Education & ICT

As noted before, consider this summary non-exhaustive/incomplete. The materials for this course were scattered, and overall it was quite vague what was important and what wasn’t.

I tried my best, but I am not \(100\%\) confident. Good luck.

Can media influence learning?

Kozma (transformative perspective)

Kozma puts that educational technology is a design science; the phenomena we study are products of our own making. If there is not yet a relationship between media and learning, we have not made one, yet.

He claims we fail to see this relationship due to the behavioural roots of our field. We examine cause and effect, but rarely the causal mechanism. We look at the surface features of a medium (the stimuli), and then compare performance on a test (the response). According to Kozma, we should instead be studying the structure of the media and how it can sollicit cognitive processes associated with learning.

Media has three attributes:

Given these properties, any medium can be profiled and described in terms of its attributes, which determine the capacity to present certain representations or perform certain operations. Given the fact students perform the same representations and operations mentally, these attributes may influence learning.

A critique (by Clark) of this perspective is that attributes of media are neither unique nor necessary to a specific medium. In other words: the capabilities of a TV can be seen in another medium (eg. a computer), and may also be unused (eg. using the TV for displaying static images). Therefore, learning benefits can not be accounted to the media in question.

It must be noted that a distinction can be made between attributes and variables:

In other words: an attribute is a capability, a variable is whether this capability is used.

Kozma responds by saying individual attributes might not be unique to a medium, but the combination of different attributes can be distinctive nonetheless. Therefore, this unique combination of attributes can sollicit cognitive processes and thus learning benefits can be attributed to a certain medium.

Clark (instrumental perspective)

Clark instead claims media can never influence learning, because we confound media with instructional methods. That is, the instructional method is the ‘active ingredient’ of instruction, and can be delivered by a range of media (replacement hypothesis), given they offer the affordances needed for the method.

In this view, media are ‘mere verhicles that deliver instruction, but not influence student achievement’. Methods influence learning, media influence timely access/delivery and cost of doing so.

Therefore, the choice for media is purely economic. The designer must choose the least expensive and most cognitively efficient way to deliver instruction.

With regard to media attributes, Clark says the following: a number of distinct media attributes can serve the same cognitive function. Therefore, the attributes must be proxies of other variables (the underlying instructional method).

Technology-enhanced learning

TAM-model

The TAM-model is a predictive model used to predict the success of implementation of technologies.

flowchart LR
  U[Perceived usefulness] --> A
  E[Perceived difficulty] --> A
  A[Attitude towards using] --> S
  S[Actual system use]

The factor ‘perceived usefulness’ weighs more. That is, we might decide to learn how to use a technology that is difficult if we think it can be extremely useful to us, but we probably won’t adopt technologies that we perceive as useless, even if they are very easy to use.

SAMR-model

The SAMR-model describes how the use of technology can impact learning in two ways: enhancement and transformation.

Blended learning

Blended learning (sometimes ‘personalised learning’) is education in part face-to-face, in part online, with some element of student control over time, place, direction, and pace.

The lecture-format, which originated as an efficient way to copy books, is long outdated and has a few flaws:

A good teacher helps students become critical thinkers and creative problem solvers. Blended learning is fit for this purpose, since it provides more learning oppurtunities and the student has an active role.

Forms of blended learning

Advantages of blended learning
Disadvantages of blended learning

Self-determination theory

Blended learning is effective because it reduces cognitive load (due to increased learner control), and takes into account self-determination theory. This theory consists of three factors:

Self-regulated learning

Self-regulated learning (SLR) refers to monitoring and adjusting own learning processes using cognitive and metacognitive stategies, by regulating motivation.

We describe self-regulating in a cycle consisting of three phases:

flowchart LR
    A[Planning & goals] --> B
    B[Strategies & monitoring] --> C
    C[Reflect & adapt] --> A

A blended environment requires more SLR skills from students to fully benefit from instruction. Additionally, it is an important life skill, and directly relates to higher achievement.

Factors to support or measure SLR
How can we support SLR in flipped classroom?

Examples would be:

From research we know that adding SRL prompts on their own to instruction does not influence performance, since students do not see their meaning/relevance, thus tend to ignore them. This is mitigated by adding explicit explanation.

Scientific evidence

The study by Fazal and Bryant (2019) looks at performance and growth measures for blended learning compared to only face-to-face:

Both moderate effect sises. This is different from results by Mackey (2015), who reported higher scores for blended learning on both measures.

Another meta-analysis by Alten et al. (2019) also looks at learning outcomes and student satisfaction:

There was a high variety in student satisfaction. The net effect sise was close to zero. This implies the specifics of implementation of the flipped classroom matter a lot.

A comparible analysis by Spanjers et al. (2015) found very similar results for effectiveness and statisfaction. There was no overlap in analysed records, so both results are independent.

Alten et al. (2019) also recognises a few design characteristics possible moderators:

An earlier study by Baerpler et al. (2014) indicated reducing face-to-face classroom time had no effect on learning outcomes. However, the analysis by Alten et al. (2019) finds a significant negative effect on learning outcomes when reducing face-to-face time.

Multimedia

Multimedia refers to any combination of text and pictures, in any medium. This can be spoken or printed words, and still or dynamic pictures.

Mayer created a theory of multimedia learning, called cognitive theory of multimedia learning (CTML) based on Sweller’s cognitive load theory (CLT), based on the following premises:

In most cases, CLT and CTML can be used interchangebly.

Multimedia principles

Based on CTML, Mayer prescribes 10 principles for effective use of multimedia:

  1. Coherence: omit seductive details, which unneccesarily increase extraneous load.

  2. Signaling: it can be unclear what instruction refers to, leading to visual search, which wastes memory capacity. Lead the learner’s attention using arrows, colors, pointing etc.

  3. Redundancy: avoid presenting the same information using multiple modalities at once. This wastes memory capacity and can also cause conflicts in attention.

  4. Spatial contiguity: present related visual information close together; for example place labels inside diagrams or graphs rather than in a legend. This reduces split-attention search, which occurs when the learner needs to focus on two things at once.

  5. Temporal contiguity: in animations and videos, provide visuals and voice-over at the same time, rather than providing explanation after the visuals.

  6. Segmenting: ensure concepts are not covered too quickly; working memory capacity and attention-span is limited and learners get tired. Slow down presentation, and split information into smaller, more easily digestible chunks. Provide controls to replay transient information.

  7. Pretraining: ensure the learner has sufficient prior knowledge to consume instruction.

  8. Modality: present information using both visual and auditory modalities to effectively double working memory capacity; prevent overloading one modality and underutilizing the other. For example, pictures + spoken word is better than pictures + subtitles.

  9. Personalisation: use more informal and casual language in textual content and voice-over. Language that is too formal can confuse or scare learners.

  10. Voice: use human voices for voice-over, rather than computer-generated/robot voices.

Sepp et al. (2021) add additional principles:

Learning by creating multimedia

Learning by creating (instructional) multimedia is similar to learning-by-teaching, but in an indirect/non-interactive manner. It is effective for three reasons:

Social presense is defined as the degree to which students are aware of the audience. It has two influences:

  1. In online learning, social presence is related to increased participation, and lack of social presence is correlated with less motivation.
  2. It creates psyiological arousal, which is a bodily state of ‘activiation’ that is positively linked with performance. However, there is a threshold where it becomes overwhelming and loses this positive influence.

Scientific evidence

A meta-analysis by Risoba and Duran (2022) researches effectiveness of creating multimedia as an instructional method. It identifies four types of products: audio-visual, questions, texts, and educational games.

It also differentiates between knowledge telling and building:

In learning-by-creating, the focus should not be on the product, but rather processes such as:

The study found that learning by creating multimedia a slightly (\(d = 0.17, p = .013\)) more effective than 1) nothing at all, 2) alternative interventions.

Two moderating factors where identified:

Game-based learning

Game-based learning (GBL) is hard to define. Instead, we use a simplified model (Plass et al., 2015) based on player enagement (affective, behavioural, cognitive and sociocultural).

This model assumes game design elements based on affective, motivational, cognitive, and sociological foundations, contribute to player engagement, which leads to learning outcomes.

flowchart BT
    L[Learning outcomes]
    A[Affective engagement] --> L
    B[Behavioral engagement] --> L
    C[Cognitive engagement] --> L
    S[Sociocultural engagement] --> L
    G[Game design elements]
    G --> A
    G --> B
    G --> C
    G --> S
    W[Affective] --> G
    X[Motivation] --> G
    Y[Cognition] --> G
    Z[Sociocultural] --> G
Importance of play

Games are hard to define, but play is widely understood to be important to the development of children because it activates schemas “in ways that allow children to transcend their immediate reality”. (In other words: it teaches symbolism.)

Genuine play is always symbolic and social. It is important because it creates a zone of proximal development for the child (Vygotsky, 1978). As children age, play becomes even more abstract, symbolic and social.

Why game-based learning?

There are many arguments for GBL. As a short summary, good games:

Game design elements

Foundations of game-based learning

Cognitive

Bovenstaand is het Wijze lessen model van generatieve/productieve strategieën. Bij OVL houden we een ander model van Jonassen uit Morrison aan.

Motivational

Question GBL affordance
Can I do this? Games ensure achievement by dynamic adaptivity, so the question can be affirmatively answered.
What do I need to do to succeed? Games ensure players know what to do during gameplay.
Do I want to do this, and why? Intrinsic and extrinsic motivational factors from incentive systems.

Affective

Affection vs cognition

Postive emotions might broaden the scope of cognitive resources (via heightend situational interest), but by optimizing engagement and stickiness might also lead to higher cognitive load. Additionally, emotional regulation required by games might overwhelm learners. However, there is also evidence that confusion might enhance learning.

Sociocultural

Games not not necessarily explicitly include cultural factors, but do often unconciously include or exclude for example colors, sounds, words, numbers based on ingrained and automated knowledge from the sociocultural background of the designers.

Scientific evidence

Research by Lei et al. (2022) indicates GBL leads to substantially increased learning outcomes. They also found a number of moderators:

AR/VR

Virtual reality (VR) enables sensory immersion and sophisticated content representation, capable of simulating real or imagined worlds.

Augmented reality (AR) enables representation of real and virtual simuntaneously, supporting real-time interactions, where real and virtual objects are aligned (‘geometrical registration’).

There are four types of AR:

CAMIL-model

The CAMIL-model describes learning in immersive virtual reality (IVR). Immersion refers to sensory vividness and ability of the system to shut off the outside world.

Head-mounted displays (HMDs) are regarded high-immersion, a tablet of smartphone is regarded low-immersion.

The model describes how technological factors of IVR can facilitate higher presence and agency, which influence affective and cognitive factors that can lead to knowledge acquisition and transfer.

This model assumes Clark’s perspective on media. It states affordances of IVR can enable or enhance instructional methods. It also recognises that motivational and learning theories developed for less immersive technology generalise to IVR.

flowchart LR
    I[Immersion] --> P
    C[Control] --> P
    C[Control] --> A
    F[Fidelity] --> P
    P[Presence]
    A[Agency]
    P --> CAF
    A --> CAF
    CAF[Cognitive and affective factors]
    CAF --> FACT
    CAF --> CONCEPT
    CAF --> PROC
    CAF --> TRANS
    FACT[Factual knowledge]
    CONCEPT[Conceptual knowledge]
    PROC[Procedural knowledge]
    TRANS[Knowledge transfer]
technological factors → psychological factors → cognitive and affective factors → learning outcomes

Technological factors

Psychological factors

The CAMIL-model identifies three dimensions of presence:

Cognitive and affective factors

Learning outcomes

Multimedia principles applicable to IVR

Scientific evidence

A study by Buchner et al. (2021) states AR is beneficial for learning due to the potential to overcome the violation of Mayer’s multimedia principles.

Their meta-analysis identifies six use-cases for AR and compares effectivity of different types of AR, as well as value-added studies:

Value-added studies compare the same educational technology in two or more versions.

Other findings of this meta-analysis include:

Artificial Intelligence

The term AI refers to a variety of technologies. A distinction can be made:

AI within education is primarily used for two reasons:

  1. to better understand learning and teaching (improve theories)
  2. to support learning and teaching

This can be seen from the perspective of the student or teacher:

However, many tools, both educational and generic, are not theory-based, and some are not even theory-informed; of student-faced tools, only \(50\%\) is theory-informed, and of teacher-faced AI, only \(33\%\) is theory-informed.

Knowledge types

Bauer at al. (2025) identify two types of knowledge relevant to AI research:

ICAP-modal

According to the ICAP-model (Chi & Wylie, 2014) a distinction can be made between shallow learning (memorisation) and deep learning (synthesisation, evaluation & integration):

ISAR-modal

The ISAR-model is an extended version of the ICAP-inspired SAMR-model, which can be used for understanding the impact of AI on shallow and deep learning:

AI for formative writing feedback

Formative feedback is very important to students during the writing process. Good feedack is:

  1. Criteria-based (rubrics)
  2. Provides clear directions for improvement
  3. Accurate
  4. Prioritises essential features of writing
  5. Supportive in tone

A study by Steiss et al. (2024) found that ChatGPT provides high-quality feedback comparible to feedback given by experienced human educators. On average, humans still outperformed AI on all factors listed above, except criteria-based.

The following moderators were identified:

Replace teachers?

The rest of the tasks are somewhat automatable; there is a possibility for a ‘hybrid future’ where AI and humans collaborate.