
Developping Educational Multimedia Materials
Ángel
Fernández
Director del
Departamento de Materiales Interactivos
Anaya Educación
SPAIN
Email:
angelf@anaya.es
1994, First
Septs in Multimedia.
Since 1995, the Interactive
Materials Departament of Anaya Educacion have been developping
multimedia materials, both in CD-ROM and on the Internet.
The main objetive was to become a
self-producer work-group, due to its previous activivity as a Systems
Department. The main computer installation in Grupo Anaya was
mainteined by this group since 1988, taking care of all the aspects
of what was called desktop publishing. Once all the users were formed
in their main jobs (that was, to produce printed products using
computers), our Systems Department was becoming, step by step, in
what we are now: the only group in Anaya doing their own mutimedia
products. This group was composed, in the begining, by people with
experience in desktop publishing solutions, but without any previous
experience in developping programs neither in programming languages.
In spite of, we started trying to build little educationals
prototypes, staying at the office in non working hours. So, we showed
the directors of our company little examples of future multimedia
educational programms, that should be accompaning our books.
Soon, our first opportunity was in
front of us: an european project, aided by the European Comission,
was aimed to build a multimedia program for kids, to help
understanding and recognizing the main animals and plants of our
planet. That was the first step of our first product: Explorama©.
Explorama©, the first educational multimedia program in
Spain
With the help of the European
Comission, we started to think on a methaphor, the first idea we
needed to start the project. Using a toy for children (and
watching our own kids playing), we realize that the best way to
study, classify and recognize animals and plants was travelling
on a special spaceship throughout the planet. Using a very
intuitive interface, the little children (the program was intended to
be used by 6 years aged kids) will visit the main habitats, wachting,
collecting, clasifying and even coloring each animal and plant shown
there.
After a huge amount of nights spent
at the office, we presented Explorama© at the Frankurt Book Fair
in 1994 -by these years the fair was begining to be called "The
fair of books and software"-, getting a very possitive
approval. The program was built in three different languages
(spanish, english and german), and was one of the first
multiplattform CD's, that is, working in both Macintosh and Windows
Computers.
1995: The
Systems Department become the Interactive Materials Department
Once Explorama© was in the
market, a entirely new project was asked by the direction of the
company. For the first time, we had the opportunity to choose and
design a new multimedia program for children.
And we choose literature for
children. We wanted to show that using computers was not against
reading, and the liking of reading. We wanted to demonstrate that
multimedia PC could be another useful tool to learn and have fun, and
not only using shooting games. And with this purpose, we started to
design what later was called as "The Happy Prince and The Story
WorkShop©". As we had the important experience creating
Explorama©, we started first designing completely all the
aspects of the program, not usign our computers until all the design
was finished.
The Happy Prince and the
WorkShop: we become famous.
The main objetives of the program
were two:
· To present the children a
classical work in children universal literature: a tale from Oscar
Wilde.
· To allow the chidren to
build their own stories, using a very intuitive and easy tool.
We wanted to add some aditional
value to the type of multimedia standard: the living books.
So, we built the complete animated story of The Happy Prince,
adding some important elements: hidden animations, five different
languages, and five complete diccionaries of all the written words
appearing on the programm.
We had some problems getting the
approval, due to the general thinking that children prefer comic
stories, and The Happy Prince was a very sad tale (I disagreed
from the beginning). Finally, we get the approval to create the
program, and we started to do it very enthusiastically.
Apart from the animated story, we
spent a lot of time designing the story workshop, the tool
that will allow the chidren to build their own tales. That tool
needed to be very easy to use, and at the same time, with many
possibilities of backgrounds, characters, text, music and sounds.
In fact, we will tell a story to the
children, and they will tell a story to us.
We took also advantage of our
design, to present an interactive information of the author -in this
case, Oscar Wilde-, and to know more data about his life and other
books.
A year later, our program was
finished. We felt very proud of our job, but also frightened about
its acceptance. We present it to the National Möebius Award
(the most important spanish and portuguese award for multimedia
projects), just with the intention to learn from the rest of the
presented products. And we won the prize!. That was a very happy
approval for our department, and we won also the chance of
participating in the International Möbius Award, to be
celebrated in Paris, in September 1996. We were going to have the
opportunity to analize what other companies were developping in terms
of multimedia products.
And, as the Oscars in Hollywood, the
speaker said "and in the multimedia educational category, the
prize goes to.... The Happy Prince, Anaya, Spain....".
Wining the prize, and taking
advantage of our presence in press and specialized magazines, we
started to work full time as the Interactive Materials Department in
Anaya Educación.
Two more titles with the same
interface design are now on the market: The Emperor's new clothes
& the Story WorkShop and Androcles and the lion & the
Story WorkShop. These are the three products of the Interactive
Classical Tales Collection.
1997, we go
crazy with Internet.
Once The Happy Prince was in
the market, we started to show the programm in schools, congress and
educational meetings. And we soon realize that children understood
the program much better that adults -kids started to create their
stories without any question-. They began to save their stories
on their computers, in order to show them to their families and
friends.
Meanwhile, we were working on the
second title (taking advantage of all the previous design and
programming), and making our first steps in a new enviroment: the
Internet. And we did ourselves an important question:
· How we could see the stories that children were creating
with our program?
· What could we do to allow a kid from any part of the
world to create and show his stories to any other kid?
We found the answer in what it is,
in my opinion, the most important social communication phenomenon of
the human history: The Internet.
In Spain, people navigating through
Internet in 1997 were very few. And, what was worse for us, this new
communication model will take new methods, new business models to the
standard of publishing. And the standard publishing industry began to
see the Internet as a enemy, not as the new and huge opportunity.
We prepared a prototype, using very
few examples being on the Internet, in order to show our directors
the new enviroment, and the need to reflect in depth on the subject.
Our company was known as an "educational services enterprise",
and the Internet was the most important opportunity to begin offering
services, not only products.
So, we started by our own to build
an Internet service for children. The Internet was very powerful,
useful and interesting, but everything there was in english, and the
programms (the browsers) were very difficult to use, and very far
from what we know as a look and feel interface.
Children from all the spanish
speaking universe will take advantage of all this wonderful
enviroment. All we had to do is to take advantage of all the
important social aspects, and creating special interfaces to be easy
to use.
We used to write in the cover of our
text books something that was the key for us:
Learning is sharing,
Learning is
participating,
Learning is
discovering,
Learning is having
fun.
Anaya Educación, our company,
had the proper tool to make this statements true: building an
Internet service for all the spanish speaking children of the world.
Using the Internet, you could share, your could participate, you
could discover, and you could have fun learning.
With all of these purposes, we
started to build our internet servive for children: La Aventura
Educativa.
La Aventura Educativa: the
internet service for children.
The main objetives of the begining
steps were focused on showing the people inside the company a new way
to offer not only products, but services. So, we tried to explain
adults with non previous experience on the Internet (in fact, with
any idea of what was all of it) in the same way as if they were
children.
We tried to include in the new
service all the important elements we discovered:
· A mail system very easy to use will allow the
children to share information, hobbies, and making new friends.
· A conference system will allow the children not only
to consume information, but also to produce information and to share
it with the rest of people.
· A virtual library will allow us to publish practical
information to be consulted, as the dictionaries, manuals, maps, etc.
· A virtual kiosk will help us to show a very important
difference publishing on the Internet: the information had to be
permanently reviewed, refreshed and updated.
· A virtual funfair will allow us to include
progressively new little programs with educational purposes
· A virtual museum will allow children to show their
paintings, handwork, etc.
With all of these previous ideas, we
started to publish the service, and started also to look for and
explain the key that even now everybody is looking for: Where is
the money?
For us, since the first html
code we wrote, the revenues for our company will be brought by the
capability of being the most important reference in terms of Internet
educational services in Spanish. But things in Spain were very dark
in terms of Internet business (and they remain the same now).
From a country with only one company
offering telecommunications services (the monopoly of Telefónica
de España), we passed to a completely different scenario: a
lot of new companies fighting for the phone market, the movil-phone
market, and the Internet market. In only two years, our country had
been divided into a variety of phone companies, offering free
Internet conections, and telling us that they are the really gate to
the Internet.
Meanwhile, Anaya Educación
started to look for a partner among these companies to share the
needed investments to offer La Aventura Educativa to everyone,
and trying to share also their future and hypothetical revenues.
1999: Internet
and the new industry standards.
In the last three years, Internet
have been the eternal promise for all the publishing and
communications industry. Meanwhile the revenues for the
communications enterprises are very clear (consuming connection
time), the rest of the industry -what it is called the content
providers-, is just waiting for an interesting offer of
joint-venture. They know the have the content, but they don't know
yet how to make it profitable. If the advertising is not the answer
(at least, not the hole answer), content providers are using the
Internet -in the best cases- just as a marketing tool for their
clients. They understand the Internet only as a tool to improve their
traditional business, not as a new way to create new business.
So, what is the future for our
service?
If we don't find a partner to share
the needs of investment, La Aventura Educativa, the first
completely Internet service for spanish-speaking children, will be
unfortunately closed, and our dreams of "changing the world"
(as the genius Steve Jobs used to say), will be postponed with no
date.
Please find enclosed
some marketing informations about our two jobs:
The Interactive
Classical Tales collection of CD-ROM's
La Aventura
Educativa: the Internet Service for Children.

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