scholarly journals Amulab - Advanced multimedia learning laboratory

E-psychologie ◽  
2021 ◽  
Vol 15 (4) ◽  
pp. 91-91
Author(s):  
Cyril Brom

Amulab states for advanced multimedia learning laboratory. Here we explore how people learn from instructional materials that combine verbal and visual information, and we help develop such materials. Our main focus is on advanced materials in the sense of new media – animations, tutorials, interactive simulations, educational games, and so on.

Author(s):  
Richard E. Mayer

E-learning refers to computer-delivered instruction including multimedia presentations, interactive simulations, educational games, and virtual classrooms. This chapter shows how e-learning can play an important role in lifelong learning to the extent that it is informed by research-based principles of instructional design and consistent with how people learn. The chapter provides an introduction to applying the science of learning to e-learning, summarizes a research-based theory of e-learning, summarizes research-based principles for the design of e-learning, and suggests future directions for research on e-learning.


Author(s):  
Duygu Mutlu-Bayraktar ◽  
Servet Bayram

In this chapter, situations that can cause split of attention in multimedia environments were determined via eye tracking method. Fixation numbers, heat maps and area of interest of learners were analyzed. As a result of these analyses, design suggestions were determined for multimedia environments to provide focusing attention to content without split attention effect. Visual and auditory resources should be provided simultaneously. Visual information should be supported with auditory expression instead of texts. Images such as videos, pictures and texts should not be presented on the same screen. Texts provided with pictures should be presented via integration to each other instead of separate presentation of text and picture. Texts provided with videos should be presented via integration to each other instead of separate presentation of text and video. Images should be given via marking important points on images to increase attention.


Author(s):  
Rand J. Spiro ◽  
Brian P. Collins ◽  
Aparna R. Ramchandran

The words openness and flexibility—the latter is the topic of this volume—are joined in the title of this chapter. We see them as two sides of the same coin—structure and process, as well as antecedent and consequent. Closed structures of presentation (how instructional materials are organized in delivery systems) and of representation (how knowledge is structured and operated upon in the mind) produce rigidity of thought and action. The antithesis of this rigidity is a kind of “openness-based” flexibility necessary for adaptive knowledge application, for transfer of knowledge to new situations, for situation-sensitive use of knowledge, and for the kind of world-fitting complexity of understanding that cognitive flexibility depends upon—and that the increasingly complex modern world of life and work needs now more than ever. Rigidity and oversimplification are rampant in learning and teaching (e.g., Feltovich, Coulson, & Spiro, 2001; Feltovich, Spiro, & Coulson, 1989, 1996; Spiro, Feltovich, & Coulson, 1996), but with the affordances of new media, we do not need to live complacently with this state of affairs (Spiro, in press). The perspective of cognitive flexibility theory (CFT; Mishra, Spiro, & Feltovich, 1996; Spiro, Coulson, Feltovich, & Anderson, 1988, 2004; Spiro, Feltovich, Jacobson, & Coulson, 1992a, 1992b; Spiro & Jehng, 1990) enacts openness in many ways—in the theory itself and in the multimedia learning systems based on the theory (cognitive flexibility hypertext learning environments, CFHs). A recent overview of CFT can be found in Spiro, Collins, and Thota (2003).


Author(s):  
John Carr ◽  
Peter Blanchfield

Computer games offer an extremely engaging experience and are an overwhelmingly popular pastime for today’s youth. As such, they make an attractive medium for educators seeking to utilise new media to create new engaging learning experiences and provide for those with special needs. Effective integration of game-play and education is extremely difficult to achieve. This problem has plagued the educational games industry since its inception. This chapter will examine this problem with reference to a study which attempts to utilise the motivational power of computer games to aid the education of some of the most challenging students; children who are exhibiting behavioural disorders (oppositional defiant behaviour, attention deficit). Such children can find it almost impossible to focus on traditional educational activities but will give the right computer game their full attention for extended periods. Computer games can engage these children, but can this power be utilised for more than entertainment?


AI Magazine ◽  
2013 ◽  
Vol 34 (3) ◽  
pp. 13-26 ◽  
Author(s):  
Cristina Conati ◽  
Samad Kardan

The field of intelligent tutoring systems has successfully delivered techniques and applications to provide personalized coaching and feedback for problem solving in a variety of domains. The core of this personalized instruction is a student model; the ITS component in charge of assessing student traits and states relevant to tailor the tutorial interaction to specific student needs during problem solving. There are however, other educational activities that can help learners acquire the target skills and abilities at different stages of learning including, among others, exploring interactive simulations and playing educational games. This article describes research on creating student models that support personalization for these novel types of interactions, their unique challenges, and how AI and machine learning can help.


Author(s):  
Richard E. Mayer

E-learning refers to computer-delivered instruction including multimedia presentations, instructional video, interactive simulations, educational games, online courses, and virtual classrooms. E-learning can be delivered on a variety of devices including desktop computers, laptop computers, tablets, smart phones, smart TVs, and virtual or augmented reality systems. This chapter shows how e-learning can play an important role in lifelong learning to the extent that it is informed by research-based principles of instructional design and consistent with how people learn. The chapter provides an introduction to applying the science of learning to e-learning, summarizes an evidence-based theory of e-learning, summarizes evidence-based principles for the design of e-learning, and suggests future directions for research on e-learning.


Author(s):  
Steve Garwood

LessonCapture is an approach to the creation and recording of presentation content (course lecture or demonstration), delivered either face-to-face or via screen-recording, and based on effective public speaking, presentation design, and multimedia learning principles. The combination of these principles with particular procedures and practices helps to ensure effective learning and reusability of content. The field of education faces many challenges: budgets, time limitations, new delivery approaches, and effectiveness. LessonCapture is one way to help maximize the return on the financial investment in recording technology and the instructor time needed to create high quality instructional materials.


2009 ◽  
Vol 3 (1) ◽  
pp. 47-48
Author(s):  
Sonora Lemieux ◽  
Benoît Mallette ◽  
Shannon Prevost O’Dowd

In this interview, three grade six students discuss their perspectives on literacy. Sonora, Shannon, and Benoît explore the role of peer collaboration, fun, and the various ways that they learn and share their learning with others. The students express their enjoyment of reading and emphasize the value of challenging oneself and persevering when a book or a project becomes difficult.They explain the advantages of pneumonic devices and other "tricks" for learning items such as multiplication tables, and elaborate with anecdotes involving fellow students as well as adults. Common to all of the students’ experiences are the benefits of multi-modal teaching and learning, and the advantages of incorporating art with auditory and visual information in literacy activities. These students also discuss the Internet as an important resource, citing its use for classroom inquiry as well as educational games. They recognize the importance of literacy for future success. Their advice to others is to work hard in school.


2020 ◽  
Author(s):  
Christian Fischer ◽  
R. Charles Dershimer

Given that reform-based instruction emphasizes inquiry-based learning geared towards science and engineering practices traditional science instruction might not be able to fully support students to achieve 21st century skills. Implementing digital technologies for learners might provide promising perspectives on how to effectively teach reform-based science. Emerged from a technology workshop for pre-service science teachers, this paper provides suggestions on how to integrate educational games, virtual experiments, and interactive science simulations in reform-based science instruction. Besides reflecting on affordances of these digital tools, practical recommendations for teaching preparation are given including (a) how to review educational games for instructional adoptions, (b) how to align existing curricula materials supplementary to interactive science simulations to reform-based teaching, and (c) how to develop standards-aligned instructional materials for virtual experiments.


Author(s):  
Jaime Leung

This study looks at the mechanisms behind how people learn words of a new language. Syllables that occur within words have a higher chance of occurring together than the syllables between words. Both infants and adults use these transitional probabilities to extract the words in language. However, previous research has examined speech segmentation when learners are presented just with speech. In natural context, we look while we listen and what we see is correlated with what we hear. The goal of my study was to explore how visual context affects adult speech segmentation. To do so, we have three conditions: one where adults were presented with only a word stream, one where while listening adults saw animations that corresponded to words they heard, and one where the animations that the adults saw did not correspond to the words they heard. One hypothesis is that participants in the audio-visual conditions perform better at the segmentation task because the statistical boundaries in the audio are reinforced by the visual boundaries between animations. However, it is also possible that the visual information impairs performance because learners engage in learning the meanings of words in addition to speech segmentation. Preliminary results support the latter hypothesis.


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