ABSTRACT

The Centre for CBL in Land Use and Environmental Sciences (CLUES) has found that a systematic method is vital for the production of good computer-assisted learning (CAL) courseware. The development protocol for courseware at CLUES provides a series of discrete stages. The conclusions drawn following evaluation of one stage are used to improve the next iteration of the courseware. As the process continues, the package steadily approaches the goal – of achieving the desired learning outcomes when embedded within a course. This systematic approach to CAL courseware development follows the work of Rowntree (1982). The development of the CLUES module Beet is described as an example of this process.

‘Beet – a crop pest and disease management game’ is a CAL module presented as a simulation game. A simulation was adopted because it is the only way to provide students with an alternative to the kind of experience that they can acquire through the practical management of a beet crop. A comprehensive manual accompanies the CAL module. It provides advice on how to use Beet in a course, explains the underlying model, and details successful playing strategies.