My Education Journey

Month: June 2020

EDCI 337: Group Evaluation of a Multimedia Application

PenPal Schools Evaluation

PenPal Schools is a web application that enables “creativity, collaboration, critical thinking, and discussion” through Project-Based Learning (PjBL) and an emphasis on global-citizenship (PenPal Schools, 2020). It is used by schools in over 150 countries and allows students (8 and older) to engage with other learners in “thoughtfully designed, collaborative projects” (Wilson, 2018). These projects are offered in many of the core subjects along with others such as Environmentalism, Social Justice, and Current Events (PenPal Schools, 2020). They involve “self-guided, differentiated and mixed media” lessons based on a chosen topic (Wilson, 2018). In the lessons, learners read and analyze texts, watch videos, share ideas in a forum space, and collaborate all while “[building] empathy, curiosity, and respect” (PenPal Schools, 2020). The team at PenPal Schools curates each lesson to align with different international educational standards in the areas of “reading, writing, digital citizenship, and social-emotional skills” (PenPal Schools, 2020). Teachers sign up for PenPal Schools and receive their first topic for free (more topics can be obtained through referrals, fees, or scholarships) (PenPal Schools, 2020). In regards to safety, students can only join through a teacher invitation and the only personal information required is the student’s first names, last initials, and country. Every post is moderated and student safety is the application’s number one concern. Click here to dive deeper into the key features, safety, and cost of this multimedia app. Through the integration of PjBL, global citizenship, and multimedia, PenPal Schools provides students with the ability to connect with similar aged children around the world thus enhancing their cross-cultural respect, sensitivities, tolerance, and worldview.

In 2015, President Barack Obama said PenPal Schools was one of the world’s leading social enterprises (Wilson, 2018)! The program also received a “Top Pick for Learning” award in 2018 from Common Sense Education (PenPal Schools, 2020). 

Multimedia Principles

PenPal Schools expertly crafts a multimedia learning environment that fosters the growth of knowledge on a global scale. Since each topic includes videos and readings that incorporate a mix of visual and auditory components, the Multimedia Principle is present (Mayer, 2014, p.8). Each forum section provides potential information to be used in the writing prompts along with worked examples to help students create a resource on a given topic (Mayer, 2014, p.9). Helpful hints and worked examples guide students (Guided Discovery Principle) towards certain learning outcomes, allowing each topic to expand learners’ worldviews while teaching them critical literacy skills (Mayer, 2014, p.9). The website is designed for learners of varying abilities, evidenced by the different difficulty levels within each topic. These levelled resources establish the Coherence Principle as extraneous information and resources are left out of a students’ dashboard (Mayer, 2014, p.8). All of this creates a user-friendly learning platform that allows learners to feel confident enough to explore new topics and share their ideas with their penpal. Each pairing works through a topic at their own pace (Segmenting Principle): watching videos, doing readings, responding to prompts, and creating an end project (Mayer, 2014, p.8). PenPal Schools is a useful multimedia-based, learner-centred tool, that integrates technology organically and authentically.

  

Collaboration

PenPal Schools works to create a collaborative learning experience that is safe, interactive, and engaging. Through the lessons, students can “[build] on” their own existing knowledge by learning from the provided videos, readings, and experiences of their penpal (Van Den Bossche et al., 2006, p.494). Van Den Bossche et al. states that collaborative learning “…offers possibilities to learn from other viewpoints” by understanding that while another person’s views may differ from one’s own, those views are still legitimate and worthy (2006, p.496). PenPal Schools offers an opportunity to listen and share with friends across the globe and develop those conversations into collaborative projects involving both students’ new learning and their pre-existing viewpoints. A teacher, Jillian W., supports this by stating that “students [connect] globally on PenPal Schools to collaborate and learn together” (Common Sense Education, 2019).

Project-Based Learning

An important facet of PenPal Schools is its foundation in project-based learning (PjBL), a “type of inquiry-based learning” that emphasizes student choice, autonomy, and self-reliance (Kokotsaki et al., 2016, p.268-269). PjBL leads to meaningful learning experiences through its basis in the following constructivist ideas: “learning is context-specific,” “learners are involved actively in the learning process” and goals are achieved “through social interactions and the sharing of knowledge and understanding” (Kokotsaki et al., 2016, p.267-268). Key aspects of PjBL are “time management”, encouraging thoughtful learning, “establishing a culture that stresses student self-management”, connecting with community members, using technological resources effectively, and using varied assessment methods (Kokotsaki et al., 2016, p.273-274).

Tying digital multimedia tools into PjBL allows students to “comfortably engage with the process of designing and developing their project” and being able to easily share and document their creations in “a digital format” (Kokotsaki et al., 2016, p.272). For elementary ages, PjBL improves “experiential reasoning and comprehension of relations,” content knowledge and group work skills, motivation, positivity in the classroom, and literacy (Kokotsaki et al., 2016, p.269-270). PenPal Schools is an effective tool for the implementation of PjBL into any classroom.

Global Citizenship

PenPal Schools promotes global citizenship by connecting students around the world through the exploration of various topics that build a “global awareness…[and] interconnectedness with others” (Katzarska-Miller & Reysen, 2019, p.26). While traditional classrooms may overlook current or social justice events, PenPal Schools provides educators with opportunities to tackle global issues that “[are] simply too important to be dominated by other curricular imperatives” (Schweisfurth, 2006, p.47).

Learning about different countries around the world allows students to gain a better understanding of humanity and appreciate the similarities and differences between one another. The goal of globalized education, and PenPal Schools, is to form “a greater understanding of interconnectedness between self and world, skills and values” (Katzarska-Miller & Reysen, 2019, p.31). By connecting with other cultures, students can learn to empathize with others and work towards “sustainable development and peaceful societies” (Schweisfurth, 2006, p.42). PenPal Schools makes it easy for teachers to integrate global awareness into their classrooms by increasing their “global content,” “[supporting] the idea of student-perceived awareness,” and “[encouraging] student connections” (Katzarska-Miller & Reysen, 2019, p.28). While global citizenship may not be a concrete part of the BC Curriculum, teachers must integrate PenPal Schools or other similar multimedia technologies to work towards a more inclusive world.

Alicia M. from Saraland Elementary School says PenPal Schools “creates an understanding of culture differences!”

PenPal Schools provides opportunities to connect with other learners around the world, share experiences, and explore project-based learning collaboratively, all of which are “key to becoming an educated global and digital citizen” (Bjelde, 2020).

– Ms. Bjelde, Ms. L. McLean, Ms. A. McLean, Ms. Gustavsson

References

Katzarska-Miller, I., & Reysen, S. (2019). Educating for global citizenship: Lessons from psychology. Childhood Education, 95(6), 24-33. doi:10.1080/00094056.2019.1689055

Kokotsaki, D., Menzies, V., & Wiggins, A. (2016). Project-based learning: A review of the literature. Improving Schools, 19(3), 267-277. doi:10.1177/1365480216659733

Mayer, R. E. (Ed.). (2014). The Cambridge Handbook of Multimedia Learning(2nd ed.). Cambridge University Press. https://doi.org/10.1017/CBO9781139547369

PenPal Schools. 2020. A Global Project Based Learning Community. (n.d.). Retrieved June 13, 2020, from https://www.penpalschools.com/index.html

Schweisfurth, M. (2006). Education for global citizenship: Teacher agency and curricular structure in ontario schools. Educational Review: Global Citizenship Education, 58(1), 41-50. doi:10.1080/00131910500352648

Van den Bossche, P., Gijselaers, W. H., Segers, M., & Kirschner, P. A. (2006). Social and Cognitive Factors Driving Teamwork in Collaborative Learning Environments: Team Learning Beliefs and Behaviors. Small Group Research, 37(5), 490–521. 

Wilson, L. (2018, May 03). Everything You Need To Know To Get Started With PenPal Schools. Retrieved June 13, 2020, from https://hundred.org/en/articles/everything-you-need-to-know-to-get-started-with-penpal-schools

EDCI 337: Group Remix a Multimedia Learning Principle Chapter

Chapter 7: The Multimedia Principle

Butcher describes the Multimedia Principle as the “finding that learning with words and pictures is more effective than learning with words alone” (p.174). This principle also provides justification and context for researching “when, how, why, and under what conditions” other multimedia principles may help or hinder one’s learning and it unveils the criteria for creating effective multimedia learning materials (Butcher, p.174-175). Originally, the principle was “focused on text combined with (static or animated) illustrations” while today, it refers to “learning supported by varied forms of visual and verbal content when presented in combination” such as narration with graphs, photographs, diagrams, and charts (Butcher, p.174-175). When choosing or creating an impactful multimedia tool, diagrams (abstract and/or concrete) have been found to, when supplemented by accompanying verbal content, “[facilitate] the development of accurate mental models, [enhance] knowledge integration, better knowledge application and [enable] superior [knowledge] transfer” (Butcher, p.181-183).

Photo by Dennis Scherdt on Unsplash

The Multimedia Principle helps students understand difficult topics—a study by Clinton et al. found that when undergraduate students studying complex probability have access to resources with text accompanied by relevant visuals, they “develop a verbal mental model” through “deeper processing of the text” and a “visual mental model” that makes them “more likely to make connections among different ideas”  (p.579-581).

An aspect of cognitive learning that supports and helps explain the Multimedia Principle’s success is the Dual Coding Theory (Butcher, p.193). This theory demonstrates how the human brain stores audio and imagery information in two different “short-term channels” that work together to summarize concepts before transporting them to long term memory (MacMahon, 2013). In EDCI 337, both the Multimedia Principle and the Dual Coding Theory are present in our H5P Toolkit creations, annotations, Canva’s, and sketchnotes through their uses of verbal and visual content in tandem to engage, motivate and encourage knowledge recall and transfer.

Research

Many lab-based studies have been conducted on the effects of the Multimedia Principle. Mayer & Anderson (1992) found the combination of narration and animation to facilitate learning (Butcher, p.177). Mayer & Anderson’s ideas in multimedia led to the creation of modality, voice, and image principles (Mayer, 2014). In 1993, Hegarty & Just found students learn more thoroughly through the combination of diagrams and text: their findings emphasize the effectiveness of diagrams which was the first form of multimedia (The “Orbis Pictus”) that is also still used ubiquitously today (Comenius & Bardeen & Hoole, 1887). Cuevas, Fiore, & Oser supported this, with their own research on the use of diagrams for teaching the principles of flight (Butcher, p. 177).

Click here for a closer look at the Orbis Pictus annotation!

In 2004, Rieber, Tzeng, & Tribble found that incorporating interactive models into multimedia lessons supports learning (Butcher, p. 177). Models such as erosion displays, gravity examples, and DNA manipulatives allow students to experience abstract topics in a more tangible way. Videos like Crash Course, which teach a concept through animated scenes and moving diagrams, display this idea through supporting their lectures with animations and moving diagrams.

In these studies, the methods of testing remain uniform. Butcher reveals how research in multimedia assesses learning outcomes through “[memory/retention tests] for instructional materials” and “tests of deeper understanding” such as “transfer tests” and “mental models” of instructional materials (p. 179).  These tests have been found to prove how multimedia lessons create better outcomes in deeper understanding tests (short answer & inference) than memory tests (multiple-choice, matching, true/false) (Butcher, p.179).

With ever-changing technologies, Butcher states technology’s role in multimedia instruction is under-researched. For this reason, teachers must make informed decisions on whether to use a technological multimedia tool. Alsadhan et al. maintain that the “successful delivery of e-learning” relies on the “design, development and implementation of high-quality multimedia content” (2014, p.26). When more multimedia technology research is conducted, educators can fine-tune their tools and techniques to create lessons supported by research.

Photo by Eco Warrior Princess on Unsplash

Graphics and Visuals

Furthermore, Butcher discusses the effects of visuals on the learner, and how different learning objectives require different visual formats. Initially, the purpose of static illustrations is examined and it is found that “adding static diagrams or illustrations to a verbal (text or audio) presentation frequently facilitates a deeper understanding of the to-be-learned material” (Butcher, p.181). An article by Kari Jabbour (2012) supports this claim by investigating the types of graphics that foster deeper levels of learning. For example, decorative graphics are often “used to inspire instructional display by adding artistic appeal or humor, but [have] no real instructional target” (Kari Jabbour, p.13). When incorporating graphics in a lesson, it is critical to eliminate unnecessary information and have an equal balance of text and visuals.

Moreover, Butcher discusses the evolution of dynamic visuals, and how animations in particular influence learning objectives, “animation is better for task[s] that are complex, but if a diagram can be mentally animated, this is more beneficial for the learner” (Butcher, p.184-185). Butcher discusses how animations are useful when performing procedural tasks but are not necessarily useful when attempting to retain information (p.184). This implies that depending on the learning task, the type of graphic “serves a different purpose and is best aligned with specific instructional goal[s], stages of learning… and the learner’s knowledge level” (Kari Jabbour, p.15). The article then suggests that visuals created by the learner will support a deeper level of understanding as students must process the information and apply it to something (Butcher, p.188).

The Canva and YouTube video as seen above is an example of static versus dynamic visuals. Depending on the type of learning, an educator needs to choose which visual style is better suited for an activity. Click here to get a closer look at the static visual.

Implications and Limitations of the Multimedia Principle

Butcher concludes the chapter by outlining the implications and limitations of Multimedia Instructional Design and the importance of understanding your unique learners. Shah & Khan (2015) support this idea by stating “multimedia [tools] provide a variety of learning styles at the same time to cater to the requirements of different students” (p.350). Butcher summarizes the findings of multimedia visual and auditory stimuli options through the following benefits: simplifying visuals using well organized semantic models, integrating verbal and visual information both abstractly and concretely; using necessary animations/cues/spotlights,  considering existing knowledge for connection making, and allowing students to create their own representations when possible (Butcher, p.194-195). Upon reflection on these findings, the implementation of multimedia in the classroom appears to be a viable option for student success. Through the use of multimedia tools, “learners become active participants in the teaching and learning process instead of being passive learners” (Shah & Khan, p.356).

Click here for a closer look at the Sketchnote!

While research on multimedia has provided great insight into helping students learn through verbal and visual means, there are some limitations to these studies. Educators must take into account the lab setting (which varies greatly from a real-life classroom), the fact that multimedia tools may need to be scaffolded, how effective self-directed online teaching is, and that multimedia in technology requires more research (Butcher, p. 195-197). As new technologies are developed, the Multimedia Principle continues to evolve. Despite its evolution, the idea that learners can benefit from more than one form of instruction (visual and verbal content in combination) remains a timeless and successful pedagogical truth.

– Ms. B, Ms. G, Ms. L. McLean, Ms. A. McLean

References

Alsadhan, A. O., Alhomod, S., & Shafi, M. M. (2014). Multimedia based E-learning : Design and integration of multimedia content in E-learning. International Journal of Emerging Technologies in Learning (iJET), 9(3), 26-30. doi:10.3991/ijet.v9i3.3308

Butcher, K. (2014). The Multimedia Principle. In R. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (Cambridge Handbooks in Psychology, pp. 174-205). Cambridge: Cambridge University Press. doi:10.1017/CBO9781139547369.010

Clinton, V., Alibali, M.W., & Nathan, M.J., (2016) Learning About Posterior Probability: Do Diagrams and Elaborative Interrogation Help?, The Journal of Experimental Education, 84:3, 579-599, DOI: 10.1080/00220973.2015.1048847

Comenius, J. A., Bardeen, C. W., Hoole, C. (1887). The Orbis Pictus of John Amos Comenius. United States: C.W. Bardeen.

Kari Jabbour, K. (2012). Multimedia Principle in Teaching Lessons. Acta Didactica Napocensia, 5(4), 11-16.

MacMahon, C. (2013, January 15). Dual Coding Theory & Multimedia Learning. [Video file]. https://vimeo.com/57440483

Mayer, R. E. (Ed.). (2014). The Cambridge Handbook of Multimedia Learning (2nd ed.). Cambridge University Press. https://doi.org/10.1017/CBO9781139547369

Shah, I., & Khan, M. (2015). Impact of Multimedia-aided Teaching on Students’ Academic Achievement and Attitude at Elementary Level. US-China Education Review A, 5(5), 349-360. doi:10.17265/2161-623x/2015.05a.006

Group Evaluation of a Multimedia App (Proposal)

Out of the four apps that each of our group members researched, “PenPal Schools” “Peekapak”, “Padlet”, and “Canva”, we have come to the consensus that for our final evaluation we will be diving deeper into PenPal Schools. As a group, we are all looking forward to learning more about the web application and how it incorporates many different Multimedia learning principles.

Photo by Kelsey Knight on Unsplash

“PenPal Schools is a website and Multimedia program that is used by thousands of educators in over 150 countries (PenPal Schools, 2020)… It allows students (8 and older) to connect with other similar aged learners from different countries and cultures through “thoughtfully designed, collaborative projects” on a variety of subjects including Literacy, Social Studies, English/Language Arts, Science, Math, Music, Art, Spanish, Environmentalism, Social Justice, Current Events, Cultures, Civilizations, Virtual Reality and much more (Wilson, 2018; PenPal Schools, 2020). The lessons that learners participate in are “self guided, differentiated and mixed media” which motivates [them] to stay engaged (Wilson, 2018).”  (Bjelde, 2020).

This app utilizes a variety of multimedia principles such as collaboration, modality, segmenting, personalization, and many more that will be further explained in our full evaluation.

Photo by Luis Cortes on Unsplash

One of our main concerns with the other three applications was how their information was stored and used. The privacy settings in Penpal Schools allows students to remain protected and relatively anonymous throughout their use of the webpage and application. Each student is linked to a class code (set up by their teacher) and their only personal information given is their first name, last initial, and country.  We had concerns with our other apps’ privacy policy because there were varying degrees of third-party data storage.

In addition to the fewer safety concerns, PenPal Schools feels relevant and authentic to 21st-century learners and modern-day global citizens. By fostering connections to others around the world, promoting digital literacy, and hearing different worldviews, students become more culturally-sensitive, aware, and understanding. With the plethora of learning opportunities present in this app, each of us found it to be a dynamic and inspiring multimedia application for students.

Photo by Chris Lawton on Unsplash

We can all definitely envision ourselves using this app in our own future classrooms as it can be used in many different ways for a number of different grades. The accessibility of the application and the excitement of having a pen pal creates a very engaging and motivating learning environment. 

– Ms. G, Ms. L. McLean, Ms. A. McLean, Ms. Bjelde

References

Bjelde, S. 2020. EDCI 337: Evaluating an Interactive Multimedia Learning Web Application. Retrieved from https://sarahbjelde.opened.ca/2020/06/17/edci-337-evaluating-an-interactive-multimedia-learning-web-application/.

Individual Website Review: Canva

Canva

For my individual app review, I have decided to explore the use of the web application “Canva”, a multimedia graphic design tool that allows users to create various designs using a combination of images, shapes, and words (Canva, n.d.). Canva comes pre-set with a variety of templates and free images that users can utilize to create digital projects such as posters, journals, cd covers, presentations, and infographics (Canva, n.d.). Over the past several years, I have relied on Canva to create an assortment of posters and projects to exemplify my understanding of topics. I find it is easy to and would be a perfect tool for students to use in the classroom. I love that they have pre-made templates already designed to the size of what you need. If I were an instructor, I would encourage students to possibly use the Instagram sized template and have them create a post on a subject. As a teacher, it is important to engage students and use technology that is relevant to the student.  

Created by Heather Gustavsson using Canva in Lab #4

Through this website, users can create their own multimedia design object as it includes many of the multimedia learning principles. These principles were developed by Richard E. Mayer, the author of the book “The Cambridge Handbook of Multimedia Learning”. The first one evident through Canva is the Multimedia Principle, where “learning with words and pictures is more effective than learning with words alone” (Butcher, 2014, p. 174). If a teacher wanted students to recall something in the future, they could use Canva to create a poster or brochure combining words and pictures together. This also ties into the Split Attention principle when creating a design object, one must  “avoid materials that require learners to split their attention between, and mentally integrate, multiple sources of information” (Ayres & Sweller, 2014, p. 206). It is more effective to create a design with the text and images combined as opposed to separate as it forces people to remember the information from another source and then apply that to the new source.  The next multimedia learning principle is Signaling. In chapter 11 of the handbook, Van Goh (2014), discusses how a design should explicitly indicate the key parts you want the learner to grasp (p. 206). An example could be highlighting, bolding, underlining, or change the font of a word to make it stand-out. On Canva, they utilize bolding by creating categories for people to find the templates, and when creating a design, you can alter the text size, colour, transparency, and font. Furthermore, this ties into the Spatial Contiguity principle as it suggests “words and pictures are presented near rather than far from each other on the page or screen” (Mayer & Fiorella, 2014, p. 280). Through Canva, you can easily re-configure both text and images on the same page to keep information concise and together. The final multimedia learning principle exhibited in Canva is Collaboration. The “share” features on Canva allows users to work on a design with one or more people, or simply share their creations with others. One thing to note is that in chapter 23 of the handbook, the collaboration principle is only effective if the task is cognitively challenging (Kirschner et al., 2014, p. 547). If a user considers all 5 of these principles when creating their graphic design, they will be creating a more effective design tool that supports cognitive development.  

Below, I used the University of Western Ontario’s education evaluation rubric to evaluate Canva as a multimedia design tool. Feel free to click on the rubric to see how I assessed the app in more specific categories. Overall, the app has a lot of positive aspects, however, the concern lies with the privacy of user’s information and where it is stored. I read through the privacy policy and they do store your information provided when registering for an account, so I believe more research is necessary before allowing use in the classroom. Other than privacy concerns, this application has a lot of positive benefits and could be an excellent resource for students in regard to multimedia design!  

https://drive.google.com/file/d/1O-BFNoeB_kZEeBMH1ffiiHPBzGBX46O3/view?usp=sharing 

 – Ms. G 🙂

Reference List 

Ayres, P., & Sweller, J. (2014). The Split-Attention Principle in Multimedia Learning. In R. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (Cambridge Handbooks in Psychology, pp. 206-226). Cambridge: Cambridge University Press. doi:10.1017/CBO9781139547369.011 

Butcher, K. (2014). The Multimedia Principle. In R. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (Cambridge Handbooks in Psychology, pp. 174-205). Cambridge: Cambridge University Press. doi:10.1017/CBO9781139547369.010 

Canva. (n.d). Homepage. Canva. Retrieved June 15, 2020, from  https://www.canva.com/ 

Canva – Design Anything. (2019, December 9). Introducing Canva – Graphic Design Has Changed [Video]. https://youtube.com/watch?v=CE7KTszVCRU&feature=youtu.be

Kirschner, P., Kirschner, F., & Janssen, J. (2014). The Collaboration Principle in Multimedia Learning. In R. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (Cambridge Handbooks in Psychology, pp. 547-575). Cambridge: Cambridge University Press. doi:10.1017/CBO9781139547369.027 

Mayer, R. (Ed.). (2014). The Cambridge Handbook of Multimedia Learning (Cambridge Handbooks in Psychology). Cambridge: Cambridge University Press. doi:10.1017/CBO9781139547369 

Mayer, R., & Fiorella, L. (2014). Principles for Reducing Extraneous Processing in Multimedia Learning: Coherence, Signaling, Redundancy, Spatial Contiguity, and Temporal Contiguity Principles. In R. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (Cambridge Handbooks in Psychology, pp. 279-315). Cambridge: Cambridge University Press. doi:10.1017/CBO9781139547369.015 

Rubric for eLearning Tool Evaluation by Lauren M. Anstey & Gavan P.L. Watson, copyright 2018 Centre for Teaching and Learning, Western University is made available under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, http://creativecommons.org/licenses/by-nc-sa/4.0/

Van Gog, T. (2014). The Signaling (or Cueing) Principle in Multimedia Learning. In R. Mayer (Ed.), The Cambridge Handbook of Multimedia Learning (Cambridge Handbooks in Psychology, pp. 263-278). Cambridge: Cambridge University Press. doi:10.1017/CBO9781139547369.014 

 

Blog Post #2 ~ Multimedia Principles and Design for Learning

Over the past week, I had the opportunity to delve into the key concepts of multimedia and how it may be implemented in an academic setting. With the introduction of topic 3, we first looked at what the multimedia learning principles are, and how they were developed. The 12 principles were first introduced by Richard E. Mayer, who wrote “The Cambridge Handbook of Multimedia Learning” and discussed various ways in which you can make multimedia learning more effective (Mayer, 2014). As stated during lab 3, Rich McCue brought up the fact that “a couple of these multimedia principles can be contradictory” (McCue, June 11, 2020) and those specific circumstances require different applications of these principles.

In Dr. Ray Pastore’s Youtube video, I found it interesting that he chose to present his understanding of multimedia learning, yet ignored many of the principles he said were important. He ignored three very critical principles:

  1. Modality principle: People learn better from graphics and narration than from graphics and printed text.” (Pastore, August 18, 2020)

  2. Redundancy principle: People learn better when the same information is not presented in more than one format.” (Pastore, August 18, 2020)
  3. Embodiment Principle: People do not necessarily learn better when the speaker’s image is on the screen.” (Pastore, August 18, 2020)
I believe that the reason for Dr. Pastore or anyone attempting to create a multimedia design failure to support all of the principles is because it depends on the objective of that design. In his video, he chose to include more text than images but used his slides as brief notes which he then discussed in greater detail. While this contradicts the three principles above, he felt it was necessary for his presence to be seen on screen by viewers. When designing a multimedia learning object, you have to consider who is your audience, and what is the most effective way to teach them. In this video, Dr. Pastore chose to take a simple approach and emphasized the audio over the visual. This possibly could lead to an overload of the auditory channel (as discussed in the “Dual-Coding Theory”), but he used life experiences to engage the audience and brings makes it more realistic.

In topic 3, were we asked to watch the video above and incorporate Sketchnoting, where you combine words and images to take notes about a particular topic (McCue, June 9, 2020). This is a non-digital form of using a multimedia tool to benefit the learner and incorporates the following principles: “multimedia, modality/split attention, redundancy, signalling, spatial and temporal contiguity, signalling, and interactivity affect”. If you view the image below, you can see how I used images to support the terminology I needed to understand. I found that using sketch notes for this video allowed me to summarize the key parts of the video without writing down word-for-word what was being said. As someone who often writes notes word for word, this format is a time saver and will help me store the information in my memory better.

My first attempt at Sketchnoting.

Another example of a multimedia design we discussed was the use of HP5. I have shared the link to the video I created from the lab on Thursday. I had a bit of trouble originally working with HP5, but I think with more practice, this could be a very beneficial tool to use in the classroom!

– Ms. G 🙂

Mayer, R. (Ed.). (2014). The Cambridge Handbook of Multimedia Learning (Cambridge Handbooks in Psychology). Cambridge: Cambridge University Press. doi:10.1017/CBO9781139547369

McCue, R. (2020, June 9). EDCI 337 Lab: Sketchnoting [YouTube]. Retrieved from https://www.youtube.com/watch?v=xxySeAj_GJs

McCue, R. (2020, June 11). EDCI 337 Lab 3: H5P – Create interactive content, Interactive Videos, Games, Quizzes & more [YouTube]. Retrieved from https://www.youtube.com/watch?v=y6D52JyrHAc&feature=youtu.be

Pastore, R. (2018, August 16). What is Multimedia Learning? What is Multimedia? [YouTube]. https://www.youtube.com/watch?v=g-sknUVq1mk

Feedback Post ~ Sarah Bjelde

Sarah Bjelde’s Blog

After reading your blog, I loved how detailed and thorough you were when reflecting on multimedia learning you have participated in/would like to learn more about. I also really like how you add definitions of some of the key terms from topic one. Something I am wondering after reading your post is how might we utilize new technology without overwhelming students. I know I am often overwhelmed by using new websites or apps that I am not familiar with, but without spending time discovering new resources, how can we determine better resources to support their learning? Furthermore, you discussed the idea of collaborative learning through brainstorming which I completely agree with! This concept tied in perfectly to the concepts in Topic 2. In the YouTube video “A brief history of Learning Theories” by Ariane Dumont, she touches on a relatively new term known as “Socio-Constructivism” which suggests one of the best forms of learning is first independent thought, then discussion with others (Dumont, 2017). Often times, I feel that students have such great ideas and can be inspired by their peers through conversation. In this new era of education, it is our job as educators to foster creativity and encourage students to think outside the box and create the impossible!

Photo by Austin Distel on Unsplash

– Ms. G 🙂

Polimi OpenKnowledge. (2017, September 13). A brief history of Learning Theories (Ariane Dumont) [Video]. YouTube. https://www.youtube.com/watch?time_continue=164&v=fgnd4rj2pT8&feature=emb_logo

Feedback Post ~ Lauren McLean

Lauren McLean’s Blog

After reading your post, I am so glad you compared both traditional approaches to learning such as the lecture style we learned about within topic 2, as well as multimedia learning styles. I thought it was an excellent idea to discuss “Crash Course” as that is an excellent example of multimedia digital learning. I have personally used “Crash Course” numerous times over the years as the videos are short, engaging, and very effective in explaining a variety of topics. This connects to today’s video about Edward Thorndike’s laws of learning, in particular, intensity. Students need to feel a sense of urgency and excitement about the topic they are learning, and “Crash Course” provides a mix of fun animations to assist the information. Another excellent resource your blog reminded me of was the YouTube channel “ASAPscience“. They post a variety of videos based on scientific principles and answer some interesting questions from the perspective of science. Similarly to “Crash Course”, they accompany audio to a series of animated stop motion images. If you watch the video below, they discuss the science of racism, a critical topic as we see the Black Lives Movement sparking change in America today!

– Ms. G 🙂

Spencer, J. [John Spencer]. (2017, December 3). What is Flow Theory? What does this mean for our students? [Video]. YouTube. https://www.youtube.com/watch?v=iUsOCR1KKms&feature=emb_logo

Feedback Post ~ Alexa McLean

Alexa McLean’s Blog

First off, I would like to comment on the overall appearance of your blog post. The use of images and headings acted as a “hook” that engaged my interest while reading your comments. After reading your blog, I am inspired to reflect on my own experiences in the classroom, especially in regard to multimedia learning prior to using digital devices. I loved your connection to Mayer’s “Talk-and-Chalk” theory and how picture books were an essential part of developing your learning. I think reading storybooks correlates perfectly to the concepts written in the reading “Cognitive Theory of Multimedia Learning” by Stephen Sorden. The author discussed how CTML is supported by “a model that includes three memory stores known as sensory memory, working memory, and long-term memory” (Sorden, 2012). Stories go through all three memories stores as students first learn the new information (sensory), process it and connect it (working), then remember the story for future use (long-term). Teachers often rely on stories as a way to engage students in a lesson as stories often teach some sort of moral or lesson. It is so important to use books so students can relate and reflect on their own experiences which inevitably improves their ability to learn. 

Photo by Annie Spratt on Unsplash

– Ms. G 🙂

Sorden, S. D. (2012). The cognitive theory of multimedia learning. Handbook of educational theories, 1, 3.

Blog #1 ~ What is Multimedia and Interactive Learning?

Welcome to my EDCI 337 blog! I hope everyone enjoyed reading about my experience in EDCI 336, and I am excited to advance my technological understanding throughout this course. Before today, I had no idea what the term “multimedia learning” referred to. Over the next few weeks, I hope to gain a better understanding of multimedia learning and how we as educators can utilize it to support students. I think I am most apprehensive about using Microsoft as a platform for the course. I have always used Apple products and my experience with Microsoft is limited to Word. However, I am open to this new experience as it will only benefit my understanding of technology. 

After listening to Rich McCue speak about interactive/multimedia learning (along with the assigned readings), I began to consider where I have seen these forms of learning used in my own educational experience.  It reminded me of my French 10 class in high school, where our teacher had us watch music videos from popular French artists and we were asked to translate the songs and discover their meaning. One thing that made this a more enriching experience was by supporting our auditory and visual skills. When he played the videos, he provided us with a printed out copy of the lyrics. By doing this, we could use the words and images to help piece together the meaning of the song. I feel this is an excellent example of combine multiple mediums enriches the experience for the learner. This is the ultimate goal of all teachers.

In the first chapter of Mayer’s The Cambridge Handbook of Multimedia Learning, “Introduction to Multimedia Learning”, the author discusses the difference between technology-centred and learner-centred interactive learning. I believe it is critical to distinguish between these two approaches as one focuses on adapting the learner to the tech where the other adapts the tech to the learner. In a world of evolving technology, I understand the struggle to keep up to date with the newest programs and apps. I feel that is would be more beneficial to students to take the “learner-centred” approach where the teacher chooses the tech that will best support their learning experience. For example, if you are want to develop students’ literary skills, as well as teach them introductory coding, a program such as “Scratch” would be an excellent tool to use.

If you are new to multimedia learning like I was, I recommend watching the youtube video below that quickly describes what it is, and gives an example to put it into a real-life perspective!

– Ms. G 🙂

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