ASSESSING THE COGNITIVE BASIS OF INSTRUCTIONAL MEDIA
Education 7503
December 16th, 2004
Mark Karadimos
Table
of Contents
II.
Cognition in the Modern Classroom
B.
Integration of Visuals and Text
I.
Evaluation Against Standards
III.
Metacognition Within Instruction
IV.
An Outline of Metacognitive Skills
A.
Self-Monitoring Cognitive Processes
B.
Developing Successful Techniques
C.
Assessing Requisite Knowledge
D.
Setting Goals and Adopting Cognitive Strategies
A number of factors have made an impact on classrooms and the manner in which instruction is accomplished. Some of those factors include the development of technology, issues of national school reform, cognitive educational research, instructional training programs, and the pervasiveness of technology. Consequently, there are educational researchers who are drawing attention to instructional media for its value within the field of education.
This paper will introduce and analyze certain cognitive educational standards that can be successfully met through the use of instructional media. These standards will be thoroughly explained, as will the role of instructional media to handle those standards. It will also be shown how instructional media can be used to impart metacognition.
Learners
can become overloaded if they are required to work for long periods of time,
even past 30 minutes (
Dreamweaver and Flash can be used to manage divided attention by addressing methods of inputs, level of difficulty, and experience of the learner. Inputs, such as audio and visual, are better than dual audio sources or an excessive number of visuals. Difficult tasks must be handled separately, while it is possible to handle simple tasks in tandem. Also, multimedia files managed through Dreamweaver and Flash can take the experience level of the learner into play by gaining learner feedback and allowing learners to investigate material at their own pace.
The placement of
text within visual examples plays a critical role with instruction. Traditional strategies within education often
place text separate from the graphic.
This causes divided attention.
However, it has been shown that the integration of text within the
graphic avoids divided attention (
Due to the limitations of HTML and the graphical advantages of Flash, presentations using Flash are better suited for this standard. Flash can be used to integrate text with graphics, whereas the Dreamweaver tools, which ultimately use HTML commands, do not accommodate the manipulation of text. Dreamweaver can only manipulate text so that it wraps around graphics or aligns with graphics in a tabular form.
Dreamweaver
and Flash can do an excellent job creating advance organizers. According to Clark (2003), “An advance
organizer is information delivered in words or pictures prior to the lesson
content that either activates relevant prior knowledge or provides prior
knowledge that the learner can use to integrate the new information included in
the lesson” (p 87).
Dreamweaver and Flash can be useful to meet the demands of this area of cognition. Dreamweaver can produce advance organizers that have less graphical advantages than Flash, yet both software products can be easily used to create text and graphic organizers. Learners within traditional environments may be able peruse their course text for advance organizers, but Dreamweaver and Flash multimedia can include dimensions such as video and audio as well as the issue of engaged learning brought upon by the need to physically operate the multimedia.
Introductory problems, or strategic problems used to launch units, carry out a variety of tasks. The tasks include stimulating group discussion, inspiring self-directed learning, leading students to develop learning goals, and reinforcing the need to develop a foundation of knowledge and skill. Barnes (n.d.) reports they are used for individual development, team building, networking, and icebreaking.
These introductory problems, sometimes called openers, do not require a sophisticated layout. With a weak layout requirement, Dreamweaver would be a product best suited for classroom openers. Dreamweaver’s relatively easy to use tools make it superior to the technical demands of Flash.
Learning new information or skills requires the use of two special terms, cognitive load and working memory. Cognitive load is the demand placed upon working memory to process a certain task or concept. Working memory is the space where learning occurs.
Soloman, H. (n.d.) claims instruction that reduces load on memory will have a beneficial affect upon learning. Soloman states Sweller’s research supports the following four instructional strategies to reduce working memory load:
1. Change problem solving methods to avoid means-ends approaches that impose a heavy working memory load, by using goal-free problems or worked examples.
2. Eliminate the working memory load associated with having to mentally integrate several sources of information by physically integrating those sources of information.
3. Eliminate the working memory load associated with unnecessarily processing repetitive information by reducing redundancy.
4. Increase working memory capacity by using auditory as well as visual information under conditions where both sources of information are essential (i.e. non-redundant) to understanding.
Table
C indicates a number of methods that correlate with Sweller’s strategies
above. A brief description accompanies
each method (
Multiple Dreamweaver capabilities allow it to meet Sweller’s strategies. It could provide pertinent information relating to various problems as alternate text within a mouse-over command. It could arrange information in formal tables using abbreviated text and play audio related to advance organizers. Similar features are available through Flash, but such a powerful program is not necessary to produce the aforementioned results.
As presented within Table C from IIE above, providing worked examples is a way to manage memory load in learners. Supplying learners with problems that have already been completed consequently lowers their cognitive load. It enables learners to concentrate on procedures or techniques without having to understand all steps at once.
Dreamweaver is an excellent tool for creating worked examples. It is capable of combining text and graphics in an organized form. It can meaningfully arrange items and it can also point learners to supplementary information if there is a need to review lessons that target prior knowledge.
Dreamweaver can also do better than simply produce attractive layouts and links to tutorials. As a creator of dynamic material, Dreamweaver can produce worked examples that also have a few missing pieces of information. It can wait for a learner’s response and then check the response. This same feature can be used to create a dynamic exercise lesson, which is addressed below in the next section.
When instructors want to ensure
learners possess necessary skills and/or knowledge, instructors use practice
exercises. Practice problems are used to
reinforce learning goals, identify students who need remediation, and provide
students with confidence to proceed with further lessons. It is not mandatory practice exercises be
geared toward basic understanding, but quite typically they are used in such a
manner, given that skills are tested in isolation (
Instructors who use multimedia tools to utilize practice exercises may be at an advantage over traditional educators. Dreamweaver will produce static HTML pages that are comparable to handouts offered through traditional means. However, Flash has the capability of monitoring input and checking it. Educational tools authored through Flash can grant learners with the ability of immediate feedback with practice exercises, placing learners who use such dynamic exercises at an advantage over students who are instructed through traditional practice exercises.
The addition of graphics within instruction is an important consideration. Appropriate use can lead to enhanced learning. Factors for consideration include relevancy to learning goals, activation of appropriate prior knowledge, and the formation of new mental models. As an additional part of considering graphics, instructors must choose between six different types of graphics, as outlined in Table D (Clark, 2003: 105).
Both Dreamweaver and Flash are useful tools for creating instructional materials that meet guidelines for using graphics. Dreamweaver would be an appropriate choice for addressing graphic types such as decorative, representative, mnemonic, and organizational. For addressing transformational and interpretive types of graphics, where a more interactive environment is desired, Flash would be a better choice. However, both Dreamweaver and Flash could be used to potentially create graphics for each of the six types.
Theories of motivation within education suggest numerous strategies. Deubel (2003) indicates, “Feedback can be used to reinforce, elaborate, clarify, present consequences of responses, demonstrate impact in context, note performance to date, diagnose, and prescribe.” Locatis (2001) writes, “A number of motivational strategies such as employing cues to gain and direct attention, offering encouragement, and providing problems that are challenging but still doable to instill confidence and feelings of accomplishment are used routinely in multimedia programs.”
The main thrust of Deubel and Locatis’ research rides either fully or in part on evaluating learners against a set of standards. Dreamweaver is a natural tool for creating instructional designs around standards-based learning due to its relative ease, compared to Flash, and its ability to monitor learner performance. Learners can be asked to respond to questions, gain feedback whether or not they are correct, and either send learners to other problems or indicate which standard needs to be reviewed.
Dreamweaver
could be used to reflect
The definition of metacognition is the act of thinking about thinking, or the cognition of cognition. It is the ability to control one’s own thoughts (AlleyDog, 2004).
Metacognition
is an important component for learner success.
According to
Instructors typically create heavily structured learning environments. They regulate learner behaviors and activities. Instructors manage time. They schedule events in a regimented format so learners can maximize their potential and gain the most they can possibly gain.
It can be seen that learners form a kind of learner dependence upon instructors and instructional centers. Learners depend upon others to be good students, for the most part. Within compulsory education, learners typically depend upon their educational institutions, teachers, families, community members, and, if need be, authority figures.
However, there are instructors who promote learners to be metacognitive. They show learners how to use self-checking mechanisms in order to teach learners to be independent. Doing so allows these learners to use strategies that allow them to be self-evaluating and dynamic. Consequently, these learners have a considerable edge over learners who do not use such strategies.
If learners are to become metacognitive, or aware of their abilities/behaviors and able to modify them to maximize performances, learners must be able to perform a number of tasks. According to Vockell (n.d.), the following skills outline metacognition for learners:
Section V will be dedicated to delivering strategies for fostering the above skills using instructional media tools.
To deliver strategies that will address metacognitive skills, Vockell’s skills outline above will be dealt with in sections A – E, below.
Allowing learners to monitor their own thinking process can be done a number of ways. Learners can i) take notes during learning activities, ii) continuously update journals over the course of their training, iii) participate within online bulletin boards, iv) reflect on the thoughts and activities of other learners, and v.) compare their behavior and work (and the behavior and work of their peers) against a specific list of standards, or a rubric.
Many of these tasks can be easily included within learning environments. There are instructors who already demand that learners take accurate notes within traditional classrooms. Yet, there are instructors who do not necessarily create an environment for thoughtful reflection on learner progress.
Learners can be invited to critique their own work, the work of other learners, or compare different strategies. One way this can be accomplished is by having learners find where their work meets or exceeds a specific criterion within a rubric. On a less difficult scale, learners could be asked which of three given procedures or strategies render the best outcomes and compare against factors such as timeliness, reproducibility, style, and other factors pertinent to the learning material. This skill could be instilled through the use of instructional media, such as Flash. Flash’s ability to combine graphics, audio, text, and video makes it an exceptional candidate for introducing learners to constructive criticism.
Although, if the instructional media had no connection to the Internet, it would be difficult to cover all of the items mentioned above strictly through the use of instructional media devices. Instructional media could be used to test for knowledge acquisition to provide immediate feedback. If learners answer test items incorrectly, learners could be led to specific tutorials that cover the items that were answered incorrectly.
Instructional media that had access to the Internet could create an environment for student exchange. As a part of certain lessons, learners could be made to post particular comments regarding their own activities and the activities of other learners within a bulletin board. Such a bulletin board would invite higher order thinking under Bloom’s Taxonomy. Higher order thinking is not necessarily the standard for statements within classrooms.
Learners have a tendency of finding solutions to problems, but the solutions can be ill-conceived or lack fundamental relevance. Instructional media could be created to handle this problematic area by checking to see if students are able to develop solutions that actually work. Flash files have the potential of immediately responding to learners’ solutions and then pointing learners in the correct direction based on those answers. Dreamweaver can also perform the same duties but does not have powerful graphics manipulation capabilities.
Situations or applications problems are easily delivered via Dreamweaver. A number of them can be created and learner responses can be checked in real-time. Such real-time, instant feedback is one of the strengths that instructional media can boast. Using Dreamweaver in this manner also corresponds to educational philosophy that places the role of instructors as facilitators, not dispensers, of information.
Instruction
involves imparting a set of skills or a set of information. The skills or information allow learners to
accomplish certain tasks, which require a base set of skills and/or knowledge
to build upon. To ensure that learners
are ready to learn the instruction that is to come, there are three ways
instructors can poke and prod learners to assess for this basic skills set and/or
knowledge base. The three ways that
instructors can pull on prerequisite knowledge are: using comparative advance
organizers, expository advance organizers, and introductory problem discussions
(
The organizers inform learners how information and skills are linked together. They can be comprised of the use of visual or graphic cues combined with verbal explanations. They can also be in the form of written rationales that tie the old skills and knowledge base with the new.
For instance, a developer or an architect could convey changes in plans, possibly due to local ordinances, to contractors by using a graphic organizer. The organizer may show how changes to the foundation, electrical layout, or heating and ventilation system must be augmented. In the case of new material usage, contractors would have to follow up with their own instruction to foremen and workers so that all construction workers understand how to work with the new materials and changes to the design plan.
In the case of using instructional media, instructors can use it to perform the same duties as the examples shows above. A simple Flash presentation could show how the old plans are to be modified. It could inform others what materials changes are to be made, what skills are to be needed to work with the new materials, and how timelines, budgets, and other factors will be affected, all as a graphic organizer. Every step along the way, the Flash presentation could be used to inform contractors of the key areas that involve changes in operation, so that they too can impart instruction for subcontractors, foremen, and workers.
Similarly, instructional media could be used to pose introductory problems. To stimulate the need for new thinking measures or skills, instructional media could be used to deliver a simple problem that requires old skills; however, the problem also invites learners to develop new strategies to solve the problem. Instead of actually delivering the set of skills or knowledge base that explains new information, the learners themselves seemingly invent the techniques necessary to solve the problem, thereby feeling ownership to the techniques and actually understanding their importance.
If
learners are to reach a state in which they solve problems of their own, they
must be able to approach situations using a variety of techniques.
When novice mathematicians were compared to expert mathematicians, it was discovered that novices to the field relied heavily on only a few patterns, namely reading and exploring. Expert mathematicians used all six patterns and bounced from one to the other and possibly back again until a solution was achieved. It can be seen that experts must be able to pull from multiple patterns to solve difficult problems and this is not exclusive to only mathematicians.
Instructional media could be created to be an excellent resource for imparting this six-pattern approach. A graphic organizer could be created and accompanied by expository text to explain each of the six steps in the pattern. Learners could be led through an example of how a person could bounce back and forth between steps to accomplish a specific problem. Learners could be invited to solve a specific problem and asked to chart their progress between steps in the pattern. Dreamweaver files could help learners when they reach a roadblock in the process.
As another strategy for imparting the six-step pattern, instruction through Dreamweaver could be created in such a way as to move learners from one step to the next. Such a strategy may require the use of a fictitious person who is solving a particular problem. For this strategy, learners would have to indicate within a chart exactly when shifts occur between steps. A timeline of events aligned with pointers to steps in the pattern could be used and even checked by the instructional media for accuracy. Such a strategy would test for understanding of the six parts of the pattern.
If learners are to gain a deep understanding of the six-part strategy, they need to actually apply the steps in the strategy. Practicing the steps will allow learners to internalize the strategies. Learners can then encode the strategies within existing, long-term mental models.
Dreamweaver’s ability to create tutorials could be used to launch learners to investigate the six steps to solve a particular problem. Such a strategy could involve learners who are individually introduced to a specific problem. Instructional media would be used to make learners aware of all background information or at least how to acquire the pertinent information.
Learners could be arranged within small groups, where every member takes on a specific task within the team. A six-person team may have each member taking on a single part of the pattern. A three-person team would have each member taking on two parts of the pattern.
Forming teams would show learners a multitude of tasks. Not only would learners form an appreciation for the six-pattern system, but they would also be exercising a number of other tasks. The tasks would invite metacognitive skills brought upon by the very nature of teaming combined with the structure of multimedia tutorials through Dreamweaver.
Dreamweaver and Flash are helpful tools that allow instructors to create vibrant learning environments. They can be used to produce content that addresses a number of key factors within the learning process. Cognitive factors such as minimizing fatigue, integrating visuals with test, introductory problems, practice problems, and more factors can be expertly managed via Dreamweaver and Flash.
It was shown that instruction covering metacognition will enable learners to develop productive avenues of reasoning and action. Engaging in metacognitive activities enables learners to navigate through the perils of various problems more easily because more skills are available to the learner. The ability to recognize dead-ends and the knowledge how to choose a successful strategy come with this mindset.
Since
metacognition is a universal mindset that can be used within the confines of
solving all problems, it makes it an extremely valuable mindset. Consequently, it can be said that instructors
who approach techniques which impart metacognition are not just preparing
learners for their immediate problems.
Those instructors are preparing learners for their immediate problems
and future problems they will face.
VII. Resources
AlleyDog (2004) Psychology Glossary. Online Resource Accessed on December 4th, 2004 at: http://www.alleydog.com/glossary/definition.cfm?term=Metacognition
Barnes, R. (n.d.) Management Games: The Opener and its Role in Training. The Encyclopedia of Educational Technology,
Deubel, P. (2003). An investigation of behaviorist and cognitive approaches to instructional multimedia design. Journal of Educational Multimedia and Hypermedia,12(1), 63-90.
Locatis, C. (2001) Instructional Design Theory and the Development of Multimedia
Programs Online Resource Accessed on December 12th, 2004 at: http://lhncbc.nlm.nih.gov/lhc/docs/published/2001/pub2001048.pdf
Soloman, H. (n.d.) Cognitive Load Theory. Online Resource Accessed on December 11th, 2004 at: http://tip.psychology.org/sweller.html
Vockell, E. (2004) Development of Thinking Skills, Chapter 7 of Educational Psychology: A Practical Approach. Online Resource Accessed on December 4th,
2004 at: http://education.calumet.purdue.edu/vockell/EdPsyBook/Edpsy7/edpsy7_development.htm
VIII. Appendix
Table A: Evaluative Instructional Media
Standards |
||
General Category |
Specific Standard |
Standard Number |
Attention |
Minimization of Fatigue |
1 |
|
Integration of Visuals and Text |
2 |
Prior Knowledge |
Advance Organizers |
3 |
|
Introductory Problems |
4 |
Management of
Working Memory |
Memory Support |
5 |
|
Worked Examples |
6 |
Building Mental
Models |
Practice Exercises |
7 |
|
Graphics |
8 |
Motivation |
Evaluation Against Standards |
9 |
Metacognition |
Cognitive Support Methods |
10 |
Table B: Comparing Flash and Dreamweaver
Against Standards |
|||
Standard Number |
Specific Standard |
Dreamweaver |
Flash |
1 |
Minimization of Fatigue |
X |
X |
2 |
Integration of Visuals and Text |
|
X |
3 |
Advance Organizers |
|
X |
4 |
Introductory Problems |
X |
|
5 |
Memory Support |
X |
|
6 |
Worked Examples |
X |
|
7 |
Practice Exercises |
|
X |
8 |
Graphics |
X |
X |
9 |
Evaluation Against Standards |
X |
|
10 |
Cognitive Support Methods |
X |
X |
Table C: Methods that Optimize Use of
Limited Working Memory Capacity |
|||
Method Number |
Method Name |
Description |
Corresponding Sweller Strategy |
1 |
Worked Examples |
Integrate the use of problems that have
already been completely solved.
Theorists recommend asking specific questions related to various steps
to ensure students review the examples. |
1 |
2 |
Modality |
Think twice before using explicit
written explanations with graphic organizers.
Instead, accompany organizers with verbal explanations. |
4 |
3 |
Redundancy Effect |
Duplicating written explanations with
verbal explanations should be prevented only in the case complex graphics are
present. |
4 |
4 |
Extraneous Auditory Information |
Avoid the use of adding music or
non-essential sounds. Existing use of
audio combined with music ends up competing within working memory. |
3 |
5 |
Spatial Information via Visuals |
When visual situations must be
explained, written explanations do more poorly than actually using visual
models and pictures. |
2 |
6 |
Chunk Information |
New information should be arranged in
logical and meaningful patterns, categories, and groups. Doing otherwise adds to working memory and
cognitive load becomes taxed. |
2 |
7 |
Minimize Information Density |
Instruction should be delivered in sizes
that are not overwhelming to learners.
It is better to overview an entire process into steps and then spiral
through steps with individual lessons. |
2 |
8 |
Learners Control Pacing |
Learners who are able to control their
own pacing are able to reduce cognitive load and gain deeper learning. |
1 |
9 |
White Space |
Minimize working load by utilizing white
space. |
2 |
10 |
Lean Text |
Text that is reduced to summary and
possibly accompanied with graphics and other visuals is more effective than
detailed passages. |
2 |
11 |
Related Concepts First |
Learning is maximized when instruction
is first focused on prelesson requirements and then focused on the main
thrust of the lesson. |
2 |
12 |
Pertinent Information Priority |
Ancillary information, such as history,
theory, and beneficial outcomes of a technique, does not help students
understand information any better than when it’s not included with
instruction. |
2 |
Table D: Taxonomy of Graphics |
||
Type |
Explanation |
Example |
Decorative |
Graphics used purely for artistic purposes |
ü A cartoon figure or mascot image used to convey information ü Banners, buttons, colors |
Representational |
An actual model, picture, or diagram that is used to explain a physical object |
ü Pictures of designs ü Computer screens ü Layouts |
Mnemonic |
A device used to call upon prior knowledge |
ü Acronyms such as Please Excuse My Dear Aunt Sally to explain order of operations in mathematics |
Organizational |
A tool used to categorize information for chunking purposes |
ü Hierarchical diagrams ü Business graphs |
Transformational |
An animated graphic or series of graphics that indicate how something functions |
ü An animated, real-time graphic/video that shows how to operate a software product |
Interpretive |
A graphic that builds a mosaic upon which learners connect ideas and/or principles for processes or events |
ü Illustration of a train system ü Sliding variables that produce changes in a graph ü Interface that represents the cycle of water in the atmosphere |