Abstract
This study examined the learning benefits of a learner-as-designer environment simulating a real-world multimedia production house and its impact on at-risk high school students. It was found that the students showed a significant growth in their value of intrinsic goals. The experience helped students to acquire several critical design skills. What was most encouraging was that this experience of designing multimedia programs for real audiences provided many students, who were considered at-risk and could not otherwise succeed in schools, a way to pursue their own goals. It also appeared that such an environment offered a promising opportunity for students to exercise and develop their higher order thinking skills.
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