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ETR & D Archive
2005 Volumes
* Vol. 53 No. 4
* Vol. 53 No. 3
* Vol. 53 No. 2
* Vol 53 No. 1
2004 Volumes
2003 Volumes
2002 Volumes
2001 Volumes
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| Volume 53 Number 1
2005 |
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Editors, Editorial Board, Consulting Editors
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| Research |
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An Analysis of Cognitive Tool Use Patterns in a
Hypermedia Learning Environment
Min Liu
Stephan Bera
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In this study, we examined the use of cognitive
tools provided in a problem-based hypermedia
learning environment for sixth graders.
Purposes were to understand how the built-in
tools were used, and if tool use was associated
with different problem-solving stages. Results
showed that tools supporting cognitive
processing and sharing cognitive load played a
more central role early in the problem-solving
process, whereas tools supporting cognitive
activities that would be out of students' reach
otherwise, and hypothesis generation and
testing were used more in the later stages of
problem-solving. The findings also indicated
that students increasingly used multiple tools
in the later stages of their problem-solving
process. The various tools, performing
different functions, appeared to enable
students to coordinate multiple cognitive skills
in a seamless way and, therefore, facilitated
their information processing. Results also
suggested that students with higher
performance scores made more productive use
of tools than students with lower performance
scores. Findings of the study are discussed. |
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Does Spatial or Visual Information in Maps
Facilitate Text Recall? Reconsidering the
Conjoint Retention Hypothesis
Marlynn M. Griffin
Daniel H. Robinson
Julie Sarama |
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The conjoint retention hypothesis (CRH)
claims that students recall more text
information when they study geographic maps
in addition to text than when they study text
alone, because the maps are encoded spatially
(Kulhavy, Lee, & Caterino, 1985). This claim
was recently challenged by Griffin and
Robinson (2000), who found no advantage for
maps over feature lists in facilitating text
recall. In two experiments, we crossed maps
and lists with icons and names (c.f., Griffin &
Robinson), and employed materials and
methodology very similar to those used in
previous CRH studies by Kulhavy and
colleagues (Kulhavy, Stock, Verdi, Rittschof,
and Savenye, 1993; Stock, Kulhavy, Peterson,
Hancock, & Verdi, 1995). In addition, we
included a concurrent task to measure spatial
encoding, as did Griffin and Robinson. No
advantages were found for maps over lists in
facilitating text recall, nor were maps
processed in a more spatial manner than lists.
Instead, it appears that the key stimulus
feature for facilitating text recall is mimetic
icons (i.e., icons that represent features) rather
than the spatial characteristics of geographic
maps, a finding that supports dual-coding
theory (Paivio, 1986), but not the CRH. |
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Instructional Systems Design and the Learning
Sciences: A Citation Analysis
Joshua A. Kirby
Christopher M. Hoadley
Alison A. Carr-Chellman
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Learning sciences (LS) and instructional
systems design (ISD) are two related fields
that have shared interests in the application of
technology for advancing human learning.
While the two fields may have different values,
boundaries, and in some cases methods, they
also share significant overlap of content and
purpose. We examine the relationship between
the two fields through a citation analysis of
three journals in each of the respective fields.
The findings of the study indicate that the
amount of cross-field publication is low, but
there exists a trend for increased cross-field
citation. As cross-field publication increases,
we suggest that the existence of invisible
colleges that link the fields will become more
salient.
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| Development |
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Application of Cognitive Apprenticeship
Model to a Graduate Course in Performance
Systems Analysis: A Case Study
A. Aubteen Darabi
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This article reports a case study describing
how the principles of a cognitive
apprenticeship (CA) model developed by
Collins, Brown, and Holum (1991) were
applied to a graduate course on performance
systems analysis (PSA), and the differences
this application made in student performance
and evaluation of the course compared to the
previous semester. I analyzed the requirements
for the CA learning environment and
identified the contributions of instructor,
students, and the course based on those
requirements. I then applied the findings to
create an authentic learning environment
based on CA principles. In this case the
students became performance consultants,
immersed in practical application of the PSA
content and methodology to authentic
organizational performance issues provided by
real clients. Finally, I compare student
evaluations of the course to student
evaluations in the previous semester, and
report their responses to a set of open-ended
questions concerning the application of CA
principles. |
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Problem-Based Learning and Self-Efficacy:
How a Capstone Course Prepares
Students for a Profession
Joanna C. Dunlap
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Problem-based learning (PBL) is
apprenticeship for real-life problem solving,
helping students acquire the knowledge and
skills required in the workplace. Although the
acquisition of knowledge and skills makes it
possible for performance to occur, without
self-efficacy the performance may not even be
attempted. I examined how student
self-efficacy, as it relates to being software
development professionals, changed while
involved in a PBL environment. Thirty-one
undergraduate university computer science
students completed a 16-week capstone course
in software engineering during their final
semester prior to graduation. Specific
instructional strategies used in PBL-namely
the use of authentic problems of practice,
collaboration, and reflection-are presented as
the catalyst for students' improved
self-efficacy. Using a self-efficacy scale as preand
postmeasures, and guided journal entries
as process data, students were observed to
increase their levels of self-efficacy. |
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Making Learning Fun:
Quest Atlantis, A Game Without Guns
Sasha Barab
Michael Thomas
Tyler Dodge
Robert Carteaux
Hakan Tuzun
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This article describes the Quest Atlantis (QA)
project, a learning and teaching project that
employs a multiuser, virtual environment to
immerse children, ages 9-12, in educational
tasks. QA combines strategies used in
commercial gaming environments with lessons
from educational research on learning and
motivation. It allows users at participating
elementary schools and after-school centers to
travel through virtual spaces to perform
educational activities, talk with other users
and mentors, and build virtual personae. Our
work has involved an agenda and process that
may be called socially-responsive design,
which involves building sociotechnical
structures that engage with and potentially
transform individuals and their contexts of
participation. This work sits at the intersection
of education, entertainment, and social
commitment and suggests an expansive focus
for instructional designers. The focus is on
engaging classroom culture and relevant
aspects of student life to inspire participation
consistent with social commitments and
educational goals interpreted locally. |
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| Departments
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BOOK REVIEW
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Psychology of Learning for Instruction
(3rd Edition). Marcy P. Driscoll. (2005).
Reviewed by Shujen L. Chang
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INTERNATIONAL REVIEW
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A Feasible Constructivist Instructional
Development Model for Virtual Reality
(VR)-Based Learning Environments: Its
Efficacy in the Novice Car Driver
Instruction of Malaysia
by Chwen Jen Chen and Seong Chong Toh
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