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Michele M. Kelly , March, 1999. Almost everyone agrees that using visuals in instruction is a good idea. ... Madison, WI: WCB brown & benchmark. Salomon, G. (1981) ... – PowerPoint PPT presentation

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Title: Multimedia Instruction: Using visuals and audio for learning


1
Multimedia Instruction Using visuals and audio
for learning
  • David A. Mappin, PhD.
  • Michele M. Kelly , March, 1999

2
  • Almost everyone agrees that using visuals in
    instruction is a good idea. However, beyond the
    simplicity of direct illustration, or visual
    enhancement for purposes of motivation most
    multimedia developers do not have a good idea of
    the range of purposes which visuals may serve in
    learning and the reasons why a line drawing might
    be a better choice than a photograph in certain
    instances.

3
  • Beyond research with basic visual materials,
    there are
  • concessions which have emerged with the rise in
    the number of
  • forms of new media available, concession with
    regard to
  • maximizing image quality while keeping the file
    sizes
  • manageable and dealing with other aspects of the
    selected
  • medium, for example, the available transmission
    rates for any
  • multimedia data needed as a part of the system.

4
Program Format
  • This program will deal with seven forms of
    visuals, from verbal and visual images through
    artistic renderings and photographic images, in
    three basic states still or static partial
    motion and full motion.

5
  • We might consider this as mapping a three part
    structure for this nexus of the technical demands
    of the system with the
  • quality of the image to be displayed
  • image quality
  • file size
  • transmission dimensions, and
  • image handling constraints within the computing
    systemdisplaying the image(s).

6
Program Format
  • Clear presentations of lists of what is known and
    what is recommended in using visuals for learning
    would be features of the final product. At the
    same time the program would enable discussion of
    those things which are not known or which are
    subject to judgements by the developer. At this
    stage new ideas may be incorporated and the basic
    structure may be altered through the process of
    discussion.
  • As a background to this discussion the program
    will also address some more fundamental issues of
    what research has shown about our confidence in
    using visuals for learning and how we make
    meaning from pictures, and how sound relates to
    the process.

7
Program Format
  • Why use Visuals?
  • Dynamic (motion) visuals
  • Animation
  • Why Use Sounds?
  • When to Use Visuals, Sound or a combination of
    the two.
  • How to Use New Media Effectively.
  • Research supporting the Use of Visuals and Sound
    for Learning.
  • The proposed collaborators.
  • References

8
Why Use Visuals?
  • In a review of visual learning research Anglin,
    Towers, and Levie (1996) maintain there is
    significant evidence that people remember
    pictures better than words, generally speaking.
    There are at least three theories commonly
    presented to explain this claim, often referred
    to as the picture superiority effect.
  • These three are
  • Paivios dual-code model (Paivio, 1978 1990),
  • The single code model (Anderson, 1978 Kosslyn,
    1981 and Pylyshyn, 1978)
  • The sensory-semantic model (Nelson, 1979 Smith
    Magee, 1980)
  • While the discussion of the three will
    undoubtedly continue, each has some implications
    for the use of pictures.

9
  • Duchastel (1978) described three roles for
    illustrations in text based on their functions
  • an attentional role
  • a retentional role
  • and an explicative role.

10
  • As Anglin, Towers, and Levie describe them,
  • the attentional role relies on the fact that
    pictures naturally attract attention. (p. 765).

11
  • The retention role aids the learner in
    recalling information seen in an illustration.
  • (Anglin p. 765)

12
  • the explicative role explains, in visual
    terms information that would be hard to convey in
    verbal or written terms. (Anglin p. 765).

13
Why Use Visuals?
Duchstel and Walter (1979) have identified seven
ways that pictures may provide an explicative
role
  • Descriptive
  • Expressive
  • Constructional
  • Functional
  • Logical-mathematical
  • Algorithmic
  • Data display

14
Descriptive
  • The role of the descriptive function is to show
    what an object looks like physically.
  • (Duchstel and Walter 1979)

15
Expressive
  • The expressive role is to make an impact on the
    reader beyond a simple description.

16
Constructional
  • The intent of the constructional role is to show
    how the parts of a system form the whole.

17
Functional
  • The functional role allows a learner to follow
    visually the unfolding of a process or the
    organization of a system.

18
Logical-mathematical
  • The purpose of this role is to show mathematical
    concepts through curves, graphs, etc.

19
Algorithmic
  • The algorithmic role is used to show action
    possibilities. Data display

20
Data display
  • The functional role of data display is to allow
    quick visual comparison and easy access to date
    such as pie charts, histograms, dot maps, or bar
    graphs.

21
Alessandrini
  • In addition, it will be tempered with the
    observations by Alessandrini (1984) that some
    functional frameworks deal to much with
    representational images.

22
A Seven Step Continuum
Wileman (1995) has presented a seven step
continuum for dealing with images from
representational photo realism, through various
levels of graphic abstraction, to verbal symbols.

23
Wilemans seven step continuum combined with
still, partial motion, and full motion visuals
can be seen as a matrix to explore how various
choices may look and the effect they may have on
learning.
24
Dynamic (motion) visuals
  • Much of the work on the use of dynamic visuals,
    or what we would usually call motion media, comes
    from work that has been done on learning from
    film and television. There is little reason to
    suspect that most of these principles will not
    continue to be valid.

25
Dynamic (motion) visuals
  • As early as 1924 after a series of research
    studies freeman concluded that motion media could
    contribute to learning in cases where
  • the motion was critical to what was being
    learned and
  • the motion was used to cue or draw the learners
    attention to the material being presented.

26
Dynamic (motion) visuals
  • What we know about the use of motion visuals
    today may be thought of as extensions and
    refinements of freemans principles. In the
    section on when to use visuals we provide some
    examples of where motion might be critical to
    learning.
  • In addition to these examples the use of video as
    a social modeling tool in learning various
    interpersonal skills has been shown to be very
    valuable.

27
Dynamic (motion) visuals
  • Perhaps the newest addition to our ideas of
    learning is in using dynamic visuals to create a
    context for that learning. One example of this
    may be found in the work on anchored
    instruction by the Cognition and Technology
    Group at Vanderbilt University. (Cognition and
    Technology Group, 1992).
  • Through extensive use of a story line presented
    with video to provide a context for the learning
    activity, thus making that learning more
    authentic, CGTV have developed programs such as
    those in the Jasper Woodbury series which provide
    an excellent example of this use of video.

28
Dynamic (motion) visuals
  • Also within the dimension of dynamic visuals is
    the impact which camera angles, shot lengths, and
    various editing techniques may have on learning
    from and on the impact of educational video.
    Authors such as Devaney (1991) have mapped some
    of these dimensions, as has some work by Baggaley
    (1974, 1975).

29
Animation
  • Research in the use of animation in learning has
    generated mixed results in linking the use of
    animation and learning (park Hopkins, 1993
    Reiber, 1990).
  • Reiber however, (1990) has made three
    recommendations regarding the role of animation
    in designing learning
  • It should be used only when its attributes are
    congruent with the learning task
  • Novice learners in any given content area my find
    difficulty in knowing how to attend to relevant
    cues or details And
  • Its greatest contribution to computer-based
    learning may lie in its use in interactive
    graphic applications.

30
When to Use Visuals, Sounds or a combination of
the two.
  • Many aspects of the role of visuals may be
    represented by the Cone of Experience developed
    by Edgar Dale in 1946.
  • Dales cone represents individuals experiences
    as shading from real experience through contrived
    (vicarious) experiences to the increasingly
    abstract realm of verbal symbols.
  • As seen in the drawing on the next slide,
    Bruners ideas may be shown to parallel Dales.

31
(No Transcript)
32
When to Use Visuals, Sounds or a combination of
the two.
  • What this suggests is that the use of visual and
    other multimedia materials to replace direct
    human experiences provides a very powerful
    experience, closely analogous to having the real
    experience.
  • By implication, and this has been borne out in a
    variety of research, such experiences can be very
    powerful in developing learning. The further one
    gets from direct experience toward the symbolic
    and abstract aspects of human experience the more
    the learner has to have developed skills in
    understanding and manipulating symbols in order
    for learning to take place.

33
When to Use Visuals, Sounds or a combination of
the two.
  • This is not to suggest that learning from
    abstract symbols, for example reading, is not a
    powerful way of learning, that would be nonsense.
  • Rather, because of the abstraction learners can
    always make clear, direct connections to the uses
    of their learning without further, less abstract
    experiences.
  • We should also remember that visuals themselves
    can be highly abstract and very symbolic.

34
Visuals Can
  • At a practical level, visuals of differing kinds
    can show us what the eye can see including
  • Things too far away or
  • Too dangerous to view in person

35
Visuals Can
  • At a practical level, visuals of differing kinds
    can show us what the eye might see

Historical events Historical re-creations Socia
l Modeling
36
Visuals Can
  • Show us what the eye cannot see by extending
    human capabilities including

Things which are too fast or too slow for us to
perceive. Things which are too large or too
small for us to perceive.
37
Visuals Can
Show us things that do not (cannot) exist
Fantasy people, places, things Science
projections Science fantasy
Presentations of literature
38
Visuals Can
Show us things that don't (can't) exist.
Fantasy people, places, things Science
projections Science fantasy
Presentations of literature
39
Why Use Sounds?
  • Tripp and Roby (1996) have reviewed the ways in
    which audio has been used for learning in the
    past century.
  • They conclude that there is no reason to doubt
    that students learn from audio, but, if print is
    available, research has clearly shown that
    students learn material significantly better from
    print that from audio if the content is held
    constant.

40
Why Use Sounds?
  • In the parallel case of the use of audio in
    combination with visual materials, research has
    clearly shown that redundant audio information
    can aid learning.
  • Mann (1992) has described how sound may function
    within a video program in a variety of roles and
    Millerson (1985) has described a series of ways
    that sound can be used to represent ideas
    symbolically and he describes a series of nine
    functions sound might have in this regard
    factual, environmental, interpretive, symbolic,
    imitative, identifying, recapitulative, coupling,
    and montage.

41
Why Use Sounds?
  • In the proposed program the possible uses of
    sound on its own and in conjunction with images
    will be explored more extensively.
  • Given the role that sound can and does play in
    multimedia it would seem import to make students
    more conscious of the possibilities.

42
How to Use New Media Effectively.
  • Working with any of the new media to provide
    images and sound which are useful in learning and
    also of the quality necessary for the purpose
    require us to balance four factors
  • Image quality.
  • File size.
  • Transmission dimensions, and.
  • Image handling constraints within the computing
    the system displaying the image(s).

43
How to Use New Media Effectively.
  • Some of the obvious issues which might be
    considered are
  • Ensure students are not being distracted (or
    turned off) because the image is jerky or blurry.
  • Ensure students are not distracted from careful
    observation because there are too many other
    things to do at the same time.
  • Are students able to see the actual colour if it
    is important because of colour coding .
  • What are the download times for the web ojects
    which are being used? Video animation both
    require careful attention to frame rate and
    display window size.

44
Research Supporting the Use of Visuals and Sound
for Learning
  • Four primary lines of research into visuals used
    as illustrations are described by Levie (1987)
  • Picture perception
  • Memory for pictures
  • Learning and cognition
  • Affective responses to pictures.

45
Research Supporting the Use of Visuals and Sound
for Learning
  • In the same work Levie makes the point that
  • It is clear that research on pictures is not a
    coherent field of inquiry. An aerial view of the
    picture research literature would look like a
    group of small tropical islands with only a few
    connecting bridges in between. Most researchers
    refer to a narrow range of this literature in
    devising their hypotheses and in discussing their
    results. Similarly, authors of picture memory
    models, for example, take little notice of the
    theories of picture perception. (P. 26)

46
Proposed Collaborators
  • The following individuals and institutions have
    been discussing the development and use of this
    material
  • Dr. David Mappin
  • University of Alberta, lead institution
  • Dr. Jon Baggaley
  • Athabasca university
  • Dr. Bill hunter
  • University of Calgary
  • Eric rice
  • Access/LTA

47
References
  • Alesandrini, K. L. (1984). Pictures and adult
    learning. Instructional science 13, 63 - 77.
  • Anderson, J. R. (1978). Arguments concerning
    representations for mental imagery.
    Psychological review 85, 249-77.
  • Anglin, G., Towers, R., Levie, H. (1996).
    Visual message design and learning the role of
    static and dynamic illustrations. In D. Jonasen
    (ed.), Handbook of research for educational
    communication and technology, 755-794. New York,
    NY Macmillan.
  • Baggaley, J. (1974). Research notes experiments
    in ET effects of adding backgrounds.
    Educational broadcasting international 7,
    208-209.
  • Baggaley, J. (1975). Research notes experiments
    in ET effects of edited cutaways. Educational
    broadcasting international 8, 36-37.

48
References
  • Cognition and technology group at Vanderbilt.
    (1992). The jasper experiment an exploration of
    issues in learning and instructional design.
    Educational technology research and development
    40 (1), 65-80.
  • Dale, E. (1946). Audio-visual methods in
    teaching. New York, NY holt, Rinehart, and
    Winston.
  • Devaney, A. (1991). A grammar of educational
    television. In D. Hlynka and J. Belland, eds.,
    Paradigms regained the uses of illuminative,
    semiotic, and post-modern criticism as modes of
    inquiry in educational technology. Englewood
    cliffs, NJ educational technology.
  • Duchastel, P. C. (1978). Illustrating
    instructional texts. Educational technology 11,
    36-39.

49
References
  • Duchastel, P. C. Walter, R. (1979, Nov.).
    Pictorial illustration in educational texts.
    Educational technology, 20 - 25.
  • Dwyer, F. (1978). Strategies for improving
    visual learning. State college, PA learning
    services.
  • Freeman, F. N., Ed. (1924). Visual education a
    comparative study of motion pictures and other
    methods of instruction. Chicago, IL university
    of Chicago process.
  • Kosslyn, S. M. (1981). The medium and the
    message in mental imagery a theory.
    Psychological review 88, 46-66.
  • Levie, H. (1987). Research on pictures a guide
    to the literature. In D. M. Willows H. A.
    Houghton, eds. The psychology of illustration
    volume 1 basic research, 1-50. New York
    Springer.

50
References
  • Mann, B. (1992). The SSF model structuring the
    functions of the sound attribute. Canadian
    journal of educational communication 21 (1),
    45-65.
  • Millerson, G. (1985). The technique of
    television production, 9th ed. New York, NY
    focal press.
  • Nelson, D. L. (1979). Remembering pictures and
    words appearance, significance, and name. In L.
    S. Cermak F. I. M. Craik, eds. Levels of
    processing in human memory, 45-76. Hillsdale,
    NJ Erlbaum.
  • Paivio, A. (1978). A dual-coding approach to
    perception and cognition. In J. H. Pick E.
    Saltzman, eds. Modes of perceiving and
    processing information, 39-51. Hillsdale, NJ
    Erlbaum.
  • Paivio, A. (1990). Mental representations a
    dual coding approach, 2nd edition. New York, NY
    oxford Univesity press.

51
References
  • Park, O., Hopkins, R. (1993). Instructional
    conditions for using dynamic visual displays a
    review. Instructional science 22, 1-24.
  • Pylyshyn, Z. W. (1981). The imagery debate
    analogue media versus tacit knowledge.
    Psychological review, 88, 16-45.
  • Reiber, L. (1989). A review of animation
    research in computer-based instruction. In
    proceedings of selected research papers presented
    at the annual meeting of the association for
    educational communications and technology,
    Dallas, Tx, Feb. 1-5 (ERIC document reproduction
    service no. 308-832).
  • Reiber, L. (1990). Animation in computer-based
    instruction. Educational technology research and
    development 38 (1), 77-86.

52
References
  • Reiber, L. (1994). Computers, graphics, and
    learning. Madison, WI WCB brown benchmark.
  • Salomon, G. (1981). The use of visual media in
    the service of enriching mental thought
    processes. Instructional science, 9 (4),
    327-329.
  • Salomon, G. (1979). Interaction of media,
    cognition, and learning. San Francisco, CA
    Jossey-bass.
  • Smith, M. C., Magee, L. E. (1980). Tracing the
    time course of picture-word processing.
  • The Vietnam War
  • http//dspace.dial.pipex.com/leuhusen/nam/intro.ht
    m
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