Come Play! Using Games to Teach, Motivate, and Engage 
What have you done lately to make your training lively, fast-paced, innovative, participative, and imaginative? Baranich and Currie discuss using games in learning and business environments.
Baranich, Karen L. and Cynthia C. Currie. Intercom (1995). Articles>Education>Multimedia>Games
Communication Videotape Strengthens ISO 9001 Employee Awareness

Employee awareness training communication for a new company Quality System is enhanced through an internally produced videotape in interview format showing real people doing real jobs. The videotape introduces guiding principles, shows both company executives and employee co-workers, and places responsibility for successful operation of the Quality System on employees. Audits are pictured to reinforce the requirement for timely and accurate records. The videotape may be used in groups or individually in any location. Success of the communication program is in the continuous improvement of quality, and the auditor’s recommendation for ISO 9001 registration.
Keller, Leland C. STC Proceedings (1995). Articles>Multimedia>Education>ISO 9001
Composing Across Multiple Media

This is a qualitative case study of two students' composing processes as they developed a documentary video about the Dominican Republic in an urban, public middle school classroom. While using a digital video editing program, the students moved across multiple media (the Web, digital video, books, and writing), drawing semiotic resources from each as they did so. Using sociosemiotic and dialogic-intertextual theoretical frameworks, the author examines how the interface of the video editing program influenced the students' composing by making new types of semiotic resources available and new means of combining these resources. As they moved across these media in a nonlinear fashion, the students created an interactive context for composing that transcended the individual possibilities of each respective medium. This suggests that multimedial composing environments offer a rich intertextual landscape and unique ways of making meanings.
Ranker, Jason. Written Communication (2008). Articles>Education>Writing>Multimedia
[Continuing to] Mind the Gap: Teaching Image and Text in New Media Spaces 
Our panel presentation for Computers and Writing 2002 was consciously modeled on conversations that we have had with each other over the past several years as our paths have crossed in our individual journeys from the edges of our own distinct disciplines into the nebulousness of interdisciplinarity. We have made this journey as scholars, teachers, and students, and have discovered along the way that new media spaces have blurred the traditional boundaries between academic disciplines and the hierarchies that support them. Because the connections forged between disciplines can be tenuous in nature, their maintenance requires continuous conversation and exchange of ideas and resources.
Gossett, Kathie, Carrie A. Lamanna, Joseph Squier and Joyce R. Walker. Kairos (2003). Articles>Education>Multimedia
Although electronic whiteboards come in several sizes and shapes, their main function is the same – to capture written annotations, notes and drawings and store them for future reference. This is accomplished with infrared sensors, radio-signal-emitting pens, plasma overlays and other technologies. The end product is a file of digitally stored notes that can be e-mailed, posted online, or printed and handed out to an audience immediately after a presentation or training session. Beyond these basic features, some electronic whiteboards are interactive – letting you connect a computer and projector to the whiteboard to combine its features with common software programs. A Microsoft Excel spreadsheet, for example, can be projected onto an interactive whiteboard where it can be marked up with colored pens to highlight important numbers or trends. Or, using an interactive whiteboard's touchscreen feature, a presenter can navigate the Web using a finger to move the cursor and double-clicking with taps on the screen. Even videoconferencing functions have been integrated into electronic whiteboards in the past year.
Regenold, Stephen. Presentations (2003). Articles>Education>Multimedia>Videoconferencing
Hypermedia, Multimedia, and Reader Cognition: An Empirical Study

In this article, we present the results of five tests done in a two-year project examining usability and instructional capabilities of modules developed in hypermedia and multimedia formats. Based on the results of these tests, we reinforce arguments that digitized media may be preferred by learners over traditional media and that learners tend to prefer a graphical user interface metaphor that is personally meaningful over the page metaphor typically used in computer based training. We also reinforce the argument that multimedia does no harm when used to replace more traditional approaches to instruction. On the other hand, we have determined that in some cases hypermedia and hypertext may be counterproductive as instructional media. In brief, we have determined that within the context of this study a majority of students have more difficulty learning in a hypermedia/hypertext environment than in an otherwise identical linear digital environment. In fact, in this study only the very best students were able
Hailey, David E. and Christine E. Hailey. Technical Communication Online (1998). Articles>Education>Multimedia
Incorporating Film Into the Research Paper

Teachers face two serious difficulties when assigning research papers. The first appears to be an issue of motivation but is really one of mental disposition. Many students are so deeply influenced by contemporary visual culture--especially by film--that they lack familiarity with close reasoning. They are accustomed to absorbing entertaining, but loosely connected, streams of images in an impressionistic way and are uneasy and anxious when given a major assignment in an exclusively written medium. Inexperienced in the systematic compilation and analysis of information, they often perform poorly. These students may appear to be unenthusiastic about their topics; in fact, they do badly because they are methodologically disoriented. They run aground while sailing in the unfamiliar seas of organized, sequential, linear logic. This problem often shows itself in the frequent, and frequently gratuitous, use of illustrations in research papers. Instructors often comment that 'students love pictures.' It would be more accurate to say that students understand pictures and are comfortable with them. The second difficulty is a by-product of the Web. Plagiarism has become so widespread that it poses a real threat to the academic enterprise. Yet its detection is both difficult and time-consuming, and an instructor must be on absolutely solid ground before bringing a student up on such serious charges. Furthermore, even if available, an expensive counter-plagiarism program such as Turnitin cannot always deliver conclusive evidence. Plagiarism must be addressed, but today, articles that existed previously only in print can be optically scanned, free essays are available online, and papers can be purchased and downloaded from numerous commercial outlets. We have addressed both of these problems by strategically using appropriate motion pictures as entrees into the subject matter and as points of comparison to help organize research papers. We first provide our students with a list of films that bear on relevant topics.
Fontenot, Michael J. and Karen A. Fontenot. Business Communication Quarterly (2008). Articles>Education>Research>Multimedia
Lessons Learned From Instructional Design Theory: an Application in Management Education

Given that many doctoral programs do not provide extensive training on how to present course information in the classroom, the current paper looks to educational psychology theory and research for guidance. Richard Mayer and others' copious empirical work on effective and ineffective instructional design, along with relevant research findings in cognitive science, are summarized and adapted to the management education context. The goal of this article is to enhance instructors' ability to effectively relay course material and to offer specific advice for how instructors can implement prior research findings.
Burke, Lisa A. Business Communication Quarterly (2007). Articles>Education>Instructional Design>Multimedia
Lumiere Ghosting and the New Media Classroom 
Refocusing courses around the structure of narrative and how they use theatrical forms of interaction in the presentation of complex online help and instructional systems
Gilette, David, John Elsdon and Enrica Lovaglio. Kairos (2005). Articles>Education>Multimedia
Meet the Future: Leveraging Multimedia for Professional and Educational Outreach 
This article, as well as the conference presentation, recounts the trials, tribulations, and ultimate triumph of a dedicated research team in the Orlando Chapter and at the University of Central Florida who parlayed an $8K STC Special Opportunities grant into 55 minutes of fully narrated, animated multimedia in support of the chapter’s and the Society’s outreach initiative to secondary education. The grant was performed by current and former technical communication students at UCF, under the oversight of Dr. Dan Jones and Dan Voss. Four research assistants contributed to the project: Cindy Hauptner, Bob Stultz, Suzanne Shomate, and John Donovan. Cindy and Bob created the immortal Shanna the Hip and Dan the Nerd.
Hauptner, Cindy, Bob Stultz, Dan Jones and Daniel W. Voss. STC Proceedings (2004). Articles>Education>Multimedia
Learning no longer has to depend solely on text resources when learners have access to multimedia resources and developing technologies. The lecture is now encapsulated and available for replay and, like a novel, provides the user with direction not just destination. This paper highlights how technology adds value to the academic learning experience/environment for business communication with a focus upon televised courses, streaming videos, instant messaging and Web-based resources. Implications for the learning experience are: (1) oral and written language use become more dynamic; (2) learner outcomes are audience- and message-centered; and, (3) content instruction is analytical.
Fortune, Mary F. and John J. Staczek. Association for Business Communication (2004). Articles>Education>Instructional Design>Multimedia
Overview of a Distributed-Hard-Drive-Based Educational Plan 
Although empirical research indicates that media selection may not impact learning a great deal, results are inconsistent and sometimes contradictory. We have done recent studies indicating that inconsistent results may be caused by the extent to which educational developers are modifying the genres within which they typically teach – e.g., converting lectures to essays and converting demonstrations to posted instruction sets. Typically, the instructional developers who significantly modify their educational genres do so because digital media (usually designed for dissemination on the Internet, CD-ROM, or DVD) preclude the large format heuristics we accept as necessary in our traditional classes. New technologies, available this year, seem to provide a solution for this problem. In recent studies, we have successfully placed traditional educational genres on very large, external and/or removable hard drives which we combine with Internet technology to overcome the bandwidth problems we faced in the past. Because this involves a unique, step-by-step process of examining educational materials, re-combining them into external drive technlologies, and then developing new distribution methods, we call the process 'Distributed Hard Drive Protocol.' This paper describes six new, protocols we have developed for educators, trainers, and archivers.
Hailey, David E. and Christine E. Hailey. Utah State University (2000). Articles>Multimedia>Instructional Design>Education
Practicing Professional Communication Principles by Creating Public Service Announcements

A primary goal of most introductory business and technical communication courses is to introduce students to the idea that the professional communication most of them will engage in is different from the writing they do for academic purposes. This overall idea covers several principles concerning professional writing. First, in an academic essay, a student may tell all he or she knows about a topic to an expert reader (the instructor); in professional writing situations, however, writers are most likely sharing only a small part of the information they know with nonexpert readers. Second, when writing in professional situations, writers must actively envision audiences different from themselves, audiences that will have different concerns and purposes than the writers do. Finally, the audience, purpose, and medium of a professional communication situation drive the choices a writer will make. If students are to understand these principles, discussing them in class is insufficient; students must also practice them. Implementing active learning that applies these principles authentically can be challenging. The makeup of many business and technical communication courses means that not all students share expertise in a given field that they can draw on for common assignments. Hypothetical assignments may not give students a deep sense of context, and students may continue to perceive the instructor as the real audience for such assignments.
Frederick, Terri. Business Communication Quarterly (2008). Articles>Education>Business Communication>Multimedia
Proposed Multimedia Courseware Documentation Design 
With the growth of multimedia, design techniques to manage the contents and data structures for the media are becoming required We call this courseware in distinction from hardware or software, and we produce a production model by developing a uique technique not in imitation of the conventional ones using the following three points, layout, framework and linkage management.
Hayashizaki, Akira. STC Proceedings (1993). Articles>Education>Multimedia>Documentation
This paper presents a summary of the results of several relatively large studies which attempted statistical analysis of audit trails created by learners accessing information in typical hypermedia or hypertext learning environments, and interpreted them in relation to learner characteristics and study tasks. Significant differences in the information access strategy, amount of information accessed, student estimates of achievement and knowledge outcome were observed between learners in these studies. This paper concluded that some learners may be systematically disadvantaged where support for (or the delivery of) the curriculum depends on hypermedia, such as via a networked learning environment delivered passively over the WWW. It is suggested that the audit tools available from the WWW provide an opportunity to develop multi-discipline evaluation mechanisms which may enable researchers to provide learners with standard 'learning profiles' with which to reflect on their own learning effectiveness when using hypermedia educational materials.
Quentin-Baxter, Megan. ACM Computing Surveys (1999). Articles>Education>Multimedia
A Review of Digital Video Production in Post-Secondary English Classrooms at Three Universities 
Digital video production in composition courses is both new and exciting. However, this newness comes with challenges and obstacles as well as more questions than answers. What exactly is so fun, attractive, liberating, and transgressive about digital video work? Is it the time invested in editing minutes or hours of footage into seconds of film clips? Is it the sheer thrill of having the power to overlay images, words, and sounds to produce an effect impossible in the real world and highly effective in the multimodal, rhetorical one? Is it that the composition teacher is finally asking for a product where grammar (understood as punctuation and sentence structure) is mostly invisible? Is it the crisis moments when the software, the hard drive, and/or the accompanying hardware crashes and we are still left with a classroom full of students to teach? Or, is it the mesmerizing effect of the screen that promises sustained attention to a composition assignment? The answer, we think, in all cases is 'yes'--yet sometimes that yes is a hesitant one.
Meeks, Melissa and Alex Ilyasova. Kairos (2003). Articles>Education>Multimedia>Video
This article is an examination of the discourse surrounding a new media tool, Macromedia's Flash, and a discussion of a qualitative study of Flash's use by students as part of an electronic portfolio assignment in a first-year composition course. My article explores how the software industry constructs Flash as a discursive object for the regulation of information flow, while also examining how the present generation of students interacts with these new media environments, making meaning within them through the use of simulacra tools.
Ellertson, Anthony. Kairos (2003). Articles>Education>Multimedia>Flash
As an educational medium, interactive television (ITV) is shaped by perceptions that all participants bring into the ITV classroom. Many articles, handbooks, and other support material already deal with standard operating advice for leading courses using ITV; here, the authors focus on the physical and mental spaces produced by ITV and explore the expectations created by the presence of such technological artifacts as television screens, microphones, and lighting banks. They explain the roles that teachers and students may assume in the ITV classroom and discuss how lack of familiarity with the technology's purpose and potential tends to reify those roles and the interactions they proscribe. Finally, they offer suggestions for responding to these issues by concentrating on students' crucial first impressions with the technology–impressions that instructors can help negotiate so they and their students can engage in pedagogically sound, educationally rich interactions in the ITV classroom.
Racine, Sam J. and Denise Dilworth. Journal of Business and Technical Communication (2000). Articles>Education>Multimedia
The Education of Geeks and Freaks
if Post Secondary Educators don’t change their attitude towards you—and soon—you are going to find it really hard to find trained staff for your businesses.
Green, Tom. Digital Web Magazine (2008). Articles>Education>Technology>Multimedia
Challenges of Multimedia Self-Presentation: Taking, and Mistaking, the Show on the Road

One privilege enjoyed by new-media authors is the opportunity to realize representations of Self that are rich textual worlds in themselves and also to engage the wider world, with a voice, a smile, imagery, and sound. Still, closer investigation of multimedia composition practices reveals levels of complexity with which the verbal virtuoso is unconcerned. This article argues that while technology-afforded multimedia tools make it comparatively easy to author a vivid text, it is a multiplicatively more complicated matter to vividly realize and publicize an authorial intention. Based on analysis of the digital story creation process of a youth named 'Steven,' the authors attempt to demonstrate the operation of two forces upon which the successful multimodal realization of the author's intention may hinge: 'fixity' and 'fluidity.' The authors show how, within the process of digital self-representation, these forces can intersect to influence multimodal meaning making, and an author's life, in consequential ways.
Nelson, Mark Evan, Glynda A. Hull and Jeeva Roche-Smith. Written Communication (2008). Articles>Presentations>Education>Multimedia
Rigorous Interdisciplinary Pedagogy: Five Years of ACE

The emergence of media-arts and digital cultural practices has provided a highly charged context for the development of interdisciplinary pedagogy, combining as it does, practices and traditions from historically, culturally and theoretically wildly divergent disciplines. This article addresses aspects of effective interdisciplinary educational process, attending to questions of pedagogy, theory and institutional pragmatics. In my analysis, the key components of such a project are: deep technical training and understanding; deep training in artmaking and cultural practice; deep theoretical and historical contextualization, and an open and rigorous interdisciplinary context which maximally facilitates the negotiation of these often divergent ways of thinking and making. In building such interdisciplinary practice in the context of a campus, one abruptly confronts the discontinuity between the rapidly changing fluidity of the contemporary moment and the relative stasis of institutionalized disciplines which have an investment in maintaining their identity in the face of such change. Implicit in the project then, is not simply the development of a context for deep interdisciplinary invention, but the formation of practitioners who are neither artists nor engineers, or who are equal parts both. In either case, this formation confounds the disciplines and creates a vacuum of institutional context, which has resounding implications for the survival and flourishing of such initiatives and their practitioners.
Penny, Simon. Convergence (2009). Articles>Education>Multimedia
Using content analysis and survey, this study examines how the teaching of thinking skills and that of technological skills have been balanced in US new media programs to produce both employable graduates and life-long learners. Findings show that most programs have balanced the two skill sets but that more effort should be made to integrate the teaching of both skill sets in individual courses to give students an expedited, holistic learning experience.
Huang, Edgar. Convergence (2009). Articles>Education>Multimedia>United States
Microsoft Live Mesh: Killer eLearning or RIA Architecture? 
Let’s examine a few trends and remember that Apple beat its competitors in the education market twenty years ago by having a rabid fan base along with compelling intuitive software. Microsoft Live’s community had 60 million users last time I checked. Working within the existing Live framework will be critical for any Learning Management Systems (LMS) play that Microsoft chooses to do in the future.
Jeter, Charles. Charles Jeter (2008). Articles>Multimedia>Education>Silverlight
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