CHAPTER: INSTRUCTIONAL DESIGN CONSIDERATIONS Instructional Media Background ………………………………... Instructional Design/Multimedia Learning Considerations …… Instructional Media Learning Considerations…………………... General Features of Learning Software …………………………. Approach to Instructional Design ……………………………….. Methodologies ……………………………………………………... Pyatt 1 2002 Background (Instructional Media) Multimedia Definition: “Multimedia is the seamless integration of text, sound, images of all kinds and control software within a single digital information environment (England & Finney, 1999).” Instructional multimedia allows instructional strategies that were never possible in traditional settings. For example, if a student is to be taught how to manage a bank he/she could be taught through a simulation which could give an accurate and detailed tour or experience the components involved in running a bank. The student could make adjustments and observe the predicted outcomes of the actions that he/she took. This type of experience could only be produced in the actual event of running a bank. Therefore, through instructional media, students can be taught certain complex tasks, skills, and techniques that become accurate representations of real applications applicable to the content that they are learning. The potential of instructional media can seem limitless. In terms of modern day students, adult, adolescent, and child, learning has become a more active experience. People enjoy learning that is active because they are motivated by the activity itself and forget about the struggles that are involved in the learning. From this view, expectations of the learning and of the way the material is taught have changed. "Current challenges in the educational settings are often related to changes in how the learning experience is delivered, in who is delivering the learning experience, and in the role of the learner as a member of a broader population. Radical changes have already taken place in the latter, and it is fair to say that new pedagogical approaches are needed to cope with the arrival of a new generation of potential students, those whom we can describe as the "play generation" rather than the "drill generation" (Guimaraes, Chambel, Bidarra, 2000)." Most modern day learners enjoy the “play” aspect that is afforded by multimedia activities. Flash cards for repetitious learning have been replaced by more engaging multimedia activities. Digital technology is being used to create new learning artefacts. Learner's involvement becomes active and conversational rather then passive (Chang,1999). It is quite obvious that instructional multimedia is a feature that can benefit learning. It in no way is the end-all solution to learning, but it can be a very powerful tool when used appropriately The limitless aspect of instructional media can be dangerous (Fenrich, 1997). In many cases, instructional media can become too media driven, by the inclusion of media components that are unnecessary, inappropriate, or ineffective as compared to traditional learning methods. Although instructional media can function as a stand-alone tool to teach and deliver information, under most circumstances, it should serve as a tool to supplement teaching rather than a machine to replace teaching. It is probably best to choose multimedia applications that complement or supplement particular areas that are to be taught and not the entire subject (Fenrich, 1997). It is from this view that most media applications are developed. Benefits of Instructional Media Learner Benefits One of the most beneficial aspects of instructional media afforded to the learner is the aspect of individual learning. In terms of individual learning, instructional media can be beneficial by affording the individual learner to carry out the following: (Fenrich, 1997) Work at their own pace, proceed when they are ready, control learning paths, review as necessary Learn form a patient tutor that can adapt instruction to individual abilities and backgrounds Become involved in active learning and receive immediate feedback Take part in evaluations through learning specific tests and quizzes Learn in a private manner, make many mistakes with little embarrassment Learn when convenient at any time Individualized instruction is practical for students because: Pyatt 2 2002 Individualized lessons promote an increase in learning and retention rates and overall success. (Increases up to 50 percent are commonly reported) Decreased learning time. (Time savings of up to 50 percent are common, along with increased attention and time on-task) Participation in instructional strategies that are not traditionally offered. (Simulations, games, tools and more) Alternative methods to learn. Well-designed presentations allow more interaction. Minimal peer competition with the emphasis on joy of learning and private scoring. Higher motivation and more positive attitudes. Instructor Benefits Instructional multimedia solutions (IMS) can replace ineffective or potentially dangerous learning activities with simulations, animations, and games that are more effective. IMS’s save time through reduced need for teaching. Savings in time can save money, increase student contact time, provide higher instructor-to student ratio. IMS can be used to teach repetitive and rather routine topics or skills, allowing instructors to focus their teaching on material that continually changes. Learning a new set of skills can become beneficial if the instructor will be involved in subsequent steps. New methods bring excitement, innovations, and different routines. Administrative Benefits Instructional multimedia is also beneficial to managers, because it can reduce costs in time saved training employees. Preserving Expertise. Making Expertise Available. Training local multimedia experts. Encouraging personnel to use computers and technology as tools. A business can offset instructional multimedia costs in many ways: Pyatt Selling the product Using the multimedia hardware for other applications 3 2002 Learning Considerations for Instructional Design and Multimedia Instructional Computing In the view of learning, we must understand that there are many tools that enhance or aid in learning. One such tool is the computer. Although its use has increased over the years, the computer is strictly a tool. Because of this, the computer and its use in instruction must be understood at all levels of detail. From hardware considerations to software considerations, instruction using the computer is still developing. A statement that puts the use of the computer in instruction is put forth by (Alessi & Trollip, 2000): “The current state of instructional computing is still in flux, with users facing issues of software and hardware incompatibility, as well as a lack of excellent and effective educational software. Two factors, hinder the success of instructional computing; a shortage of people skilled in developing quality courseware (which has resulted in much low-quality courseware) and disagreement within the field on how computers should be used in education. The availability of multimedia capabilities on so many computers has further confused the issues because many designers and developers believe that just adding multimedia elements makes software instructionally effective.” With these considerations in mind, developers and instructors must decide when to use the computer as a tool for learning. Because different media have different advantages, it is best to use the computer when it is likely to be beneficial to the learning process (Alessi & Trollip, 2000). The computer is most likely to be beneficial under the following conditions: Condition Cost Safety Nature of material is difficult to teach Learner Motivation is lacking Logistic difficulties exist Special needs of learner Example Science Instruction Chemistry Labs, Industrial Hazards Graphing or simulations of complex systems Ancient Histroy, Grammar, Vocabulary Addressing large groups of people, material is difficult to get first-hand (historical archives, science archives) Learning disabilities or handicaps Instruction Definition Instruction is a general term that describes the teaching and presentation of material or techniques that the learner is to become familiar with and eventually master. Instruction occurs any time a person is to learn something new or improve on his or her current knowledge of a subject or task. The instructional process occurs in four phases (Alessi & Trollip, 2000). Four Phases of Instruction 1. 2. 3. 4. Presenting of Information Guiding the Learner Practicing Assessing the Learning Presenting Information Pyatt 4 2002 The information or knowledge that is to be learned has to be presented in one form or another. This does not necessarily mean that knowledge is presented in a traditional sense, but can occur through discovery or self-guided learning. The ways in which the material is typically presented occurs in the form of examples, rules, or pictures. If skills are to be presented, they may be presented in the form of modeling, where the instructor or coach actually performs the skill(s) to be learned. Once again, the way in which the information is presented can take many forms: human aided or guided, computer aided or guided. When information is presented in the form of examples this is considered demonstration. Whether the presentation of information occurs through discovery, modeling, or demonstration, the medium by which it is presented can take many forms through many different mediums (Alessi & Trollip, 2000). Guiding the Learner The guidance phase of the instruction cycle is more interactive. It is during this phase that the learner becomes familiar with the information that is to be learned. It is during this phase that interaction comes into play. Guidance through learning is important because no one learner understands or comprehends everything upon initial exposure. True learning involves making mistakes and errors, which must be corrected through the guiding process. The guiding process can include discovery learning where learners discover principles or develop skills through experimentation (Alessi & Trollip, 2000). The guiding process can also be carried out through learner inquiry, such as in science experiments. This type of guidance is very effective under certain conditions (Alessi & Trollip, 2000). Most instruction, however, uses a model that begins with the presentation of information as more efficient and demonstrably more successful (Klausmeier & Feldman, 1975, Koran, 1971; Merrill, 1974). Where discovery is used for guiding the learner, it is stressed that it be guided rather than free discovery. The reason for this is the issue of accuracy in learning the information. If the learner makes mistakes, those mistakes have to be made apparent so that the end product of the learning is accurate perception or mastery of the knowledge, skill or technique. Practicing The practice phase of the instruction cycle involves mastering of the information. It is during this phase that the learner gains ownership in his or her knowledge of the material and begins to perfect their knowledge. This phase is important because learners should be able to perform quickly and fluently, sometimes under conditions or circumstances of distraction, with few or no errors (Alessi & Trollip, 2000). Since we want to permanently maintain the information that we learn, it is through practice that we can further ensure that the material stays with us for a long period of time. Through practice, not only are speed and fluency enhanced, but also retention (Alessi & Trollip, 2000). Assessing the Learning How can the learner, instructor, or instructional medium verify that learning has occurred, and that it has occurred to the point of mastery necessary for success with the particular information? This is where the assessment phase of the instructional cycle comes into play. Learning should be assessed through testing or rubrics (Alessi & Trollip, 2000). Not only should learning be assessed, but the assessment should be used as a tool to guide instructional decisions. In doing so, the type of instruction as a function of type of learner can be determined. Pyatt 5 2002 Methodologies for Facilitating Learning The computer can be used as a tool to address presentation of information, guidance of learning, practice, assessment, or a combination of the four (Alessi & Trollip, 2000). When the computer is responsible for the complete learning or total learning, then the instructional medium must include all four of the instructional phases. There exists eight methodologies that can be used in facilitating learning through the use of the computer. They are as follows: 1. 2. 3. 4. 5. 6. 7. 8. Tutorials Hypermedia Drills Simulations Games Tools/open-ended learning environments Tests Web-based learning Methodologies Analysis Table (Alessi & Trollip, 2000) Methodology Tutorials Hypermedia Drills Simulations Games Tools & Open-ended learning environments Tests Web-based learning Pyatt Description/Characterization of use Presentation and guided practice phases of instruction Present info. and guide learner Presenting Information Open-ended (constructivist learning experience) Less structured than tutorials Practice phase of instruction Repetitive practice of material Drill/Game methodologies combined for motivational purposes More complex Presentation, guidance, practice, assessment Rare for it to provide all 4 phases of instruction Combined with game methodologies for discovery learning purposes Combined with drills or simulations Used in practice of repetitive information in non-repetitive manner Discovery learning Integration of learning across content areas (adventure game) Supports phase 3 (practice) Rarely used for assessment or guidance, can, however, be done Learners use in conjunction to other media activities Open-ended, flexible Graphics tools/math tools most common May be part of any of the learning phase Support Exploration Used for obtaining or creating knowledge Practice and application of new knowledge Phase 4 (assessment) With exception of practice test or quiz, which are used in practice phase Used with any methodologies Typically a delivery medium Used for any of the four instruction phases 6 2002 Methodology Summary Many lessons used in instructional media combine methodologies to enhance learning. In fact, it is rare for only one program to use only one methodology. Before analyzing methodologies of interactive media we must first discuss different theories of learning that underlie all instruction and learning environments. Because of this, interactive multimedia must be built on sound human factors to be effective (Alessi & Trollip, 2000). Pyatt 7 2002 Learning Considerations for Instructional Media Principles of Human Learning Instruction is the application of basic learning principles (Alessi & Trollip, 2000), and it is through instruction that learning occurs. The definition of learning and the processes necessary for learning approaches are very theoretical and difficult to explain, measure and predict. We know that learning is a definite concept, but to actually measure, predict, alter, and enhance learning, is difficult. This is in part due to the elements that we measure to mark the accomplishment of learning. It is difficult to measure learning objectively, and therefore, there are many different theories as to just exactly what learning is and how it occurs. Modern learning theory is influenced by constructivist philosophy (Alessi & Trollip, 2000). Under this philosophy, everyone constructs their own version of reality. Learners are active creators of knowledge and lerning occurs by obsreving, manipulating, interpreting, and classifying the world around them (Alessi & Trollip, 2000). Although this is the modern philosophy that describes how people learn, it is not the only one, nor is it the only correct one. "Majority of learning psychologists, educators, and instructional designers prefer to merge various principles of behavioral, cognitive, and constructivist paradigms into one integrated approach (Alessi & Trollip, 2000)." The reason that we must study and understand the principles of learning is that these principles are essential to understanding how multimedia should be used to design effective educational materials (Alessi & Trollip, 2000). Behavioral Psychology Behavioral psychology was one of the first attempts to study how humans and animals learn. It is through behavioral psychology that our first principles of learning arose. Of these principles are classical conditioning and operant conditioning. Classical conditioning results from pairing a neutral stimulus with natural stimulus to elicit a response. Humans learn many behaviors because of classical conditioning. Operant conditioning is the process of using rewards and punishments to modify behavior (Alessi & Trollip, 2000). It was through the work of B.F. Skinner that much of our understanding of conditioning came about. Skinner made the following discoveries that apply to behavior and learning: 1. 2. 3. 4. 5. 6. Behavior that is followed by positive reinforcement increases frequency. Behavior that is followed by removal of negative environmental factors (negative reinforcement) also increases frequency (Ormrod, 1995). Behavior followed by punishment decreases frequency. Behavior that was previously increased in frequency through reinforcement is no longer reinforced, it decreases in frequency (extinction). Behavior that is always rewarded and is no longer rewarded decreases rapidly. Intermittent reinforcement behavior does not decrease rapidly when reinforcement ceases. Instructional Systems Design Discoveries provided by behavioral psychology have allowed for fundamental learning principles to be applied and integrated into human learning principles. Of these applications was the Instructional Systems Design (ISD) approach to instruction. This was an approach to developing instruction (Alessi & Trollip, 2000), that was used in industry and military. The overall concept of ISD was the analysis of content in terms of: Defining overall learning objectives Delineation of sequences/subsequences of curriculum Selection of instructional methods/media Designing delivery systems for individual lessons Evaluation of lessons and entire instructional system The ISD emphasizes measurement of observable and target behaviors (Alessi & Trollip, 2000). Because of this, there are several downfalls of the ISD approach. (Alessi & Trollip, 2000) state that the ISD model suffers in the following areas: Pyatt 8 2002 Complexity Provides direction at global angle Does not provide direction at micro level Behavioral Emphasis Ignores unobservable learning aspects (thinking, reflection, memory, motivation) Ignores unintended outcomes Too much emphasis placed on instructor/instructional materials, too little on learner One positive aspect of the ISD model is that it is designed to teach intended learning outcomes that are measurable. Cognitive Psychology Principles After its successive use in human learning, behavioral psychology lost its effectiveness in its application to human learning. The development of cognitive psychology was later developed to explain human learning. Cognitive psychology deals with studying a process known as cognition which is the process of knowing. This process emphasizes unobservable constructs such as mind, memory, attitudes, motivation, thinking, and reflection. (Alessi & Trollip, 2000). There are several approaches to designing instruction that have come about from cognitive psychology. Information Processing Approach When people learn new information, the learned information must be stored (Ormrod, 1995). This process is explained by the information processing approach. Under this theory, it is thought that information is stored in short term memory and that the information in short term memory must be used or organized so that it can become permanently stored in long term memory (Alessi & Trollip, 2000). It is also thought that memory and thinking have a limited capacity. If this is true, then facilitating learning is related to the ability of a learner to organize and store new information. Semantic Networks A second theory describing the learning process in a cognitive way is the theory of semantic networks. This theory comes from research in neuroscience. It is known that each brain cell is connected to many other brain cells in an array or network. Wherever the actual information resides in the brain is referred to as a node and these nodes are hypothesized to be connected to many other pieces of information. Collectively, these connections form the semantic network, the interconnected information of the brain. It is also thought that the information nodes are connected by links or relationships that are characterized by similarity, opposition, cause/effect, and time (Alessi & Trollip, 2000). There are billions of connections between billions of cells. Theoretically, knowledge consists of nodes connected in many ways. Cognitive activity such as remembering, thinking, acting, problem-solving, consists of information nodes being activated via connections to other links or nodes which activate other information. Under this model, learning involves the addition of links between nodes or by the alteration of nodes. Prior knowledge is crucial because learning is the incorporation of new knowledge into the network of prior knowledge through assimilation, accommodation, or both (Ormrod, 1995). Schema Theory The schema theory for learning is very similar to the semantic network model. Schema are the highly organized information collections and their relationships. The knowledge that already exists is thought to occur as a schema. Pyatt 9 2002 New knowledge can be modified to be incorporated with new information or schemas that can be modified to accommodate the new knowledge, or some of both may occur (Alessi & Trollip, 2000). Multimedia Considerations of Cognitive Psychology The areas of cognitive science that are most important to multimedia design are those relating to perception, attention, information encoding, memory, comprehension, active learning, motivation, locus of control, mental modes, metacognition, transfer of learning, and individual differences (Alessi & Trollip, 2000). Perception/Attention Learning begins with attention and perception of information in the learning environment. Perception is constantly affected by competing stimuli. Attention may be affected by different stimuli which is desired or non desired. There are three basic principles for perception and attention. Each of these principles has multimedia design considerations that can affect or enhance the desired effect. Although there are many considerations regarding attention one rule of thumb is that attention should be attracted early in lesson and maintained throughout lesson (Alessi & Trollip, 2000). 1. 2. 3. Information (video/aural) should be easy to receive. The position of information (spatial/temporal) affects attention to and perception. Differences and changes attract and maintain attention. I. Size and fonts used for text Color, size, level of detail used in pictures Volume. Clarity of audio Repeatability Pace II. Position of Information Spatial for video, temporal for audio Placement (important info is central to screen) Timing Ability to repeat aural elements can improve learning by increasing accessibility III. Differences and Changes Various text sizes, colors, fonts Changing backgrounds and music Dynamic techniques - animation and motion video Attention is drawn to change (dynamic or periodic) Human factors affecting attention: Level of involvement in lesson Personal interest in topic Prior knowledge about topic Difficulty in Lesson Novelty/Familiarity of information Encoding After stimuliis perceived, psychologists state that it must be encoded. This involves the transfer of stimuli into a memorable format for storage in the brain. Factors affecting encoding : Pyatt 10 2002 Format of information (English or Spanish) Medium of the information (Visual or aural) Interrelationships of different information elements Two theories are particularly of interest to multimedia applications and instructional design. Both relate to the processes involved with the encoding process. Dual Coding Theory Dual Coding Theory describes how learning is enhanced when complimentary information codes are received simultaneously (Alessi & Trollip, 2000). An example of this would be a weather report, where the presentation involves showing of weather maps, along with an auditory description of the map. This duality of information presentation can aid in learning because it makes the information easier to perceive, attend to and encode. "Learning is best facilitated by a combination of complimentary visual and auditory information (Alessi & Trollip, 2000)." Multimedia Effect This theory is very similar to the dual coding theory. The multimedia effect describes or characterizes the benefits of combining different and aural information through the use of multimedia. Multimedia programs that include text, speech, drawings, photographs, music, animations, and video with or without sound can enhance learning. Some combinations compliment each other, while others impede and conflict the learning (Alessi & Trollip, 2000) by distracting the learner from the task at hand. Multiple Symbol Systems The idea of multiple symbol systems is best described using a mathematics example. If a student is to study the following equation x2 + 2x + 3 = 0, and understand it to a level of detail where he or she could compare the relationship to another, the multiple symbol system may aid in the learning. To study this relationship, the student could explore the relationship graphically. He or she could then compare this graph to another graphed equation and make more sense of it graphically than just comparing the two equations. A second example of multiple symbols systems occurs in chemistry. Students are expected to know and understand chemical compounds and reactions at three different levels: symbolically (H2O), structurally, H-O-H, and three dimensionally. It is through multiple systems that learners can reinforce their understanding of the information that they are to learn. Not all information can be studied in a multiple symbol system, but multimedia lends itself to aiding the instruction of material that can be in the form of a multiple symbol system. Memory After perceiving and encoding information, it is necessary to recall on that information at a later time. There has been much research on memory in hopes that by knowing how the memory structures of humans operates, memory can be improved. This is of particular interest to multimedia and instructional design. Instructional designers want to develop multimedia applications that are consistent with our current understanding of memory. There are two principles for enhancing memory: Principles of Organization and Principles of Repetition. Principles of Organization "Information is remembered better and longer when it is organized, when organization is imposed upon it, or when the learner is made aware of the organization (Alessi & Trollip, 2000)." This is best demonstrated by the teachings of foreign language where students are to memorize vocabulary. The point here is to decide which approach is best to learning vocabulary. It turns out that when the vocabulary words are organized, rather than arbitrary, the students learn them more rapidly, more perfectly, and for a longer period of time (Alessi & Trollip, 2000). An example of how the vocabulary words might be organized is by category (foods, people, objects) or some other scheme that is logical to the student. Pyatt 11 2002 A second technique for memory is the idea of mneumonics. For example, HOMES for memorizing the great lakes. Mneumonics may take the form of analogies, songs or algorithms such as red sky in morning, sailors take warning, red sky at nigh, sailors delight. A common mneumonic used in chemistry is one used to describe the diatomic gases, "BrINClHOF". Principles of Repetition The more that information is practiced or used, the better and longer the information is remembered. This is evident by learning tools such as flash cards, the read, write, rehearse activity, classroom recitation and quizzes. These techniques are very common and are very useful for information that has no inherent organization. Of the two principles on memory, the organization principle is the most effective of the two. However, it is not always possible to organize information. During these situations, repetitive learning of information is necessary. It must also be pointed out that memory is affected by several factors such as relevance of information, and motivation, and that each person has their own strategies or techniques for memory. A quote that best describes this process is "remembering new information is difficult when information is not relevant or the learner is not motivated. On the other hand, a highly motivated learner presented with relevant information can learn under almost any circumstance (Alessi & Trollip, 2000)." Comprehension We must not only be able to attend to, perceive, interpret, and incorporate into memory important information, but we must also be able to call upon the information that we have learned. When calling on this information, we must be able to apply, categorize, discuss, evaluate, manipulate, and teach the information that we have learned (Alessi & Trollip, 2000). This process is known as comprehension. It is a process that becomes very important in learning. Once again here, however, we must stress that this process too is affected by motivation. Reading comprehension can be affected by the complexity of the material and the relevance of the material. In either case, comprehension involves more than just memorizing words and informational concepts. To comprehend information, we must be able to differentiate between factual examples and concepts to the point of ownership or self expression of the meaning of a concept. Comprehension can be verbal, in the case of relating information in your own words, or explaining to someone else what you have learned. Comprehension can also be conceptual, in the case of being able to distinguish examples and non-examples of the information that is being learned. The comprehension of information can also be rule or principle oriented. In this case, knowing when to apply the information and demonstrating the correct application of the information is a type of comprehension. By selecting and designing appropriate interaction for a lesson, comprehension can be enhanced. This approach is more effective than designing lessons that are based on strict recall or retrieval of information (Alessi & Trollip, 2000). Active Learning Learning occurs by not only observing but also by doing. The familiar statement "I hear and I forget, I see and I remember, I do and I understand" says much about human learning. When a learner can actually "do" or carry out the feature that they are learning, then they demonstrate competency in their knowledge. Allowing the users to "act" in learning is one of the most important features of interactive media. The famous saying "To teach is to learn twice" also brings about the importance of actively engaging in the learning process. Because interactive media allows users to "act" in their learning, there are many opportunities to develop courseware that utilizes the concept of active learning. However, much commercial courseware falls short in this regard. This is in part due to the difficulty associated with designing interactions that are frequent, relevant, interesting, and have appropriate level of difficulty (Alessi & Trollip, 2000). Pyatt 12 2002 Computer interactions primarily consist of typing, and mouse-driven actions. This type of interaction is very different than the interaction that occurs between humans. Human-Human interaction is much more complex and includes speaking, listening, arguing, touching, motioning, and facial expressions. Choosing actions to facilitate learning goals should go beyond human-computer interactions and include humanhuman, human to computer to human interaction, human to paper, and human to equipment (Alessi & Trollip, 2000). Gavora & Hannafin, 1995 offer a guide to designing activities that are interactive. Interactive activities depend on: 1. 2. 3. 4. Whether responses are primarily physical or mental actions How much mental or physical effort the responses require Whether physical or mental actions are automatic or must be intentional The extent to which the actions support the tasks and knowledge to be learned A balance of these factors should be achieved in designing active learning (Alessi & Trollip, 2000). Motivation There are several theories on motivation. The two most accepted or most popular theories on human motivation are from Malone & Lepper, and from Keller. Both theories describe ways in which intrinsic and extrinsic motivation can be affected. According to both Malone's and Lepper's theories, people are motivated in one of two ways; intrinsically or extrinsically. Intrinsic motivators are elements within people that influence them or motivate them. Examples of these are pride, self-worth, and other sometimes immeasurable features that influence us and motivate us. Extrinsic motivators are elements that are on the outside. Features such as these are grades, praise, money, or other rewards (Ormrod, 1995). Malone's Motivation Theory There are four factors that influence intrinsic motivation: challenge, curiosity, control, and fantasy. The more a program includes the four elements, the more successful learning is because people enjoy it more. Motivation Element Challenge Curiosity (sensory) Pyatt Requirements Challenge level should be individualized Lesson should not be too easy or too difficult Challenging goals should be set at beginning of lesson Maintain challenge by varying difficulty of material as learner performance improves Curiosity is instigated by visual or auditory effects 13 2002 Curiosity (cognitive) Control Contingency Choice Aroused by information that enforces, conflicts, or contradicts with learners current knowledge structures Outcome of lesson is directly related to learner's actions and responses Lessons that have specific feedback and respond to learner performance Learner should be permitted to select learning sequence (difficulty, learning type) Encourages procedures (menus, global branching options) Power Fantasy Learners actions should have powerful affects on learning environment Environments where learner creates computer programs or graphics programs Games, virtual reality, 3-dimensional, excellent graphic requirements Encourage learners to imagine themselves vicariously involved in the experience or metaphor Brings relevance to content of material through the vicarious experience Games, simulations Lepper's Motivation Theory According to Lepper's research, extrinsic motivators diminish user interest in learning because the goal becomes the reward rather than the learning itself. Research suggests, however, that extrinsic motivators can aid in motivating students to learn. Under Lepper's theory, intrinsic motivators are inherent in the instruction. Learning is intrinsically motivating if learners consider it enjoyable or "fun". According to Lepper, motivational techniques must be individualized because each learner is motivated differently. The following techniques are suggested to enhance intrinsic motivation. Techniques that enhance intrinsic motivation (Alessi & Trollip, 2000): Use of game techniques Use embellishments such as visual techniques to increase learner interest of work and attention and to encourage deeper cognitive processing Use exploratory experiments Give learner personal control Challenge learner Arouse learners curiosity Give encouragement, even when errors are made Keller's ARCS Motivation Theory According to Keller, the instructional designer must be proficient at motivation design as well as instructional design and content design if he or she is to develop effective learning courseware. Under the Keller Motivation Theory, the learner is particularly motivated by four factors which he calls "ARCS", Attention, Relevance, Confidence, and Satisfaction. Motivational Factor Attention Relevance Pyatt Instructional Design Considerations Capture early, maintain throughout in lesson Use curiosity to capture/maintain attention Perceptual and content variety maintains attention Demonstrate that learning is useful/important 14 2002 Use of content examples that are of interest or important Incorporation/integration of real-world applications Make clear expectations Provide clear opportunities for success Allow for personal control Enable users to apply what they have learned in real and useful ways Positive consequences following successful progress Encouragement during difficult times Fair through: Consistency Activities meet objectives Intelligent/consistent learner action/evaluation Confidence Satisfaction Motivation Summary: Motivation as a measurable event, is rather subjective, abstract, and idealogical. However, we do know that something exists within humans that influences us to act in particular ways and to attend to particular stimuli. We also know that we can influence the ways that we attend and stay attended to particular stimuli. Three theories have related human motivation to instructional design considerations used in developing effective learning courseware. There are differences between all of these theories, yet they share many common features. In designing effective courseware it is probably best to consider all of these theories in a complete manner so that the instructional design considers the motivational factor in learning. Although many of the motivational theories apply to many people, we must continue to reemphasize that multimedia applications must keep the learner in mind. By this, we mean that we can not jeopardize good learning at the expense of excessive/inexcessive motivation. In designing multimedia applications use moderation with motivated techniques (Alessi & Trollip, 2000). Too much learner control may allow the user to make poor or misguided decisions that hinder learning. Instructional design is a compromise, not only in motivation, but all elements that may affect learning. Locus of Control The learner, program, or a combination of the two can be used to control sequence, content, methodology, and other instructional factors (Fenrich, 1997). Obviously there are two extremes in this regard. The reason to consider this balance in instructional design is because research has shown that the proper balance can enhance or hinder learning depending on the balance chosen with respect to the type of learner and the type of material. For example, evidence shows that highly achieving learners benefit from greater learner control over the environment, where as lower achieving learners benefit from a more controlled environment. Differences have been shown for different ages as well (Alessi & Trollip, 2000). The instructional design should have a locus of control feature that determines which aspects are learner controlled such as pacing, reviewing, requesting help, and which aspects are program controlled such as instructional settings, difficulty setting, assessment and mastery decisions. Mental Modes (Schar, 2000) Pyatt 15 2002 Mental modes are the constructs that can be called upon to solve processes and answer questions. For example, mental modes are necessary in solving a multiplication problem, predicting an event, and understanding a system. Many psychologists feel mental modes are necessary for learning knowledge. They believe that when learners are to understand complex skills or phenomena, the formation of mental modes is a fundamental component. Learners do not develop mental modes spontaneously. It is thought that mental modes may be skill oriented, and that certain people are more qualified than others at this skill. In terms of a skill, people can be trained at improving their mental mode. How do we integrate interaction processes, authoring approaches and rich elements of hypermedia in order to improve the effectiveness of a learner centered educational environment? How do we design for this medium? Experiential learning "Cognition and learning theories play a fundamental role in the design of the proposed environment. The most relevant notions are the cognitive styles and modes, the structure of learning processes, the exploration of cognitive mapping tools, and the impact of rich media (Schar, 2000)." Cognitive Styles and modes It has been stated that all students have a mixture of four basic learning styles: Reflector Pragamatist Theorist Activist Experiential Reflective Associated with automatic and controlled Experiential and productive "Expriential and reflective modes do not capture all the thought, nor are they completely independent, but seem to define the spectrum of our interaction with technological artefacts. Both modes are essential for human performance, but require very different technological support. Many tools fail by providing reflective support for experiential situations, or experiential support for reflective situations (Schar, 2000)." Learning Styles Reflector (observation) Pragmatist (engaging in practical applications) Theorist (Abstract conceptualization) Learning Processes (phases) "classic" learner controlled pedagogy Initial conceptualization of subject/domain Construction-learner actively engages with subject Dialogue- emerging understanding Cognitive mapping Pyatt Bridges experiential activity of a learner and the reflective process 16 2002 Rich Media Learning Integration of audio-visual information with the learner's knowledge structure facilitates retention and retrieval "Training learners to transform complex visual images can provide an important link between visual and verbal storage retrieval." "One of video's greatest strengths is the power to generate attitudes and emosions as no other medium can" "It is an excellent tool for displaying affective information" Understanding the concept of mental modes can improve the instructional design of interactive multimedia. Conceptual models or diagrams of learning or information have been suggested as ways to improve learning. Instructional media has great potential for the development of material that includes conceptual models, diagrams, and graphical explanations to map learning. The ways that instructional multimedia can incorporate mental modes is through computer diagrams, animations, and video presentations. Metacognition Metacognition refers to the learner's awareness of his or her learning. Many people are well aware of where they are in terms of their learning, while others are not or choose not. High achievers have good metacognition as well as cognition (Alessi & Trollip, 2000). However, there is no relation between cognitive abilities high or low and metacognitive ability high or low. Metacognition is an important consideration in instructional design, because users should have an accurate perception of their experience and success in using instructional media. Learners can be grouped into four categories in terms of their metacognition/cognition ability: 1. 2. 3. 4. Learners high in metacognition and high in cognition Learners low in metacognition and low in cognition Learners low in metacognition and high in cognition Learners high in metacognition and low in cognition Designers and teachers need to pay as much attention to the learner's metacognition as they do to the learner's cognition (Alessi & Trollip, 2000). It can be difficult to aid the learner in this regard, because metacognition is difficult to measure. However, most common approaches are general self-awareness of one's own knowledge and abilities, reflection, and self assessment. Metagognitive considerations of Multimedia Design: Reminders to stop and reflect Assistance with self-assessment Working with partner Practice activities for development of metacognitive skills Research has shown that learning skills in metacognition is not content specific (Alessi & Trollip, 2000). Therefore, metacognitive techniques taught and used in one content area may be transferred over to other areas. Transfer of Learning Transfer of learning refers to the extent to which performance in one situation is reflected in another. For example, students that are studying the chemical elements should be able to transfer this knowledge or learning to other applications such as writing chemical formulas. There are two types of learning transfer: near transfer and far transfer. Near transfer is applying learned information or skills in a new-environment that is similar to the environment where the original learning took place. Far transfer is applying learned information or skills in a new environment that is much different. Pyatt 17 2002 Multimedia techniques that facilitate transfer of learning are simulations, case-based learning, collabrative learning. Transfer of learning for near transfer can be enhanced by having similar elements within the instructional environment. Transfer of learning for far transfer can be enhanced by building variation into the instructional environment. This facilitates a generalizing effect between stimuli and responses (Alessi & Trollip). Individual Differences Everyone learns at a different pace and in different ways. Because of this instructional methods should be learner specific. Interactive multimedia is advantageous in its ability to individualize the learning experience. However, this is not fully taken advantage of and when it is it is difficult to maintain. Good software adapts to the individual learner, utilizing their talents, giving necessary help, providing motivators that learners can respond to. Matching learning styles with appropriate methodologies is important. This is made possible by continual assessment of individual differences so that the right match is made. Individual Difference Reading vs. Listening Skills Multimedia Considerations Provide alternatives of text vs. speech for verbal presentations Difference may be due to: Age Educational background Ability level Personal preference (text/listening) Nationality Learning Style Cognitive Style Pyatt 18 2002 Working with others/alone Hypermedia (open-ended vs structured) Multimedia Application Domains (Adapted from Fenrich, 1997) Verbal Information Learners must give specific responses to specific stimuli. This is typically carried out by remembering and recalling information. Learners give one specific response for each question. Tests questions are of a common type (e.g., paraphrases, multiple choice, true false, etc.). Learners do not conduct symbolic manipulation. Learners need to gain verbal information before they can move on to higher level applications. Experts can supply verbal information Intellectual Skills Learners need to think, and their participation must extend beyond simple memory recall, and restatement. Application may accommodate more than one way to answer a question. Learners can complete symbolic manipulation. Intellectual skills can be classified into six categories: 1. Discriminations 2. Concrete concepts 3. Defined concepts 4. Rules 5. Higher-order rules 6. Cognitive strategies Discriminations Relatively low-level intellectual skills where learners simply point out differences and do not specifically describe the differences. Examples of discriminations are: Discriminate between a male and female fish. Discriminate between a rock song and a country song. Concrete Concepts Concrete concepts are more intellectually advanced than discriminations in that they involve specifically listing and noting differences that exist between two concrete entities. Examples of concrete concepts are as follows: Pyatt Identify, by pointing on the screen the different parts of an internal combustion engine. Indicate which compound contains calcium, and which contains nitrate. 19 2002 Defined Concepts Defined concepts involve the classification of the differences or similarities that exist between and among objects. Examples of defined concepts are as follows: Classify the following compounds as acids and bases. Classify a mixture, element, and compound. Rules Rules combine concepts. They tend to be collections of similarities or differences that classify objects. Examples of rules are: Correctly name binary compounds, polyatomic compounds. Correctly write the chemical reaction that occurs between hydrogen gas and oxygen to produce water. Higher-Order Rules Higher-Order rules must require the student to use a collection of rules that apply to a particular object. An example of this would be: Using your definition of a lewis acid, Bronsted-Lowry Acid, and Arrhenius Acid, classify the following compounds. Use your definition of plant, animal, and bacterial cell to classify the following slides. Cognitive Strategies Cognitive strategies require the learner to perform an original or creative act. This may involve the learner to create their own definition for a particular phenomenon or occurrence that they have studied. Examples of cognitive strategies are: Design a multimedia simulation that… Create a set of standards for the different types of chemical reactions. Judge the significance of the first law of thermodynamics. Psychomotor Skills The mastery of psychomotor skills involves the use of muscular actions to achieve something. These skills extend beyond a simple mouse click or key stroke. For example, manipulation of objects in a virtual reality simulation for surgery involve psychomotor skills. Examples of learning outcomes using psychomotor domains are as follows: For an editing decision, list an editing suite, and make a master videotape from a set of source tapes Using a graphics editor, construct a diagram of the heart. Arrange a set of parts into … Play a melody on a guitar. Attitude Attitudes are skills that reflect people’s tendencies to make decisions or choices under certain conditions. Attitudes can challenge measurement techniques for several reasons. A person may not be able to effectively demonstrate their mastery in a give skill because it is not possible to carry the skill out at that given time. For example a particular aspect of driving may have been understood by the student, but they can not demonstrate this skill until they actually get behind the wheel. Secondly, some skill may be carried over into other skill domains. For example, on student lab safety the student is instructed to wear safety goggles. The actual demonstration of this task would Pyatt 20 2002 involve psychomotor domains. Because attitudes are difficult to define, measure, and predict, flexibility must exist in applications to accommodate for unforeseen inconsistencies. Examples of learning outcomes involving attitude domains are as follows: The learner will choose to follow the systematic instructional design process The learner will decide to involve a team when creating multimedia products The learner will prefer hip-hop music over classical music. Pyatt 21 2002 General Features of Software for Learning According to Alessi & Trollip, 2000, there are five instructional factors that are common to all interactive multimedia. Those factors are: 1. 2. 3. 4. 5. Pyatt Introduction of the program Learner control Presentation of information Providing help Ending a program 22 2002 The following summary specifically lists the elements that should be considered when incorporating each of the prescribed five instructional media factors (Alessi & Trollip, 2000). SUMMARY OF GENERAL FEATURES INTRODUCTION Short title page Clear and concise directions User Identification LEARNER CONTROL Use mouse whenever possible Use keyboard input for expert users Use buttons for global controls and frequent actions Use menus for global controls Provide controls that are obvious and easy to use Use complete button behaviors (rollover, cursor changes, state changes) Provide consistent position, appearance, and function in controls Design controls in accordance with users and content Make controls and directions for them visible when available PRESENTATION OF INFORMATION Consistent Use presentation modes appropriately (e.g., text, sound, video). Text should be lean, clear, well formatted, and at appropriate reading level Use graphics and video for important information Video should be short and controllable Use speech to catch attention, give directions, and facilitate dual coding Use color consistently and sparingly Maintain good color contrasts between foreground and background PROVIDING HELP Procedural help should always be available Provide context-sensitive help Use rollovers as a form of constant help Always provide a help button when help is available Provide help in a manual for starting the program ENDING A PROGRAM Distinguish temporary versus permanent termination Always allow temporary termination Provide safety nets when the learner requests termination Give credits and a final message at the end Approach to instructional design Pyatt 23 2002 Using cognition and learning theories to develop a framework and a set of requirements to approach multimedia design for educational purposes 1. 2. 3. Flexible access and structuring of knowledge and rich information Felxible interaction with this knowledge and information Communication and interaction among participants in a learning experience Framework is built according to the following design proposals: To structure rich format and knowledge proposed integrated use of cognitive maps and hypervideo To support individual and collective interaction and manipulation of information and knowledge, we require the ability to navigate and change those structures To enable personal interaction and communication, we require sharing and co-construction of both information and knowledge structures. Cognitive modes are taken into account in the navigational support in the rich media environment, and in support for cognitive structure elicitation, collectively done by learners and teachers in the hyperscapes model. The four learning styles are supported in the following ways: Reflector. A large portion of the web is asynchronous, it caters naturally to the needs of reflective students. Pragmatist. Practical exercises with problem solving structure and a theoretical support were implemented with images and sound that contextualize the experience. Theorist. Activist. The web naturally lends itself to active discoveries through hyperlinks, and the main assets are its multiple navigation possibilities, email, message boards, chat, multimedia, videoconferencing and the highest level of interactivity. Hyperscapes learning Model A mechanism to bring expressive power to authors and a tool to support learners in finding paths relevant to their own aims and needs. It utilizes concept mapping support for construction, visualization and navigation of complex hypermedia structures. The goal is to develop reference models that are meaningful organizations of information in our minds. This process is facilitated if meaningful sounds, pictues and graphics are used to express ideas. Visualization is an important concept in this process as learners attempt to mind map the structure of knowledge they acquire. Cognitive Flexibility Theory - learners are able to spontaneously restructure their knowledge in many ways as they chart their courses through the hypermedia material. Leraners construct multimedia artefacts - knowledge and information hyperscapes- initiated by the instructor and further developed and shared in an organic, adaptive and generative manner. The role of hypervideo "Video can greatly enhance the authenticity of a computer based learning environment." "For a system to allow learner reflection, it must have a compositional and representational medium that affords adding new representations while modifying and manipulating old ones, and it must perform comparisons(Norman, 1993). Reflection also requires the time and ability to elaborate upon and compare ideas. Thus, the medium must afford reflection time. Broadcast television cannot augment human reflection; it does not afford comparison or the time to reflect. It is usually watched in an experiential mode. However, television and viseo could be a powerful tool for reflection if the user could select what is to be seen and control the pace of the material, and could go back and forth, stopping, making annotations, comparing its relation to other materials. Effective reflection requires some structure and organization (Norman, 1993). Structuring and organizing material is the main issue in hypermedia. Hypervideo refers to the integration of video in truly hypermedia documents. True integration of video requires a more powerful hypermedia model that takes into account its spatial and temporal Pyatt 24 2002 dimensions as well as aesthetic and rhetorical aspects of integrating several media. The hypermedia model should also define the semantic structures and mechanisms for linking video, and find new concepts of navigation. For an adequate support of learning processes, integration with video must allow the learner to exercise the "natural" experiential cognitive attitude when watching video, so as to induce and support the reflection processes, and correlate different types of information Efficiency and effectiveness of pedagogical framework and the use of cognitive maps and hypervideo: Students appreciated the freedom to access and integrate different resources, to build new materials as hypermedia productions, and to respond to challenges, creating new situations and constructing their own knowledge maps Constructivist activities were very motivating to the majority of students and the tools were easily mastered. Precise focus on the objectives was attained by work groups without wasting time "playing around" with software. Ability to integrate video into hyperdocuments was also an important feature, as it enabled learners to create rich representations and promote deeper understandings. It improved both text and video understanding, due to the contextualized explanations and illustrations made possible by the integration of both materials. Important relations with video information could be captured. Students were more motivated to watch the videos, as the process became more flexible and engaging. It was easier to search for information and to capture the videos' messages through the different maps available. Video sourse material is better used in a reflective mode if presented in such a way that the content or knowledge structure is made explicit. Different learning styles were supported through different interaction and navigation choices. Guidance on the thematic criss-crossing of the subject domain is important for the construction of concept maps. Students get easily lost if there is no tutor or expert support, no matter what access thay have to the knowledge resources. The results suggest that the adoption of cognitive maps and hypervideo in our pedagogical framework is a powerful way to support the structuring of and interaction with rich knowledge and information spaces, allowing for more effective, flexible, rich and participatory learner centered environments. The activity theory This theory uses the information processing approach. The second approach; human centered design approach, strives for an interface that is attractive, easy and effective for users. The desktop approach comes from this approach which also includes file manipulation, text editing, public automats such as information kiosks, ticket vending machines "In complex tasks (e.g. computer-aided learning, computer-aided design, programming or process control) the user-interface becomes part of the task solving process (Reber,1989).” "the theoretical approach resulted in interfaces that improved learning performance, but these interfaces were not necessarily most time effective. On the other hand, the application of user-centered design principles resulted in interfaces that benefited from shorter task solving times and higher satisfaction, but this was at the cost of the learning performance. A combination of both design principles would aim at defining interfaces supporting both high performances and high satisfaction (Reber, 1989).” Implicit and Explicit Learning People can learn in two different modes (Reber, A.S., 1989; Hayes & Broadbent, 1988) Explicit learning mode is characterized by rational, selective and conscious attention. Implies observing a manageable number of variables from the environment and keeping count only of the contigencies between those variables. This learning mode is more demanding for the cognitive system. People who learn by this sytle develop a mental model of the problem, which can be consulted, manipulated and communicated.It is this type of learning that we classify as problem solving (Reber, 1989; Hayes & Broadbent, 1988) Pyatt 25 2002 Implicit learning mode is an unconscious process that yields abstract knowledge. Similar to trial and error learning. It implies storing all the contigencies between all variables at play. Reber defines implicit learning as a "general, modal free process, a fundamental operation whereby critical co-variations in the stimulus environment are picked up" (Reber, 1989, p.135; Reber, 1989, p. 135) The success of employing one of these modes depends on characteristics of the problem or the learning task. All learning task or problem has a structure of rules, which affects how the problem should be solved and which solutions should be attempted. Task saliency - " degree to which the critical features of the stimulus material are obvious to the subjects, and by the amount of information that needs to be considered. The more features that need to be considered, the less salient is the problem (Reber,1989).” The saliency of a problem increases if the number of irrelevant factors in the situation is low, or if the key events are in accordance with general knowledge from outside the problem. Saliency example: (Reber's research) Developed artificial language using strings of letters. Only certain combinations of the letters would follow the rules of the artificial grammar. Under the salient condition, letter strings were organized in columns so that each column represented one underlying stimulus type. Under the non-salient condition, the letter strings were shown randomly. The learning modes can be induced by external factors. In Reber's research, a learning mode could be induced in the subjects by means of instructions. Subjects that were told to search for rules in an artificial language would learn in an explicit mode. If the subjects were led to believe that there were no rules then they would learn in an implicit mode. Impact on learning Subjects that were instructed to search for rules (implicit mode) were able to memorize exemplars of the stimulus structure better. Subjects that were not instructed to search for rules (explicit mode) tended to invent their own rules, which were inaccurate representations of the stimulus structure. According to the theory, the ideal combination of problem saliency and learning mode would be to learn in an explicit mode if the problem is salient, and to learn in an implicit mode if the problem is not salient. The implications of this theory is that people should be induced to learn in a mode that corresponds to the problem saliency. In terms of HCI and interface design, different user interfaces can induce the two learning modes. Applying this theory to HCI User interface definition - "the parts of the system with which the user comes into contact physically, perceptually or cognitively" This includes keyboard, mouse, joy-stick, touch screen as well as software features such as the graphical and structural organization of a program. Interaction - Tools and learning modes There are several interaction tools that can induce different learning modes. For example, a mouse requires that the user directly interacts directly with objects. Conversely, other interaction tools require that the user interact by intermediary actions by typing commands. When the cognitive impact of two different tools differs enough, different learning modes can be introduced. "Recent research shows that the user interface radically can influence the way people learn by means of a computer (Schar, 2000)." (Schar, 2000) Research shows that an interaction tool which induces a learning mode, also has consequences for the learning performance. Interaction tools that increase the cognitive load on students when learning (e.g. by demanding the users type commands in order to interact), can inducean explicit learning style. Interaction tools implying little cognitive load on the users, such as interaction by direct manipulation with graphical objects, tend to induce more implicit, trial and error learning mode. The success Pyatt 26 2002 of learning a certain task is closely linked to the chosen learning strategy. The interaction tool can play a major role in successful learning by supporting or inhibiting certain strategies (Schar, 2000). Navigation Methods and Learning Modes Methods of moving between different states, pages, or masks in a program. The way in which a user is required to navigate will impact the way in which the information is perceived. The navigation strategy also influences the acquisition of knowledge. This depends on whether the navigation strategy is implicit or explicit. Either mode can be induced by the navigational tool. Browsing Implicit learning mode is most often supported in free structured navigational systems such as hypertext. Spontaneous and unstructured movements are supported in this type of scheme. Also, systems such as these are highly unsalient. An example of this type of navigational scheme is browsing. It is an implicit navigational strategy. "The hypertext/media based structure of internet supports navigation by browsing, which is a way of seeking new information. This information can be unknown, but anticipated." Browsing is an information seeking strategy. It is best suited to covering a large and complex area without focus on detail. Browsing is also characterized by exploring activities, scanning activities, and extending activities. The purpose of browsing is may be implicit or tacit in the understanding of the user. Simulations In simulations there is typically no pre-defined structure of the action sequences, because of this simulations are very similar to hypertext/media systems. Operating a simulation is neither browsing or non-browsing, but somewhere in between. This is due to the fact that simulations involve tacit changes of state depending on the user actions. There are two common simulation types. Those that involve the demonstration of complex information and those that involve spatial movements. Simulations demonstrating complex relationships: Navigation becomes a matter of selecting the right cognitive strategy for the optimal sequence of actions."The knowledge comes gradually by induction, where in hypermedia systems the knowledge may be explicitly presented on one mode (Schar, 2000)." Simulations involving spatial movements such as in virtual rooms must allow navigational techniques that allow the users to walk around. Non-browsing This navigational strategy is more direct and focused than browsing. It involves navigation through a structured environment or metaphor. Allows users to focus their attention away from orienting themselves with the environment to theinformation within the environment. It is more concerned with having a structured model for the navigation. An example of non-browsing navigation is when users navigate in a linear fashion between pages. Examples such as this are often used in CBT, and employ a book metaphor. The learning mode that is utilized in non-browsing is most often explicit. Often the book metapho reduces the orientation load and allows for more attention to be devoted to the information content. This is because the users. "Most computer-based learning applications support non-browsing navigation (Schar, 2000)." These environments were typical in the hypercard© appliations, where users navigate with buttons that move them from page to page. These environments are very structured. Feedback and Learning Modes Feedback about learning performance is an important feature when considering interface design and instructional design. Feedback can be of two types. There is feedback content, which is the actual information that is given in the form of feedback and feedback form, which is the way in which the feedback information is presented to the user. Both feedback content and feedback form have their place in the overall design of a user interface. The different forms of content feedback are presented in the following table, adapted from (Schar, 2000) Pyatt 27 2002 Pyatt 28 2002 FEEDBACK CONTENT TYPES Feedback content type Response feedback Definition Provides an evaluation of the appropriateness of an action Approach feedback Motivation feedback Cognitive feedback Relates to the chosen task solving strategy Realistic for simple tasks Complicated for complex tasks Intended to increase the effort put forth learning Many factors should be considered in terms of what motivated the user The interaction where users can observe the consequences of their actions FEEDBACK FORMS Feedback Forms Visual Feedback content Response Movements, Picture, Text Say why the student's response is correct or incorrect Say what a correct response would be Verbal Approach Text, Voice Say whether an approach is appropriate Auditory Motivational Sound, Voice Say that the performance is good Tactile Cognitive (indirect) Related to HW Showing the new system states in a recognizable way. Based on perceptual features Feedback can be direct or indirect. Direct feedback occurs when a user initiates an action and feedback is given in the form of visual, verbal, auditory, or tactile because of the initial action. "Direct visual feedback is one of the most powerful effects in simulation-based learning." Indirect feedback is the feedback that occurs within the learning environment that is not specific to a particular action. Background colors, sounds, text, and other forms can be present, stimulating the user even though they did not arise from a particular direct action. Both direct and indirect feedback can be excellent for engaging the learner. Feedback can also be continuous or discontinuous, depending on the application. Continuous feedback is used in the Adobe Photoshop suite where users can operate dialogue boxes and change different parameters as they wish. The way that Adobe Photoshop integrates continuous feedback is when a change is made by the user the change can be viewed instantaneously. This form of feedback is continuous. An example where discontinuous feedback is utilized is in 3-D programs. Say for example that the user wishes to manipulate a 3-D box by rotating the object about an axis. The user can rotate the object, but it is only when the rotation is complete that the object will appear to be rotated. In other words, in many 3-D applications, because of processing concerns, the manipulations for an object are not viewed as they occur, but rather after they have occurred. This means that the feedback in these instances is discontinuous. Pyatt 29 2002 Experiments In a experiments carried out by Schar, 2000, three questions that are very important to HCI, and instructional design were considered: Theoretically based HCI design and human centered design are different approaches to research. The approach taken in the research affects the selection of measures or independent variables. The estimated user-friendliness of an interface depends on the selected measures. Five experiments were carried out to investigate the above three questions. The first three experiments studied interaction tools, experiment 4 studied navigation methods, and experiment 5 studied feedback. From the five HCI experiments, the following conclusions were made: Issues in measuring or analyzing usability Typically interfaces have been studied and assessed in terms of performance. Technically speaking, the definition of performance in this case is the time necessary to complete the task. When looking strictly at performance, several factors that may affect performance good or bad are overlooked. In particular, the effort put forth for the desired outcome and the quality of the result. A measure of activity level may also be appropriate. It must be noted that usability is a general term that may group many variables. An interface may have a high usability in terms on one aspect and may be lacking. Mono operation bias can also come into play in assessing usability of an interface. By mono operation bias, we mean that there are certain bias that may exist within the interface that may influence the outcome. Measuring an effect with limited variables or variables that only reflect one factor. This is a serious issue regarding HCI and CAL. Conclusions Theoretically based HCI design and human centered design are basically different research approaches The two approaches to studying HCI are human centered design approach, which primarily focuses on direct cause and effect relationships measured by user preferences efficiency, and the theoretical approach which offers a model for the impact of a given learning context. The reason that we discuss these approaches is because we need to have a consistent, detailed and effective approach which analyzes the interface with respect to learning consistently and appropriately. However, in computer aided learning applications it is not sufficient to use the theoretical and human centered approach to assess the effectiveness or usability of the interface. The reasons for this is that the interface may be very user-friendly but may not meet the educational or learning objectives in terms of efficiency or preference. Also, the interface may be very non user-friendly, but may yield high marks in terms of user preference and efficiency of the learner or user. An efficient and highly preferred interaction method (i.e. direct manipulation) combined with discontinuous feedback resulted in the achievement of both goals: high satisfaction and high learning performance. The research approach influences the selection of measures (independent variables). The estimated userfriendliness of an interface depends on the selected measures/factors. The estimated usability of an interface depends on the selected measures. From this statement we can see that a user interface may have many features that could be considered user-friendly or non user-friendly depending on what factors or variables are studied. Also several variables within the interface may only affect one factor of the learning. A particular element within the user interface may be given too much credit. The user-interface can influence the learning performance considerably by inducing different learning modes. The user-interface influences knowledge acquisition. The success of learning a particular task is affected by the induced learning strategy introduced by the interface. The success of a learning strategy is dependent on the task. Pyatt 30 2002 Therefore, the user-interface directly controls the success of learning by enforcing or hindering certain learning strategies.Also, there are inherent factors within the user interface that may influence the overall outcome of the learning. The concept of user-friendliness should include a cognitive factor. In terms of user friendliness with respect to cognitive factors, "we should not optimise satisfaction and efficiency at the cost of good learning performance (Schar, 2000)." The effects that user-interfaces have on the inducement of learning modes should be isolated when assessed in terms of usability. Research shows that the inducement of a learning mode is correlated to the perceived cognitive load. User-interfaces such as command interaction and cognitive feedback by extended menu increase the task load and result in better learning. The explanation for this is that the users strive to reduce the necessary steps to complete a particular task by learning rationally and consciously. Timing in feedback shows to be another element of consideration. Direct manipulation yields immediate feedback about objects and states of objects. Continuous update of this feedback further enhances the effect. This type of feedback strategy reinforces the implicit learning mode, which is the less favorable.Command-based interfaces result in a discontinuous update of feedback. The same affect can be implemented by delaying feedback until an action is completed. This type of feedback induces the explicit learning mode. The last feedback consideration is that of verbal feedback and cognitive feedback. This type of feedback causes users to focus their attention towards the ongoing activity. Pyatt 31 2002 Methodologies TUTORIALS : Summary adapted from (Alessi & Trolli, 2000) Description: Tutorial programs specifically target the first two phases of the instruction phase: presentation, and guided practice. Some tutorials can present information, provide guided practice, or both. All tutorials should take into consideration the following aspects of proper instructional design. INTRODUCTION Use short title page State lesson goals or objectives briefly, except for children Give accurate directions and make them available to the learner at all times Relate what the learner will study to previous knowledge Avoid putting pretests in a tutorial. LEARNER CONTROL Give adults more control than children Always allow control of forward progression and backward review Allow global controls, rather than occasional control Always allow temporary termination When menus are used, they should always be available Always provide controls for sudio, video, and animation (pause, continue, replay, skip, volume change, and speed change) Use the mouse for learner control MOTIVATION Emphasize intrinsic motivation whenever possible Consider motivation at the macro-level (strategies) and micro-level (lesson scharacteristics) Provide an appropriate level of challenge Arouse and maintain curiosity Enhance imagery and involvement through fantasy Provide an appropriate level of learner control Arouse and maintain attention throughout the lesson Content should be relevant to the learner and the relevance should be made clear Provide opportunity for success and satisfaction through appropriate goals, reinforcement, and fairness Apply motivation techniques in moderation, intelligently, and in harmony with other instructional factors PRESENTATION OF INFORMATION Presentations should be short Layouts should be attractive and consistent Avoid scrolling Use conventions in paragraphing, keypresses, directions, and response prompts Use graphics for important information, analogy, and cues Keep graphics simple Use color sparingly and for important information Avoid color in text Text should be lean, clear, and have good mechanics Stress clear transitions between presentations of different topics Use appropriate organizational methods for verbal information, concepts, rules and principles, and skills Provide procedural help and make it easy to request Pyatt 32 2002 QUESTIONS AND RESPONSES Ask frequent questions, especially comprehension questions Use the mouse for responding whenever possible Put the typing prompt below the question and near the left margin Questions should promote response economy Ask questions about important information Allow the learner more than one try to answer a question Do not require the learner to get a correct answer (without help) to proceed Give help on response format whenever possible Alternate- response questions are harder to write, easier to judge, and allow guessing Constructed-response questions are easier to write, easier to judge, and allow guessing Foils (distracters) on multiple-choice questions should be plausible Fill-in questions should have the blanks near the end Be aware whether you should be testing recall or comprehension, and use appropriate question types Reading difficulty should be appropriate to learner’s reading level Avoid abbreviations and negatives in questions Questions should never scroll out of view Questions should appear after information in a lesson and below information on a particular display Global learner controls should still be available during questions JUDGING RESPONSES Judge intelligently, as a live instructor would. Allow for word order, synonyms, spelling, and extra words Look for both correct responses and expected incorrect responses Allow as much time as the learner needs for a response Allow the learner to ask for help, and to escape PROVIDING FEEDBACK ABOUT RESPONSES If response content is correct, give a short affirmation If response format is incorrect, say so and allow another response If response content is incorrect, give corrective feedback REMEDIATION Provide remediation for repeated poor performance. This may be a recommendation to go back and review or see an instructor, or seek another resource SEQUENCING LESSON SEGMENTS Overall sequence should be hierarchical or based on difficulty Avoid simple linear tutorials. Provide branching based on performance The learner should control the progression. Never use timed pauses Provide restarting capability Give sequence control to mature learners Always permit temporary ending based on learner choice Permanent ending should be based on learner performance CLOSING Store data for restarting Clear the screen Make the end obvious with a short final message Return the learner to wherever he or she started before the tutorial Pyatt 33 2002 WORKS CITED Alessi, Stephen M. & Stanley R. Trollip. Multimedia for Learning. Needhamd Heights, MA: Allyn & Bacon, 2001. Bell, Jeffrey. “The Biology Labs On-line Project: Producing Educational Simulations That Promote Active Learning.” Interactive Multimedia Electronic Journal of ComputerEnhanced Learning Feb 1, 1999: http://imej.wfu.edu/articles/1999/2/01/index.asp Boudinot, Sally G. & Bradley C. 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