E-learning (theory)

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E-learning theory describes the cognitive science principles of effective multimedia learning using electronic educational technology.

Contents

Multimedia instructional design principles

Beginning with cognitive load theory as their motivating scientific premise, researchers such as Richard E. Mayer, John Sweller, and Roxana Moreno established within the scientific literature a set of multimedia instructional design principles that promote effective learning. [1] [2] [3] Many of these principles have been "field tested" in everyday learning settings and found to be effective there as well. [4] [5] [6] The majority of this body of research has been performed using university students given relatively short lessons on technical concepts with which they held low prior knowledge. [7] However, David Roberts has tested the method with students in nine social science disciplines including sociology, politics and business studies. His longitudinal research program over 3 years established a clear improvement in levels of student engagement and in the development of active learning principles among students exposed to a combination of images and text over students exposed only to text. [8] A number of other studies have shown these principles to be effective with learners of other ages and with non-technical learning content. [9] [10]

Research using learners who have greater prior knowledge of the lesson material sometimes finds results that contradict these design principles. This has led some researchers to put forward the "expertise effect" as an instructional design principle unto itself. [11] [12] [13] [14]

The underlying theoretical premise, cognitive load theory, describes the amount of mental effort that is related to performing a task as falling into one of three categories: germane, intrinsic, and extraneous. [15]

The multimedia instructional design principles identified by Mayer, Sweller, Moreno, and their colleagues are largely focused on minimizing extraneous cognitive load and managing intrinsic and germane loads at levels that are appropriate for the learner. Examples of these principles in practice include

Cognitive load theory (and by extension, many of the multimedia instructional design principles) is based in part on a model of working memory by Alan Baddeley and Graham Hitch, who proposed that working memory has two largely independent, limited capacity sub-components that tend to work in parallel – one visual and one verbal/acoustic. [23] This gave rise to dual-coding theory, first proposed by Allan Paivio and later applied to multimedia learning by Richard Mayer. According to Mayer, [24] separate channels of working memory process auditory and visual information during any lesson. Consequently, a learner can use more cognitive processing capacities to study materials that combine auditory verbal information with visual graphical information than to process materials that combine printed (visual) text with visual graphical information. In other words, the multi-modal materials reduce the cognitive load imposed on working memory.

In a series of studies, Mayer and his colleagues tested Paivio's dual-coding theory with multimedia lesson materials. They repeatedly found that students given multimedia with animation and narration consistently did better on transfer questions than those who learned from animation and text-based materials. That is, they were significantly better when it came to applying what they had learned after receiving multimedia rather than mono-media (visual only) instruction. These results were then later confirmed by other groups of researchers.

The initial studies of multimedia learning were limited to logical scientific processes that centered on cause-and-effect systems like automobile braking systems, how a bicycle pump works, or cloud formation. However, subsequent investigations found that the modality effect extended to other areas of learning.

Empirically established principles

A. The learner should have the sense that someone is talking directly to them when they hear the narration.
B. Your learner should feel like someone is talking directly to them when they hear your narration.
Also, research suggests that using a polite tone of voice ("You may want to try multiplying both sides of the equation by 10.") leads to deeper learning for low prior knowledge learners than does a less polite, more directive tone of voice ("Multiply both sides of the equation by 10."), but may impair deeper learning in high prior knowledge learners. [37] [38] Finally, adding pedagogical agents (computer characters) can help if used to reinforce important content. For example, have the character narrate the lesson, point out critical features in on-screen graphics, or visually demonstrate concepts to the learner. [39] [40] [41] [42] [43]

Such principles may not apply outside of laboratory conditions. For example, Muller found that adding approximately 50% additional extraneous but interesting material did not result in any significant difference in learner performance. [54] There is ongoing debate concerning the mechanisms underlying these beneficial principles, [55] and on what boundary conditions may apply. [56]

Learning theories

Good pedagogical practice has a theory of learning at its core. However, no single best-practice e-learning standard has emerged. This may be unlikely given the range of learning and teaching styles, the potential ways technology can be implemented, and how educational technology itself is changing. [57] Various pedagogical approaches or learning theories may be considered in designing and interacting with e-learning programs.

Social-constructivist  – this pedagogy is particularly well afforded by the use of discussion forums, blogs, wikis, and online collaborative activities. It is a collaborative approach that opens educational content creation to a wider group, including the students themselves. The One Laptop Per Child Foundation attempted to use a constructivist approach in its project. [58]

Laurillard's conversational model [59] is also particularly relevant to e-learning, and Gilly Salmon's Five-Stage Model is a pedagogical approach to the use of discussion boards. [60]

The cognitive perspective focuses on the cognitive processes involved in learning as well as how the brain works. [61]

The emotional perspective focuses on the emotional aspects of learning, like motivation, engagement, fun, etc. [62]

The behavioural perspective focuses on the skills and behavioural outcomes of the learning process. Role-playing and application to on-the-job settings. [63]

The contextual perspective focuses on the environmental and social aspects which can stimulate learning. Interaction with other people, collaborative discovery, and the importance of peer support as well as pressure. [64]

Mode neutral Convergence or promotion of 'transmodal' learning where online and classroom learners can coexist within one learning environment, thus encouraging interconnectivity and the harnessing of collective intelligence. [65]

For many theorists, it's the interaction between student and teacher and student and student in the online environment that enhances learning (Mayes and de Freitas 2004). Pask's theory that learning occurs through conversations about a subject which in turn helps to make knowledge explicit, has an obvious application to learning within a VLE. [66]

Salmon developed a five-stage model of e-learning and e-moderating that for some time has had a major influence where online courses and online discussion forums have been used. [67] In her five-stage model, individual access and the ability of students to use the technology are the first steps to involvement and achievement. The second step involves students creating an identity online and finding others with whom to interact; online socialization is a critical element of the e-learning process in this model. In step 3, students give and share information relevant to the course with each other. Collaborative interaction amongst students is central to step 4. The fifth step in Salmon's model involves students looking for benefits from the system and using resources from outside of it to deepen their learning. Throughout all of this, the tutor/teacher/lecturer fulfills the role of moderator or e-moderator, acting as a facilitator of student learning.

Some criticism is now beginning to emerge. Her model does not easily transfer to other contexts (she developed it with experience from an Open University distance learning course). It ignores the variety of learning approaches that are possible within computer-mediated communication (CMC) and the range of learning available theories (Moule 2007).

Self-regulation

Self-regulated learning refers to several concepts that play major roles in learning and which have significant relevance in e-learning. [68] explains that in order to develop self-regulation, learning courses should offer opportunities for students to practice strategies and skills by themselves. Self-regulation is also strongly related to a student's social sources, such as parents and teachers. Moreover, Steinberg (1996) found that high-achieving students usually have high-expectation parents who monitor their children closely. [69]

In the academic environment, self-regulated learners usually set their academic goals and monitor and react themselves in the process in order to achieve their goals. Schunk argues, "Students must regulate not only their actions but also their underlying achievement-related cognitions, beliefs, intentions and effects"(p. 359). Moreover, academic self-regulation also helps students develop confidence in their ability to perform well in e-learning courses. [69]

Theoretical framework

E-learning literature identifies an ecology of concepts from a bibliometric study were identified the most used concepts associated with the use of computers in learning contexts, e.g., computer-assisted instruction (CAI), computer-assisted learning (CAL), computer-based education (CBE), e-learning, learning management systems (LMS), self-directed learning (SDL), and massive open online courses (MOOC). All these concepts have two aspects in common: learning and computers, except the SDL concept, which derives from psychology and does not necessarily apply to computer usage. These concepts are yet to be studied in scientific research and stand in contrast to MOOCs. Nowadays, e-learning can also mean massive distribution of content and global classes for all Internet users. E-learning studies can be focused on three principal dimensions: users, technology, and services. [70]

Application of Learning theory (education) to E-Learning (theory)

As alluded to at the beginning of this section, the discussion of whether to use virtual or physical learning environments is unlikely to yield an answer in the current format. First, the efficacy of the learning environment may depend on the concept being taught. [71]   Additionally, comparisons provide differences in learning theories as explanations for the differences between virtual and physical environments as a post-mortem explanation. [72]  When virtual and physical environments were designed so that the same learning theories were employed by the students, (Physical Engagement, Cognitive Load, Embodied Encoding, Embodied Schemas, and Conceptual Salience), differences in post-test performance did not lie between physical vs. virtual, but instead in how the environment was designed to support the particular learning theory. [73]  

These findings suggest that as long as virtual learning environments are well designed [74] and able to emulate the most important aspects of the physical environment that they are intended to replicate or enhance, research that has been previously applied to physical models or environments can also be applied to virtual ones. [75] [76] This means that it's possible to apply a wealth of research from physical learning theory to virtual environments. These virtual learning environments – once developed – can present cost-effective solutions to learning, concerning time invested in setting up, use, and iterative use. [77] Additionally, due to the relatively low cost, students are able to perform advanced analytical techniques without the cost of lab supplies. [78]  Many even believe that when considering the appropriate affordances of each (virtual or physical) representation, a blend that uses both can further enhance student learning. [79]

Teacher use of technology

Computing technology was not created by teachers. There has been little consultation between those who promote its use in schools and those who teach with it. Decisions to purchase technology for education are very often political decisions. Most staff using these technologies did not grow up with them. [80] Training teachers to use computer technology did improve their confidence in its use, but there was considerable dissatisfaction with training content and style of delivery. [81] The communication element, in particular, was highlighted as the least satisfactory part of the training, by which many teachers meant the use of a VLE and discussion forums to deliver online training (Leask 2002). Technical support for online learning, lack of access to hardware, poor monitoring of teacher progress, and a lack of support by online tutors were just some of the issues raised by the asynchronous online delivery of training (Davies 2004).

Newer generation web 2.0 services provide customizable, inexpensive platforms for authoring and disseminating multimedia-rich e-learning courses and do not need specialized information technology (IT) support. [82]

Pedagogical theory may have application in encouraging and assessing online participation. [83] Assessment methods for online participation have been reviewed. [83]

See also

Related Research Articles

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Learning theory describes how students receive, process, and retain knowledge during learning. Cognitive, emotional, and environmental influences, as well as prior experience, all play a part in how understanding, or a worldview, is acquired or changed and knowledge and skills retained.

Instructional design (ID), also known as instructional systems design and originally known as instructional systems development (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of knowledge. The process consists broadly of determining the state and needs of the learner, defining the end goal of instruction, and creating some "intervention" to assist in the transition. The outcome of this instruction may be directly observable and scientifically measured or completely hidden and assumed. There are many instructional design models but many are based on the ADDIE model with the five phases: analysis, design, development, implementation, and evaluation.

Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning. This learning process promotes a deeper level of learning than many other common teaching strategies.

In psychology, cognitivism is a theoretical framework for understanding the mind that gained credence in the 1950s. The movement was a response to behaviorism, which cognitivists said neglected to explain cognition. Cognitive psychology derived its name from the Latin cognoscere, referring to knowing and information, thus cognitive psychology is an information-processing psychology derived in part from earlier traditions of the investigation of thought and problem solving.

Situated learning is a theory that explains an individual's acquisition of professional skills and includes research on apprenticeship into how legitimate peripheral participation leads to membership in a community of practice. Situated learning "takes as its focus the relationship between learning and the social situation in which it occurs".

<span class="mw-page-title-main">Constructivism (philosophy of education)</span> Philosophical viewpoint about the nature of knowledge; theory of knowledge

Constructivism is a theory in education which posits that individuals or learners do not acquire knowledge and understanding by passively perceiving it within a direct process of knowledge transmission, rather they construct new understandings and knowledge through experience and social discourse, integrating new information with what they already know. For children, this includes knowledge gained prior to entering school. It is associated with various philosophical positions, particularly in epistemology as well as ontology, politics, and ethics. The origin of the theory is also linked to Swiss developmental psychologist Jean Piaget's theory of cognitive development.

In cognitive psychology, cognitive load refers to the amount of working memory resources used. However, it is essential to distinguish it from the actual construct of Cognitive Load (CL) or Mental Workload (MWL), which is studied widely in many disciplines. According to work conducted in the field of instructional design and pedagogy, broadly, there are three types of cognitive load: intrinsic cognitive load is the effort associated with a specific topic; extraneous cognitive load refers to the way information or tasks are presented to a learner; and germane cognitive load refers to the work put into creating a permanent store of knowledge. However, over the years, the additivity of these types of cognitive load has been investigated and questioned. Now it is believed that they circularly influence each other.

This is an index of education articles.

Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech," it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."

An intelligent tutoring system (ITS) is a computer system that imitates human tutors and aims to provide immediate and customized instruction or feedback to learners, usually without requiring intervention from a human teacher. ITSs have the common goal of enabling learning in a meaningful and effective manner by using a variety of computing technologies. There are many examples of ITSs being used in both formal education and professional settings in which they have demonstrated their capabilities and limitations. There is a close relationship between intelligent tutoring, cognitive learning theories and design; and there is ongoing research to improve the effectiveness of ITS. An ITS typically aims to replicate the demonstrated benefits of one-to-one, personalized tutoring, in contexts where students would otherwise have access to one-to-many instruction from a single teacher, or no teacher at all. ITSs are often designed with the goal of providing access to high quality education to each and every student.

Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.

<span class="mw-page-title-main">Discovery learning</span> Technique of inquiry-based learning and is considered a constructivist based approach to education

Discovery learning is a technique of inquiry-based learning and is considered a constructivist based approach to education. It is also referred to as problem-based learning, experiential learning and 21st century learning. It is supported by the work of learning theorists and psychologists Jean Piaget, Jerome Bruner, and Seymour Papert.

William David "Bill" Winn (1945–2006) was an American educational psychologist, and professor at the University of Washington College of Education, known for his work on how people learn from diagrams, and on how cognitive and constructivist theories of learning can help instructional designers select effective teaching strategies.

The split-attention effect is a learning effect inherent within some poorly designed instructional materials. It is apparent when the same modality is used for various types of information within the same display. Users must split their attention between the materials, for example, an image and text, to understand the information being conveyed. The split-attention effect can occur physically through visual and auditory splits and temporally when time distances two pieces of information that should be connected.

The worked-example effect is a learning effect predicted by cognitive load theory. Specifically, it refers to improved learning observed when worked examples are used as part of instruction, compared to other instructional techniques such as problem-solving and discovery learning. According to Sweller: "The worked example effect is the best known and most widely studied of the cognitive load effects".

An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:

The expertise reversal effect refers to the reversal of the effectiveness of instructional techniques on learners with differing levels of prior knowledge. The primary recommendation that stems from the expertise reversal effect is that instructional design methods need to be adjusted as learners acquire more knowledge in a specific domain. Expertise is described as "the ability to perform fluently in a specific class of tasks."

<span class="mw-page-title-main">Pedagogical agent</span>

A pedagogical agent is a concept borrowed from computer science and artificial intelligence and applied to education, usually as part of an intelligent tutoring system (ITS). It is a simulated human-like interface between the learner and the content, in an educational environment. A pedagogical agent is designed to model the type of interactions between a student and another person. Mabanza and de Wet define it as "a character enacted by a computer that interacts with the user in a socially engaging manner". A pedagogical agent can be assigned different roles in the learning environment, such as tutor or co-learner, depending on the desired purpose of the agent. "A tutor agent plays the role of a teacher, while a co-learner agent plays the role of a learning companion".

Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about. Computers and other technologies have already changed the way students learn. Integrating games into education has the potential to create new and more powerful ways to learn in schools, communities and workplaces. Games and learning researchers study how the social and collaborative aspects of video gameplay can create new kinds of learning communities. Researchers also study how the data generated by gameplay can be used to design the next generation of learning assessments.

Seductive details are often used in textbooks, lectures, slideshows, and other forms of educational content to make a course more interesting or interactive. Seductive details can take the form of text, animations, photos, illustrations, sounds or music and are by definition: (1) interesting and (2) not directed toward the learning objectives of a lesson. John Dewey, in 1913, first referred to this as "fictitious inducements to attention." While illustrated text can enhance comprehension, illustrations that are not relevant can lead to poor learning outcomes. Since the late 1980s, many studies in the field of educational psychology have shown that the addition of seductive details results in poorer retention of information and transfer of learning. Thalheimer conducted a meta-analysis that found, overall, a negative impact for the inclusion of seductive details such as text, photos or illustrations, and sounds or music in learning content. More recently, a 2020 paper found a similar effect for decorative animations This reduction to learning is called the seductive details effect. There have been criticisms of this theory. Critics argue that seductive details do not always impede understanding and that seductive details can sometimes be motivating for learners.

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