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This chapter discusses the drawing principle in multimedia learning. It proposes that asking students to create drawings while reading text causes generative processing that leads to better learning outcomes. In drawing, students have to translate the verbal text information into a picture that represents spatial relationships among functional elements referred to in the text. Asking students to draw a picture of the text content as they read encourages them to actively engage in deep cognitive and metacognitive processing and thus fosters deep understanding of the material to be learned. The drawing principle has been supported by many studies, especially when students engage in drawing using paper and pencil. An important logistical issue is to create a form of drawing activity that minimizes extraneous cognitive processing by providing appropriate support for drawing.
This chapter outlines the tight connections between multimedia learning and worked examples in that worked examples can make multimedia learning more effective, and applying instructional multimedia guidelines makes learning from worked examples more effective. The to-be-expected effect sizes when using worked examples are discussed, and the theoretical rationale of the worked-example effect is explained (e.g., example study replaces unproductive learning by problem-solving). In addition, a set of instructional guidelines for optimizing learning from worked examples is derived from findings on factors that moderate the worked-example effect, such as fading worked steps or including incorrectly worked examples. Furthermore, the theoretical implications of the general pattern of findings on worked examples are discussed (e.g., with respect to the role of generative learning or extraneous processing). Finally, important questions to be addressed in further research are proposed.
Multimedia learning is learning from words and pictures. The rationale for studying multimedia learning is that people can learn more deeply from words and pictures than from words alone. A goal of research on multimedia learning is to understand how to design multimedia learning environments that promote meaningful learning. The research base concerning multimedia learning is reflected in the 46 chapters of this Handbook, and includes 30 design principles that we have organized into three categories: principles based on reducing extraneous processing, principles based on managing essential processing, and principles based on fostering generative processing.
A visual display is a graphic representation of information communicated to learners. In this chapter, we review research-based principles for the design of visual displays. We begin by providing an overview of visual displays and presenting the case for visual displays in education. This chapter also describes a theoretical framework for understanding how people learn with visual displays and reviews research-based principles for designing visual displays to improve learning. Specifically, we identify three common forms of extraneous processing (induced via spatial distance, unimportant information, and referential confusion) and how to reduce them using research-based principles (spatial contiguity principle, coherence principle, and signaling principle). In addition, we discuss ways to promote generative processing and how different types of graphic organizers (sequence, hierarchy, matrix) can support different types of inferences (temporal, hierarchical, relational). We conclude with a discussion of future directions for research on visual displays.
Multimedia messages should be designed to facilitate multimedia learning processes. This chapter first explores three assumptions underlying a cognitive theory of multimedia learning: dual-channel assumption, limited-capacity assumption and active processing assumption. Three memory stores in the cognitive theory of multimedia learning are: sensory memory, working memory, long-term memory. For meaningful learning to occur in a multimedia environment, the learner must engage in five cognitive processes: selecting relevant words for processing in verbal working memory, selecting relevant images for processing in visual working memory, organizing selected words into a verbal model, organizing selected images into a pictorial model, and integrating the verbal and pictorial representations with each other and with relevant prior knowledge activated from long-term memory. The chapter also explores three demands on cognitive capacity during multimedia learning: extraneous processing, essential processing and generative processing.
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