Teaching and Learning via the Network
HyperCourseWare
A metaphorical infrastructure for the objects of
education on a distributed network
Project Number 09 - 1993
Dr. Kent L. Norman
Associate Professor
University of Maryland
Department of Psychology
University of Maryland
College Park, MD 20742-4411
(301) 405-5924
Fax: (301) 314-9566
kent_norman@umail.umd.edu
Other Individuals And Organizations Associated With The Project
Mr. Walt Gilbert
Project Director, AT&T Teaching Theater
Computer Science Center
University of Maryland
College Park, MD 20742
Abstract
The purpose of this project is to provide a software infrastructure to
support educational concepts in the electronic classroom and across a
computer network while maintaining the same metaphorical concepts developed
in traditional education. For example, courses are generally built around
a set of educational objectives that map into objects such as a course
syllabus, lecture notes, readings, and assignments. Educational assessment
and administrative functions map into objects such as exams, class rolls, and
grades. Finally, classroom dynamics map into objects for seating charts,
exchange and polling of ideas, sharing of collaborative results, and group
feedback.
HyperCourseware as a prototype consists of a set of interlocking modules that
represent the typical objects and materials of classroom instruction. Each
module is written in a stackware application (e.g., Spinnaker Plus*). The
modules are generic in form and applicable to any course taught in an
electronic classroom with networked workstations (e.g., the AT&T Teaching
Theater) and are adapted by the instructor to the specific course. The
home stack provides access to all of the course materials, logs the students
onto the system, and provides course information and access to communication
and discussion tools. In the syllabus stack course material is organized
around a list of dates, topics, readings, and assignments. By selecting a
topic, one goes to the associated lecture material. The bulk of the course
material is contained in the lecture stacks. One might have text and
graphics used during a lecture as well as simulations and exercises. Lecture
stacks open with an index of materials to be covered. The exam stack
controls the creation of exams and the subsequent taking and grading of them.
Grades go into the grade stack (automatically for objective tests and as
entered by the instructor for written exams) and are disseminated to the
students. Information about the students and the instructor is
contained in the class roll. Students enter their own biographical sketch
along with a digitized picture of themselves.
HyperCourseware supports both in class (lecture presentation, note taking,
etc.) and out of class (studying, homework, reading) activities and can be
generalized to distal teaching.
HyperCourseware provides the front-end, in-the-classroom interface for
educational information. The hypermedia structure supplied by
HyperCourseware is used to shield the instructor and student from the
unnecessary burden of having to understand file servers, local area
networks, and Internet itself. Although a tremendous amount of information
(both text and graphics) is transmitted among students and between the
instructor and the students, the transmission is invisible to the users. It
merely goes from one screen to another.
HyperCourseware is an elegant approach in that it is highly graphic and
semantically rich, yet requires only simple file or network communications.
The key to HyperCourseware is has been to build rich on-the-screen
metaphorical objects that send information across the network behind the
scenes.
As more and more HyperCourseware modules are disseminated and running on the
network they will be able to provide an exchange of education material and
dialogue that will be accessible in the metaphorical context of education
rather than the format of Internet E-Mail of FTP communications.
Audio-visual requirements
Two high resolution (SVGA) projectors and at least two 486 machines
on a common server.