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Abstract |
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1. Introduction
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1.1 Why Multimedia?
One of the main sources of scientific evidence supporting multimedia learning is Mayer’s body of research (2001). His research over the past fifteen years provides one of the theoretical frameworks used in this paper. In Multimedia Learning (2001) Mayer proposed seven principles of multimedia design based on several research study findings, plus two potential principles based on current research. His nine guidelines could easily be collapsed and re-organized into six key categories: integration, parsimony, narration, individual differences, personalization, and interactivity. Integration sums up research that indicates that audio/text need to be highly integrated with the images used. Parsimony indicates that there is better learning when extraneous words, sounds and pictures are excluded. Narration indicates that learning is better when words are presented as narration rather than as text. Individual differences indicates that learning is better if the target audience has low-prior knowledge of the content field and that they have high spatial ability. Personalization tentatively suggests that students work harder at learning when they feel involved with the presentation. For example, one study (Moreno & Mayer, 2000) found personalization could be achieved simply by the narrator using a conversational style of voice rather than relying on a third-person voice. Interactivity tentatively suggests students learn better when they can control the pace of the presentation. Since students in the Creativity and Motivation courses were essentially being asked to be multimedia authors designing a learning experience for "new" or "low prior knowledge" future students, it made sense to assess to what degree students implemented Mayer's design principles. Just as Mayer found that products adhering to the six design principles led to increased retention and transfer of knowledge, so it was reasonable to infer that if student-generated products were made using many of these same principles then learning was also likely to be enhanced. A second theoretical lens was framed by the work of Benware and Deci (1984) on active-learning. They hypothesized that “... learning material to teach it will lead to enhanced learning and to a more positive emotional tone than learning material to be tested on it, even when the amount of exposure to the material being learned is the same.” (p. 756). In turn, Benware and Deci built their study upon the theoretical approaches of Bruner (1966) and Rogers (1969) who both suggested that students learn better if the content of the instruction is useful for a task they are undertaking. The “activity” would, in turn, result in a fuller engagement of the material. The logic behind this line of thinking is straightforward: students approach the material with the anticipation of using it, so they become more fully involved. Benware and Deci’s research, as well as the subsequent research of others, has indicated that active-learning approaches can be quite effective (Benware & Deci, 1984; Brophy & Alleman, 1991; Kafai, 1995; Mitchell, 1993; Mitchell, 1997). More recently, Marks (2000) provided evidence that suggests authentic instructional work in general may lead to higher levels of student engagement. Since students in these two courses were put in the position of "learning in order to teach others" through an authentic instructional challenge, it was important to assess how students perceived these new multimedia challenges: did they feel more "engaged" with the material and was their motivation to learn enhanced? Making multimedia is essentially high-level problem solving. The demand in many doctoral-level content courses to "make sense" out of conflicting ideas and then communicate that synthesis effectively to others is not that far from the work of artists. By requiring students to make multimedia products, they had the opportunity to explore, and make something, out of their investigation into critical theories and the applications of those theories. This approach could be called an academic studio learning environment. The notion of an academic studio is a specific implementation of the more general category of active-learning environments. The notion of a studio is an important one: it is where one develops ideas and then goes on to create a piece of work. In the beginning stages there is almost always a great deal of ambiguity about how the new project might look. Yet, once an initial idea is developed, the studio environment invites experimentation and risk taking during the process of transforming that initial idea into a final product. Through trying things out (whether it is dance movements or an architectural design) individuals are pushed to look at their own work, and the work of others, more acutely. At various stages in the development of a new work individuals make new connections that enrich the development of the product or enrich their own understanding. Perhaps most importantly, a studio is a dynamic environment. Original visions for a product can change, new sources of inspiration may be incorporated, and new skills may need to be developed. At its core, a studio is the place where an individual “goes to make stuff.” In the two courses reported on in this paper, the attempt was to create an academic studio environment where students could make meaningful products that would deepen their understanding of critical theories. In summary, this investigation proposed that using the challenge of student-generated multimedia products that would teach "future" students about key theories and the potential applications of those theories, would encourage learners to think carefully about the design of their multimedia work and to foster a more active level of learning. Did the products that students produced seem solid from a multimedia design perspective as delineated by Mayer (2001)? Did the experience of making such products within an active-learning environment lead to a fuller engagement with the material and increased student motivation? This paper provides an initial research "snapshot" into the nature of student work in this multimedia academic studio learning environment. |
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2. Participants and Context
This combination of constraints led to the selection of LiveSlideShow (Totally Hip Software, 2001) as the software used with students. It was affordable (under $30), worked on both operating systems, and was relatively simple to learn. LiveSlideShow was originally created for the “photo enthusiast” market to create slideshows where static images are placed in a timeline, with transitions between those images. LiveSlideShow also allows the user to include audio as a background track. The final product exported from LiveSlideShow is a QuickTime movie (Apple Computer, 2002) that can be played on any computer. The ability to integrate audio and visual tracks was essential to LiveSlideShow being chosen as the software incorporated in these exploratory courses. It was reasonable to assume students could construct their multimedia product at home in terms of the creation of images and integrating those images with the audio track. Students created images using digital cameras, scans, simple illustration or presentation software, or they found images by conducting web searches. However, it was unreasonable to assume that students could create their audio files at home. This constraint necessitated that the instructor arrange for students to come to his office to record their audio script. Later, students could download the resulting MP3 file from the class website. |
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5. Conclusion and Summary
5.1 Limitations Tutorials. The 2-hour in-class tutorial needed to be improved so that students come away from the experience having made something rather than just listening to the instructor. Towards that end new materials have been developed that will allow students to create their own slideshow during the tutorial. It would also have been helpful for students to have a homework project using readymade audio and visual materials so that they could practice their multimedia building skills. Towards that end a small set of scaffolded multimedia homework projects are being developed. Less Technical Ambiguity. Multimedia projects need to be suitably ambiguous in terms of the conceptual challenge students face. However, it was clear that there was too much "technical ambiguity" that tripped up the students who had a relatively low level of computer skills. In the future students will be provided with a ready-made LiveSlideShow template that has some key technical decisions already "completed" so that students can focus on multimedia storytelling. Hopefully this will provide novice computer users with an easier way to start developing their multimedia products. Integration Bootstrapping. Students certainly understood the need for visual and audio integration on a conceptual level. However, some initially floundered with how to be pragmatically organized so their products were integrated without too much wasted time. Towards that end, a timeline organizational sheet has been developed that helps students systematically develop their multimedia timeline. 5.2 Future
Directions An alternative approach to defining parsimony may be that a "streamlined" presentation should not include "irrelevant details." Similarly it my be worthwhile to view personalization as the ability to create an "emotional connection" with the viewer. When working with more complex material, these slightly expanded definitions may better serve as helpful guidelines for creating effective multimedia presentations. In this exploratory study students appeared to naturally embed personalization in almost all of their products. In future explorations, however, more attention will need to be given to helping students focus on the essential role parsimony (especially with regards to images) plays in creating an excellent product. 5.3 Summary |
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