e-learning: the science of instruction ruth colvin clark and richard e mayer today we’ll cover:...
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E-learning: The Science of InstructionRuth Colvin Clark and Richard E Mayer
Today we’ll cover:Chapter 1: e-learning: promise and pitfallsChapter 2: How people learn from e-coursesPlus digressions for additional related materials on instructional methods
The e-Learning Bandwagon
90% of universities have distance learning Does this include Lehigh? U of Phoenix, Athabasca U, etc., entirely online
$50-60 billion/year spent on corporate and governmental training (as of 2003) 11% delivered by computer in 2001 Verizon’s Virtual University hosts most
technical training U.S. Army partners with
PricewaterhouseCoopers What is a knowledge-based economy?
Is e-learning a key to knowledge-based economy?
What is e-learning?
Instruction delivered via computer Content relevant to learning
objectives Uses instructional methods such as
examples and practice Builds new knowledge and skills
Media + instructional methods Media elements present and illustrate content
Text, audio narration, music, graphics, animation and video
E.g., Dreamweaver course uses audio narration and animated graphics
Instructional techniques support learning Examples, practice exercises, feedback E.g., Dreamweaver lesson uses simulation practice Why might simulating an actual work environment
be particularly effective?
When to use e-Learning (from Margaret Driscoll, Web-Based Training)
Cognitive skills: solving problems, applying rules, distinguishing items E.g., how to complete tax forms
Psychomotor skills: coordination physical movement and thought E.g., driving a golf ball or driving a crane Require coaching and detailed feedback
Attitudinal skills: opinions and behaviors E.g., whether to recycle
Which is hardest to teach with multimedia?
Which skills are most suitable for e-learning?
CPR training? Developing a sort algorithm? Supporting a political party? Driving a stick shift? Finding and using Photoshop plug-
ins? Trouble-shooting printer problems?
The Art of Changing the Brain
(James E. Zull)
The Learning Cycle: Sense → Integrate → Act Learning originates with concrete sensory experience Reflective observation integrates inputs in patterns
and develops generalizations or abstract hypotheses Active learning tests the results of motor output
Three theories of learning Receptive: information acquisition
Learning adds information to memory Instruction delivers information efficiently
Directive: response strengthening Strengthen stimulus-response associations Drill-and-practice with reinforcing feedback
Guided discovery: knowledge construction Learner builds a mental representation Guide learner in the context of solving
problems Is one theory right? Or a combination?
Types of e-Learning goals Inform: build awareness, e.g., about a
company’s organization Perform: build skills, e.g., how to use
software or how to evaluate bank loans Procedural: step-by step tasks
Near transfer from training to application Learning Dreamweaver may involve near transfer? Why?
Give an example. Principle-based: guidelines and problem-solving
skills Far transfer from training to application Why does learning how to evaluate bank loans far
transfer?
How do people learn?
Two information processing channels: visual and auditory, each with limited capacity
(attention) Working memory has limited capacity:
7 chunks plus or minus 2 Learning occurs by active processing
From working to long-term memory Rehearsal encodes knowledge
Knowledge must be retrieved from memory Retrieval brings knowledge back into working memory
Pitfalls of e-Learning Failure to do job or skill analysis
Presenting skills and knowledge out of job context risks transfer failure
How could this pitfall affect your project? Failure to accommodate human learning
Multimedia can actually depress learning if it overwhelms limits of human processing
Attrition: e-Learning dropouts at least 35% Games and stories may detract from learning
Why?
Do these techniques aid human learning? If so, why?
Using an arrow or color to draw the eye to important information?
Listing learning objectives up front? Omitting background music? Using succinct text? Ask about trouble-shooting actions
relevant to job context?
e-Learning Research Informal studies: observing people as they learn or
asking them about it Formative evaluation makes changes from learner
feedback Summative evaluation reports results to sponsors & others
Formal studies use experimental research design, with subjects randomly assigned to test and control groups
Controlled: compare outcomes of 2 or more groups of learners
Clinical trials: evaluate e-learning in real world contexts Should show statistical significance (p<.05)
Book uses results of controlled studies that suggest basic design principles for e-learning
Why is experimental basis useful?
Design dilemma(Clark & Mayer, e-Learning, chapter 3, pp. 52-53)
VP thinks a short course should just consist of text and tells course designer:
“Everything they need to know is in the text. All they have to do is read it. And we don’t have much time!”
How should the course designer react? “Do you mind if I come up with
something that builds on your text?”
The Multimedia Principle
Include both words and graphics Why? Graphics facilitate active learning,
mentally making connection between pictorial and verbal representations
Words alone may cause shallow learning
Two kinds of pictures
Decorative vs. explanative illustrations What’s the difference? Decorative pictures are eye candy Explanative illustrations help learner
understand the material Instructional designer’s job is to
enable learner to make sense of information
Match graphics to content
Illustrate procedures with screen captures
Show a process flow with arrows or animated graphics
Organize topics by using rollover buttons to show different graphics
Psychology of multimedia
Information delivery theory: learning consists of acquiring information Information format shouldn’t matter
Cognitive theory: learning is actively making sense of information Active learning involves constructing
and connecting visual and verbal representations of material
Evidence for multimedia effect Ten lessons teaching scientific or mechanical
processes, such as how pumps work Students who receive multimedia lesson
perform better on post-test than students who receive same information in words
Improvement of 55-121% more correct solutions to transfer problems
Similar results in experiments with CIMEL