Category: edci337-app

Topic 3 – Blog Post

How can you ensure equitable access to authentic, meaningful & relevant learning environments for all learners in K-12 open and distributed learning contexts? What did you already know, what do you know now based on the course readings and activities, what do you hope to learn?

Different learning styles and abilities may be harder to recognize in an open and distributed learning context than they would be in a traditional classroom setting.  With that in mind, as educators, we need to ensure that we are giving each student the attention that they need and deserve to allow for growth and learning.

Bashman et al (2018) explain that “online learning content developers, delivery system designers, education professionals, parents and even students themselves have become more knowledgeable of the importance of addressing the diversity in today’s digital environments” (p. 492, 2018).

In my view, it will require a joint and coordinated effort from all of the parties mentioned by Bashman et al to ensure that an authentic, meaningful & relevant learning environment is delivered for all learners in open and distributed learning contexts.  Where in the traditional classroom environment, the teacher alone may have been able to assess and adapt the learning environment based on their in-person observations, however, in an open and distributed learning situation, this may not be as easy to observe and meaningfully assess.

That being said, we learned from our topic 1 course readings that pedagogical decisions are crucial and will impact learning and building relationships. I believe it also impacts authentic, meaningful and relevant learning. Selwyn (2020) expresses the viewpoint from teachers and students who feel that synchronous video classes and meetings are mentally tiring in a way that in person classes are not. From my own personal experience, I find that to be true and am even feeling nervous going into my next semester with a full-time course load and only synchronous learning being offered because of the Covid-19 pandemic. I believe educators need to be flexible with their learners, especially given the current pandemic, and understand that synchronous learning may be more difficult for some.

Prior to our Digital Equity and Perspective Project, I had a basic understanding of what UDL was and the framework. I knew that it consisted of three core principles and associated guidelines that focus on promoting education systems that can “improve and optimize teaching and learning for all people” (Cast, 2020). I never considered how to apply the UDL guidelines to an online learning setting, but after exploring this course further I feel that I have a better understanding of what to consider when looking at making online learning inclusive.

Photo from Unsplash by Tim Mossholder

The article written by Basham et al (2018) highlights some of the challenges within the evolving education system, particularly with online learning. For example, they highlight that “students with disabilities, ELLs, or students in poverty” (p. 492, 2018) are more likely to experience a negative impact from online learning than “students in traditionally marginalized categories” (p. 492, 2018). I believe this is an important factor to remember and learn about the ways to ensure that these groups of people are included in all learning environments.

References

Basham, J.D., Blackorby, J., Stahl, S. & Zhang, L. (2018) Universal Design for Learning Because Students are (the) Variable. In R. Ferdig & K. Kennedy (Eds.), Handbook of research on K-12 online and blended learning (pp. 477-507). Pittsburgh, PA: Carnegie Mellon University ETC Press.

CAST (2018). Universal Design for Learning Guidelines. Retrieved from http://udlguidelines.cast.org

Selwyn. N. (2020). Online learning: Rethinking teachers’ ‘digital competence’ in light of COVID-19. [Weblog]. Retrieved from https://lens.monash.edu/@education/2020/04/30/1380 217/online-learning-rethinking-teachers-digital-compet ence-in-light-of-covid-19

Group Evaluation of a Multimedia App

Introduction

Interactive multimedia applications are beneficial as they aim to support the diversity of student learners by promoting the use of various features. According to Arnold (2020), Khan Academy Kids increases literacy skills through its widely free and available surface. As such, Khan Academy Kids ties into numerous multimedia principles and demonstrates the use of various learning styles. Through its strengths, we will analyze the principles of multimedia, the pedagogy and the inclusion of diverse learners.

Principles of Multimedia 

Khan Academy Kids utilizes the modality principle of narration and images to convey meaning and instruction. As Mayer (2014) states, “students learn better when the associated statements are narrated rather than presented visually”. This is especially vital for low-experienced learners who need extra assistance when learning meaning. By doing so, young students are able to better interpret the meaning of the material instead of experiencing cognitive overload with the inclusion of words on the screen. Additionally, the multimedia principle is evident throughout the app as the incorporation of both pictures and words allows young learners the ability to connect meaning to text. This is especially evident in the reading activities where young students are developing literacy skills. Fletcher & Tobias (2005) state that “words and images evoke different conceptual processes and that perception and learning are active, constructive processes”. Thus leading to the conclusion that Khan Academy Kids is developed in a way that promotes active learning and cognitive growth. In regards to classroom use of the application, the collaboration principle which states “people can learn better with collaborative online learning activities” (Mayer, 2014) demonstrates the benefit of learning with the addition of technology. Using this app as an extension to classroom learning will reinforce concepts and allow students to practice their learning at home with guidance.

The voice principle explains that people learn better when words are spoken in human voice, rather than machine or foreign-accented human voices (Mayer, 2014). Khan Academy Kids does not completely satisfy this principle, as a lot of the activities are spoken by a machine generated voice. That being said, the machine generated voice is presented by Kodi Bear, who is an on-screen agent and displays human-like movement and gestures, which satisfies the image principle (Mayer, 2014). 

Khan Academy Kids’ Daily Circle Time feature is put on by members of the Khan Academy Kids team and thereby exhibits the voice principle. It also demonstrates the worked-example principle, as their drawing activities include drawings done by other students. The worked example principle is also shown in their math activities, which can be beneficial for many students’ learning styles. Research has shown that when learning a new task, worked-examples are more efficient because it reduces the working load memory (Paas et al, 2004).

Pedagogy of Khan Academy Kids

Khan Academy Kids goal is to “inspire lifelong learning” through fun activities that are widely available and academically engaging for all students (Khan Academy Launches New Educational Program For Children Ages Two To Five (2018, July 12)). Therefore, Khan uses content-centered video’s as it’s main form of pedagogy. This approach focuses on what the theme is, followed by the subject area and the aimed grade level (Di Blas et al., 2014). Through the application, students are able to use the features to best support their learning. According to Di Blas et al., (2014), another key pedagogy of Khan Academy Kids, is the Technology, Pedagogy and Content Knowledge (TPACK) model. This suggests that students use technology as a tool to understand the content, which helps teachers use this model to create a lesson plan that focuses on how to teach with technology. This is crucial as it recognizes the benefits of technology in the classroom. All in all, the TPACK model helps educators make purposeful lessons in accordance with technology. 

Additionally, video-based learning follows a student centered approach. This tool acts as a means to provide children with the opportunity to have choice in their learning. It thus also allows the students to learn at their own pace as they are able to rewatch, rewind, fast forward. As a result we address the personal needs of each student through an inclusive design for learning. 

Photo by Annie Sprat on Unsplash

Inclusion of Diverse Learners

One of the main benefits of Khan Academy Kids, for both teachers and students, is its ability to include diverse learners of many different abilities. An advantage that digital learning apps have over traditional methods of instruction is their greater ability to accommodate different learning styles and to consider prior student knowledge. While using Khan Academy Kids, the number of times the material is repeated, “the quantity and type of scaffold to aid learning, and the level of difficulty, can all be adjusted automatically based on the learner’s response” (Allen et al., 2016). Khan Academy Kids allows instructors to differentiate instruction with ease as the app enables students to learn and engage with the content at their own pace regardless of their grade level. One teacher in the United States who uses Khan Academy in her classroom regularly reported that the self-paced instruction that came with using the app allowed her to spend more time “working with individual students and less time on whole-class instruction” (Murphy et. al, 2014) something she preferred and believed benefited her students. This smooth transition can be critically important for language interventions for children with Autism Spectrum Disorder, where repeated exposure is required for learning (Allen et al., 2016). In addition, because of the app’s high engagement, it also supports learners with ADHD and ADD.

Based on the International Electronic Journal of Elementary Education’s App Checklist for Educators, we would rate Khan Academy Kids as a “five star” app because of its high student interest, design features, connections to the curriculum, and effective instructional features (Lubniewski & Mcarthur, 2018).

Conclusion 

Overall, Khan Academy Kids acts as an interactive resource that aims to empower all learners. Khan Academy brings interactive and innovative ideas and resources through a free and accessible environment. Therefore these features allow children to learn by engaging with numerous multimedia principles and pedagogies in order to meet their individual learning styles and needs. As such, Khan Academy Kids fosters a fun interactive learning resource, which empowers them to be engaged through a student-centered approach. Thus, it provides them with the necessary tools to grow and further their knowledge and understanding. 

Group Members: Brittany, Amanda and Stephanie

References

Allen, M. L., Hartley, C., & Cain, K. (2016). IPads and the Use of “Apps” by Children with Autism Spectrum Disorder: Do They Promote Learning? Frontiers in Psychology, 7. doi:10.3389/fpsyg.2016.01305

Arnold, D. (2020). New Educational App Shows Promise for Improving Pre-schoolers’ Pre-literacy Skills. Retrieved from: https://www.umass.edu/newsoffice/article/new-educational-app-shows-promise 

Di Blas, N., Fiore, A., Mainetti, L., Vergallo, R., & Paolini, P. (2014). A portal of educational resources: Providing evidence for matching pedagogy with technology.Research in Learning Technology, 22, 1-26. doi:10.3402/rlt.v22.22906 https://journal.alt.ac.uk/index.php/rlt/article/view/1496/pdf_1 

Fletcher, J. D., & Tobias, S. (2005). The Multimedia Principle. In R. E. Mayer (Ed.), The Cambridge handbook of multimedia learning (p. 117–133). Cambridge University Press. https://doi.org/10.1017/CBO9780511816819.008

Khan Academy Launches New Educational Program For Children Ages Two To Five. (2018, July 12). PR Newswire. Retrieved from https://link-gale-com.ezproxy.library.uvic.ca/apps/doc/A546317714/ITBC?u=uvictoria&sid=ITBC&xid=0a6b107f

Lubniewski, K. L., & Mcarthur, C. L. (2018). Evaluating Instructional Apps Using the App Checklist for Educators (ACE). International Electronic Journal of Elementary Education, 10(3), 323-329. doi:10.26822/iejee.2018336190

Murphy, R., Gallagher, L., Krumm, A ., Mislevy, J., & Hafter, A. (2014). Research on the Use of Khan Academy in Schools. Menlo Park, CA: SRI Education. https://s3.amazonaws.com/KA-share/impact/khan-academy-implementation-report-2014-04-15.pdf

Paas, F. Renkl, A., & Sweller, J. (2004). Cognitive Load Theory: Instructional Implications of the Interaction between Information Structures and Cognitive Architecture. Instructional Science, 32(1/2), 1-8. Retrieved from www.jstor.org/stable/41953634

Remix a Multimedia Learning Principle Chapter

Chapter 14 Summary The Cambridge Handbook of Multimedia Learning Mayer (2014)

The use of multimedia is important in order to understand the benefits of multimedia learning and how principles are used to support learners. As such, there has been notable research around multimedia principles. In particular, the principles of personalization, voice, image and embodiment have been analyzed as effective ways to base a multimedia resource. Throughout this analysis we will evaluate the previously mentioned principles and their benefits towards learning. 

Theoretical Rationale 

The theoretical rationale of these principles is used to foster purposeful learning. Therefore, Mayer et al., (2004), elaborates on two approaches; firstly to reduce a learner’s cognitive load and secondly to increase the learner’s motivational commitment. The article acknowledges that there are many external factors that affect the learners cognitive processing. Correspondingly, social cues further support the learning outcomes and are thus essential to support the learners understanding, processing and problem solving of the information. All in all, it is the theoretical approach of social agency that prompts the learner to be engaged as social cues create a learning dialogue that promotes responses. Moreover, this is an enhancement of the cognitive theory of multimedia learning that supports learning. 

The goal of these principles is to thus “increase the learner’s feeling of social presence” (Mayer, p.348, 2014), as this increases the learning outcomes and learning process of the individual. Through the use of personalization, voice, image and embodiment cues, we will analyze their effectiveness. 

Personalization Cues 

The objective of the personalization cue is to make the multimedia resource more conversational. In order to accomplish this Mayer (2014) suggests using first person (I) and second person (you) narratives as well as using personal and direct comments and examples. The personalization cue puts the learner in their shoes through an immersive and role play tone by which the learner is going on that journey.

Voice Cues 

The message and intent is impacted by the voice cues. Voice cues support the claim that the audio is human generated and not a monotone robot system. It reiterates the idea that “someone is speaking directly to you” (Mayer, p.351, 2014). Much like robotized voice, a strong foreign accent can also impact the learners cognitive process and understanding of the message. Therefore these factors and use of human voice is critical to support learning through multimedia resources.

Image Cues

The image cue refers to the use of an on-screen character or ‘animated pedagogical agent’ that has the intention of deepening a learners understanding. The animated pedagogical agent may offer explanations and feedback to the learner by speaking directly to the audience and interacting with other elements on the screen such as pointing to essential information.

Embodiment Cues 

Animated pedagogical agents experience either low or high levels of embodiment depending on how humanlike they are. On-screen agents with a low level of embodiment are often static, have limited to no facial expressions, and lack eye gaze. Alternatively, an on-screen agent with a high level of embodiment will exhibit human-like gestures and movements, eye gaze, and an array of facial expressions.

Research on the Personalization Principle 

When conducting research on this principle, Mayer questioned if students learn more deeply when personalization cues are used. To answer this question an experiment was conducted where students were split up into two groups and shown a short informational video about lightning. Each group was shown a different version of the video, one that contained personalized language cues and one that did not. This experiment concluded that the personalized group of students performed better at a problem-solving transfer test than the non personalized group. This was found to be true for both on screen text and audio information.

In a second experiment, Mayer examined the effects of a personalized and non personalized on-screen agent on student learning while playing a science learning game and came to the same conclusions.

In a third study, Mayer examined the effects of the articles ‘the’ and ‘your’ on student retention in relation to a short narrated animation. The personalized group viewed the video with ‘your’ language and the non personalized group viewed the video with ‘the’ language. Even this small change highly favoured the personalized group. Another study by Wang et al. (2008) showed that students performed better with a polite agent than with a direct agent.

Overall, there is strong evidence that confirms the personalization principle and proves that “people learn more deeply when words are presented in conversational style rather than formal style” (Mayer, p.356, 2014)

Research on the Voice Principle
Mayer (2014) discusses how different accents such as “standard accent to a machine voice or human voice with a foreign accent” (p.357) can result in different performance standards. Participants performed best when listening to a standard accent. In an additional study, Mayer tested students who learned from an online presentation with a pedagogical agent standing next to the slides. Students performed best when the agent used human gestures and voice rather than a machine voice and no gestures. To conclude, Mayer found that students performed best when listening to a non accented human voice rather than a machine or accented voice. Moreover, social cues and gestures helped learners when watching a pedagogical agent.

Research on the Image Principle
Mayer explores the addition of having an image of a speaker on the screen to benefit student learning performance. After 14 experiments varying from static images, a talking head or a cartoon character with either voice or text, the results concluded that “there is not strong support for adding the speaker’s image to the screen” (Mayer, p.360, 2014). The tests conducted were considered low embodiment as the on-screen images did not engage in much “humanlike gesturing, movement, eye contact, or facial expression” (Mayer, p.360, 2014).

Research on the Embodiment Principle
The addition of a high embodiment on-screen image led to higher performance standards of students. Studies have shown that students learn best when the on-screen agents “exhibited humanlike eye gaze, gestures, and pointing” (Mayer, p.361, 2014). Therefore, there is some evidence to suggest that the embodiment principle “people learn better when on-screen agents display humanlike gesturing, movement, eye contact, and facial expressions” (Mayer, p.362, 2014) is true.

Cognitive Theory and Instructional Design Implications

Mayer (2014) explains that social cues that are incorporated by an on-screen agent can have an effect on a learner’s understanding of the multimedia material. For example, “humanlike gestures, facial expressions, eye gaze and movement all serve as a social cue” (Mayer, p. 363, 2014). There is also research indicating that the physical presence of a character on a screen is a social cue that does not affect the motivation of a learner. That being said, Mayer (2014) also describes that on-screen characters can serve as cognitive aids by guiding the learner’s attention through pointing.

Mayer (2014) explains that when creating multimedia instructional messages, the material should be sensitive to social and cognitive considerations. The addressed principles aim to support learning by aligning and following social cues and suggestions made by Mayer, in order to make it real and interactive. 

Connection to Teaching 

Multimedia learning and principles are key as they provide opportunities to learn using various resources to promote meaningful learning. Notably the principles of personalization, voice, image and embodiment stress the importance of communication and connection. These principles individualize the material, make it realistic and foster interactiveness. As such, using video surfaces and multimedia learning enables the diversity of student learners to prosper in their learning. 

References 

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

Mayer, R. E., Fennell, S., Farmer, L., & Campbell, J. (2004). A personalization effect in multimedia learning: Students learn better when words are in conversational style rather than formal style. Journal of Educational Psychology, 96, 389–395.

Wang, N., Johnson, W.L., Mayer, R.E., Rizzo, P., Shaw, E., & Collins, H. (2008). The politeness effect: Pedagogical agents and learning outcomes. International Journal of Human-Computer Studies , 66 , 98–112 

Group Evaluation of Multimedia App

After reviewing each of the other group members chosen multimedia app (TedEd Talks, Khan Academy Kids, Bramble Berry Tales and Seesaw), we came to the conclusion that Khan Academy Kids was one that we wanted to explore further.

Seesaw was the app that I reviewed and one of the downsides that I came across was that they charge $7.50 per student. Although I am sure that there are funding options that you can seek out, Khan Academy Kids is free, which makes it that much easier to  see how it works for your class.

Bramble Berry Tales is an app that I had not heard about before. My initial impression on the app is positive, however the website seems to be lacking the same kind of information that Khan Academy has available. That being said, I think that it could still be worth looking into, as I think that it would be a great way to incorporate Indigenous peoples and their stories.

TedEd Talk is also an interesting app that I can see beneficial to use in an elementary classroom. They have a wide variety of subjects, which  could be useful, especially if students are doing something inquiry based.

Khan Academy Kids is a free app for children aged 2-7 and they strive to promote creativity, curiosity and kindness within students. They focus on subjects including literacy, reading, writing, language and math. While looking over the website, I noticed that the materials and activities for children include many of the multimedia learning principles, which we will go into further detail in our group evaluation. I believe this is an app that we all wish to use in our future classroom and as it is relatively new, we hope to gain a good understanding of how it works.

Evaluation of Multimedia App – Seesaw

For this evaluation of a multimedia app, I decided to research Seesaw.  Seesaw is an app that students, teachers and families can use to show learning, gain insights and build connections. While reviewing Mayer’s Principles of Multimedia Learning, I found that Seesaw demonstrates a few of the principles. For example, the voice principle described by Mayer (2014) explains that students learn better when words are spoken in a human voice opposed to a machine voice. Seesaw allows teachers to create activities and provide written and voice instructions in their own voice, which would satisfy this principle. This instruction feature as well as the material posted in video format (ex. a story being told) also follows the segmenting principle, which explains that students learn better when information is presented and the learner can take it at their own pace. Ultimately, Seesaw is a multimedia learning tool that demonstrates student process and product and follows the multimedia principle that people learn better when words and pictures are presented. This video explains how Seesaw works and some of the benefits of using it:

Multimedia and Interactive Learning Evaluation Rubrics:

While reviewing this app, I evaluated it using the SAMR model and was able to make connections to their criteria of integrating technology into a classroom. For example, their “substitution” criteria explains that you should ask yourself what is gained by using this technology vs. traditional methods (ex. pen and paper). I would argue that students can demonstrate their learning in a way that you cannot see as clearly in a traditional way. For example, students  working on a math problem are able to take a video of themselves working through the problem.

Personal Experience:

Seesaw reminds me of an app that I researched for EDCI 336 called FreshGrade. Both apps focus on connecting students, teachers and families with student work, however Seesaw seems to be more hands-on for the students than FreshGrade. From my research on FreshGrade it seemed like teachers were using it more to show work from the students by taking photos/videos and uploading it for parents to see. Seesaw allows students to show their creativity with the built in canvas, drawing, video, picture and audio tools.

Additionally, this app allows students to build a digital portfolio and develop an understanding of the concept of portfolios at a young age. With BC schools adapting the proficiency scale grading system,  it seems as though an app like this is a step in the right direction that will allow students and teachers to track student progress.

My overall experience while using this app was positive. It seemed to be user-friendly and I liked being able to look at other activities posted by teachers to get inspired. I also think an app like this would work well for remote learning, as students can review the materials posted by the teachers and submit their work within the app. Another feature that caught my attention was that the app allows you to import work directly from Google Drive. If you are trying to create a portfolio and want to include something from another document outside the program this seems like a useful tool. Other benefits that I came across are that it can be used for a variety of ages, multiple subjects and student collaboration.

References:

FreshGrade (n.d). Retrieved from https://freshgrade.com/

Mayer, R. (2014). Introduction to Multimedia Learning. Retrieved from https://www-cambridge-org.ezproxy.library.uvic.ca/core/books/cambridge-handbook-of-multimedia-learning/introduction-to-multimedia-learning/DCB47795DE7396B0CDF134B54F03F6A5/core-reader

Schoology. (n.d.). SAMR Model: A Practical Guide for EdTech Integration. Retrieved from https://www.schoology.com/blog/samr-model-practical-guide-edtech-integration

Seesaw. (n.d.). Retrieved from https://web.seesaw.me/