11 research outputs found

    Animated pedagogical agents effects on enhancing student motivation and learning in a science inquiry learning environment

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    This study focuses on the design and testing of a motivational animated pedagogical agent (APA) in an inquiry learning environment on kinematics. The aim of including the APA was to enhance students’ perceptions of task relevance and self-efficacy. Given the under-representation of girls in science classrooms, special attention was given to designing an APA that would appeal to the female students. A review of the literature suggested that the best design solution would be an agent who was female, young, attractive, and “cool”. An experiment compared three conditions: agent (image and voice), voice (no image), and control (no image and no voice). The research question was whether students’ motivation and knowledge changed over time as they worked in the inquiry learning environment, and whether condition and gender affected such changes. Participants were 61 third-year students (mean age 14.7 years) from a secondary school. Gender was distributed evenly within and across conditions. A significant main effect of time on self-efficacy was found, with self-efficacy beliefs increasing significantly for both boys and girls. In addition, there was a significant interaction between time, condition, and gender for self-efficacy. About halfway during training, girls’ self-efficacy beliefs significantly increased in both experimental conditions and decreased in the control condition. For boys the opposite pattern was found. Girls also gave higher appraisals for the agent. Students in all three conditions realized significant knowledge gains, which did not differ by gender. The discussion critically considers the need for, and design of motivational scaffolding in inquiry learning environment

    Investigating the impact of pedagogical agent gender matching and learner choice on learning outcomes and perceptions

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    abstract: The similarity attraction hypothesis posits that humans are drawn toward others who behave and appear similar to themselves. Two experiments examined this hypothesis with middle-school students learning electrical circuit analysis in a computer-based environment with an Animated Pedagogical Agent (APA). Experiment 1 was designed to determine whether matching the gender of the APA to the student has a positive impact on learning outcomes or student perceptions. One hundred ninety-seven middle-school students learned with the computer-based environment using an APA that matched their gender or one which was opposite in gender. Female students reported higher program ratings when the APA matched their gender. Male students, on the other hand, reported higher program ratings than females when the APA did not match their gender. Experiment 2 systematically tested the impact of providing learners the choice among four APAs on learning outcomes and student perceptions. Three hundred thirty-four middle-school students received either a pre-assigned random APA or were free to choose from four APA options: young male agent, older male agent, young female agent, or older female agent. Learners had higher far transfer scores when provided a choice of animated agent, but student perceptions were not impacted by having the ability to make this choice. We suggest that offering students learner control positively impacts student motivation and learning by increasing student perceptions of autonomy, responsibility for the success of the instructional materials, and global satisfaction with the design of materials.NOTICE: this is the author’s version of a work that was accepted for publication in COMPUTERS & EDUCATION. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in COMPUTERS & EDUCATION Volume 67, September 2013, Pages 36–50 http://dx.doi.org/10.1016/j.compedu.2013.02.00

    The Effect of Story Narrative in Multimedia Learning

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    abstract: ELearning, distance learning, has been a fast-developing topic in educational area. In 1999, Mayer put forward “Cognitive Theory of Multimedia learning” (Moreno, & Mayer, 1999). The theory consisted of several principles. One of the principles, Modality Principle describes that when learners are presented with spoken words, their performance are better than that with on-screen texts (Mayer, R., Dow, & Mayer, S. 2003; Moreno, & Mayer, 1999).It gave an implication that learners performance can be affected by modality of learning materials. A very common tool in education in literature and language is narrative. This way of storytelling has received success in practical use. The advantages of using narrative includes (a) inherent format advantage such as simple structure and familiar language and ideas, (b) motivating learners, (c) facilitate listening, (d) oral ability and (e)provide schema for comparison in comprehension. Although this storytelling method has been widely used in literature, language and even moral education, few studies focused it on science and technology area. The study aims to test the effect of narrative effect in multimedia setting with science topic. A script-based story was applied. The multimedia settings include a virtual human with synthetic speech, and animation on a solar cell lesson. The experiment design is a randomized alternative- treatments design, in which participants are requested to watch a video with pedagogical agent in story format or not. Participants were collected from Amazon Mechanical Turk. Result of transfer score and retention score showed that no significant difference between narrative and non-narrative condition. Discussion was put forward for future study.Dissertation/ThesisMasters Thesis Engineering 201

    Integration Scaffolding in Hypermedia Learning

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    This dissertation project used 80 undergraduate students to examine the effectiveness of three forms of facilitation in hypermedia learning with text and diagrams about the human circulatory system: 1) signaling key terms, 2) prompted referencing of diagrammatic representations, and 3) integration scaffolding which provided facilitation in locating corresponding components within diagrams. These three experimental manipulations were compared to a control condition in which learners used the same hypermedia learning environment, without any facilitative feature in coordinating between text and diagrams. Two measures captured differences in learning: 1) a multiple choice pretest and posttest of declarative and conceptual knowledge and 2) a diagram interpretation task requiring learners to use diagrams to explain their understanding of the circulatory system. Eye-tracking measures and concurrent think-aloud protocols were collected during the 20-minute learning sessions to provide process measures of students\u27 learning and a self-report cognitive load measure was administered immediately after the learning session. Results indicated that the integration scaffolding condition led to higher posttest scores on the multiple choice measure, but no significant differences were detected for the diagram interpretation task. Eye-tracking results demonstrated that the integration scaffolding condition had a higher number of and a higher total duration of fixations on relevant areas within the diagrams. The relevant areas represent diagrammatic representations corresponding to the textual referents within the accompanying text. Additionally, these learners spent a significantly larger proportion of their time inspecting diagrams looking at the relevant areas of the diagrams and a significantly larger proportion of these learners\u27 fixations were on relevant areas. Analyses of learners\u27 self-regulated learning processes, based on concurrent think-aloud protocols, indicated that the integration scaffolding condition also generated more correct summarizations than the remaining groups. The self-report cognitive load measure failed to reveal any differences among the learning conditions. Taken together, these results provide support for models of text-picture integration (Mayer, 2005; Schnotz, 2005) and, to some extent, Cognitive Load Theory. Further, the experiment suggests that directing learners\u27 attention to corresponding elements within text and diagrams can be an effective technique for facilitating the process of text-picture integration

    Understanding Artificial Agents as Facilitators of Learning

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    Getting the point: tracing worked examples enhances learning

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    Embodied cognition perspectives suggest that pointing and tracing with the index finger may support learning, with basic laboratory research indicating such gestures have considerable effects on information processing in working memory. The present thesis examined whether tracing worked examples could enhance learning through decreased intrinsic cognitive load. In Experiment 1, 56 Year 6 students (mean age = 11.20, SD = .44) were presented with either tracing or no-tracing instructions on parallel lines relationships. The tracing group solved more acquisition phase practice questions and made fewer test phase errors, but otherwise test results were limited by ceiling effects. 42 Year 5 students (mean age = 10.50, SD = .51) were recruited in Experiment 2 to better align the materials with students’ knowledge levels. The tracing group outperformed the non-tracing group at the test and reported lower levels of test difficulty, interpreted as lower levels of intrinsic cognitive load. Experiment 3 recruited 52 Year 6 and Year 7 students (mean age = 12.04, SD = .59) presented with materials on angle relationships of a triangle; the tracing effect was replicated on test scores and errors, but not test difficulty. Experiment 4 used the parallel lines materials to test hypothesized gradients across experimental conditions with 72 Year 5 students (mean age = 9.94, SD = .33), predicting the tracing on the paper group would outperform the tracing above the paper group, who in turn would outperform the non-tracing group. The hypothesized gradient was established across practice questions correctly answered, practice question errors, test questions correctly answered, test question time to solution, and test difficulty self-reports. The results establish that incorporating the haptic input into worked example-based instruction design enhances the worked example effect and that tracing worked examples is a natural, simple yet effective way to enhance novices’ mathematics learning

    Signaling Text-Picture Relations in Multimedia Learning: The Influence of Prior Knowledge

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    The aim of the present dissertation was to investigate one of the most frequently used instructional support measures for multimedia learning, namely, signaling of text-picture relations and its boundary conditions. Results revealed that learners' prior knowledge influenced the effectiveness of multimedia signaling in line with the expertise reversal effect

    Effects of observing and producing deictic gestures on memory and learning in different age groups

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    The studies presented in this dissertation aimed to investigate whether observing or producing deictic gestures (i.e., pointing and tracing gestures to index a referent in space or a movement pathway), could facilitate memory and learning in children, young adults, and older adults. More specifically, regarding memory it was investigated whether the use of deictic gestures would improve performance on tasks targeting cognitive functions that are found to change with age (working memory, cognitive control, and source memory). In addition, it was investigated whether any found effects would be more pronounced for children in whom these cognitive functions are still developing, and for older adults, in whom these cognitive functions have been found to suffer from age-related declines
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