ACE publications : Published 1994 - Copyright the authors. All rights reserved.

HyperCourseware Developments in ToolBook

Douglas Siviter and Phil Siviter

School of Computing, Information Systems and Mathematics, South Bank University and Department of Computing, University of Brighton

Abstract

In this presentation we will practically describe the issues related to the evolutionary development and delivery of flexible large-scale courseware and the integration of material produced using a diverse collection of authoring tools. We will demonstrate how HyperCourseware provides viable approaches and pragmatic solutions to many of these issues.

HyperCourseware is a conceptual framework, supported by various techniques, tools and templates, which attempts to address the issues mentioned above. HyperCourseware is a relatively mature framework (Macintosh versions date back to 1989) and the framework continues to evolve to meet new requirements. The current version of HyperCourseware for the PC makes extensive use of ToolBook.

Given that this is a ToolBook User conference, the presentation will describe in detail the various roles which ToolBook plays in supporting the HyperCourseware system. i.e., how ToolBook's software development capabilities support the development of HyperCourseware Tools and Templates, and how ToolBook can be used as a main courseware authoring tool within the HyperCourseware framework.


Keywords

HyperCourseware, Courseware Management Systems, Course Browser, Computer Based Education, Computer Assisted Learning, Computer Supported Collaborative Learning, CSCL, Courseware Development, Courseware Specification, Courseware Project Management, Courseware Objects, EPOC, Standards for Open Courseware, Framework for Open Courseware, Courseware Protocols, ToolBook

Contents


1 Introduction

As a context for the work presented here, consider the current significant shift towards large-scale courseware developments (e.g., the projects under the Teaching and Learning Technology Programme involving consortia of academic institutions) and contrast these large-scale developments with previous ad hoc developments of small-scale "lessonware", which is what most of the previous computer assisted learning developments have been. As the industry of courseware management and development continues to mature, so new requirements and issues continue to emerge. For example, techniques, tools and standards are now required which support the evolutionary development and delivery of flexible large-scale courseware and which support the integration of material produced using a diverse collection of authoring tools. Current authoring systems (including ToolBook) are a very long way from satisfying these requirements.

The HyperCourseware framework provides viable approaches and, in some cases, pragmatic solutions to several of these issues. Given that this is a ToolBook User conference, the presentation will briefly describe the various roles which ToolBook plays in supporting the HyperCourseware framework. i.e., how ToolBook's software development capabilities support the development of HyperCourseware Tools and Templates, and how ToolBook can be used as a main courseware authoring tool within the HyperCourseware framework.


2 Context: Issues in Large-Scale Courseware Development Projects

Larger development projects require team efforts where the teams comprise people sharing a variety of roles e.g., project management, subject authoring, instructional design, courseware development, tools development, courseware evaluation, etc. Although courseware development projects have unique aspects to them, there is a sense in which they can be regarded as just specialised software development projects; hence, the planning and management of such projects can adopt techniques from many kinds of construction project.

The authors regard all of the following as important aspects of large-scale courseware development projects:

Within this paper there is room to briefly discuss just a few items from the above list, i.e., the HyperCourseware approach to designing courseware and the development tools and templates which HyperCourseware for the PC provides. Examples from current courseware projects will be used to illustrate various points.

3 The HyperCourseware approach

As with most software development projects, it is important to have a coherent description of the system to be developed as an input to, and continuing reference for, the software construction stage. In the case of courseware development (as opposed to lessonware development as identified above) we have found the HyperCourseware model to be of great practical use. This model is fully described in Siviter (1992) but a brief overview is useful here:

HyperCourseware is based upon the following definitions:

These definitions are very flexible and allow authors to determine what constitutes a coherent collection of related topics for a particular piece of courseware, and what constitutes a coherent collection of related educational activities for each topic in a course.

Educational activities for a topic might include some traditional ideas such as:

An educational activity can be composed of any combination of primitive activities, e.g., read a piece of text, look at a picture, listen to a sound, look at an animation (computer based or video based), play with a computer based interactive device (e.g., simulation), or follow some instructions to perform an assignment away from the computer.

We have found that identifying an appropriate HyperCourseware model (i.e., the hierarchical network of topics and activities) is an essential stage in the courseware development process and one which should take place very early in the lifecycle so that the resulting HyperCourseware model can be used as input to the construction stage.

Briefly stated, the process of specifying this model entails varying iterations of the following activities:

The specification process described above should be supported by many other authoring considerations, e.g., specifying educational aims and objectives, concept presentation strategies, etc.

Once the model has been specified, the rest of the software development part of the project falls into two broad categories:

  1. Development of the educational activities and their associated resources.
  2. Development of the software superstructure, i.e., the "glue" which holds the activities together, and enables learners to:

The first of the above categories covers those features of the courseware which are particular to the given project, in that they are curriculum dependent, whereas the second category covers those aspects of functionality which are required by many courseware implementations. (This is an over-simplification. In fact, the first category often benefits from the reuse of templates. This is discussed below.)


4 The Need for Tools and Templates

While constructing courseware, the courseware developers find themselves solving and resolving a range of commonly recurring problems. We are not referring to problems associated with something which courseware developers might find interesting e.g., instructional design; we are referring instead to what are essentially tedious software development problems which courseware developers would ideally like to avoid.

Examples include:

Solving these problems is an extremely time consuming part of any courseware development project and yet, as already stated, the problems commonly recur and need to be solved (or else are sadly neglected) in most courseware projects; they are generic problems which all projects face to some extent. It is obvious that software tools are required which support, or even totally automate, many of these common development tasks. One of the motivations behind "HyperCourseware for the PC" is to provide some of this software tool support.


5 HyperCourseware for the PC

"HyperCourseware for the PC" provides an integrated set of tools and templates for assisting courseware authors and developers with many of the recurrent courseware development tasks identified above.

The templates are immediately usable by authors or can be further customised by authors as required.

The templates include:

These facilities are described generally here but the appendix to the paper contains screen-shots which illustrate how various authors have utilised the facilities.

The templates are designed with a consistent but "neutral" look. On the real computer screen the visual impression is of a console with its own (virtual) screen. The console comprises, at the top, a status/caption bar and a single button which invokes a comprehensive controls palette; at the bottom (on some templates) is a navigation bar. The upper status bar and lower navigation bar occupy a minimum of screen space and this leaves almost the entire (real) screen available to authors as an area designed to look like a (virtual) screen. The status bar at all times indicates the current course, the current topic within the course, and the current "place" within the topic (the "place" could be a lesson/activity or excursion (whose name would be displayed), or a learner's tool such as a Lessons Map, a Course Map, on-line Help etc.).

The activity templates include templates for activities such as presentations, self-assessments and "about this topic" (including statements of intended audience, objectives and pre-requisites). The templates include a selection of navigation/orientation devices including next/previous buttons, frame counters and buttons for invoking a map of activities (referred to as the Lessons Map) for the current topic. Also included is a mechanism for launching excursions into related activities or topics, and returning to the current point in the current activity when the excursion is over.

When creating Lessons Maps and Course Maps, the functionality for the maps is generated completely by HyperCourseware utilities, thus relieving the author/developer from these software development tasks. The author/developer is therefore free to concentrate on non-programming tasks, such as aesthetic design, defining contents of on-line advice, defining abstracts for topics, etc.

The Course Controls Palette, invoked by pressing the button at the top of the console, provides access to more built in functionality. In particular, it offers some of the functionality identified above as being common to all courseware, including:


6 Integrating Software Applications into the Courseware

It is regularly a requirement for courseware to incorporate the use of software applications, e.g., scientific tools. In HyperCourseware, the Course Controls Palette provides the author/developer, at development time, with a utility to create "smart buttons for application launching". The developer identifies the application (or document) to be launched and enters a caption for the button which is to launch it, and the software then generates a button with the appropriate caption which, when pressed, launches the application and updates an internal database of launched applications. The system "knows" what applications it has launched and if asked to launch an application which is already open will simply task-switch to that application. This facility is important because the authors may require learners to use an external application, switch back to the courseware (perhaps for guidance) and then switch back to where they left off in the application (not re-open it and start from scratch). It is also important to avoid the confusion which could arise from having multiple instances of an application open simultaneously (indeed, some applications can only support one instance at a time).

The system can be instructed by authors to close down any applications which the learner may have inadvertently left open, at certain strategic points (e.g., on exiting from a topic). This "smart application launching" utility provides the basis for integrating lessonware produced using a variety of authoring tools.


7 The HyperCourseware Editor

Much of the functionality described above (e.g., navigation utilities, indexes, topic selector generation) requires that the system has knowledge of the HyperCourseware model defined by the authors. This model is notoriously volatile during development, being redefined over many iterations. It is important therefore that the process by which the author/developer communicates this information to the system is fast and simple (at least for the author). The HyperCourseware Editor allows the author/developer to define and redefine the HyperCourseware model (i.e., the hierarchical network of topics and activities) and to easily map this model onto the underlying operating system (i.e., the directory/file structure of the PC's hard disc). This facility directly supports an evolutionary approach to large-scale courseware development. As authors reconfigure their conceptual models of the courseware, they can quickly and easily update the actual configuration of the courseware resources.

8 Examples of Using HyperCourseware

The HyperCourseware conceptual framework has now been used in many courseware development projects. One incarnation of the HyperCourseware framework is called "A HyperCourseware Starter Pack for Macintosh". This has been inexpensively available to all educational institutions since 1992. The most recent incarnation of HyperCourseware is a PC version based on ToolBook. HyperCourseware for the PC has been successfully trialled on courseware development projects including Teacher Training, Food Sciences, Business Studies, Mathematics and several areas of Computing.

9 Implementation of HyperCourseware for the PC

HyperCourseware for the PC is currently based upon (but not restricted to) ToolBook. The core of the system is written in C++ and is essentially portable to a range of platforms. ToolBook is in effect being used in two very different ways. Firstly, it acts as a front end to the core of the HyperCourseware system, and secondly, it is available as a resident authoring platform. However, an important feature of HyperCourseware is its ability to support courseware development using a variety of authoring tools and software applications. Courseware developers, using HyperCourseware, are therefore not restricted to using just ToolBook.

10 Summary and Current Developments

Our on-going development of HyperCourseware has been concerned with providing techniques and tools for addressing the issues which are generic to all courseware development projects. We continue to refine:

Much of our current research effort is going towards substantially upgrading the HyperCourseware Reference Model so that it can seriously contribute to a Framework for Open Courseware. The software world has long recognised the need for software interoperability and continues to evolve rapidly in the direction of open systems. In contrast, it seems that the courseware development world has remarkably little experience of an open systems mentality. Courseware continues to be developed today using thoroughly out-of-date software practices which impede rather than support the integration of diverse courseware. We believe that a Framework for Open Courseware is an eventual necessity for the courseware development community. We also believe that the currently internal protocols for our HyperCourseware Reference Model could form the core of such a framework.

On a less theoretical level we are currently enthusing (if that's the right word!) over rewriting our existing HyperCourseware tools to exploit the excellent new version of ToolBook.

Our tools development work has always been accompanied by actual courseware development projects. With our courseware development hats on, we find that an emerging requirement for computer-based courseware is the need to provide effective computer support for collaborative learning (CSCL). There is a need to provide suitable metaphors in a layer of software which links the learner to a data communications network (anything from a LAN to the World Wide Web). One good example of this is given in Alexander (1993) which describes a rooms-based metaphor, including a library where the learner can interact with learning materials, a study where they can use applications to carry out assignments, write essays etc., and a meeting place where they interact via email with other learners. Clarifying how such environments will interact with and interface to courseware management systems is an area of our current research which is closely related to our work on a Framework for Open Courseware.

References

Alexander, G., Lefrere, P., Matheson, S., Towards Collaborative Learning at a Distance, Nato Advanced Research Workshop, Segovia, (1993)

Siviter,D., Brown,K. HyperCourseware. In: Computers and Education Vol. 18, No. 1-3, pp. 163-170, Pergammon Press, (1992)

Biographical Note

Phil Siviter and Douglas Siviter are joint developers of the HyperCourseware system for the PC. They each have 12 years experience of developing Computer-Assisted Learning material, as authors, courseware developers, tools developers, and project managers. Phil Siviter is a senior lecturer in Software Engineering at the University of Brighton. Douglas Siviter is a senior lecturer in the School of Computing, Information Systems and Mathematics at South Bank University. Both are currently involved with projects in the Teaching and Learning Technology Programme (TLTP) and both are using HyperCourseware/ToolBook to develop courseware in several subject areas including analysis and design techniques for software systems development.

Appendix 1

This appendix is a collection of screen dumps from two pieces of courseware, both in the subject area of computing. At the University of Brighton some courseware is being developed on 'Object Oriented Design'. Within the same project at South Bank University, some courseware is being developed on 'Structured Methods in Systems Analysis'.

The screen dumps have been chosen just to illustrate the structural features of HyperCourseware rather than to illustrate anything about the specific computing courseware.

The authors of this paper are indebted to the particular courseware developers who have been developing the courseware from which these screen dumps were captured, i.e., our thanks, to Rachel Bundy, University of Brighton and Andrew Milroy, South Bank University.

The following description provides a walkthrough of a typical piece of HyperCourseware and illustrates how the HyperCourseware structural model has been utilised.

Each course has its own 'Course Launcher' made from a ToolBook template which authors merely edit cosmetically. A user would launch a specific course by double clicking on its launcher (using Windows Program Manager or File Manager in the normal way).

Remember that HyperCourseware is a hierarchical collection of Topics (Topics and sub-Topics are like directories and sub-directories). The Course Launcher would initialise the course and then automatically progress to the Title Page for the Root Topic of the course (the highest level topic in the course).

For example, Figure 1 is the Title Page for the Root Topic in the Object Oriented Design course. In this example the Root Topic happens to have the same name as the course.

Each Topic automatically has its own Title Page (authors just edit it cosmetically). Similarly each Topic automatically has its own Lessons Map and collection of Lessons (educational activities) which authors customise to their own requirements.

In this example walkthrough we assume that the user did not bother looking at any of the Root Topic's lessons but preferred instead to immediately navigate to another topic in the course. This was achieved by summoning the Course Controls Palette (clicking on the square button at the top right of the console). Having summoned the Course Controls Palette, the user summoned the Course Map which provides an overview of the Topics in the Course.

Figure 2 shows an example Course Map (actually this is just a map of a fragment of the Object Oriented Design Course - the eventual map will be a multi-page structured map to cope with a very large number of topics). The Course Controls Palette is a separate ToolBook instance which communicates (via DDE) with the main course instance. It acts as a floating palette which can persist in the foreground while the user navigates around the main course. (The Controls Palette happens to be positioned at bottom left of the screen in Figure 2.)

The Course Map contains a 'Tutor Information' icon which invokes a pop-up containing recommendations on which Topics a student should look at. These 'Tutor Information' pop-ups are built into the template maps and are always trivially easy for authors to edit.

As a user selects each topic the abstract for that topic is displayed in an 'Abstract Pane' which is again trivially easy for authors to edit. To avoid saying this over and over again, all the features which these screen dumps illustrate are provided in ready made templates which can be used 'as is' or extensively customised by authors.

When the user is satisfied with a choice of topic, the 'Launch Topic' button closes the map and takes the user to the Title Page for the selected topic. In this example the user selected the topic 'What is an Object?'. Having arrived at the Title Page for that topic, the user would then select the 'Lessons Map' for that topic.

Figure 3 is the Lessons Map for the topic 'What is an Object?'. It shows all the lesson/activities which are available for the topic. You could compare this to Figure 8, which is a Lessons Map from the Structured Methods courseware. Note that they have similar functional features but it is obvious that the respective authors have adopted very different visual layouts for their Lessons Maps.

Before embarking upon one of the main lessons for the topic the user may choose to read 'about the topic'. A standard ToolBook template exists which conveys all kinds of information about the topic. This is deliberately maintained as something which authors (or lecturers) can very easily edit (maybe at the last minute just before students use it). Figure 4 shows one screen from the 'About this Topic' template. It also illustrates how a typical activity template is divided into facets where each facet is one or more screens in length. The activity is called 'About this Topic'; it has facets 'Aims and Objectives', 'Pre-requisites', 'Target Audience', etc. When the user has finished with the activity (the 'About this Topic' activity) s/he presses the Lessons Map button and from the Lessons Map (Figure 3) makes another choice of lesson/activity. A 'Tutor Information' icon is available on the Lessons Map which would give pop-up advice on which activities to use and why.

In this example the user elected to use the activity called 'A Person's Physical System'. Figure 5 shows a screen from this seriously light-hearted interactive vehicle for teaching about 'state' and 'behaviour' which are fundamental concepts within object oriented computing. When the user finished with this activity s/he invoked the Lessons Map again and chose to explore the lesson called 'The FM Tuner Object'. Figure 6. and Figure 7. show two screens from this activity which again exploits a highly interactive device with which users play. Other lessons later in the course use the same tuner object in a variety of ways, e.g., visually disassembling it to show its 'part-of' hierarchy, etc.

Figures 8, 9, and 10. are from a different but related piece of courseware on 'Structured Methods in Systems Analysis'. The presentations in this courseware make heavy use of 'walking through case studies' gradually building representations of the case study, i.e., it emulates the methods which a systems analyst would use. So Figure 9 indicates that the user is on screen 11 of 12 screens which have been devoted to introducing the elements of data flow diagrams and gradually building up a simple example of a data flow diagram. Each of the six facets of this activity (External Entities, Data Flows, Processes, etc.) used one screen containing a sequenced flow of text and diagrams and was then followed by a second screen of self assessment material.

Figure 10 shows the last screen of the first part of a case study. In this activity the user has been through a series of screens where in each screen the user would be prompted to reflect upon part of the text of the case study and to consider how it would be drawn on the diagram. The diagram is incrementally drawn under the user's control. The last screen contains the entire diagram and the user can reveal the case study text for each section of the diagram simply by pointing to any part of the diagram. In the example, the user pointed at the external entity 'Member' so a pop-up field appeared to explain what 'Member' is.

Each of the components discussed above, i.e., maps, title pages, lessons/activities, is implemented as a separate ToolBook book. The whole course is deliberately modularised in this way for maximum reconfigurability. The HyperCourseware Management System enables this large modular collection to be structured and restructured simply by authors. All of the 'views and navigation' features are built and maintained automatically by the system. Authors simply customise the visual aspects and devote their energy to designing meaningful educational activities.


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Figure 1. Title Page for the Root Topic in the Object Oriented Design course

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Figure 2. Course Map for part of the Object Oriented Design course, plus floating palette

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Figure 3. Lessons Map for the topic "What is an object?"

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Figure 4. A screen from an "About this topic" activity

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Figure 5. A screen from the lesson "A person's physical system"

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Figure 6. A screen from the lesson "The FM tuner"

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Figure 7. Making the tuner's state explicit

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Figure 8. A Lessons Map from the Structured Methods courseware (c.f. Figure 3)

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Figure 9. Customising a presentation activity template (c.f. Figures 5, 6, 7 and 10)

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Figure 10. A screen from another Structured Methods lesson "Drawing a level 1 diagram"


ACE publications : Published 1994 - Copyright the authors. All rights reserved.