Cognitive Load and Learning Effects of Having Students Organize Pictures and Words in Multimedia Environments: The Role of Student Interactivity and Feedback.

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Cognitive Load and Learning Effects of Having Students Organize Pictures and Words in Multimedia Environments: The Role of Student Interactivity and Feedback Advisor: Ming-Puu Chen Reporter: Po-hung Chen Roxana M.;Alfred V.(2005) Cognitive Load and Learning Effects of Having Students Organize Pictures and Words in Multimedia Environments: The Role of Student Interactivity and Feedback. Educational Technology, Research and Development. 53(3),

Goal and purpose The goal of this study was to extend past research on multimedia learning by examining the role of dual code and interactivity in promoting scientific understanding. An additional goal of this research was to examine the cognitive load effects of the instructional methods used in our studies.

Theoretical Framework Mayer and Moreno's (2003) cognitive theory of multimedia learning (CTML), meaningful learning is active learning in which the learner possesses and uses a variety of cognitive processes to make sense out of the presented information. three assumptions: (a) the dual channel assumption (b) the active processing assumption (c) the limited capacity assumption

EXPERIMENT 1-method 98 undergraduate students was to divided into 6 groups(I-W,I-P,I-WP,NI-W,NI-P,NI-WP)who lacked substantial knowledge in meteorology groups (I) were presented with a random sequence of 4 frames at a time and given 3 min to organize them in the right sequential order After the 3 min was over, the 4 frames were shown in the correct order for an additional 1 min(3+1min). Groups in the noninteractive condition (NI) were presented with an identical program, except that each set of 4 frames was presented in the right sequential order for 4 min

Hypotheses and Predictions Consistent with the dual-code hypothesis, we predicted that, compared to Groups W and P, Group WP would have higher mean scores in both learning measures we predicted that groups using the interactive strategy (I) would outperform groups not using the interactive strategy (NI) on both learning I-WP would show high instructional efficiency. In short: I-WI-PI-WP NI-WNI-PNI-WP

Sample frame

measure learning (a) retention where we asked students to write down everything they could remember about the lightning process ; (b) transfer where we asked students to solve a set of four problem-solving transfer questions ; (c) mental load, where we asked students to rate how difficult to learn the program was ; (d)mental load and performance the relative efficiencies of the different learning conditions, where mental load and performance

Results and Discussion 1.There was revealed significant differences among the different code groups 2. There were no significant interactions between code and interactivity

3. Contrary to our predictions, the self-organization technique hurt students' learning from the multimedia program. (I-WP<NI-WP)

EXPERIMENT 2 The purpose of Experiment 2 was to determine if the negative interactivity effects were due to participants' lack of control of the time deemed necessary to organize the multimedia materials. We compared the cognitive load and learning effects of three condition We predicted Condition I-UT to be the most efficient interactive, system-timed condition (I-ST), interactive, user-timed condition (I-UT), not-interactive, system-timed condition (NI-ST)

had no time limitationsThe I-ST version of the program was identical to the I-WP version used in Experiment 1. The I-UT and I-ST versions were identical except that Group I-UT had no time limitations on interacting with the frames I-ST (3+1)min limited I-UT no time limitation

Results and discussion

We did not find support for the hypothesis that the negative interactivity effects found in Experiment 1 were due to participants' lack of control of the time necessary to organize the multimedia materials. Contrary to our expectations, Group I-UT spent less rather than more time on the multimedia program than the time given to the other groups by the system

EXPERIMENT 3 The purpose of Experiment 3 was to test the hypothesis that the type of feedback given to Group I in Experiment 1 hurt learning by promoting the superficial processing of the multimedia materials. Devided into two groups, interactive, system-feedback (I-SF) interactive, user-feedback (I-UF)

The I-SF version of the program was identical to the I-UT version used in Experiment 2 The I-UF Version--instructed students to arrange the four frames in order and to press the SUBMIT button

Results and discussion Effective interactivity requires feedback designs that promote the intentional and purposeful processing of the information

General Discussion Experiment 1 strongly supported the dual-code hypothesis. Even when students are given a cognitively engaging task-the interactive treatment-and control over the pace of their interaction the IUT treatment-deep learning is not promoted unless careful consideration is given to the effects of different feedback strategies. Asking students to evaluate a set of frames before submitting an answer was all that was needed to promote deeper learning from a self- organization technique.

First, designers of e-learning environments should combine and coordinate verbal explanations with visual presentations of science topics to reduce the cognitive load of students and increase learning. Second, they should take advantage of the transformation capabilities of computers to aid learners in the elaboration of their mental models