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1.
《Learning and Instruction》2003,13(2):157-176
Animation can provide learners with explicit dynamic information that is either implicit or unavailable in static graphics. However, the inclusion of temporal change in a visual display introduces additional and qualitatively different information processing demands. For learners to be successful in building high-quality mental models from animated instruction, they must extract thematically relevant information from the animation and incorporate it into their knowledge structures. Animation group subjects used a dynamic depiction of weather map changes to help them predict the future pattern of meteorological markings on a given map and then made a further prediction for a different map without the aid of the animation. Predictions from these subjects were superior in some respects to those produced by control subjects but this superiority tended to be limited to aspects that had high perceptual salience in the animation. The findings indicate selective processing of the animation that involved perceptually driven dynamic effects analogous to the field–ground effects associated with the visuospatial characteristics of static graphics, and raise questions about the widely assumed intrinsic superiority of animations over static graphics as resources for learning.  相似文献   

2.
Animating the graphics in electronic documents may increase readers’ willingness to study them but may impair or distort the processes of gist comprehension. Experiment 1 confirmed that, compared with static diagrams, animation increased readers willingness to study a range of graphic genres (maps, time-lines, drawings of unfamiliar objects). Total reading time was also increased but readers’ differential access of static and animated graphics confounded the interpretation of immediate and delayed retention tests. Experiment 2 contrasted the effects of accessing the graphics before or during reading. Scores on a quiz immediately after reading were significantly higher when the graphics were seen before rather than during reading, suggesting that readers found it difficult to integrate the graphics while still building the gist of the text. Scores on both an immediate and a delayed quiz were significantly higher when the graphics were static rather than animated. One pointer to the cause of the decrement with animated graphics was that the quiz performance of readers having animated graphics correlated with their scores on a picture memory test, whereas those of readers with static graphics did not. In contrast the delayed quiz scores of readers with static graphics showed a significant interaction with their performance on a digit memory task. Readers with high scores on digit memory benefited from accessing the graphics while reading, but readers with low scores on the digit test were impaired by such access during reading. This suggests that the cognitive skills needed for integrating text with animated graphics may differ from those needed for dealing with static graphics.  相似文献   

3.
Animation has an inherent advantage over static graphics when presenting dynamic content because it provides a more accurate and realistic depiction. Simultaneously, animation has an inherent disadvantage because most animated information is perceptually transient. In this quasi-experimental study, cognitive load theory was used to investigate the extent to which animation’s transience could be ameliorated with the incorporation of a pause/play feature or a tracing feature that lets previous information remain visually available on screen instead of disappearing after a brief display. Continuous animation, animation with pause/play and their equivalent static graphics, each designed with either a trace or no trace, were used to instruct 228 post-secondary technical education students on how an electrical circuit works. All formats were accompanied with the same on-screen text. The pattern of results, especially the interactions, indicated that animation with a pause/play format obtained the highest efficiency in the no tracing condition, while the continuous animation format obtained the highest efficiency in the tracing condition. These results suggest that by restructuring the dynamic information, the negative instructional consequences of the transient nature of animation can be counteracted to make it more efficient for learning than static graphics.  相似文献   

4.
In two experiments, we investigated how learners comprehend the functioning of a three-pulley system from a presentation on a computer screen. In the first experiment (N = 62) we tested the effect of static vs. animated presentations on comprehension. In the second experiment (N = 45), we tested the effect of user-control of an animated presentation on comprehension. In both experiments the participants were university students. Comprehension was measured with a test including three comprehension indicators. The first experiment indicated that an animation as well as integrated sequential static frames enhanced comprehension. The second experiment showed that a controllable animation did not have a powerful effect on comprehension, except for learners with low spatial and mechanical reasoning abilities.  相似文献   

5.
Computer-based multimedia learning environments make it possible to present interactive animated pictures, which can be manipulated for active exploratory learning and which allow the dynamic behavior of complex subject matter to be displayed. Due to the large range of possibilities for exploratory interaction, such learning environments seem well suited for co-operative learning in which different learners analyse the presented subject matter from different perspectives. This paper first describes a theoretical framework for learning from texts and pictures together with an analysis of possible effects of animation and interactivity on knowledge acquisition. It then presents two empirical studies in which knowledge acquisition from interactive animated pictures was compared with knowledge acquisition from static pictures under the conditions of individual learning (Study I) and of cooperative learning (Study II). In Study I, learning with interactive animated pictures resulted in a superior encoding of detail information, but did not facilitate performance of mental simulation tasks. In Study II, learning with interactive animated pictures resulted both in inferior encoding of detail information and poorer results in mental simulations. These findings and the analysis of discourse protocols of subjects’ co-operation suggest that exploratory learning with interactive animated pictures is associated with extraneous cognitive load and that this load can be further increased by the co-ordination demands of co-operative learning. Although animated pictures may provide external support for mental simulations, they do not appear to be generally beneficial for learning, because they can prevent individuals from performing relevant cognitive processes.  相似文献   

6.
在学习"狐狸"和"纸鹤"两种手工折纸的过程中,分别呈现给学习者动画(动态画面+语音解说)、图文(静态图片+文字解说)两种版本的学习材料进行学习。通过对学习者学习过程和学习结果的测量发现:动画版本学习材料相比于图文版本来说,学习者在学习时间和理解错误次数上均较少,即存在动画效应,但是否有显著差异还与学习材料的难易有关。  相似文献   

7.
Many have argued for the importance of continuing engineering education (CEE), but relatively few recommendations were found in the literature for how to use multimedia technologies to deliver it most effectively. The study reported here addressed this gap by investigating the multimedia category preferences of working engineers. Four categories of multimedia, with two types in each category, were studied: verbal (text and narration), static graphics (drawing and photograph), dynamic non-interactive graphics (animation and video), and dynamic interactive graphics (simulated virtual reality (VR) and photo-real VR). The results showed that working engineers strongly preferred text over narration and somewhat preferred drawing over photograph, animation over video, and simulated VR over photo-real VR. These results suggest that a variety of multimedia types should be used in the instructional design of CEE content.  相似文献   

8.
We tested key predictions of a theoretical model positing that confusion, which accompanies a state of cognitive disequilibrium that is triggered by contradictions, conflicts, anomalies, erroneous information, and other discrepant events, can be beneficial to learning if appropriately induced, regulated, and resolved. Hypotheses of the model were tested in two experiments where learners engaged in trialogues on scientific reasoning concepts in a simulated collaborative learning session with animated agents playing the role of a tutor and a peer student. Confusion was experimentally induced via a contradictory-information manipulation involving the animated agents expressing incorrect and/or contradictory opinions and asking the (human) learners to decide which opinion had more scientific merit. The results indicated that self-reports of confusion were largely insensitive to the manipulations. However, confusion was manifested by more objective measures that inferred confusion on the basis of learners’ responses immediately following contradictions. Furthermore, whereas the contradictions had no effect on learning when learners were not confused by the manipulations, performance on multiple-choice posttests and on transfer tests was substantially higher when the contradictions were successful in confusing learners. Theoretical and applied implications are discussed.  相似文献   

9.
An animation can have an informational advantage over a static picture by depicting dynamic features. The aim of this study was to investigate whether the provision of prerequisite knowledge can help learners infer dynamic features from a static picture. It was assumed that this supposedly more active processing with a static picture would result in longer lasting knowledge representations. A 2 × 2 × 2 between-subjects design with visualization format (static picture vs. animation), prerequisite knowledge (provided vs. not provided), and time of testing (immediate vs. one week later) was used (N = 260). The results of a transfer test showed that learners with low prerequisite knowledge benefited from the animation, but this was not the case for learners with high prerequisite knowledge. Time of testing had no influence. In line with the expertise reversal effect, prerequisite knowledge not only fostered learning with the static picture but also hindered learning with the animation.  相似文献   

10.
New technologies allow the display of text, static visuals, and animations. Although animations are inherently attractive, they are not always beneficial for learning. Problems may arise especially when animations modify the learner's cognitive load in an unintended way. In two learning experiments with 40 and 26 university students, the effects of animated pictures on knowledge acquisition were investigated. Some pictures displayed visual simulations of changes over time, whereas other pictures could be manipulated by learners to represent different states in time. Results showed that manipulation pictures had an enabling function for individuals with high learning prerequisites, whereas simulation pictures had a facilitating function for individuals with low learning prerequisites. However, the facilitating function was not beneficial for learning, because learners were prevented from performing relevant cognitive processes on their own. A careful analysis of the interrelation between different kinds of cognitive load and the process of learning is therefore required.  相似文献   

11.
The effects of two instructional strategies, visual display and contextual presentation, were investigated in the acquisition of electronic troubleshooting skills using computer-based instruction. Three types of visual displays (animation, static graphics with motion cues, and static graphics without motion cues) were used to represent structures and functions of electronic circuits and trouble-shooting procedures. The first hypothesis was that animation would be more effective than static graphics, but that static graphics with adequate motional cues representing the dynamic aspects of the task would accomplish results similar to animation. Results supported this hypothesis. The second hypothesis was that context-dependent instruction would be more efficient than context-independent instruction for solving problems in similar contexts, but that context independent instruction would be more effective in solving problems encountered in different contexts. The results supported this hypothesis. A general conclusion of this study is that the use of visual displays and contextual presentation should be based on the learning requirements of the task and the expected roles of the strategy in the learning.When this study was conducted, he was with the U.S. Army Research Institute. The opinions expressed herein are the author's and do not express or imply the views of the U.S. Department of Education or the U.S. Army Research Institute.  相似文献   

12.
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   

13.
In the business-systems-design learning environment, there may be more than one solution to any given problem. For instance, the data model will be different depending on each learner’s perspective. Accordingly, group learning systems are very effective in this domain. We have developed a collaborative and multimedia environment for learners on teams (CAMELOT) using the ‘nominal group technique’ for group problem solving. In this paper, the basic framework of the collaborative learning system and the effectiveness of collaborative learning in designing the data model are described. By using CAMELOT, each learner learns how to analyse through case studies and how to collaborate with his or her group in problem solving. Learners come to a deeper understanding from using CAMELOT than from studying independently because they can reach better solutions through discussion, tips from other learners and examination of one another’s individual works.  相似文献   

14.
This study investigated the effectiveness of three different levels of enhancement strategies utilized to facilitate students’ learning from static and animated visualization when taking the time-on-task into consideration. Participants were randomly assigned to six treatment groups, and then took four criterion measures. The time-on-task was measured and used as a covariate in the analysis. The results suggest that animation is more effective than static visuals for improving learning across all levels of learning. Questions plus feedback embedded into the visualized material are most effective in enhancing higher-level but not lower-level learning objectives. Furthermore, time-on-task may be interpreted differently. On the one hand, students should be allowed as much time as needed to learn material when it is enriched, such as in the animated lesson. On the other hand, requiring students in a static-only treatment to review the visuals may produce the same learning effect as the use of animated visuals.  相似文献   

15.
Learning paths have the potential to play an important role in the way educators serve their learners. Empirical research about learning paths is scarce, particularly in a secondary education setting. The present quasi-experimental study took place in the context of a biology course involving 360 secondary school students. A 2?×?2 factorial research design was adopted. Learners were engaged in learning activities in a learning path. These learning activities (1) differed in design and (2) were either undertaken individually or collaboratively. Gender was considered as a critical co-variable, given the focus on science learning. All learning paths were developed on the basis of visual representations, but in the experimental design conditions, learners worked with learning paths designed according to Mayer's multimedia guidelines (2003). Multilevel analyses were applied to study the impact on learning outcomes according to the design of learning paths, the individual/collaborative setting, and the co-variable gender. The study provides empirical evidence that both the design and the group setting (collaborative versus individual) have an impact on learning outcomes. Although there was no main effect, several significant interaction effects with gender were found. The results are helpful to direct research about the design and implementation of learning paths in a secondary school setting and underpin the relevance of representation modes in science learning.  相似文献   

16.
The perceptual and cognitive processing demands involved in comprehending complex animations can pose considerable challenges to learners. There is a tendency for learners to extract information that is highly perceptually salient but neglect less conspicuous information of crucial relevance to the building of a quality mental model. This study investigated the effectiveness of self-generated drawing for learning from an animation illustrating a scientific phenomenon, the so-called “Newton’s Cradle.” Participants were 199 students in grade seven, randomly assigned to three experimental conditions: self-generated drawing, traced/copied drawing, and no drawing. All participants were asked to produce an explanation of the animation for both immediate and delayed posttests. The results revealed the superiority of self-generated drawing in supporting animation comprehension at both testing times compared to the other two conditions, which did not differ from each other. In addition, comprehension of the animation was related to the quality of self-generated drawings. Specifically, the depiction of information characterized by low perceptual salience but high conceptual relevance to the phenomenon predicted comprehension and retention over time.  相似文献   

17.
教学难点是由于教学内容超出了学生的"最近发展区"而形成的。"经验之塔"理论和建构主义学习理论从理论上说明了多媒体技术是突破学习难点的有效方式。对于不同原因形成的教学难点,在课件制作和教学过程中,要有针对性地选用图形、图像、动画、音频与视频等不同的多媒体教学方式加以突破。  相似文献   

18.
19.
The effectiveness and efficiency of individual versus collaborative learning was investigated as a function of instructional format among 140 high school students in the domain of biology. The instructional format either emphasized worked examples, which needed to be studied or the equivalent problems, which needed to be solved. Because problem solving imposes a higher cognitive load for novices than does studying worked examples it was hypothesized that learning by solving problems would lead to better learning outcomes (effectiveness) and be more efficient for collaborative learners, whereas learning by studying worked examples would lead to better learning outcomes and be more efficient for individual learners. The results supported these crossover interaction hypothesis. Consequences of the findings for the design of individual and collaborative learning environments are discussed.  相似文献   

20.
Recent studies exploring the effects of instructional animations on learning compared to static graphics have yielded mixed results. Few studies have explored their effectiveness in portraying procedural-motor information. Opportunities exist within an applied (manufacturing) context for instructional animations to be used to facilitate build performance on an assembly line. The present study compares build time performance across successive builds when using animation, static diagrams or text instructions to convey an assembly sequence for a handheld device. Although an immediate facilitating effect of animation was found, yielding a significantly faster build time for Build 1, this advantage had disappeared by Build 3.  相似文献   

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