Quick Prototyping of Educational Software: An Object-Oriented Approach

Simon C H Wong

Research output: Contribution to journalJournal articlepeer-review

Abstract

Educational software developers have been criticized for the lack of software engineering methodologies and principles in their analysis and design and therefore have led to low quality products. This article introduces and demonstrates the “quick” or “rapid” prototyping software engineering paradigm which can be easily employed by causal software designers such as classroom teachers using object-oriented software production tools. Development of an educational software called “The Match-Maker,” a game for learning new words, is used as an example using HyperCard™ and its scripting language, HyperTalk™, for quick prototyping. The flexibility and suitability of the object-oriented hypermedia for quick prototyping are identified. Software engineering principles involved in various development stages are presented. Good programming styles and design principles which can be implemented at ease in the object-oriented environment are also discussed.
Original languageEnglish
Pages (from-to)155-172
Number of pages17
JournalJournal of Educational Technology Systems
Volume22
Issue number2
DOIs
Publication statusPublished - Dec 1993
Externally publishedYes

Fingerprint

Dive into the research topics of 'Quick Prototyping of Educational Software: An Object-Oriented Approach'. Together they form a unique fingerprint.

Cite this