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Multimedia Learning

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Use images and narration rather than images and text if possible. Use images and narration or images and text rather than images, narration, and text ... – PowerPoint PPT presentation

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Title: Multimedia Learning


1
Multimedia Learning
  • Kathryn Summers
  • Fall 2006

2
Gestalt principles
  • Proximity
  • Good continuity
  • Symmetry
  • Similarity
  • Common fate (objects that move together)
  • Common region (Palmer 1992)
  • Connectedness (connected by continuous contours)
    (Palmer and Rock, 1994)

3
Patterns in motion
  • Motion is perceived relative to its context/frame
  • Perception of causality (launching, triggering,
    etc.)
  • Predilection to interpret motion as biological

4
Definitions of Multimedia
  • Delivery media
  • Two or more delivery devices
  • Presentation modes
  • Verbal and pictorial representations
  • Sensory modalities
  • Auditory and visual senses

5
Common activities w/interface
  • Instructing or learning
  • Conversing
  • Manipulating and navigating
  • Exploring and browsing

6
Learning
  • Information acquisition vs. knowledge
    construction
  • Adding information to memory
  • Building a coherent mental structure/mental model
  • Measuring learningretention and transfer
  • Retentionability to reproduce or recognize
    presented material
  • Transferability to use material in novel
    situations

7
active learning
  • Behavioral activitylearner is doing something
    physically
  • Doesnt correlate very well with meaningful
    learning
  • Cognitive activitylearner is doing integrative
    cognitive processing
  • Does correlate strongly with meaningful learning

8
Human cognitive processing
  • Dual channel processing
  • Visual/pictorial
  • Auditory/verbal
  • Limited capacityyou can only process so much
    info per channel
  • Intrinsic cognitive load (how many elements, how
    they interact with each other)
  • Extraneous cognitive load (how the material is
    presented)
  • Active processinghumans identify relevant info,
    organize it into coherent mental representations,
    and integrate these representations with other
    knowledge

9
Cognitive processing
10
Types of memory
  • Sensory memory
  • Working memory (short-term memory)
  • Long-term memory

11
Memory strategies
  • Mnemonics
  • Distributed practice
  • Encoding specificity
  • Categorization
  • Elaborative rehearsal
  • (Eliminate/avoid interference)

12
Active processing
  • Select/identify relevant info, pay attention
    (select relevant words and images)
  • Organize information into knowledge structures
    (organize words and images)
  • Processcause and effect
  • Comparison
  • Generalization
  • Enumeration
  • Classification (hierarchies, sets and subsets)
  • Integrate information with prior knowledge
    (create verbal and pictorial models, connect to
    prior models)

13
Help learners build knowledge structures
  • Processflow chart, flash animation
  • Comparisonmatrix or table
  • Generalizationbranching tree
  • Enumerationlist
  • Classificationhierarchy, Venn diagram

14
Images text design principles
  • Concentratedkey ideas highlighted in both
    illustrations and text
  • Conciseminimal extraneous words or images
  • Correspondentcorresponding images and text are
    located together
  • Concretetext and illustrations allow for easy
    visualization
  • Coherentmaterial has a clear structure, such as
    cause and effect
  • Comprehensible/familiartext and images allow
    learners to apply relevant past experience
  • Codablekey terms and features are consistent and
    memorable

15
Multimedia design principles
  • Use both words and images
  • Put words and images together in space
  • Put words and images together in time
  • Minimize extraneous words and images
  • Use images and narration rather than images and
    text if possible
  • Use images and narration or images and text
    rather than images, narration, and text
  • Poor design hurts low-knowledge learners more
    than high-knowledge learners
  • Poor design hurts high spatial learners more than
    low-spatial learners

16
Standard teaching sequence
  • Motivate the learner
  • Preview the lesson
  • Have the learner recall prior knowledge
  • Present new ideas
  • Provide feedback
  • Test understanding
  • Enrich learning

17
Motivating learnersobjectives
  • No
  • Understand
  • List, be able to give examples of
  • Explain
  • Describe
  • Recognize, remember
  • Distinguish between
  • Master
  • Yes
  • Create, make
  • Install, set up, start
  • Edit, revise, amend
  • Customize
  • Repair, replace
  • Diagnose, troubleshoot
  • Organize
  • Write

18
Begin by engaging interest
  • Tell a story
  • Ask a question
  • Describe a problem that the material will solve
    (focus on real-world value)
  • Show a picture
  • Show results the learner will be able to achieve
    after the course (create real-world value)

19
Online lesson structures
  • Classic tutorials
  • Activity-centered lessons
  • Learner-customized tutorials
  • Knowledge-paced tutorials
  • Exploratory tutorials
  • Generated lessons

20
Layering versus sequencing
  • Sequence
  • Background
  • Main idea
  • details
  • Layer
  • main idea
  • Background/details

21
Common learning activities
  • Lecture/webcast
  • Presentation sequence
  • Drill and practice activities
  • Scavenger hunts
  • Guided research
  • Guided analysis
  • Team design
  • Brainstorming
  • Case studies
  • Role-playing scenarios
  • Group critiques
  • Virtual laboratories
  • Hands-on activities
  • Learning games

22
Use learning games or simulations when
  • The real activity takes too long
  • The real activity is dangerous
  • The real activity is too expensive
  • Failures or mistakes would be expensive
  • Failures or mistakes would be embarrassing
  • The subject is too boring
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