database for student personalization
and record keeping, a group of Agents that guided students through examples of
exemplary work and creative ideas, and a pre-determined opportunity to reflect
on the current days learning activities.
My
next step was to begin designing and creating the application with the Agents.
Through numerous scheduled and unscheduled discussions with Dianna, Rick and
John Krim, the future facilitator of the Project, and Jim Hieftje, our
Curriculum Director, the Wonderful World of Windows began to take shape with
our own deadline set for August 29, 1999 (the first day of school).
Cleaning
the Windows
The
Wonderful World of Window Project was to be different. Surrounded by the new
commercial messages of the born-again Apple Computer, we continued to
"Think Different" in our design process. The first decision was to
make the Agent a guide to the student's education through the use of the
emerging technologies. The Agent was never meant to dictate to a student where
to point the mouse and with which button to click. The Agent was solely a
lead-learner who provided information as to what a final project product could
look like and with what various skills it might take to get those final
results. At no point would the Agent ever tell the student how to do a simple
skill or inform the student under what menu a certain command could be found.
The Agent's expertise was to be in guidance and in giving positive motivation
and feedback. The students were constantly reminded by the Agents that,
"they are all in the Wonderful World of Windows together and needed to
help each other to be successful."
It is with that
simple premise, that the Wonderful World of Windows is successful. It is
application non-specific. In other words, a student can use any computer
application that he or she may be comfortable with. For example, one project
has the students creating a logo for a company that they have created. The
Agent provides some information as to what programs could be used to design
such a logo, but it is up to the student to find which application works best
for them, whether it's pre-loaded on the machine or some freeware or shareware
they download from the Internet. This open-ended quality of the Wonderful World
of Windows allows the students to discover their own learning style and become
more proficient at that style for their future in education.
In development
of the Wonderful World of Windows, I wanted to help students learn several
things besides how to utilize computer technology. This included learning
responsibility, respect for others, acceptance of others, cooperative learning,
and team building skills. Through the use of deadlines, projects with meaning,
and the need for each other's expertise, the Wonderful World of Windows
achieves the facilitation of all of these learning principles. Students realize
that they are responsible for finishing their project, but nobody is really finished
until everyone is finished. They also realize that they may sometimes have to
ask for the help from a student who they either don't know or maybe don't like.
This is sometimes a big hurdle for a sixth grader to overcome, but it most
often turns into a new friendship or new respect or acceptance. This newly
gained bond usually leads to several others and that's where the teamwork and
cooperation really starts to flourish within the lab setting.
Painting the Windows
One
side project necessary for the implementation of the Wonderful World of Windows
was to change the environment. This environmental change concerned changing the
current pale green walls to a more Wonderful World of Windows look. The walls
were painted blue with clouds and then covered with the Agent characters of the
Wonderful World of Windows along with many different icons from a typical
Microsoft Windows desktop. Our goal was to make sure that the students felt a
part of the Wonderful World of Windows and that this was no ordinary classroom.
Currently, the
Wonderful World of Windows is beginning its second iteration. Two classes of
approximately thirty sixth grade students and one class of thirty seventh grade
students have run it through the nine-week course. The initial reaction has
been overwhelming. Students have enjoyed working with the Agents so much that
one student comment really hits home, "The Agents don't yell at me when I
make a mistake." Obviously this student has made mistakes before in other
classes and the teacher probably admonished him for his mistakes. The
lead-learner helps the student learn to learn and does not criticize the
student for choosing an incorrect path, for in the Wonderful World of Windows,
there is no incorrect path.
Chapter Three
Methodology
& Outcomes
Objective
1
The
first objective was to create a nine-week interdisciplinary curriculum that
allowed students to explore, exchange and express in a business simulation
situation. The vision for this objective has been formed by my readings of Dr.
Idit Harel, Dr. Seymour Papert, Dr. Michael Dertouzos, Dr. Nicholas Negroponte,
and Bill Gates.
New
Tools, New Rules
The
Wonderful World of Windows is built around a corporate environment, which has
the overall project of creating a Company Catalog. The students involved in the
Wonderful World of Windows corporate environment will be producing various
products that will lead to the eventual completion of this Company Catalog.
These projects include:
1.
Autobiography
2.
Company Creation and Company Logo Design,
3.
Catalog Cover,
4.
Advertisements,
5.
Table of Products,
6.
President's Letter,
7.
Calendar of Events, and
8.
Color Catalog.
Each
project was developed in terms of scaffolding. The projects will introduce new
skills, practice old skills and eventually lead to undiscovered skills. To
begin, students work on a simple Autobiography. This project actually is used
to introduce them to the various Agents of the Wonderful World of Windows. It
is also a useful tool for the students to introduce themselves to each other,
while practicing some very basic skills of word processing. Such skills include
creating a new document, using different typefaces and type styles, and saving,
printing, and closing a document.
The
next project introduces the students to the creation of a company and the
company logo. In creation of their company logo, students may use such tools as
Microsoft Paint, Microsoft WordArt, or other such tools found as freeware or
shareware on the Internet. Again, the projects are to let the students find
what works best for them.
The
catalog cover project has students creating a cover for their company's
catalog. The skills used here may include the incorporation of the company
logo, other graphics from various sources, different typestyles and typefaces,
color schemes, borders, and the use of digital cameras or scanners.
The
advertisement project lends itself to many of the same skills as the catalog
cover, but at the same time gets into actual determination of correct sizes for
such advertisements. Students explore examples of advertisements, seeking the
information they include and incorporating those ideas into advertisements for
their company.
The
table of products project introduces the skill of creating tables. Resourceful
students will use various applications to create their tables. They may choose
the insert table option in Microsoft Word, the mathematical tables in Microsoft
Excel, or even a database program like Microsoft Access to actually create an
inventory of products for their table. Again, there is no wrong answer.
The
company president's letter incorporates the skills of building a formal letter.
Formal letter writing in the digital information age may seem a bit
old-fashioned, yet students of today are still being required to write these
formal letters to get into colleges and careers. The skills introduced through
this project include alignment, justification, tabs and page margins.
The
calendar of events project is a rehearsal of the table of products, this time
lending to more creativity as well as the introduction of graphics and
positioning inside a table. Students are persuaded to include graphics that
relate to the different dates in the calendar. Working in the confines of each
of the cells requires students to pay attention to the details
The
final project is the color catalog, which basically is the collating of the
previous six projects. This is a chance for students to go back and re-work
some of their products since their skills have increased since the initial
creation of each separate product.
One
project that hasn't yet been introduced, but can be inserted near the end of
the nine weeks is the company web page. Created in print form only, this is a
great opportunity for the students to apply their newly gained skills of
technology towards something they know increasingly more about. It is also a
great lead in for the seventh grade curriculum, which is still in development.
The plan for the seventh grade curriculum follows a similar path, introducing
real corporations, e-mail and student-created corporate presentations.
Along
with the various projects, students are encouraged to keep a TechLog or a
journal of their daily activities. This TechLog accomplishes several different
important aspects of the curriculum. At the end of the class period, it is a
great chance for a student to review the work they have just accomplished.
Robby the Robot, a Microsoft Agent, prompts the student with a question about
the current day's activities. The student then goes into Microsoft Word and
answers the question or questions in complete and detailed sentences. This is
also a chance for the student to spend some time to practice real keyboarding
skills. As technology in voice recognition increases, the need for keyboarding
instruction K-12 decreases. Based on the rapid advances in this research, my
philosophy was to create the TechLog, giving the student a chance to practice
keyboarding through actual honest work.
In
the corporate atmosphere of the Wonderful World of Windows, student attendance
is an important factor. The students will often here from the facilitator,
"if you're not here I can't pay you." The goal is to make sure that
students realize that good attendance is important in whatever they do, even if
it's in the Wonderful World of Windows.
In
the Wonderful World of Windows, there is an opportunity for students to do
Overtime work. This work is a chance for students to excel in other areas of
their education after learning what they have learned in the previous projects.
For example, a student may have just finished their company catalog cover and
want to do a similar cover for their Science project. Totally acceptable in the
working environment of the Wonderful World of Windows, the student is now
making a link towards the integration of technology elsewhere.
Throughout
the Wonderful World of Windows, students are reminded to visit the Resources
section. This area of the program is a place for students to see various
examples of quality products. Some are created internally while many others are
pulled from real-life examples. Many times students don't need to be taught. By
showing examples of quality work, and reminding them of what it takes to reach
that level, the students learn by emulation.
The
Wonderful World of Windows corporate environment, just as the real-world
corporate environment is dictated by money. Constantly students are reminded of
their Current Earnings. The students earn money by the quality of their work.
If they meet the requirements of each project, as explained to them by the
Agents, they will be paid accordingly. Again, we remind the students that
honest work earns an honest paycheck, or in this case an honest letter grade.
Collegial
Conversations
Many
people were involved in the final creation, known as the Wonderful World of
Windows. These conversations were instrumental in the different aspects that
the Wonderful World of Windows reaches. Each person has their own forte and
they each breathed great wisdom into the various pieces of the entire project.
Early
on, conversations with Dianna Dakin, the Fremont Technology Department Senior
Computer and Phone Systems Technician, led to development of the individual
projects as well as ensuring grade level capabilities of the students.
The
Wonderful World of Windows human guide, John Krim, was instrumental in the
migration of the past projects he has done in his technology classroom. His
ideas were taken and molded into fresh new ideas that helped to bridge the gap
from technology as a class to technology as a tool for other classes. He was
also very instrumental in facilitating the class for the first iteration,
pointing out bugs and other development needs along the way. His future as the
guide will continue to help mold the project for the future
The
Fremont Public Schools Curriculum Director, Jim Heiftje, was instrumental in
the discussion of curriculum integration. Throughout the project, Jim reminded
me that my thinking was beyond "outside of the box." I would remind
him "that it was my great idea that somebody put the box on top of in the
first place." Constantly, he would provide me with education curriculum
resources that I was touching on throughout the development of the project. His
help has made the project most educationally sound.
Rick
Webb, Fremont Technology Department Network Engineer, was instrumental in
building the network of the Wonderful World of Windows. As I dictated a need
for a faster system, Rick helped in keeping the network segment as fast as
possible as well as moving information from a wide area network server to a
more-local building server.
Two
other individuals who have given support along the way are Kirk Wyers, Newaygo
County Career Tech Assistant Director, and Don Bont, Assistant Superintendent
of Newaygo County Intermediate School District. Both were influential in
helping to make the Wonderful World of Windows a projected countywide offering.
Explore,
Exchange, Express
Dr.
Idit Harel, of Mamamedia notes that "We live in a time of constant and
rapid change. What we learn today may likely become obsolete tomorrow. To help
our children thrive in this new, technologically driven world, we must give our
children the learning tools they'll need" (Harel, 1998). According to Dr.
Harel, the most important skills we can foster in our children are "the
three X's -- exploring, expressing, and exchanging ideas using the new digital
media" (Harel, 1998). Currently the best tool for these three X's appears
to be found through the Internet.
The
first X -- eXploring -- takes advantage of our student's natural passion for
discovery. Given a playroom filled with building blocks or a table filled with
paper and crayons, it's not so much as to what the student makes as so much
that the student is in control of their learning. Dr. Harel believes
"that's when the learning resonates" (Harel, 1998) -- when the child
discovers for themselves.
The
second X -- eXpressing -- is the learning to use the various tools,
technological and not, to become "designers, builders, and architects of
your own ideas" (Harel, 1998). This expression is best attained through
the student's mastery of the digital media in becoming effective communicators
of their ideas.
The
third X -- eXchanging -- is the sharing of ideas with others. According to Dr.
Harel, "real learning only occurs in a social context, in an environment
where you can exchange ideas, ask questions and work with peers and
experts" (Harel, 1998). Through this exchange, students turn into active
participants in their learning process. Their creative collaboration helps them
to share ideas with each other, opening up new learning opportunities.
Constructionism
Dr.
Harel's three X's are based on her work with Dr. Seymour Papert, the father of
Constructionism. In Constructionism, the student is at the center of the
learning process. The child actively constructs knowledge from experience in
the classroom, in life, and from building things in the world.
"Babies
learn to talk without curriculum or formal lessons; people develop skills at
hobbies without teachers, social behavior is picked up other than through
classroom instruction" (Papert, 1993, p.13). It is with Papert's thought
that we start to realize that the classroom teachers of today should act more
as a learning facilitator and an expertise resource. As Dr. Papert observed,
"if children really want to learn something, and have the opportunity to
learn it in use, they will learn it well, even if the teaching is poor"
(Papert, 1993, p.13).
Studying
under Jean Piaget, Papert's theory of Constructionism is primarily based on the
work of Piaget and John Dewey. Jean Piaget's believed "that intelligence
emerges from an evolutionary process in which many factors must have time to
find their equilibrium," (Papert, 1993, p.15) while John Dewey believed
"that children would learn better if learning were truly part of their
living experience" (Papert, 1993, p.15).
Don
Tapscott believed that "what is more important is learning how to learn.
John Dewey said this well many years ago when he wrote, 'perhaps the greatest
fallacy is the notion that a person learns only what he [or she] is studying at
the time. Collateral learning…may be, and often is, more important"
(Tapscott, 1998, p. 109).
Bill
Gates believes that "students are the ultimate knowledge workers. Their
job is to learn and explore and find unexpected relationships between
things" (Gates, 1999, p.387). In a conversation with Mr. Gates, he told me
(through a videoconference) that "students want to find out about such a
wide range of topics and they want to collaborate with other students who might
be learning about the same thing. The Internet creates a framework where all
information is there and you can match up with other people as well"
(Gates, 1999, personal communication). It is through this Internet framework that
we have developed the Wonderful World of Windows as a place for students to do
just that, collaborate with each other towards a common goal.
Objective
2
The
second objective was to create an Agent information system that, as a
human/computer interface, acted as a lead-learner for all middle school
technology students. This objective was aided by the Microsoft Agent software,
as an informational disseminating tool and the design of successful
human/computer interactions, heavily influenced by the research of Drs. Byron
Reeves and Clifford Nass. The
lead-learner environment was influenced by the research of Drs. Peter Senge, W.
Edward Deming and William Glasser.
Agent
Information System
Microsoft
Agent enables programmers to include an enhanced form of user interaction in
their Web sites and conventional applications. It provides several user
interface components that enable users to access and interact with the
character, know the character's status, and change global settings that affect
all characters.
The
specific user interfaces included in Microsoft Agent 2.0 include voice
recognition, speech synthesis, textual captioning, a control panel, and
three-dimensional visual character actions.
Agent
Development
In
development of these characters and their use, Microsoft encourages the
programmer to know their audience and the goals of that audience as well as
follow a good user interface design process (Ball & Ling, 1998). Both
Microsoft and Drs. Byron Nass and Clifford Reeves suggest that the design process
should be based on the following general design principles and methodology.
Be
Non-exclusive
Agent
characters should be employed as guides or aides, but not as replacements to
the actual interface (McKay & Ryan, 1999). In other words, the user should
always remain in control of the application with the ability to always have an
exit. In the initial design of the WWW, the Agent is built as a guide,
providing direction through the application as well as providing information
about specific projects, examples of projects, and minimal requirements of each
project.
In
the future versions of the WWW, the Agent character will continue in its role
as a guide, but will also take on more of a role as expert information source.
To do this, the Agent will be able to respond to programmed hot-spots on the
screen, providing definitions or details based on the users inquiry or click of
the mouse (Maes, 1994).
Provide
appropriate feedback
In
programming the WWW, the Agents quality, appropriateness, and timing are three
important factors (McKay & Ryan, 1999, p. 8) that were considered when
providing feedback. Feedback on the Agents part was a very important piece to
the WWW, since the student was interacting solely with the Agent for the
instructional guidelines. Once the activity was explained, the Agent constantly
reminded the student of the difficulty of the task and how well they were
handling these difficult tasks. The Agent also at the end of the instructional
guidelines encouraged the student to have a "Good Day."
From
Nass and Reeves research, people respond better to praise than criticism, even
if the praise is unwarranted (Reeves & Nass, 1996, p. 53). Throughout the
Wonderful World of Windows, the Agents act as motivators and inspire the
students to reach beyond their potential. The Agents also pretend they know
what is happening by telling the student that they have seen the students work
and are excited by what has been accomplished. This pushes the student to
please not only themselves, but possibly the Agent as well.
Use
Natural Variation
Microsoft
states that variance provides for a more natural interface (McKay & Ryan,
1999, p. 8). Because of the speech synthesis engine used with the Agents, I was
able to program many different styles of voice fluctuation, intonation, and
annunciation. Other variances included the ability to pause the voice in the
right spots, speed up the speaking of the written text, or even changing the
pitch of the script. Not only could I vary the speech of the Agent, but also on
occasion, I created code that showcased the Agent's singing voice (Ball &
Ling 1999).
The
most important part of natural variance is to make sure that an Agent doesn't
always leave a page saying "I'll be right back." After a short time,
the Agent becomes boring, disinterested, or even rude (McKay & Ryan, 1999).
In human communication our random wording, gestures, or even facial
expressions, never come across with the repetitive precision of a computer
(Reeves & Nass, 1996, p. 53). The
Microsoft Agent programming structure allows for random gestures as well as
random text for either statements or responses.
Microsoft
also suggests that characters should greet upon their arrival and indicate
their intent before leaving (McKay & Ryan, 1999, p. 10). In the Wonderful World
of Windows, the Agent characters have a home location located on the left side
of the screen. This home location creates a place to always look for the Agent
and allows the Agent to always make an entrance or exit from. The student
always knows that the Agent will be there when speaking, unless moving to point
out some object on the screen.
The
Microsoft Agent characters also have built-in idling gestures. These idling
behaviors are used when the character is not interacting with the student. Such
idling behaviors may include a yawn and stretch, a look left, right, up or
down, listening to a headset, or just standing doing nothing. These idling
gestures maintain the natural variance illusion of social context and allow for
the availability of the character without distracting the student (McKay &
Ryan, 1999). The motion, albeit idling, is perceived as the Agent character is
standing by, ready for student user input. Without it the Agent character would
look like it has finished its function.
Social
Interaction
A
characters social interaction is based on Grice's Maxims (Reeves & Nass,
1996, p 29). H. Paul Grice, a philosopher and psychologist, viewed conversation
in terms of four basic principles: quality, quantity, relevance and clarity.
His first principle, Quality, deems that what is said, should be true. The
Agents in the Wonderful World of Windows are good at telling the truth. That is
their objective, to provide true quality information. The second maxim holds
that the Quantity contributed to the conversation should be just right, not too
much and not too little. This has been one of the hardest parts of creating the
Agent's scripts. Did the Agent say enough, or is the Agent just rambling on?
The third principle, Relevance, is a much deeper maxim and really doesn't apply
to the Wonderful World of Windows Agents yet. Currently all that the Agents
provide is relevant to the daily activities. However, constraints of the Agent
programming system don't allow the Agent to consider the user's goals outside of
completing the daily tasks. The final maxim, Clarity, contends that the
language the Agent uses must be precise, never ambiguous. Ambiguity could lead
to confusion or even frustration. The overlying principle of Grice's Maxims
holds that if a violation of the quality, quantity, relevance, or clarity
occurs, the user will be offended. Such offense may be taken as the Agent is
being sarcastic, not paying attention, or is being intentionally unpleasant.
Create
Personality
An
Agent's name, how it speaks, how it moves, how it introduces itself, and how it
responds can all contribute to establishing its basic personality (McKay &
Ryan, 1999). Dominant characters are useful for directing user towards a
specific goal (Reeves & Nass, 1996). In the WWW, I took the basic four
Microsoft Agents, and added two other characters, Big Al and Bill. I first
renamed Big Al to Arnold and gave him an Austrian accent for a more
recognizable character. We also renamed Microsoft's Peedy to Waldo to fit in
with the WWW theme. In accordance with Nass and Reeves research, I created a
life history for each Agent and present that to the students early on in the
orientation of the Wonderful World of Windows.
The Agent Characters
Arnold
is based on a loosely sketched version of Arnold Schwarzenegger. This character
looks like a finely dressed, oversized body builder. The speech pattern of
Arnold was also modified to give him an Austrian Accent. When Arnold introduces
himself, he calls himself "Ah-nold." This verbal illusion, created
through mapping the text phonetically, helps to create the persona of Arnold.
Other idiosyncrasies Arnold has includes his whispering of information others
have told him. His pride is very important, and he wouldn't want just anyone to
know he had to get some help. He tries to share this with his new partner, the
student user. He is also very self-assured. Arnold knows he is right and wants
the student user to always trust him.
Bill
Gates is closely tied to the actual Bill Gates, the co-founder of Microsoft and
the co-creator of the Windows User Interface. Always aware of the time, Bill is
precise and constantly lets the student user know he has assistants to do many
of his daily tasks. His life is portrayed as easy, but only because of the hard
work he has put in early in his career. The Bill Gates character is also used
as the Master of Ceremonies throughout the Wonderful World of Windows, always
introducing the day and the characters that will present the daily information.
Genie
is based on the Genie from the Aladdin story. The Genie character was developed
as being worldly as well as sophisticated. With a European flair, Genie holds
himself as knowing many great things of the world and volunteering that
information as needed throughout the projects. He is also very proud of his
work and shows it off when delivering his project information.
Merlin
is based on the actual wizard from King Arthur's Court. As time has progressed
though, he has become a very old bumbling magician. His magic never seems to
work and when it does it usually produces mixed results. He is usually short of
breath by the end, but makes it a point to always continue until finished.
Robby
is based on a Robot, a mathematical genius, known for his programming and
computer based skills. Throughout Robby's projects, he is constantly making
reference to computer code, remote controls, and other electronic gizmos. He is
also a very strong writer. He is the host of the TechLog, the application
location for writing the students daily reflections.
Waldo
is the Joe Cool character of the group. He tells jokes and has fun. He's the
youth figure of the Wonderful World of Windows. He brings the fun and
excitement to the projects and lives a little bit on the edge. It is up to
Waldo to make the Wonderful World of Windows fun and entertaining.
Another
part of creating personality has been to build these characters as characters
the students could both respect and emulate. One of the latest movements in
education has been Character Education. Character Education contends that we
can help students become better people through values of citizenship, courage,
cultural diversity, friendship, generosity, honesty, perseverance, respect for
the environment, respect for others, responsibility, self discipline, self
esteem, and trust (Kilpatrick, 1993). Throughout writing the characters
scripts, I've role-played how each character would actually present their
information based on these different principles.
Create
a team player
While
creating the Wonderful World of Windows, I developed the characters to try to
form a bond with their user (Wong, 1999). One critical aspect of this was the
use of a database for accessing the student's first name. If the Agent
character can continually maintain a conversation with the student by calling
that student by their name, a real personalization of conversation has
occurred. Microsoft also suggested having the Agent character refer to the
student as a partner or an important member of a team (McKay & Ryan, 1999,
p. 12). Constantly, my Agent characters support this partnership by pulling the
student along with the rest of the team of Agent characters.
Lead-Learner
In
creating the Wonderful World of Windows, the Agent character was to become the
lead-learner, allowing the classroom teacher to become the learning facilitator
and expertise resource. The term lead-learner comes from Dr. William Glasser's
four classroom principle's based on Deming's Lead Manager (Glasser, 1990, p.
31).
1.
The leader engages the workers in a discussion of the
quality of work to be done and the time needed to do it so that they have a
chance to add their input. The leader makes a constant effort to fit the job to
the skills and the needs of the workers.
2.
The leader (or a worker designated by the leader) shows or
models the job so that the worker who is to perform the job can see exactly
what the manager expects. At the same time, the workers are continually asked
for their input as to what they believe may be a better way.
3.
The leader asks the workers to inspect or evaluate their
own work for quality, with the understanding that the leader accepts that they
know a great deal about how to produce high-quality work and will therefore
listen to what they say.
4.
The leader is a facilitator in that he shows the workers that
he has done everything possible to provide them with the best tools and
workplace as well as a noncoercive, nonadversarial atmosphere in which to do
the job.
In
the Wonderful World of Windows classroom, the leader is the Agent character.
The Agent character ensures that the students realize that their competence of
the prescribed skills and quality of their work is more important than time to
completion ever could be. The Agent characters, regardless of the project,
always shows several different examples of the project so that the student
knows what is expected upon completion. During this time, the students are
allowed to explore the various ways to complete these tasks, finding the way
that works for them best. The Agent characters, in coordination with the
learning-facilitator always allow the students opportunities to evaluate their
work, whether during the project, or in a group setting when everyone has
completed their project. The Agent character, again in coordination with the
learning facilitator works with the students informing them of the great tools
they have before them, as well as listening to them for improvements for the
Wonderful World of Windows application and classroom.
The
vision of the Wonderful World of Windows
"The
new view of leadership in learning organizations centers on subtler and more
important tasks. In a learning organization, leaders are designers, stewards,
and teachers. They are responsible for building organizations where people
continually expand their capabilities to understand complexity, clarify vision,
and improve shared mental models -- that is they are responsible for
learning" (Senge, 1990, p.340).
In
creating the Wonderful World of Windows, I decided to take a stand and create
something new. Peter Senge states that "taking this stand is the first
leadership act. The start of inspiring (literally to breath life into) the
vision of learning organizations. In the absence of this stand, the learning
disciplines remain mere collections of tools and technique - means of solving
problems rather than creating something genuinely new." (Senge, 1990, p.
340)
Creative
Tension
In
creating the Wonderful World of Windows, I created a shared vision; one that
captures the collective mind and will of others within my organization. This
vision, though began with creative tension. This creative tension emerges from
seeing clearly where we want to be (the vision) and describing truthfully where
we are now (the current reality). The gap between the two generates creative
tension (Senge, 1990, p. 155-157).
This
principle of creative tension has long been recognized by leaders such as
Martin Luther King Jr., who stated "Just as Socrates felt that it was
necessary to create a tension in the mind, so that individuals could rise from
the bondage of myths and half truths…so must we create the kind of tension in
society that will help men rise from the dark depths of prejudice and
racism." Or as Steve Jobs observed, "If you are working on something
exciting that you really care about, you don't have to be pushed. The vision
pulls you" (Senge, 1990, p. 7-21).
This
tension can be resolved in two ways: by raising current reality toward the
vision or by lowering the vision toward current reality.
This
principle of Creative Tension applies in two ways to this project. First there
is the tension that was created by the lofty vision of the Wonderful World of
Windows. The vision dictated that the Microsoft Agents would aid the teacher on
a day-to-day basis allowing them to act as a learning facilitator and an
expertise resource.
The
second tension was created by the second vision that students, given the
necessary tools, would learn on their own through collaboration, group think
and effective communication and socialization skills.
Personal
Mastery
"Personal
Mastery is the continual clarifying and deepening of our personal vision, of
focusing our energies, of developing patience, and of see reality
objectively" (Senge, 1990, p. 7). Throughout the WWW project students are
reminded of the final product they are working towards. Each project along the
way is helping them to create the final product. Each time honing their skills
and providing them with new tools to reinvent their skills. It is these skills,
both computer-related and not, that will help them in their future educational
ventures.
"When
they play with dolls, children rehearse ways of interacting with people. When
they play with blocks, they teach themselves basic principles of spatial
geometry and mechanics. Later in life they will learn the general properties of
the pendulum through swinging on a swing and all about levers through the
playground teeter-totter. The dolls, the blocks, the swing, and teeter-totter
are what educational theorists call "Transitional objects"; the
playroom or the playground is a microworld, a microcosm of reality where it is
safe to play. Through experimentation with transitional objects in microworlds,
children discover principles and develop skills that are relevant in reality
beyond play" (Senge, 1990, p. 314). The creation of the Wonderful World of
Windows has given our students this microworld.
Mental
Models
"Mental
models are the deeply ingrained assumptions, generalizations, or even pictures
that influence how we understand the world and how we take action" (Senge,
1990, p. 8). A lot of students come into the projects saying things like
"I can't do that," or "I don't know how to do that," or
"the computer doesn't like me," or "I don't like
computers." These quotes are often turned around after introducing the
student to another who does know "how to do that", or that does
"like the computer." In a similar situation, Seymour Papert explains,
"her attitude changed. Previously she had wanted to stay out of it as far
as she could; now, basking in her success, she wanted to be in it as far as she
could. So she started exploring" (Papert, 1993, p. 110).
"Most
of us hold one of two contradictory beliefs that limit our ability to create
what we really want. The more common is belief in our powerlessness --our inability
to bring into being all the things we really care about. The other belief
centers on unworthiness. -- that we do not deserve to have what we truly
desire" (Senge, 1990, p. 156).
Building
Shared Vision
"Building
a shared vision involves the skills of unearthing shared "pictures of the
future" that foster genuine commitment and enrollment rather than
compliance" (Senge, 1990, p. 9). Throughout the project, students are
given examples of final products, helping them to see the visions of each
project. These examples of shared vision work best with the students because
they want to create such products. This value in the project creates excitement
and stimulates the creativity.
Team
Learning
"Dialogue
is the capacity of members of a team to suspend assumptions and enter into a
genuine "thinking together." To the Greek dia-logos meant a
free-flowing of meaning through a group, allowing the group to discover
insights not attainable individually" (Senge, 1990, p. 10). Throughout the
Wonderful World of Windows projects, students are encouraged to collaborate and
share their work with each other. ICQ has been provided as a tool to allow them
to carry on conversations within the room as well as within the world. Also,
the final day of each project is used to openly share work and evaluate each
other on the quality of their work and how they could have done more or better
work. This is usually led by the Wonderful World of Windows guide.
Systems
Thinking
"Systems
thinking is a conceptual framework, a body of knowledge and tools that have
been developed over the past fifty years, to make the full patterns clearer,
and to help us see how to change them effectively. It is the discipline that
integrates the disciplines, fusing them into a coherent body of theory and
practice" (Senge, 1990, p. 7).
Systems
thinking requires constant attention to the whole, along with an analysis of
whether its parts are, indeed, interdependent and interconnected. In his work
on systems thinking, Senge conceives of an intentional connection and
relationship among these parts and the organization as a whole. Members of
systems need to learn how to map this whole and follow the connections. In
classrooms, this is often referred to as interdisciplinary thinking.
Systems
thinking fulfills a need to comprehend the boundaries, rules and understandings
within a part of the total system and, at the same time, discern its
interconnections. Although we often think of boundaries as ways of defining
turf, systems thinking highlights the relationships among bounded groups.
The
Wonderful World of Windows project has required constant attention and
analysis. Each piece is interdependent and interconnected, yet incomplete. The
further development of the project will lead to deeper interdisciplinary
relationships, pushing towards an integration of other core curricular areas.
The project will shift the focus from an infusion of technology to a total
integration of technology into the core curricular areas.
Objective
3
The
third objective was to create the Wonderful World of Windows as a browser
application that acted as the human/computer interface for all middle school
technology students. This objective was achieved by utilizing Microsoft's
Agents, Dynamic Hypertext Markup Language, Microsoft's ActiveX, Open Database
Connectivity, and Active Server Pages.
I
created the Wonderful World of Windows as an Internet Explorer 4.0 browser
application. At the time this was the latest release of Microsoft's browser and
allowed me to incorporate most of the latest functions in Dynamic HTML. Dynamic
HTML (Isaacs, 1997, 1998) allows for placement of objects with granular
pixelarity, incorporation of visual basic scripting, and the total
compatibility with Microsoft's Agent technology.
For
my navigational controls of the Wonderful World of Windows, I employed
Microsoft's ActiveX technologies. This technology allowed for the creation of
the cascading menu buttons with the look and feel of a typical Microsoft
application.
Another
crucial part of the Wonderful World of Windows was the personalization of the
application. Through the use of Microsoft's Open Database Connectivity (ODBC)
(Wong, 1999) and Active Server Pages (ASP), I was able to pass session
variables such as First and Last Name, Student Grade, Project Grades, and
Accumulated Earnings throughout each and every page. This type of accessibility
to data made it possible for the Agent character to talk directly to the
student user by using his or her first or last name.
One
anomaly was that on occasion the spoken name did not come out like the actual
spelling of the first name in the database. For this case, I added a new field
called "FnameSpeak," that allowed me to phonetically spell out a
user's name. The first two names that caused this problem were Ania, spelled
phonetically An-ya, and Dougan, spelled phonetically Doo-gen.
Coincidentally,
the Microsoft Agent, Text-To-Speech engine handled student's names such as
Tunia perfectly without extra phonetic help.
Objective
4
The
fourth objective was to create a computer hardware and software system that
would support the Wonderful World of Windows environment. This objective was
achieved by choosing equipment and programs that I have had successful
experiences with as well as with keeping within industry standards. Divided
into three categories, I selected the network equipment, server and
workstations, each with their complementary software.
Network
Hardware
The
network hardware was already in place throughout most of the school district,
but to gain the most benefit from the network, we upgraded the two (2) 3Com
10Mb 24-Port SuperStack II Hubs in the computer lab to two (2) 3Com 100Mb
24-Port SuperStack II Switches. The current network router, our gateway to the
Internet, is a Cisco 4000 Router with a 10Mb fiber optic connection to our
Internet Service Provider, NCATS. An upgrade to 100Mb has been considered for
both sites in the future.
Network
Server
The
server chosen for the Wonderful World of Windows computer lab stayed in line
with all of our previous purchases, primarily based on our two (2) full-time
on-site Dell Technicians. The server is a Dell PowerEdge 4200, configured with
two (2) Intel Pentium II 300 MHz Processor Chips with MMX, 256 Mb Ram, six (6)
9Gb Seagate Hard Drives in a RAID 5 Configuration (One as a Hot Spare), three
(3) 64X CD-ROM's and a 100Mb Intel Network Interface Card. The server is
running Microsoft's Windows NT 4.0 as its operating system. Microsoft's
Internet Service Manager is installed to serve the local Web Pages of the Wonderful
World of Windows, while ODBC 3.0 is being used for the database connectivity.
Network
Client
The
workstations chosen for the Wonderful World of Windows computer lab also
followed all of our previous purchases. The workstations are from the Dell Optiplex
GXi series. Each is configured with the Intel Pentium II 300 MHz Processor Chip
with MMX, 64Mb of RAM, one (1) 9Gb Seagate Hard Drive, one (1) 64X CD-ROM, and
a 10/100Mb Intel Network Interface Card. The workstations are running
Microsoft's Window 95, Office 97, Internet Explorer 4.0 and Mirabilis' ICQ.
Chapter Four
Summary
The
Wonderful World of Windows was created to develop an interdisciplinary
information system utilizing Agent technologies and the Internet framework to
provide a lead-learner for the middle school technology class helping students
to realize the various ways they can use the computer in other classrooms.
The
Wonderful World of Windows is a paradigm shift in using computers in the
educational curriculum. The program is not focused on the teaching of a
specific piece of hardware or software product, but rather on the learning of
how to learn. The value is added by letting students explore their world,
express themselves, and exchange with others, all while using the technological
tools of their education.
Four
objectives had to be completed in order to create the Wonderful World of
Windows as a successful technology education system. The first objective was to
create a nine-week technology curriculum that allowed students to explore,
exchange and express in a business simulation situation. This objective was
achieved through multiple meetings with key technology and curriculum personnel
as well as the intensive research of Don Tapscott and Drs. Idit Harel and
Seymour Papert. The creation of this curriculum also helped in the re-creation
of the total classroom environment.
The
second objective was to create an Agent information system that, as a
human/computer interface, acted as a lead-learner for all middle school
technology students. This objective was aided by the Microsoft Agent software,
which allows for the use of six different characters to be used in an
informational disseminating tool. The design of successful human/computer
interactions was heavily influenced by the research of Drs. Byron Reeves and
Clifford Nass. The lead-learner
environment was influenced by the research of Drs. Senge, W. Edward Deming and
William Glasser.
The
third objective was to create the Wonderful World of Windows as a browser
application that acted as the human/computer interface for all middle school
technology students. This objective was met by creating a Dynamic HyperText
Markup Language Browser Application utilizing Microsoft's ActiveX components.
Active Server Pages as well as Open Database Connectivity allowed for the
passing and storing of Application Session Variables.
The
final objective was to create a computer hardware and software system that
would support the Wonderful World of Windows environment. The Fremont
Technology Department installed one (1) Windows NT Server and thirty (30)
Windows 95 Workstations with complementary Microsoft and Mirabilis Software.
The computers were connected to the Internet through 3Com 100 Mb Switches and
Cisco 10 Mb Routers.
Recommendations
As
with any information system, the Wonderful World of Windows project has room
for many improvements. But these improvements require many more resources than
were originally tasked with this project. There are five recommendations that
could be made to improve the future of this and other such projects.
The
first recommendation pertains to the interactivity of the Agent characters. The
current design of the project limits the Agent characters to strictly talking
to the student. There is no questioning or listening for a response from the
student user. In the programming sense of the Agent character, this is an
option. Time constraints and programming limitations did not allow for this
ability for social interaction. The Agents are enabled for speech recognition,
so in a future version of the Wonderful World of Windows speech could be a
navigational tool.
Another
piece of this interactivity is the lack of the Agent gaining knowledge based on
it's user interaction. Because a database is incorporated into the Agent character,
it is quite possible that the Agent could actually store information about the
student user as they work together. That data could then be used later to
determine an Agent action or response based on branching options.
The second recommendation pertains to the Agent character scripts. The first part of writing
a script is actually developing the character's personality. While developing a
character may at first seem like an easy task, it turned into something more
daunting. Part of that character development is creating the language the Agent
will use. Each Agent has a life history or back story that details where they
came from and how they were formed. It is these life histories or back stories
that determine what the Agent will say or how they will act. The specific life
histories or back stories of these characters has actually turned into another
project for me in the development of the Wonderful World of Windows.
The third recommendation pertains to the Agent character animations. The Agent characters
from Microsoft were very detailed with over 25 different animations. The same
cannot be said for the Animatronix Agent character, Bill. He was limited to the
animations he could provide and at times became dull. His role was limited to
the Master of Ceremonies mostly because of his limited library of animations.
As a side note to this character, Bill, Microsoft has been notifying
programmers about ending the use of this character for legal reasons. In
accordance with this, I am currently developing a new character in my likeness
to fill this role.
The fourth recommendation is to move this project to the core curricular subjects. As I've
stated earlier, this is a small step toward the integration of computer
technologies in education. In the future, I would recommend the development of
Agent characters and programs that can be implemented within the core subjects
of Math, Science, Social Studies and English/Literature. Imagine the Ben
Franklin Agent walking a student through his life history, or the Albert
Einstein Agent explaining the theory of relativity. These Agents don't exist
yet, but when they do, imagine the power they will have in interacting with
future students.
The final recommendation is to include more student input in the design. Our students are
our future. They are the eyes and ears of the Wonderful World of Windows. Their
input thus far has been beneficial and should continue to be. If the program is
to serve them, they should help build it.
Conclusion
The
Wonderful World of Windows project is a small, yet bold step in the future of
educational technology integration. When the students of today's classroom
become the teachers of tomorrow, computers will have become transparent devices
used as communications tools as the pencil and paper are today. The spirit of
such projects as the Wonderful World of Windows will continue as students and
teachers invest the time in taking educational technology to a higher level.
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