EDUCATIONAL MULTIMEDIA
FOR THE SOUTH PACIFIC
Research Report for
ICT Capacity Building at USP Project
entitled
“Maximising the Benefits of ICT/Multimedia in the South Pacific:
Cultural Pedagogy and Usability Factors”












Christopher Robbins
The University of the South Pacific Media Centre, Fiji
robbins_c@usp.ac.fj










Prepared for ICT Capacity Building at USP, August, 2004





































Robbins, Christopher
Educational multimedia for the South Pacific /
Christopher Robbins . – Suva, Fiji : ICT Capacity
Building at USP Project, The University of the South
Pacific, 2004.


69 p. ; 30 cm.


“Research Report for the ICT Capacity Building at
USP Project entitled “ Maximising the Benefits of
ICT/Multimedia in the South Pacific: Cultural
Pedaagogy and Usability Factors.”

ISBN 982-01-0586-2

1. Computer-assisted instruction—Oceania 2.
Interactive multimedia—Oceania 3. Distance
education—Computer-assisted instruction—Oceania 4.
Educational technology—Oceania 5. Learning I. ICT
Capacity Building at USP Project. II. Title

LB1028.5.R62
2004
371.334

2


CONTENTS
ACKNOWLEDGEMENTS 4
ABOUT THE AUTHOR 4
1.0 EXECUTIVE SUMMARY 5
2.0 BACKGROUND AND PURPOSE OF RESEARCH 7
3.0 RESEARCH QUESTIONS 8
4.0 RESEARCH METHODOLOGY 8
4.1 Definitions 8
4.2 Project design 9
4.3 Data collection 11
4.4 Data analysis 13
4.5 Application development 14
5.0 FINDINGS AND CONCLUSIONS 15
5.1 Introduction 15
5.2 Language 16
5.4 A contextual approach to learning 29
5.5 Access 35
5.6 Content display preference 37
5.7 Usability 42
5.8 Limitations 43
5.9 Challenges 44
5.10 Future research suggestions 47
6.0 SUMMARY 49
6.1 Language summary 49
6.2 Group learning summary 50
6.3 Contextual learning summary 51
6.4 Access summary 52
6.5 Content display preference summary 52
6.6 Usability summary 53
7.0 APPENDICES 54
7.1 Language preference questionnaire 54
7.2 Content display questionnaire 55
7.3 Navigation preference questionnaire 56
7.4 Usability tests 57
7.5 Images of the software developed in this project 57
7.6 Testing of example educational multimedia 59
7.7 Notes and quotations from interviews 61
7.8 References 62


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ACKNOWLEDGEMENTS

The project, entitled “Maximising the Benefits of ICT/Multimedia in the South Pacific:
Cultural Pedagogy and Usability Factors”, is funded by the Japan International
Cooperation Agency (JICA). In accordance with the grant contract, copyright for this
paper is shared between JICA, the USP and the author.

I would like to thank Vignesh Shashidhar and Thomas Rodgers for Flash
development, Maria Ronna Luna Pastorizo for content development, instructional
design, usability testing, and general administrative support; and Mohammed Alim,
Joyce Ravina Kumari, Filimoni Saumaki, Shalen Gounden, Nilu Ram, and Ashlyn
Singh for their vital support as research assistants. Thanks also to Maki Kato and
Natasha Khan for their guidance and support in the administration of this project, and
to Roselyn Kumar for editing and proofing of the Pacific History portion of the project.
Also to Barbara Hau'ofa, whose helpful insights as editor of this paper went beyond
grammar and spelling. Further thanks to the University of the South Pacific (USP)
Distance and Flexible Learning (DFL) staff and students who took the time to speak
with me, and the USP School of Humanities (SOH) staff’s support in auditing the
ideas that arose during this project. Also to Shane Salesa, Alisi Matanakibau, Vilisi
Nadaku, Sarika, Patterson Lusi, Taberannang Korauaba, Chinilla T. Pedro, Henry J.
Peter, Asi Fangalua Halaleva Pasilio, Asogali Panapa, Joanna Olsson, Faleteu
Tonise, Melie Monnerat and Alex Teariki Olah for providing voice-overs and posing
for photos as the virtual peers; to Paul Geraghty, Melie Monnerat, Shailesh Lal,
Aaron Pitaaqae, Modesta Thugea, Milligan Pina, Collin Potokana, Charles Sivu,
McMillan Mede, Daniel Rove, Angelo Waitara, Patterson Lusi, Temanori Tiree, Sifa
Ioane, Breda Tipi Faitua, Emily Moala, Siniva Lauti, Coffey Kiluwe, Joanna Olsson,
Nga Teinangaro, David Tamata and Alex Teariki Ola for translations; and Vishal
Kumar and Maraia Lesuma of the USP Media Centre for their work in the audio
studio. Thanks to Tevi Teaero for permission to reproduce a poem from his book of
art and poetry On Eitei's Wings in the Group Learning section of this paper. Finally, I
would like to thank Konai Helu Thaman, whose writing largely provided the
inspiration for this project in the first place.
Of course, I would also like to thank Japan International Cooperation Agency (JICA),
whose funding made this project possible.
ABOUT THE AUTHOR

Christopher Robbins is the Multimedia Specialist at the Media Centre of the
University of the South Pacific, in Suva, Fiji. He has worked as a designer and
developer for the Museum for African Art, in New York City; the Union Bank of
Switzerland, in New York City; the Children’s Discovery Centre, in London; and a
Reuters “dotcom” joint-venture, also in London. He studied links between design and
society in Japan, and developed cross-cultural instructional materials as a Peace
Corps Volunteer in Benin, West Africa. He can be contacted at robbins_c@usp.ac.fj,
or at his website, http://www.grographics.com.


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1.0 EXECUTIVE
SUMMARY


The project explores aspects of learning approaches in the South Pacific with a view
to their application to the development of educational multimedia in the region. The
major themes covered include language, group learning, contextual learning,
authority figures, the importance of relationships in learning, the role of imitation,
computer and internet access, usability, and interface preference in the South Pacific.
Based on the data collected, we developed a set of recommendations for educational
multimedia in the region. We applied these recommendations to the development of
an educational multimedia program by creating an interactive CD-rom on Pacific
History, and publicised these findings through a website and series of seminars.

This document summarises the project, the findings and recommendations based on
these findings. It is designed for educators and educational technology developers,
particularly those with a focus on teachers and learners in the South Pacific. The
project approaches culturally inclusive educational multimedia from the design and
development side, and so does not cover political, infrastructural or financial aspects
of educational multimedia in the South Pacific.

In the course of the project, the research team conducted 153 interviews and 28
usability tests, administered 546 questionnaires, reviewed over 100 academic
publications on learning and on technology in the South Pacific, and visited Distance
and Flexible Learning (DFL) Centres of the University of the South Pacific (USP) in
Nauru, Samoa, Solomon Islands, Kiribati, Marshall Islands and Fiji Islands.

The findings follow the general categories: language preference, group learning,
contextual learning, computer and internet access, content-display preference, and
usability. Language preference findings indicate that although most students (72%)
prefer English as the main language of instruction, almost all staff and students turn
to vernacular when confused. There was no clear preference for group versus
individual learning, but there were clear trends on the beneficial and difficult aspects
of learning in groups. Staff and students appreciated that learning in groups allows
students to reframe course content to their local contexts and languages, and
enables students to get answers to questions they are reluctant to ask their lecturers.
However, they complained that authorities can develop within peer groups, inhibiting
some students from asking questions, and that group projects can lead to unfair
distribution of work. Additionally, many students who said they were unwilling to ask
questions of lecturers in groups — both in person and via videoconference —
preferred to ask their peers or to use one-on-one methods such as email or individual
conversation.

Staff and students stated that local context is essential and lacking in their course
work, and that they require educational media that utilise local metaphors or provide
methods to ease their own localisation efforts. Findings show that visual displays of
information such as graphics and charts are the most popular, while long text is the
least popular method of receiving information. Regardless of the format employed,
students indicated that they wanted to see the big picture, while being able to jump
readily to specifics.

Computers and the internet are not easily available to many students: the average at
USP DFL centres is one computer for every 68 students. Many of the more isolated
students have effectively no access because they do not have electricity and cannot
often visit the DFL centres. However, the access situation is continually improving,

5


with a further donation of computers for the centres by the Japan International
Cooperation Agency (JICA) and current planning for a further upgrade of USPNet,
the satellite network that provides internet access to DFL centres.

Usability findings indicate that it is important to allow immediate action on instructions,
that beginners cannot be expected to differentiate between the operating system and
application functions, and have trouble distinguishing between right and left mouse
clicks.

Several conclusions can be drawn. First, there is a need for educational multimedia
to utilise vernacular languages, examples and metaphors, and to provide avenues for
further customisation by staff and students. Secondly, we must not assume group-
oriented learning activities are the best solution for all students. Nevertheless,
individual multimedia activities can be designed to take advantage of the beneficial
aspects of group learning by providing multiple perspectives, as well as a degree of
“e-anonymity” (such as email or virtual peers) to encourage questions from reticent
students more comfortable with indirect modes of questioning. Educational
multimedia developers must also create complements to the long texts that dominate
most students’ learning materials, providing information in a variety of more concise,
visual formats, as well as audio voice-overs.

The technology access situation is daunting, but continuously improving, and while
computer-based teaching currently reaches only a small portion of students in the
region, it is important to develop our approaches to using the technology for teaching
now, so that we are properly prepared once access is more widespread. Additionally,
we can take several steps in the meantime to make the educational technology we
develop more accessible in the region. Websites with large image, video and audio
files are virtually unusable by most students in the region, so CD-rom counterparts
are advisable. As computers are readily accessible to only a small portion of students
in the South Pacific, CD-roms should be developed so that print and audio
components can be easily isolated.

Recommendations based on these findings include:

⋅ Provide Vernacular translations or glossaries within the educational
multimedia. For ease of translation, save language files as separate text
documents so that translators can make edits to the multimedia using simple
word-processors, and need not know how to use multimedia development
software.
⋅ Offer opportunities for contextualisation of the educational media. Utilise
decentralised methods that enable “on-the-fly” staff and student input, as well
as dialogic methods that provide context in a more centralised, conversational
manner, such as virtual peers from several countries who present examples
and explain concepts using terms from their own backgrounds
⋅ Divide materials by learning approach as well as thematically. For instance,
the same material can be presented graphically, in outline form, through
dialogic/conversation-like tests, and through exploratory hands-on interfaces.
Also be sure to include audio voice-overs.
⋅ Utilise modeling rather than separate instructions, enabling students to act on
any instructions or practise any skills within the learning interface. For
instance, overlay instructions on the active interface rather than providing
separate instruction screens for help sections or lab simulations.
⋅ Preserve the whole while offering specific anchors, creating successive
approximations rather than a process of segmenting difficult concepts. For

6


instance, long text should be accompanied by quick summaries that link to
different parts of the main text. More graphical interfaces should present
concepts through “layers of simplicity,” in which details are available to the
students without muddying the overall purpose of the graphics or confusing
the interface.
⋅ Encourage active interrogation of the materials by designing a layer of “e-
anonymity” into educational multimedia. For instance, technologies that focus
attention on the student publicly, such as video conferencing, can prevent
reticent students from asking questions, so be sure to offer less exposing
alternatives such as virtual peers and email.
⋅ Develop educational multimedia so that it can be utilised in a variety of media
devices.

In a nutshell, educational multimedia designed according to these recommendations
would present materials in a variety of languages, using examples from a variety of
countries in the South Pacific, and would provide opportunities for staff and students
to customise the materials with their own examples and input. Ideally, the educational
multimedia would be distributed as an interactive CD-rom rather than solely as a
website, would have printable components, and would double as an audio CD when
inserted into a CD-player. The interface would be designed so that drilling into
specific aspects of the media preserves the “bigger picture,” keeping the overall
framework of the lesson in view when examining details.

The educational multimedia we designed to audit and illustrate our recommendations
is a CD-rom on Pacific History developed using Macromedia Flash and XML. The
information is presented in 12 languages used in the South Pacific, and is divided
into three sections: a simple, text-based outline, an animated map, and a “test-
yourself” section with a virtual-peer from each USP country who gives hints and
feedback to help students learn through the test. Audio files, text files, and
animations are saved in separate folders so that they can be customised by teaching
staff, and are integrated into the multimedia at runtime so that staff can continually
update the educational multimedia. A help section demonstrates how to use the
program within the active interface, showing students exactly where on the screen to
click, so students can act on the instructions immediately. The help section is also
presented in 12 languages used in the South Pacific, in visual, textual and audio
formats. The program is distributed open source, with source files for layouts,
illustrations, animations, code and text included on the CD-rom, so as to enable
deeper customisation, and to serve as a building block for other educational
multimedia.

2.0
BACKGROUND AND PURPOSE OF RESEARCH

As a regional university serving 12 island nations distributed over 33 million square
kilometres of ocean, USP (University of the South Pacific) teaches to a widely
distributed region with a variety of cultures. Traditionally, major barriers to reaching
distance students have been those of culture and of communication (Frank & Toland,
2002; Gold, Swann & Yee Chief, 2002; Landbeck & Mugler, 2000; Primo, 2001;
Tuimaleali’ifano, 1999; Tuqa & Guild, 2003; Williams, 2001). USPNet was designed
to enable a degree of ICT/Multimedia access to regions outside the main campus,
and current ICT/Multimedia initiatives aim to expand related technologies (Agassi,
2002; Montgomery, 1997; Zwimpfer & UNESCO, 2002; SOPAC, 2002; JICA, 2004a,
2004b). Much existing literature examines cultural pedagogies particular to the South
Pacific region, helping to bridge the cultural gaps between the largely imported formal
education system and diverse South Pacific cultures (Lockwood, Roberts & Williams,

7


1998; Lockwood, Smith & Yates, 2000; Thaman, 1997; Va’a, 1997, 2000; Wah,
1997). However, little work has brought these two aspects together. The current
project examines the learning and technology environment in the USP region, and
applies these findings to the production of a model educational multimedia project
and a set of recommendations for others to create multimedia that is appropriate to
the regions in which it is being used.

3.0 RESEARCH
QUESTIONS


1. What are the major themes of Pacific learning approaches, pedagogy
theory and practice?
2. What are common usability needs in the South Pacific?
3. How can we apply these findings in Pacific pedagogy and usability to the
development of educational multimedia in the South Pacific?

4.0 RESEARCH
METHODOLOGY


4.1
Definitions
Multimedia is “the delivery of information, usually to a personal computer, in a
combination of different formats including text, graphics, animation, audio, and video”.
(Glossary of Terminology, n.d.). In the scope of this project, I am referring to
interactive multimedia, in which the user can take an active part in the experience,
providing input that affects how the multimedia is displayed.

Usability “is a generic term that refers to design features that enable something to
be user-friendly” (Congress Online Project, 2004). Key features of usability include
the ease of learning and utilizing an interface, as well as the satisfaction experienced
and errors encountered during its use (Nielsen, 1993 in Richardson, 2000).

Pedagogy is “a term that is used to describe an approach to schooling, learning, and
teaching that includes what is taught, how teaching occurs, and how what is taught is
learned” (Diekelmann Web, 2002). For the purpose of this project, pedagogy is not
restricted to school-based teaching and learning, but encompasses learning in non-
formal (organized but not institutionalized) and informal (unorganized, non-
institutional) learning environments (Thaman, 2001).

Culture

For the purposes of this study I use Konai Thaman’s (1999) definition
of culture as “a way of life of a group of people”, as distinguished from the “narrow
sense focusing on . . . creative expressions such as language, song, dance and art”
(Crocombe, 1980 in Teaero, 2003). In this sense, cultural pedagogy is an approach
to teaching and learning particular to a specific group’s way of life.

Interface
In this paper, interface refers to the visual layer presented to a user by a
piece of software or multimedia. “An interface between a computer and user refers to
the elements of the computer and software that the user interacts with—the screens,
icons, menus, and dialogues” (VNU Business Media, 2001). The term active interface
refers to an interface the user can interact with, and passive interface for an interface
that presents without allowing user control.

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4.2 Project
design

4.2.1
Challenges
A large part of this project involved applying general learning principles—often with
traditional and informal roots—to educational multimedia design. There are several
base challenges in designing such a project. First, the idea that indigenous learning
approaches can be applied successfully to formal education without bastardising the
original principles or neglecting institutional inequities is debatable. For example, see
Malin (1998) and Nicholls, Crowley and Watt (1998) for a discourse regarding
“Aboriginal learning styles” and formal education in Australia. Secondly, attempting to
use technologies based in one set of cultures to elicit cultural inclusivity of another,
very different set of cultures can be problematic. For instance, in The Electronic
Colonization of the Pacific
, Spennemann and co-authors (1996) explore how
“Western” notions of identity that shape and are promoted by ICT/Multimedia can be
seen to be at odds with related “Pacific” notions. Finally, as an “outsider” whose own
cultural upbringing occurred in a place very different from the South Pacific, I needed
to consider the additional challenges of cross-cultural communication in the design of
this research and development project.
4.2.2 Approach
The project utilises a combination of qualitative and quantitative research methods,
separated into two major focuses (technology use and learning approach), and
audited at the conceptual, developmental and practical usage levels. By separating
the project into technology-focused and learning approach–focused divisions, I aimed
to ensure that the core data collected would be valid and useful, even if connections
between the two divisions turned out to be untenable.

Learning approach focus
The first division was a qualitative analysis that examined general learning
approaches and preferences, focusing them into general educational
recommendations. This portion was not related specifically to technology or to formal
education, but summarised basic ideas to improve educational access whatever the
mode. This layer was built primarily through interviews, focus groups and a regional
academic literature review.

Technology focus
The second division was more specific, directly testing students’ educational
technology interface preference. This aspect of the study included questionnaires
focusing on layout, language and navigation preference; interviews; and a set of
usability tests exploring how students interact with educational technology.

Auditing Process

Aware of my role as an outsider, I tried wherever possible to act as a collator, rather
than a creator of ideas. I did this by limiting the scope of the links I made between
data sets, auditing any results or outputs with the target audience through several
channels, and by maximising the role of the target audience in producing the outputs.
For instance, the learning approaches that form the base of this project came from
the staff and students for whom this work is designed. The programmers, translators,
content-developers, data collectors, analysts, and auditors are all staff or students for
whom this work is designed. Additionally, applications of general findings to
educational multimedia were tested at the conceptual level through focus groups and
peer-review, at the development level by having people in the target audience create

9


prototypes of the ideas, and at the usage level by testing all media with the staff and
students for whom this work is designed. In other words, I organised interventions as
we formulated our ideas, again as we developed these ideas into educational
multimedia examples, and finally by testing the educational multimedia we developed
with some of the staff and students for whom it was designed.

In a nutshell, a combination of quantitative, qualitative and procedural research
methods was utilised, and the likelihood of validity was increased by focusing the
scope and auditing conclusions at the conceptual, developmental and practical
usage levels (figure 1a).

Figure 1a: Research and development project design

Quantitative Qualitative
Procedural
Technology-

Development of educational
focused
Questionnaires Usability tests multimedia
Testing of educational


Interviews
multimedia
Learning
approach–focused

Interviews
Peer review, focus groups

A more detailed explanation, including sampling procedures and a description of
specific quantitative and qualitative data collection techniques is given below.

4.2.3 Activity summary
Site visits
During each site visit, I conducted interviews, questionnaires and usability tests.
Nauru: 30 September to 6 October 2003
Samoa: 6 to 10 October 2003
Solomon Islands: 16 to 23 October 2003
Kiribati: 3 to 8 November 2003
Marshall Islands: 8 to 15 November 2003

Lautoka Centre: 5 December 2003

Interviews
Of 153 interviews conducted, 130 were with USP staff and students; 23 with
members of external organizations.

Usability tests
In total, 28 usability tests were conducted with students at USP DFL Centres. See
appendix 7.5 for screenshots of the software utilised.

Questionnaires
At the DFL centres visited, 546 questionnaires were collected from students. Of
these, 196 focused on language preference (appendix 7.1), 196 focused on
preference for the display of information (appendix 7.2), and 154 focused on layout
preference for web-page navigation (appendix 7.3).


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Seminars and workshops
During the project I participated in a series of seminars and workshops to publicise
initial findings and audit recommendations:

Cultural Pedagogies, Instructional Design and Educational Multimedia
Production, 12 June 2003. (appendix 7.7: CulturalNmBrainstorm)
School of Humanities Brainstorm, 18 August 2003. Akanisi Kedrayate,
Unaisi Nabobo, Teweiariki Teaero, Stanley Houma, and Joseph Veramu
(appendix 7.7: NmSporeBrainstorm)
School of Humanities Brown Bag Seminar, 4 September 2003. (appendix
7.7: SohSeminar)
Fiji Institute of Educational Research, 6 January 2004. Presented a paper
entitled “Culturally Inclusive Educational Multimedia” (appendix 7.7:
FierConference)
Distance and Flexible Learning Showcase, 5 March 2004. (appendix 7.7:
DflShowcase)
School of Humanities Brown Bag Seminar, 25 March 2004 (appendix 7.7:
SohSeminarTwo)

Educational multimedia development
Following collection and analysis of data, academic literature review and peer audits,
I produced a set of recommendations for the development of educational multimedia
in the USP region. I worked with a group of student research assistants to apply
these recommendations to the creation of an educational multimedia software
program. We developed the software using Macromedia Flash, a multimedia
development tool (Macromedia, 2004), and Extensible Markup Language (XML), a
simple and flexible text format (W3C, 2004). The software we developed, entitled
Tracing Our Ancestors, is an educational CD-rom about Pacific History, focusing on
immigration patterns into the South Pacific. See appendix 7.5 for screenshots of the
software.

Project website
I developed a website publicising the project activities, recommendations,
educational multimedia, source code, and notes from all interviews and focus groups.
This site can be accessed at http://staff.usp.ac.fj/~robbins_c/nm or
http://nm.grographics.com

4.3
Data collection

The research team collected data primarily through interviews, questionnaires and
usability tests with staff and students at the University of the South Pacific, with a
particular focus on the Distance and Flexible Learning Centres serviced by USP.
Although I was unable to visit all twelve countries served by the USP (Cook Islands,
Fiji, Kiribati, Marshall Islands, Nauru, Niue, Samoa, Solomon Islands, Tokelau, Tonga,
Tuvalu, Vanuatu), I attempted to gain a reasonably broad sample by visiting one
Distance and Flexible Learning (DFL) centre from each major geographic region in
the South Pacific (Micronesia, Melanesia, Polynesia) as well as one less developed
and one more developed DFL centre. As such, I visited Nauru, Samoa, Solomon
Islands, Kiribati, the Republic of the Marshall Islands and Fiji (Lautoka Centre and
Suva Campus). I conducted interviews via telephone and email with staff and
students from the remaining six countries served by the University of the South
Pacific: Cooks Islands, Niue, Tokelau, Tonga, Tuvalu and Vanuatu. It is important to

11


note that even though I conducted questionnaires, usability tests, and interviews at
the DFL centres, the sample did not include more isolated students who were unable
to visit the DFL centres during the study. The constraints of distance and dispersal
within the university region are formidable, so this limitation reflects a persistent
institutional division between students with access to DFL facilities and those without.
In this way, the sample reflects those students who can access the DFL facilities,
rather than just those who happened to be at the DFL centres during my visits, and
so is symptomatic of far more pervasive conditions in the South Pacific.

4.3.1 Interviews
I completed over 150 interviews during the course of the project. Of these, 130 were
with staff and students at the University of the South Pacific, and 23 were with
members of external organisations. External organisations included ICT/Multimedia
organisations such as TSKL Kiribati, Datec, Internet Fiji, Aptech and Connect;
development organisations such as UNDP, the Forum Secretariat, and Peace Corps;
government departments such as the Fiji Ministry of Education and Nauru Ministry of
Education; and educational institutions such as Central Queensland University,
Nauru College, and the College of the Marshall Islands. The interviews focused on
preferred approaches to learning and technology. The major themes we covered
included communication between staff and students, language preferences and
issues, local metaphors in teaching, active learning, group/peer learning, computer
access/usage, and centre access/usage. In addition to the individual interviews, I
also ran several focus groups with academic staff. I conducted all interviews and
focus groups myself, so that I could ensure that leading questions were avoided.
Notes and quotations from the interviews are available online at the project website:
http://www.grographics.com/wiki/index.php/NmInTheSouthPacific

4.3.2
Questionnaires
The interviews were augmented with (and often jump-started by) three
questionnaires. The first questionnaire focused on language preferences at USP
(appendix 7.1), the second examined preferences among different ways of displaying
the same information (appendix 7.2), and the third looked at website navigation
preferences (appendix 7.3). I administered all the DFL centre questionnaires myself,
and Joyce Ravina Kumari, a research assistant, administered the Fiji campus
questionnaires.

4.3.3 Usability tests
I ran usability tests with many of the students I interviewed, sitting them in front of an
educational CD-rom and instructing them to “try it out” while I took notes. The goal of
these tests was to see how students work with educational multimedia, looking for
trends in approach to the interface, common problems encountered, and methods
used to solve these problems. See appendix 7.4 for screenshots of the educational
multimedia software tested.

4.3.4 Existing data and literature review
I also completed a literature review, studying academic publications focusing on
Pacific pedagogy, education and technology, and received quantitative data from
USP Information Technology Services (ITS) on computer access at the DFL centres.


12



4.4
Data analysis

4.4.1 Quantitative analysis
As the sample included only those students with access to the five DFL centres I
visited, I needed to restrict the variables analysed to preserve validity of quantitative
results. Furthermore, due to potential confounding variables (age, academic course-
focus, degree of computer-fluency), I analysed all results across the board, providing
a single result for each questionnaire rather than looking for differences between
subsets of the sample. As such, I focused analysis on just one dependant variable
per questionnaire.

For instance, in the language questionnaire (appendix 7.1), I analysed language
preference alone, without looking for correlations between independent variables
such as country of birth, age, gender, degree of computer experience, etc. In the
navigation preference questionnaire (appendix 7.3), the only dependant variable
analysed was the students’ navigation preferences: the inline navigation (option L) or
menu-style navigation (option O). For the content display questionnaire (appendix
7.2), the dependent variable was layout preference (option 1, 2, 3, 4 or 5). I put these
restrictions in place because of the very valid concerns about self-selecting samples
raised by the research approval committee during planning stages of the project.

We determined statistical significance for all quantitative analysis through chi-square
tests. Nilu Ram, a research assistant, initially conducted these tests using Minitab
software. I audited these results myself using online chi-square test formulas
available at http://www.georgetown.edu/faculty/ballc/webtools/web_chi.html and
http://www.graphpad.com/quickcalcs/chisquared1.cfm. Additionally, a statistician/
accountant advised on processes and analyses.

4.4.2 Qualitative analysis
Quantitative analysis was augmented with more robust qualitative analysis of the
interviews, usability tests, and “why” questions in the questionnaires mentioned
earlier. Following data collection, I entered all information from the interviews and
usability tests, separated by country visited, into a searchable website I had
customised for this purpose, and coded the data into several categories: access
(appendix 7.7: NmAccess) , active learning (appendix 7.7: NmActiveLearning), group
learning (appendix 7.7: NmGroupLearning), language (appendix 7.7: NmLanguage),
authority figures (appendix 7.7: NmQuestioningAuthority), and usability (appendix
7.7: NmUsability). Shalen Gounden, a research assistant, organised each category
into its own page, so that we could analyse categories across the entire sample, as
well as divided by country. Storing the qualitative information in a customised website
made searching and sorting an efficient process, and displaying it in an open forum
made peer audits easier to accomplish. It also provided an additional avenue for
reporting back to participants.

The “why” questions from each questionnaire were analysed using similar methods—
organising, coding and analysing data using Excel spreadsheets instead of the
customised website. I used a spreadsheet for the “why” questions because the
generally shorter responses were more easily handled with a spreadsheet than a
website.



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4.5 Application
development



4.5.1 The development team
Following data collection, site visits, and the production of a draft summary of
findings and recommendations, the development team began to define, design and
program a sample educational multimedia project to illustrate and test the
recommendations. The development team consisted of myself, two Flash and XML
developers (Vignesh Shashidhar and Thomas Rodgers), and a content developer
and tester (Maria Ronna Luna Pastorizo). We also utilised 12 different translators,
and 12 students for recording the voice-overs of these translations.

4.5.2 Scope
The purpose of the educational multimedia development was to illustrate, audit, and
refine initial recommendations. As such, the scope of the project was defined
primarily by the learning approaches we wished to accommodate with educational
technology. This is different from the scope of typical educational multimedia projects,
which are generally defined by course content or teaching objectives.

At the outset of development, our scope included the following:
multiple languages, with language files saved separately from the
multimedia for easier translation and updating;
multiple perspectives, with a quick outline, a visual display, and a test
section that all cover the same content;
inline help section, with audio, visual, and textual instructions, presented
within the active interface, so that users can act on the help section’s
instructions immediately;
layers of simplicity, presenting a basic first layer of information, with more
information available deeper with the interface. This was meant to allow
inquisitive or computer-savvy students to find more information without
making the interface so complex as to confuse less computer-savvy students;
multiple platforms; the software needed to work on both Macintosh and PC
systems;
open source; the software needed to be delivered in a format easily copied,
edited, and learned from by other developers, students and teachers;
digital scrapbook, allowing students to take notes and copy images and text
to their own digital scrapbook, which they could save, print, and share with
other students;
printable components, allowing the multimedia to be printed, preferably with
a version specifically designed for printing, rather than a reproduction of what
is seen on the screen; and
audio/multimedia CD; the CD-rom on which the educational program is
distributed must be usable as an audio CD in a common music CD-player, as
well as an interactive multimedia program in Macintosh and PC computers.

4.5.3 The development tools
We chose Macromedia Flash as the development application because it is a
relatively inexpensive, cross-platform multimedia tool, and XML because it is one of
the most extensible and widely-used markup languages currently in use. We used
Adobe Photoshop and Adobe Illustrator to create still images and interface elements.


14


4.5.4 File architecture
We utilised a three-tier “mothership” file structure, saving image, audio, and text files
individually, and linking them to the core Flash/multimedia through an XML database.
See section 5.2.5 and figure 3 for more information on this process.

4.5.5 Content development
Maria Ronna Luna Pastorizo was in charge of content development. Liaising with
staff in the History and Geography departments at USP, she assembled the content
that was integrated into the educational multimedia program. It was proofread and
audited by staff before being translated into 12 languages.

4.5.6 Testing of the educational software
We utilised an iterative development methodology, in which ideas and applications
were tested, modified, and developed in a continuous cycle. We used paper
prototyping
, usability testing, and heuristic analysis for the testing/feedback portion of
this cycle.

Paper prototyping
Paper prototyping, a process in which potential users view printouts of screens of the
planned software, and talk through their actions and opinions of each screen, was
utilised in the design stage of concepts, allowing us to refine our approach before
development.

Usability testing
In the later development stage, once a functional prototype was available, we ran
usability tests. These tests were either recorded with screen-capture software (BB
FlashBack – http://www.bbconsult.co.uk/BBFlashBack.aspx) or through note-taking
by Maria Ronna Luna Pastorizo, a research assistant for the project. Tests were
conducted with 21 staff and students from eight different countries in the region—
Cook Islands, Fiji, Nauru, Solomon Islands, Kiribati, Samoa, Tonga, Marshall
Islands—and were augmented with exit interviews (appendix 7.6.1), peer review
(appendix 7.6.2), and comprehension evaluations (appendix 7.6.3) to give the
development team further insight into the usability and effectiveness of the software.

Heuristic analysis
The educational software was also tested through heuristic evaluation, in which an
interface is examined according to accepted professional usability standards (OCLC,
2003), and was audited by lecturers at USP as to its educational usefulness.

5.0
FINDINGS AND CONCLUSIONS

5.1 Introduction
Ten major themes were identified during the course of the project: language, group
learning, active learning, aversion to questioning authority, contextual and universal
approaches to learning, local metaphors, preference for content display, and
preference for navigation, usability preferences, and access issues. For each theme,
I discuss relevant literature, the results of this study, and the application of each of
these themes to educational multimedia development in the region. For instance, in
the following section, 5.2 Language, subsections 5.2.1 and 5.2.2 explore the findings
in relation to existing literature, while 5.2.4 and 5.2.5 give specific, practical
recommendations related to the language findings, with examples of how these

15


recommendations can be applied to educational multimedia design and development.
This project approaches culturally inclusive educational multimedia from the design
and development side, and so does not provide political, infrastructural or financial
recommendations.

5.2 Language

5.2.1 Language
preference
In summary, although students at the DFL centres expressed a preference for
English as their major language of instruction, both staff and students expressed the
desire for instruction and discussion in the vernacular as well. USP serves twelve
different countries, each with at least one vernacular, and two (Vanuatu and Solomon
Islands) with over 50 local languages (ethnologue.com, 2003)! In principle, English is
the official language of USP (Gold, Swann & Yee Chief, 2002), and all classes are
taught in English. In practice, this is usually the case, although in many centres
where all students speak the same vernacular the class will often move into the local
language.

Ninety-six per cent of students studying on-campus (Laucala Campus, Suva)
indicated English as the language used in their classes at USP. Off-campus this
figure dropped to 79% (figure 1). When we asked which language the students would
prefer to use in class, 70% of on-campus students and 76% of DFL students
preferred English over their mother tongue (figure 2).

Figure 1: Students’ response to “What language are you taught in at USP?”
(appendix 7.1)
On-campus
Off-campus
Combined

Number
Per cent
Number
Per cent Number
Per cent
English
137 96 62 79
199 90
Vernacular 0 0 2 3
2 1
Both
5 4 14 18
19 9
X2(2, N = 142) = 249.55,
X2(2, N = 78) = 77.53,
X2(2, N = 220) = 320.149,

p < .0001
p < .0001
p < .0001

Figure 2: Students’ response to “What language do you prefer to be taught in?”
(appendix 7.1)

On-campus Off-campus
Combined

Number
Per cent
Number
Per cent Number
Per cent
English
99 70 59 76
158 72
Vernacular
31 22 7 9 38 17
Both
12 8 12 15
24 11
X2(2, N = 142) = 85.69
X2(2, N = 78) = 63.30
X2(2, N = 220) = 145.023

p < .0001
p < .0001
p < .0001


However, the picture changed considerably under qualitative analysis. Nearly every
staff-member interviewed said that, at times, they needed to explain in the students’
local language for students to understand the course content (appendix 7.7:
NmLanguage).


16


For example, a staff-member at the Nauru centre indicated that while she generally
conducts her courses in English, she often uses Nauruan when the students are
confused.

[Students often say,] ‘Miss can you please talk in Nauruan?’
They are too shy to speak English. They’ll start fidgeting if I ask
them to speak in English. They know it but they’re shy. If they
have a Fijian or Filipino teacher they can speak English, but with
a Nauruan teacher they prefer Nauruan.
– a tutor at the Nauru Centre (appendix 7.7: NmNauru)

Staff members reiterated this need for local language at most of the centres visited:

They need someone who knows their local language very well.
– a Solomon Islander teaching at the Kiribati Centre (appendix
7.7: NmKiribati)

After class, when there are no other English-speaking students
around, they ask me to explain in Samoan.
– a lecturer at the Samoa Campus (appendix 7.7: NmSamoa)

All students understand English, it’s just when it comes to
tutoring, or when a point needs to be understood subtly, the
students and the tutors prefer to exchange in the local language.
– a program assistant at the Tuvalu DFL Centre (NmTuvalu,
2003)
They are not comfortable asking questions in English.
– a tutor at the Solomon Islands Centre (appendix 7.7:
NmSolomons)

You have the whole thing [in English] and then you say it in local
language and suddenly they understand: ‘Oh, is that it?’
– an Institute of Education staff member at the Laucala Bay
Campus, Suva (NmSporeBrainstorm, 2004)

Students expressed similar preferences in interviews. When confused, they needed
their local language to help them understand, and they generally used local language
for discussions outside of class.

Most people would prefer their own language over English.
– an outer-island Kiribati student (appendix 7.7: NmKiribati)

I prefer in English, but it is better to have both Samoan and
English.
– a student in Savaii, Samoa (NmSamoa)

Likewise, a Geography student at the Marshall Island’s RMI-USP centre complained
that as her teachers did not speak Marshallese, she often had to turn to fellow
students for explanations (appendix 7.7: NmMarshalls) and a Kiribati Computer
Science student stated that although she would prefer English as the main teaching
language, she needs the Kiribati language when confused (appendix 7.7: NmKiribati).


17


An interview with a Fijian student studying at an American University (NmStudents,
2003) raised some further issues concerning the transition from vernacular-
augmented to purely English instruction. Although English had been the primary
language of instruction during his studies in Fiji, he had been able to use Fijian to
discuss concepts with students, and so he often thought about course work in Fijian.
Studying at an American University, he found he had to learn to “grasp the concept in
English, to think in English”. Eventually, he made the transition to English to such a
degree that he had difficulties explaining the concepts to his friends back in Fiji
because he had “to translate back to Fijian”. His learning had become so divorced
from his own language that he had difficulties conceptualising his studies in his
mother tongue.

The difficulty English poses to students in the USP region features prominently in
academic literature as well (Pagram, Fetherston & Rabbitt, 2000; Taafaki, 2001;
Taufe‘ulungaki, 2003).

… every group reported ‘understanding the lecturer’ as their
main learning difficulty … difficulty in understanding his/her
accent; speaking too fast; using difficult words; not using local
examples; not explaining clearly, not approachable. (Thaman,
1999)

Clearly there are issues other than language comprehension at play here (many of
which are addressed in later sections), but providing additional explanations in both
the vernacular and simple English is one way to ease difficulties in communication.

There are also indications that choice of language for instruction affects the depth of
conceptual learning of the course material. Kalolo (2002) laments the emphasis on
rote learning and copying notes in the Tokelau education system. He focuses on the
role of the English language in this surface approach to learning, pointing out that
“critical thinking and problem-solving are often language dependent, and students do
not have the language or the skills for either”. Taufe‘ulungaki (2000) cites a Tongan
case study in which students were given exams in both English and Tongan. “In all
the subjects tested, the results clearly demonstrated that understanding of content
and skills was far superior in the Tongan language” (Taufe‘ulungaki, 2000).

5.2.2 Language and culture
While we speak of the practical importance of local language for educational
multimedia, it is important that we also give some consideration to cultural aspects. A
survey of academic literature in the region supports the inclusion of vernacular
language in curricula. As the Dean of the Faculty of Education at the National
University of Samoa puts it,

‘O la ta gagana o lo ta faasinomaga’ roughly translates as ‘our
language is our heritage, our origin, our reason for being and
belonging’. I would go even further and state that our languages
mean even more than our fanua [land] …
(Afamasaga, 2002)

The view that vernacular language in education is vital to the survival of culture is
echoed by many leading Pacific educationalists (Sami, 2004; Taufe‘ulungaki, 2003;
Veramu, 2004). Thaman (2002) puts the ability to communicate in at least two
languages—each student’s own vernacular and English—at the top of her list of

18


ideal outcomes for education systems in the Pacific. Likewise, the 1992 UNESCO
seminar on “Education for Cultural Development” held in Rarotonga recommended
that educational policy recognise the role of language:

The survival of the indigenous home tongue is crucial in its own
right, and as the primary means of cultural understanding and
participation, and for the survival of the culture itself. (UNESCO,
1992)

Similarly, Linda Tuhiwai Smith (1999) frames the importance of “our language as an
uninterrupted link to our histories”. Michael A. Mel (2001) explores the subjective
perceptual qualities of language in Papua New Guinea, stating that “language is not
a neutral medium that reveals truths about the world, but is used by individuals to
impose meaning and make a meaningfully constituted world.”

There is also a political dimension to culture and choice of language:

This dependence on the colonial language is an insidious legacy
for a nation that has purportedly attained political self-
determination. (Puamau, 2002)

In summary, staff and student input as well as a review of academic literature
supports the inclusion of local languages in educational multimedia, both for aspects
of practical comprehension and for benefits to cultural sustainability.

5.2.3 The role of English: counterpoints to Vernacular in tertiary education
It is important to remember that English is the official language at USP, and is
necessary for the kinds of jobs many USP graduates seek. Vernacular instruction at
the tertiary level is seen by some as a crutch, atrophying English language skills that
are vital in the workplace as well as in formal educational institutions. In the Marshall
Islands, a teacher spoke of learning in the Vernacular at University as a
disadvantage to students, and felt that providing simple English alternatives to
academic language was also detrimental to the students’ education.

I do not want it to be simplified; they need to learn it. (appendix
7.7: NmMarshalls)
There are also many cases (particularly in technical fields) in which
translation to the Vernacular would muddy rather than clarify teaching
materials.

Often it takes 10 sentences (in Marshallese or Tongan, for
example) to explain one technical term of English. (appendix
7.7: NmMarshalls)

It is also important to note that many of the cultural considerations of language enter
debates concerned with basic education for total populations rather than tertiary
education. This does not mean that Vernacular languages have no cultural value in
tertiary education, but that its role in relation to English is very different than in a
primary school setting.

As such, I do not advocate replacing English instruction with Vernacular (which would
be impossible even if I did advocate this for tertiary education); rather I stress the
importance of providing a place for vernacular instruction in formal education and

19


educational technology. Presented alongside tests, texts and lectures in English,
educational multimedia can provide vernacular alternatives that help students
understand their overwhelmingly English language materials. Localising materials in
this way can help more isolated students, as it complements the role already played
by vernacular tutors at DFL centres.

The goal is to provide with multimedia what other media may not, as well as to
emulate those aspects of other media and formats that students most appreciate.
This can mean explaining difficult concepts in Vernacular to students without access
to multilingual tutors, or, as we will discuss later, complementing long English texts
with narrated animations.

5.2.4 Applications to educational multimedia: interface
Taken together, we see that while USP DFL students generally prefer English as
their main language of instruction, they prefer to use their local language when they
become confused. They choose local language for discussions, and when
classrooms consist entirely of vernacular-speakers, the class will often be run in this
language. By providing alternative explanations in the vernacular and in basic
English as a supplement to academic/technical English, educational technology can
help isolated students tackle problems of comprehension.

Below are a few ideas for integrating multiple languages into educational multimedia.

Figure 1: A pull-down menu translates the text on a given page to local
languages.


Figure 2: An inline glossary featuring translations to vernacular, as well as basic
English alternatives to technical and academic terms





20


5.2.4 Applications to educational multimedia: file structure
Translating course material into at least 12 different languages is no small task, and
finding translators for some languages in the USP region who are also skilled at
multimedia can be virtually impossible. As such, it is important that the multimedia
programs be structured so as to ease this process, keeping the translated text in
separate “flat” text files that can be edited in commonly available software such as
NotePad, SimpleText and Word.

In the example illustrated in figure 3, the core multimedia programming is done in
Macromedia Flash, a brand of multimedia development software. A list of available
languages and alternative explanations is stored in a separate XML (Extensible
Markup Language) file. The language files themselves are stored in individual text
files.


Figure 3: a three-tier “mothership” file structure









When users select their language preferences, the appropriate text file is loaded into
the educational multimedia program for viewing. In this way, translators need only
understand how to use a basic word processor, without needing multimedia
development software. This approach is similar to the “Mothership” structure tested in
a previous DFL project at USP (Robbins, 2003), in which audio files and animations
were each stored separately from the core multimedia development software. This
can have the added benefit of providing simple text files that can be retrieved, edited
and printed without running the educational multimedia program itself. This is useful
for those with older computers incapable of running high-end multimedia, or who may
not be comfortable using educational multimedia, preferring to use the operating
systems’ built-in file navigation methods (opening documents in folders, etc.). The
approach can also make the separate elements of a multimedia project (text, images,
video, audio) available for re-use in other projects and other media, along the lines of
learning objects in Object Oriented Instructional Design (Parrish, 2004).

5.3
Group learning
There you say big I
There you say big I
There you say big I

Here there’s no big I
Here there’s no big I
Here there’s no big I

Only small i
Only small i
Only small i



21



And big WE
And big WE
And big WE

(Teaero, 2000)

It is commonly held that South Pacific learning cultures are traditionally collaborative
(Mel, 2001; Taufe‘ulungaki, 2003; Thaman, 2003; Va’a, 1997). The ability to share
the learning process is a vital aspect of instructional design, particularly for
indigenous learners in the Pacific (McLoughlin & Oliver, 2000).

However, staff and students presented drawbacks as well as benefits of communal
learning at USP. In this section, we discuss how educational multimedia can be
designed so as to emulate the aspects of group learning staff and students
appreciate in the USP context, while minimising those aspects seen as difficult.
Helpful aspects of group learning at USP
In a nutshell, learning in groups encourages local contextualisation of learning
materials, helps students find answers to questions they are unwilling to ask lecturers,
and can encourage deep learning. Moreover, the group work skills learned in
communal learning environments can be beneficial in their own right.



5.3.1 Local context and language
Learning in groups can help students recontextualise their learning materials to their
own circumstances. As a regional university serving students from over 12 different
countries speaking dozens of languages, USP’s coursework is often divorced from
the home cultures of its member-nations (Thaman, 2000). Many lecturers and course
books come from abroad, English is a second language (or third, or fourth!) for most
students, and the educational system itself was imported from another part of the
world. Learning with others from the same cultural group can help make students’
education more understandable and applicable (Okamura & Higa, 2000; Pagram,
Fetherston & Rabbitt, 2000). As a USP student noted in an earlier study,

‘I find it (studying with others) really rewarding. Somehow
lecturers, they seem to teach in a code, if I might say, code of
their own, using complicated terminologies and whatever, like
we walk in there, we sit in and absorb 50–60% or maybe 40%,
but when we discuss with our own classmates, we sort of water
down whatever has been given in lectures and we understand.’
(Landbeck & Mugler, 1994)
5.3.2 Aversion to questioning authority
Students who do not generally ask questions of lecturers are often more likely to
seek help from their fellow students (Reeves & Reeves, 1997 in McLoughlin & Oliver,
2000). Whether due to cultural norms for acceptable behaviour towards elders
(Nabobo, 2003; Teaero, 2003), practical difficulties conversing with Suva-based
lecturers from remote DFL centres (Berno, 2001, Gold, Swann & Yee Chief, 2003), or
the gulf between traditional and classroom-style discourse (Taufe‘ulungaki, 2000),
many students feel uncomfortable asking direct questions to their lecturers. Learning
from their peers can help these students get their questions answered (Hutakau,
2002; Landbeck & Mugler, 1994). As a foundation student at the Samoa USP Centre
pointed out,


22


There are some students who get their message from other
students rather than from the teacher. (appendix 7.7:
NmSamoa)

At the Cook Islands DFL Centre, students create their own peer-learning
opportunities:

We’ve had problems come up, so we need help from each other,
so we make plans to meet in the library, and also in the kitchen
late at night, bring our own biscuits and food and work together
in small groups 3–4–5 students. (appendix 7.7: NmCooks)

5.3.3 Deep learning
For many distance-learners at USP, course materials are predominantly text-based
and one-way, providing “a passive form of interaction and transfer of mostly factual
knowledge, thus resulting in reduced critical thinking and reflection” (Deo & Nabobo,
2003). Collaborative activities enable students to “gain new and different ideas by
working with others” (Mel, 2001). Discussion groups can make learning more actively
critical and situated than rote, note-copying modes of learning.

As a student at the Nauru centre commented,

Groups are good because more brainstorming is done, more
ideas are generated and in Maths we jump on the problem
together. Then again, some people are too shy for the groups.
(Appendix 7.7: NmNauru)

This sentiment was echoed in an earlier study of Distance Education at USP:

The courses that I did through Extension, I forgot most of the
materials and I’m pretty sure that the materials that I did in my
Summer School, I won’t forget for a long time and I think similar
to courses that are run full-time. People don’t forget, they apply
that. I think, well, the two reasons that I said, that there is a
lecturer teaching you, and you sharing your knowledge with a
lecturer and other students. (Landbeck & Mugler, 2000)

5.3.4 Community: group work in itself is a beneficial skill
In her list of ideal exit outcomes for Tongan students, Konai Thaman recognises the
ability “to work cooperatively with others for the purpose of achieving collective goals”
as key for students in the USP region. (Thaman, 2002). Others echo this sentiment at
USP:

The [group] workshops also encourage a pan-Pacific feeling of
togetherness. While this may not be important for passing
ED153 per se, it is nevertheless important in creating in students
a feeling of ‘regionalism’. This is important for a regional
university like the USP. (Deo & Nabobo, 2003).

In addition to being an ideal, group work is a reality; for many it is a more natural way
of approaching tasks than working alone. As a student at the Nauru Centre points
out:


23


You grow up working in groups … [you] learn better in groups.
Take it out of the classroom and it’s great, it works. (appendix
7.7: NmNauru)
Aspects of group learning that present difficulties at USP

5.3.5 Cultural differences: not everyone prefers to learn in a group
While many staff and students from throughout the region feel that group work is an
essential part of traditional Pacific life, USP’s formal academic system is not a
traditional village system. We cannot necessarily assume that because a student has
been raised fishing or tending fields socially, this student will feel comfortable writing
reports and conducting reading research as part of a group, or participating in group
discussions (Landbeck & Mugler, 2000). A lecturer at USP, Laucala Campus, points
out, “group dynamics are different at University than at the village, so parallels aren’t
necessarily that applicable” (appendix 7.7: NmGroupLearning).

Additionally, differences between cultures within the USP region, and between urban
and rural students, mean that many students are simply not raised working in
traditional groups systems. Of the centres I visited, this was most evident at the RMI-
USP Joint Education Project in the Marshall Islands.

Sometimes they [students at RMI-USP] come to the Centre to
do group study, but most of the time they do the individual study.
I think it is cultural, it seems they have never done group
discussions. (appendix 7.7: NmMarshalls)

They [students at RMI-USP] are not exposed to group work. We
tend to do more of that in Fiji. (appendix 7.7: NmMarshalls)

Within Fiji, several staff members spoke of the differences in group work between
indigenous Fijians and Indo-Fijians, stating that on the whole, they found their Indo-
Fijian students to be “more individualistic” (appendix 7.7: NmGroupLearning) and
“independent” (appendix 7.7: NmFrancesKoya). Speaking of students at the Solomon
Islands DFL Centre, a staff member pointed out that “some like to do things on their
own, some like to do it in groups” (appendix 7.7: NmSolomons) This wide range of
sentiments was echoed in most of the centres I visited:

Nauru :

Some just need a quiet space, some want to be in groups.
Some will leave a group, get permission to just read on their
own. I know they are supposed to be with the group, but when I
ask the group, they understand [that] he just wants to be alone.
(appendix 7.7: NmNauru)

Kiribati:

[I] prefer group study to solo because others can answer
questions in a group.
[I] like to study both in groups and alone.
Students are more comfortable asking questions alone or in
small groups.

24


[I] sometimes study alone, and study in groups when I have
problems.
[I] prefer to study in groups, can share ideas.
(appendix 7.7: NmKiribati)

Samoa:

More things I can get by working on my own. I can get answers
in my own mind. I never ask in groups. I can do it myself.
(appendix 7.7: NmSamoa)

As is always the case, most generalisations will have exceptions, and with regard to
preferences for studying alone or with groups, I found the number of “exceptions” so
great that any generalisation on preference for group or individual study within USP’s
formal education system would be ill-founded. The best we can do is to cater for
students who prefer group work as well as those who prefer to work alone, and to
aim to use technology to ease those aspects of group work that pose problems to
some students. Aspects of group learning we have discussed so far revolve around
translating ‘teacher-speak’ into terms with which the students are more familiar.
Aspects of group learning that pose problems are centred on inequities within group
learning scenarios, such as unfair distribution of workload and authorities within peer
groups.

5.3.6 Unfair distribution of workload
A lecturer at USP pointed out that uneven workload in group exercises can become a
source of frustration for students. “Picking up the slack for others, being held back by
others in the group, and feeling ‘used’ by others who don’t work as hard” can often
result in a student feeling “I’d rather hand it in alone” (appendix 7.7:
NmGroupLearning). A lecturer at the USP School of Law in Vanuatu noted that
“students tend to work much better in groups”, but lamented that “study groups can
result in virtually identical work being submitted”. (Farran, 2003) The Nauru Centre
Director noted the same trend, in which students working in groups sometimes
complain that “I don’t want to tell her the answer, she’ll copy that” (appendix 7.7:
NmNauru). The importance of preserving individual responsibility in group work is
underscored by international research on collaborative educational technology as
well (Johnson, Johnson & Smith, 1991; Slavin, 1995 in Moallem, 2003; Burniske,
2003).

5.3.7 Authorities within peer groups
As discussed previously, a great benefit of learning from peers in groups is that it
allows students unwilling to ask questions of their lecturers to get answers to their
questions from their fellow students. However, authority-figures can develop within
these peer groups, making some students as reticent with other students as they are
with their lecturers.

Older students, in-service [employed] students can often
intimidate other students because they are seen as being more
experienced, and serve as a proxy authority figure in front of
which they do not want to be shamed. (appendix 7.7:
NmGroupLearning)


25


If more than one person, only one will dominate, and the teacher
must step in to allow, or even force, the other student to get
hands-on practice. (appendix 7.7: NmSolomons)

Students don’t like to boast so group-learning can make people
even quieter. (appendix 7.7: NmNauru)

Before I discuss the application of these findings to educational multimedia
development, I will summarise the key points.

Staff and students presented a number of benefits of group learning at USP:
⋅ Group learning allows course materials to be adapted to the local context and
language
⋅ Learning from peers allows students to get answers to questions they won’t
ask their lecturers
⋅ Group learning can enhance deep learning rather than surface memorisation
⋅ Group work is itself a valuable skill to develop

Staff and students also expressed a number of drawbacks with group learning at
USP:
⋅ Due to the many cultural differences it is difficult to generalise students’
preferences
⋅ Working in groups can lead to unfair distribution of workload
⋅ Authorities can develop within peer groups, marginalising the same students
who are not willing to ask questions of their lecturers

5.3.8 Application to multimedia development
Local context and aversion to questioning authority
Discussion Boards and Wikis
The ability to adapt materials to the local context and language of students is an
aspect of group learning on which educational multimedia must focus. This can be
achieved on an educational website through discussion boards and “wikis”,
collaborative websites that can be edited by any viewer. The term “wiki” is derived
from the Hawaiian wikiwiki , meaning “quick” (Cunningham, 2003). As such, a wiki is
meant to be a quick and easy way for non-technical users to create websites
together.

Like the electronic discussion board, the wiki enables staff and students to ask
questions and give feedback when they are physically isolated from fellow students
and lecturers. A key difference is that while in a discussion board users can add
comments progressively to a web page, in a wiki, users can edit each other’s content.
This allows users to hone the same content into a collaborative website, facilitating a
more structured result. It is an approach more in line with consensus than debate,
closer to traditionally Pacific approaches to decision-making (Taufe‘ulungaki, 2000,
2003; Teaero, 2003). At the same time, the unstructured and unscaffolded aspects of
the wiki would need to be modified for use at USP. I have created an open “USPWiki”
(figure 4) for testing and feedback, which you can see and edit at:
http://www.uspwiki.grographics.com .





26


Figure 4: The “USPWiki”, a collaborative website, designed to be built and edited
by the students who use it













A benefit of these electronic means of peer learning is that they provide a perceived
cushion of “e-anonymity” in social situations. Many students unwilling to ask
questions of their lecturers in person, video conference or audio conference feel at
ease emailing questions or using electronic discussion boards (appendix 7.7:
NmMarshalls; Hunter, 2003). As a Maths/Education student at the Kiribati centre put
it, “for us it is better to email because it is not face to face” (appendix 7.7: NmKiribati).

However, as many students have little or no access to the internet at the various
centres, it is important that we also develop solutions not reliant on the internet.
Moreover, the wiki, discussion board, and email are primarily text-based
communications, which can alienate some students. Multimedia has the potential for
much more than text-based communication of ideas. As a DFL staff member at the
Laucala Bay Campus pointed out,

“Computer alleviates the ‘loneliness of books’ because it is
interactive, like a person, has images and sounds, helps
communicate with people.” (appendix 7.7: NmFiji)

In summary, it is important to develop communal-learning technology
that:
⋅ offers alternatives to purely textual interfaces;
⋅ is
scaffolded;
⋅ is not dependent on the internet; and
⋅ preserves interpersonal aspects without “putting students on the spot”.

Virtual peer
A “virtual-peer” achieves many of these goals. In figure 5, a group of peers
representing different cultures in the South Pacific discusses aspects of the internet
using metaphors from their home countries. Clicking the “show me” button can bring
up an animation, illustration, or audio clip, so the interface is not predominated by
text. And by providing these alternative explanations in vernacular language, the
teaching can be further situated to the student’s learning environment.








27


Figure 5: A virtual peer gives his or her own descriptions of the concepts
in local terms
















To further situate the learning to the student’s own circumstances, the student is
asked to make his or her own descriptions of the concept at hand (figure 6). These
answers are saved on the computer for future iterations of the program, allowing
other students to view each other’s perspectives. This enables a degree of
collaboration without the need for an internet connection.

Figure 6: The student is asked to make his or her own metaphors to describe
streaming media













The digital scrapbook
When staff and students spoke of the aspects of collaborative learning they
appreciated, the opportunity to share ideas came up frequently. A common thread
through these conversations was the chance to translate what they were learning to
their own situations and language, or as Mel (2001) puts it, “local participation in
making and realising the world”. As such, in order for educational multimedia to reap
the benefits of collaborative learning without the aspects that cause difficulties for
some students, it must enable students to communicate with each other and actively
to alter their learning materials to make them more applicable to their local context
and learning/evaluation needs without putting the students on the spot. As I met with
different students and staff, these dichotomies came up regularly, until during the
Solomon Island Centre site visit Jerry Pakivai, the computer teacher, came upon an
idea that seemed to cater to all these groups: the digital scrapbook (appendix 7.7:

28


NmSolomons). A digital scrapbook (figure 7) meets all of these criteria by allowing
the students to copy portions of text, images and even video into their own electronic
scrapbooks, add their own information or summaries, trade their creations with other
students and save them for individual study. By mixing a degree of constructive
learning with passive materials, the electronic scrapbook caters to different types of
students. Making the scrapbook printable enables it to be used at the student’s home
or when the electricity (often inevitably) goes out.


Figure 7: A digital scrapbook integrated into an educational multimedia program

The “Mothership” approach to file structure discussed earlier (section 5.2.5), in which
we externalise all files from the core multimedia software, extends the electronic
scrapbook idea further by allowing the individual student’s assembly to go on outside
of the educational multimedia program. If every image, video, text and audio file is
saved separately, students can view and reassemble many media assets without
ever opening the educational multimedia program itself. This direct access to the
individual components of a multimedia project is useful for students with older
computers incapable of running high-end multimedia, or who prefer to use the
operating system’s built-in file navigation methods (opening documents in folders,
etc.).

5.4
A contextual approach to learning

5.4.1 Learning as a whole, rooted in context
Many Pacific approaches to learning are rooted in the local context of the concept’s
application and use (Pabram, Fetherston & Rabbitt, 2000; Taufe‘ulungaki, 2003;
Thaman, 1992, 2003; Va’a, 1997). Ideas are taught as they are applied in real life,
rather than as abstract theories. This approach to contextual learning focuses on the
idea or activity as a whole, rather than being broken into distinct conceptual building
blocks (Harris, 1992; Thaman, 1992; Yorston, 2002). In order to preserve the whole,
complex activities are tackled as “successive approximations of the efficient product”
(Harris, 1992). In other words, rather than master each step consecutively, learners
witness and then imitate the whole, attaining the desired goal through “trial and error”
(Mel, 2001). For example, in learning a musical piece using successive

29


approximations to the whole, a band would play the entire piece through until they
had mastered it, as opposed to repeating individual refrains. In this way the learners
focus on the purpose of the task as a whole.

In the formal sector, where abstract “universals” are often required, the base is firmly
rooted in the student’s personal context before progressing to the abstract.

We don’t just give the concept and let them apply it; we proceed
from known to unknown based on student’s background, and
then link to the abstract concept.
- A lecturer at USP Laucala bay Campus (appendix 7.7:
NmSporeBrainstorm)

The goal then, is to encapsulate complex ideas within a simpler framework that is
based on something the student already knows, and to maintain that framework as
we increase the complexity of the concepts covered.

5.4.2 Local metaphors
Cultural context is an incredibly important aspect of learning anywhere in the world,
but it becomes a particular focus when there is a gulf between the cultures expressed
in the educational materials and institution and those of the students. Traditional
educational hierarchies in most member-countries of USP require that learning be
grounded in the needs and context of indigenous culture before the learner is
considered to have attained a high degree of knowledge (Ene, 2003; Lima, 2003;
Mokoroa, 2003; Nabobo, 2003; Teaero, 2003; Thaman, 2003).

On a purely practical level, students perform better when concepts are explained in
terms of their personal experience (Okamura & Higa, 2000; Taufe‘ulungaki, 2000).
However, much of the educational material used in the Pacific utilises examples and
metaphors from Europe, North America or Australia (Henderson, 1993, 1996 in
McLoughlin & Oliver, 2000; Thaman, 2000). Thus, the task of using local examples in
most cases falls to the teacher.

A tutor in the Solomon Islands DFL centre spoke of his students’ difficulties with
Australian textbooks filled with Australian examples, and offered me the advice, “try
to use a local example” (appendix 7.7: NmSolomons). The program assistant at the
same centre echoed these sentiments:

It would be good to go through the courses to see where a
regional example can be used, for each course, and truly go
outside when we cannot find a regional example. (appendix 7.7:
NmSolomons)

He went on to explain that even regional examples can sometimes be isolating:

Some of the course writers only use examples from the
countries they know. If you look at sourcebooks, most use
examples from Fiji and Samoa. (appendix 7.7: NmSolomons)

Staff at the Nauru centre also expressed the need for truly local examples:


30


The exam paper had to do with kava. It was like double-dutch to
us. (appendix 7.7: NmNauru)
Most of the examples are very Fijian. We don’t have veggie
markets. We don’t have military management. I have to pick
something we can identify with. (appendix 7.7: NmNauru)

In Solomon Islands, the chemistry tutor used the local practice of chewing betelnut to
teach about acids, bases and the chemical reactions of calcium oxide, lime and water
(appendix 7.7: NmSolomons). In Kiribati, a computer science tutor used the main
atoll’s one road to illustrate the concept of bit-rate and bandwidth: “here we have one
lane, but get them to imagine we have several” (appendix 7.7: NmKiribati).

Lecturers also used local metaphors for more general tasks, such as course
management. A lecturer at the USP Laucala Campus helps students see the inter-
relatedness of the individual components of the larger course as a whole by
describing the individual sections of the course as the strands of the sasa broom,
bound together to form a whole. She solidifies the idea that the components are all
important to the whole with the aphorism “when you are a coconut, every part is
useful” (appendix 7.7: NmSporeBrainstorm).

She also calls on the region’s culture of story telling, illustrating different parts of the
course with symbolic imagery:

On day one of the course the lecturer tells the story of the
whole course, with pictures . . . and we are always going
back to the map story/conceptual map … relating it to a
symbol.
- A lecturer at USP Laucala bay Campus (appendix 7.7:
NmSporeBrainstorm)
So, we see that local metaphors and imagery are often used to unify concepts that
may otherwise seem disparate.

5.4.3 Observation and imitation
Observation and imitation are mainstays of learning (Lima, 2003; Pabram, Fetherston
& Rabbitt, 2000; Taufe‘ulungaki, 2003; Thaman, 1999; Yorston, 2002). Although
appropriate and extremely useful in the village context for planting and fishing,
imitation in formal education can manifest itself less desirably as rote memorisation
and surface learning (Landbeck & Mugler, 1994). A Samoan student, quite
accomplished at the traditional dances she had learned through observation and
imitation, complained that in formal schooling, rote memorisation was often a much
more difficult way to learn than “being given simple ways to remember things”
(appendix 7.7: NmSamoa). Tying observation and imitation activities to application
rather than memorisation can encourage deep learning (Landbeck & Mugler, 1994).
In other words, showing how a concept can be applied to something the student
already knows can situate the knowledge more deeply than having students
memorise sets of tasks or terms. Designing these activities such that “without
understanding the concept they [the students] cannot do the activity” can push the
student further towards deep learning without sacrificing their familiar base of
observation and imitation (appendix 7.7: NmSolomons).


31


This progression from rote imitation to more interpretive extrapolation can be found in
the learning hierarchies of the traditional educational systems of many countries in
the USP region. In Kiribati, learners progress from the base, rote level of knowledge
(atatai ‘acquainted with’) to taneiai (‘experienced’) through repetition, but are only
considered to be knowledgeable (rabakau) once they have the ability to perceive and
perform (Teaero, 2003). In Fiji, one passes from the kila ka level of knowledge
(having knowledge of things or events) to vuku (being knowledgeable) when one can
organise items of knowledge oneself (Nabobo, 2003). And in Noolo society in Santa
Cruz, in Solomon Islands, the notion of wotipulee (rote practice) is contrasted with
the idea of nakie-e-neoglae (to analyse, distinguish, divide, separate things) and
noloto (to examine, judge and evaluate) (Lima, 2003). In all of these cases,
secondary or higher levels of knowledge are distinguished from lower levels by the
ability to extrapolate from what is learned. After repeating exactly what they see,
learners are taught to apply what they had imitated in new circumstances.
Important differences between this approach and popular notions of authentic or
active learning are the degree of scaffolding given to the student, and the fact that in
these South Pacific systems, learning remains teacher-centred, utilising guided
modelling through “elicited imitation” (Jordon et al., 1981 in Taufe‘ulungaki, 2000)
rather than open-ended simulations requiring independent expansion on the part of
the student (Thaman 1999; Va’a, 1997). Additionally, while the ability to extrapolate
from what is learned differentiates initial levels of learning in many traditional
knowledge hierarchies, it is the relevance of the learning to the learner’s own culture,
and the use of that knowledge with others from the learner’s society, that defines the
highest levels (Nabobo, 2003; Thaman, 2003; Mokoroa, 2003; Teaero, 2003).

Taken together, contextual approaches to learning in the South Pacific give us three
major goals in the design of educational multimedia:

1) Show the big picture even when dealing with small sections of the whole.
2) Organise interactions around imitation that successively approximates the
desired result.
3) Utilise local metaphors as building blocks to more abstract concepts.

5.4.4 Application to educational multimedia: preserving the whole
I found one simple way to preserve “the big in the small” while looking for something
else entirely. During the study, we asked 155 students of the University of the South
Pacific (72 off-campus/DFL, 83 on-campus) to choose between two web designs
(appendix 7.3). The goal was to determine whether the students would feel more
comfortable with contextual, inline navigation (links within the body of the text), or
with a separate menu listing all of the links apart from the body of text. I expected
students to prefer the simpler, inline approach, as this is closer to the layout of books,
and so would be more familiar to them than the web-derived navigation menu.
However, my hunch was proven unequivocally wrong: 93% of the students preferred
the menu navigation (the “O” option in appendix 7.3, X2 (2, N = 155) = 250.90 p <
0.0001). When asked what they preferred about the menu navigation, popular
responses included “keywords are categorised and listed on the sides”, “easy to
follow/understand”, “main points are listed on the extracts”, and “clear and to the
point”. Students appreciated that the separate menu neatly summarised the longer
text, and allowed them to jump directly to points of interest without losing their place.

In the terms of the academic literature discussed earlier, the separate navigation
menu anchors the individual aspects of the text within the context of the activity as a
whole. In essence, the menu plays the same role as the previously mentioned
lecturer’s sasa broom, providing a quick visual key that shows how the separate

32


concepts in a course are interrelated. The broader implication of this finding is that, in
designing educational multimedia systems in the region, we need to be sure that the
goal or outline of the lesson as a whole is displayed regardless of how detailed a
student’s immediate activity may be. This finding is in line with several “Western”
usability heuristics by providing progressive levels of detail, allowing the student to
rely on recognition rather than recall, displaying system status (where the student is
in a program and what the program is doing), and by giving students a set of
permanent “emergency exits” should they encounter any difficulties in a particular
section of the educational multimedia (OCLC, 2003; Nielsen, 2004).

The map/timeline discussed in section 5.4.6 also manages to preserve the whole
while showing progressive levels of detail, anchoring the big picture to specific points
and activities, which the students can grasp.

5.4.5 Application to educational multimedia: local metaphors
While the example above utilises interface design to preserve the whole, we can
further anchor the information to its greater context by providing local examples
within the course content. “Dialogic”, interactive approaches have helped motivate
indigenous learners in Australia by linking their learning to their own community
interests and needs (Ryan, 1992; McCarthy et al, 1991 in McCloughlin & Oliver,
1999). As USP serves 12 different countries, providing truly local illustrations for
every concept would be laboriously difficult to achieve. We can, however, give each
country its turn, and anchor the regional examples to the student’s own background
by giving the student a chance to input. Examples discussed earlier such as the wiki
(figure 4) and virtual peers (figures 5 and 6) provide such decentralised modes of
contextualisation.

5.4.6 Application to educational multimedia: successive approximations
through imitation
For the educational multimedia developer, designing observation and imitation
activities to provide specific anchors can help students progress from rote to
extrapolated learning, imitating the “successive approximations” through imitation
that Pacific learners use in the “real world” (Harris, 1992). Frequently Asked Question
(FAQ) lists can serve as seed-questions for students’ further queries (appendix 7.7:
NmFrancesKoya; Hunter, 2003; appendix 7.7: NmNauru). Virtual peers who
contextualise key concepts to their own personal situations can ask students to do
the same themselves. Quizzes within the multimedia learning materials can progress
from testing memorisation to requiring improvisation on the part of the student. Note-
taking tools like the digital scrapbook allow the student to modify the materials into
their own point-of-view.

The key concept is that activities are example-based: the students are shown how to
do something, and after imitating that method, learn through trial and error rather
than verbal instruction (Pabram, Fetherston & Rabbitt, 2000). As such, multimedia
activities should be designed as demonstrations to imitate, rather than instructions to
follow. In figure 8, a student seeking help with the interface of an educational
multimedia program is shown what to do rather than merely being provided with
instructions.







33


Figure 8: instructions are paired with an overlay showing how to act on the
instructions within the interface itself














This same approach, by programming timers that automatically demonstrate the
options for the user after a period of inactivity, can be used to help students with a
tendency to “freeze” when confused.

Modelling has obvious applications in digital simulations of tools or science labs, and
can be used in more conceptual applications as well. For example, when designing
the multimedia materials for this project, we decided to use an interactive
map/timeline to demonstrate immigration patterns into the South Pacific. We chose
this method because it is less text and language dependent than charts or essays.
Applying the idea of successive approximations, we present the student with a simple
initial layer of information (arrows showing immigration patterns), augmented with
deeper layers of information (descriptions of archaeological remnants at different
sites or related stories from regional oral histories) the student can access into by
clicking sections of the map/timeline with his or her mouse. See Figure 9.

Figure 9: using successive layers of approximation on a map/timeline to show
immigration patterns into the South Pacific

A modification that would combine successive approximations with trial and error is
to treat the map/timeline as a game board, allowing the students to move pieces

34


representing the explorers to different parts of the map at different historical periods,
or to draw the arrows themselves after watching the animations. The idea is that,
after seeing how people moved from island to island, the students could copy those
movements. Ideally, students would notice the interplay between a few selected
elements such as language development, archaeological remnants, oral histories,
and immigration patterns, giving them a broader picture of the whole.

In summary, educational multimedia developers need to be sensitive to the
contextual nature of learning in the region, ensuring that the big picture is clear even
when dealing with small sections of the whole, organising interactions around
imitation that successively approximates the desired result, and utilising local
metaphors as building blocks to more abstract concepts. The tools we have
proposed for this purpose include FAQ lists, interactive outlines/navigation menus,
multimedia note-taking tools such as the digital scrapbook, and the portrayal of
historical episodes in a visually cohesive timeline/map.

5.5 Access

5.5.1 Access to multimedia at USP DFL centres
Although we did not specifically focus on physical access to computers in this project,
it did come up frequently during interviews, and obviously has a huge impact on the
usefulness of educational multimedia. In a nutshell, internet access is unreliable and
inaccessible for most distance learners at USP (Frank & Toland, 2002; Landbeck &
Mugler, 2000; Primo, 2001; Tuimaleali’ifano, 1999). In 2002, a total of 249 computers
with internet access was available for nearly 17,000 distance students, or an average
of over 68 students per computer (without making allowance for the number of
countries). See Figure 10.

Figure 10: Number of students, computers (PCs), and computers with internet
access at USP DFL Centres in 2002
DFL
Students PC’s
for
Internet
Students/ Students/
centre/subcentre
student use
PC’s
PC
internet PC
Tonga 1044
19 10
55
104
Tuvalu 117
2 1
59
117
Kiribati 1491
12 12
124
124
Niue 230
8 8
29
29
Marshall Is
97
14
11
7
9
Cook Is
245
10
9
25
27
Nauru 107
7 7
15
15
Solomon Is
1838
6
6
306
306
Lautoka (Fiji
1662 51
51
33
33
centre)
Raiwaqa (Fiji
7631 30
30
254 254
centre)
Labasa (Fiji
990 50
50
20 20
subcentre)
Emalus (Vanuatu 1117 66
40
17
28
centre)
Alafua (Samoa
418 16
14
26 3
centre)
(Source: USP ITS department)

35



At first glance, it is evident that there is a wide disparity in computer and internet
access at the different centres, from the Marshall Islands with one computer for every
seven students, to Solomon Islands, where one computer serves over 300 students.
However, computer access is improving, albeit incrementally. For instance, the
Japan International Cooperation Agency (JICA) has donated 87 computers to USP
DFL Centres since this survey was taken, and a further upgrade of USPNet is
currently being planned (JICA, 2004a). Despite these efforts, internet access is still a
difficult prospect for many DFL students in the region.

Looking beyond the data, there are additional hurdles students encounter in
accessing computers, including limited bandwidth, unreliable electricity, and physical
isolation of students from the centres. Due to limited bandwidth, many centres
impose restrictions on the amount of time students may spend on the internet. At all
but one computer lab at the main campus in Suva, students may access the internet
only after 10 pm. In the Marshall Islands Centre, internet access was limited to 2
hours per day (appendix 7.7: NmMarshalls). In the Nauru and Solomon Islands
centres, electricity cuts of up to five hours a day further limit the students’ access.
Once online, the prospects for educational multimedia are little better, as the
connection speed is too slow to handle rich media content (appendix 7.7: NmAccess;
NmNiue, 2003; appendix 7.7: NmSolomons).

In addition to connectivity issues at the centres, transport to the centres poses
problems for many students. Most USP member countries consist of groups of
islands scattered over expanses of ocean, so students outside the main island are
effectively isolated. Tuvalu, for instance, is made up of 9 groups of islets, each
separated from its neighbouring group by at least 6 hours by typical boat. None of the
outer islands has internet access and boats are very erratic, with no set schedule, so
it is a major logistical problem to send books, receive assignments, and communicate
with students. As a program assistant at the Tuvalu centre put it, “the centre is only
effectively accessible to approximately a seventh of the entire population” (NmTuvalu,
2003). And although Kiribati has an inexpensive and quick transportation system on
the main atoll of Tarawa, outer-island students rarely venture into Tarawa, so their
access is effectively zero (appendix 7.7: NmKiribati). In Samoa, the trip from Savaii,
the largest outer island in Samoa, to the USP centre on Upolu takes several hours
(appendix 7.7: NmSamoa). Many of the outer islands in Solomon Islands are days
away by boat (appendix 7.7: NmSolomons). Even in Nauru, one of the smallest and
most centralised of all the countries served by USP, fuel shortages prevent many
students from regular attendance (appendix 7.7: NmNauru).

5.5.2 Application of access issues to multimedia development
Clearly, many students do not have regular access to computers, and while the
average multimedia developer cannot simply provide more computers and internet
access, there are some meagre methods at our disposal to improve access to what
we create. We can take our major cues from the students’ own solutions when faced
with isolation. A student in Savaii, Samoa, has used fax to communicate with her
lecturer in Suva (appendix 7.7: NmSamoa). In Solomon Islands, outer-island
students use radios from local churches, clinics, and schools to contact one staff
member’s personal radio at home (appendix 7.7: NmSolomons). The Lautoka Centre,
Fiji, deals with the isolation of many of its students by providing video tapes of
lectures so that students can watch several videos in one visit to the centre, or,
preferably, take them home to watch at their leisure (appendix 7.7: NmLautoka). This
approach has the additional benefit of including the family in the student’s education

36


process. Of course, this approach does nothing for those students without electricity
or video players, or those too far away from the centres ever to come in.

Providing alternative media can help the educational multimedia developer lessen
the marginalisation of the isolated student. Radio is an incredibly accessible and
flexible medium, one that must not be overlooked in the rush for newer technologies,
and printed materials are vital even to those students with regular computer access.
As this project focuses on the role of the educational multimedia developer, rather
than of the radio producer or textbook writer, let us look at the ways we can make
multimedia itself more accessible to distance students.

First, it is my contention that we cannot currently rely on the internet as the sole
vehicle for transmission of educational multimedia at USP. Connections are too slow
and irregular even at the main campus in Fiji. As such, I suggest that educational
multimedia be distributed as interactive CD-roms as well as websites. If the
interactive CDs are made to double as audio CDs, even students without computers
can benefit to a degree. Of course, this still requires a CD player and electricity, but
this is easier to come by than a computer in many households. Ensuring that
educational multimedia can be easily printed is another way developers can make
multimedia more accessible. In fact, students taking web-based courses at many
DFL centres still request that their materials be printed for them (Hunter, 2003;
appendix 7.7: NmVanuatu). The three-tier mothership approach to file architecture
(section 5.2.5) can potentially make it easier to isolate elements of the educational
multimedia for re-use in other media such as print and radio.

In summary, educational multimedia is a long way from becoming readily accessible
in the South Pacific, and it is important that efforts to improve access and design of
multimedia do not come at the expense of more traditional educational media.
Access is improving, with computer donations, training, and a USPNet upgrade
underway (Va’a, Naidu & Jasen, 2003; JICA, 2004b), and it is vital in these early
stages of multimedia development in the South Pacific, that we consider how media
can be designed most equitably.

5.6
Content display preference

Just as approaches to learning are governed by cultural norms, so are preferences
for visual media (Hedberg & Brown, 2002; Evers, Kukulska-Hulme & Jones, 1999;
Evers & Day, 1997). The need for an analysis of content display preference is
underscored by learner preferences for alternatives to written instruction (Deo &
Nabobo, 2003; Taufe‘ulungaki, 2000), “charts, pictures, or animated gestures”
(Veramu, 1992), the use of symbols and visual metaphors in teaching
(NmLocalMetaphors), and the need to show the big picture within the small
(NmSporeBrainstorm). Multimedia can emulate and extend many of the beneficial
features of other educational media and formats, such as illustrations and
discussions. However, if the useful aspects are not suitably understood, such
attempts can lose the unrecognised but vital features of the “seed” media and
formats that made them so successful in the first place.

In an attempt to ground these more general theories and observations in an
application specific enough to be useful for the basis of a multimedia layout, I
designed a set of content display preference questionnaires (appendix 7.2). The
questionnaires showed five different layouts of the same information pertaining to
immigration patterns in the South Pacific. The first option was inspired by a

37


conversation with a group of USP School of Humanities lecturers referring to
“concept maps” and “flowcharts” as methods for displaying “the big in the small” to
USP students (NmSporeBrainstorm). It shows the dates of arrival in different
countries along a visual timeline. The second option explains the same information in
a paragraph of text. In the third option we display the information in a table,
summarising the data without lengthy text. The fourth option is the most graphical,
laying the data over a map of the region. And the final option preserves the
geographical spacing of the fourth option without the additional graphic information.
We distributed this questionnaire to over 200 students, and received 196 responses.
Approximately half of the students (99) were off-campus DFL students, and the rest
were on-campus students in Fiji. The largest percentage (31%) of students preferred
the fourth option, the map. However, there was a difference in preference between
on-campus and off-campus students, with on-campus students opting for the timeline
and the table before the map, X2(4, N = 196) = 12.00 p < 0.025. See figure 11.


Figure 11: Student responses to content display questionnaire (appendix 7.2)

All students
On-campus students
Off-campus students


(N = 196)
(N = 97)
(N = 99)

% No.
% No.
% No.
Option 1
3
4
Option 4 (map)
31 61 (timeline)
1 30 Option 4 (map)
1 41
Option 1
2
1
(timeline)
24 47 Option 3 (table)
4 23 Option 3 (table) 9 19
2
Option 1
1
Option 3 (table)
21 42 Option 4 (map)
1 20 (timeline)
7 17
Option 5
Option 5
1
Option 5
1
(flowchart/map) 13
26
(flowchart/map)
5 15 (flowchart/map) 1 11
Option 2
Option 2
Option 2
1
(paragraph) 10
20

(paragraph) 9 9

(paragraph)
1 11
X2(4, N = 196) = 21.91 p =
X2(4, N = 97) = 13.05 p =
X2(4, N = 99) = 30.95 p <
0.0002
0.0110
0.0001

What is clear in each sample is that the paragraph of text and the experimental
flowchart-map are the least popular, while the simpler (timeline and table) and more
graphical (map) are more popular. Considering that the great bulk of educational
materials are predominantly text-based, it is clear that we need to offer more variety
in the display of information. Of course, written language skills are essential at
university, as well as in the jobs many students anticipate after graduation. As with
vernacular language and English, I do not advocate the removal of all text-intensive
instruction, but wish to discuss how educational multimedia, by using images,
animations and graphical display methods, can provide alternative explanations of
the concepts long texts cover with text and diagrams.

At the same time, it is important to consider that 68% of the students preferred
options other than the map. When we look at the reasons for students’ choices, we
see that graphics per se are not what the majority of students prefer, but the ease of
use and efficiency with which they present information. Looking at the reasons for
their choices, students can be divided into three groups, those with preference for
efficiency (68%), for graphics (22%), and for detail (7%), respectively, X2(4, N = 196)
= 307.47 p < 0.0001.


38


5.6.1
Efficiency
Most students gave reasons related to efficiency for choosing their favourite display
option:
⋅ “It does not require too much time.”
⋅ “Less complicated easier to understand.”
⋅ “It has less stuff to read and understand.”
⋅ “Easy to study and memorise.”
⋅ “. . . there’s no extra diagrams or long boring sentences or other unnecessary
stuff.”
⋅ “It’s straight to the point.”
⋅ “Data expressed simply and all races will find it easier to understand.”
⋅ “Easy way to list and get some information.”

5.6.2 Graphics
The second largest group of the students gave reasons related to visual aspects of
the content display:
⋅ “The illustrations are self explanatory.”
⋅ “Because of the arrows and an attractive map provided.”
⋅ “Clear to understand the direction of the movement of people and when they
arrived.”
⋅ “Easy to follow the arrows to remember which is the first right down to the
least.”
⋅ “A bit more catchier [sic] than the other captions.”
⋅ “Because of picture method.”
⋅ “I prefer arrows and illustration when I study.”
⋅ “Obviously people looking into the net will prefer pictures rather than words. A
good distribution of movement. A picture has thousand words.”

5.6.3
Detail
The third largest group of the students cited descriptiveness as the reason for their
choice:
⋅ “detailed written form, informative for research purposes.”
⋅ “I prefer this to be the easiest ’coz it is more descriptive than the others.”
⋅ “it has more details and I like to read.”
⋅ “words specify more clearly than the other diagrams in the list.”
⋅ “it is more descriptive and it is easier to understand.”

It is an interesting aside that about half the students who preferred the text option felt
that it was more descriptive than the others, even though it actually contained slightly
less information than some of the other options.

5.6.4 Application of content display preference to educational multimedia
The results of this questionnaire support Mcloughlin and Oliver’s (1999) contention
that “instead of adopting a set of prescriptive theories, instructional designers need to
ensure flexibility and to take the learner’s perspectives into account”. More
specifically, multimedia developers cannot rely on the old standby of text alone, and
must utilise simple, visual layouts that are familiar to the students. Additionally, not all
students are looking for engaging graphics or deep learning; many just want a quick
way to gather the information they need. In a nutshell, one size does not fit all. While
educational multimedia designers must avoid relying too heavily on text, we cannot
rely exclusively on rich, graphical layouts. The most equitable solution is to provide a
variety of content display methods, tailoring the visual approach to the type of

39


information it portrays, and providing multiple perspectives on information (Australian
Flexible Learning Framework, 2003; Herrington & Oliver, 1995; McLoughlin & Oliver,
2000; Ngeow & Kong, 2002; Oliver et al., 1996). As the major preferences emerging
from this portion of the study were, respectively, for graphics, efficiency and detail,
educational multimedia designers would do well to cater to these three approaches.

In the idea presented in figure 12, there are three major navigation options offering
different ways to work with the materials: “see an outline”, “see the map” and “test
yourself”. Students can view the same information as a brief outline or an interactive
map/timeline, can test themselves on the information, and can contact virtual peers,
FAQs, or discussion boards through a help section.

Efficiency and graphics
The outline and timeline/map portray information without relying on long, unbroken
passages of text, with the outline catering to those seeking efficiency, and the
map/timeline aimed at students preferring rich, graphical modes of learning.

“Test yourself”: dialogic trial and error, linking new concepts to what students know
The test is conceived more as a dialogue between student and peer than as an
assessment method. The questions are worded in such a way that the correct
response can usually be derived from the question itself. In this way, the “test
yourself” option is designed to strengthen conceptual links, helping the students
anchor what they are learning to something they already know or can intuitively
understand. When a student responds incorrectly, the peer offers a hint and
encourages the student to try again. In this way, the “test” mimics interpersonal
dialogue, and encourages learning through trial and error. The “test yourself” is really
a vehicle to give examination-driven students something to hold onto.

Voice-overs provide additional modes of learning. Printing any section gives not
simply a reproduction of the view on screen, but a self-sufficient synopsis of the
materials according to the approach the student has selected. For instance, printing
within the “see an outline” section prints an outline of the materials as a whole, rather
than just the screen presented. Printing within the “see the map” section gives a step-
by-step, richly illustrated view of immigration patterns into the South Pacific as
opposed to a screen snapshot. Printing “test yourself” provides a different test each
time. In this way, students with different approaches to learning are given different
options for learning both within the multimedia and with the printed components.

Although we have been using South Pacific History as the vehicle for most of our
examples in this study, the approach is not confined to particular subjects. A Maths
example can be explained in its application to the real world, its position and
importance within the key concepts of the course, how it might be tested, and how
other students like to think about the concept (NmMelissaGold, 2003).

The key goal is to separate the content by approach to learning rather than purely on
divisions in the curriculum, and to tailor the visual layout to these different
approaches to learning.


40


Figure 12: Multiple views of same information: an outline mode, graphical mode,
and test mode.

12a: outline mode


12b: graphical mode


12c: test mode




41


5.7 Usability

Typically, usability of multimedia interfaces is assessed through heuristic evaluation
in which an interface is examined according to accepted professional standards
(OCLC, 2003), and through usability tests in which users are observed and common
problems they encounter are noted.

However, questions concerning cultural bias (Barber & Badre, 1998; Smith et al.,
2002; Vöhringer-Kuhnt, 2002) and international applicability (Faiola, 2002; Galdo &
Nielsen, 1996 in Evers, Kukulska-Hulme & Jones, 1999; Nielsen, 1990) arise when
applying standards of usability to populations other than those on which the
standards were initially based. As such, the usability portion of this project examines
usability in the South Pacific context specifically, identifying common traits in USP
students’ use of educational multimedia, and developing a set of usability tips
catering to the needs of these students. My goal is not to analyse correlations
between usability heuristics and cultural variables (Vöhringer-Kuhnt, 2002), but
simply to provide tips based on observation that will help multimedia developers
make their products more usable in the USP region.

To that end, I ran usability tests with 28 students at the DFL centres visited. The goal
of these tests was to see how students reacted to actual educational multimedia,
looking for trends in approach to the interface. See appendix 7.4 for a screenshot of
the educational multimedia software utilised. Students ranged from those who had
never accessed multimedia before to students who study and use computers
everyday. As there was clearly a wide range of skill-levels, the results below outline
the most prominent issues among the students tested.

5.7.1 Usability findings
What follows is a concise list of the most prominent issues arising during the usability
evaluations.

Clear differentiation between active and inactive elements is vital. Buttons
received more clicks than hyperlinked text. Inactive illustrative elements garnered
many mistaken clicks. Many students attempted to use the instruction page as an
active interface, clicking on inactive examples. To avoid such confusion, illustrative
elements should appear flat and “unclickable”, and active elements should share
distinguishing characteristics such as colour or apparent three-dimensionality.

It is also important to allow immediate action on instructions or other help
documents.
Inline help overlays that point directly to the actual tools as they are
being used would be much more effective than separate documents describing the
processes (figure 8). I would also suggest inline help sections that auto-activate after
a certain period of inactivity, to help lead those students who “freeze” when confused.

Beginners cannot be expected to differentiate between the operating system
and application.
Some beginning students were distracted from the interface of the
multimedia by the Microsoft toolbar. Designing the multimedia to run in full screen
mode can hide the distracting operating system from the student’s view. However,
“escape routes” are very important. Students often asked how to get back to the
instructions and how to exit the program, so it is important to have obvious options
for exiting and minimising the program, and for receiving help when confused.

Many beginning students also had troubles distinguishing between right and
left clicks
, and were often distracted by the options presented to them when they

42


clicked the right-hand mouse button. Disabling the right-click or remapping it to the
left mouse button can help minimise many mouse-related problems.

Eliminate unnecessary elements. Several students, particularly in Solomon
Islands, were so careful and deliberate in their use of the program that it sometimes
caused problems. Elements generally considered extraneous, such as lengthy
copyright disclaimers, can prove distracting to students, so it is important to limit the
number of elements on the screen to the minimum possible.

All students were able to utilise pulldown menus without being shown how. For those
who had never used them before, merely pointing them out on the screen was
sufficient instruction.

For the audio portion of multimedia to be accessible, I recommend including a set of
inexpensive headphones with the software. Although many computers at the centres
had soundcards, few were connected to speakers, and those few computers with
speakers were usually monopolised by music software playing MP3s, and so were
useless for broadcasting the audio component of the educational multimedia.

Finally, although I would have liked to say that this goes without saying, perhaps the
most important usability finding is that educational multimedia developers must
conduct usability tests on their materials
. Only one of the developers interviewed
included usability testing as a regular part of his development process. As a
developer at a prominent Suva web design company put it, “very little usability [is]
done in this country” (NmUsability).

5.8 Limitations


5.8.1 Sample limitations
As all interviews, questionnaires and usability tests were conducted with staff and
students at the DFL centres, our sample did not include those more isolated students
who could not visit the centre during the study. This limits our sample to those
students living in or near the capital city of every country, and would be likely to
reflect a portion of the student body with more access to computers and the internet
than those living in outer islands and atolls. This is a significant shortcoming of the
project, one that is endemic to higher learning and technology in the region as a
whole, whenever the extra cost necessary to reach more isolated students prevents
those students from receiving the same benefits as more easily accessible students.
In section 5.10, I discuss some future projects that explore educational technology in
the region without neglecting more isolated students, providing more focused
analysis after this general, exploratory effort.

5.8.2 Application to other academic disciplines
The fact that this project used a Pacific History CD-rom as the testing-ground for
ideas calls into question the applicability of the findings to other disciplines, such as
Maths, Science or Arts. Just as students from different cultures approach learning in
different ways, students studying different courses may approach their learning
differently. As such, some ideas presented in this project will be more applicable than
others to various subjects, such as Maths or Arts. Thus, the recommendations must
be considered on a case-by-case basis, rather than a blanket application of all
recommendations to all subject matter. In future studies, it will be essential to test

43


these recommendations on disciplines other than History by building educational
multimedia about Maths, Science or Art.

5.8.3 The culture of the researcher
It is important to consider the fact that I grew up in a culture quite different from that
of most of the staff and students who are the focus of this project. As such, I may
look at the results differently from someone who has grown up in the USP region,
and my framing of the research questions may introduce a cultural bias. For instance,
I initially framed my second research question as “how should we adapt Western
usability heuristics for educational application in the South Pacific”, and later realised
that a less biased-approach would be to ask “what are common usability needs in the
South Pacific”, and changed it accordingly. This is a quite simplistic example;
remaining limitations related to cultural bias are probably more difficult to identify.
Although I was careful to audit my methods and conclusions with staff from the USP
region, and to base my findings predominantly on the perspectives of people from the
region, these conclusions should not be applied without undergoing reflection by
people from the cultures involved in each application. It would also be immensely
valuable for people from the cultures represented in this study to conduct research
looking at the links between Pacific pedagogy and educational multimedia.
That said, this project provides useful ideas for the improvement of educational
multimedia in the region, and I am confident that educational multimedia developers,
teachers, and learning centres considering these recommendations will create more
useful learning materials than those developing without considering the local issues
covered in this study.

5.9 Challenges

Most of the challenges in this project had to do with the development portion of the
project. Initial issues with data collection (student reticence during interviews) were
usually resolved by selecting more informal interview settings, under trees chewing
betelnut or eating lunch rather than under fluorescent lights across a desk.

5.9.1 Development challenges
As a research and development project, we encountered several challenges during
the multimedia development phases of the project.

Historical content
Being neither a historian, nor an archaeologist, I had to rely on external sources for
the content that made up our educational CD-rom. Our initial hope was to use both
archaeological evidence and traditional oral histories to tell the story of how the
original settlers of the South Pacific came to populate the region. However,
archaeological evidence was much easier to come by and corroborate, and content
development was only one part of a much larger project, so in the end we did not
have time to integrate traditional oral histories into the program. Additionally, different
archaeologists had differing opinions on the meanings of some findings, and we had
some difficulty negotiating our sometimes-conflicting resources to select information
that was meaningful and broadly accepted. For instance, we learned in the last
month of production—after having translated our material into nearly a dozen
languages—that new dates had been established for many of the archaeological
sites we had documented in the timeline/map.
That said, we built the program to be flexible enough to accept new content easily
without modifications to the multimedia itself. In other words, with simple text edits,

44


traditional oral histories or new archaeological dates can be added into the
educational multimedia program. Building in such flexibility at the development level
can allow multimedia developers to keep materials up to date with ever-changing
information. By building in flexibility at the usage level, giving students and teachers
their own input avenues, multimedia developers can also enable somewhat
contextualised and constructivist learning environments. For instance, digital
scrapbooks, assignments or workshops that use media development as part of the
learning process, and interactive, exploratory interfaces can help give students the
sense that ‘creating’ knowledge about the past is a never-ending and exciting
process, rather than the false impression that knowledge has been frozen once
etched into the CD-rom they are using.

Dynamic assembly
In order for the educational multimedia developed to handle multiple languages, we
programmed a dynamic rather than static approach to interface assembly, with the
ability to slot different languages into the same interface during runtime. This
requirement made our code more extensible, but also made page layout more
difficult than if we had utilised a flat, static document.

For instance, dynamic inclusion of images with Flash MX 2004 professional, the
latest release available during development, was still somewhat “buggy” in an
obscure but unfortunately vital area: the scrolling text area. In a text area that does
not scroll
, dynamic image placement within text worked perfectly. However, once the
text and image extended beyond the size of the text-pane, causing a scroll-bar to
appear, the image displayed intermittently, and sometimes prevented the scroll bar
from functioning at all. We were unable to find a way around this obscure bug, and so
were prevented from placing images within the flow of dynamic text. For a program
whose goals included minimising the use of text, this was a very unfortunate setback.
Later releases of Flash MX 2004 Professional will undoubtedly fix this bug, but as
this fix was not achieved during our production cycle, we had to find other ways to
keep our content dynamic and visual.

We were able to minimise the impact of this bug by separating images from text
where possible. For instance, in the map/timeline portion of the program (figure 12b),
the text panes that make up the peer’s input to the right, and the information below,
are isolated from the animated map image in the centre. This allowed us to utilise
dynamic text and images on the same screen, without worrying about the scrolling
text pane bug. However, we had to sacrifice many of our planned inline images.

Digital scrapbook
Due to a security restriction that prevents Flash executables/projectors from writing
onto PCs, we were unable to put the digital scrapbook into action. Alternatives that
permitted writing to PCs, such as Microsoft Visual Basic or Multidmedia (MDM) Flash
Studio PRO v2 (http://www.multidmedia.com/software/flashstudio/), did not work on
Macintosh computers. We also considered Macromedia Director, but comparatively
few developers are skilled at Director in the USP region, and the cost of the software
is several times that of Macromedia Flash. In fact, during the interviews for
multimedia development assistants for the project, I did not meet a single developer
skilled at Macromedia Director. As we wanted to use development tools that we
could reasonably expect other multimedia developers in the region to be familiar with,
and as the project was well advanced when we discovered this security restriction in
Flash executables/projectors, we had to halt the digital scrapbook functionality
development.

Considering that every DFL centre visited use Microsoft operating systems, and not

45


one computer lab uses Macintosh computers, it is not absolutely vital that
educational software at USP be cross-platform compatible. As such, ‘PC only’
alternatives may be a better choice for future projects. However, the fact that the
Media Centre develops almost exclusively on a Macintosh platform, and the fact that
cross-platform compatibility is a goal for most multimedia developers, prevented us
from developing exclusively for Microsoft operating systems.

Assessing functionality of test
The current implementation of the “test yourself” section provides an interactive quiz,
giving students tips, feedback, and alternative perspectives on the learning material
as they complete a series of multiple-choice questions. Ideally, the test would be
divided into 10-question segments, as opposed to the seemingly endless and
randomly repeating series of questions that are currently presented to the learner.
Such segmentation of the testing would provide immediately attainable goals for the
learners by giving the students opportunities to track and improve the assessment of
each mini-test. We implemented the current version of the test due to development/
time constraints.

Printable components
We had hoped to develop printable versions of each screen, specifically designed to
stand alone as learning materials, Although Flash has a provision for creating
separate layouts for print and screen viewing, this was dauntingly difficult to achieve
with the dynamically generated files we created to support multiple languages. In the
end, every section of the multimedia project we developed is printable. However, we
did not develop separate printable components. In other words, the printed version of
any screen is the same as what is displayed on the screen.

Translations
Many of the challenges posed in the development portion of this project were caused
by the decision to enable multiple languages. The dynamic assembly process this
decision necessitated raised complications in our plans for printable components and
images, and added significantly to the time involved in producing content for the
project. Additionally, as I do not speak many of the languages used in the region,
assessing the translations was vicarious as well as precarious. For instance,
students felt one of the translations was strictly perfect, but that it used many esoteric
phrases not in the average student’s vocabulary. Another translation was rejected by
students as being awkward and “too literal”. Another translation was deemed
acceptable, other than the fact that it involved reading a language that is generally
only spoken, and rarely written down! Translation involved a continuous cycle of edits
and re-edits, and also meant that any general content changes needed to be done
twelve times. The decision to include multiple languages dramatically increased the
time and effort required, and added approximately two months and $FJ 2000 to
development.

That said, the availability of materials in the students’ own languages came up time
and again as one of the students’ favourite features of the program in our usability
assessments. Additionally, the dynamic assembly methods necessary to support the
multiple languages left us with a much more extensible and easily updateable
program than if we had developed a static version. Despite all of the issues raised by
multiple language availability, I still feel it is worth the effort, and if faced with the
same decision again, would opt to include as many languages once again.





46


5.10 Future research suggestions

This study is a broad project covering many aspects of Pacific pedagogy and
educational multimedia, and would benefit from future studies focusing further on
specific issues raised during the project.

5.10.1 More focused quantitative analysis of content display preference
This project was designed primarily as a qualitative analysis, with quantitative
aspects such as the questionnaires developed more as “jump-starts” to the interview
process than as ends in their own right. The students in the sample were primarily
limited to those with access to the USP DFL centres. As such, future studies focusing
on specific quantitative aspects, and on more isolated students, could provide more
support and understanding of the data. While the results for language and navigation
preference were one-sided, the results for content display preference (appendix 7.2)
were much more complex, and would benefit from a more focused, rigorous analysis.

5.10.2 Case studies of remotely located students
In order to reach the more isolated students in a meaningful way, I would suggest a
series of intensive case studies with students in more remote locations. A project
collaborating with students at a remote location to create educational multimedia
catering to their specific needs could provide insight into the learning and technology
needs of remote islanders in an immediately applicable context. Developing material
the students already know from their own culture into a multimedia application would
provide insight into the process of learning and multimedia development in remote
islands. For instance, developing a multimedia application based on string figures
with remote Kiribati students, or animated videos of local music, would not only give
insight into the students’ approaches to educational multimedia, but would create
indigenous multimedia, giving students alternatives to the multimedia currently
available, which is based predominantly on “Western” cultures.

5.10.3 Database of learning metaphors in local contexts
Perhaps the strongest implication of the findings is that context and content—beyond
media, mode and form—dictate the usefulness of educational materials. A database
of local metaphors covering key educational concepts could provide situated material
educators could use in a multitude of courses, countries, contexts and media. For
instance, in the course of this project I collected several local metaphors explaining
internet concepts like bandwidth and bit-rate. A useful future project would flesh out
these examples as animations, illustrations, and sound-bites for use in public
learning databases. Working with students and lecturers in management, maths,
economics, sociology and other courses we could create material personalised to the
diverse contexts of South Pacific nations. This would help ease the foreignness of
many texts by providing local alternatives for use by teachers and students.

5.10.4 Scaffolded simulations built on modeling and preservation of the whole
Conceptually, I found this aspect of the study most exciting. Simulations are
important to research and development in the region because:

1. many DFL centres do not have the labs necessary for hands-on experiments
in science, and could benefit from digital simulations of these labs; and
2. the pedagogical implications of South Pacific context, modelling, and
preservation of the whole point towards a different approach to simulations
from that currently used in “Western” instructional technology. It would be
exciting and worthwhile to develop in local languages simulations that are

47


scaffolded rather than open-ended, and that proceed to the desired goal
through approximations, rather than through segmenting.

5.10.5 Alternative media
Finally, I feel it is important to finish this paper by reiterating that while educational
multimedia offers exciting potential links with regional pedagogy, and could play a
vital role in preserving these approaches for new generations of students,
educational multimedia is still accessible only to a vast minority of the region. Many
of the lessons from this study can be applied with more immediate impact to
accessible media like print and radio, as we still have much to learn about how we
utilise older media in the diverse contexts the South Pacific presents. In addition to
applying lessons-learned to other media, much of the content itself from multimedia
can be repurposed for use in print and radio. For instance, as an outgrowth of this
project, the Media Centre will be packaging audio CDs on Pacific History in various
languages to be sent to regional radio stations.

5.10.6 Effectiveness of educational multimedia
The application of these ideas to other media is additionally important because, as
educational multimedia is still in the fledgling stages of its development in the USP
region, it is not yet clear if educational multimedia actually improves students’
educational success. At this point, the technology reaches so few students, and has
been integrated into so few courses, that we have little insight into the effectiveness
of educational multimedia in comparison with other educational modes and media in
the South Pacific. Only two DFL courses (a technical drawing course and an
economics course) have been produced with educational multimedia components,
and neither course has undergone comparative effectiveness studies. Although the
usability tests and comprehension quizzes we ran during the development stages of
our educational multimedia provide some insight into its effectiveness at teaching
(students scored an average of 74.55% on the comprehension quizzes, appendix
7.6.3), they do not address the broader question of educational multimedia’s
usefulness to the education system. This question would best be answered by
integrating educational technology into actual courses over several years, and
comparing results with those before the inclusion of the educational multimedia. Of
course, such a study says nothing about educational multimedia’s effectiveness in
informal, non-formal and other lifelong learning modes.

5.10.7 A final word
If I were to sum up my perspective on where we must focus to improve the design
(as opposed to delivery) of ICT/multimedia in the South Pacific, it would be cultural
context and content: cultural context as the search for ways of using and developing
multimedia that are specific to the Pacific; and cultural content as putting in the extra
effort to utilise regional concepts, not just local metaphors to describe “universal”
concepts (though those can be helpful as well), but teaching concepts whose origin is
in the USP region.



48


6.0 SUMMARY

Below is a concise summary of the major findings, associated conclusions, and
examples of possible applications to the development of educational multimedia in
the South Pacific. This is a quick summary; caveats and more specific suggestions
are addressed within the body of this paper, labelled with individual reference
numbers. For instance, for more detail on suggestions regarding integration of
multiple languages into educational multimedia, refer to section 5.2.5, as mentioned
in the summary below.

6.1
Language summary



FINDINGS
CONCLUSIONS
EXAMPLE
5.2 Language


5.2.1 Most students prefer
Use local language as
5.2.4 Clicking on specific
to be taught in English, but well as English.
words raises an inline
need local language when
glossary with a definition of
confused.
the term and options to
learn more deeply about
the term. (fig. 2)
5.2.2 Language is vital to
5.2.4 A dropdown menu
culture as well as learning.
allows instant translation of
the learning material. (fig.
1)
Translators of many
For ease of translation,
5.2.5 A three-tier
languages will not know
text should not be
“mothership” approach
how to use multimedia
contained within the
saves each language in its
development programs, or
multimedia application,
own text file, which is
how to code.
but saved separately in
imported into Flash via an
easily accessible text
XML database at runtime.
formats.
(fig. 3)











49


6.2
Group learning summary

FINDINGS CONCLUSIONS
EXAMPLE
5.3 Group Learning


5.3.1 Learning in groups
Provide examples for
5.3.8 A virtual peer gives
provides local context to
key concepts within
his or her own
often-foreign materials.
local contexts, and not
descriptions of the
just Fiji and Samoa.
concepts in local terms.
(fig. 5)
A “wiki” allows students
and teachers to
collaborate to build a
consensus-based website
about the coursework. (fig.
4)
Electronic discussion
boards allow students to
contextualise the learning
to their own situations.
5.3.2 Many students prefer to Encourage peer

get their information and
collaboration.
answers to questions from
students rather than
teachers.
5.3.3 Students often engage
Encourage sharing and
Students use a digital
in deep learning by sharing
multiple perspectives.
scrapbook to copy and
multiple perspectives.
alter the multimedia
learning materials. They
can save files on disk,
print out their own
creations, or email them to
fellow students. (fig. 7)
5.3.5 Not all students prefer
Design group learning
Provide a cushion of “e-
group learning over individual environments so that
anonymity”, while
study and exercises.
students are not “put on preserving interpersonal
the spot”.
aspects, rather than
having the technology
focus attention on the
individual.
5.3.7 Authority-figures often


develop within peer groups,
leading to the same kind of
“shyness” exhibited with
lecturers.
5.3.6 Group work can lead to Preserve individual
Provide individual roles in
unfair distribution of
responsibility in group
all group learning
workload.
work.
activities.






50



6.3 Contextual learning summary
FINDINGS CONCLUSIONS
EXAMPLE
5.4 Contextual Learning

5.4.2 Many students
Build from local
5.4.5 A virtual peer
prefer local metaphors to metaphors, give each
discusses how the concept
broad universals.
country a turn, and allow
at hand relates to his or her
students to input their own life, and then asks the
contextual examples.
student to give his or her
own example. These student
examples are saved and
used by virtual peers in
subsequent runs of the
software. (fig. 6)
5.4.1 Many students like
Show the big picture when 5.4.4 The navigation menu
to understand the broader exploring small details.
is organised as a table of
context of their learning,
contents, showing where the
while being anchored by
student is within the lesson.
specific points.
5.4.1 Many students learn Teach with successive
5.4.6 A timeline/map
in wholes, rather than in
approximations of the
displays immigration
segments.
whole, rather than
patterns into the South
fragmenting.
Pacific. Students can
interact with the
map/timeline to see
increasingly detailed
information while preserving
simplest level.
Modelling plays a role as Model activities rather
5.4.6 Help section runs as
important as, if not more
than instruction.
interactive demonstrations
so than, self-led
rather than passive
exploration in the region
instructions. (fig. 8)
Use scaffolded activities
5.4.6 Timeout helpers
that allow for trial and
autorun when a student has
error, rather than free form been inactive for a certain
simulations.
period of time.
5.4.6 Virtual labs are not
open-ended simulations, but
guided demonstrations
within the active interface.
5.4.6 Treat the map/timeline
as a game board, allowing
students to move pieces
representing the explorers to


different parts of the map,
imitating the animation and
learning immigration
patterns.

51


5.6.4 Design interactive
tests as dialogues between
student and peers, with hints


to encourage trial and error,
and to help contextualise the
questions to the student’s
own situation. (fig. 12)
6.4 Access summary

FINDINGS CONCLUSIONS
EXAMPLE
5.5 Access


5.5.1 Many students can
Create elements that
5.5.2 Educational multimedia
only rarely come to DFL
are not dependent on
is distributed on CD-roms
centres.
computer access, so
that double as audio CDs so
can be used at home.
that students without
computers may still be able
to use the materials at home.
5.5.1 Many of the centre
5.5.2 Printable components
computer labs are
of the educational multimedia
overcrowded.
are standalone.

5.5.2 Encourage re-use of
individual media elements
(text, image, audio) in more

accessible media (radio,
print) by isolating elements
for inclusion in the
multimedia at runtime.
5.5.1 Some centres have
Create elements that
5.5.2 Printable components
intermittent electricity.
do not require
of the educational multimedia
electricity.
are standalone.
5.5.1 Students have limited Do not rely solely on
5.5.2 Educational Multimedia
access to the internet and
internet.
is distributed as a CD-rom as
meagre bandwidth at the
well as a website.
centre. Many have no
access whatsoever. (fig.
10)

6.5
Content display preference summary

5.6 Content Display


Preferences
Text is the students’ least
Minimise the use of
5.6.4 Seek ways to
favourite mode of display.
text.
complement text when
appropriate, such as charts,
pictures, and audio
recordings.
Graphics are the students’
Use graphics to portray 5.6.4 An interactive timeline
most favoured mode of
information whenever
map can show the same
display.
possible.
information with just a few
dates and photographs,
which would take lengthy

52


paragraphs of text to portray.
(fig. 9)
Most students look for
Provide treatments that 5.6.4 Students are presented
efficiency, detail, or
cover all three
with multiple views of the
graphics, respectively.
preferences. Organise
same information: Test view,
information according
Graphical view, and Outline
to learning preference,
view. (fig. 12)
not just curriculum.
6.6 Usability
summary

FINDINGS CONCLUSIONS
EXAMPLE
5.7 Usability


Some students tried to click Differentiate between
Treat active elements in a
inactive, illustrative
active and inactive
consistent and distinctive
elements.
elements.
manner.
Some students were more


likely to click buttons than
underlined text.
Some students had difficulty
Run educational
distinguishing between
multimedia in full screen
operating system and
mode to minimise
software.
distraction from the
operating system.
Some students tried to
Allow immediate
Display instructions as
follow instructions in passive application of
overlays, demonstrations
mode, attempting to click
instructions; provide an
running within the active
inactive, illustrative
opportunity to practice in interface so that students
elements.
the instructing
can act on the advice
environment.
immediately.
(fig. 8)
Some students read entire
Minimise superfluous
Copyright information is
copyright disclosure.
information. Present
presented in a separate
non-vital, wordy
window, viewed when the
information in deeper,
student clicks an “about the
“hidden” levels of the
program” button.
interface.
Some students had difficulty
Disable or remap right
distinguishing between left
mouse button to left.
and right mouse clicks.
Students unclear how to
Provide clear escape
Provide clear buttons for
exit, view instructions, or
routes.
home, help and exiting.
return to home/startup page.
Most computers at centres
Distribute educational

had sound cards but no
multimedia with
speakers.
headphones.







53


7.0 APPENDICES

7.1
Language preference questionnaire
I work at the USP in Fiji, making educational multimedia for students.
As part of a study trying to help us make educational multimedia better
for the students, we’d like to ask a few questions.

Where are you from?


What language are you taught in at USP?


What language do you prefer to be taught in?


Be sure to explain why.





































54


7.2
Content display questionnaire



55


7.3
Navigation preference questionnaire

Inline: L


Menu: O

















56


7.4
Usability tests

A screenshot of one of the applications used to assess usability preferences


7.5
Images of the software developed in this project




57







































58



7.6
Testing of example educational multimedia

7.6.1 Exit interview questions
What was your favourite part of this program?
What was your least favourite part?
What did you find difficult about this program?
How would you improve this program?
What other tools would you find useful?
Would you find this sort of software helpful for your courses?

7.6.2 Peer review questions
Would this be useful in your teaching?
Which aspects do you find most useful?
Which do you find least useful?
How would you improve this program?
What other tools would you find useful?

7.6.3 Comprehension quiz
An example of a comprehension quiz used to gauge the effectiveness of the software.


1. The first group of settlers in Island Southeast Asia, Australia and
Papua New Guinea
a) planted crops and domesticated animals.
b) hunted and gathered food to survive.
c) depended on marine resources and had a diet based
mainly on fish.

2. The second group of settlers in the South Pacific
a) planted crops and domesticated animals.
b) hunted and gathered food to survive.
a) depended on marine resources and had a diet based
mainly on fish.

3. The earliest inhabitants of the Polynesian islands were
a) people who were shipwrecked in the islands.
b) hunters and gatherers from Southeast Asia, Australia and
Papua New Guinea.
c) Lapita descendants who prepared for their long voyages to
uncharted islands in the Pacific.

4. Many of our ancestors who first migrated to Island Southeast Asia,
Papua New Guinea and Australia chose to live in
a) caves and rock-shelters.
b) stilt houses and huts.
c) dwellings made of concrete and sand.

5. The group of people who discovered uninhabited islands in
Polynesia did not have the distinct Lapita pottery style. Along with
other evidence, this tells us that
a) The Lapita culture did not reach beyond Tonga and Samoa
to the other Polynesian islands because they stopped their

59


nomadic seafaring ways and changed to living in stable
coastal village settlements.
b) the Lapita cultural influence gradually died and their
descendants developed a separate post-Lapita culture.
c) the Lapita culture was replaced by another tradition that
had distinct Polynesian copper and bronze tools and
ornaments exchanged for barter with the Southeast Asians.



60


7.7
Notes and quotations from interviews

Title Web

Address
CulturalNmBrainstorm
http://www.grographics.com/wiki/index.php/CulturalNmBr
ainstorm
DflShowcase
http://www.grographics.com/wiki/index.php/DflShowcase
FierConference
http://www.grographics.com/wiki/index.php/FierConferen
ce
NmAccess
http://www.grographics.com/wiki/index.php/NmAccess
NmActiveLearning
http://www.grographics.com/wiki/index.php/NmActiveLea
rning
NmCooks
http://www.grographics.com/wiki/index.php/NmCooks
NmFiji
http://www.grographics.com/wiki/index.php/NmFiji
NmFrancesKoya
http://www.grographics.com/wiki/index.php/NmFrancesK
oya
NmGroupLearning
http://www.grographics.com/wiki/index.php/NmGroupLea
rning
NmIdeaAudit
http://www.grographics.com/wiki/index.php/NmIdeaAudit
NmIndofijian
http://www.grographics.com/wiki/index.php/NmIndofijian
NmKiribati
http://www.grographics.com/wiki/index.php/NmKiribati
NmLanguage
http://www.grographics.com/wiki/index.php/NmLanguage
NmLautoka
http://www.grographics.com/wiki/index.php/NmLautoka
NmMarshalls
http://www.grographics.com/wiki/index.php/NmMarshalls
NmNauru
http://www.grographics.com/wiki/index.php/NmNauru
NmQuestioningAuthority
http://www.grographics.com/wiki/index.php/NmQuestioni
ngAuthority
NmSamoa
http://www.grographics.com/wiki/index.php/NmSamoa
NmSolomons
http://www.grographics.com/wiki/index.php/NmSolomons
NmSporeBrainstorm
http://www.grographics.com/wiki/index.php/NmSporeBrai
nstorm
NmTestingContentDisplay http://www.grographics.com/wiki/index.php/NmTestingC
ontentDisplay
NmTuvalu
http://www.grographics.com/wiki/index.php/NmTuvalu
NmUsability
http://www.grographics.com/wiki/index.php/NmUsability
NmVanuatu
http://www.grographics.com/wiki/index.php/NmVanuatu
SohSeminar
http://www.grographics.com/wiki/index.php/SohSeminar
SohSeminarTwo
http://www.grographics.com/wiki/index.php/SohSeminar
Two


61


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