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Volume Two - Academic Conferences

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Fabio Serenelli et al.<br />

is to identify the best use of eLearning contents in classrooms comparing 3 different learning settings:<br />

Self-Directed Learning, Cooperative Learning and Teacher-Directed Learning.<br />

2. Research field and participants<br />

To compare digital and analogical learning object effectiveness, we had to find a sample of students<br />

that hadn’t impairments in using personal computers. We chose Uruguay because of its unique public<br />

educational system that aims to provide digital learning skills to the primary school students by the<br />

implementation of the One Laptop Per Child (OLPC) program. The OLPC project started in 2005 at<br />

the MIT Media-Lab in Boston (USA) by the founders Nicholas Negroponte and Seymour Papert,<br />

whose intentions were to develop a low cost (price lower than 100$) laptop pc model called XO and to<br />

distribute it in the schools of developing countries. These models are made to boost children's<br />

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

constructivism theories. Uruguay is an “en plein air” research laboratory with a vast scholar sample:<br />

510.000 XO personal computers have been distributed to primary school children and teachers.<br />

This experimental study aims to evaluate the impact of content design on the achievement of specific<br />

instructional goals by developing and testing 3 analogical and digital Learning Objects (LOs) to<br />

assess how information display methods and interactivity levels can affect learning in early<br />

adolescents. The population sample is composed of 360 subjects from 16 classes of the capital<br />

Montevideo. The selected students (11-14 years old), according to the teachers reports had not<br />

significant previous knowledge of the instructional content we delivered.<br />

3. Theoretical background and research design<br />

In order to discover which LO format promotes meaningful learning processes in early adolescent<br />

students, we opted for a theoretical framework based on the Cognitive Theory of Multimedia Learning<br />

(ML) by R. E. Mayer and First Principles of Instruction (FPI) by D. Merrill.<br />

16 teachers were involved as subject matter experts in a participatory design process using interviews<br />

and focus groups to identify a scientific content that were part of the official school program but was<br />

not previously treated in classes. We chose the food chain process as main topic including - as<br />

prerequisites - the animal diet and the trophic levels.<br />

We defined learning objectives in conformity with the type of knowledge and the performance level<br />

expected by the learner. We evaluated different instructional design tools including the classic and the<br />

revised Bloom’s taxonomy and the Merrill’s Content/Performance Matrix (CPM). We created a new<br />

hybrid matrix (see Table 1) based on both the original and the Clark’s modified version of the CPM.<br />

The types of information provided in the materials were defined as: Facts, bits of information that<br />

identify specific items (ex. lion); Concepts, a category of objects or ideas that share common features<br />

and have a common name (ex. carnivores include lions, hawks and sharks); Processes: concern how<br />

a system works and operates and how its parts are interrelated (ex. the food chain process). The<br />

adopted levels of cognitive performance are: Remember, the learner memorizes or recognizes the<br />

information provided; Apply, the learner uses new information to solve a problem or perform a task;<br />

Find, the learner creates a new schema through reorganization of the concepts.<br />

Table 1: Hybrid content/performance matrix<br />

REMEMBER<br />

FACTS CONCEPTS PROCESSES<br />

Remember specific data<br />

and facts.<br />

APPLY -<br />

Remember and understand<br />

definitions<br />

Apply and transfer the concepts<br />

classifying new, unknown<br />

examples<br />

FIND - -<br />

944<br />

-<br />

Solve a problem by<br />

relating the acquired<br />

concepts in the right way<br />

Reorganize existing<br />

concepts to derive a new<br />

abstract scheme

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