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Volume Two - Academic Conferences

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Applying the Multimedia Learning Theory in the Primary<br />

School: An Experimental Study About Learning Settings<br />

Using Digital Science Contents<br />

Fabio Serenelli 1 , Enrico Ruggeri 1 , Andrea Mangiatordi 2 and Paolo Ferri 2<br />

1<br />

CPM - Università degli Studi di Milano-Bicocca, Viale dell'Innovazione, Italy<br />

2<br />

nuMedia Bios – Università degli Studi di Milano-Bicocca, Italy<br />

fabio.serenelli@unimib.it<br />

enrico.ruggeri@unimib.it<br />

andrea.mangiatordi@unimib.it<br />

paolo.ferri@unimib.it<br />

Abstract: The introduction of digital technologies in educational contexts led to eLearning contents proliferation,<br />

thanks to their cost-cutting production and to the social networks that are favoring their widespread circulation.<br />

These objects are often the collaboration results between graphic designers and subject-matter experts<br />

disregarding the empirical evidence of Instructional Design research. Moreover they are frequently introduced to<br />

the classes without appropriate delivering strategies. The purpose of this paper is to describe an experimental<br />

study we ran in 2010 in Uruguay to identify effective learning object formats and adequate conditions for using<br />

multimedia contents with kids in “real world” learning contexts. Uruguay is part of the OLPC (One Laptop Per<br />

Child) initiative that aims to distribute low cost laptop PCs (called XOs) in developing countries schools to foster<br />

kids' learning according to the instructional principles of constructionism, learning-by-doing and social<br />

constructivism theories. This country is the only one that reached the "saturation" goal, covering the entire<br />

primary school population (teachers included). For this reason the capital Montevideo was an appropriate “en<br />

plein air” research field because most of the students haven’t evident impairments using educational technologies<br />

and digital learning contents. In order to find out how to reduce cognitive load and increase learning<br />

performances using infographics, animations and interactivity, we arranged an experimental study that involved<br />

360 early adolescents from 16 classes of critical context schools in Montevideo. We identified a scientific topic,<br />

the food chain process, and presented it in 4 different ways. We modified supports and instructional formats<br />

according to Mayer’s ‘Multimedia Learning Principles’ and the ‘First Principles of Instruction’ theory by Merrill. The<br />

first part of the research focused on Self-Directed Learning in real contexts and investigated the use of different<br />

instructional strategies (e.g. topic-centered vs. task-centered; linear vs game-based) handling the learner’s User<br />

Experience in order to increase the engagement for the proposed formats. Considering the target of early<br />

adolescents, we introduced a likeable virtual tutor to manage explanations, feedbacks, and focus on relevant<br />

information. We used infographic techniques to combine analytical and synthetic schemas and to enhance the<br />

aesthetic perception. The second part of the study aimed to identify the best use of multimedia contents in<br />

classrooms comparing 3 learning settings: Self-Directed Learning, Cooperative Learning and Teacher-Directed<br />

Learning. In order to measure the impact of content design format and learning setting we identified 5<br />

instructional objectives using a Content/Performance Matrix, and evaluated the outcomes by 4 kinds of tests:<br />

Retention, Comprehension, Problem Solving Transfer, Delayed Problem Solving Transfer (after one week). We<br />

also used a qualitative tool: a self-administered questionnaire for the User Experience satisfaction, to discover<br />

relationships between students performances and individual preferences matched with satisfactory learning<br />

experiences.<br />

Keywords: multimedia learning theory, critical context, learning settings, instructional content design, user<br />

experience, graphic organizers<br />

1. Introduction<br />

eLearning vision is still focused on trainers' needs and e-teaching processes rather than on the<br />

invoked learner centered approach. In the last decade, a lot of improvements have been implemented<br />

in eLearning environments crossbreeding Learning Management System and Virtual Learning<br />

Environment with Social Networks; they actually offer a rich range of features based on constructivist<br />

and socio-constructionist principles. Unfortunately, teachers and trainers often rely only on the basic<br />

functionalities of these complex tools in order to easily replicate the offline formal education<br />

experience. Most of these environments give the opportunity to run and manage eLearning contents<br />

as Learning Objects. Moreover these digital materials are often the collaboration results between<br />

graphic designers and subject-matter experts disregarding the empirical evidence of Instructional<br />

Design research so they are frequently introduced to the classes without appropriate delivering<br />

strategies.This paper presents the experimental study we ran in 2010 in order to test learning object<br />

formats with kids in “real world” learning contexts. The main goal of the study is to find out effective<br />

ways to use infographics and interactivity for digital scientific contents to reduce cognitive load and<br />

balance the learning performance levels with the quality of the studying experience. The second goal<br />

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