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An Investigation of Behaviorist and Cognitive Approaches
to Instructional Multimedia Design
Patricia Deubel, Ph.D.
March, 2003
Abstract
Typically, guidelines for design of interactive multimedia systems have been
based on intuitive beliefs of designers rather than being founded on relevant
research and theory. As advances in technology create new opportunities for
education, it is important to use a range of theoretical perspectives to
optimize use of new technology in teaching and learning. This article explores
behaviorist and cognitive approaches to interactive multimedia instructional
design (ID). Basic concepts, characteristics of ID, and comparisons between each
are discussed. Interface design guidelines for learning with multimedia are
presented, which link theory with practice in effective multimedia ID. Universal
Design for Learning is described, which sheds light on future research in ID to
accommodate the diversity of learners.
Major conclusions include that no one theoretical foundation exists for ID
practice that is suitable for all applications. Dick and Carey's behaviorist
model, Willis's constructivist model, Reigeluth's Elaboration Theory, Keller's
ARCS model, Merrill's Instructional Transaction Theory, and Gagné's learning
hierarchy illustrate the abundance of theoretical frameworks to assist designers
in decision making. Theories continually evolve or are revised as a result of
research or critique by designers or theorists in the field. In the long term a
blending of behaviorist and cognitive approaches seems inevitable.
Keywords: Behaviorism, Cognitivism, Instructional Design, Interface
Design, Multimedia
- Introduction
- Behaviorist Concepts
- Cognitive Concepts
- Comparison of Behaviorist and cognitive Instructional
Design Perspectives
- Rules for Interface Design for Effective Learning with
Multimedia
- The Interface and Gagné's Framework for ID
- Universal Design for Learning
- Conclusions
- References
- Contributor
Introduction
Behaviorism and cognitivism are the two dominant theoretical positions in the
field of learning with interactive courseware (Jonassen, 1991; Atkins, 1993;
Hannafin, Hannafin, Hooper, Rieber, & Kini, 1996). Developments in design of
such materials seem to have followed shifts in the dominant paradigms within
psychology. Early computer-based materials are seen to be influenced by
behaviorist concepts while discovery learning materials are felt to be founded
on later cognitive models of information processing and constructivism. The
increase in cognitive approaches in the 1980's may be due as much to technology
developments in object-oriented programming, hypermedia and interactive video as
to the rise within psychology of cognitive theorists (Atkins, 1993).
Designers are adopting a mixed approach to design because it offers complete
flexibility (Atkins, 1993). For example, some business and industry designers
reveal a blending of analysis and evaluation of the objectivist approach with
simulations and individualized progress of constructivist approaches (Dick,
1996). Typically, however, guidelines for design of interactive multimedia
systems have been based on intuitive beliefs of designers rather than being
founded on relevant psychological, pedagogical, and technological research and
theory (Hannafin & Hooper, 1989; Park & Hannafin, 1993; Spiro, Feltovich,
Jacobson, & Coulson, 1991).
Intuition and creativity have played major roles in the development and
implementation of constructivist learning environments (Dick, 1997) for a
reason. Until the appearance of the Recursive and Reflective, Design and
Development (R2D2) model by Willis (1995), there had been almost no articles
detailing explicit alternatives to the Dick and Carey objectivist model to help
designers create instructional materials based on constructivist theory. The
Dick and Carey model, which is in its fifth edition (Dick, Carey, & Carey,
2001), has been the leading behavioral instructional systems design model
(Willis, 1995; Willis & Wright, 2000) since it became public in 1968.
Park and Hannafin (1993) indicated that the psychological foundation, in
general, focuses on how learners think, learn, and process information and is
largely media-independent. This foundation is based on research and theory on
meaningful learning, schema theory, prior knowledge, hierarchical cognitive
structure, elaboration, depth of processing, generative learning, situated
learning, conceptual models and metaphors, and dual coding theory. The
pedagogical foundation is based on research and theories of instruction and
teaching strategies including Gagné's work in learning hierarchies, elaboration
theory, structural cueing, use of advance organizers, and anchored instruction.
The technological foundation addresses the potential of technology to redefine
teaching and learning, the capabilities of specific multimedia technologies, and
the capabilities and limitations of interactive multimedia technology.
As advances in technology offer new opportunities for learning, it is
important to use a range of theoretical perspectives to optimize use of new
technologies in teaching and learning (Wild & Quinn, 1998). This article explores behaviorist and cognitive approaches to interactive multimedia
instructional design (ID) and delves into the foundations noted in Park and
Hannafin (1993). Basic concepts of each approach, characteristics of ID, and
similarities and differences between each will be discussed. Interface design
guidelines for learning with multimedia will be presented, which link theory
with practice in effective multimedia ID. Universal Design for Learning (UDL) is
described, which sheds light on future research in ID to accommodate the
diversity of learners.
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Behaviorist Concepts
The legacy of educational technology has been behaviorism (Winn & Snyder,
1996), the roots of which lie in studies of observable behavior that were
prevalent in the early 20th century (Atkins, 1993). Although
instructional systems technology began rejecting many behaviorist assumptions in
the 1980's in favor of the cognitivist view (Jonassen, 1991), the theory is the
basis for innovations such as computer assisted instruction, mastery learning,
minimal competency testing, educational accountability, situated cognition, and
even social constructivism. The primary tenet of behaviorism is that there is a
predictable and reliable link between a stimulus and the response it produces.
If behavior is predictable, designers need to identify subskills students must
master that lead to a learned behavior, and then select stimuli and presentation
strategies that build the subskills. Designers assume that an instructional
strategy that has had a certain effect in the past will do so again (Burton,
Moore, & Magliano, 1996).
A major assumption is that learners are not just passive entities who react
to environmental stimuli. Learners learn by doing, experiencing, and engaging in
trial and error. What has been learned, under what conditions, and the
consequences that support or maintain the learned behavior all work together,
and must be observable and measurable. A second assumption of behaviorism is
that learning is a change in behavior due to experience and a function of
building associations between the occasion on which the behavior occurs
(stimulus event) and the behavior itself (response event). Repeated continuous
pairing of the stimulus with the response strengthens learning. To change
behavior in an educational setting, learners must be assessed for their needs
and capabilities so that instruction is appropriate and meaningful. Observable
goals can then be written. Learning tasks are ordered logically according to a
hierarchy. Learners' performance of tasks is measured against objective criteria
for mastery and correctness. Reinforcement, which is contingent on successful
achievement at each stage, maintains previously learned behaviors (Burton et
al., 1996).
Atkins (1993) noted behaviorist ID characteristics with respect to subject
matter, sequencing, learner control, and learning. Those are described in the
following sections.
Subject Matter
Material is broken down into small, logically discrete instructional steps
and is often presented as a rule, category, principle, formula or definition.
Positive examples are given to reinforce understanding, followed by negative
examples to establish conceptual boundaries.
Sequencing and Learner Control
Designers write sequences of prespecified formal instructions with
conditional or unconditional branching to later/earlier parts of the program and
specify branching choices at predetermined points in the program. Activities are
sequenced for increasing difficulty or complexity. The sequence and pacing
through the material is usually without learner control. To maximize learning
efficiency, learners may be routed to miss or repeat certain sections of
material based on performance on a diagnostic test, or on tests within the
sequence of learning activities. The amount of practice or revision they require
may also vary based on performance.
Learning
The required operation, procedure, or skill is demonstrated and broken down
into its parts with appropriate explanation before learners are expected to copy
the desired behavior. Performance standards are made explicit. Learners build
proficiency from frequent review or revision with check tests at strategic
points or repeat practice with feedback. Design emphasizes low error rate and
use of remedial loops back through material, if learner test performance seems
to warrant it. Extrinsic or intrinsic reinforcement messages are used to
maintain motivation.
Atkins (1993) concluded that a structured, deductive approach to design
multimedia applications can lead to rapid acquisition of basic concepts, skills,
and factual information within a clear framework. The effectiveness of
behavioral design approaches for higher-order learning tasks or for transfer of
learning is yet unproven, however.
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Cognitive Concepts
Theories on how people learn include cognitive, social psychological, and
interactionist or experimental perspectives (Wild & Quinn, 1998). The
diversity is often grouped into two trends: the individual cognitive and the
sociocultural. The individual cognitive trend, derived from Piaget's theory,
emphasizes the constructivist activity of individuals as they try to make sense
of the world. The sociocultural trend emphasizes the socially and culturally
situated context of cognition as expressed by Vygotsky (Duffy & Cunningham,
1996). "Concepts in cognitive psychology became meaningful when the
metaphor of the central processing unit of the computer could be used to
describe the functioning of the brain" (Dick, 1997, p. 48).
Principles of behaviorism omit the psychology of unobservable mental states
or Gestalts and the subjectivity of introspection, both of which are a part of
human behavior. Cognitive psychologists believe prior knowledge and mental
processes intervene between a stimulus and response that operate to reduce the
predictability of human behavior (response) given a stimulus. Mechanisms, such
as chunking or grouping like items and interactive mental imagery, intervene
between a stimulus and response to promote memory (Winn & Snyder, 1996).
Unlike behavioral psychology, cognitive psychology is concerned with meaning
or semantics (Winn & Snyder, 1996). According to Wittrock's generative
learning model, people learn meaningful material by generating relationships
among new information and knowledge already stored in long-term memory. Three
kinds of learning are defined in Rumelhart and Norman's schema-based theory of
long-term memory. Accretion, associated with memorization, involves acquisition
of factual information. Schema creation occurs as a result of encountering
examples, analogies, metaphors, and tutorial interactions. Tuning or schema
evolution involves gradual refinement of existing schema as a result of task
practice or concept use (Shuell, 1986). Cognitive oriented instructional
strategies are chosen for the likelihood of modifying schemata rather than of
modifying behavior (Winn & Snyder, 1996).
Mayer (1997) proposed a generative theory of multimedia learning, based on
Wittrock's generative theory and Paivio's (Clark & Paivio, 1991) dual coding
theory. Paivio's theory proposes two separate, though connected, memory systems
in which people can encode information as languagelike propositions or
picturelike mental images. In multimedia environments, learners construct
meaningful knowledge by "selecting words and selecting images from the
presented material, organizing words and organizing images into coherent mental
representations, and integrating the resulting verbal and visual representations
with one another" (Mayer, 1997, p. 4).
The key to successful learning using the cognitive model is the quality of
processing that occurs while actively engaging with subject matter (Atkins,
1993; Duffy & Cunningham, 1996). For example, Brown, Collins, and Duguid
(1989) proposed cognitive apprenticeship as a means of active engagement, which
embeds learning in authentic activities and social interactions. Quality of
processing might be affected by the degree in which strategies such as discovery
learning, scaffolding, instructor as coach, problem based instruction/learning,
learner control, assessment in context of learning, and cooperative learning are
applied in ID. Duffy and Cunningham (1996) explained those concepts.
Discovery learning
The goal of discovery learning is learning to learn, including the ability to
question, evaluate one's strategies, and answer questions in the content domain.
Discovery learning is not necessary to learn definitions, procedures and
outcomes from an existing body of knowledge.
Scaffolding
Scaffolding, based on Vygotsky's definition of zone of proximal development,
is the gradual removal of a tutor's support for the individual to become an
independent problem solver as the individual appropriates knowledge and brings
it under his/her own conscious control.
Instructor as Coach
The instructor-coach may be more knowledgeable and as mentor seek to expand a
learner's current conceptions. Each seeks to understand the other's views. In
the end, the learner may not mimic the coach, but the learner can defend and the
coach can respect the other view.
Problem-based instruction/learning
Learning is organized around problem solving, rather than around subject
matter. The teacher's role is to support students in their critical thinking
skills, self-directed learning skills, and content knowledge in relation to
problems. The teacher does not teach students what they should know or set a
time for when they should know it.
Learner control
Giving learners control over pacing, sequence, and actual content of
information presented is based on assumptions that learners know what is best
for them and are capable of acting appropriately on that knowledge. If learners
do not meet either assumption, then the computer or teacher is given control of
content and learner tasks.
Assessment in Context of Learning
In traditional settings, assessment is done after learning occurs. In a
constructivist framework, assessment is embedded within an activity and must be
in a context of problem solving. The distinction between learning and testing
becomes blurred.
Cooperative learning
Groups work together to solve problems. The goal is to share, challenge, and
form alternative viewpoints.
Herrington and Standen (2000) proposed a constructivist shell to guide the
design and development of an interactive multimedia program. Criteria include
use of authentic contexts and authentic activities, access to expert
performances and modeling of processes, multiple roles and perspectives,
collaborative events, opportunities for articulation and reflection, coaching
and scaffolding, and authentic assessment. Cognitive (information-processing or
constructivist) ID characteristics that fit this model include orientation
activities, advance organizers, metacognitive devices, and active engagement,
which Atkins (1993) described as follows.
Orientation Activities
Orienting activities prior to a learning task help learners to focus on new
information, cut down the time needed to process information, and improve
learning efficiency. Text, aural or visual cueing aim to hold new information
longer in short-term memory for active engagement.
Advance Organizers
Advance organizers or anchoring concepts are introduced at the start of
material to help learners make sense of information that follows. According to
Ausubel (1960), however, the pedagogic value of advance organizers depends in
part upon how well material is organized. Advance organizers probably facilitate
incorporation and longevity of verbal material in two ways. First, they activate
whatever relevant concepts are already established in the learner's cognitive
structure to increase the task's familiarity and meaningfulness. Second,
appropriate advance organizers provide optimal anchorage, which promotes initial
incorporation of new material and its later resistance to obliteration. If
appropriately relevant concepts are not present, learners use whatever concepts
are available.
Metacognitive Devices
Metacognitive devices such as advice statements, help facilities, suggestions
for more effective engagement and processing of information are employed.
Providing a metacognitive framework is not easy, however. Much depends on the
ability of learners to use such features.
Active Engagement
Learners are expected to analyze, synthesize, summarize, describe, and solve
problems. They are expected to build hypotheses, explanations, definitions,
categories, rules, and so on, through study of examples and reflection on their
own experiences. To help them, instruction uses frequent decision points and
direct involvement in games, microworlds, and simulations with results of
decisions seen immediately. A variety of information sources are available to
learners, who are moved back and forth between symbolic representations of
phenomena and the real-life referent. Students also interact with experts
(Atkins, 1993).
According to Winn and Snyder (1996), decisions regarding learning strategies
should occur during instruction, not ahead of time. Learning and ID are best
achieved by developing learning environments whose function is not entirely
prescribed, but which can adapt in real time to student needs. The latest
interactive multimedia systems and virtual reality environments allow students
freedom to learn in their own way, rather than in the way a designer prescribes.
Rodriques (2000) cautioned, however, that making software nonlinear by building
in hyperlinks for learner control does not make software constructivist, though
it may make it less behaviorist. Users can still navigate without reflective
thought.
The problem in determining the effectiveness of cognitive design
characteristics lies in the difficulty of knowing what is going on in the mind
of learners. Evaluators are, therefore, forced back on measures such as apparent
time on task, apparent engagement with the task presented, and subject
estimations of its effectiveness (Atkins, 1993).
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Comparison of Behaviorist and Cognitive ID
Perspectives
Atkins (1993), Burton et al., (1996), Hannafin et al. (1996), Jonassen (1991)
and Willis (1995) compared behaviorist and cognitive perspectives with respect
to mental activity, structuring, tutoring and assessment, motivation, program
versus learner control and procedural ID models. Hannafin, Hill, and Land
(1997), Litchfield (1993), Milheim and Martin (1991), and Orr, Golas, and Yao
(1994) have addressed difficulties and solutions associated with providing
learner control.
Mental Activity
The view of mental activities as actions, as opposed to their being
considered indications of the presence of a consciousness or mind as a separate
entity, are central differences between behavioral and cognitive orientations.
Cognitive psychology is associated with mind; behaviorism is associated with
body. Cognitive notions include schema, knowledge structures, and duplex memory,
for example, and are structured ways to investigate consciousness. There are no
behavioral equivalents. Differences are reflected in ID (Burton et al., 1996).
Structuring
From the behaviorist perspective, instruction is made explicit with tasks and
subtasks broken up into lessons and modules. From the cognitive perspective,
structuring means supplying a framework around a task in which learners develop
and test their own understanding. Learners may have to find relevant information
for themselves from sources provided. This complexity requires more reflective
thought (Atkins, 1993). Behaviorists would identify explicit learning
objectives; cognitivists would use advance organizers. Explicitly stated
objectives may limit students' ability to use information in situations that are
not similar to those in which initial learning occurred. Advance organizers
stimulate higher-level learning (Hannafin et al., 1996).
Tutoring and Assessment
For behaviorists, tutoring is focused on testing, analyzing performance, and
providing remediation or extension of instruction. Assessment or tests of some
kind (e.g., multiple-choice tests or solving problems with right answers) seek
to measure performance in a quantifiable way on decontextualized packets of
learning. For cognitivists, tutoring involves coaching and scaffolding at
appropriate times. Assessment becomes integrated, authentic, and inseparable
from activities themselves (Atkins, 1993).
Motivation
Behaviorists value success as motivating and place more importance on
extrinsic rewards, goal setting, and goal achievement, rather than on intrinsic
rewards. Cognitivists emphasize the motivating affect of learners as problem
solvers or information seekers. Emphasis is on intrinsic feelings of success
perceived by learners who view their learning as individually worthwhile in
return for their effort (Atkins, 1993).
Program versus Learner Control
Unlike a behaviorist approach, the cognitive approach suggests learners
should be given control. Few students, however, are able to optimize their
learning by setting meaningful goals, identifying appropriate resources,
evaluating relevance, and monitoring their comprehension. They require support (Hannafin,
Hill, & Land, 1997). Prescriptive models do little to develop learners who
can make their own instructional decisions. Adaptive instruction, based on user
traits and ongoing performance, is an alternative to complete program control or
unassisted learner control. Advisement may assist them to explore the learning
environment, particularly hypermedia environments. Advisement augments
metacognitive processing, may be useful for reluctant or passive learners (Hannafin
et al., 1996), and produces the best results for most students. Several search
options should be included because learners differ in how they retrieve
information, and have various learning styles and prior knowledge (Litchfield,
1993).
Learner control might be effective when students may complete sequences in
any order, when students are familiar with a topic and can make appropriate
sequence choices, or when training is for cognitive strategies or higher order
problem-solving tasks. It might be effective when students have significant
previous content knowledge, high ability, or high motivation, when there is high
probability that students will succeed in learning content regardless of content
chosen, or when skills are not critical and training is optional. Learner
control is not effective in situations where material has a prerequisite order
or when all topics are required for successful program completion (Milheim &
Martin, 1991; Orr, Golas, & Yao, 1994). Learner control of pacing might be
effective when students believe their chances of success increase, if they spend
more time and effort, or when they have not achieved required objectives and
feedback suggests spending more time for mastery (Milheim & Martin, 1991).
Similarities
In spite of differences, behavioral and cognitive approaches are being used
in the same multimedia application. Both involve analysis, decomposition, and
simplification of tasks in order to make instruction easier and more efficient (Jonassen,
1991). Both use devices to arouse, attract, and focus attention. Both force
learner engagement through interactive decision-making points in the material.
Both give importance to intrinsic feedback, though it may be expressed in
voluntary help or advice options in applications with cognitive
design. Both value meaningful learning and realistic contexts for application of
knowledge and skills (Atkins, 1993).
Procedural ID Models
Willis (1995) compared family characteristics of behaviorist or
objective-rational ID models to constructivist-interpretivist ID models.
Behaviorist models feature a sequential and linear process, and top down and
systematic planning. Objectives guide development. Experts, who have special
knowledge, are critical to ID work. Careful sequencing and teaching of subskills
is important. The goal is delivery of preselected knowledge using direct
instruction methods (e.g., drill and practice, tutorials, use of computer as
information deliverer, evaluator, and recordkeeper). Summative evaluation is
valued because it will determine whether the material works. Collection and
analysis of objective data from identifying entry behaviors to task and concept
analysis, pretests, embedded tests, and posttests are also critical.
In contrast, Willis (1995) indicated that the ID process in constructivist
models is recursive, non-linear, and sometimes chaotic. Planning is organic
developmental, reflective, and collaborative. Objectives emerge from design and
development work. General ID experts do not exist. Instruction emphasizes
learning in meaningful contexts (e.g., anchored instruction, situated cognition,
cognitive apprenticeships, cognitive flexibility hypertext, problem solving, and
use of hypermedia/multimedia navigable resources). The goal is personal
understanding. Formative evaluation, not summative, is critical to improve the
product. Subjective data from sources such as interviews, observations, user
logs, and expert/user critiques may be the most valuable.
Although the Dick and Carey model exemplifies behaviorist ID models, the
accountability movement and total quality management influenced changes that
first appeared in the fourth edition that might appeal to constructivists. A
major change emphasizes analyzing learners and contexts in which learning
occurs, instead of experts identifying entry behaviors and characteristics. The
first step now states that a needs assessment should be used to determine
instructional goals. The process includes planning for the transfer of learning
to the performance environment. As in prior versions, performance objectives and
criterion-referenced test items are developed, and formative and summative
evaluations are conducted to improve the product (Dick, 1996).
The R2D2 model exemplifies constructivist ID models and features three
flexible guidelines: recursion (iteration), reflection, and participation.
Procedures can be completed in any order. Objectives, content, teaching and
learning activities, and more, gradually emerge rather than being specified
early in the ID process (Willis, 1995, 2000). Major focal points include Define
Focus, Design and Develop, and Disseminate. Define Focus involves creating a
participatory team that includes users as active members, progressive problem
solution, and developing contextual understanding. Design and Development
involves selecting a development environment including the tools and design
process, cooperative inquiry which is constructivist terminology reflecting
traditional formative evaluation, and product design and development. Final
packaging, diffusion, and adoption complete the Dissemination Focus. Summative
evaluation is non-traditional. It only indicates what happens when the material
is used in a particular context and way with a particular group of learners
(Willis & Wright, 2000).
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Rules for Interface Design for Effective Learning
with Multimedia
Ultimately theories and learning principles must be practically implemented.
Information processing theory, learning hierarchy theory, and elaboration theory
are considered appropriate for computer-assisted instruction (CAI) design, with
the latter theory of particular relevance for designing hypermedia environments.
The theories provide strategies to help designers organize instruction and show
interrelationships among subject matter content (Hoffman, 1997). Using
constructivist philosophy to ground multimedia design is problematic, however,
because of differences in interpretation and shared understanding of terms
between an education researcher and designer, and technology limitations. The
challenge lies in communicating and discussing such issues as technology
features, contemporary views of learning, intended outcomes of material being
developed, and the culture in which the material will be used (Rodriques, 2000).
The user interface plays a central role in learning using multimedia. A
quality interface can enhance the learning experience, increase the amount of
knowledge retained (Vilamil-Casanova & Molina, 1996), and serves as a
cognitive dashboard from which users control the program and monitor their
progress (Jones et al., 1995). Vilamil-Casanova and Molina (1996) provided eight
rules for interface design, which also support guidelines that are effective for
poor readers (Kenworthy, 1993):
- Keep cognitive load low.
- Avoid dividing attention.
- Use media to direct attention.
- Keep important information visible.
- Encourage rehearsal.
- Use concrete words and multiple media.
- Design effective exercises.
- Create realistic simulations.
Keller's attention, relevance, confidence, and satisfaction model (ARCS) features enhancing and sustaining motivation strategies, which instructional
designers can build into the interface. For example, use of a menu-driven
program structure to enable learners to control access to different parts of
courseware enhances learners' confidence (Keller & Song, 2001). The
following sections explore those rules and strategies.
Keep Cognitive Load Low
The amount of screen information presented depends on the age and grade level
of learners. Text and visuals should complement each other, offering different
yet related information to promote learning (McFarland, 1995). Layer information
to accommodate multiple levels of complexity and to accommodate differences in
related prior knowledge (Park & Hannafin, 1993). Layering information with
pop-up menus, buttons, or hot text allows users to move through a program in a
non-threatening manner. As they need more information, they can move deeper
through the layers (Jones, Farquhar, & Surry, 1995). This structure is also
in keeping with Reigeluth's Elaboration Theory, which emphasizes a tiered design
with the most fundamental and representative ideas at the top and elaboration
levels below (Hoffman, 1997; English & Reigeluth, 1996).
Avoid Dividing Attention
Because individuals have different learning styles, screen design should
present the same message or information with a combination of sound, text,
graphics, and other resources. This also enhances information retention (Vilamil-Casanova
& Molina, 1996). However, Mayer and Moreno (1998) pointed out that in
split-attention situations in which words and pictures are both presented
visually, learners are able to select fewer pieces of relevant information
because visual working-memory is overloaded. Results of their split-attention
effect study indicated that students learned better when pictorial information
was accompanied by verbal information presented in an auditory (different
modality presentation) rather than a visual modality (same modality
presentation). The most important practical implication of the study is that
auditory narration rather than onscreen text should accompany animations.
Provide methods that help learners acquire knowledge from multiple
perspectives and cross-reference knowledge in multiple ways (Park & Hannafin,
1993) in keeping with Cognitive Flexibility Theory (Spiro et al., 1991). Spiro
et al. were concerned with learners' ability to transfer knowledge and skills to
new problem solving situations. For this reason, they emphasized presenting
information from multiple perspectives and using many case studies with diverse
examples. Hypertext environments are good candidates for promoting cognitive
flexibility.
Tergan (1997), however, might urge designers to exercise this implication
with caution. With multiple representations, there is high probability that at
least one representation will be misunderstood, which could hamper an overall
understanding of the material, particularly for novice students. This conclusion
is in line with the assumption of Cognitive Flexibility Theory, which holds that
only advanced learners with high level domain knowledge and metacognitive
competence may profit from multiple representations of information.
Recent developments, however, on UDL at the Center for Applied Special
Technology (Pisha & Coyne, 2001) indicated that, at a minimum, UDL must
provide multiple representations. Text alone is insufficient to satisfy the
needs of the broadest range of students, including those with disabilities. For
example, Scholastic's program, Read 180, uses video to help scaffold students
with background knowledge. They hear the words and know their context before
reading a passage (Kurkjian, 1999).
Use Media to Direct Attention
Colors, arrows, and animation can be used to direction attention. The
background, icons, and navigation tools should be consistent with the
application's theme (Vilamil-Casanova & Molina, 1996). The metaphor should
be obvious to users and should reflect the program's content (Jones et al.,
1995). Provide tactical, instructional, and procedural assistance because
individuals vary widely in their need for guidance (Park & Hannafin, 1993).
Kenworthy (1993) suggested avoiding navigational routing terms like return,
exit, load, enter, or cancel. For example, if designers use the term return,
poor readers may not know where they have come from in the program. Graphic
icons or still photos can be used to illustrate menu choices.
Color should enhance communication. Pastels and soft grays provide a
non-intrusive background that leads to less fatigue than highly saturated colors
(McFarland, 1995). Stemler (1997) suggested using a maximum of three to six
colors per screen. Use bright colors for the important information and dark text
color on neutral backgrounds. Avoid hot colors and color schemes such as
blue/orange, red/green, and violet/yellow. Use commonly accepted colors for
certain actions, as red for stop or yellow for caution. According to Hannafin et
al. (1996), however, research has not supported the role of color as a primary
instructional variable. Color is most effective for organizing information and
for providing contrast between screen objects.
Keep Important Information Visible
A user interface should contain access to support information like help
screens (e.g., tutorials, instructions, and dictionaries). Icon placement should
be consistent so that users do not have to guess what to do next or use the
mouse to point and click hoping to find a way to continue (Vilamil-Casanova
& Molina, 1996). Provide concept maps to visually improve learners'
awareness of interrelationships among concepts, and hypermaps to indicate a
learner's location relative to other lesson segments (Park & Hannafin,
1993). Text based indexes, outlines, and tables of content might be considered
as alternatives to maps because using hierarchical diagrams of content, or
iconographic maps of content may be too difficult to include and too confusing
for users to understand (Jones et al., 1995).
Encourage Rehearsal
Place practice exercises after presenting a subject to reinforce learning by
transferring information from working memory to long-term memory. Rehearsal can
be accomplished by using simple rote repetition where text is accompanied by a
voice-over repeating text to be learned, or by enabling learners to enter
alphanumeric responses to exercises in which they apply knowledge in an
appropriate context (Vilamil-Casanova & Molina, 1996).
Reigeluth provided an ID methodology for organization and simple to complex
holistic sequencing of subject matter in which rehearsal plays a key role.
Application of his Elaboration Theory (ET), which is still undergoing growth and
development, is particularly suited for learning in the cognitive and
psychomotor domains (English & Reigeluth, 1996).
ET consists of a tiered design of epitomes and elaboration levels. The first
lesson in a sequence, called the epitome, usually has from three to nine topics
and includes a definition of a concept, examples, and practice applying the
concept to new situations (Hoffman, 1997). An epitome might be improved, if
designers indicate that it is entry-level and knowledge at that level is not
sufficient for solving problems at more complex levels. They might assign an
appropriate label to the epitome material (English & Reigeluth, 1996).
Elaborations are primarily conceptual, procedural, or theoretical (Hoffman,
1997) and can be elaborated simultaneously, a process called multiple-strand
sequencing (English & Reigeluth, 1996).
In addition to selecting and sequencing content (including prerequisite
sequences), designers would summarize preview and review materials, synthesize
to show interrelationships among related ideas, use analogies, embed cognitive
strategy activators (e.g., pictures, mnemonics, or directions to learners to do
something to remember information), and provide learner control. Design using ET
results in multiple, interrelated content modules (Hoffman, 1997), each of which
has provided for rehearsal.
Use Concrete Words and Multiple Media
According to dual coding theory, abstracts are difficult to remember and
associate with familiar ideas or concepts (Clark & Paivio, 1991). Orally
presented lessons that contain concrete information and evoking images are
easier to comprehend and remember than lessons that do not contain these
elements (Vilamil-Casanova & Molina, 1996).
Kenworthy (1993) noted that poor readers benefit from multiple media because
they often get their information from television, so the mix of video, audio,
and high quality graphics afforded by multimedia may grab their attention in
ways that traditional approaches to instruction would not. Audio can explain
menu choices, which can be highlighted as explained. Audio can be interrupted
when learners are ready to make a selection. Audio that supports text should
match the text exactly so that learners can identify unfamiliar words. Learners
should be able to pause or repeat audio, as well as repeat text passages. Audio
could be under learner control to toggle it on/off.
Orr et al. (1994) recommended audio use for short messages that require
immediate student response. Audio should not interfere with reading from the
text or compete with video presentations. Limit audio to what is relevant. Break
long audio presentations into chunks separated by instructional activities. When
possible, provide a corresponding visual for every piece of narration. Alternate
male and female voices for variety and to maintain attention.
Video can link conceptual learning to real-life experiences and facilitates
transfer of learning, as exemplified by the videodisc anchored instruction
research by the Cognition and Technology Group at Vanderbilt (CTGV). The CTGV
has demonstrated that anchored instruction makes Brown, Collins, and Duguid's
(1989) idea of cognitive apprenticeship feasible (CTGV, 1993). Video provides an
environment in which applications of principles, rules, definitions, and so on
can be observed and analyzed. The database capacity of visual as well as
computer components ensures that sufficient examples will be available for an
inductive approach to learning to work effectively (Atkins, 1993). Use graphics
and animation when video may overburden with too much detail or when users must
focus on specific details (Orr et al., 1994; Thibodeau, 1997).
Design Effective Exercises
Exercises that incorporate text, sound, and graphics associated with a
concept help to reinforce learning (Vilamil-Casanova & Molina, 1996). Keller
and Song (2001) point out, however, that as novelty of working with multimedia
features wears off, it becomes a challenge to stimulate and sustain students'
motivation during CAI. They demonstrated that it is possible to design CAI to be
motivationally adaptive to changes in learner motivation that might occur over
time, and provided attention, relevance, and confidence strategies from Keller's
ARCS motivation model that are useful for instructional designers.
Among attention sustaining strategies are keeping instructional segments
relatively short, making effective use of screen display for ease of reading,
intermingling information presentation screens with interactive screens, using a
consistent screen format but with occasional variation, and avoiding
dysfunctional attention-getting affects such as flashing words that might
distract students' concentration. Underlines, italics, and bigger font sizes can
be used to call attention to headings or key words (Keller & Song, 2001).
Attention strategies to enhance motivation include using
question-response-feedback interactions that require active thinking. Present
problem-solving situations in a context of exploration and partial revelation of
knowledge. Clearly state objectives in terms of a lesson's importance and use
examples from content areas and situations familiar to learners to enhance
relevancy. Relevance might be sustained by using personal pronouns and the
learner's name when appropriate and by using graphical illustrations to embed
abstract or unfamiliar concepts in a familiar setting. Sustain learners'
confidence by allowing them to return to the menu at any time and to control
pacing from one screen to the next by hitting a key (Keller & Song, 2001).
Metacognitive demands are greater for loosely structured learning
environments than for highly structured ones; therefore, provide prompts and
self-check activities to aid learners in monitoring comprehension and adapting
individual learning strategies (Park & Hannafin, 1993). Guidance can be
offered using real characters with whom learners can positively identify
(Atkins, 1993). Learners' confidence can be enhanced, if instructional designers
include evaluation criteria, and mention prerequisite knowledge, skills, or
attitudes that will help learners to succeed. Tell learners the number of test
or drill items and whether the activity is timed. Further enhance confidence
with appropriate words of praise to help attribute success to learners' ability
and effort, and provide a summary to help monitor comprehension (Keller &
Song, 2001).
Create Realistic Simulations
Activities, such as simulations, have the potential to promote reflection
(Wild & Quinn, 1998). If users engage in a simulation one-on-one, fear of
making mistakes and having others know about them is eliminated because only the
computer knows how the simulation is going (Vilamil-Casanova & Molina,
1996). The R2D2 constructivist design process in which design and development
are integrated seems to favor simulations as the fundamental instructional
strategy (Dick, 1996). Authoring tools such as Director, Authorware,
SuperCard, and ToolBook are change-friendly (Willis & Wright,
2000) and their use supports the R2D2 recursion principle.
It is possible to create realistic simulations and adaptive instruction, if
designers use the knowledge object architecture that Merrill proposed in his
Instructional Transaction Theory, which is an extension of his Component Display
Theory and Gagné's Conditions of Learning. This is an algorithm-based approach
to ID, as opposed to a frame-based approach for branching programmed instruction
typical of most current authoring systems. Subject matter is treated as data and
thus, it can be uncoupled from the instructional strategy used to present
subject matter. The benefit of the approach is that the same subject matter can
be used with a number of different strategies based on the decisions made by
learners as they interact with the computer program (Merrill & ID2
Research Group, 1996; Merrill, 1999).
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The Interface and Gagné's Framework for ID
According to Gagné, Briggs, and Wager (1992), cognitive strategies such as
rehearsal strategies, elaboration strategies, and comprehension monitoring
strategies can be built into the interface. Gagné's nine events of learning
serve well as the framework for ID (Stemler, 1997), particularly for
instructional multimedia (Wild & Quinn, 1998). His events of instruction
have served as the predominant micro theory (what is done and how) within the
Dick and Carey macro systems design theory (Dick, 1997). Each externally
observable event of instruction is associated with a corresponding internal
process (Gagné et al., 1992) as follows:
| External: |
Internal: |
| Gain attention |
Reception |
| Tell learners the objective |
Expectancy |
| Stimulate recall of prior learning |
Retrieval to working memory |
| Present stimulus with distinctive features,
that is, tell or show the students what they are to do |
| Selective perception |
| Provide learning guidance |
Semantic encoding |
| Elicit performance |
Learner responds |
| Provide feedback |
Reinforcement |
| Assess performance |
Retrieval and reinforcement |
| Enhance retention and transfer of learning |
Retrieval and spaced review |
Screen design serves the role of gaining attention in Gagné's events
of instruction and its organization of presentation stimuli influences how
students process information. Szabo and Kanuka (1999) found that poor use of
screen design principles of balance, unity, and focus was related to increased
instructional time and reduced persistence in completing a lesson.
Screen design is improved by chunking information (Stemler, 1997) into
manageable segments, which is a metacognitive feature that helps to minimize
learners' feelings of being overwhelmed by content (Jones et al., 1995). For
consistency among screens, provide key information in prominent locations with
critical information at the beginning of a message. Place questions and
important messages in the middle of the screen. Limit the number of lines per
screen and use no more than two or three font types and sizes. Use highlighting
to focus attention. Left justify text, and mix upper and lower case letters for
faster reading (Stemler, 1997). People read text about 28 percent slower and
with lower comprehension from a computer screen than from print-based media (Orr
et al., 1994; Thibodeau, 1997).
Learners can be assisted with objectives, if the interface supports
alternative paths to engage with material. Linkages need to reflect the diverse
ways in which the system will be used (Park & Hannafin, 1993). Fixed paths
through a multimedia learning experience might be used, each corresponding to
and supporting different learning styles. As an alternative, using multiple
paths of navigation would support a learner's choice to engage in information
resources, sample problems, or practice opportunities (Wild & Quinn, 1998).
Because learners can become disoriented when using multimedia modules,
provide clearly defined procedures for navigating within the system and
accessing on-line support (Park & Hannafin, 1993). To provide learner
guidance, the interface might include orientation cues to assist in
navigation. Consistently placed navigational elements add structure to a program
making it easier to use, provide learners with some control over events, and
help build confidence in learners. Prompts and/or a navigation control bar are
often located at the bottom of a screen. Elements include icons to quit the
program, to access the next or previous screen, to obtain help or use a
glossary, or to return to the main menu. Universal icons that are familiar to
learners should be used (Stemler, 1997). Each icon should be clearly
distinguishable from the next. Visuals and icons should be culturally sensitive
(McFarland, 1995).
Multimedia use in an interface enables interaction, which is an integrated
form of Gagné's events of instruction, eliciting and assessing
performance (Stemler, 1997). Users must be able to control course
presentation, access the elaboration of unknown terms, initiate animations,
manipulate objects such as windows, navigate to test items, make responses to
questions, be able to ascertain where they are in the program, and know how well
they are progressing. All of these activities associated with computer based
instruction contribute to the interaction mode of the program (Jones et al.,
1995).
Orr et al. (1994) and Thibodeau (1997) suggest providing interactivity every
two or three screens or every minute or two. Alternate and randomly move from
content to practice to summary. Ask questions after, but not immediately
following, content just presented. A gap between a question and its related
content might force learners to mentally search for and review information, a
process that enhances retention. Base questions on previously acquired knowledge
and make sure they are designed to use information, not repeat memorized facts.
According to Rodriques (2000), at present most questions in software are
written in multiple-choice form or require one-word answers. Questions ask what,
rather than why or how, which is a fundamental difference between behaviorist
and constructivist approaches to learning. The computer's capability to
interpret natural language responses in not widely available. The state of
artificial intelligence limits options available to designers. Consequently, the
role of language, which is a crucial tenet of constructivism, is not easily
accommodated in assessment with multimedia learning packages.
Provide feedback in the interface by using occasional motivational
messages, as well as information about the correctness and/or appropriateness of
the response. Feedback can be used to reinforce, elaborate, clarify (Stemler,
1997), present consequences of responses, demonstrate impact in context, note
performance to date, diagnose, and prescribe (Hannafin et al.,
1996). Feedback should be on the same screen with the question and student
response to reduce the memory load on students, should provide hints and ask
students to try again if answers are incorrect, and be tailored to the response.
Feedback should not encourage students to answer incorrectly just to see the
feedback (Orr et al., 1994).
In support of Gagné's framework, the interface can be designed with
scaffolding, for example, to present stimulus with distinctive features
that tells or shows students what to do. According to Jackson, Stratford,
Krajcik, and Soloway (1995), users need support for learning how and why to do
tasks in the manner for which software was designed. When scaffolding for tasks,
minimize complexity by providing a simpler set of tasks for learners to perform.
When scaffolding for tools, provide a range of tools that support
different learning styles and different levels of expertise. Some learners may
prefer to work verbally, while others prefer more graphically oriented tools.
When scaffolding the interface, provide a visual structure for using
tools and performing tasks. Encourage reflection by providing opportunities for
learners to indicate what they are learning as they complete tasks.
An interface design with scaffolding also helps to stimulate recall of
prior learning and aids retention and transfer of learning. Jackson,
Krajcik, and Soloway (1998) said that students could develop independent and
reflective thinking and learning skills, if software incorporates adaptable
scaffolding. Software can be designed to provide advice for self-evaluation to
assist learners who might have difficulty making fading decisions. More advanced
scaffolding includes fadeable support that enables learners to choose their own
level of scaffolding.
Jackson et al. (1998) described supportive, reflective, and intrinsic
scaffolding. Supportive scaffolding does not change tasks. Guiding,
coaching, and modeling messages are used. For example, software might include
help that can be faded by clicking onto buttons like Stop reminding me or
passive messages as Show me an example, which are faded by just not being
invoked. Reflective scaffolding also does not change tasks. This
scaffolding elicits information from learners that requires them to think about
tasks. Form fill-ins can be used where learners enter responses to questions
about subtasks. Intrinsic scaffolding changes tasks by reducing their
complexity. This scaffolding is like training wheels on a bicycle. Defaults
enable novice learners to use only the simplest of tools available. More
advanced features are revealed as learners gain expertise. Learners control
turning on or off more advanced features that were previously hidden with
computer assistance in decision making.
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Universal Design for Learning
The field of multimedia ID is still emerging (Atkins,
1993). UDL incorporates learning principles outlined in Park and Hannafin
(1993). Materials have multiple supports and scaffolds built in with multiple
means of expression and means of representing information, and enable multiple
means of engagement (Kurkjian, 1999).
According to Pisha and Coyne (2001), this new paradigm is based on Vygotsky's
three conditions for learning: the recognition system, the strategic system, and
the engagement system. The recognition system receives and interprets sensory
data. As some individuals, such as those who are blind or vision-impaired, are
not able to recognize patterns, visual and auditory presentation would support
diverse learners' efforts to access meaning. The strategic system enables
learners to plan action and act on information. To facilitate this learning, the
UDL approach promotes a manageable array of strategy prompts, hints, and models
of expert performance inserted directly within digital text. The engagement
system strives to accommodate learners' preferences. UDL would provide some
latitude for learner choice.
Provisional guidelines for digital content of UDL, which Pisha and Coyne
(2001) said need further research, include suggestions for supporting the
recognition, strategic, and engagement systems of learning. In support for
recognition of patterns, provide access to a text only version of core content,
while maintaining accessibility to graphics and sidebars. Provide an outline
view of key topics to help students to learn from text and to help them
understand structural cues typically found in headings and subheadings in
published text. Promote strategic use of the outline view as an advance
organizer prior to reading the full-text version and reading the outline prior
to testing. Facilitate and simplify access to reference materials, perhaps by
using a unified resource page. Such a page might contain challenging terms,
concepts, and links to supplementary information. To provide support for
engagement, text readers might be made available and supportive tools for
organization and learning, such as online dictionaries, notepads, and
concept-mapping software, and pedagogy supporting collaborative learning.
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Conclusions
This investigation has revealed that no one theoretical foundation exists for
ID practice that is suitable for all applications (Willis & Wright, 2000).
Both behaviorist and cognitive ID approaches value meaningful learning and
realistic contexts for application of knowledge and skills (Atkins, 1993). Both
recognize the importance of learner motivation and prior experience (Dick,
1996). The essential difference in ID is that behaviorist approaches rely of the
notion that human behavior is predictable, but cognitive approaches consider the
role of unobservable mental states and introspection, which are part of human
behavior (Winn & Snyder, 1996).
Whether designers elect to use a behaviorist or cognitive approach or a mix
of the two depends on the nature of the materials to be developed and the
context in which materials will be used. Designers have used objectivist models,
such as the Dick and Carey instructional systems design model, to create
materials focusing on human performance improvement. Constructivist models
appeal to educators because of the diversity of learners and the need to
motivate and engage them (Dick, 1996). However, the accountability movement in
education with its focus on identifying what students must know and be able to
do and assessing students for mastery forces designers to write explicit
objectives and criterion-referenced test items. It appears that in educational
settings a mixed approach to design would be more appropriate. Identify explicit
objectives based on learner needs, but use instructional strategies that promote
learning and content mastery in authentic settings. The participatory team
approach to design featured in the Willis R2D2 model would be appropriate with
both formative and summative evaluations applied, as noted beginning with the
fourth edition of the Dick and Carey model.
Further, there is an abundance of theoretical frameworks to assist designers
in decision making (Willis & Wright, 2000) regarding the development of the
interface of a multimedia product. This article illustrated how designers might
enhance motivation using strategies from Keller's ARCS model, apply Reigeluth's
Elaboration Theory to layer information, create authentic simulations using
Merrill's Instructional Transaction Theory, design instructional events in the
interface using Gagné's learning hierarchy, and use scaffolding strategies to
help individualize instruction.
Finally, this investigation has revealed that theories continually evolve or
are revised as a result of research or critique by designers or theorists in the
field. According to Dick (1996), it seems inevitable that there will be a
blending of behaviorist and cognitive approaches such that the strengths of each
will survive in the long term. A converging model is needed that includes
elements from various theories that are useful in explaining learning in
multimedia environments (Wild & Quinn, 1998). Research for such a model
would include developing and testing guidelines for digital content for a
Universal Design for Learning that support the recognition, strategic, and
engagement systems of learning (Pisha & Coyne, 2001).
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Contributor: Patricia Deubel (deubelp@neo.rr.com) earned a Ph.D. in Computing Technology in Education from Nova
Southeastern University, where she recently was an adjunct professor. She has 29
years experience in education, teacher training, staff and curriculum
development and has taught at The Ohio State University at Mansfield. She is
also an educational consultant.
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