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By MQ
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THE RELATIONSHIP BETWEEN SCREEN MEDIA AND LEARNING Maggie Quan
Introduction
Increase in use of
screen media in classrooms
Learning affected by:
Concentration, memory,
attention
Effect on Learning
Presentation features that improve learning
Factors that interfere with learning
Presentation features that improve learning
Exposed to different presentation formats
Presented with Information
Assessed for learning and/or surveyed for feelings about format
General Methods
Visual and Verbal Input #1 Conditions:
Video of lecture
Slides & Audio
Measured:
Cognitive Load
& Learning (recall & transfer)
Results:
More cognitive load in video condition (Split Attention Effect)
No significant difference in learning
Homer, Plass, & Blake (2007)
Visual and Verbal Input #2 Conditions (Both):
Video
No Video
Measured:
Cognitive Load,
Learning, & Preference
Results:
More cognitive load in video condition in less preferred format
No significant difference in learning Homer, Plass, & Blake (2007)
Media Richness Conditions:
textaudio (lowest media richness)
audiovideo
textaudiovideo (highest media richness)
Measure:
Intention to continue using, concentration, perceived usefulness (PU)
Results
The more rich in media, the more concentration
Text-audio-video perceived most useful. Audio-video perceived least useful, possibly because missing text
PU and concentration positively related to intention to use
Liu, Liao & Pratt (2008)
Display types Conditions:
Immersive Reality Center
Three-Panel Display
Measured:
Learning (recall) & level of immersion
Results:
Significantly more learning in Three-Panel Display, possibly because of familiarity
Immersion affects presence, but not learning Fassbender et al. (2011)
Factors that interfere with learning
General Methods:
Perform a learning task
Exposure to a media condition
Recall and/or other cognitive functions measured
High- and Low- Arousal 4 Conditions:
High-Arousing
Low-Arousing
Measured Recall
Results:
Scores (lowest to highest):
High Arousal Video Game High Arousal Film Low Arousal Video Game Low Arousal Film
Maas et al. (2011)
Video Game Film Video Game Film
Overexposure and Sleep Conditions:
Television
Computer Game
Measures:
Sleep, visual and verbal memory
Results:
Disturbed sleep in computer game, reduced performance
Dworak et al. (2007)
Pacing Conditions:
Fast-paced tv
Educational tv
Drawing
Measured
Performance on 4 Executive Functioning Tasks
Results
Fast-paced television had the poorest EF performance
Lillard & Peterson (2011)
Discussion
High-arousal media may disrupt sleep and impair
performance on learning tasks
Arousal takes up energy
Media that is unfamiliar and/or not preferred are
more taxing on the brain
Critique
Most studies only measured learning as simple recall,
but not application
Participants in lecture conditions were
undergraduate and graduate students, so they may
have better self-regulation
Conclusion
Media design may help with individualized learning
Based on familiarity and preference (visual, audio,
text, display)
Future direction