Browsing by Subject "Multimedia learning"
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Item Examining factors that affect performance in complex simulation environments(2009-05) Mayrath, Michael Charles; Robinson, Daniel H.This study examined the effects of manipulating the modality (text-only, voice-only, voice+text) of a tutorial and restriction (restricted vs. unrestricted) of a simulation's interface on retention and transfer of tutorial content. The tutorial prepared novice students to use Packet Tracer, a simulation developed by Cisco that teaches network engineers how to build and troubleshoot computer networks. Retention was measured using a multiple choice test whereas transfer was measured using an assessment embedded within Packet Tracer. An interaction was found between modality and restriction on the Packet Tracer transfer test. When Packet Tracer's interface was unrestricted, students who received the voice-only tutorial performed significantly better on the transfer test than students who received the text-only tutorial. This finding is consistent with the cognitive theory of multimedia learning and previous research on modality effect. However, this is also an original finding because previous research has not examined the interaction between a tutorial's modality and the restriction of a complex simulation's interface. This study addressed relevant instructional technology design questions, such as how to design tutorials for complex simulations and what effect restricting a simulation's interface has on retention and transfer for novice students.Item Multimedia instruction for individual and collaborative interactive learning environments : a cognitive load approach(2011-05) Nihalani, Priya K.; Robinson, Daniel H.This study sought to identify factors that optimize individual and collaborative cognitive processing in complex learning environments. Across two laboratory sessions, the effects of manipulating instructional sequence delivery (high cognitive load vs. low cognitive load) of a simulation-based game and learning condition (individual vs. collaborative) were examined on retention and transfer of instructional content. The instruction was a set of tutorials for preparing novice students to use Aspire, a simulation-based game, developed by Cisco, that teaches entrepreneurial and computer networking skills within the industry of information technology. An instructional sequence by learning condition interaction was found on transfer, but not retention, measures. For delayed transfer performance, individuals who received high load instruction experienced cognitive overload that exceeded their cognitive capacity. Collaborative students were able to collaborate with each other in a way that reduced the high cognitive load imposed by the instructional sequence; thus, they were able to process the instructional content across their collective working memory. Individual students were not able to reduce the cognitive load imposed by the instructional sequence; thus, they had less working memory capacity for processing the instructional content. Collaborative students who received the low load instruction also demonstrated lower motivation than those who received high load instruction. Taken together, these findings support the notions of individual and collective working memory processing differences. This study holds implications for leveraging technology to design learning environments that aid students in attaining collaborative skills and knowledge needed for the 21st century.