Mayer, R.E. (Ed.) (2005). Cambridge Handbook of Multimedia Learning. New York: Cambridge. [Chapter 33]
explanation vs experience:
-experience made possible by the dynamic elements that are under user's control
-flight simulator gives the user the experience of flying the plane instead of explaining about plane and flight
-games, microworlds and simulations out experience first in education and explanations support this experience
-also highlights the difference between instructional and constructivist approach
constructivist approach in education: person's interaction in a content area and the relationship of that interaction to person's prior knowledge
-learning achieved through active engagement
-teacher support - scaffolding
-social
MIcroworlds are constructivist approach
Games and simulations are more traditional instructional
Model using vs model building (constructivist)
Simulation
-has an mathematical logic programmed into them controlling how they behave.
-students interacting with the simulation learns this mathematical model underlying the simulation
-this underlying model taught before, after, during the simulation?
-student discovers by exploration or,
-instructor helps the student with guidance
research determines that
-guidance should be provided
-model progression: student better perform when simulation progressively become more complex, students gain expertise with earlier and simpler skills
MIcroworld
-an explanatory learning environment
-three goals: 1-offer a way for more people from young age, to understand and explore concepts
2-focus primarily on building and using concrete models
3-attempts to reduce the distinction between learning science and doing science
-functional interaction of student, software and the setting
-consists of the following:
1- computational objects
2- links to multiple representations
3- means to combine the computational objects
4- inherent activities or challenges
Gaming
(model using - playing games designed by others) vs. (model building - designing your own game)
characteristics:
- quality of game's storyline
- competition
- appropriate challenge
Microworlds, Simulations, Games and Cognitive Theory
dual coding theory: two processing systems, visual and auditory
- three levels of processing within verbal and visual systems:
representational processing: connections between incoming messages from the environment, either verbal or visual
associative processing: when informational units within either visual or verbal systems are activated
referential processing:builds connection between two channels
mental models: one's personal theory
microworlds let the learners build their own models
Label Cloud
- 4C/ID
- absolute judgment
- affordance
- android
- app
- AppInventor
- architecture of learning environments
- automaticity
- behaviorism
- channel capacity
- chunking
- cog sci I
- cognitive load theory
- constructionism
- constructivism
- CTML
- dual coding theory
- educational design for media environments
- Educational design in media environments
- expertise reversal
- extra for april 13
- extra for april 6
- extra for week 2
- extra reading
- extra reading for April 6
- extra reading for Feb 23
- extra week 1
- fall 2011
- immediate memory
- information measurement
- information processing
- information processing theory
- instructional design
- magical number
- Narrative
- phonological loop
- prior knowledge
- recoding
- ROP
- scaffolding
- schema
- sensory memory
- Technovation Challenge
- trends and issues in instructional design
- unit 1
- unit 2
- unit 3
- unit 4
- video games/play in education
- virtual environments
- working memory
- zone of proximal development
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