8 research outputs found

    Learning styles: Individualizing computer‐based learning environments

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    In spite of its importance, learning style is a factor that has been largely ignored in the design of educational software. Two issues concerning a specific set of learning styles, described by Honey and Mumford (1986), are considered here. The first relates to measurement and validity. This is discussed in the context of a longitudinal study to test the predictive validity of the questionnaire items against various measures of academic performance, such as course choice and level of attainment in different subjects. The second issue looks at how the learning styles can be used in computer‐based learning environments. A re‐examination of the four learning styles (Activist, Pragmatist, Reflector and Theorist) suggests that they can usefully be characterized using two orthogonal dimensions. Using a limited number of pedagogical building blocks, this characterization has allowed the development of a teaching strategy suitable for each of the learning styles. Further work is discussed, which will use a multi‐strategy basic algebra tutor to assess the effect of matching teaching strategy to learning style

    What is the problem to which interactive multimedia is the solution?

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    This is something of an unusual paper. It serves as both the reason for and the result of a small number of leading academics in the field, coming together to focus on the question that serves as the title to this paper: What is the problem to which interactive multimedia is the solution? Each of the authors addresses this question from their own viewpoint, offering informed insights into the development, implementation and evaluation of multimedia. The result of their collective work was also the focus of a Western Australian Institute of Educational Research seminar, convened at Edith Cowan University on 18 October, 1994. The question posed is deliberately rhetorical - it is asked to allow those represented here to consider what they think are the significant issues in the fast-growing field of multimedia. More directly, the question is also asked here because nobody else has considered it worth asking: for many multimedia is done because it is technically possible, not because it offers anything that is of value or provides the solution to a particular problem. The question, then, is answered in various ways by each of the authors involved and each, in their own way, consider a range of fundamental issues concerning the nature, place and use of multimedia - both in education and in society generally. By way of an introduction, the following provides a unifying context for the various contributions made here

    Evaluation of the development and application of multimedia computer assisted learning in Higher Education.

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    This thesis deals with approaches to the evaluation of multimedia computer assisted learning in higher education. The thesis is presented in two parts. The first part consists mainly of a literature based review of the rationale and methods employed in the development of multimedia CAL systems focusing on the ability of such systems to deliver a variety of pedagogic aims and objectives which the literature on the subject generally attributes to them. This was done in order to identify and examine the important features which should be incorporated in the effective evaluation of such systems. 1) the pedagogical basis of multimedia learning environments with particular reference to the mechanism by which they claim to encourage an approach to learning which facilitates 'deep' rather than 'shallow' learning' (Chapters 3 and 4); 2) the basis on which multimedia CAL systems claim to provide interactive learning environments which allow the teaching materials to be tailored by learners to accommodate their own individual preferences for adopting particular learning strategies. In particular this focused on the importance of individual learning styles and learners' degree of computer confidence (Chapter 5); 3) the institutional/delivery factors which must be understood to explain fully the context in which evaluations are carried out and which may have important effects on the outcomes of evaluation (Chapter 6). This literature review, together with a practical survey of a range of existing CAL courseware and an e-mail survey of CAL developers provides the basis for presenting an approach to evaluation which differentiates systems on the basis of the pedagogic approach they adopt and the context in which they are implemented. Finally, a critical review of existing evaluation methods was undertaken and important elements within these methods were incorporated into a new framework for evaluation. The framework provides a tool for determining an evaluation strategy that encompasses all stages of development, formative and summative evaluation of CAL courseware. Evaluation is based on the explicit aims and objectives of the courseware being provided and is moderated by contextual factors that define the pedagogical approach being taken, any individual learner differences that must be taken into account, and the institutional/delivery context within which the courseware is used. An analysis of the implications of the framework when formulating an evaluation strategy demonstrates weaknesses in the assessment instruments currently being used in evaluation studies - particularly for providing reliable measures of 'learning effect' as part of summative evaluation and also with respect to accurate quantification of costs associated with development and use of CAL courseware. The second part of the thesis tests the framework. The approach taken was to develop and formatively and summatively assess a multimedia CAL system used to teach parts of a course on bibliographic classification to students at the Robert Gordon University in Aberdeen. Qualitative and quantitative tests to accomplish this are described and the result of statistical analyses of learner performance when using the system are presented. This empirical study provides further insights into the practical problems involved in developing and evaluating a multimedia CAL system and in particular highlights: 1) the influence which individual learning style (as measured by the Gregorc Style Delineator) has on student performance in a context in which postgraduate students were required to use the CAL courseware rather than attend lectures - results indicate that CAL does not serve all learners equally; 2) the importance of the delivery context in a study in which undergraduate students were provided with CAL materials to supplement the delivery of their course. The evaluation framework was found to be a robust framework for developing and testing didactic teaching packages which were developed in the context of improving the quality of the teaching and learning of bibliographic classification to both undergraduate and postgraduate students. Recommendations are provided for future research based on using the framework to explore other contexts in which courseware is developed and implemented

    Computer education: new perspectives

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    Computer technologies were introduced into educational contexts over two decades ago and while there is some argument about the extent to which computers have realised their potential, they have undoubtedly had a significant impact on education. A look into any school will reveal computers being used widely by clerical staff, teachers and children. It is clear that computers are here to stay, but it is less clear as to how effectively they are being used in the learning process. Teachers not only need to use computers but they need to use them well, and in order to do this they must understand what computer technology can offer and the ways in which such technology can be used in teaching and learning

    Lessons in project management

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    The conventional view of project management is challenged by a contemporary construction industry that is rethinking its processes and procedures as it seeks to align itself with clients' business needs. Project managers must update their skills. They require flexible education and training that complements work place experience rather than distracts from professional obligations. Educational technology offers an exciting opportunity to accommodate these, often conflicting, requirements. Computer-aided learning (CAL) is supported by a government keen to promote a Learning Society, the expansion of Higher Education (HE) postgraduate provision and the construction industry's own initiatives to engender a culture of lifelong learning. Enthusiasts argue that CAL provides greater access, enhances quality and overcomes the inherent disadvantages of distance learning. Yet the apparent eagerness to develop innovative CAL applications is not evidenced in an educational survey of built environment postgraduate course provision. On the contrary, only small pockets of CAL activity are available. A new distance learning project management educational software application (DIMEPM) is developed and compared with a traditional multiple media resource and a well-established postgraduate module delivered in part-time mode. The design of DIMEPM draws on the expertise of experienced practitioners in HE and the views of leading academics in the field. Qualitative and quantitative approaches are employed in a longitudinal evaluation that assesses the relative learning gains, student attitude and confidence of HE students. And, in order to gain reaction from industry, DIMEPM is subjected to an illuminative evaluation within a leading engineering and project management consultancy. The research study finds no significant difference in the academic performance of students in the control and experimental groups. However, it is clear that technically orientated tasks lend themselves more readily to CAL than interpersonal skills. Distributed educational packages provide opportunities for enhancing distance learning but alternative pedagogic approaches are needed to encourage web-based dialogue and promote vicarious learning. Practitioners suggest that the distinction between these alternative delivery methods is artificial and that an integrated approach should be explored. Crucially, the research identifies considerable advantage in linking outcomes to delivery mechanisms and advocates the use of an "Associated Delivery" model

    Use of constructivism in the development and evaluation of an educational game environment.

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    Thesis (Ph.D.)-University of KwaZulu- Natal, Durban, 2004.Formal learning contexts often present information to learners in an inert and highly abstract form, making it unlikely that learners would ever use this information in their every-day lives. Learners do, however, show a greater propensity for retaining information that is seen as having relevance in their lives. Constructivism is an educational paradigm that has gained popularity amongst educationists. The core tenet of this paradigm is that learners learn through interaction with their environment and that all knowledge construction is based on previous life experience. Information that is presented to learners in a contextualised form not only has a better chance of being retained in long-term memory, but also has a greater likelihood of being applied in relevant life situations. This publication deals with the research, design and delivery of important information concerning diseases that have a major impact in Southern Africa. Firstly, learners at the University of Natal, Durban were polled for their existing knowledge concerning four widespread diseases, namely HIV/AIDS, tuberculosis, malaria and cancer. Aspects of these diseases where learners demonstrated a low level of awareness were defined as the primary learning objectives for an educational 3D- immersive microworld. Areas of knowledge concerning the transmission, symptomatic expression, biology and prevention of these diseases were generally not well represented in the learner sample. Hence, information regarding these aspects is presented to learners in a contextualised form within the microworld. Motivation for learners to play in this microworld is provided by a storyline that was researched and written for the portal. In addition, the model used in the storyline design was evaluated for its effectiveness as a tool to be used in the planning of future educational games. A model, the Puzzle Process model, was proposed to inform the design of puzzle interfaces for these types of interactive learning environments, and puzzle interfaces were designed for the virtual environment according to the model guidelines. The learning environment was tested as part of the formative evaluation with a small sample of learners. The testing process made use of both quantitative and qualitative methodologies to evaluate the effectiveness of the learning environment as a possible learning tool. Comparison of pre- and post-gameplay questionnaires showed that learners gained a more indepth and richer understanding of the topics being dealt with in the portal. In particular, the puzzle objects situated in the environment stimulated learners to negotiate meanings for the puzzle interfaces and, in the process, encouraged learners to discuss the topic being dealt with. Results from this study also show that the longer learners discussed and negotiated a certain knowledge domain, the greater their increase in richness of information was for that knowledge domain after gameplay. These results highlight the importance of social dialogue in the knowledge construction process and suggest that environments like these have great potential based on their ability to encourage learners to talk to one another and their facilitators while negotiating mutually acceptable knowledge. The original Puzzle Process model, as well as the Game Achievement model and the Game Object model were modified to account for the need for social dialogue and content. These more comprehensive models are instrumental for use in future virtual world environment design
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