The Case for Using Interactive Multimedia with HSS/IDM populations: What are the compelling reasons for designing an interactive multimedia version of a proven HIV intervention (the RTR) for rural teenagers in Appalachian schools? It is no secret that young people today are immersed in technology. For teenagers in particular, Moore’s Law seems to apply consistently. The rate of cell phone use has quadrupled in the last five years, picture phones, high-end graphics in off-the-shelf multimedia computers, gameboys and low-cost MP3 players that download digital audio and music from the web have made interactive technologies affordable and desirable. But do the actual features of these entertainment and communication tools contain elements that can be hypothesized to specifically appeal to characteristics of HSS and IDM students in rural schools?. Features of technologies are said to provide ‘affordances’ – that is opportunities for particular kinds of interactions or experiences specficially supported by the design or inherent aspects of the technology (Gibson, 1971). For example, interactive technologies specifically provide the opportunity for users to move at their own pace through content or to get feedback on their progress on program content. In this section we discuss features of interactive multimedia technologies, evidence from research regarding effectiveness and then link these features to known cognitive and affective characteristics of the target population for this grant. Feature (Affordance) Interactivity (Adaptive Hypermedia Systems) Specific Element Research on Effectiveness Immediate Feedback 1. Promotes self-efficacy (Shunk, 1991) because self-efficacy changes with experiences of success or failure and feedback provides such info. This is particularly important for our study because impulsive persons show greater concern about appearing incompetent and often rush to appear to ‘finish’ quickly and thus need consistent feedback to stay on track while maintaining interest (Park & Lee, 2004 p. 656). Self-paced navigation Learner control (Snow, 1980) defined 3 types: 1)complete independence, self-direction; 2) imposed tasks with control over sequence and pace 3) fixed tasks with only control over pace. Students find learner controle motivating (Gay, 1986, Kinzie, 1988). However, students can misjudge their own knowledge and needs. Limited learner control and advisement have been found to be effective in low prior knowledge situations. Shin, Schaller and Saveyne (1994). Our project provides opportunities to gather important, useful information about learner control needs for HSS/IMD. Presentations adapted to user knowledge and interest defined by paths through hypermedia effective for learning (Bursilovsky, Elkind, Schwarz, 1998; DeBra & Calvi, 1998). Annotations/ Communication/IM/BBS Multimedia Static Graphics Animations Video Opportunities for communication support multiple perspectives, prod alternative views, engage users in collaborative conversations (Gunawardena, 1991; 1995). Pictures can be memorable and engaging, particularly for students with attention problems (Mayer, 1984). Gain Attention, focus on processes and can make external often hidden processes (such as biological processes). (Rieber, 1989) Gesture, tone of voice, non-verbal feedback add affective force during interactions with learners and affect motivation and attention (duBoulay & Luckin, 2001). Users identify with visually presented situations (Mayer, 1984). Audio Can increase information in Short Term memory, can reinforce text information, can appeal to learners who have difficulty reading, can engage those who prefer to learn aurally, (Beccue, Vial & Whitley, Games/Simulations Combine MM (often highend graphics and audio) and Interactivity Credibility 2001). 1. Games provide high levels of intrinsic motivation because they incorporate elements of challenge and fantasy (Malone, 2. Characteristics of simulations a) models complex, real-world situations in which user interacts b) defined roles for participants with constraints and responsibilities c) data rich environments permitting users to execute a range of strategies from targeted to ‘shotgun’ decision-making d) feedback for particpant action in the form of changes in the problem or situation [empowering, engaging] (Gredler, 2004 p. 571). Credibility perceptions vary, but most non-academic user have high perceptions of credibility for webbased information. 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