Design: FightCard Factual Knowledge Practice System
The following write-up describes a flashcard-like system designed for individualized user practice of factual knowledge sets.
FightCard / Flashfight
FightCard / Flashfight is a mobile, online factual knowledge study system that allows users to build practice card sets based on their own goals and information needs, and to exchange cards and sets with other users in a networked community.
The primary objective of Flashfight is to provide an easy-to-use, smart flashcard system that users can take with them via digital mobile devices. The system reminds and encourages users to complete regular practice sessions, and builds upon their individual progress for maximum efficiency.
Flashfight employs a fighting game element that reflects user's accuracy through turn-based fighting moves featuring cartoon avatars.
The following basic workflow illustrates how users may interface with the system:
User Accounts
Users must have an account and profile on the Flashfight web system, and are required to authenticate on each visit.
Users may customize their profile by choosing an avatar and setting their preferences for sessions and interface.
Problem Cards
Flashfight makes use of "cards" for problem instances in a session. Cards may be either binary matching--i.e. flashcards--or multiple choice. Rather than simply flipping the card, flashcards prompt users to select their certitude ("Know ", "Kind Of", "Don't Know") in order to see the correct answer. Once the card is flipped, users are prompted to confirm or contradict their assumption ("Knew It!", "Kind of Knew", "Didn't Know") in order to proceed to the next card.
Multiple choice questions allow for up to 4 answers or distractors, and can be set to an "adaptive"-style mode. Though not a true adaptive mode, Flashfight's adaptive mode allows users to guess again after a first failed answer choice, but at a penalty to their score.
The "back" of cards provide feedback--either response-specific for incorrect or uncertain answers, or topic-specific and elaborative feedback for correct or certain answers. Both sides of cards allow for text or media embedding.
Flashfight employs a card and session sequencing system that determines frequency and timing of card reoccurence. Based on the user's response to a card (correctness in multiple choice or certitude in flashcards) individual cards may be moved into one of three "boxes", mimicking a Leitner flashcard system. Box 1 include cards that should be practiced each session. Box 2 includes cards that should be practiced every other session (or user's preference). Box 3 includes cards that should be practiced once every third session (or user's preference). This Leitner system encourages user interest by decreasing the number of automatic responses, and increases efficiency by limiting the number of cards already known by the user. This system also allows more granular historical tracking of user progress and memory.
Progress Tracking
User's session results are tracked, stored, and reported at the end of a session, followed by historical session tracking.
A flashcard session's results are shown via stacked bar graphs, one stacked bar to count each level of confirmed certitude ("Knew It!", "Kind of Knew", "Didn't Know"), and one stack within each confirmed certitude bar for each level of initial (presumed) certitude ("Know ", "Kind Of", "Don't Know"). This reporting allows users to self-assess and reflect on their own certitude and knowledge, and helps the system more effectively place cards in "boxes" for repetition.
A multiple choice session's results are also shown via a bar graph (for regularly scored sets) or a stacked bar graph (for adaptive sets). In adaptive mode, the bar graphs stacked levels correspond to first attempt, second attempt, and third attempt. A fourth attempt is considered a failed attempt. Third and fourth attempt cards are placed in box 1 for repetition each session, etc. A multiple choice session's results will also display the question numbers as hyperlinks for immediate user review before the session ends.
Following session result reporting, a session history will be available to users as a line graph that charts user's progress--including number of items in each of the three boxes--over a historical period.
Creating Cards, Categories, Systems
The system allows users to select pre-made cards from categories to form their own sets for practice. Users may create or import their own cards via a GUI or file upload (XML, CSV, or plain text). Cards, categories, and sets may be shared by individuals in the networked Flashfight community.
Trainers
Flashfight utilizes graphical agents called "trainers" who "speak" via text bubbles. Users may select from a variety of different trainers. Trainer's "personalities" will differ, often humorously, in order to increase motivation and encourage interest. Trainers greet users immediately after authentication, at the beginning of each session, and respond to session outcomes and session histories. This concept is based on emotive agents found in popular user progress games such as those found in the Nintendo DS games Brain Age and Brain Age 2.
Flashfighting
The name of the system refers to a tentative feature called "flashfighting". A flashfight may occur in one of two ways:
- The user's avatar engages in a turn-based "fight" against an arbitrary computer opponent throughout a session (represented by a slightly animated character in the corner of the screen). Each correct or certain response results in a "strike" that damages the computer. Each incorrect or uncertain response results in a "strike" to the user's avatar. The opponent's "health" is determined by the user at the beginning of the session as a percentage of the total number of cards in the sets. A user's accuracy can result in a number of different fight outcomes:
<5% = loss: Super KO 50% = win: timed >84% = win: KO >95% = win: Super KO
Ryu's Super KO from Street Fighter Alpha 3 - The user's avatar "fights" the avatar of another user in the community after a "challenge" has been issued. A challenge consists of one user sending his or her session results for a particular card set to another user to "beat this score". Overcoming another user's challenge can result in a rematch challenge based on the user's results. Flashcard-based challenges rely on the honesty of the players (similar to correspondence chess).
Reminders and Notifications
The system will provide email and SMS notification, either for reminders (on a schedule pre-determined by the user) or for new or outstanding flashfight challenges by other users.
Scripting Languages and System Requirements
Flashfight's front-end will be written in XHTML, CSS, and Javascript using web standards for use on any internet-connected web browser--desktop or mobile. It does not rely on Flash, Java or other proprietary programming languages, and thus should be usable on all Javascript-enabled web browsers, including those found on Apple devices. It is not an "app", though an app version may be useful in a future iteration.
The back-end will be written in PHP using a MySQL database.
Mock-Ups
The following gallery of mock-ups represent latest drafts of screen layouts for key interfaces of this system:
(Sample fighter avatars are representational only, and are used courtesy of Speedbrkr)
Research-Based Criteria Mapping
Flashfight corresponds to the following criteria mapped out by David Wiley's IPT 564: Intro to Instructional Design course.
| Category | Criteria | Implementation |
| Providing Feedback | 1. After each response, feedback is immediate. | This is inherent in the flashcard/MC system. This particular system responds to user's choices by immediately displaying the "answer". Additional feedback is available for correct or certain answers on demand, or can display automatically if thus set. |
| 2. Includes knowledge-of-correct-response feedback (e.g., including response accuracy verification, providing correct answers, etc.) | This is inherent in the flashcard/MC system. See above. | |
| 3. Elaborative feedback is available for low certitude responses | Corrective, response-specific feedback for uncertain answers is automatic. Elaborative, topic-based feedback and material for exploration is provided either on demand or automatically for correct or certain answers. | |
| 4. Periodic feedback relates tracked data to learner goals (e.g., learning/achievement is definable (either by designer or user, i.e. five correct iterations) | Cards display current card number of total stack, including correct/incorrect so far. Session outcomes are immediately communicated after a session (Users determine session length [by time or by cards]) via bar graphs, followed by a history of sessions for that user via line graphs.
Users will also be prompted to "stamp" a calendar date to track the number of instances of practice. |
|
| 5. Results of learning session are related to learner goals. | Explicit definition of learner goals are not currently supported in this design version, however the system's method of user-specific progress tracking of sessions allows users to recognize their progress over time as they work through a defined set of information. | |
| Scheduling Sequence and Spacing | 1. Sequencing reflects a scheduled framework (e.g., Leitner system) | Depending on user's response to flashcards (certitude) or multiple choice questions (accuracy), cards will be delegated to one of three different "boxes" which correspond to interdaily review (see Leitner system). It is likely that boxes should correspond not to the days of the week, but to the count of sessions. |
| 2. Presentation of each item is discrete and spaced. | Each card is a discrete unit of information with corresponding answer. Spacing occurs card to card. | |
| 3. Design provides for at least one intersession interval of anywhere between one and thirty days (no "cramming"). | Design encourages intersession intervals of one day by "dimming" the set or activity after completion. Intersession intervals are further encouraged by use of a Leitner system of "boxes", and by activation of e-mail or SMS-based reminders (which may result in phone text messages, Twitter replies, or Facebook posts) that users practice. | |
| Motivating and Engaging | 1. Design captures learners' interest (e.g., use simple unexpected events like a loud whistle or an upside-down word in a visual, etc.). | Irrelevant and extraneous events are consciously excluded from this design. However, providing access to a community-built library of information sets may be attractive to students with intrinsic or extrinsic motivation to learn facts. The system utilizes user-selected "agents" (called "trainers") that greet and encourage users to progress. Cards may be multimedia, depending on the card author. |
| 2. Design stimulates learners' inquiry (e.g., give mentally stimulating problems that engage a deeper level of curiosity, etc.). | Topic-based elaborative feedback is built into this design for users who exhibit certitude, or correctly respond to prompts. | |
| 3. Design maintains learners' attention (e.g., utilize variation). | Cards are randomized to avoid repetition and increase transfer out-of-order.
Cards themselves may be multimedia, depending on the card author. |
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| 4. Design makes learning outcomes relevant to students (e.g., connect content to learner goals, interests, learning styles, etc.). | The customizeability of card and card set creation encourages users to develop practice routines that meet their own learning goals. Pre-built card sets will be available on a number of different topics. For the most part, card sets will be created and shared by users in the community. Finally, users may create or import their own card sets.
Cards themselves may be multimedia, depending on the card author. |
|
| 5. Design builds learner confidence (e.g., providing examples of acceptable achievement). | Learner confidence will be supported by user progress tracking, both within a single session and along a historical timeline. "Trainers" greet and encourage users to progress by building their confidence and motivation. | |
| 6. Design promotes student satisfaction (e.g., provides recognition and evidence of success, practical application, etc.). | Recognition will be provided in different flavors by a variety of pre-programmed "trainers" who offer congratulations or suggestions, often in a mildly humorous fashion. | |
| Managing Cognitive Load | 1. Design takes advantage of verbal (text, narration, etc.) and non-verbal (photographs, illustrations, diagrams, etc.) input channels | The design facilitates multimedia for dual-coding/dual-processing of verbal and non-verbal visual information on each side of the card. However, this system is more of a tool than a specific instructional design, and therefore card creators should be encouraged to make use of dual-coding theory through a "Tips on Creating Your Cards" tutorial. |
| 2. Design avoids cognitive overload (e.g., text in close spatial proximity to visuals to avoid split attention cognitive load concerns). | See above for more on the limitations of the system to control design of multimedia. However, care has been taken in the system to minimize extraneous cognitive load through usable interface design, by spatial proximity of session and historical results, and by color-coding of response buttons and responses both on a card and in session result graphs. | |
| 3. Design acknowledges and adapts to limitations of audience (i.e. universal design and accessibility) | Because the system is XML-based and will be writtin in XHTML, CSS, and Javascript addressing accessibility issues should be simple. Universal design is furthered by simple GUI, intuitive navigation, etc. | |
| 4. Design enables learner to efficiently "chunk" facts by identifying, connecting (grouping), and sequencing information. | Chunking is difficult in a flashcard system. However, the system does utilize categories that include category-relevant cards from which sets are to be built.
ALso, cards allow for tags in the XML as metadata. The system can utilize these tags in session reporting to group cards into sub-categories which may be drafted by the user into new sets for practice. |
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| Determining Prior Knowledge | 1. Design determines learner's prior knowledge and goals (e.g., pre-assessment, iterations of a Leitner system, etc.) | Any flashcard system can be deemed to assess prior knowledge through the first iteration of cards. In this case, a Leitner system is being used to track learning.
Further, the system could be designed to encourage a full-set session on the first attempt of a set as a means of pre-assessing. |
| 2. Design facilitates open content (e.g., user-generated content, sharing of content and results, user-user or user-population comparisons of results, etc.) | Pre-built card sets and categories within the system will be CC licensed. Users will be encouraged to CC license their own cards, sets, and categories, and share those via the system's community features. | |
| 3. Design provides low prior-knowledge students with response-contingent feedback (e.g., system explains reasons for correct/incorrect responses) | This is designed into the back of cards' feedback. | |
| 4. Design provides high prior-knowledge students with topic-contingent feedback (e.g., system directs learners to find the correct response or a path to additional information). | Elaborative, topic-based feedback and material for exploration is provided either on demand or automatically for correct or certain answers. | |
| Maximizing Academic Learning Time | 1. Design ensures all instructional activities support desired learning outcomes. | Not specifically addressed in this system, except through capability of users to control their own card sets. |
| 2. Design ensures waiting and transitional time is minimized. | One of the key objectives is to provide practice sessions whenever and wherever the user desires, in lengths of time that fit any schedule.
No lengthy wait time will be built in, and actual scripting of the system will be done to minimize processing time. Ideally, multimedia files uploaded for cards would be pre-processed by the system before storing on the server to convert file types and maximize compression. |
IPT 564 Notes 07-29-2010
Alignment
| proxy | ||||
| Outcomes | --> | Assessment | --> | Content & activities |
| (know, be able to) | (indirect, noise, err) | (too much, too little) |
This is to justify training/educational experiences.
JMS: Sometimes this works this way, sometimes it doesn't. Sometimes the outcomes are implicit, invisible. Power of alignment: Cohen 1987, Wishnick 1989
Jacob: Because I've never seen a perfect assessment (or even a really great one) it seems basing content on assessment rather than outcomes risks cutting the actual outcomes short, by failing to provide the appropriate content and activities. The idea is that even a good assessment won't do justice to necessary instruction.
Wiley: Faculty adopts a textbook (JMS: but based on outcomes, right?) which may come with assessment
JMS: In k-12 but in higher ed I think faculty don't commonly base outcomes and assessments on the content (textbook); rather they implicitly know the outcomes and choose the content based on that, presuming that the textbook publisher did the hard work of aligning the assessment with the content.
Mager
ABCD
From Mager's Tips on Instructional Objectives
- Audience
- The who. Your objectives had better say, "The student will be able to…"
- Behavior
- An objective always says what a learner is expected to be able to do. The objective sometimes describes the product or result of the doing.
Ask yourself, what is the learner doing when demonstrating achievement of the objective?
- Condition
- An objective always describes the important conditions (if any) under which the performance is to occur.
- Degree
- Wherever possible, an objective describes the criterion of acceptable performance by describing how well the learner must perform in order to be considered acceptable.
Work Model Synthesis
systematically combining and recombining tasks and objectives that through task analysis procedures have been fragmented at a low level"
Learning Analytics
What impact might Google Analytics-style anayltics have for teaching and learning?
Students hate it (accountability vs. Big Brother)
Technology in education now lets us diagnose learners and provide laser-like feedback.
Charles Leadbeater’s TED Talk on Innovation
From 2008, Charles Leadbeaters introduces the rise of the "pro-am" and creative design and innovation driven by users and communities:
Questions
Is this "open" model of design, development and innovation feasible in the real world?
What is required? (community, open access, critical mass, motivation)
How do we cultivate a culture of contribution and creation?
How would the ADDIE model support this? Does the agile development model fit better?
IPT 564 Notes 07-27-2010
Notes 07-27-2010
Business
Tyler built a spreadsheet that allows rubric items, score, and points
David cancelled reverse engineering
Analysis
Gibbons: If design is goal oriented choices made/process under constraints,
analysis is understanding those constraints
Analysis is an investment; it pays dividends later
Cost of change increases as time goes on (JMS: analogous to a toppling dominoes set-up; complex and elaborate set ups become more difficult to change as the set-up proceeds)
four levels of Donald Kirkpatrick's four levels of learning evaluation model:
Reaction of learner --> Learning --> Behavior --> Results
Each tends to be exponentially less reliable/dependable
Backwards Planning:

Don Clark's illustration of backwards planning model
In corporate analysis costs money --> user time == $; ROI becomes a key argument: does training (including analysis) result in savings/increased sales etc
JMS: to be fair, though, students have a time budget as well, measured often based on credit hours, contact hours, margin power load -- a class session
Wiley: classroom instruction lets us make a lot of assumptions, whereas corporate requires more concrete measures of need, roi, etc.
Front-End Analysis
http://classweb.gmu.edu/ndabbagh/Resources/Resources2/FrontEnd.htm
- Performance
- Environmental
- Learner
- Needs
Performance analysis quadrant
http://www.nwlink.com/~donclark/hrd/isd/analyze_system.html
| Motivation | Resources or Environment |
| Selection | Training |
Outcome mapping
- Outcome mapping: building learning and reflection into development programs
By Sarah Earl, Fred Carden, Michael Quinn Patton, Terry Smut - The Graphic Syllabus and the Outcomes Map: Communicating Your Course by Linda B. Nilson
gap analysis
where learners are, where we want them to be (difference)
//the constraint is the learner's prior knowledge,
e.g. pre-assessment of objectives
audience analysis
prior knowledge, past experience, sociocultural, demography
content analysis
domain, knowledge, learning, skills
task analysis
performance, behavior, actions, responsibilities
pragmatic
contract and negotiations
e.g. resources (access to a SME, SME's responsiveness, writer), budget, timelines (this deadline will slip without penalty to me IF...), etc.
TED Talk
Students and Gorilla
perceptual blindness attention blindness
Chabris and Simons 1999
What are we primed to pay attention to? What is distracting?
What do we anticipate, expect?
Advanced organizers: tell students what to expect, outlines material to activate knowledge
Does this encourage students to ignore possibly important info, or to filter out distraction
Bobby McFerrin TED Talk
Shows how fast learners can detect pattern and anticipate
A clearly pleasurable experience for participants, requires almost no prior knowledge, universal, motivating
Also hints at sheep mentality of people; we all follow along without thinking about it, without even being asked. We are easily led and controlled. we are suckers for pleasure, participation, inclusiveness, simple rewards. True, this is a harmless participatory event, requiring little judgement.
Doug: willing participants
JMS: But no more than instrument is to a musician; McFerrin is the artist, the musician. He's improvising, the audience is following.
Wiley: Same as a conducter and an orchestra or chorus. Members are controlled, etc.
Doug: I like the reptilian nature of (the pointing to self, follow me without words)
Development
Analysis paralysis = analyzing too much (ref. DoD analysis which often results in inches thick.
Do ID models follow software dev models by about 10 years?
Agile development is adaptive (as opposed to predictive, prescriptive), features direct and frequent interaction with client, allows for change, encourages f2f co-location
Doug & Wiley: Agile and OSS development models are a rejection of or reaction to ADDIE type models.
(JMS: Unless ADDIE Is not a prescriptive model, but a flexible schema, e.g. applied not on a macro (project) level, but a micro (task) level.)
Verbal, Non-Verbal; Visual, Non-Visual
Pavio distinguishes between verbal and non-verbal information as a basis for dual-coding theory–an important concept for educators designing and developing learning media.
The distinction between these categories is clear to me, but during a class discussion today it seemed I was in the minority. This is in part surely due to the fact that other researchers and writers sometimes refer to visual and non-visual, and even Pavio himself seems to equate verbal and non-verbal to “logogens” and “imagens”. (There also seems to be a prejudice against “verbal” including written text, but I maintain that’s merely confusion.)
In order to put cognitive load theory into practice I think a clear distinction between both verbal and non-verbal as well as visual and non-visual is important. The following diagram is my first attempt to clarify these fairly simple distinctions:
IPT 564 Notes 07-15-2010
Learner certitude/confidence (motivation)
Capacity of decisions across layers (deisgn)
Matching feedback types to situation
1. Progress feedback, goal orientation (feedback)
2. Take advantage of dual-coding when relevant (cognition)
3. Manage cognitive overload, avoid split attention (cognition)
4. Chunking 7+/-2 (cognition)
5. Analysis drives design choices; alignment (design)
6. Usability of design (design); Contiguity effect
7. Exploit openess to maximize access to content, minimize user effort on generation, share and compare results (design, learner control)
8. Utilize spacing effect, lag (practice)
9. Maximize ALT - academic learning time (practice)
11. Expanded reshearsal schedule (Leitner) (practice)
12. Timing of feedback (feedback)
13. Structure +/- low level students; (13 & 11) prior knowledge; Tracking (see 1, 13, 11) (design)
14. ARCS - Attention, relevance, confidence, satisfaction (motivation) (design)
15. Learner control, allow for, Learner as agent
Increase channel capacity (cognition)
==Design==
Prototyping (more than 1) (design)
Bloom's taxononmy (design)
Reflection of environment (design)
Tutoring
2-sigma, more knowledgeable other, vygotsky's ZPD
The List
"a list of principles for effectively and efficiently teaching facts and a supporting rubric for "
5. (things from paper, with page number)
Analysis drives design choice
prior knowledge
openness
The Program...
#* Determines learner's prior knowledge. (summative)
#** Pre-assesses learner's prior knowledge to determine topics and items (summative)
#**Pre-assessment may be the first iteration of Leitner system. Prior knowledge can inform second iteration of Leitner system repetitions. (Wikipedia, Leitner system)
#* Consider prior knowledge to determine type of feedback.
#** (Mason & Bruning 15-16, 21) (high = topic contingent; low = response contingent; requires categorizing of learners according to pre-assessment, or granular correlation of practice items with pre-assessment items)
#* Conduct audience analysis to ensure objectives meet learner needs, content complements learner prior knowledge, and design meets learner abilities/preferences (design)
#**(ADDIE)
#* Determines learner's motivation profile, learning goals, modifiable influences, etc. (summative)
#**(Keller 3-6 ARCS)
#* Facilitates open content
#** Allows for user-generated content.
#** Allows user sharing of content.
#** Allows user sharing of results.
#** Allows user comparions of results.
===Notes===
Mason & Bruning. Providing Feedback in Computer-Based Instruction: What the Research Tells Us
Considering the students' level of prior knowledge allows the program to effectively implement verification or elaboration (15)
Feedback must go beyond "simple judgment of the correctness of their response" or "answer-until-correct".
"If students have relatively little prior knowledge, knowledge-of-correct-response with response-contingent feedback will help them identify the correct answer and will assist them in determining why the selected answer was incorrect. ... [it] allows them to concentrate on the specific erorr as opposed to more general misunderstandings. On the other hand if students have a solid knowledge base, knowledge-of-correct-respons with topic-contingent feedback not only will identify the correct answer but allow them to review relevant material so that they may determine where their error was made." (15)
"To the extent that students possess relevant prior knowledge, they are more likely to make effective use of the instructional material since they have a base of information from which to relate and apply the information." (15)
"Higher achieving students possessing larger knowledge bases may benefit more from feedback providing general information and allowing them to reevaluate their own answers." (16)
Degree of prior knowledge may lead to different types of feedback or levels of evaluation: Low prior knowledge should be followed by knowledge-of-correct-response with response-contingent; high prior knowledge should be followed by knowledge-of-correct-response with topic-contingent. (21)
==Feedback==
Tie feedback and relate responses to learner's goals.
Periodic feedback based on tracked data correlated to learner goals.
System allows
IPT 564 Notes 07-13-2010
Lessig presentation - possible rule-breaking in multimedia
Delivery media
Presentation modes
sensory modality
Generative theory
select (relevant info), organize, integrate
Long history of media comparison studies. To pinpoint effectiveness as a quality of a broad delivery media category is inaccurate (e.g. online vs traditional; pen vs paper). (JS: We can, I think, identify traits of new delivery media that support learning, and certain delivery media may have traits that are absent in other media.)
JS: Aren't there traits of media that facilitate different modes of learning? Aren't traits of media qualifiable, that is, of different value? Doesn't that give us something like justification for media comparison for effectiveness.
What about novelty, accustomed?
multimedia aside
dual coding, parellel processing, cognitive load, and multimedia
note to self: discover if dual coding theory (that verbal + nonverbal facilitates learning better than one) is negatively effected by multimedia combinations that increase cognitive load.
On dual coding theory: "The visual-spatial system uses mental images as the primary representational code, while the verbal system uses speech as the primary code. ... every object and concept has a verbal label in verbal memory, whereas not every object or concept has an imaginal label in visual-spatial memory" Gregory Shaw - Knowledge Representation
Also (from Wikipedia): "The nonverbal system is hypothesized to have developed earlier in evolution. Both systems rely on different areas of the brain. Paivio has reported evidence that nonverbal, visual images are processed more efficiently and are approximately twice as memorable. Additionally, the verbal and nonverbal systems are additive, so one can improve memory by using both types of information during learning."
A split-attention effect in multimedia learning
Marja: 314, is it a problem of contigency or cognitive load? working memory vs. "upload".
Is this a question about "funnels" or "capacity"? I suppose it's still capacity, because though we can see a lot of things at the same time, we can't attend to it all at the same time.
Would the same study be better labeled an efficiency study? Perhaps, and so an alternate study would be to keep time as a variable and allow repetition.
IPT 564 Readings on Multimedia and Time on Task
This is a short post on this week's readings.
Mayer, Richard. (1997). Multimedia learning: Are we asking the right questions? Educational Psychologist 31(1), 1-19.
Today we may take multimedia learning for granted, as the advent of more powerful hardware and software has facilitated the production of multimedia by non-programmers, and the Web has made available whole repositories of professional and amateur multimedia resources. It is clear that Mayer does not take it for granted, but astutely notes that "the technology for multimedia education is developing at a faster pace than a corresponding science of how people learn in multimedia environments."
In this review of multimedia learning implementations students generated more creative solutions, and were able to transfer the information successfully. Mayer notes that this "multimedia effect" is most beneficial "for low prior knowledge and high spatial ability students". This is not a simple "media effect", which compares mode of delivery and presumes a knowledge acquisition metaphor.
On the first day of class we identified the ability to transfer knowledge from situation to situation, even from domain to domain. Mayer begins by recognizing this critical ability in science education, and focuses on a "generative" theory of multimedia learning that focuses on the users active selection and integration of multiple media, and includes the cognitivist concept of dual-coding theory, which posits that verbal and non-verbal information is coded separately in the brain (the implication being that activation of both tends to result in better long term memory than activation of one). Though 12 years old now, this particular article appears to be reinforced by more recent work by cognitive scientists--the work I'm most familiar with is reading, and Dehaene's neural recycling hypothesis and investigation of serial and parallel processing in reading alone.
Mayer, Richard & Moreno, Roxana. (1998). A split-attention effect in multimedia learning: Evidence for dual processing systems in working memory. Journal of Educational Psychology 90(2), 312-320.
In this article Mayer and Moreno expand on the role of dual-coding/dual-processing as relates to educational use of multimedia. The research study compares use of visual info combined with audio narration vs visual info combined with text. Mayer and Moreno determined that learners can integrate words and pictures more easily when the words are
presented auditorily rather than visually. This is due to the fact that visual text combined with visual images splits the attention of the learner--the titular split-attention effect.
This reminds me of Clark, Nguyen, and Sweller's book, Efficiency in Learning, which provides research and applications for cognitive load theory as it applies to use of text, visual, and audio.
US Department of Education (2009). Evaluation of Evidence-Based Practices in Online Learning: A Meta-Analysis and Review of Online Learning Studies.
This meta-analysis of empirical research comparing online education experiences with traditional face-to-face experiences found that of 51 comparisons, "11 were significantly positive, favoring the online or blended learning condition" while 2 favored face-to-face. The authors noted (1) these results are probably not a feature of the media (but rather time spent learning, and (2) they are less likely to be useful for K-12, as "Few rigorous research studies of the effectiveness of online learning for K–12 students have been published."
In considering the blending of online and face-to-face, or "hybrid" courses, the authors write:
The first of the alternatives to classroom-based instruction, entirely online instruction, is attractive on the basis of cost and convenience as long as it is as effective as classroom instruction. The second alternative, which the online learning field generally refers to as blended or hybrid learning, needs to be more effective than conventional face-to-face instruction to justify the additional time and costs it entails
Though I wouldn't discount reasons of convenience for hybrid learning, the key factor to promote hybrid learning from an institutional perspective is probably not effectiveness, but the lessened impact on more static campus resources such as physical space. I've also seen consideration for hybrid learning driven by enthusiasm of both teacher and learner to explore new technologies.
Berliner, David C. (1990). What's All the Fuss About Instructional Time? From "The Nature of Time in Schools: Theoretical Concepts, Practitioner Perceptions".
Berliner defends the concept of instructional time, which "allows for understanding, prediction, and control". Instructional time is categorized as allocated time, engaged time, time-on-task, academic learning time, transition time, waiting time, aptitude, perseverance, and pace. These categories are viewed as variables that allow us to employ understanding, prediction, and control. Berliner notes that we've often taken instructional time as an obvious necessity, but his use of applications of instructional time to various learning models such as Bloom's Mastery Learning ("At the heart of mastery is the belief that with sufficient time to learn and with high quality instruction, virtually all students can learn what only a small number were able to learn under traditional instruction.") suggest that we haven't been paying enough attention to instructional time's value or impact. (Though I highlight the Bloom example, it's important to remember that time is only one half of Mastery Learning; the other half is "high quality instruction", which Bloom defines specifically as a iterative process based on formative feedback.) The concept of "aptitude" also resonates with Bloom's 2-sigma problem, which suggests that unlike our traditional view of aptitude, a time-focused definition of aptitude allows for all learners to succeed--given the right environment and sufficient time.
IPT 564 Readings on Spacing Effect
Notes on assigned readings on spacing effect:
Dempster, The Spacing Effect
and
http://en.wikipedia.org/wiki/Leitner_system
Dempster's article addresses possible issues that may have restricted or inhibited the classroom application of research on the spacing effect.
The Leitner System describes a method of spaced repetition in flashcard practice that has been adopted by many flashcard software. In it's simplest form the system presumes known items require less practice, and unknown items require more. Learning time is saved by moving occurrence of known items "farther" from the user in the repetition pattern. A simple example uses 3 boxes that may be spaced for practice 1, 3, and 5 days, with unknown in the first box, and known words moving back a box each time they are correctly identified.
I don't know whether this shows how smart I was in school, or how dumb: I never used flashcards. I never thought I needed to. And so the idea of spaced repetition and the identification of a spacing effect was new to me, and not immediately obvious as I think Tyler pointed out on his blog. Though I haven't used flashcards in the past, recently I've discovered an application for flashcards (this may be because I'm getting older, or I have actual need of specific information on the fly beyond acing a test, or whatever) in writing metrical poetry. As Daniel Willingham explains, sufficient background knowledge is not just important to help one understand new information, it's important in formulating creative solutions to problems. With respect to metrical poetry, without an extensive "vocabulary" of poesis, I lack a sufficient range of tools with which to tackle a poetic "problem"--meters, rhythms, rhyme schemes, and forms. And it's not just being able to define these forms, it's knowing examples of these forms, and why particular examples are relevant to the form itself, so that, as a writer, one can draw upon knowledge of possible effects of various forms as one tries to create one's own effects. Both the vocabulary of poesis and examples of forms are, to me, excellent topics for flashcards.
Cepeda, Distributed practice in verbal recall tasks: A review and quantitative synthesis
Cepeda et al's quantitative review (this is different from a meta-analysis how?) focuses on 184 articles covering 317 experiments that test the effect of interstudy interval (ISI) upon learning. This review focuses on verbal memory tasks because they have been used in the greatest number of studies on distributed practice (and perhaps, as the authors imply, because verbal memory tasks seem to respond the best to ISI). The results of this review suggest "spaced presentations led to markedly better final-test performance, compared with massed presentations". The conclusions regarding lag analysis are harder to articulate in summary, so I'll just quote the authors wholesale:
...synthetic analyses support the robustness and generality of ISI and retention internal joing effects... the literature as a whole reflects nonmonotonic effect of absolute ISI upon memory performance at a given interval, as well as the positive relationship between retention interval and the optimal absolute ISI value for that retention interval.
Of interest to those looking into the Leitner system, this review also found that, "overall, expanding ISIs led to better performance than fixed intervals" (364). It doesn't appear that this review examined the efficiency of expanding ISIs, which is of particular interest to me.
Keller, How to integrate learner motivation planning into lesson planning: The ARCS model approach
IPT 564 Readings on Memory and Forgetting
I had to catch up and post something on this week's readings on memory and forgetting, though I had read all or part of the following previously.
Ebbinghaus (1885) Memory: A Contribution to Experimental Psychology
Ebbinghaus's book-length treatment of the subject is surely included here because it is a groundbreaking work, a classic often referred to in educational theory and research courses which contains some findings still relevant and sound today. Ebbinghaus studied memory and learning and conducted learning experiments on himself which involved the random, nonsense syllables. He first documented the Forgetting Curve which suggests that most forgetting occurs quickly and exponentially.
However, Ebbinghaus found that practice (both massed and distributed) affects learning/forgetting, as does regency or primacy of items. Ebbinghaus's concept of savings suggests that material learned perfectly, but then forgotten, can be relearned more easily.
Miller (1956) The Magical Number Seven, Plus or Minus Two: Some Limits on our Capacity for Processing Information
George Miller's paper on
bit is the information needed to distinguish between choices. A doubling of choices adds one bit. Miller refers to Pollack's research on tone distinguishing which suggests that 2.5 bits is the channel capacity for this mental performance. "2.5 bits corresponds to about six equally likely alternatives. ... if we know that there were N alternative stimuli, then his judgment enables us to narrow down the particular stimulus to one out of N / 6." While Miller doesn't explore why experts may be able to distinguish more, I'd suggest it's either because their brains feature well-formed, refined, even economized network connections which are faster/easier to traverse (I have absolutely no basis for this except a novice's understanding of neuronal recycling, which suggests that we can "rewire" our brain functions based on repetitive usage), or because they employ some sort of chunking based on prior knowledge to transform large quantities of items into small quantities of groups of items. My former hypothesis may be supported by some of the data Miller cites which suggests that less critical (or less used) sensory pathways facilitate fewer bits: taste is 1.9 bits, but vision allows for 3.25 bits.
Anderson & Schooler (1991). Reflections of the Environment in Memory
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