1,355 research outputs found

    Cueing animations: Dynamic signaling aids information extraction and comprehension

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    The effectiveness of animations containing two novel forms of animation cueing that target relations between event units rather than individual entities was compared with that of animations containing conventional entity-based cueing or no cues. These relational event unit cues (progressive path and local coordinated cues) were specifically designed to support key learning processes posited by the Animation Processing Model (Lowe & Boucheix, 2008). Four groups of undergraduates (N = 84) studied a user-controllable animation of a piano mechanism and then were assessed for mental model quality (via a written comprehension test) and knowledge of the mechanism's dynamics (via a novel non-verbal manipulation test). Time-locked eye tracking was used to characterize participants' obedience to cues (initial engagement versus ongoing loyalty) across the learning period. For both output measures, participants in the two relational event unit cueing conditions were superior to those in the entity-based and uncued conditions. Time-locked eye tracking analysis of cue obedience revealed that initial cue engagement did not guarantee ongoing cue loyalty. The findings suggest that the Animation Processing Model provides a principled basis for designing more effective animation support

    Comparison of Written and Spoken Instruction to Foster Coordination between Diagram and Equation in Undergraduate Physics Education

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    Visual–graphical representations are used to visualise information and are therefore key components of learning materials. An important type of convention-based representation in everyday contexts as well as in science, technology, engineering, and math (STEM) disciplines are vector field plots. Based on the cognitive theory of multimedia learning, we aim to optimize an instruction with symbolical-mathematical and visual-graphical representations in undergraduate physics education through spoken instruction combined with dynamic visual cues. For this purpose, we conduct a pre-post study with 38 natural science students who are divided into two groups and instructed via different modalities and with visual cues on the graphical interpretation of vector field plots. Afterward, the students rate their cognitive load. During the computer-based experiment, we record the participants’ eye movements. Our results indicate that students with spoken instruction perform better than students with written instruction. This suggests that the modality effect is also applicable to mathematical-symbolical and convention-based visual-graphical representations. The differences in visual strategies imply that spoken instruction might lead to increased effort in organising and integrating information. The finding of the modality effect with higher performance during spoken instruction could be explained by deeper cognitive processing of the material

    The interplay between methodologies, tasks and visualisation formats in the study of visual expertise

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    The author examines the  methodological contributions of the ten unique reviews developed in this special issue on the methodologies for studying visual expertise. Opportunities, research results and lessons, offered by each methodology are analyzed according to four dimensions criteria: (i) The different levels of visual and cognitive processes targeted in the different methods; (ii) The effect of the task gaols and  task design on the outcomes; (iii) The potential effect of the format (dynamic versus static) of the visual material and the interactive features provided in previous studies (iv) The potential modulating effect of learners individual differences. Concluding comments are developed  about the limitations of each method but also about the challenge and promises of designing and using combined and synchronized methods

    Towards a framework for attention cueing in instructional animations: Guidelines for research and design

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    This paper examines the transferability of successful cueing approaches from text and static visualization research to animations. Theories of visual attention and learning as well as empirical evidence for the instructional effectiveness of attention cueing are reviewed and, based on Mayer’s theory of multimedia learning, a framework was developed for classifying three functions for cueing: (1) selection—cues guide attention to specific locations, (2) organization—cues emphasize structure, and (3) integration—cues explicate relations between and within elements. The framework was used to structure the discussion of studies on cueing in animations. It is concluded that attentional cues may facilitate the selection of information in animations and sometimes improve learning, whereas organizational and relational cueing requires more consideration on how to enhance understanding. Consequently, it is suggested to develop cues that work in animations rather than borrowing effective cues from static representations. Guidelines for future research on attention cueing in animations are presented

    Attention guidance during example study via the model’s eye movements.

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    Van Gog, T., Jarodzka, H., Scheiter, K., Gerjets, P., & Paas, F. (2009). Attention guidance during example study via the model’s eye movements. Computers in Human Behavior, 25, 785-791.Research has shown that guiding students’ attention guides their thought, and that attention can be communicated via eye movements. Therefore, this study investigates whether such a procedure can further enhance the effectiveness of examples in which a solution procedure is demonstrated to students by a (expert) model. Students’ attention was guided by showing them not only the model’s problem-solving actions on the computer screen, but also the model’s eye movements while doing so. Interestingly, results show that combined with a verbal description of the thought process, this form of attention guidance had detrimental effects on learning. Consequences for further research on attention guidance and instructional design are discussed

    Visualizing a Task Performer’s Gaze to Foster Observers’ Performance and Learning : a Systematic Literature Review on Eye Movement Modeling Examples

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    Eye movement modeling examples (EMMEs) are instructional videos (e.g., tutorials) that visualize another person’s gaze location while they demonstrate how to perform a task. This systematic literature review provides a detailed overview of studies on the effects of EMME to foster observers’ performance and learning and highlights their differences in EMME designs. Through a broad, systematic search on four relevant databases, we identified 72 EMME studies (78 experiments). First, we created an overview of the different study backgrounds. Studies most often taught tasks from the domains of sports/physical education, medicine, aviation, and STEM areas and had different rationales for displaying EMME. Next, we outlined how studies differed in terms of participant characteristics, task types, and the design of the EMME materials, which makes it hard to infer how these differences affect performance and learning. Third, we concluded that the vast majority of the experiments showed at least some positive effects of EMME during learning, on tests directly after learning, and tests after a delay. Finally, our results provide a first indication of which EMME characteristics may positively influence learning. Future research should start to more systematically examine the effects of specific EMME design choices for specific participant populations and task types

    Should learners use their hands for learning? Results from an eye‐tracking study

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    Given the widespread use of touch screen devices, the effect of the users' fingers on information processing and learning is of growing interest. The present study drew on cognitive load theory and embodied cognition perspectives to investigate the effects of pointing and tracing gestures on the surface of a multimedia learning instruction. Learning performance, cognitive load and visual attention were examined in a one‐factorial experimental design with the between‐subject factor pointing and tracing gestures. The pointing and tracing group were instructed to use their fingers during the learning phase to make connections between corresponding text and picture information, whereas the control group was instructed not to use their hands for learning. The results showed a beneficial effect of pointing and tracing gestures on learning performance, a significant shift in visual attention and deeper processing of information by the pointing and tracing group, but no effect on subjective ratings of cognitive load. Implications for future research and practice are discussed

    Implications of Designing Instructional Video Using Cognitive Theory of Multimedia Learning

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    This study explored the implications of designing instructional video using an integrated model includes segmenting, signaling, and weeding. Two intact sections (n=226) participated in the study, treatment group learned from a video designed with SSW model and the control group learned from the original video. The SSW design has several implications: the SSW model is an effective way to design instructional video, improves students’ learning outcomes, reduces their perceived learning difficulty, assists and promotes their higher-level learning. Each design principle has its unique effect on the leaning goals and facilitates certain learning outcomes and loses its potency for others. Finally, SSW model may better be used with long video to adjust students’ metacognitive process to the new video design
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