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Showing papers in "Educational Technology Research and Development in 2005"


Journal ArticleDOI
TL;DR: In this article, the authors present a conceptual overview of teacher pedagogical beliefs as a vital first step to establish a similar link to teachers' classroom uses of technology, and describe important implications for teacher professional development and offer suggestions for future research.
Abstract: Although the conditions for successful technology integration finally appear to be in place, including ready access to technology, increased training for teachers, and a favorable policy environment, high-level technology use is still surprisingly low. This suggests that additional barriers, specifically related to teachers’ pedagogical beliefs, may be at work. Previous researchers have noted the influence of teachers’ beliefs on classroom instruction specifically in math, reading, and science, yet little research has been done to establish a similar link to teachers’ classroom uses of technology. In this article, I argue for the importance of such research and present a conceptual overview of teacher pedagogical beliefs as a vital first step. After defining and describing the nature of teacher beliefs, including how they are likely to impact teachers’ classroom practice, I describe important implications for teacher professional development and offer suggestions for future research.

2,227 citations


Journal ArticleDOI
TL;DR: The importance of design- based research for the development of TELEs is described, principles for implementing design-based research withTELEs are proposed, and future challenges of using this methodology are discussed.
Abstract: During the past decade, design-based research has demonstrated its potential as a methodology suitable to both research and design of technology-enhanced learning environments (TELEs). In this paper, we define and identify characteristics of design-based research, describe the importance of design-based research for the development of TELEs, propose principles for implementing design-based research with TELEs, and discuss future challenges of using this methodology.

1,529 citations


Journal ArticleDOI
TL;DR: The Quest Atlantis (QA) project as discussed by the authors is a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9-12, in educational tasks.
Abstract: This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9–12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating elementary schools and after-school centers to travel through virtual spaces to perform educational activities, talk with other users and mentors, and build virtual personae. Our work has involved an agenda and process that may be called socially-responsive design, which involves building sociotechnical structures that engage with and potentially transform individuals and their contexts of participation. This work sits at the intersection of education, entertainment, and social commitment and suggests an expansive focus for instructional designers. The focus is on engaging classroom culture and relevant aspects of student life to inspire participation consistent with social commitments and educational goals interpreted locally.

903 citations



Journal ArticleDOI
TL;DR: An overview of the trajectory of player positioning or point of view, the role of narrative, and methods of interactive design is presented to examine how strategies of game design might be integrated into the existing framework of engaged learning.
Abstract: Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in “gameplay.” These strategies and tactics may provide instructional designers with new methods for engaging learners. This investigation presents a review of game design strategies and the implications of appropriating these strategies for instructional design. Specifically, this study presents an overview of the trajectory of player positioning or point of view, the role of narrative, and methods of interactive design. A comparison of engagement strategies in popular games and characteristics of engaged learning is also presented to examine how strategies of game design might be integrated into the existing framework of engaged learning.

608 citations


Journal ArticleDOI
TL;DR: The authors provide a very brief description of assumptions regarding memory systems and learning processes, different types of cognitive load (intrinsic, extraneous, and germane), and design implications.
Abstract: This introduction to the special issue provides a context for the contributing articles. for readers who are not familiar with cognitive load theory (CLT), it provides a very brief description of assumptions regarding memory systems and learning processes, different types of cognitive load (intrinsic, extraneous, and germane), and design implications. Whereas traditional CLT research focused on instructional methods to decrease extraneous cognitive load that is not directly relevant for learning, contributions to this special issue represent wider perspectives that reflect new developments in CLT. These articles have been organized into three categories: (a) methods to decrease intrinsic cognitive load, and deal with high-element interactivity materials, (b) methods to increase germane cognitive load that is directly relevant for learning, and (c) methods to deal with differences in learner's individual levels of expertise and expertise development. To conclude, design implications for (adaptive) e-learning are discussed.

367 citations


Journal ArticleDOI
TL;DR: Specific instructional strategies used in PBL—namely the use of authentic problems of practice, collaboration, and reflection—are presented as the catalyst for students' improved self-efficacy.
Abstract: Problem-based learning (PBL) is apprenticeship for real-life problem solving, helping students acquire the knowledge and skills required in the workplace. Although the acquisition of knowledge and skills makes it possible for performance to occur, without self-efficacy the performance may not even be attempted. I examined how student self-efficacy, as it relates to being software development professionals, changed while involved in a PBL environment. Thirty-one undergraduate university computer science students completed a 16-week capstone course in software engineering during their final semester prior to graduation. Specific instructional strategies used in PBL—namely the use of authentic problems of practice, collaboration, and reflection—are presented as the catalyst for students' improved self-efficacy. Using a self-efficacy scale as pre-and postmeasures, and guided journal entries as process data, students were observed to increase their levels of self-efficacy.

351 citations


Journal ArticleDOI
TL;DR: In this article, an alternative motivational perspective of the relation between mental effort and performance is presented, and a procedure to compute and visualize the differential effects of instructional conditions on learner motivation is proposed.
Abstract: Motivation can be identified as a dimension that determines learning success and causes the high dropout rate among online learners, especially in complex e-learning environments. It is argued that these learning environments represensent a new challenge to cognitive load researchers to investigate the motivational effects of instructional conditions and help instructional designers to predict which instructional configurations will maximize learning and transfer. Consistent with the efficiency perspective introduced by Paas and Van Merrienboer (1993), an alternative motivational perspective of the relation between mental effort and performance is presented. We propose a procedure to compute and visualize the differential effects of instructional conditions on learner motivation, and illustrate this procedure on the basis of an existing data set. Theoretical and practical implications of the motivational perspective are discussed.

334 citations


Journal ArticleDOI
TL;DR: The cognitive load and learning effects of dual-code and interactivity were examined in this paper, where participants were presented with the organized causal chain of events to study, whereas others were given a self-organization task.
Abstract: The cognitive load and learning effects of dual-code and interactivity—two multimedia methods intended to promote meaningful learning—were examined. In Experiment 1, college students learned about the causal chain of events leading to the process of lightning formation with a set of words and corresponding pictures (Group WP), pictures (Group P), or words (Group W). Some students were presented with the organized causal chain of events to study, whereas others were given a self-organization task. Consistent with a cognitive theory of multimedia learning, Condition WP was the highest in instructional efficiency for retention and transfer. However, contrary to our predictions, having students organize the multimedia materials was detrimental to transfer. Two follow-up experiments tested the hypotheses that the negative effects of interactivity were due to students' lack of time control (Experiment 2) and the form of feedback (Experiment 3). The findings showed that interactivity was effective when students were asked to evaluate their answers before receiving corrective feedback from the system.

267 citations


Journal ArticleDOI
TL;DR: In two learning experiments with 40 and 26 university students, the effects of animated pictures on knowledge acquisition were investigated and showed that manipulation pictures had an enabling function for individuals with high learning prerequisites, whereas simulation pictures had a facilitating function forindividuals with low learningPrerequisites.
Abstract: New technologies allow the display of text, static visuals, and animations. Although animations are inherently attractive, they are not always beneficial for learning. Problems may arise especially when animations modify the learner's cognitive load in an unintended way. In two learning experiments with 40 and 26 university students, the effects of animated pictures on knowledge acquisition were investigated. Some pictures displayed visual simulations of changes over time, whereas other pictures could be manipulated by learners to represent different states in time. Results showed that manipulation pictures had an enabling function for individuals with high learning prerequisites, whereas simulation pictures had a facilitating function for individuals with low learning prerequisites. However, the facilitating function was not beneficial for learning, because learners were prevented from performing relevant cognitive processes on their own. A careful analysis of the interrelation between different kinds of cognitive load and the process of learning is therefore required.

266 citations


Journal ArticleDOI
TL;DR: In this article, the authors suggest a method of evaluating learner expertise based on assessment of the content of working memory and the extent to which cognitive load has been reduced by knowledge retrieved from long-term memory.
Abstract: In this article we suggest a method of evaluating learner expertise based on assessment of the content of working memory and the extent to which cognitive load has been reduced by knowledge retrieved from long-term memory. The method was tested in an experiment with an elementary algebra tutor using a yoked control design. In the learner-adapted experimental group, instruction was dynamically tailored to changing levels of expertise using rapid tests of knowledge combined with measures of cognitive load. In the nonadapted control group, each learner was exposed to exactly the same instructional procedures as those

Journal ArticleDOI
TL;DR: An experiment, using spreadsheets to assist studient learning of mathematics, indicated that for studients with little knowledge of spreadsheets, sequential instruction on spreadsheets followed by mathematics instruction was superior to a concurrent presentation.
Abstract: According to cognitive load theory, instruction needs to be designed in a manner that facilitates the acquisition of knowledge in long-term memory while reducing unnecessary demands on working memory. When technology is used to deliver instruction, the sequence in which students learn to use the technology and learn the relevant subject matter may have cognitive load implications, and should interact with their prior knowledge levels. An experiment, using spreadsheets to assist studient learning of mathematics, indicated that for studients with little knowledge of spreadsheets, sequential instruction on spreadsheets followed by mathematics instruction was superior to a concurrent presentation. The reverse was found for studients with more knowledge of spreadsheets. These results are explained in terms of cognitive load theory.

Journal ArticleDOI
TL;DR: The value of instructional formats based on CLT for e-learning environments in which learning tasks can be adaptively selected on the basis of online assessments of the learner's level of expertise is discussed.
Abstract: Cognitive load theory (CLT) has been successful in identifying instructional formats that are more effective and efficient than conventional problem solving in the initial, novice phase of skill acquisition. However, recent findings regarding the “expertise reversal effect” have begun to stimulate cognitive load theorists to broaden their horizon to the question of how instructional design should be altered as a learner's knowledge increases. To answer this question, it is important to understand how expertise is acquired and what fosters its development. Expert performance research, and, in particular, the theoretical framework of deliberate practice have given us a better understanding of the principles and activities that are essential in order to excel in a domain. This article explores how these activities and principles can be used to design instructional formats based on CLT for higher levels of skills mastery. The value of these formats for e-learning environments in which learning tasks can be adaptively selected on the basis of online assessments of the learner's level of expertise is discussed.

Journal ArticleDOI
TL;DR: The purpose is to present the DI model with the notion that the designer can and should use the model effectively based on appropriate assessment of the learners, content, context, and task at hand.
Abstract: Rooted in behavioral theory, particularly the radical or selectivist behaviorism of B.F. Skinner (1953, 1954, 1966, 1968, 1974), the direct instruction (DI) approach to teaching is now well into its third decade of influencing curriculum, instruction, and research. It is also in its third decade of controversy. Our purpose is to present the DI model with the notion that the designer can and should use the model effectively based on appropriate assessment of the learners, content, context, and task at hand. To accomplish our goal, we begin with a general discussion of the basic DI framework, followed by a summary of the major DI models that have been used in live instructional contexts. We then shift to a review of how DI has been used in technology-based learning environments. Finally, we conclude with a look into the future of DI.

Journal ArticleDOI
TL;DR: Collaborative apprenticeship as mentioned in this paper, a professional development model featuring reciprocal interactions, is one such approach to promoting technology integration, where teachers experienced in technology use serve as mentors of peer-teachers' technology applications aimed at improving instruction.
Abstract: Teachers often learn technology skills and integration strategies in intensive seminars, ineffective means for professional learning because experiences are seldom transferred to instructional practices. Thus, effective technology integration requires teachers to obtain learning experiences within the context of their teaching so they can practice, reflect, and modify their practices. Learning in a teaching community is a social process that involves ongoing, on-site, and just-in-time support. Teachers need avenues to continually interact to provide such support across all members of the community. Collaborative Apprenticeship, a professional development model featuring reciprocal interactions, is one such approach to promoting technology integration. Teachers experienced in technology use serve as mentors of peer-teachers' technology applications aimed at improving instruction. Technology is progressively infused as peer-teachers learn to design technology-rich lessons from their technology-savvy peers through modeling, collaboration, and coaching.

Journal ArticleDOI
TL;DR: The various tools provided in a problem-based hypermedia learning environment for sixth graders appeared to enable students to coordinate multiple cognitive skills in a seamless way and, therefore, facilitated their information processing.
Abstract: In this study, we examined the use of cognitive tools provided in a problem-based hypermedia learning environment for sixth graders. Purposes were to understand how the built-in tools were used, and if tool use was associated with different problem-solving stages. Results showed that tools supporting cognitive processing and sharing cognitive load played a more central role early in the problem-solving process, whereas tools supporting cognitive activities that would be out of students' reach otherwise, and hypothesis generation and testing were used more in the later stages of problem-solving. The findings also indicated that students increasingly used multiple tools in the later stages of their problem-solving process. The various tools, performing different functions, appeared to enable students to coordinate multiple cognitive skills in a seamless way and, therefore, facilitated their information processing. Results also suggested that students with higher performance scores made more productive use of tools than students with lower performance scores. Findings of the study, are discussed.

Journal ArticleDOI
TL;DR: In this article, the authors report a theoretical examination of several parallels between contemporary instructional technology (as manifest in one of its most current manifestations, online learning) and its direct predecessors, programmed instruction.
Abstract: This article reports a theoretical examination of several parallels between contemporary instructional technology (as manifest in one of its most current manifestations, online learning) and one of its direct predecessors, programmed instruction. We place particular focus on the unterlying assumptions of the two movements. Our analysis suggests that four assumptions that contributed to the historical demise of programmed instruction—(a) ontological determinisms, (b) materialism (c) social efficiency, and (d) technological determinism—also underlie contemporary instructional technology theory and practice and threaten its long-term viability as an educational resource. Based on this examination, we offer several recommendations for practicing instructional technologists and make a call for innovative assumptions and make a call for innovative assumptions and theories not widely visible in the field of instructional technology.


Journal ArticleDOI
TL;DR: This article investigated the effectiveness of three types of annotations on three learning outcome measures: recall of facts, comprehension of the text, and mental model construction, and found that having multiple types of annotation resulted in a higher cognitive load that resulted in lower performance.
Abstract: Students participated in a study (n=98) investigating the effectiveness of three types of annotations on three learning outcome measures. The annotations were designed to support the cognitive processes in the comprehension of scientific texts, with a function to aid either the process of selecting relevant information, organizing the information in memory, or integrating information with prior knowledge. Learning outcomes were measured by assessing student recall of facts, comprehension of the text, and mental model construction. Results show that different types of annotations facilitate different learning outcomes. In addition, we found that, compared to having only one type of annotation available, multiple types of annotations resulted in a higher cognitive load that resulted in lower performance, especially in tests of higher-level processing. This effect was stronger for low-verbal-ability learners, who showed lower peformance in treatments with multiple types of annotations than high-verbal-ability learners.

Journal ArticleDOI
TL;DR: The findings of the study indicate that the amount of cross- field publication is low, but there exists a trend for increased cross-field citation, and it is suggested that the existence of invisible colleges that link the fields will become more salient.
Abstract: Learning sciences (LS) and instructional systems design (ISD) are two related fields that have shared intersts in the application of technology for advancing human learning. While the two fields may have different values, boundaries, and in some cases methods, they also share significant overlap of content and purpose. We examine the relationship between the two fields through a citation analysis of three journals in each of the respective fields. The findings of the study indicate that the amount of cross-field publication is low, but there exists a trend for increased cross-field citation. As cross-field publication increases, we suggest that the existence of invisible colleges that link the fields will become more salient.

Journal ArticleDOI
TL;DR: The purpose of this article is to review and critique each of the research studies published in this special issue, derive one or more instructional design heuristics based on the findings for each study, and provide recommendations for extending particular lines of research.
Abstract: The purpose of this article is to review and critique each of the research studies published in this special issue. We will critique each article, derive one or more instructional design heuristics based on the findings for each study, and provide recommendations for extending particular lines of research. Three suggestions are provided concerning cognitive load theory and instructional design adaptations for e-learning.

Journal ArticleDOI
TL;DR: The results of this study include the CASCADE-SEA program itself, which assists users in producing better quality materials than they otherwise might, while they also learn from the development process.
Abstract: In this article, we explore the potential of the computer to support curriculum materials development within the context of secondary level science and mathematics education in southern Africa. During the four-year course of the study, a computer program was developed named CASCADE-SEA, which stands for Computer Assisted Curriculum Analysis, Design and Evaluation for Science (and mathematics) Education in Africa. By carefully documenting the iterative process of analysis, prototype design, evaluation, and revision, we sought insight into the characteristics of a valid and practical computer-based tool that possesses the potential to affect the performance of its users. The results of this study include the CASCADE-SEA program itself, which assists users in producing better quality materials than they otherwise might, while they also learn from the development process. Further, this research has contributed to the articulation of design principles and related developmental research methods. This article highlights the research and development that took place, and only briefly addresses the tool itself.

Journal ArticleDOI
TL;DR: This article explored the extent to which two instructional techniques promote critical discourse in an online class on educational standards and curriculum: instructor stance (challenging/non-confronting) and topic level (higher order/lower order), and found an interaction between level and stance on student use of reasoned argument.
Abstract: In this study, we explore the extent to which two instructional techniques promote critical discourse in an online class on educational standards and curriculum: instructor stance (challenging/nonchallenging) and topic level (higher order/lower order). Posts from 25 students, across four modules, were analyzed. These four modules constituted approximately one third of the course, and were selected because the professor was the sole facilitator for them. Results indicate that, regardless of topic level, a challenging stance by the professor had a positive effect on the percentage of student posts that referenced readings and theory. There was an interaction between level and stance on student use of reasoned argument. Lower order challenging forums were associated with a greater percentage of reasoned posts. This may be due to the abstractness of the professor's probes in higher order forums. Implications for future research include empirical investigations incorporating contextual variables and qualitative studies to ascertain how students engage with bulletin boards.



Journal ArticleDOI
TL;DR: The main purpose of this article is to operationalize a method for post hoc extraction of design principles from an existing library of educational software, although readers may also find the design principles themselves to be useful.
Abstract: The Internet is increasingly being used as a medium for educational software in the form of miniature applications (e.g., applets) to explore concepts in a domain. One such effort in mathematics education, the Educational Software Components of Tomorrow (ESCOT) project, created 42 miniature applications each consisting of a context, a set of questions, and one or more interactive applets to help students explore a mathematical concept. They were designed by experts in interface design, educational technology, and classroom teaching. However, some applications were more successful for fostering student problem-solving than others. This article describes the method used to mine a subset (25) of these applets for design principles that describe successful learner-centered design by drawing on such data as videos of students using the software and summaries of written student work. Twenty-one design principles were identified, falling into the categories of motivation, presentation, and support for problem solving. The main purpose of this article is to operationalize a method for post hoc extraction of design principles from an existing library of educational software, although readers may also find the design principles themselves to be useful.


Journal ArticleDOI
TL;DR: This paper found that the key stimulus feature for text recall is mimetic icons rather than the spatial characteristics of geographic maps, a finding that supports dual-coding theory (Paivio, 1986), but not the conjoint retention hypothesis.
Abstract: The conjoint retention hypothesis (CRH) claims that students recall more text information when they study geographic maps in addition to text than when they study text alone, because the maps are encoded spatially (Kulhavy, Lee, & Caterino, 1985). This claim was recently challenged by Griffin and Robinson (2000), who found no advantage for maps over feature lists in facilitating text recall. In two experiments, we crossed maps and lists with icons and names (c.f., Griffin & Robinson), and employed materials and methodology very similar to those used in previous CRH studies by Kulhavy and colleagues (Kulhavy, Stock, Verdi, Rittschof, and Savenye, 1993; Stock, Kulhavy, Peterson, Hancock, & Verdi, 1995). In addition, we included a concurrent task to measure spatial encoding, as did Griffin and Robinson. No advantages were found for maps over lists in facilitating text recall, nor were maps processed in a more spatial manner than litsts. Instead, it appears that the key stimulus feature for facilitating text recall is mimetic icons (i.e., icons that represent features) rather than the spatial characteristics of geographic maps, a finding that supports dual-coding theory (Paivio, 1986), but not the CRH.

Journal ArticleDOI
TL;DR: In this paper, a case study describing how the principles of a cognitive apprenticeship (CA) model developed by Collins, Brown, and Holum (1991) were applied to a graduate course on performance systems analysis (PSA), and the differences this application made in student performance and evaluation of the course compared to the previous semester.
Abstract: This article reports a case study describing how the principles of a cognitive apprenticeship (CA) model developed by Collins, Brown, and Holum (1991) were applied to a graduate course on performance systems analysis (PSA), and the differences this application made in student performance and evaluation of the course compared to the previous semester. I analyzed the requirements for the CA learning environment and identified the contributions of instructor, students, and the course based on those requirments. I then applied the findings to create an authentic learning environment based on CA principles. In this case the students became performance consultants, immersed in practical application of the PSA content and methodology to authentic organizational performance issues provided by real clients. Finally, I compare student evaluation of the course to student evaluations in the previous semester, and report their responses to a set of open-ended questions concerning the application of CA principles.