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2. Last Three Weeks. Overview of the CourseDesign Principles Graphic DesignAssigned Print Design ProjectGuided Lab Day Print Design. 3. Readings for Week 4. Multimedia Learning, 2009 editionCreating interactive multimedia based educational course ware: Cognition in Learning - Muthukumar S.L
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1. Cognitive Theory of Multimedia Learning MIT 511Martin Fall 2011
2. 2 Last Three Weeks Overview of the Course
Design Principles
Graphic Design
Assigned Print Design Project
Guided Lab Day – Print Design
3. 3 Readings for Week 4 Multimedia Learning, 2009 edition
Creating interactive multimedia based educational course ware: Cognition in Learning - Muthukumar S.L
4. 4 This week Topics Cognitive Theory of Memory and Learning
Cognitive Theory of Multimedia Learning
Research based principles of Multimedia Learning
Multimedia principle
5. Introduction to Multimedia Learning Mayer Chapter 1 5
6. Three Views of multimedia Delivery media
Focuses on media used to present information
Two or more delivery devices
Focus is on technology rather than the learners
Presentation Modes
Presentation of material using two or more presentation modes
Verbal and Pictorial Representations (Use of words & pictures)
Consistent with Cognitive theory of learning – assumes humans have separate information processing channels for words and pictures
Sensory Modalities
Two or more sensory systems in the learner are involved
Learner-centered
Auditory and visual senses
7. Two approaches to Multimedia Design Technology-centered approach
How can we use these capabilities in designing multimedia presentations?
Learner-centered approach
How can we adapt multimedia to enhance human learning?
8. Metaphors of Multimedia Learning Response Strengthening
Strengthening or weakening an association between a stimulus and a response
Information Acquisition
Adding information to memory
Deliver information; act as delivery vehicle
Knowledge Construction
Building a coherent mental structure
Provide cognitive guidance; act as a helpful communicator
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9. Goals of Multimedia Learning Remembering
Ability to reproduce or recognize presented material
Retention
Understanding
Ability to construct a coherent mental representation from the presented material
Transfer
10. Kinds of Active Learning No learning
No knowledge
Rote learning
Fragmented knowledge
Meaningful learning
Integrated knowledge
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11. 11
12. 12 Part I - Cognitive Load Theory Cognitive load refers to the total amount of mental activity imposed on working memory at an instance in time.
The major factor that contributes to cognitive load is the number of elements that need to be attended to.
13. 13 Designer’s underlying conception Single channel assumption
All information enters the cognitive system the same way regardless of modality
Unlimited capacity assumption
Humans can handle unlimited amount of material
Passive-Processing information
Learners do not need any guidance in organizing and making sense of the presented information
14. 14 Cognitive Theory Characteristics Dual Channels
Humans possess separate channels for processing visual and auditory information
Limited Capacity
Humans are limited in the amount of information they can process
Active Processing
Humans engage in active learning by attending to relevant incoming information
15. 15
16. 16 Our Cognitive Architecture Dual-store model of memory (Atkinson & Shiffrin, 1968)
Three components
Sensory register
Short-term/Working memory
Long-term memory
Control process affect movement of information from one component to another
17. 17 Model of Memory and Learning
18. 18 Sensory Register Capacity: Unlimited
Form of storage: Preprocessed, in form in which it has been sensed
Duration: Very brief (visual < 1 sec., auditory 2-4 sec.)
19. 19 Short Term/Working Memory (Bottleneck of Memory System) Characteristics
Capacity: very limited, 7+/- chunks
Duration: brief
Organization: chunking
Retrieval: depends on size of information held
20. 20 Moving Information to Working Memory Factors influencing attention
Size: Large objects draw attention
Intensity: More intense stimuli attract attention
Novelty: Novel stimuli attract attention
Incongruity: Objects that don’t make sense within their context attract attention
Emotion: Stimuli with strong emotional associations
Personal significance: Personally relevant stimuli
21. 21 Long Term Memory Characteristics
Capacity: theoretically unlimited
Form of storage: bulk semantically stored
Duration: indefinitely long
Storage: best with SOI approach, schemas
Retrieval: closely tied to storage processes
22. 22 SOI Model (Mayer) SOI model for designing text-based instruction to enable the learner to construct their own meaningful learning outcomes.
S = selecting relevant information
O = organizing information in a meaningful way to the learner
I = integrating the new information with the learner's prior knowledge
23. 23 Schemas Schema
organized body of knowledge about a specific topic
they influence how we perceive and remember new situations
Schema about events are often called scripts
24. 24 Part II - Cognitive Theory of Multimedia Learning
25. 25 Cross channel representation Although information enters via one channel, learners may be able to convert the representation for processing in another channel
This happens when learners are able to devote adequate cognitive resources to task
Plays important role in Paivio’s dual coding theory
26. 26 Limited capacity assumption Learner is able to hold only a limited amount of information/images in the working memory at any time
Memory span test
27. 27 Sources of Cognitive Load Intrinsic cognitive load
Occurs during the interaction between the nature of the material being learned and the expertise of the learner
Inherent difficulty of the material
Extraneous cognitive load
The way the instructional material is designed that is organized and presented
Factors that aren’t central to the material to be learned
28. 28 Structuring of Knowledge Outcome of active cognitive processing is construction of a coherent mental representation
Mental model – represents key parts of the presented material and their relations
29. 29 Basic Knowledge Structures Process
Flowchart, Cause and effect chains, explanations of how systems work
Comparison
Matrices, comparisons between two or more elements
Generalization
Branching tree, consists of main idea with subordinate supporting details
Enumeration
Lists, collection of items
Classification
Hierarchies, consist of a set and subsets
30. 30 Flowchart
31. 31 Matrix
32. 32 Branching Tree
33. 33 Lists
34. 34 Hierarchies
35. 35 Three processes for active learning Selecting
Learner pays attention to relevant words and pictures to create word base and image base
Organizing
Learner builds internal connections among selected words to create a coherent verbal and pictorial model
Integrating
Learner builds external connections between the verbal and pictorial models and with prior knowledge
36. 36 Five steps in Cognitive Theory of Multimedia Learning Selecting relevant words from presented text or narration
Selecting relevant images from presented illustrations
Organizing selected words into a coherent verbal representation
Organizing selected images into a coherent visual representation
Integrating the visual and verbal representations and prior knowledge
37. 37 Applying Cognitive Load Theory to Instructional Design Excessively high levels of cognitive load may result directly from the instructional materials presented to students.
Redesigning instructional materials to reduce the levels of extraneous cognitive load may enhance learning
38. 38 Part III - Research based principles for design of multimedia Multimedia principle
Spatial contiguity principle (Split - Attention effect)
Temporal contiguity principle
Coherence principle
Modality principle
Redundancy Principle
Individual differences principle
39. Research based principles for design of multimedia Signaling Principle
Segmenting Principle
Pre-training Principle
Personalization, voice, and image principles
Worked example effect
Completion Problem Effect
Goal Free effect
Variability Effect
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40. 40 1. Multimedia Principle Students learn better from words and pictures than from words alone
41. 41 2. Spatial Contiguity Principle Students learn better when corresponding words and pictures are presented near rather than far from each other on the page or screen
Also called split attention effect
42. 42 3. Temporal Contiguity Principle Students learn better when corresponding words and pictures are presented simultaneously rather than successively
43. 43 4. Coherence Principle Students learn better when extraneous material is excluded rather than when included.
44. 44 5. Modality Principle Students learn better from animation and narration than from animation and on-screen text
45. 45 4. Redundancy Principle Students learn better from animation and narration than from animation, narration and text
46. 46 7. Individual Differences Principle Design effects are stronger for low-knowledge learners than for high-knowledge learners, and for high-spatial learners rather than for low-spatial learners
47. 47 8. Signaling Principle Better transfer occurs when narrations are signaled.
Signaling reduces cognitive load in auditory working memory by providing cues to learners about how to organize the material.
Signaling assists learners of organizing sounds, which can result in deeper, more meaningful learning.
48. 9. Segmenting Principle People learn better when a multimedia message is presented in user-spaced segments rather than as a continuous unit 48
49. 49 9. Pre-training Principle Better transfer occurs when animation and narration are not combined with printed text. When pictures and words are presented visually, it can overload visual working memory capacity
50. 11. Personalization, voice and image principles People learn better from multimedia presentations when words are in conversational style rather than formal style 50
51. 51 12. Worked Example Effect Providing learners with worked-out examples of problems to study can be just as or even more effective in building schemas and performance transfer than working out similar problems themselves
52. 52 13. Completion Problem Effect Provides a goal state and a partial solution, and then require the learners to complete the partial solution
Learners must carefully study the partially-worked example and then apply to actively solving the problem
53. 53 14. Goal-free effect Problems should not be given with an end-goal
It causes the learner to maintain several conditions in working memory while engaging in problem solving
Example (Geometry)
Conventional: Find a value for a particular angle
Goal-free: Find values of as many angles as possible
54. 54 15. Variability Effect Variability of practice because it encourages learner to develop schemas that aid in transfer of training to similar situations
The more variability in instruction, the more the learner will develop multiple schemas
55. 55 Part IV
56. 56 IPSO Cycle Input - data goes in
Processing – data is processed
Storage - data stored
Output - data comes out
57. 57 IPSO Cycle
58. 58 IPSO Cycle Input - data goes in
Processing – data is processed
Storage - data stored
Output - data comes out
59. 59 Multimedia Principle A lesson is a presentation that is intended to foster learning in a student.
Words are the most common way of presenting information because verbal messages are efficient and easy to create.
Pictures are any form of static or dynamic graphic; including photos, graphs, charts, illustrations, video, and animation.
According to Information delivery: if a delivery route is fully or partially blocked, then multiple deliveries, may result in more learning.
60. Rationale When words and pictures are both presented, learners have an opportunity to construct verbal and visual mental models and to build connections between them 60
61. 61 Example 1
62. 62 Example 2
63. 63 Multimedia Principle Same material can be described in words and depicted in pictures
However, resulting verbal and pictorial representations are not informationally equivalent
Although the verbal and pictorial representations may complement one another, they cannot be substituted for one another.
64. 64 How does the normal heart work? The normal heart is composed of four chambers. The two upper chambers are reservoirs, which collect blood as it flows back to the heart. These are called "atriums".
From the Atriums blood flows into the lower two chambers, called "ventricles', which pump blood, with each heart beat, into the main arteries. From the right side of the heart one of these arteries (the Pulmonary Artery) carries blood into the circulation through the lungs. The left side of the heart, on the other hand, pumps blood into the other main artery (called the Aorta), which takes blood to the rest of the body.
The two ventricles and the two atriums are separated by partitions (called Septums). The partition between the Atriums is called the Atrial Septum (AS) and that separating the two ventricles the Ventricular Septum (VS).
Dark (blue) blood returning to the right atrium from the body and its organs, through the two main veins (called the Superior and Inferior Vena Cavas), is pumped by the right ventricle to the lungs for replenishment with oxygen. The blue blood becomes bright red in the lungs when oxygen is replaced. This red blood returns, through two veins from each lung, to the left atrium and is pumped by the left ventricle to the body again.
65. 65 Multimedia Principle An illustration can be decorative (interest or entertain), representational (portray), organizational (relations among elements; map or chart), explanative (how it works).
In particular, the results support the idea that humans process pictures versus words using qualitatively different mental representations.
A central premise is that meaningful learning occurs when learners build picture-based and word-based representations and build systematic connections between them.
66. 66 Looking ahead to Week 5 Rapid Elearning
e-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning, 2nd Edition - Chapter 1
Rapid Elearning Authoring Tool - Selection Criteria
Assign Captivate Project