Inspiration Software

Two-stage planning with Inspiration creates powerful multimedia

PATTI SCANLON'S STUDENTS love HyperstudioŽ. When they hear they get to work on a new project, they giggle and run for the computer lab. Unfortunately, says the elementary school teacher, that's the problem. Students shouldn't start their Hyperstudio projects by working with Hyperstudio. They should start with Inspiration.

"When students sit down with Hyperstudio, they get so intrigued with its bells and whistles that they forget about content," Ms. Scanlon explained. "But if we've first worked with Inspiration to plan the content of our projects, then my students can create something really useful."

 
For example, when Ms. Scanlon's students first worked with Hyperstudio, they just added pictures and paragraphs at random. They'd forget what they were trying to create. That's why Ms. Scanlon and her students now plan first with Inspiration. The "Sample Diagrams" section of this site shows how other teachers used Inspiration to plan multimedia projects.

They do a preliminary brainstorm, using RapidFire, on the content of the project as a whole. Then they go into more depth, noting keywords of what will go on each card. In this way they create a storyboard that thoroughly outlines the structure of the entire project. Only then do they begin to build their multimedia work -- and only then can they create a meaningful project.

Karen McBride, co-author of Help! I Have Hyperstudio ... Now What Do I Do?, also believes in planning. In her book -- and in her school, San Gabriel Christian School, in California -- she encourages the planning process in all Hyperstudio projects.

 
Like Ms. Scanlon, Mrs. McBride first has her students plan the content of their projects. But she also adds a second planning stage: designing stack structure.

If left to themselves, students will always create a linear stack structure -- the sort of structure you find in a book -- because this format is one they've seen most and understand. Card 1 links to card 2, which links to card 3, etc.

This structure is fine for an instructional piece, but it really doesn't take advantage of multimedia's hyperlinking capabilities, which are its real power. Card 1 can link to cards 4 and 6, which can each link back; card 2 can link to cards 3 and 4; etc.

Because students don't have much experience with this sort of structure, they can't imagine how it could work -- or they lose track of what links where and why. That's where Inspiration comes in. Mrs. McBride uses Inspiration diagrams to explain different stack structures. "The visual that Inspiration provides is critically important" in helping students understand stack structure, she says.

Further, Mrs. McBride requires that each student come up with a stack map, or blueprint, for their specific project. Each stack map is designed in Inspiration.

"Just as an architect needs a blueprint for building a house, students need a blueprint for building multimedia," she says. Without a blueprint for a house, the house falls down; similarly, without an Inspiration diagram explaining a Hyperstudio project, the project fails.

That's why, says Mrs. McBride, "Inspiration is so empowering."

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