Photo by Lum3n on Pexels.com

Is a Picture Worth of Thousand Words?

Effective Example Link:
https://images-na.ssl-images-amazon.com/images/I/717si1BWeUL._SL1500_.jpg

Ineffective Example Link:
https://dryuc24b85zbr.cloudfront.net/tes/resources/11401360/image?width=500&height=500&version=1479719949989

“A picture is worth 1,000 words” is the same as saying “knowledge is power, where knowledge resources are unlimited” (Laureate Education, 2010d). Learners can only see traditional views unless development or self-directed learning seeks additional forms of literacy to make sense of the picture or knowledge (Laureate Education, 2010d). Understanding information is contingent on the learner’s internal motivation, learning direction, prior knowledge exposure, and recall of data to working memory (Laureate Education, 2010d & Mayer, 2014, p. 86). In conclusion, for a picture to be worth any words; or knowledge to be considered any valuable form of power, the learner must cognitively process the multimedia-instruction in working memory STE, store relevant bits in long-term memory LTE, and effectively communicate the new knowledge. 

The human information processing system or STE is limited in capacity by cognitive load storage (Laureate Education, 2010b). Effective use of graphics in instructional design can help reduce the cognitive load in STE by relating depicted imagery with relevant LTE, eliminating processing time. An example of the effective use of graphics in instructional design is illustrated in the Pool Rules sign.

Meaningful learning is the result of two multimedia instruction goals: remembering and understanding (Mayer, 2014, p. 21). The graphic showing the pool rules adhere to the integrated comprehension of text and picture theory ICTP. In the broader framework of human cognition, the graphic has semiotics to visualize the textual description (Mayer, 2014, p. 83). The symbol used in the graphic is the universal symbol consisting of a circle with a backslash through the middle. The use of red color for the vector recalls LTE relevant to sensory input: Green means go, yellow means slow down, and red means stop. What makes this symbol so effective is the ability to instantly trigger visual sensors relating new information as prior experience with the color directions of a traffic light. Active processing of LTE and new information in STE learners apply generalized prior knowledge as automatic metacognition, easing the strain on cognitive load (Laureate Education, 2010c) The icon inside of each “universal no sign” furthers comprehension of the specific line of text with a fast recognizable image through effective white space or spacial proximity. The typography is designed with a visual color system to form information hierarchy.

An example of weak use of graphics in an instructional setting is demonstrated in “how to brush your teeth.” The images do have relevance to the content in the photographic learning process. However, the spatial correlation is not directly connected to the subject text. The image’s meaning and purpose are to help further cognitive processing. However, the images do not require me to think further than what is being visually processed. In my opinion, in order for a graphic to have a practical instructional purpose is to use the “squint” test. Squinting your eyes helps blur the body copy, leaving you with the main points needed from that instructional piece. If the learner can not tell the subject matter of the information from vectorized text headings, combined with the images, there is a missing link in the design process. With the “how to brush your teeth” image, the main design flaw is information hierarchy represented in the textual description is not visible. Adjusting line spacing, size, and style of the existing text applying one graphic and one

 In my opinion, the graphics are purposeful by using multimedia learning theories. These design approaches generate meaningful learning through depictive learning. As an instructional designer, graphics should be purposefully used to stimulate visual imagery relevant to the textual description but allows further understanding through cognitive activity (Laureate Education, 2010e). The graphic’s size, color, and resolution provide guidelines, media outlets, and any complications to instructional designers. The use of rasterized, or vectorized graphics can display differently for computer-based screens, and printed material (Laureate Education, 2010b). Instructional designers need to understand the audience to determine if vectorized images can be used in replacing photographic pixel images without losing the validity of newly presented knowledge. 

Resources:

Laureate Education (Producer). (2010b). Introduction to graphics [Video file]. Baltimore, MD: Author.

Laureate Education (Producer). (2010c). Multimedia learning theory [Video file]. Baltimore, MD: Author.

Laureate Education (Producer). (2010d). Technology-centered vs. learner-centered instruction [Video file]. Baltimore, MD: Author.

Laureate Education (Producer). (2010e). What is multimedia? [Video file]. Baltimore, MD: Author.

Mayer, R. E. (2014). The Cambridge Handbook of Multimedia Learning (2nd ed.). Cambridge University Press

Photo by Andrea Piacquadio on Pexels.com

Mayer’s Multimedia Principles

The theory of multimedia learning is derived from the multimedia principle, MP (Mayer, 2019, p.43). MP asserts learners develop deeper understanding levels of knowledge when presented as words and pictures than that of words alone (Mayer, 2019, p.43). Meaningful learning requires information processing in working memory, which has a limited capacity. Knowledge transfer or storage in long term memory, LTE requires working memory storage to recall and integrate with new knowledge, which requires additional space.  

The cognitive capacity of a learner has three demands that influence the amount of storage in STE. To illustrate the three demands, STE will be compared to a cloud and the demands as moisture droplets. When working memory is overloaded, knowledge is released. When a cloud has too much moisture, it will rain. Clouds are essential to our atmosphere, carrying moisture to other locations to be integrated with different landscapes and environments. Essential processing, making mental representations of new knowledge, and generative processing, making sense of new knowledge, are essential in STE (Mayer, 2019, p.43) Extraneous processing is the moisture that causes knowledge to be released due to cognitive overload. Instructional designers must use multimedia and MP to eliminate extraneous knowledge while using words and pictures to manage essential processing and grow generative processing; as a result, organize and transfer knowledge to LTE (Mayer, 2019, p.43)

A multimedia instructional message’s design must demonstrate five cognitive processes in order to foster meaningful learning (Mayer, 2019, p.54) While there is not a hierarchical approach, learners must Select relevant words and pictures, construct models through the organization of words and pictures, and bridge the gap between verbal and pictorial models with prior knowledge (Mayer, 2019,p.54). Multimedia depicts words and images through the eyes and ears processed in sensory memory. The dual-channel approach illustrates knowledge processing through verbal or pictorial sensors. Designers need to generate that eye-catching presentation with great audio and visuals to foster self-directive learning; sensory memory is very brief. Designers must limit multimedia to relevant situational information for learners to manipulate and select incoming messages (Mayer, 2019, p.53) 

Mayer design elements of multimedia learning to outline how multimedia promotes an expert level of understanding. The twelve principles illustrate how learners process words and pictures based on structure, spatial, schematics, and humanizing social components. Out of the design tactics, the temporal contiguity principle stuck out to me the most. The temporal contiguity principle states that individuals learn better when words and pictures are presented simultaneously (Thais, 2019). This principle makes sense as spatial contiguity highlights the ability for a deeper understanding of words and pictures that are close in the spatial distance (Thais, 2019). A shape is presented on-screen with the name of a color written on the shape. The written color name does not correspond with the fill color of the shape showed simultaneously. If asked to read, the color printed metacognition forefronts traditional processing, resulting in the name of the fill color, not the name of the color. 

To further research on design characteristics of multimedia, I reviewed an article titled Cognitive Load in Interactive Knowledge Construction” from Learning and Instructions journal. In the article, the correlation between STE, and cognitive load when presented with hypermedia. Hypermedia, the learner, must filter information through navigation pages and selecting information among the links available (Verhoeven et al., 2009, p. 371). In this approach, compared to the web, instructional direction go against the signaling principle and the coherence principle (Thais, 2019). The use of knowledge on the internet does not eliminate any extraneous processing, nor did the instruction signal where learners should navigate. The capacity of STE is limited to the sensors that trigger dual channeling and process only selected images or text. In this example, prior researchers might classify this as a recipe for cognitive overload. The article highlighted the evolution of eye-tracking technology and human-computer interaction software to “test” a learner’s prior knowledge’s influence hypermedia cognitive capacity (Verhoeven et al., 2009, p. 374). 

Multimedia knowledge construction is depended on cognitive load. Three main conclusions were drawn from the assessment. Cognitive capacity is drive by prior personal knowledge, motivation, and perspective (Verhoeven et al., 2009, p. 374). Learning outcomes have a connection with mediated task demands (Verhoeven et al., 2009, p. 374). Lastly, meaningful learning is clearly related to interactivity, control, and collaboration (Verhoeven et al., 2009, p. 374). Adaptive instructional environments that possess task demands and support levels that are aligned with the level of understanding and capacity of the individual learner have a reduction in cognitive load (Verhoeven et al., 2009, p. 374).

In Conclusion, the twelve design elements crafted by Richard Mayer outline a successful connection with cognitive science and information processing. All instructional design projects start at assessing where to start the new knowledge. If the target audience has an expert level of understanding, navigation, signaling, or limiting words or pictures, coherence can be driven by metacognition. As demonstrated in the cognitive theory of multimedia learning, brief sensory triggers STE for further processing. For meaningful learning in hypermedia or the internet, navigation, and self-directed coherence eliminate cognitive load through prior knowledge. 

Resources:

Thais. (2019, January 19). Richard Mayer on Multimedia Learning. Love for Learning – Craft your eLearning Solution. https://mylove4learning.com/richard-mayer-on-multimedia-learning/

Mayer, R. E. (2014). The Cambridge Handbook of Multimedia Learning (2nd ed.). Cambridge University Press

Verhoeven, L., Schnotz, W., & Paas, F. (2009). Cognitive load in Interactive Knowledge Construction. Learning and Instruction19(5), 369-375. https://doi.org/10.1016/j.learninstruc.2009.02.002

Photo by cottonbro on Pexels.com

Interactivity: Giving Learners Control

Hana Feels by Gavin Inglis is an interactive story where a girl named Hana, engages dialogue with different people (Inglis, n.d.). The learner assumes the character communicating with Hana. The learner has different responses to provide Hanah, which leads to discovering how Hana feels after her refection on the interaction.

The experience highlights the emotional impacts on people can have during and after tough conversations. Initial reaction to the simulation, for me, was confusion around the role of the learner, and how their interactivity and engagement was needed. The overall storytelling technique was applied and visually enhanced by the conversation bubbles, showing a direct correlation of a conversation stimulation (Huang, 2004). Once into the module and interacting with Hana in the first conversation, the learner will feel intrinsically motivated by the model’s need for interactivity. The learner usually is required to learn from the model so that a selection would be made. In making their response, the response to the input rate was decreed through the responses provided. Once the learner selects an answer, they are committed to leaning, and the faster the response output is, the learner, the better chance of retaining and boosting self-regulated learning (Mayer, 2014). 

Having tough or hard conversations is always a challenge. In the module Hana Feels, the learner is engaged by the immediate response they receive after their selection. From here, hypertext links different replies to the learner giving a since of user control. While free use of learner control can hinder learning objectives, Hana Feels provides boundary controls through providing the response options. The interactivity enhanced the learning objections from two different approaches. In real-world interactions, you can never predict what Hana is going to respond to. There is no guided research referencing in the simulation, just as you would not reference how-to books in front of Hana for a response in real life. The second enhancement is provided trough micro-modules where the emotional implications are not known at the time of a hard conversation but developed post conversation. The pacing and algorithms that provide the boundary control responses work to its benefit by allowing the full simulation, like a quiz or an essay, but allows real-time feedback at the end on how the conversation went and could be influenced. This provides support for learners at all knowledge levels can fully understand the information provided and synthesize their responses. 

References:

Huang, C. (2004). Designing high-quality interactive, multimedia learning modules. Computerized Medical Imaging and Graphics. 29 (2005) 223–233

Inglis, G. (n.d.). Hana Feels. Hana Feels. https://hanafeels.com

Mayer, R. E. (2014a). The Cambridge handbook of multimedia learning. New York: University of Cambridge.

Photo by Kaboompics .com on Pexels.com

Educational Apps-Flipboard

Launched in 2010, Flipboard steadily has increased in popularity due to the appealing use of multimedia learning principles combined with a personalized “social news network” (Greenlee, 2020). Flipboard is a unique way for a learner to read news stories generated from a direct learner’s input. The polished, magazine-style layout adapts physical interaction with a traditional printed magazine to modern digital communication tools (Greenlee, 2020). Touch-screen technology has exposed learners with a generalized knowledge of digital interaction, using gestures to generate a common visual effect as a non-digitized magazine. Graphic and layout design is a primary focus of printed material; Flipboard includes the same visually appealing content structure.

I have used various news outlet applications as well as newsfeed applications before Flipboard. Flipboard’s approach to personalizing headlines allows content to be automatically categorized into “magazines” based on the user’s interest discovery questionnaire. What makes this approach stand out from other news or social outlets is how simple it is to categorize knowledge priorities. Individualizing the content to the learner’s preferences keeps users engaged and motivated to take an additional tap of the screen to further knowledge exploration. The non-linear navigation gives the learner control over their learning. Flipboard also incorporates social learning environmental elements, such as hashtags and user feeds, to custom tailor the learning experience (Wilson, 2014). Information is provided by credible anchor news outlets, validating the source of the presented knowledge (Wilson, 2014). The only contrary conclusions I have experienced with the application is rooted in the knowledge source. News outlets such as The New York Times, and The Washington Post, require premium subscriptions to read the article. This could quickly be addressed in the learner’s magazine preferences offering a hide “subscription needed” articles. The second conclusion is there are not enough local news articles displayed in the magazines due to the companies’ current news feed GPS algorithms and low connections with localized media outlets.

The coherence principle, from Mayers principles to reduce cognitive load, is applied throughout the entire application. All of the articles are directly related to the learner’s preference and control. I think a more basic example of the coherence principle is the “magazine” feature image. Unlike most news, RSS feeds, Flipboard highlights their commitment to making digitized news interactions similar to if it is in print. There are no share icons on the feature image, eliminating out any other visuals not needed. Learners who are not social networking savvy may not need the icons at all, and ones that do wouldn’t likely share the article without further exploration of the content where share options are available.

Flipboard has integrated into education as a learning tool since its conception. The foundation, an RSS aggregation, learning can be custom-tailored to fit many different educational environments. Flipboard has magazines set up from excellent sources to engage young learners. Magazines such as National Geographic Kids, The Kid Should See This, Parents Magazine, and Simple Kids Craft, use videos and pictures to highlight knowledge (Flipboard, 2015). The startup preference settings allow user control, which can promote self-awareness (LearningWorks, 2015). Self-awareness in young learners inside Flipboard can collaborate learning through social learning networks. This will help young learners develop an identity and opinion while acknowledging other people’s varied perspectives (LearningWorks, 2015). The integrated social connection aid in learners with disabilities such as autism and ADHD (LearningWorks, 2015; Simpson, 2016). The feature most educators use in what is known as “Flipboard Classroom”. Learners are encouraged to build their magazine as an archival method for learning resources and or course work (Flipboard, 2015; LearningWorks, 2015). Teachers can add articles to their magazine and share it with the students where ever they are through mobile learning.

A similar application to Flipboard that addresses the local news stories is called News Break. Founded in Silicon Valley in 2015, News Break possesses twenty-three million monthly users with a growing network of over ten thousand local and global content providers (Liao, 2020). News Break is an aggregation service, pulling content from more credible news sources, including CBS News, the AP, CNN, ABC, and NBC (Jansen, 2020). The interaction in the application is not as polished, like in Flipboard. The familiarity of interaction with a printed article is not as prevalent. The experience “feels” digital to the learner. Learners with a high level of prior knowledge, and motivation towards a self-directed learning experience do not require an abundance of multimedia interaction. The knowledge presented, in this case, the local news offerings, can out way the visual interaction.

Resources:

Conway, P. (2020, April 21). Flipboard. Common Sense Education. https://www.commonsense.org/education/website/flipboard

Flipboard. (2015, January 21). Flipboard for kidshttps://about.flipboard.com/inside-flipboard/flipboard-for-kids/

Flipboard. (2015, June 15). Sparking creativity—And learning—with Flipboard magazineshttps://about.flipboard.com/educators/sparking-creativity-and-learning-with-flipboard-magazines/

Greenlee, M. (2020, May 29). ‘What is Flipboard?’: How the social news app and its digital features keep you informed. Business Insider. https://www.businessinsider.com/what-is-flipboard-app

Jansen, M. (2020, August 3). The best news apps for Android and Ios. Digital Trends. https://www.digitaltrends.com/mobile/best-news-apps/

LearningWorks. (2015, June 9). Flipboard. LearningWorks for Kids. https://learningworksforkids.com/apps/flipboard/

Liao, R. (2020, May 27). Meet news break, the news app trending in America founded by a Chinese media veteran – TechCrunch. TechCrunch. https://techcrunch.com/2020/05/27/meet-news-break-the-news-app-trending-in-america-founded-by-a-chinese-media-veteran/

Simpson, M. C. (2016, May 24). Flipboard for the Homeschooler. Medium. https://medium.com/@msimpson63/flipboard-for-the-homeschooler-24bd842be90a 

Wilson, J. L. (2014, November 6). Flipboard (for Android) review. PCMAG. https://www.pcmag.com/reviews/flipboard-for-android