94 research outputs found

    Learning from animation enabled by collaboration

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    Animated graphics are extensively used in multimedia instructions explaining how natural or artificial dynamic systems work. As animation directly depicts spatial changes over time, it is legitimate to believe that animated graphics will improve comprehension over static graphics. However, the research failed to find clear evidence in favour of animation. Animation may also be used to promote interactions in computer-supported collaborative learning. In this setting as well, the empirical studies have not confirmed the benefits that one could intuitively expect from the use of animation. One explanation is that multimedia, including animated graphics, challenges human processing capacities, and in particular imposes a substantial working memory load. We designed an experimental study involving three between-subjects factors: the type of multimedia instruction (with static or animated graphics), the presence of snapshots of critical steps of the system (with or without snapshots) and the learning setting (individual or collaborative). The findings indicate that animation was overall beneficial to retention, while for transfer, only learners studying collaboratively benefited from animated over static graphics. Contrary to our expectations, the snapshots were marginally beneficial to learners studying individually and significantly detrimental to learners studying in dyads. The results are discussed within the multimedia comprehension framework in order to propose the conditions under which animation can benefit to learnin

    Evaluation ergonomique des options de spécification et de visualisation temporelle utilisées dans MADEUS

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    Pour un concepteur de documents multimédia, l'agencement des objets dans le temps est l'une des tùches les plus complexes. Pourtant, peu d'éditeurs supportent cette activité de maniÚre satisfaisante. Un outil d'édition et de présentation de documents multimédia, MADEUS, est developpé dans le projet OPERA pour assister le concepteur dans cette tùche. MADEUS utilise un langage de contraintes inspiré de la logique d'Allen [1] pour spécifier les relations temporelles entre objets. Une représentation graphique de l'espace de solutions est alors déduite de ces contraintes pour permettre à l'utilisateur de visualiser et de manipuler les relations temporelles entre objets dans le document. Ce rapport présente l'expérimentation qui a été menée auprÚs d'utilisateurs pour évaluer l'ergonomie des options de visualisation proposées dans MADEUS

    Digitale Technologien als UnterstĂŒtzung fĂŒr eine kooperative TĂ€tigkeit der praktischen Übungen in der Biologie

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    Une approche de recherche basĂ©e sur la conception (design-based research) a Ă©tĂ© mise en oeuvre pour concevoir une activitĂ© d’apprentissage visant Ă  soutenir l’observation et les interactions des Ă©lĂšves au cours de travaux pratiques de biologie au moyen de tablettes numĂ©riques et d’une plateforme web de partage et annotations de photos (beekee). Cet article prĂ©sente la premiĂšre Ă©tape d’expĂ©rimentation en situation rĂ©elle oĂč nous avons observĂ© la mise en oeuvre de l’activitĂ©. L’intĂ©rĂȘt des Ă©lĂšves et leur perception des interactions Ă©taient Ă©valuĂ©s au moyen de questionnaires. Les rĂ©sultats confirment l’intĂ©rĂȘt d’une telle activitĂ© mĂ©diatisĂ©e et permettent d’identifier les principes de conception qui seront testĂ©s lors de la prochaine itĂ©ration. (DIPF/Orig.)Mit Hilfe eines designbasierten Forschungsansatzes (design-based research) wurde eine LernaktivitĂ€t implementiert, die Beobachtungen und Interaktionen der Studierenden wĂ€hrend Biologiepraktika durch digitale Tabletten und eine Foto-Web-Sharing-Plattform (beekee) unterstĂŒtzt. Dieser Artikel untersucht die erste Etappe der Implementation und die dabei durchgefĂŒhrten Beobachtungen. Das Interesse der SchĂŒlerinnen und SchĂŒler sowie die Wahrnehmung von Interaktionen wurden durch Fragebögen erhoben. Die Ergebnisse bestĂ€tigen den Nutzwert von digitalen Technologien zur UnterstĂŒtzung von kooperativen AktivitĂ€ten im Klassenzimmer und erlauben es, Designprinzipien zu formulieren, die in der nĂ€chsten Iteration getestet werden sollen. (DIPF/Orig.

    Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty

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    The effects of animations on verbal interaction in computer supported collaborative learning

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    This paper focuses on the interaction patterns of learners studying in pairs who were provided with multimedia learning material. In a previous article, we reported that learning scores were higher for dyads of an ‘animations’ condition than for dyads of a ‘static pictures’ condition. Results also showed that offering a persistent display of one snapshot of each animated sequence hindered collaborative learning. In the present paper, further analyses of verbal interactions within learning dyads were performed in order to have a better understanding of both the beneficial effect of animations and the detrimental effect of the presence of persistent snapshots of critical steps on collaborative learning. Results did not show any differences in terms of verbal categories between the two versions of the instructional material, that is, static versus animated pictures. Pairs who were provided with persistent snapshots of the multimedia sequences produced fewer utterances compared to participants without the snapshots. In addition, the persistent snapshots were detrimental both in terms of providing information about the learning content and in terms of producing utterances solely for the purpose of managing the interaction. In this study, evidence also showed that these two verbal categories were positively related to learning performances. Finally, mediation analyses revealed that the negative effect of persistent snapshots was mediated by the fact that peers of the snapshots condition produced less information providing and interaction management utterances. Results are interpreted using a psycholinguistic framework applied to computer-supported collaborative learning (CSCL) literature and general guidelines are derived for the use of dynamic material and persistency tools in the design of CSCL environments

    The ‘Erfahrraum’: a pedagogical model for designing educational technologies in dual vocational systems

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    Vocational education taking place in the dual contexts of workplace and school often lacks integration of concrete experiences with theoretical knowledge. The interplay between workplace and school contexts and their often antagonistic priorities call for a specific model that transforms these divergences into learning opportunities and connects different forms of knowledge into an integrated body of knowledge that contributes to developing vocational competence. This paper presents a multi-dimensional pedagogical model, called the ‘Erfahrraum’, for the design and implementation of educational technologies as a way to foster this integration in initial dual vocational education and training (VET). The ‘Erfahrraum’ model informs the design of shared spaces for capturing and reflecting on experiences made in different contexts in which VET takes place. The model particularly emphasizes the importance of shared reflection processes to turn concrete experiences into relevant integrated knowledge. Examples of implementations in different professions using a range of different technologies illustrate the power of the ‘Erfahrraum’ model

    Multiple forms of dynamic representation

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    The terms dynamic representation and animation are often used as if they are synonymous, but in this paper we argue that there are multiple ways to represent phenomena that change over time. Time-persistent representations show a range of values over time. Time-implicit representations also show a range of values but not the specific times when the values occur. Time-singular representations show only a single point of time. In this paper, we examine the use of dynamic representations in instructional simulations. We argue that the three types of dynamic representations have distinct advantages compared to static representations. We also suggest there are specific cognitive tasks associated with their use. Furthermore, dynamic representations of different form are often displayed simultaneously. We conclude that to understand learning with multiple dynamic representations, it is crucial to consider the way in which time is displayed

    A Theoretical Analysis of How Segmentation of Dynamic Visualizations Optimizes Students' Learning

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    This article reviews studies investigating segmentation of dynamic visualizations (i.e., showing dynamic visualizations in pieces with pauses in between) and discusses two not mutually exclusive processes that might underlie the effectiveness of segmentation. First, cognitive activities needed for dealing with the transience of dynamic visualizations impose extraneous cognitive load, which may hinder learning. Segmentation may reduce the negative effect of this load by dividing animations into smaller units of information and providing pauses between segments that give students time for the necessary cognitive activities after each of those units of information. Second, event segmentation theory states that people mentally segment dynamic visualizations during perception (i.e., divide the information shown in pieces). Segmentation of dynamic visualisation could cue relevant segments to students, which may aid them in perceiving the structure underlying the process or procedure shown

    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
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