7W:135
Computer Applications for Instruction
Spring, 1997
Sect. 1David Klein

Advance Organizer 10
(A&T Chap. 9, 10 & 11)
The following activities relate to the third Authorware project. You may want to work on these in part or in whole, by yourself on your own section or with your partner on the entire project.

  1. Create a checklist that incorporates the elements in Chapters 9, 10, and 11, which you can use in the planning process of your Authorware project.

  2. Create at least a level-2 flowchart for your full project. You can do this by hand (you can get templates for creating flowcharting symbols at the bookstore), or you might try using MacFlow in the Education ITC folder in the lab. (Other graphics programs can work, too, such as SuperPaint, Canvas, or even Authorware's display icons.)

  3. Using the flowchart created in step 2, do a dry run of the program. While you do this, keep track of what the user will see on the screen, what changes will happen on the screen and in the Authorware program, and what the user will have to do to respond to the program at any point.

  4. Write the text you'll use for your project.

  5. Create a storyboard for every screen (or change of screen) your user will see. You can do these by hand using a storyboarding template (see the handouts folder on the network for a Canvas example). Or you can try using a graphics program. A useful method is to create a storyboard template that shows your main interface--if it doesn't change for several frames--photocopy it, and draw the text and graphics by hand.

  6. Compare the storyboards you created in step 5 and the flowchart created in step 2. Using a letter-number scheme similar to the one described in A&T, label each storyboard with the appropriate symbol/number and mark each icon in your flowchart with the corresponding symbol. (For example, your first graphic storyboard might be labeled G1, and it may appear on the opening screen of your program. So you should also put a G1 label next to the opening screen icon in the flowchart.)

  7. Review storyboards and flowchart as described in A&T pp. 327-339.

  8. Pp. 353-359 include a list of manuals that can accompany instructional software and a checklist of contents that might be included in these manuals. Based on these lists and your own judgment, write down a list of manuals that would support your project and the kinds of information that these manuals would need to include.

  9. Looking at what you've done in step 8, consider how your project would fit into a learning curriculum. Write instructions that would help your program be incorporated into the learning environment it was created for. Include at least one worksheet that would supplement the instruction in the program. Also think about other learning environments where your program might be used.


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