Abstract: The main purpose of the study was to determine whether students- interpretation achievement differed with the use of various multimedia presentation types. Four groups of students, text only (T), audio only (A), text and audio (TA), text and image (TI), were arranged and they were presented the same story via different types of multimedia presentations. Inference achievement was measured by a critical thinking inference test. Higher mean scores for the TA group compared to the other three groups were found. Also when compared pairwise, interpretation achievement of the TA group differed significantly from scores of the T and TI groups. These differences were interpreted with the increased cognitive load. Increased cognitive load for the TA group may have invited students to put more effort into comprehending the text, thus resulting in better test scores. Findings of the study can be seen as a sign of the importance of learning situations and learning outcomes in multimedia-supported learning environments and may have practical benefits for instructional designers.
Abstract: The purpose of this study is to investigate the effects
of modality principles in instructional software among first grade
pupils- achievements in the learning of Arabic Language. Two modes
of instructional software were systematically designed and
developed, audio with images (AI), and text with images (TI). The
quasi-experimental design was used in the study. The sample
consisted of 123 male and female pupils from IRBED Education
Directorate, Jordan. The pupils were randomly assigned to any one of
the two modes. The independent variable comprised the two modes
of the instructional software, the students- achievement levels in the
Arabic Language class and gender. The dependent variable was the
achievements of the pupils in the Arabic Language test. The
theoretical framework of this study was based on Mayer-s Cognitive
Theory of Multimedia Learning. Four hypotheses were postulated
and tested. Analyses of Variance (ANOVA) showed that pupils using
the (AI) mode performed significantly better than those using (TI)
mode. This study concluded that the audio with images mode was an
important aid to learning as compared to text with images mode.
Abstract: The sequence Analyze, Design, Develop, Implement, and Evaluate (ADDIE) provides a powerful methodology for designing computer-based educational materials. Helping students to understand this design process sequence may be achieved by providing them with direct, guided experience. This article examines such help and guidance and the overall learning process from a student-s personal experience.
Abstract: Serious games have proven to be a useful instrument
to engage learners and increase motivation. Nevertheless, a broadly
accepted, practical instructional design approach to serious games
does not exist. In this paper, we introduce the use of an instructional
design model that has not been applied to serious games yet, and has
some advantages compared to other design approaches. We present
the case of mechanics mechatronics education to illustrate the close
match with timing and role of knowledge and information that the
instructional design model prescribes and how this has been
translated to a rigidly structured game design. The structured
approach answers the learning needs of applicable knowledge within
the target group. It combines advantages of simulations with
strengths of entertainment games to foster learner-s motivation in the
best possible way. A prototype of the game will be evaluated along a
well-respected evaluation method within an advanced test setting
including test and control group.
Abstract: The purpose of this research is to determine the
knowledge and skills possessed by instructional design (ID)
practitioners in Malaysia. As ID is a relatively new field in the
country and there seems to be an absence of any studies on its
community of practice, the main objective of this research is to
discover the tasks and activities performed by ID practitioners in
educational and corporate organizations as suggested by the
International Board of Standards for Training, Performance and
Instruction. This includes finding out the ID models applied in the
course of their work. This research also attempts to identify the
barriers and issues as to why some ID tasks and activities are rarely
or never conducted. The methodology employed in this descriptive
study was a survey questionnaire sent to 30 instructional designers
nationwide. The results showed that majority of the tasks and
activities are carried out frequently enough but omissions do occur
due to reasons such as it being out of job scope, the decision was
already made at a higher level, and the lack of knowledge and skills.
Further investigations of a qualitative manner should be conducted
to achieve a more in-depth understanding of ID practices in
Malaysia
Abstract: The purpose of this paper is to introduce an interactive online case-study library website developed in a national project. The design goal of the website is to provide interactive, enhanced, case-based and online educational resource for educators through the purpose and within the scope of a national project. The ADDIE instructional design model was used in the development of the website for interactive case-based library. This library is developed on a web-based platform, which is important in terms of manageability, accessibility, and updateability of data. Users are able to sort the displayed case-studies by their titles, dates, ratings, view counts, etc. The usability test is used and the expert opinion is taken for the evaluation of the website. This website is a tool to integrate technology into education. It is believed that this website will be beneficial for pre-service and in-service teachers in terms of their professional developments.
Abstract: The state of the art in instructional design for
computer-assisted learning has been strongly influenced by advances
in information technology, Internet and Web-based systems. The
emphasis of educational systems has shifted from training to
learning. The course delivered has also been changed from large
inflexible content to sequential small chunks of learning objects. The
concepts of learning objects together with the advanced technologies
of Web and communications support the reusability, interoperability,
and accessibility design criteria currently exploited by most learning
systems. These concepts enable just-in-time learning. We propose to
extend theses design criteria further to include the learnability
concept that will help adapting content to the needs of learners. The
learnability concept offers a better personalization leading to the
creation and delivery of course content more appropriate to
performance and interest of each learner. In this paper we present a
new framework of learning environments containing knowledge
discovery as a tool to automatically learn patterns of learning
behavior from learners' profiles and history.
Abstract: This study is about an application of King Bhumibol
Adulyadej’s “Learn Wisely” (LW) concept in instructional design
and management process at the Faculty of Education, Suan Sunahdha
Rajabhat University. The concept suggests four strategies for true
learning. Related literature and significant LW methods in teaching
and learning are also reviewed and then applied in designing a
pedagogy learning module. The design has been implemented in
three classrooms with a total of 115 sophomore student teachers.
After one consecutive semester of managing and adjusting the
process by instructors and experts using collected data from minutes,
assessment of learning management, satisfaction and learning
achievement of the students, it is found that the effective SSRU
model of LW instructional method comprises of five steps.