Projects: UDL : 2006-7 Annual Technology Report
This page last changed on Jun 29, 2007 by scytacki.
Doing the technology for the UDL project requires an interative developement style. Because it is so new to be using UDL concepts in science has not been obvious what technology is needed for this project. So our approach has been to build just enough tools to make make a working prototype of an Activity and then review the prototype. And then do that again.
While the first prototype was being built. We were working on support in OTrunk for multiple views of the same component.
One thing this would allow us to do is to start building a prototype of an authoring tool for these activities. Each component displayed in the activity would have 2 views an authoring view and runtime view. When the activity was viewed in authoring mode all of the components would show up in their authoring views. For example for the zoom tool, in its authoring view, there would be a user interface for adding, modifying, or deleting images from the zoom sequence and editing the region of the image being zoomed into.
A second thing this would allow us to do is to create activities that let the learner choose different representations of the same component. If the changes between the 2 views of the component are basic then these changes can be stored in the view configuration. In this case there are 2 configurations of a generic view for a particular component. For example in one configuration the color of text could be set to blue in another configuration the color of text could be set to red.
At this time the advisory board meeting happened and the planned structure of the UDL activities was changed.
The second prototype was built entirerly in OTrunk. Its goal was to explore the changes to the planned structure of the UDL activities. These changes happened during and after the advisory board meeting. One change was to require the student to make a report of their work in the activity. So we made an OTrunk activity that allowed the user to choose components they had worked with in the activity and add those objects to a document they could edit. For example if the student collected a graph of temperature data in the activity, the student could then make a document that included that graph of temperature data. This functionality is sometimes called a report, portfolio, or labbook.
The second prototype also included support for an author to create multiple ways to ask the same question. This way at the same place in the activity one student might see one type of question while another student would see a different type of question. So the type of question could be tailored to needs of the student.
During this time a new "snapshot" tool was created that generalized the way the drawing tool was combined with the MW in the first prototype. This snapshot tool could be added to any component in OTrunk. When the component was in a state the user wanted to remember they clicked a button to take a picture of that component, and then they could annotate the image.
Scripting was also added to the OTrunk system.
The third prototype is being worked on right now. It takes the pieces from the second prototype and is combining them with content about friction. This prototype also includes a new use of Dynamica which is a physics engine CC had developed in the MAC project previously. This prototype includes the snapshot tool with the new dynamica component, and different scaffolding for various questions.
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