Reading: Music is as distracting as noise: the differential distraction of background music and noise on the cognitive test performance of introverts and extraverts

Ergonomics, 45:3, 203-217, 2002
Authors: Adrian Furham, Lisa Stbac

Main point:

An experiment with 33 male, 43 female, mean age about 17 y. Three conditions: silence, background music and background noise. Music and noise both diminish the study results. Introverts suffer a bit more. Music and noise were not significantly different from on another.

Read: Weinstein 1978 Individual differences in reaction to noise: a longitudinal study in a college dormitory

 

Reading: Reading while watching video: the effect of video content on reading comprehension and media multitasking ability

Educational Computing Research, Vol. 45 (2) 183-201, 2011
Authors: Lin Lin, Jennifer Lee, Tip Robertson

Main point:

Experiment (n=130, 90% female 23.9 y/o). Two multitasking environments: background video+reading and video+reading (testing both video and reading content afterwards). Background condition resulted better reading scores, test condition better video scores. Different video contents – comedy (positive) and news (negative) had different effects on reading.

Participants achieved better overall results in the background video condition. That is – when one tries to share attention between two sources of information then he actually can store less.

Read: Lin, Robertson, Lee (2009) Reading performances between novices and experts in different media multitasking environments

 

Reading: The Effect of Background Music and Noise on the Cognitive Test Performance of Introverts and Extraverts

Applied Cognitive Psychology, 25: 307-313 (2011)
Authors: Stacey Dobbs, Adrian Furnham, Alastair McClelland

Main point:

Experiments with female secondary school students (n=118) showed that with one exception, all tasks were performed better if the background was silent. Noise is worse than music. Introverts are more affected by the irrelevant sounds.

My thoughts:

A strong study in a compact form. Some concerns: Many studies like that are conducted in a laboratory setting: i.e. the noise and background music is the same for everybody and comes from a CD-player. This is an unrealistic situation.  Also, since some may not like the music, the conditions are actually uneven.

Read: Furnham, Gunter, Peterson. Television distraction and the performance of introverts and extroverts.

Reading: VirSchool, the effect of background music and immersive display systems on memory for facts learned in an educational virtual environment

Computers & Education 58 (2012) 490-500
Authors: Eric Fassbender, Deborah Richards, Ayse Bilgin, William Forde Thomson, Wolfgang Heiden

Main point:

A virtual history lesson with or without instrumental background music was presented to the participants. Two differnet display systems: Reality Center, 3-monitor system. n=48 (mean age 22.7). 3-monitor group remembered more facts than Reality Center group (both ‘music’ and ‘no music’ conditions). Reality Center group remembered more facts when background music was played.

In my opinion the groups were too small to use so many conditions. Let’s take one thing at the time or increase the samples.

Reading: Liu, Lin, Paas, F., Split-attention and Redundancy Effects on Mobile Learning in Physical Environments

Computers & Education 58 (2012) 172-180

Main point:

Experiment (n=81 with 3 conditions: text+pictures, text+real objects, text+pictures+real objects) showed no difference between text+pic and text+real objects (split attention was expected). But the last condition showed redundancy-effect.

Why couldn’t they detect the split-attention effect?

Although the physical distance between real objects and text in mobile device was much bigger than with text+pic both in mobile, the results did not differ significantly. Authors bring out a possible reason:

  • Magnitude of the real objects’ positive effects exceeded the magnitude of split-attention’s negative effect. Also, studying with real objects could have increased their motivation and made the students more involved.

I thought two things here: 1) we don’t know if the split-attention effect was there or not. We can simply say that study result didn’t differ much.

2) Again I understand that the attitude towards learning may have important effects and would even outperform the problems arising from lousy study materials.

And to continue from here: can the study materials define the way of learning? (remember the active, constructive, interactive from Chi)

Reading: Garcia Rodicio, H., Sanchez, E., Aids to Computer-based Multimedia Learning: A Comparision of Human Tutoring and Computer Support

Interactive Learning Environments, 20:5, 423-439 (2012)

Main point:

Multimedia instructional materials have to be enriched with support devices in order to be effective. There are two approaches: inserting the support into material (canned  support) or using human tutoring. An experiment was conducted (n=84 into 3 conditions: human aid, canned support, no support) and it showed that human tutoring was better.

From the literature overview: one can experience a human-human interaction with computer.

Further reading – Ginns, P. (2005). Meta-analysis of the modality effect. Learning and instruction, 15

Reading: Fogg. BJ, A Behavior Model For Persuasive Design

Persuasive ’09, Apr 26-29, Claremont, CA. www.behaviormodel.org

Main point

Fogg Behavior Model (FBM) says that behavior is a product of three factors: motivation, ability and trigger. These have to be present in the same moment.

The combination of motivation and ability defines the likeliness a person is to behave in a desired way. It is possible that if one of the factors is too low then the other can compensate it but most common case is that they are not at extremes.

Trigger has to occur on time. Timing can often be the missing element.

Elements of motivation:

  • Pleasure/Pain
  • Hope/Fear
  • Social Acceptance/Rejection

Elements of simplicity (ability=simplicity because people don’t want to learn to increase their ability)

  • Time
  • Money
  • Physical effort
  • Brain Cycles (need to think)
  • Social deviance (am I “normal”?)
  • Non-routine (people like routine)

Types of triggers

  • Sparks (boosts motivation, can be annoying)
  • Facilitator (says that “your ability is enough for this”)
  • Signal (reminder, traffic light)

Triggers are more important than ever because in electronic world it is possible to act immidately.

FBM can also be used to prevent behavior but it is more difficult to do.

 

Reading: Perry, G., T., Schnaid, F., A Case Study on the Design of Learning Interfaces

Computers & Education 59 (2012) 722-731

Main problem:

The design of educational software interface has a multidisciplinary nature. It takes at least two different experts to create a high quality interface: a designer and a teacher.

The Case:

Authors observe four experts designing an interface. The experts worked in pairs: An experienced designer together with a chemistry teacher and a design student with chemistry professor. Each pair was asked to design two interfaces about chemistry. They had 2 h sessions for both designs after which they briefed the outcome to the experimenter.

Results:

Designers used different approaches: (“integrate as fast as you can” and “structure then design”). Both designers were unfamiliar with the domain and thus the effect of interaction in pair could be causing the differences (partly). Educators played different roles in pairs: one pair shared all tasks, the other divided them. The lack of knowledge of learning theories on the experienced designer’s side was the major source of debates. The structure of all designs was the same: web-page-like. The graphs presenting the quantitative data shows how the experts used their time.

Reading: Muntean, C. I., Raising Engagement in E-learning Through Gamification

The 6th International Conference on Virtual Learning ICVL 2011

Main points:

  • Gamification is the use of game-play mechanics for non-game applications. Theoretically anything can be gamified.
  • G’s main goal is to increase user’s (learner’s) engagement
  • Gaming elements are already present in some applications
  • There is little research regarding the usefulness of G in education

Issues to be improved in “normal” e-learning process:

  • E-learning cannot transmit emotion as a teacher would. Thus the e-material has to compensate it by other means
  • Motivation, ability, trigger (Fogg’s Behavior Model)

Dangers:

  • Students may learn to learn only when provided with an extrinsic motivator (Pavlov ?? 😛  )

How to gamify an e-learning app?

Who is the subject? (type of personality and context of learning: how much information is expected to come through the e-course – 0-100% – and the rest comes from direct contact with humans). Some elements to use (some work better for one subject :

  • Uncover content progressively (in the case of linear material)
  • Focus on exercises, offering extra points for solving the odd theory problem
  • Any student need an account, personal profile with avatar etc
  • The course should be organized into smallest coherent units of content
  • At the end of each chapter the student gets to the next level and the rest of community should know about it (leaderboard, top scores)
  • Constant feedback (progression bars)
  • Support periodical learning by deadlines or virtual appointments
  • System should be as social as possible
  • Special bonuses for complex or extra tasks
  • Compensation for proper behavior and social engagement not only academic achievements
  • Possibility to convert points into something else (virtual goods, even reduction of tuition fee)
  • After advancing a level, student should be informed what happens next

Conclusions

Gamification is not creating a game. It helps to motivate and engage students. Engagement can be measured (how many visited pages, time spent on site, frequency of visit). G offers proper tools to generate positive change in behavior according to Fogg (A behavior model for persuasive design: using computers to change what we think and do. Ibiquity 2002, Dec).

 

 

Reading: Lee, J., Hammer, J. Gamification in Education: What, How, Why Bother?

Academic Exchange Quarterly, 15 (2). A short article playing around with the idea of using gamification in schools:

  • Too many people drop out from schools. Gamification could help.
  • Schools already have game-like elements: grades, points etc. But it doesn’t feel like game. Feedback is slow to come and there are only a few “lives” to experiment with.
  • More game-like elements to use: possibility and need to experiment (Angry Birds), challenges that match the student’s level, multiple routes to success, failure is the teacher, short feedback cycles, low stakes (less risk, more freedom to try), role play.
  • Gamification is the future of everybody and there is a little chance that schools will not be affected.