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10,490 result(s) for "Multimedia Materials"
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Multimedia Design for Learning: An Overview of Reviews With Meta-Meta-Analysis
Multimedia is ubiquitous in 21st-century education. Cognitive load theory and the cognitive theory of multimedia learning both postulate that the quality of multimedia design heavily influences learning. We sought to identify how to best design multimedia and review how well those learning theories held up to meta-analyses. We conducted an overview of systematic reviews that tested the effects of multimedia design on learning or cognitive load. We found 29 reviews including 1,189 studies and 78,177participants. We found 11 design principles that demonstrated significant, positive, meta-analytic effects on learning and five that significantly improved management of cognitive load. The largest benefits were for captioning second-language videos, temporal/spatial contiguity, and signaling. We also found robust evidence for modality, animation, coherence/removing seductive details, anthropomorphics, segmentation, personalization, pedagogical agents, and verbal redundancy effects. Good design was more important for more complex materials, and in system-paced environments (e.g., lectures) than self-paced ones (e.g., websites). Results supported many tenets of both theories. We highlight a range of evidence-based strategies that could be implemented by educators.
A meta-analysis of signaling principle in multimedia learning environments
Signals (or cues) are added to multimedia learning materials to guide learners’ attention to critical elements of the materials. Yet, research on signaling has produced mixed findings on learning outcomes. On the one hand, some studies have reported positive effects of signaling on the performance of learning outcomes (e.g., Jamet in Hum Behav 32:47–53, https://doi.org/10.1016/j.chb.2013.11.013 , 2014). On the other hand, some studies have found that signaling did not improve performance on learning-related outcomes (e.g., Mayer and DaPra in J Exp Psychol 18(3):239–252, https://doi.org/10.1037/a002861670 , 2012). The present meta-analysis seeks to (a) resolve the mixed findings in signaling research, (b) examine the effects on signaling on learning outcomes, and (c) identify potential moderating variables. Following an exhaustive search for studies meeting specified design criteria, 44 independent effect sizes were extracted from 29 experimental studies involving 2726 participants. Studies were coded on features, such as participants (e.g., grade level), presentation (e.g., pacing), and methodology (e.g., quality of the study). Results indicated that signaling is associated with increased learning outcomes ( d  = .38, p  < .01), with effect sizes varying from small to large. This overall effect was moderated by study, participant, presentation, and methodological features. For example, beneficial effects on learning outcomes were found when studies were high in quality, reported the reliability of outcomes, use pretest, and control for differences in prior knowledge. The findings have significant implications for educators and instructional designers as well as for multimedia researchers.
Benefits and Pitfalls of Multimedia and Interactive Features in Technology-Enhanced Storybooks: A Meta-Analysis
A meta-analysis was conducted on the effects of technology-enhanced stories for young children's literacy development when compared to listening to stories in more traditional settings like storybook reading. A small but significant additional benefit of technology was found for story comprehension (g+ = 0.17) and expressive vocabulary (g+ = 0.20), based on data from 2,147 children in 43 studies. When investigating the different characteristics of technology-enhanced stories, multimedia features like animated pictures, music, and sound effects were found beneficial. In contrast, interactive elements like hotspots, games, and dictionaries were found to be distracting. Especially for children disadvantaged because of less stimulating family environments, multimedia features were helpful and interactive features were detrimental. Findings are discussed from the perspective of cognitive processing theories.
Multimedia learning principles in different learning environments: a systematic review
Current literature mainly focused on one or two multimedia learning principles in traditional learning environments. Studies on multimedia learning principles in AR and VR environments are also limited. To reveal the current situation and gaps of the multimedia learning principles in different learning environments, it is necessary to extend their boundaries. Thus, further studies may directly affect the investment in VR and AR technologies and their integration into the learning process by teachers. The current study presented a systematic review of multimedia learning principles in different learning environments, including traditional, virtual reality and augmented reality. In this study, 136 journal articles were identified based on PRISMA guidelines and reviewed regarding multimedia learning principles, learning environments, measurements, subject matters, learning outcomes, research methodologies, education programs, education fields, and years of publication. The results indicate that (1) there is an increasing interest in multimedia learning principles; (2) undergraduate students have been the target participant group in the review studies; (3) only five studies tested one of the multimedia learning principles in the VR environment, but no studies have been conducted in the AR learning environment; (4) most studies preferred subjective measurements (e.g., mental effort, difficulty) or indirect objective measurements (e.g., learning outcomes, eye-tracking, study time); (5) subject matters from STEM fields often preferred in investigations; and (6) modality was the most studied multimedia learning principle in the reviewed articles, followed by redundancy, multimedia, signaling, coherence, segmenting, personalization, spatial contiguity, temporal contiguity, image, pre-training, and voice, respectively. The results were discussed in detail. Specific gaps in the literature were identified, and suggestions and implications were provided for further research.
The impact of instruction and student characteristics on the development of students' ability to read texts with instructional pictures
Reading texts with instructional pictures (text-picture integration) is a key component of students’ learning processes in most school subjects, and teachers are tasked with helping their students acquire and refine this skill. The present study focuses on how teachers support their students with this process, and if this support contributes to improved text-picture reading skills. Analyzing self-reports of 56 science and German teachers at secondary schools, we found that the self-reported frequency of using text-picture reading material and the explicit discussion of the instructional picture affected students’ skill improvement positively in the science, but not in the German classes. The self-reported teachers’ efforts to guarantee all students’ understanding of the pictures had no significant effect on students’ skill improvement, however. A Matthew effect for students with higher prior text-picture reading skills was observed. The findings suggest that more research on teachers’ instructional strategies in this important area of daily school activity in most subjects is needed to further understand how the impact of teachers on students’ learning can be improved. Possible research directions are discussed.
Analysis of FIFA referees and assistant referees’ motivational factors towards the Multimedia Teaching Materials
The aim of our study is to improve the understanding of the different behavioral intentions of referees and assistant referees in different FIFA (International Federation of Association Football) confederations towards Multimedia Teaching Materials as learning tools. To achieve this goal, we carry out a survey of 214 elite referees and assistant referees and we propose a research model with the variables perceived usefulness, perceived ease of use, perceived enjoyment, perceived self-efficacy, multimedia instruction, previous experience with technology and self-paced learning. These variables were taken from previous educational technology research. Among these models we mainly take into account the Technology Acceptance Model, the Motivational Model and the Social Cognitive Theory. To assess the relationships between the constructs, we develop an analysis based on a Structural Equation Modeling (SEM), specifically Partial Least Squares (PLS). The results of this study confirm that referees and assistant referees are willing to use Multimedia Teaching Materials to assist them in their learning activities as long as they perceive the materials to be useful, enjoyable and easy to use and whenever the course contents are multimedia.
Multimedia Effect in Problem Solving
Pictures are commonly used to represent problems. However, it is unclear how the addition of pictures affects students’ problem-solving performance. The multimedia effect in problem solving describes the phenomenon whereby an individual’s problem-solving performance is enhanced when equivalent pictures are added to illustrate or replace part of the problem text. Using meta-analytic techniques, this study sought to determine the overall size of the multimedia effect in problem solving and the possible boundary conditions (k = 51; N = 38,987; Range n = 10–31,842; Median n = 63). The results showed a significant small-to-medium multimedia effect size on response accuracy (Hedges’s g = 0.32) and a significant medium-to-large multimedia effect size on students’ response certainty (Hedges’s g = 0.74), but no significant multimedia effect on response time. The results for the effects of decorative pictures were not sufficient for a reliable interpretation. Representational (Hedges’s g = 0.24) and organizational (Hedges’s g = 0.52) pictures had a significant and positive impact on response accuracy, but informational or multiple pictures across studies did not have a significant aggregate effect on an individual’s response accuracy. These findings suggest that the multimedia effect in problem solving is diverse and limited by multiple boundary conditions. Further primary studies are needed to further investigate the multimedia effect in problem solving.
Case Study: Case Studies and the Flipped Classroom
This column provides original articles on innovations in case study teaching, assessment of the method, as well as case studies with teaching notes. This month's issue discusses the positive and negative aspects of the \"flipped classroom.\" In the flipped classroom model, what is normally done in class and what is normally done as homework is switched or flipped. Instead of students listening to a lecture in class and then going home to work on a set of assigned problems, they read material and view videos on genetics before coming to class and then engage in class in active learning using case studies, labs, games, simulations, or experiments. A guiding principle of the flipped classroom is that work typically done as homework (e.g., problem solving, essay writing) is better undertaken in class with the guidance of the instructor. Listening to lectures or watching videos is better accomplished at home. Hence the term \"flipped\" or \"inverted classroom.\"
Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review
In this review, we investigated game design features that promote engagement and learning in game-based learning (GBL) settings. The aim was to address the lack of empirical evidence on the impact of game design on learning outcomes, identify how the design of game-based activities may affect learning and engagement, and develop a set of general recommendations for GBL instructional design. The findings illustrate the impact of key gaming features in GBL at both cognitive and emotional levels. We also identified gaming trends and several key drivers of engagement created by the gaming features embedded within GBL, as well as external factors that may have influences on engagement and learning.