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60
Learning with media
- Review of Educational Research
, 1991
"... This article describes learning with media as a complementary process within which representations are constructed and procedures performed, sometimes by the learner and sometimes by the medium. It reviews research on learning with books, television, computers, and multimedia environments. These med ..."
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Cited by 76 (1 self)
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This article describes learning with media as a complementary process within which representations are constructed and procedures performed, sometimes by the learner and sometimes by the medium. It reviews research on learning with books, television, computers, and multimedia environments. These media are distinguished by cognitively relevant characteristics of their technologies, symbol systems, and processing capabilities. Studies are examined that illustrate how these characteristics, and instructional designs that employ them, interact with learner and task characteristics to influence the structure of mental representations and cognitive processes. Of specific interest is the effect of media characteristics on the structure, formation, and modification of mental models. Implications for research and practice are discussed Do media influence learning? The research reviewed in this article suggests that capabilities of a particular medium, in conjunction with methods that take advantage of
Will media influence learning? Reframing the debate
- Educational Technology Research and Development
, 1994
"... This article addresses the position taken by Clark (1983) that media do not influence learning under any conditions. The article reframes the questions raised by Clark to explore the conditions under which media will influence learning. Specifically, it posits the need to consider the capabilities o ..."
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Cited by 69 (1 self)
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This article addresses the position taken by Clark (1983) that media do not influence learning under any conditions. The article reframes the questions raised by Clark to explore the conditions under which media will influence learning. Specifically, it posits the need to consider the capabilities of media, and the methods that employ them, as they interact with the cognitive and social processes by which knowledge is constructed. This approach is examined within the context of two major media-based projects, one which uses computers and the other video. The article discusses the implications of this approach for media theory, research, and practice. Do media influence learning? Ten years ago, Richard Clark (1983) reviewed the results of comparative research on educational media and claimed that they provide consistent evidence "... for the generalization that there are no learning benefits to be gained from employing any specific medium to deliver instruction " (p. 445). According to Clark, the results of those studies that appear to favor one medium over another are due not to the medium but to the method or content that are introduced along with the
Learning and Building Together in an Immersive Virtual World
- Presence
, 1999
"... This paper describes the design, evaluation, and lessons learned from a project involving the implementation of an immersive virtual environment for children called NICE (Narrative-based, Immersive, Constructionist/Collaborative Environments). The goal of the NICE project was to construct a testbed ..."
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Cited by 58 (7 self)
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This paper describes the design, evaluation, and lessons learned from a project involving the implementation of an immersive virtual environment for children called NICE (Narrative-based, Immersive, Constructionist/Collaborative Environments). The goal of the NICE project was to construct a testbed for the exploration of virtual reality as a learning medium within the context of the primary educational reform themes of the past three decades. With a focus on informal education and domains with social content, NICE embraces the constructivist approach to learning, collaboration, and narrative development, and is designed to utilize the strengths of virtual reality: a combination of immersion, telepresence, immediate visual feedback, and interactivity. Based on our experiences with a broad range of users, the paper discusses both the successes and limitations of NICE and concludes with recommendations for research directions in the application of immersive VR technologies to children's learning. 1
Video Games in Education
- International Journal of Intelligent Simulations and Gaming
, 2003
"... Computer and video games are a maturing medium and industry and have caught the attention of scholars across a variety of disciplines. By and large, computer and video games have been ignored by educators. When educators have discussed games, they have focused on the social consequences of game play ..."
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Cited by 28 (2 self)
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Computer and video games are a maturing medium and industry and have caught the attention of scholars across a variety of disciplines. By and large, computer and video games have been ignored by educators. When educators have discussed games, they have focused on the social consequences of game play, ignoring important educational potentials of gaming. This paper examines the history of games in educational research, and argues that the cognitive potential of games have been largely ignored by educators. Contemporary developments in gaming, particularly interactive stories, digital authoring tools, and collaborative worlds, suggest powerful new opportunities for educational media. VIDEO GAMES IN AMERICAN CULTURE Now just over thirty years old, video games have quickly become one of the most pervasive, profitable, and influential forms of entertainment in the United States and across the world 1. In 2001, computer and console game software and hardware exceeded $6.35 billion in the United States, and an estimated $19 billion worldwide (IDSA 2002). To contextualize these
Small group and individual learning with technology: a meta-analysis
- Review of Educational Research
, 2001
"... This study quantitatively synthesized the empirical research on the effects of social context (i.e., small group versus individual learning) when students learn using computer technology. In total, 486 independent findings were extracted from 122 studies involving 11,317 learners. The results indica ..."
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Cited by 20 (0 self)
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This study quantitatively synthesized the empirical research on the effects of social context (i.e., small group versus individual learning) when students learn using computer technology. In total, 486 independent findings were extracted from 122 studies involving 11,317 learners. The results indicate that, on average, small group learning had significantly more positive effects than individual learning on student individual achievement (mean ES =+0.15), group task performance (mean ES = +0.31), and several process and affective outcomes. However, findings on both individual achievement and group task performance were significantly heterogeneous. Through weighted least squares univariate and multiple regression analyses, we found that variability in each of the two cognitive outcomes could be accounted for by a few technology, task, grouping, and learner characteristics in the studies. Computer technology (CT) and the tremendous growth of information technologies are transforming the world and the way education is conducted. Electronic data processing, information systems, graphic designs, and computer-mediated communication are making the computer an increasingly indispensable tool in nearly every aspect of work and life. In schools, students are using CT to facilitate their learning in various subjects as well as to acquire CT knowledge and skills to meet the challenges in this rapidly changing technological and information age. For example, in mathematics and science, educators and scientists are beginning to worry that school learning cannot keep pace with the developments in science, and they suggest using CT to help fill the gap (Molnar, 1997). More efforts than ever before are being made by governments and institutions to introduce and integrate computers in schools. It is estimated that over 4.4 million computers are currently installed in America’s classrooms and the ratio of students to computers has dropped from 125 students per computer in 1984 to the current ratio of 10 students
Evaluating Digital Libraries: A Longitudinal and Multifaceted View
- Library Trends
, 2000
"... The Perseus Digital Library, (PDL) is one of the primary digital resources for the humanities. Under continuous development since 1987, the project has included an ongoing evaluation component that aims to understand the effects of access to digitized source materials in the humanities. A summary of ..."
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Cited by 17 (0 self)
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The Perseus Digital Library, (PDL) is one of the primary digital resources for the humanities. Under continuous development since 1987, the project has included an ongoing evaluation component that aims to understand the effects of access to digitized source materials in the humanities. A summary of the PDL genesis and current status is given and the multifaceted and longitudinal evaluation effort is described. A brief synthesis of results is provided and reflections on the evaluation along with recommendations for DL evaluation are given. Introduction Digital libraries marry the missions, techniques, and cultures of physical libraries with the capabilities and cultures of computing and telecommunications. Evaluating digital libraries is a bit like judging how successful is a marriage. A lot depends on how successful the partners are as individuals as well as the emergent conditions made possible by the union. All three entities---the two individuals and the gestalt union--are of cou...
How does distance education compare with classroom instruction? A meta-analysis of the empirical literature
- Review of Educational Research
, 2004
"... A meta-analysis of the comparative distance education (DE) literature between 1985 and 2002 was conducted. In total, 232 studies containing 688 independent achievement, attitude, and retention outcomes were analyzed. Overall results indicated effect sizes of essentially zero on all three measures an ..."
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Cited by 13 (0 self)
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A meta-analysis of the comparative distance education (DE) literature between 1985 and 2002 was conducted. In total, 232 studies containing 688 independent achievement, attitude, and retention outcomes were analyzed. Overall results indicated effect sizes of essentially zero on all three measures and wide variability. This suggests that many applications of DE outperform their classroom counterparts and that many perform more poorly. Dividing achievement outcomes into synchronous and asynchronous forms of DE produced a somewhat different impression. In general, mean achievement effect sizes for synchronous applications favored classroom instruction, while effect sizes for asynchronous applications favored DE. However, significant heterogeneity remained in each subset.
Introducing International Communications Networks and Electronic Mail into Foreign Language Classrooms: A Case Study in . . .
, 1991
"... The general purpose was to make senior secondary school teachers of English as a foreign language and their students aware of the possibilities of some pedagogical applications of Information Technology in foreign language (FL) teaching. The specific purpose was to study how computer-mediated, forei ..."
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Cited by 10 (2 self)
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The general purpose was to make senior secondary school teachers of English as a foreign language and their students aware of the possibilities of some pedagogical applications of Information Technology in foreign language (FL) teaching. The specific purpose was to study how computer-mediated, foreign language referential communication, carried out via communications networks and electronic mail (e-mail), could be adapted to FL teaching in Finnish senior secondary schools. The research model combined foreign language education and Information Technology (communications networks and e-mail). The scientific problem was built on communicativeness as a general objective in FL teaching and communications networks contributing to simulating communicativeness in FL classrooms. At the operational level, this led to introducing communications networks as a technological innovation into FL classrooms.
Modeling Units of Learning From a Pedagogical Perspective
- IN R. MCGREAL (ED.), ONLINE
, 2004
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