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Some comments with respect to the instructional design strategies
embedded within Aussie Kids Spelling Tools

13 January 2004

Multimedia based learning resources are becoming increasingly available for both CD-ROM and web based delivery.

Some of the most salient features of this technology include:

  • user-driven selection of media types (images, sounds, videos)
  • interactivity between the to-be-learnt content and the user (menu selection, multiple choice questions, simulations)
  • item specific feedback (indicating a status of correct, hints to guide selection to correct alternatives, remedial instructions), and
  • automatic collection and generation of user performance data (time on task, number of attempts, items correct, items incorrect).

Another prominent evolution in educational multimedia has been the convergence of products as sources of simultaneous entertainment and learning. Modern computer technology enables users to acquire greater levels of immersion and autonomy over their experiences with learning materials, and thus higher levels of focus, engagement, pleasure and satisfaction.

In many teaching situations these are important factors to be engineered and managed, especially for younger students who are typically motivated to "play games" and "avoid home work". The result has been a rapid increase in the quantity and range of educational multimedia resources, especially those which are available for Infants and Primary based content that incorporate high levels of "bells and whistles" to increase the appeal of playing. This holds some analogies to the strategies employed in modern day Poker Machines, where the high level of gadgetry, flashing, and sounds is designed to acquire and maintain the users' focus of attention.

A critical problem arises, however, for areas that are typically considered "difficult" to learn which require students to systematically acquire rules and principles that build upon one another to form increasingly complex hierarchical knowledge structures (called "schemas"). Prominent examples include the realms of arithmetic, mathematics, spelling and grammar. In these areas students often have their cognitive resources (working memory) challenged due to the relatively high levels of interrelatedness of the to-be-learnt information. In such situations high levels of user autonomy and "bells and whistles" actively operate to impede learning because the students' cognitive resources are effectively fully allocated in attempting to understand and learn the to-be-learnt information. Adding further tasks, options, interactivity and screen activity (such as animations) overloads cognitive resources and blocks learning … even though the student may experience the activity as entertaining and enjoyable. This effect is amplified significantly for the less able students, who, ironically, are the primary target group for many educational multimedia resources.

When presenting content that falls into the broad category of difficult well-defined problems (such as mathematics and spelling) there is an absolute need to ensure that periods of content-acquisition (learning) are designed to minimise the levels of extraneous cognitive load imposed (ie; the level of distractive interactions, sounds, animations, highlights, screen refreshes and so on) because the level of intrinsic cognitive load is already high (ie; the content is by it's own nature, already highly demanding of cognitive resources).

The use of interactions, animations, audio files and other forms of multimedia "eye-candy" are appropriate to use in periods of feedback and/or game-like activities that may exist within the product … because in such situations users are not required to bring their cognitive resources to bear on learning specified materials, but rather, are the periods of "relax" between learning activities.

The instructional design strategies embedded within Aussie Kids Spelling Tools have focussed on the need to distinguish between periods of entertainment and learning, and to modify the levels and nature of user activities and screen activities accordingly. Learning to spell words is a cognitively demanding task and as such, there needs to be minimal levels of unnecessary interactivity during learning phases. Benefits accrue, however, in providing interactivity and screen activities as feedback, rewards, and entertainment in periods of "gaming" that may be defined by levels and "lives".

The principles of cognitive load theory where first formalised in the late 1980's. Since then many separate instructional design effects based upon this model have been identified and documented (including; goal -free problem effect, worked example effect, problem completion effect, split attention effect, redundancy effect, modality effect, expertise reversal effect, and the imagination effect). The benefits of adhering to instructional design strategies based upon cognitive load theory consistently deliver key performance measures of learning, namely:

  • reduced learning times
  • higher levels of retention
  • higher levels of transfer (correct use of the newly acquired knowledge
    and skills in similar, though different, contexts).

The primary challenge for educational multimedia products is to achieve an appropriate range of instructional design strategies and tactics to simultaneously meet required levels of entertainment and learning for the user. Aussie Kids Spelling Tools explicitly incorporates aspects of instructional design based upon human cognitive architecture and cognitive load theory to meet these two objectives.
Finally, I would also like to make two brief comments on the usability of Aussie Kids Spelling Tools from a teachers and/or parents perspective with respect to flexibility and scalability.

Flexibility is demonstrated by the capacity for a teacher and/or parent to generate their own set of spelling words together with associated audio files for pronunciation of the words together with a sentence or definition demonstrating usage. Sets of words may be based around specialised topics such as geology or anatomy, personalised spelling list that a particular child has difficulty with, or even words from other languages based upon Arabic script such as Indonesian and German. Aussie Kids Spelling Tools automatically manages the interactions required for users to input the spelling of the words and associated feedback!

Scalability is demonstrated by the ability of the product to handle effectively unlimited sizes of spelling lists as the data (words and associated audio files) are handled outside of the actual application (the engine that presents the words to users and assess performance).

While Aussie Kids Spelling Tools is still in a stage of prototyping and development, its instructional design, software design, goals and user-interaction strategies are of a highly efficient and effective nature. I have no doubt that the product promises to fulfil a gap in commercially available products; one that is entertaining and educational and flexible and scalable.

Should you wish to find out more on cognitive load theory, a good starting point is this brief web paper

For more detailed information, see:
Sweller, J. (1999). Instructional design in technical areas. Australian Education Review, 43. ACER press.

If you have further queries please contact me directly.

Yours sincerely,

Dr Graham Cooper
Lecturer and Course Coordinator
Bachelor of Multimedia
School of Multimedia and Information Technology
Southern Cross University
Ph: 02 6659 3327
email: Dr Graham Cooper

 

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