![]() |
Abstract 1. Introduction Digital technology is being increasingly used to create new learning artefacts. At the heart of this technology is the "systems" perspective, as proposed by Davenport (1997). Input and output devices serve as surrogate extensions of our senses, providing connectivity to the world. Computers and networks bear some correspondence to our brains and nervous systems. The learner's involvement becomes active and conversational, rather than passive, and it leads to the co-construction of meaning. How should we integrate learning activities with hypermedia artefacts? What are the actual cognitive and affective strengths of hypermedia? How do we design for this medium? Much has been said about the potential for interactive learning that is sustained by the "right" design of hypermedia in systems such as the World Wide Web. Indeed, the human mind seems to work like the World Wide Web, in a dynamic, creative, fractal and unpredictable way. But when designers attempt to support the user, options are often unengaging and ineffective. An adequate use of the experiential and reflective modes (Norman, 1993) that should support such design efforts is not attained by the users/learners. Once an author or designer abandons the notion of total control over the learning material and, instead, engages the audience in a process of co-construction, he discovers that a more fundamental question surfaces: can the learning material become organic, adaptive, and generative? Perhaps because mental schemes are so important for us, and so necessary for orderly interaction with others, people are very reluctant to change them. So, we argue that in the design of multimedia materials, the accommodation of different individual cognitive preferences becomes an important factor for the success of the learning environment. The problem we want to address can be summarized as follows: How do we integrate interaction processes, authoring approaches and rich elements of hypermedia information in order to improve the effectiveness of a learner centred educational environment? As explained below, our proposal includes the creation of a flexible interaction environment, coupled with a cognitive mapping approach to allow authors to externalize and share knowledge structures, and flexible hypervideo mechanisms that integrate rich media with the former structures. The UNIBASE project (Chambel et al., 1998, Bidarra et al., 2000), a background to the work presented here, aims to explore and develop the application of innovative hypermedia artefacts. This paper reflects the work carried out in the project. |
|
![]() |
With a flexible interaction environment and the right tools for knowledge structuring, we can produce shared and co-constructed knowledge maps for any specific subject. These shared knowledge representations, as can be inferred from the picture above, provide a structured space, with high granularity, suited for integration with flexible hyperlinking and navigation facilities provided by hypervideo technologies. |
![]() ![]() Figure 1. Map developed with MindManagerTM, for the "Literary Studies" course material. |
![]() |
![]() ![]() 5. The Role of
Hypervideo Effective reflection requires some structure and organization (Norman, 1993). Structuring and organizing information is the main issue in hypermedia. Hypervideo refers to the integration of video in truly hypermedia documents. True integration of video requires a more powerful hypermedia model that takes into account its spatial and temporal dimensions as well as the aesthetic and rhetorical aspects of integrating several media. The hypermedia model should also define the semantic structures and mechanisms for linking video, and find new concepts of navigational support (Chambel et al., 1999a). The design rationale we adopted for the educational artefacts being developed, in the context of UNIBASE, is based on the notion that the integration of basic elements of information must capture the cognitive bias of the different materials and create added value through adequate bridges among those elements. These are mainly textbooks and videos, broadcasted on TV and available on tapes, in the current distance education system at Universidade Aberta. The materials only have a macro relation, as they cover the same subjects, but students don't have an easy way to interact, relate and study them when they want and at their own pace. A fundamental problem is the decoupling that exists between the two types of information, and the monolithic format of the video material that leads to a less effective exploitation of these sources. Integration increases effectiveness through mutual reinforcement of both textbook and video programs. For an adequate support of learning processes, integration with video must allow the learner to exercise the "natural" experiential cognitive attitude when watching video, so as to induce and support the reflection processes, and involve the user in such a way that he is led to "stop, think, and correlate" different types of information. |
![]() |
![]() |
![]() ![]() 6. Hypervideo Support
|
![]() ![]() |
![]() |
|
![]() Figure 2. Text centred and video centred hypervideo Web pages for "Literary Studies". |
![]() |
Hypervideo provides the mechanisms to structure, navigate and interact with rich multimedia information spaces. Learners can also create their own versions of hypervideo documents, or expand upon the original ones, and share them with their colleagues and teachers. |
|
![]() |
![]() ![]() 7. Experience and
Feedback A group of 16 students, attending a master's programme on Educational Multimedia, was given the task of creating fractal hyperscapes, i.e. mapping and developing of layered Web structures reflecting their interaction with knowledge, and with instructors and colleagues. The aim was to find out how the learning process evolves when students work together as architects of conceptual hyperspaces. The emphasis was put on the levels of engagement and motivation attained and the final quality of the hyperscapes material. Students were given a basic conceptual map with the main themes of the course, which they had to explore and develop further, both in class and online (Figure 3). They were encouraged to proceed from (non-linear) thinking to (non-linear) authoring of hyperscapes in a process with four phases: preparation, construction, interaction and presentation. |
![]() |
![]() |
|
![]() Figure 3. Initial knowledge map given to the students. Final map co-constructed by students and teacher. |
![]() |
![]() Our experimental goals were:
Data on the interactions was gathered by means of direct observation, video recordings and screen capture. These were later interpreted and checked against the evaluation of individual portfolios. Final assessment of the students was accomplished via work portfolios. |
![]() |
![]() |
![]() In our experiments, learners used their natural language to argue, question, and make connections to units of study and to their own experience. In groups, they explained the course of the learned events and worked out knowledge maps. Some learners also displayed their understandings by means other than words. They imported new examples, produced sounds, images and short videos. Finally, they represented the themes as a global hypermedia production on the World Wide Web. Feedback obtained from the use of hypervideo documents and learners' interviews was very encouraging as reported in the conclusions. |
![]() ![]() |
![]() |
![]() ![]() 8. Conclusions
Our findings suggest that:
The results obtained suggest that the adoption of cognitive maps and hypervideo in our pedagogical framework is a powerful way to support the structuring of and interaction with rich knowledge and information spaces, allowing for more effective, flexible, rich and participatory learner-centred environments. This encourages further research work in this direction. |
![]() |
![]() |
![]() ![]()
9. References Anderson, R. H. (1983).
Selecting and Developing Media for Instruction, New York: Van Nostrand
Reinhold Company. Azarmsa, R. (1996).
Multimedia: Interactive Video Production, New York: Wadsworth. Bidarra, J., and Guimarães,
N. (1999). A Case for Learning Sites with Video Bytes: The Hyperscapes
Experience. Proceedings Online Educa ’99 – Berlin, 24-26 November. Bidarra, J., Chambel,
J., and Guimarães, N. (2000), Enhancing Learner-Centred Design of Hypermedia
Artefacts Through Cognitive and Affective Indicators, In Proceedings
of EdMedia’ 2000 - World Conference on Educational Multimedia,
Hypermedia & Telecommunications, AACE Conferences, Montreal, Quebec,
Canada, June. Boyle, Tom (1997).
Design for Multimedia Learning. Prentice Hall Europe. Chambel, T., Bidarra,
J. and Guimarães, N. (1998), Multimedia Artefacts That Help Us Learn:
Perspectives of the UNIBASE Project on Distance Learning, Workshop
on Multimedia and Educational Practice, ACM Multimedia’98, Bristol, UK,
September. Chambel, T., Correia,
N. and Guimarães, N. (1999a). Towards Hypervideo on the Web, In
Proceedings of IMSA’99, Third IASTED International Conference on Internet
and Multimedia Systems and Applications, Nassau, Grand Bahamas, October. Chambel, T., and Guimarães,
N. (1999b). The Role of Hypervideo in Learning Environments (poster),
In Proceedings of WebNet’ 99 - World Conference on the WWW,
Internet, & Intranet, AACE Conferences, Honolulu, Hawaii, USA, October. Chambel, T., and Guimarães,
N. (2000a). Aprender com Vídeo em Hipermédia, In Proceedings of
CoopMedia’ 2000, Workshop de Sistemas Multimédia Cooperativos e Distribuídos,
Coimbra, Portugal, Junho. (in portuguese) Chambel, T. (2000b).
Educational Applications of Hypervideo (demo), In Proceedings of
EdMedia’ 2000 - World Conference on Educational Multimedia,
Hypermedia & Telecommunications, AACE Conferences. Montreal, Quebec,
Canada, June. Correia, N., and Guimarães,
N.(1996). Components for Video Processing Applications, Proceedings
of the 4th Eurographics Workshop on Multimedia, Multimedia
on the Net, May 1996, Rostock, Germany. Correia, N., and Chambel,
T. (1999). Active Video Watching Using Annotation, In Proceedings
of ACM Multimedia'99, Orlando, Florida, USA, November. Davenport, Glorianna
(1997). Encounters in DreamWorld: A Work in Progress. Retrieved
from the WWW: http://ic.www.media.mit.edu/CR/CR.html Eden, C., and Jim
Radford, J. (1990). Tackling Strategic Problems : the Role of Group
Decision Support, SAGE. Elmagarmid,A., Jiang,
H., Helal, A., Jishi, A., & Ahmed, M. (1997). Video Database Systems:
Issues, Products and Applications, Kluwer Academic Publishers. Kolb, D.A. (1984).
Experiential Learning: Experience as the Source of Learning and Development.
Prentice Hall: Englewood Cliffs. Kommers, P., and Lanzing,
J. (1997). Students’ Concept Mapping for Hypermedia Design: Navigation
Through World Wide Web (WWW) Space and Self-Assessment. Journal of
Interactive Learning Research, 8(3/4), 421-455. Kozma, R.B. (1986).
Implications of Instructional Psychology for the Design of Educational
Television, Education Communication and Technology Journal, 34, (1),
11‑19. Laurel, Brenda (1993).
Computers as Theatre, Addison-Wesley. Norman, Donald (1993).
Things that Make Us Smart. Addison Wesley. Spiro, R.J., Jengh,
J. (1990). Cognitive Flexibility and Hypertext: Theory and Technology
for the Non-linear and Multidimensional Traversal of Complex Subject Matter.
D. Nix & R. Spiro (eds.), Cognition, Education and Multimedia.
Erlbaum, Hillsdale, NJ. Zeiliger, R. (1995).
Concept-Map Based Navigation in Educational Hypermedia: A Case Study.
URL: .http://www.irpeacs.fr/~zeiliger/ARTEM96.htm |
![]() |
![]() |
![]() ![]() 10. Acknowledgements
|
![]() |
![]() |
|
![]() |