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1.
Recent studies have shown that the positive emotional design of learning environments might foster learning performance. In contrast, the seductive detail effect postulates that additional, learning irrelevant details inhibit learning. This research focusses on the implementation of decorative pictures as a prime for emotions and context-relatedness. This study examines four groups of decorative pictures which might be conducive for learning. Eighty-two students were randomly assigned to one cell of a 2 (emotionally positive vs. emotionally negative pictures) × 2 (school context vs. leisure context pictures) between-subjects, factorial design. The dimensions of pleasure, arousal, and dominance are examined as possible mediators. Results show that either positively valenced pictures or learning pictures foster retention and transfer performance. Pleasure is identified as mediator of the effect between valence of pictures and learning performance. A further analysis shows differences for arousal and dominance for both factors. These results are interpreted with concepts like motivated attention and other arousal theories.  相似文献   

2.
What is the role of motivation in multimedia learning? Cognitive theories of multimedia learning tend to focus on instructional methods aimed at reducing extraneous processing (such as highlighting the essential material) or managing essential processing (such as breaking a lesson into parts), whereas motivational theories tend to focus on instructional methods aimed at fostering generative processing (such as adding appealing graphics or challenging scenarios). Moreno's (2005) cognitive affective theory of learning from media is intended to better incorporate motivation and metacognition into theories of multimedia learning, helping to extend or clarify Mayer's (2009) cognitive theory of multimedia learning and Sweller's (Sweller, Ayres, & Kaluga, 2011) cognitive load theory. The research presented in this special section examines motivating instructional features intended to promote generative processing—such as adding appealing graphics (Magner, Schwonke, Aleven, Popescu, & Renkl, 2013; Plass, Heidig, Hayward, Homer, & Um, 2013) or challenging scenarios (D'Mello, Lehman, Pekrun, & Graesser, 2013). Overall, motivational features can improve student learning by fostering generative processing as long as the learner is not continually overloaded with extraneous processing or overly distracted from essential processing.  相似文献   

3.
We examine design factors that may evoke positive emotions in learners and investigate the effects of these positive emotions on learning. Recent research showed that the emotional design of multimedia learning material can induce positive emotions in learners that in turn facilitate comprehension and transfer. We sought to replicate these results with a different population and different mood induction procedure and examine individual emotions, and to decompose the effects of the design elements of color and shape. Study 1 showed that well-designed materials induced positive emotions and facilitated comprehension, though transfer performance was not affected by emotional design. Study 2 found that round face-like shapes both alone and in conjunction with warm color induced positive emotions. Warm colors alone, however, did not affect learners' emotions. Comprehension was facilitated by warm colors and round face-like shapes, independently as well as together. Transfer was facilitated by round face-like shapes when used with neutral colors.  相似文献   

4.
The purpose of this study was to examine the redundancy effects obtained when spoken information was duplicated in writing during the learning of a multimedia document. Documents consisting of diagrams and spoken information on the development of memory models were presented to three groups of students. In the first group, no written text was presented. In the second, written sentences redundant with the spoken information were progressively presented on the screen while in the third group, these written sentences were presented together. The results show that whatever the type of text presentation (sequential or static), the duplication of information in the written mode led to a substantial impairment in subsequent retention and transfer tests as well as in a task in which the memorization of diagrams was evaluated. This last result supports the hypothesis that the visual channel is overloaded as the cognitive theory of multimedia learning suggests.  相似文献   

5.
This special section focuses on cognitive and affective processes in multimedia learning in a range of learning domains. Expanding previous research that has taken a predominantly cognitive perspective of multimedia learning, recent studies have begun to consider affective aspects of multimedia learning with the aim of integrating emotion, motivation, and other affective variables into cognitive processing models. The articles included in this special section are examples of the various ways in which the cognitive perspective can be enhanced by taking affective aspects of learning into account. Investigations range from the study of confusion as an affective state that can be beneficial to learning, and the consideration of the potential distracting or motivating function of decorative illustrations, to an inquiry into how visual design can induce positive emotions in learners. The results of the studies included in this section are in line with Moreno's Cognitive-Affective Theory of Learning with Media (CATLM; Moreno, 2006) and show how emotion and interest facilitate cognitive processing and improve cognitive and affective outcomes.  相似文献   

6.
BackgroundEmotional design approaches tend to be instructionally effective in the case of higher education learners. However, empirical evidence on the effectiveness of emotional design for children is limited. Contextual animation is one way that emotional design can be realized. Contextual animation refers to the non-expository animation of context-providing representational pictures.AimThis study examines the effects of contextual animation on learning outcomes and situational interest in the case of pre-adolescents.SampleParticipants included 50 children 9–11 year of age recruited from all parts of the Czech Republic.MethodParticipants studied exponential growth and public opinion polls from two, 3-min-long, narrated videos; one included contextual animation and the other did not (counterbalanced within-subject design with randomization). Each child participated separately in one online session with a research administrator.ResultsAlthough animated videos triggered interest (d = 0.18, 0.36), null results were found both as regards learning outcomes and maintained situational interest.ConclusionsThis study adds to a small body of literature pointing at limited effects of emotional design approaches on pre-adolescents. Additional studies with young audiences and using other forms of emotional design would be a welcome addition to the literature.  相似文献   

7.
What is the effect on students' learning of converting a narrated slideshow with simple line drawings (original group) into one in which the key elements are rendered as colorful cartoon-like characters (cartoon group)? We conducted two between-subjects experiments in which the narrator's voice in both groups was a computer-generated female happy voice in Experiment 1 or a real female happy voice in Experiment 2. The cartoon group scored higher on a transfer posttest than the original group in both experiments. On subsequent questionnaires, the cartoon group reported feeling more positive (i.e., happy and content) during learning than the original group (in Experiment 1 and the combined experiments); and reported that the instructor was more engaging, better at facilitating learning, and more human-like (in Experiment 2 and the combined experiments). The results are consistent with the positivity principle, which predicts better learning from lessons in which key elements induce positive emotions.  相似文献   

8.
Affective pedagogical agent (PA) is an image of a character embedded in multimedia lessons with the ability to influence learners' affective experiences and learning performance. Prior studies on the effects of affective PA have shown inconsistent findings. In this study, we conducted four separate meta-analyses to address whether adding an affective PA to multimedia lessons can increase learners' retention performance, transfer performance, positive emotions, and intrinsic motivation, and to explore several moderators that may have contributed to the inconsistencies of previous studies. The research framework mainly includes introducing the concept of affective PA, reviewing research on the impact of affective PA on learning performance, emotions, and motivation, analyzing the moderators that may affect the effects of affective PA, performing a meta-analysis, and discussing the results based on the findings of the meta-analysis. We found 36 articles met the inclusion criteria. The results of the meta-analysis indicated that affective PA could increase learners’ positive emotions (k = 25, g = 0.26), improve intrinsic motivation (k = 26, g = 0.26), and facilitate learning performance (retention: k = 35, g = 0.26; transfer: k = 45, g = 0.34). Furthermore, moderator analysis found that affective PA characteristics (i.e., appearance, the number of emotional cues, and body movement) and learning materials characteristics (i.e., subject domain, pacing of presentation) moderated the effects of affective PA. We discussed these findings from different theoretical perspectives. In general, affective PA could help students be happier and more motivated to learn in multimedia learning environments.  相似文献   

9.
The purpose of this study was to examine the effect of multimedia computer-assisted instruction (MCAI), traditional instruction (TI), and combined instruction (CI) methods on learning the skill of shooting in basketball. Additionally, a comparison of the students’ attitudes towards the MCAI and TI methods was made. Seventy-five middle school students of seventh and eighth grade were randomly assigned into three teaching method groups: TI, MCAI and CI. Each group received ten 45-min periods of instruction divided into three sections: (a) 5-min introduction, (b) 30-min instructional time and (c) 10-min questions and review. Students took pre-, post-, and retention written test covering techniques and rules of the games. Participants in the CI group also completed a post-test attitude survey towards the MCAI and TI methods. Two-way analysis of variances (ANOVA), with repeated measures on the last factor, were conducted to determine effect of method groups (MCAI, TI, CI) and measures (pre-test, post-test, re-test) on knowledge test. Paired samples t-test analyses were conducted to measure students’ attitude towards the MCAI and TI methods. Post-test results indicated no significant differences between the groups concerning the written test. Nevertheless, the attitude test scores of the CI group were more favourable to MCAI method than the TI method. Retention test results showed that groups retained the knowledge acquisition. However, the combine method of instruction tended to be the most effective on cognitive learning.  相似文献   

10.
The signaling principle recommends emphasizing relevant aspects of a multimedia message by means of signals (e.g., color coding). We determined the effectiveness of signals that highlight correspondences between text and pictures as well as possible boundary conditions by means of a meta-analysis. To this end, 58 potentially relevant articles were identified in a comprehensive search. After rating the studies based on inclusion criteria and correcting for biases, 27 studies were included in the meta-analysis yielding 45 pairwise comparisons with N = 2464 participants. Domain-specific prior knowledge, pacing of the materials, pictorial format, mapping requirements, and distinctiveness of signals were coded as moderators. For transfer and comprehension performance a positive small-to-medium effect size (r = .17, 95% CI [0.11, 0.22]) favoring signaled multimedia material was found, which was moderated by prior knowledge. The findings support the effectiveness of the signaling principle in particular for learners with low prior knowledge.  相似文献   

11.
多媒体教学能够促进有意义的学习,同时多媒体学习受认知负荷的影响又是十分明显的。在多媒体学习理论框架内研究了具体多媒体学习情境下的认知超负荷现象,提出了相应的减负方法。  相似文献   

12.
This paper reviews research literature on cognitive load measurement in learning and neuroimaging, and describes a mapping between the main elements of cognitive load theory and findings in functional neuroanatomy. It is argued that these findings may lead to the improved measurement of cognitive load using neuroimaging. The paper describes how current measures of cognitive load cannot accurately show the distinction between different types of cognitive load in different learning conditions, and existing approaches to cognitive load assessment are limited in terms of their precision and methodology. A literature review discusses the conceptual framework of Sweller's [Sweller, J. (1994). Cognitive load theory, learning difficulty, and instructional design. Learning and Instruction 4, 295-312; Sweller, J. (1999). Instructional design in technical areas. Camberwell, Australia: ACER Press] cognitive load theory, and describes various approaches to load measurement and their limitations. The paper then describes how the core components of cognitive load - intrinsic, extraneous, and germane load - may be observable using neuroimaging techniques, and argues for the exploration of new links between education research and neuroscience.  相似文献   

13.
计算机辅助语言学习近年已经成为语言学习方面的一个热门话题,国家也在大力推动以计算机为基础的网络语言学习平台。本文结合计算机辅助语言学习的发展趋势,阐述了现代多媒体网络课堂中教师、学生和计算机的相互关系以及依据建构主义理论的学生个性化自主学习在网络环境下的实现。  相似文献   

14.
讨论了发现学习CAI课件设计中应遵循的原则:充分参与,自主发现的原则;设境激情,积极发现的原则;知识学习重要,学会学习同样重要的“双重”原则;合理结构多媒体信息,构建“学”而非“教”的发现学习环境的原则;适当引导,提高发现学习效率的原则。  相似文献   

15.
讨论了发现学习CAI课件教学设计的内容和步骤:发现学习目标的分析;确定发现学习类型;媒体资源和学习情境的设计;自主学习的设计、形成性练习的设计。认为“自主学习的设计”是整个设计的核心内容,并给出了概念、规则和问题解决三种发现学习的自主学习模式。  相似文献   

16.
Teacher education efforts must prepare future teachers to implement evidence-based practices that are effective for all students. A strand of practices necessary for reading competence is vocabulary instruction; however, teachers spend less time teaching vocabulary as opposed to other literacy skills. In this experimental study, researchers investigated a multimedia-based intervention, which pairs video with a Content Acquisition Podcast (i.e., video plus CAP) to teach preservice teachers (N = 49) to implement vocabulary practices with struggling students. Those who watched the video plus CAP used significantly more teaching behaviors associated with an evidence-based vocabulary practice during instruction than the comparison group.  相似文献   

17.
In Taiwan, lectures are commonly used for younger students to learn their own language, which is traditional Chinese. Passively listening to lectures has led to this group of students making such mistakes as forgetting strokes and word meanings, combining phrases to create incomprehensible blurs of information, and switching radicals with phonetic characters. Thus, the rationale of this study is that better and longer lasting Chinese learning results will occur when a combination of well‐designed texts, audio, graphics, animation, and hands‐on practice are employed. A multimedia system with computer‐based courseware in combination with added, assistive technologies including sound equipment, digital boards, and pens was developed based on this rationale. This study used a treatment group who used the system and a comparison group who received lectures. The subjects were 41 second graders in a southern city in Taiwan and all of them received the same pretest, immediate posttest, and the delayed posttest. Even though some of the differences between the two groups did not reach statistical significance, the results revealed that the treatment group consistently performed better than the comparison group in almost all the areas of competencies in both posttests.  相似文献   

18.
This study provides a systematic review on the relationships between emotional competence and team learning behaviours, with 32 studies identified as addressing these relationships within teams whose team members are interdependent in the fulfilment of their work tasks and goals. By examining the selected studies' findings, positive relationships between emotional competence and its dimensions and various team learning behaviours were identified. Focussed on emotional competence, the perception of own emotions and others’ emotions supports teams and their members by recognising the emotions that surface during teamwork, while emotional management helps teams deal with these emotions. Although emotional expressiveness as a fourth dimension hardly has been investigated, it plays a key role and is essential to the perception of emotions in a team. Expressing, perceiving and dealing with emotions within a team enables teams and their members to work openly with each other, share and create knowledge, reflect upon teamwork and discuss constructively with each other instead of against each other. Considering the different levels of measurement and analysis, this systematic review provides an in-depth insight into the relationships between emotional competence and team learning behaviours and identifies research gaps such as implications for methodological and future research as well as practical implications for organisational practitioners and teams.  相似文献   

19.
This article initially demonstrates the parallels between the learner-centered approach in education and the user-centered approach in design disciplines. Afterward, a course on human factors that applies learner-centered methods to teach user-centered design is introduced. The focus is on three tasks to identify the application of theoretical and methodological approach. The major instructional methods utilized in the tasks are role enactment, project-based learning, case-based learning and reflection. These tasks develop students' knowledge, attitude and skills reflecting on their selves, their social and physical environment. Finally, the results of the study on students' evaluations of the course and their learning are presented. The study findings indicate that the course has been successful in its learning objectives. Multiple methods of learner-centered instruction complement lecture sessions and one-another to enhance student learning of user-centered design in different levels of cognitive and affective domains.  相似文献   

20.
Animations may facilitate learning by providing external support for visual–spatial mental processing. Facilitation is challenged by findings that demonstrate involvement of spatial abilities in learning from animations, because this involvement indicates active internal visual–spatial processing. In the present study, learners attended to a system-paced multimedia presentation in which a verbal–auditory explanation was concurrently synchronized either with animation, with static core pictures, or with enriched static pictures that showed additional intermediate steps and arrows indicating motion. Results demonstrated better learning success with animations and with enriched static pictures than with static pictures. Spatial abilities were not substantively related to learning success with animations or with static pictures, but they played a crucial role for learning success with enriched static pictures. It is concluded that active visual–spatial processing was recruited with enriched static pictures. With animations, learning was truly facilitated by external support for visual–spatial mental processing.  相似文献   

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