The Interactivity Effect In Multimedia Learning Presenter: Yu-Chu Chen Advisor: Ming-Puu Chen Date: Aug. 19, 2009 Evans, C. & Gibbons, N. J. (2007). The interactivity effect in multimedia learning. Computers &Education, 49(), 1147-1160. Introduction – – Nowadays: the systems were generally noninteractive and with uninterrupted animations. Cognition perspective: the utility of incorporating interactivity in computer-based systems is that it allows the learner to influence the flow of information in terms of timing or content. – – – Button-clicking to indicate the learning process. Multiple-choice questions with meaningful feedback. Purpose: whether the such interactivity can actually increase learning.. 2 Introduction Interactivity and interactive computer systems – Interactivity: (Moore, 1989; Schrum & Berge, 1997) – – – – Student–student interaction. Teacher–student interaction. Student–content interaction. Interactive system: (Evans & Sabry, 2002) – – – Button or control to learner (computer initiation). Press button or use control (learner response). New information to learner (computer feedback). 3 Introduction Active and passive learning hypotheses – Active-learning hypotheses: (Jonassen; Mayer). – – – Passive-learning hypotheses: (Mayer) – – – constructivist models of learning; students play an active role in receiving and processing information. Students using interactive version were better. Information transfer model; students simply store the knowledge in their memory. No significant differences. The study contribute to the research by Mayer, Dow, and Mayer (2003), including interaction to select timing and order of explanations. 4 Method Participants – – 33 (22 males and 11 females) second-year undergraduates took the Computing pathway in Business and Management. All at the same level and pre-requisites, and without relative background. (low prior knowledge) 5 Method Materials and apparatus – Non-interactive (NI): – – Interactive (I): 3 forms of interactivity 1. 2. 3. – – – A labelled diagram with no interactive features. Pacing control. Two interactive self-assessment questions (ISAQs). Interactive simulation. Pre-test: a single on-screen request. Post-test: 5 open-ended. (retention/transfer) Both systems recorded the time taken by learners. 6 Method Procedure – First, the class randomly divided into two groups: 1. 2. – – Interactive system (I) Non-interactive system (NI) Both groups with the same conditions and completed the lesson and post-test in almost 1 h. Data analysis: – – Significant differences between scores and timings by one-tailed statistical tests. Correlations by the Pearson coefficient. 7 Results Post-test scores 8 Results Lesson and test timings 9 Results Relation between scores and timings 10 Results Relation between scores and timings 11 Discussion test scores – – – – – The test scores suggest that interactivity increases the depth of learning or understanding. Learners of I did not significantly increase their retention of material when given a recall test. Active learning hypothesis: consistent. Passive learning hypothesis: inconsistent. Similar result with Mayer and Chandler (2001). – Interact to control the pace of the double presentation enabled students to reduce the cognitive load on their working memory. 12 Discussion timing – The time analysis here shows that students using the I system spent significantly more time on the lesson than the students using the NI system. – – – Maybe engagement or personal preference. Rieber (1990) found that animation improves learning only when accompanied by the opportunity to practice the theory. (consistent) This study provides compelling to incorporate interactive features into the design of their systems at an early stage. 13
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