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Educational multimedia: How to allow for cultural factors

  • 5 Hypermedia and Multimedia for Learning
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Multimedia, Hypermedia, and Virtual Reality Models, Systems, and Applications (MHVR 1996)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 1077))

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Abstract

This paper is concerned with cultural factors in the design of educational multimedia software. Two examples of multimedia software designed at ULTRALAB, ‘Le Carnaval des Animaux’ and ‘X’, are described explaining their design criteria and the method used to allow for cultural factors of two kinds. Firstly, in ‘Le Carnaval des Animaux’ it is the culture of children and their native language (instead of the culture of adults and ‘international’ English language) and secondly, in ‘X’ that of games playing (instead of the culture of formal education and school work). It is argued that educational multimedia software should be designed to be easily adapted by all participants and responsive to the learner's culture in order to have maximum effectiveness.

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References

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Peter Brusilovsky Piet Kommers Norbert Streitz

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© 1996 Springer-Verlag Berlin Heidelberg

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Millwood, R., Mladenova, G. (1996). Educational multimedia: How to allow for cultural factors. In: Brusilovsky, P., Kommers, P., Streitz, N. (eds) Multimedia, Hypermedia, and Virtual Reality Models, Systems, and Applications. MHVR 1996. Lecture Notes in Computer Science, vol 1077. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-61282-3_22

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  • DOI: https://doi.org/10.1007/3-540-61282-3_22

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-61282-7

  • Online ISBN: 978-3-540-68432-9

  • eBook Packages: Springer Book Archive

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