380 research outputs found

    Exploring Urban Events with Transitory Search on Mobiles

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    Looking at instructional animations through the frame of virtual camera

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    This thesis investigates the virtual camera and the function of camera movements in expository motion graphics for the purpose of instruction. Motion graphic design is a popular video production technique often employed to create instructional animations that present educational content through the persuasive presentation styles of the entertainment media industry. Adopting animation as a learning tool has distinct concerns and challenges when compared to its use in entertainment, and combining cognitive learning and emotive design aspects requires additional design considerations for each design element. The thesis will address how the camera movement-effect in supporting the narrative and aesthetic in instructional animations. It does this by investigating the virtual camera in terms of technical, semiotic and psychological level, culminating in a systematic categorization of functional camera movements on the basis of conceptual framework that describes hybrid integration of physical, cognitive and affective design aspects; and a creative work as a case study in the form of a comprehensive instructional animation that demonstrates practiced camera movements. Due to the correlation of the conceptual framework relied upon by the supplementary work with the techniques of effective instructional video production and conventional entertainment filmmaking, this thesis touches on the relationship between live action and animation in terms of directing and staging, concluding that the virtual camera as a design factor can be useful for supporting a narrative, evoking emotion and directing the audience’s focus while revealing, tracking and emphasizing informatio

    The Impact of Learner Control on E-Learning Effectiveness: Towards a Theoretical Model

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    E-learning systems are changing education and organizational training considerably. With the advancement of online-based learning systems, learner control of the instructional process has emerged as a decisive factor inherent to technology-based learning. However, the conceptual work on the role of learner control in e-learning has not advanced sufficiently to predict how learner control impacts e-learning effectiveness. To extend the research on the role of learner control in e-learning, we derive a conceptual framework as a reference model, which is based on cognitive and motivational learning theories. We then apply our framework to review 58 articles on learner control during the period 1996-2013. Our findings reveal how different individual characteristics, as well as the characteristics of the course and learning environment moderate the impact of learner control on learning effectiveness. Our analysis provides new insight into the role of learner control for e-learning effectiveness, as well as directions for further research

    Cognitive load theory, spacing effect, and working memory resources depletion: implications for instructional design

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    In classroom, student learning is affected by multiple factors that influence information processing. Working memory with its limited capacity and duration plays a key role in learner ability to process information and, therefore, is critical for student performance. Cognitive load theory, based on human cognitive architecture, focuses on the instructional implications of relations between working memory and learner knowledge base in long-term memory. The ultimate goal of this theory is to generate effective instructional methods that allow managing students' working memory load to optimize their learning, indicating the relations between the form of instructional design and the function of instructional design. This chapter considers recent additions to the theory based on working memory resources depletion that occurs after exerting significant cognitive effort and reverses after a rest period. The discussed implications for instructional design include optimal sequencing of learning and assessment tasks using spaced and massed practice tasks, immediate and delayed tests

    Investigating gender and spatial measurements in instructional animation research

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    Instructional animation research has been extensive but the results are inconsistent. Amongst a number of possible factors to explain these inconclusive results (e.g., the negative influence of transient information), the influence of spatial ability and gender are less explored. This paper reports three experiments that compared the effectiveness of learning a hand-manipulative task (Lego construction) under various conditions with direct examination of the relationship between gender, spatial ability and instructional visualisation. Regression analyses revealed that only one objective measure related to spatial ability (Corsi test) predicted overall test performance, whereas the Card Rotations Test and the Mental Rotations Test did not. However, there was a number of significant gender-spatial ability interactions showing that the spatial ability predictors of male performance were different from those of females. Furthermore a number of subjective measures of spatial ability and experience with instructional animations and static pictures were found to be significant predictors. The results suggest that gender and the type of spatial ability measures used both have a significant impact on gauging the effectiveness of instructional animations. Spatial ability measures should be tailored to gender and the specific nature of the learning domains to yield more consistent research results

    The Effect of Spatial Ability in Learning From Static and Dynamic Visualizations: A Moderation Analysis in 6-Year-Old Children

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    Previous studies with adult human participants revealed mixed effects regarding the relation between spatial ability and visual instructions. In this study, we investigated this question in primary young children, and particularly we explored how young children with varying levels of spatial abilities integrate information from both static and dynamic visualizations. Children (M = 6.5 years) were instructed to rate their invested mental effort and reproduce the motor actions presented from static and dynamic 3D visualizations. The results indicated an interaction of spatial ability and type of visualization: high spatial ability children benefited particularly from the animation, while low spatial ability learners did not, confirming therefore the ability-as-enhancer hypothesis. The study suggests that an understanding of children spatial ability is essential to enhance learning from external visualizations

    Educational theories and computer game design: lessons from an experiment in elementary mathematics education

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    Although educational games have been used for a considerable time, their true potential for enhancing achievement and motivation is still being explored. We argue in this paper that we may get closer to realizing this potential if the theoretical underpinning of educational games is improved. We developed a simple interactive math game based on insights from cognitive load and game design theory, in which players solve mathematical problems competitively and creatively. To investigate the effects of the game on achievement and motivation, we ran an experiment with fifth- and sixth-grade students. Our results show that students who played the game achieved better math results than those who did not. We did not find any significant differences in math motivation. Another promising finding, albeit beyond the scope of our hypotheses, relates to the potential effects of math games on student behavior

    The Effect of Familiarity on Learning with Video Clips Containing Seductive Details

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    Seductive information included in educational lessons can arouse students’ emotional and situational interest. However, research on seductive details across instructional modalities shows both helpful and harmful effects on learning. The seductive details effect describes the negative influence of interesting, but irrelevant, information on achieving learning goals. Results from studies of videos with relevant and seductive details in multimedia lessons are inconclusive. Prior knowledge of target information has been shown to moderate the seductive details effect. In this study, the moderating effect of prior exposure to, or familiarity with, seductive, rather than target, information was explored using a multifactorial design. The experiment was conducted with high school psychology students who viewed narrated PowerPoint lessons with embedded videos containing relevant and irrelevant details that were either familiar or unfamiliar. Results from posttests including factual and applied items found no evidence of the seductive details effect impairing participant learning. Additionally, analysis using a generalized linear mixed effects model indicated prior exposure to seductive details had no significant moderating effect
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