21,814 research outputs found

    Fostering reflection in the training of speech-receptive action

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    Dieser Aufsatz erörtert Möglichkeiten und Probleme der Förderung kommunikativer Fertigkeiten durch die UnterstĂŒtzung der Reflexion eigenen sprachrezeptiven Handelns und des Einsatzes von computerunterstĂŒtzten Lernumgebungen fĂŒr dessen Förderung. Kommunikationstrainings widmen sich meistens der Förderung des beobachtbaren sprachproduktiven Handelns (Sprechen). Die individuellen kognitiven Prozesse, die dem sprachrezeptiven Handeln (Hören und Verstehen) zugrunde liegen, werden hĂ€ufig vernachlĂ€ssigt. Dies wird dadurch begrĂŒndet, dass sprachrezeptives Handeln in einer kommunikativen Situation nur schwer zugĂ€nglich und die Förderung der individuellen Prozesse sprachrezeptiven Handelns sehr zeitaufwĂ€ndig ist. Das zentrale Lernprinzip - die Reflexion des eigenen sprachlich-kommunikativen Handelns - wird aus verschiedenen Perspektiven diskutiert. Vor dem Hintergrund der Reflexionsmodelle wird die computerunterstĂŒtzte Lernumgebung CaiMan© vorgestellt und beschrieben. Daran anschließend werden sieben Erfolgsfaktoren aus der empirischen Forschung zur Lernumgebung CaiMan© abgeleitet. Der Artikel endet mit der Vorstellung von zwei empirischen Studien, die Möglichkeiten der ReflexionsunterstĂŒtzung untersucheThis article discusses the training of communicative skills by fostering the reflection of speech-receptive action and the opportunities for using software for this purpose. Most frameworks for the training of communicative behavior focus on fostering the observable speech-productive action (i.e. speaking); the individual cognitive processes underlying speech-receptive action (hearing and understanding utterances) are often neglected. Computer-supported learning environments employed as cognitive tools can help to foster speech-receptive action. Seven success factors for the integration of software into the training of soft skills have been derived from empirical research. The computer-supported learning environment CaiMan© based on these ideas is presented. One central learning principle in this learning environment reflection of one's own action will be discussed from different perspectives. The article concludes with two empirical studies examining opportunities to foster reflecti

    Measuring the Affordances of Studying in a Virtual World

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    There has been much interest at the University of Hertfordshire in the teaching and learning in virtual worlds such as Second Life. The School of Computer Science has established a virtual campus within this system where a broad range of learning and teaching activities take place. These include presenting textual, audio and video learning and teaching materials, delivering virtual lectures, providing simulations and group working areas. Recently there has been a great deal of controversy over such initiatives, for example at my own university lecturers are divided as to the efficacy of such an approach. Some see the initiative as an interesting addition to the range of teaching and learning strategies available, likely to motivate learners. Others see it as a trivial attempt to jump on the latest band wagon, with little pedagogical benefit or justification. My own past research in this area, over several years has related to an estimation of the cognitive load imposed by desktop virtual environments and how this affected learning. Several important variables have been identified in several years of research and their effects measured. In the study presented here, a group of 80 final year computer science students used the Second Life virtual environment in order to support their practical project work. Groups of four learners used the university virtual campus especially modified for this purpose to hold meetings and to manage their software development projects. This study reports on how the group areas were established and used by the learners, the types of activities that took place and the effectiveness of the approach in this context. Quantitative and qualitative research was undertaken and it was found that there were benefits to be had by the use of such virtual environments. Recommendations are made as to the affordances of the Second Life virtual environment for teaching and learning in this context and also discussed are the potential problems inherent in this initiative related to individual differences and the cognitive burden imposed on learners.Peer reviewe

    Learner Engagement with YouTube Videos in Informal Online Learning: An Investigation of the Effects of Segmenting, Signaling, and Weeding

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    Millions of educational videos available on YouTube offer unprecedented opportunities for online learning. As it invites open-ended and self-paced exploration of almost any topic, YouTube has emerged as an important platform for informal online learning that occurs outside the formal classroom. A considerable number of studies have been directed toward YouTube educational videos. However, research on learner engagement with YouTube educational videos is limited, despite the central role of engagement in learning and the increasing popularity of YouTube videos in informal online learning. This paper addresses this research gap. We adopt the conceptualization that learner engagement has three dimensions – behavioral, emotional, and cognitive - and investigate how the features of segmenting, signaling, and weeding (SSW), the three multimedia learning principles, in YouTube educational video presentations collectively affect learner engagement in informal online learning. Our analysis shows that different SSW features have various associations with the three dimensions of learner engagement. These findings substantiate the empirical knowledge of learner engagement with YouTube educational videos. Our study corroborates extant video engagement research and extends its relevance to informal learning on social media. It also informs video designers and developers on adding video presentation features to optimize video engagement on social media

    Multimedia and Decision-Making Process

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    Multimedia technology has changed the way we use computers. Multimedia transforms com-puters into a second person. Multimedia technology has made it possible for us to see, hear, read, feel, and talk to computers. Multimedia technology has transformed our use and understanding of computers. On the other hand, multimedia presentation is one of the fastest-growing sectors of the computer industry. Applications have appeared in many areas, such as training, education, business presentation, merchandising, and communications.multimedia, decision, studies, mining, architecture

    Cognitive and affective perspectives on immersive technology in education

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    This research explains the rationale behind the utilization of mobile learning technologies. It involves a qualitative study among children to better understand their opinions and perceptions toward the use of educational applications (apps) that are available on their mobile devices, including smartphones and tablets. The researchers organized semi-structured, face-to-face interview sessions with primary school students who were using mobile technologies at their primary school. The students reported that their engagement with the educational apps has improved their competencies. They acquired relational and communicative skills as they collaborated in teams. On the other hand, there were a few students who were not perceiving the usefulness and the ease of use of the educational apps on their mobile device. This study indicates that the research participants had different skillsets as they exhibited different learning abilities. In conclusion, this contribution opens-up avenues for future research in this promising field of study.peer-reviewe

    Multimedia Design, Learning Effectiveness, and Student Perceptions of Instructor Credibility and Immediacy

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    Online learning and the use of multimedia is a quickly growing element of higher education. This experimental research study examines five common audio and video presentation designs to inform evidence-based practices that can be applied by instructional designers as they develop content for online learners. Specifically, this experiment compares instructor-only, slides-only, dual-windows, video-switching, and superimposed-slides multimedia designs in terms of learning effectiveness, perceived instructor credibility, instructor immediacy, and cognitive load created by each design. This study included a diverse sample of adult learners who were randomly assigned to treatment groups. A total of 171 participants completed the study and responded to the NASA Task Load Index (TLX) used to gauge task and cognitive load, the credibility and immediacy survey, and the 20-item post-test. A series of 5x1 Analyses of Variance and Tukey post-hoc calculations were conducted to test for statistically significant differences between groups. The results suggest that a balance can be established between instructor credibility and immediacy by showing both the instructor and instructional content during online classes. The five multimedia designs can yield similar results in recall and comprehension as long as audio, video, and content quality is a design priority. The results also indicate that the design of instructional methods has a greater impact on learning than the device used to receive that instruction. Media and technology are a means to deliver pedagogy and foster communication; it is up to instructors and designers to use evidence-based best practices such as these to build optimal learning environments and instructional systems

    Heard but Not Seen: Instructor-Led Video and its Effect on Learning

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    Educators and instructional designers are seeking ways to increase levels of learning. One of the ways this is being done is through cognitive load theory which attempts to reduce cognitive load through a better understanding of working memory and the factors that impact its function. Past studies have found that working memory processes visual and auditory information using separate and non-sharable resources (dual coding theory) and that by properly utilizing multimedia elements, information processing in working memory is more efficient (multimedia learning). What is not known is the effect that instructor-led video, which uses the visual channel but delivers no information, has on the cognitive load of the learner. Further, will the introduction of multimedia elements make the information processing of the learner more efficient? This study examined three ways in which instructional designers may create a more efficient learning environment through a better understanding of multimedia learning. First, by using the theories of multimedia learning, I examined a more efficient use of sensory memory. By minimizing extraneous load, which communication theory calls noise, on working memory through increased utilization of the visual and auditory channels, the effectiveness of instruction was increased. Secondly, the multimedia effect, defined as using visual helps and guides with spoken and written text, was shown to assist working memory in processing new information into existing schema. Last, by using the personalization principle set forth by Clark and Mayer (2008), I used both the video feed and multimedia together to foster a more social or conversational presentation to the learner

    Designing for Ballet Classes: Identifying and Mitigating Communication Challenges Between Dancers and Teachers

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    Dancer-teacher communication in a ballet class can be challenging: ballet is one of the most complex forms of movements, and learning happens through multi-faceted interactions with studio tools (mirror, barre, and floor) and the teacher. We conducted an interview-based qualitative study with seven ballet teachers and six dancers followed by an open-coded analysis to explore the communication challenges that arise while teaching and learning in the ballet studio. We identified key communication issues, including adapting to multi-level dancer expertise, transmitting and realigning development goals, providing personalized corrections and feedback, maintaining the state of flow, and communicating how to properly use tools in the environment. We discuss design implications for crafting technological interventions aimed at mitigating these communication challenges

    Effects of Signaling on Learner Engagement in Informal Learning on YouTube

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    Millions of educational videos available on YouTube offer unprecedented learning opportunities. A considerable number of studies have been directed toward YouTube educational videos. Yet, research on learner engagement with YouTube educational videos is scarce, despite its central role in learning. This paper addresses this research gap. We adopt the conceptualization that learner engagement has three dimensions - behavioral, emotional, and cognitive- and investigate how signaling in YouTube educational video presentation affects learner engagement in informal learning. Our analysis shows that signaling positively affects behavioral, emotional, and cognitive engagement. These findings substantiate the empirical knowledge on learner engagement with YouTube educational videos. Our study corroborates traditional video engagement research and extends its relevance to the social media learning environment. It also informs video designers and developers on adding features in the video presentation to optimize learner engagement with YouTube educational videos
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