Back to Home



 



"I have felt for the last several years that some of the very best software ever developed (and some of the worst!) was developed in the early years. I feel that we have gone overboard trying to load today's software with so much glitz and multimedia that we have stolen something important from kids--the ability to visualize the problems they are solving for themselves. I was a Director of Design for a software company and was so disappointed that most of my designers did not know what I meant when I referred to products like Rocky's Boots and The Factory. I would love to have a place where they could go and learn about these titles."
--Educational Software Designer

Abstract
Problem
Solution
Considerations and Rationale

Abstract
This online database illustrates examples of classic children's educational software. There is a concern for the current quality of educational software. It appears that much of the current material is lacking in learning theory and thoughtful design. Many classic software titles have been lost or forgotten as newer products are mass-produced. Because of the rapid changes in technology in the past two decades, it is difficult to access much of this early software and even more difficult to view the material as it would have been used. An accessible collection of information about such titles would acquaint students of children's software design and new designers with innovative applications for children as well as reintroducing the software to an older generation of designers. This archive includes an interactive component, thus promoting the exchange of information and ideas within the community of educational software designers. The site is not claiming to rank the "best" software, but rather serves as a evolving compilation of suggestions and beliefs in children's educational software through the years. Background research was conducted to develop a list of software titles that are widely recognized as classics in the field. This prototype of the design has been implemented which fully develops Rocky's Boots, The Visual Almanac, and The Oregon Trail.
<top>

Problem
Our understanding is that there is a lack of quality in the design and content of educational software today. As with children's television programming, the production of educational software has shifted to value commercial success over educational content; in many ways, quality is not marketable. The affordances of software and technology are not being used to the best of their abilities, but rather as viewing materials which are bought, used once, and thrown away. Yasmin Kafai, a professor at UCLA, in her article "Software by Kids for Kids" states that " . . .much instructional software functions as enhanced page turning devices displaying information to be learned and monitoring students' progression. There are few opportunities for children to go beyond button-pushing and mouse-clicking in their interaction with technology." Similarly Amy Bruckman, a professor at Georgia Tech, in her article "Pianos Not Stereos" expresses this problem of existing software: "By learning to play the piano, you can become a creator (not just a consumer) of music, expressing yourself musically in ever-more complex ways. In the field of technology there has been too much emphasis on the equivalent of stereos and CDs and not enough emphasis on computational pianos." Many of the older titles that are praised by designers and users alike are not accessible today. As the new technologies render the software platforms obsolete they are hard to view, and as the publishing companies are merged into larger conglomerates, much of the documentation and information about the titles is lost.
<top>

Solution
We hope to explore and reveal an older, more positive view of the educational software industry, delving into its history, its potential, and its community. The creation of a fully searchable archival website of comprehensive information about classic educational children's software would form a cohesive place. The content of the site includes software titles that are regarded as benchmarks in the field. Each software entry will include information such as an interview with the designer, examples of the application and how it worked, press releases, user reviews, etc. This website will serve not only as a database of information, but as an evolving area for others to add reviews or entries of their own.

Our primary goal is to acquaint students of children's software design and new designers with innovative applications for children, as well as to reintroduce the software to an older generation of software designers. The creation of such a collection has the potential to help reverse negative connotations associated with computer technology for kids by showing its successful uses and the learning theory behind the design. It would also serve as a source of inspiration, or at least an archive of good ideas concerning content and presentation that may encourage or invoke new technologies.
<top>

Considerations and Rationale
Culture and community
Institutional memory
Creation of space for work and learning
Solving a specific problem

Regulations or legal compliance issues
Multiple or competing solutions
Implementation and organization

Strengthening the culture and community of educational software designers
Technology has secured a powerful position in the United States as more disciplines have become dependent on technological innovations and abilities. It is an industry that moves and changes at an alarmingly quick rate. This mix of recentness and power makes computer related technology a fascinating industry and one that is almost impossible to label or define. The specific area on which our project focuses is that of educational computing and software. There is a concentrated physical location (Silicon Valley) and a definite history (software being used with children in the 70's). However, as a result of the rate of growth and change, the players have become widely distributed. Even when members are located in a similar region, communication and transfer of information is increasingly done through impersonal methods as opposed to physical face-to-face interaction.

As the industry grows, educational software designers and developers are becoming nationally distributed, creating alternate points of concentration such as Boston, Massachusetts. If educational software follows other business trends, the separation of community members may increase to global distribution. The consensus seems to be that the separation contributes to the fragmentation of an already unsteady industry. The very people involved with children's software design may contribute to this fragmentation, as they possess a variety of interests and backgrounds (such as children, teaching, technology, and programming). Perhaps the Internet, a medium that is globally accessible, provides the power to collect and synthesize information making separation a shared resource as opposed to a detrimental force. If a sense of connection was established, the varied, growing areas could be harnessed and combined to produce positive results, as there are different ideas and users and abilities in different locations. A cohesive center would, perhaps, advocate the transfer and accumulation of needed information and ideas, allowing others to comment and add to the thoughts, designs, and opinions of others.

Our site is designed to tailor to the needs and specifics of the intended users with the goal of creating such a feeling of inclusion and community between these varied and distant people. An initial question we addressed was how can we possibly anticipate a participant's needs? There is no one unified community at this point, though there is the potential to create one around the interests and commonalties of the intended participants. If we are able to show a need and relevance for the site that would motivate students and designers of children's software to visit, and if we are able to design the site so that these visitors feel as if the area was specifically tailored to their interests and needs, we may have the ability to connect this existing community. The various locations, attitudes, and ideas would be available and similar minds would be exposed to innovations and encouragement. Our hope is to provide such opportunities and connections to a community that is increasingly fragmented and disillusioned with its prospects.

This intent has led us to create a questionnaire to assess what this population of prospective or active children's software designers wants from a web site with an intention such as ours. The questionnaire focuses on both content and the actual site construction. This includes what information the participants would want to be able to access about the titles, how they would find it most useful presented, and how they would like it organized (search structures). Our target questionnaire population includes students of children's software design around the United States (students from Harvard's Technology in Education program, Columbia's Computers in Education program, North Western's Educational Technology program), and actual designers (children's educational software news groups such as CHI Kids). Through these questionnaires we hope to develop a better idea of how these people see themselves, and thus how they would feel the most comfortable with such a site. Providing accessibility, and directly tailoring to the needs and desires of participants may serve to create a sense of collaboration and contribution between people who have interesting and innovative ideas but area not often presented with a context, or community, in which to share them.

The creation of this site will be cognizant of the potential of this community, and will actively attempt to utilize this potential through the information we gather from the actual sources. If members of this community are encouraged, through our site, to collect and transfer relevant information, ideas and possibilities that have perhaps been discouraged by company CEO's may find an audience. The ideal goal of such activity would be creation, collaboration, and production using these materials.

Collins, A. Design Issues for Learning Environments. In S. Vosniadou, E. De Corte, R. Glaser, & H. Mandl (Eds.), International perspectives on the design of Technology Supported Learning Environments. Mahwah, New Jersey: Lawrence Erlbaum Associates, 1996.
Czarniawska-Joerges, Barbara. From Exploring Complex Organizations: A Cultural Perspective. London: Sage Publications, 1992.
<back to considerations and rationale menu>
<top>

Retaining institutional memory within the field of educational software
This section, addressing history and memory, is closely related to promoting a sense of community and attempting to harness the fragmented community that is educational technology. This issue of the history of educational software, and knowledge of that history (memories or viewpoint), is interesting in that the field is so new, yet has very little that is concrete and documented. This fact may stem from the quick rate of change and progression, which lead many to be concerned with the possibilities of the future as opposed to the preservation of the past. Only recently have some begun to archive the stories and the history of the computer industry, such as the recent PBS special on the "pioneers" of Silicon Valley, and a Stanford University History Professor's undertaking to create a hardware museum. In light of the fact that there is so little documented history of educational software, many researchers believe that how and what an institution remembers about itself affects its existence, change and innovation. Though the area of educational software is not an institution, I maintain that it acts much like one. People change exact jobs often, and companies dissolve or are incorporated into others; names of product change, and are sold to different manufacturers. Thus, the loyalty of the participants is often not to an individual company or product, but rather to the industry itself.

One intention of our site is to provide children's software developers with a common knowledge and narrative to encourage the acquisition of or strengthening of a sense of self and community. Though our intention differs from attempts to provide participants with a shared story in order to promote one cult-like knowledge of the product and process, we are choosing the content of this particular view of educational software history. A true retrospective would include all software created for children throughout the history of educational software; instead we focus on products viewed as educationally valuable and innovative.

Software developers are often not given the opportunity to research what has been done before them. This is mainly a result of the nature of the medium. As the software and hardware changes, older software no longer runs on the new and improved platforms or consoles. Many of the titles we are considering, such as The Visual Almanac and The Voyage of the Mimi are on laser disks that need to be played on a laser disk player that is attached to a computer, that is attached to a television screen. Such a set up is extremely difficult to come by and these applications were designed less than ten years ago. Even those members of the community that designed some of the initial software can not access their own titles because of their personal hardware upgrades. This lack of viewable history limits the sense of a past in the area of educational software. This encourages the community to concentrate on the future instead of on incorporating and improving existing good ideas. This being the case, I believe that many innovative and encouraging ideas are lost.

An archive of the positive areas and possibilities of children's software may lead to increased enthusiasm for the area. Not only will the visitors be allowed to view aspects of the older software, but also they will be able to access the individual stories of the original designers telling of the particular application and their experience in the industry. Instead of making the content relevant to the largest number of people, we attempt to include various subjects and products allowing a large population of designers or students to identify with certain areas or aspects of the history of children's software design that are relevant to them. This approach maintains the sense of the individual at the same time it creates a sense of place for this individual within the content of this historical community. Though our site is a deliberate use of products, narratives of designers, reviews, and narratives of commentators in the community to produce a sense of history and story, it attempts to offer credibility to both the individual and the institution.

In addition to providing access to the story of the creation of such an organization, and hopefully encouraging a change in the way members of such view themselves, we intend for the site to help maintain the story. The site is a template which others can use to continue the research and documentation. As new records and comments are added, the history will be ongoing and changing, as is the actual existence of the industry.

Linde, Charlotte. "The Acquisition of a Speaker by a Story: How History Becomes Memory and Identity." In Preparation for Ethos: Special Issue on History and Subjectivity.
Leidner, Robin. Fast Food, Fast Talk. University of California Press, 1994.

<back to considerations and rationale menu>
<top>

Providing a space for work and learning for the educational software community
The prior topics address specific goals of our project: to utilize and promote the community of students of and designers of children's educational software, and to provide this community with a coherent documentation of their history. To achieve these goals we are proposing to create an intentionally organized space. Such a space has the potential to take on its own characteristics and become used for things that we have not anticipated, and change the larger environment in ways that we did not specifically intend. The awareness of such is very important to consider when designing specifics of the space to attempt to allow the positive possibilities and discourage the negative.

Henri Lefebvre, in his book The Production of Space, identifies the "active occupation" of space which is especially relevant to any sort of space created in a virtual environment. Space is not something that exists alone, as it does not have an inside or an outside, but is rather a relationship between nature and presence. We may create the nature of the site, but the presence and the population is beyond our control. Lefebvre further describes the relationship between form and content by stating that: "forms therein have a powerful reality yet remain unreal." There exists an issue of the real and the perceived. We will create the real site with definite organization and information, but we can not control the way such a space is perceived and acted upon. Awareness of the perceived is especially important when trying to make sense of the real, as that is the only manner in which humans can hope to explore and understand something - it must be based on ones own perceptions and observations and communications, all of which are socially constructed means of communication and not really real at all but symbolic. This issue relates back to our idea of the participants, our target community of educational software developers and students. Our focus groups and questionnaires will hopefully provide insight into the overall feelings and perceptions about such a space, though there is no way to anticipate the perceptions of each individual.

Through such discussions, we have come to realize the necessity of retaining control over additional input of information, from the individual reviews to further examples of quality software. The all-inclusive, full-access nature of the web promotes the possibility that the site will be accessed and contributed to by participants who are not the intended primary audience, such as parents, teachers, and children. Maintaining selective control over the site would combat the potential for the site to become simply a software review area as opposed to a discriminating archive. We wish to preserve our initial intent, while we encourage outside influences, participation, and contributions. Our primary method of ensuring this is to remain the gatekeepers of the displayed information, viewing the site as space with an intent, as opposed to one that is simply an ungoverned free-for-all. Given the knowledge that spaces have the ability to change and mold into other visions, we need to stay within the space and maintain it. This allows us to contribute to the modeling and hopefully to lead it, through comments and postings and executive decisions, in the direction we wish it to take to successfully achieve the intended goals that we have outlined.

Lefebvre, Henri. The Production of Space. Blackwell Publishing Group.
<back to considerations and rationale menu>
<top>

Designing a site that solves a specific problem
We have decided to create this archive as a solution to the problem that the current quality of educational software is sub-standard. Our design-a searchable database which will include resources and reviews from past educational software, examples from the software itself as well as interviews with the designers-will be accessible to students and designers of educational software on the Internet. We hope to provide an historical perspective for the development of educational software, to present comprehensive information that is still currently available, but is not compiled in any one existing resource. We also felt it important to try to show examples of the software, many of which are difficult to access, as the technologies (Apple II, Videodisc Player…) are now obsolete. This presents several obstacles for us, however, because we would like our design to provide solutions to various research questions.

We anticipate that each user will come to the database with a unique question. Some of our preliminary user studies have shown that questions and interests in the software are very different, such as: "What were "big issues" in software design for children in the early 1980's?" "What was the first software title designed specifically for girls?" "What is the learning theory behind The Factory?" "Who was the team of designers on Robot Odyssey?" "I've heard a lot about Rocky's Boots-what is it? What did it do? How can I see it?" What are the projects that Kristina Hooper Woolsey has worked on?" With our interface, users should be able to define and create their experience to find information on any number of combinations of these kinds of questions. Through the use of multiple representations of information, the user can define the scope and depth of information that she would like to obtain.

Our intent is that this archive will serve to create discourse between current and past designers and educators of educational software. Discourse generates ideas. Having a resource, such as this archive, can provide information on what ideas have already been created, which have been "successful" and why. To facilitate this discourse, we have designed a specific section of the database for notes about particular software titles. Any user coming into this online resource can contribute to the site by sharing thoughts, ideas, or comments about particular software titles. The design is much like the reader "review" pages at Amazon.com or Barnes and Nobles.com. We want users to be actively engaged in researching information, but also in contributing to the development and content of this resource.
<back to considerations and rationale menu>
<top>

Regulations or legal compliance issues affecting learning designs and innovations
Legal compliance issues may be the biggest obstacles we will face in designing and implementing this web-site. Although most of the older educational software titles we will pursue are no longer available for purchase and are not accessible via current technology, strict copyright laws bind the contents. We would like to include simulations or sample sections of the software in our database, because we believe that being able to actually see the software will prove more useful than reading about it. For example, it would be very interesting to compare the current Oregon Trail with actual sections of the first Oregon Trail. Our inclusion of this material, however, is dependent on permission of the publisher. We anticipate this obstacle to be both in requesting permission and in waiting for the permission to go through administrative channels within companies. In addition, many of the earlier publishers of the software have since closed, have merged or have been purchased by another company. For example, we anticipate having some difficulty trying to locate the appropriate publisher for some of the titles in the late 1970's.

Another potential regulation concern is the requirements for master's projects, as determined by the faculty of our program. As students, we have the liberty to choose our major project, but must design and implement the project to complete particular requirements for the masters degree. For example, we are limited in what the final product can be-it must integrate learning, design and technology and may not be a research project. Requirements for final projects are like standards-they establish criteria for the student to follow, so there can be a method for evaluation of the process, research and final product. These requirements have not yet been a problem, as our design interleaves information on learning, design and technology. But we are aware that we are designing for one two distinct users-the final product will be for educators, students and designers interested in educational software. The other "product" will be our description of the problem, research and process that led us to this final product-this information will be created for the faculty and advisors of the LDT Program.
<back to considerations and rationale menu>
<top>

Multiple or competing solutions and designs
Any design process is iterative. Our project has changed radically from its inception to its current state and will most certainly undergo more changes. After much discussion about what the design should be, what criteria should be included, what software titles should be research-I would have to argue that there is no such "perfect" design. I do feel, however, that there is a design that a good design is one that will accommodate the needs of the information to be presented and the audience who will seek the information. There are considerations we should make with respect to the needs of our users as well as the needs of the information to be displayed. Our plan is to involve the users from the beginning of the design process. We have already conducted several informal interviews to meet designers and to gather a list of "oldies but goodies" titles. The users have particular interests-some of which are listed I think that the users should participate in the design-they have been involved in the original decision to undertake the project and should remain participants through the design and implementation processes. The users will be the best source of information for how the design should be structured. Because we want the user to be able to define or to design his experience, we will provide as many different representations of information as possible.

By providing different representations of information, we can allow the users to create the kinds of "stories" about educational software that they are interested in obtaining. The compilation of different types of information can lead to interesting stories of causality or difference.

In addition, we intend for the users to actively shape the information that is presented in the database. As users search, we can receive information about the kinds of information that are most often requested, which can further inform our design and content on the site.
<back to considerations and rationale menu>
<top>

Implementation and organizational issues
Our archive will be built as a web-site. After much discussion about whether the information could be captured in text format, or on a CD-ROM, we decided that a web-site is currently the best medium for presentation. On the web, this information can be accessible to anyone interested in researching information on older educational software titles-while we are designing for the designer, student or educator, we hope that this information can be used by anyone who is interested in researching information about the titles. The web provides an easy route to the information-there is no dissemination of a CD-ROM to contain the information. In addition, the natural affordances of the web will easily facilitate the storage and retrieval of multimedia. On the web, the information can easily be modified to adapt to the user needs-we will be able, through information on search requests and user feedback in the notes and commentary section, to determine what kinds of information are most researched.

We have not yet decided on a way to introduce the database to others, but we have discussed many different ideas. We plan to conduct user studies for the design of the site, and have accumulated different contact names at Stanford, Columbia, Harvard, Northwestern, San Francisco State University, Berkeley, as well as specific designers at educational software companies. One idea is to host a brainstorming meeting, to bring designers, educators and students together to collaborate for an afternoon. While this collaboration could be done in a virtual environment, we think that perhaps a face to face discussion could prove interesting as well If our archive is designed to create communication, discussion and collaboration, we would like it to be introduced in such an environment. The afternoon could be spent discussing the importance or weaknesses of educational software, or brainstorming additional methods for recording the history of educational software, which could include plans for recording what is currently being produced. As issues and discussion of knowledge management become more prevalent, it is important to think about the preservation of this information for future designers and educators. Another idea is to introduce the web-site via an online, virtual meeting of the minds. Because we are involving students, educators and designers in the design process, our hope is that the site will already have an existing, participating community who is aware of its progress and opportunities. We could bring these users together for an afternoon to brainstorm some of the same ideas. This could allow for users and designers in other areas to participate as well.
<back to considerations and rationale menu>
<top>