Tag: Cognitive Load

  • Instructional Design in the Metaverse Part 2 Theory and Scope

    Instructional Design in the Metaverse Part 2 Theory and Scope

     

    Decorative image with text: Instructional Design in the Metaverse

    Credit: Midjourney and Me. Prompt: retrofuturistic city, monorails, glowing lights, nighttime, blue and green color scheme, mysterious –style raw –ar 16:9

    This conceptual series proposes instructional design principles
    for the metaverse. You’ve arrived at Part 2 where I cover theory,
    application, and scope.


    If you are a theory nerd like me, you’ll love this part. If not, hang on to your butts. 


    Theory and application


    Metaverse educational experiences, as replications of known reality, can draw from every major learning theory already in existence because metaverse experiences are often copies of the real world. Checa and Bustillo
    asserted that constructivism, behaviorism, cognitivism, and
    connectivism can be foundations for a wide variety of XR pedagogical
    approaches (2023). However, the specific affordances of presence and
    embodiment in the metaverse indicate that existing approaches that
    include simulations and experiential learning are applicable (Checa
    & Bustillo, 2023; Johnson-Glenberg, 2018; Reigeluth, & Carr-Chellman, 2009). Specifically, cognitivism and constructivism theories are often cited for the metaverse.


    On the other hand, there is new research calling for more
    nuanced theories that reflect the social and learner-centered
    environments in the metaverse, e.g. connectivism or complexity theory
    (Checa & Bustillo, 2023; Schmidt & Glaser, 2021).
    Cognitivism and constructivism will be expanded upon here as they
    relate to research and application, beginning with cognitivism.


    Cognitive learning theory historically reflects the strong
    influence from the computer science discipline wherein XR applications
    are understood as input/output platforms controlled by programming.
    Learner experiences are transactional and computational. A learner is
    faced with a choice, they take that choice, and the program reacts. As
    such, the experiences appear to have a cause-and-effect flow with
    computers and learners both mediating the processing. For instructional
    designers specifically, a deeper understanding of the cognitive theory
    of multimedia learning, where visuals and audio have been studied with
    respect to learning, is required to apply the advice within Section 4 of
    this series.


    Theories begin with a set of assumptions based on observation. Mayer’s (2020) cognitive theory of multimedia design has three critical assumptions:

    • Dual channel: Humans can accept information only via sight and sound inputs.
    • Limited capacity:
      Humans have neuronal limits as to how fast information can be sensed,
      kept in working memory, and then moved to long-term memory.
    • Active processing: Humans bring prior experiences to their learning and actively think about information as they are processing it.


    Based on those assumptions, the cognitive theory of multimedia design focuses on the human processing system. 

    Mayer’s Cognitive Theory of Multimedia Design (2014 edition)


    There are two input channels (eyes and ears) where words and
    pictures enter sensory memory, then processing through working memory
    where sounds and images may interchange and conflict, finally moving to
    long term memory where information is integrated into prior knowledge.
    Words can be sensed by both eyes and ears. Selecting which words to
    focus on can cause conflict because the brain converts words to sounds
    inside of processing. This increases cognitive workload if an external
    voice is speaking while the learner’s internal voice is reading. This
    theory is relevant in that immersive experiences can provide words,
    voices, and graphics which, when simultaneously present
    in working memory, can increase cognitive workload, making long-term
    learning difficult. Because XR can provide an immersive environment of
    words, text, and sound surrounding learners, the risk is high that
    learners could be exposed to these cognitive conflicts. Section 4 will
    explore these pitfalls and how to avoid them. I will look briefly at
    constructivism next. 


    Constructivist learning theory postulates that learners
    construct their knowledge through experience; learners do not arrive as
    blank slates. With a wide variety of possibilities of the metaverse, IDs
    can think that constructivism represents a constantly growing approach
    to learning – learners could even create objects in 3D to construct
    their knowledge. However, a closer examination of this theory is
    required. In constructivism, new knowledge is connected to older
    knowledge in a way similar to the act of construction, just as boards
    are attached one upon another to build up a building. For IDs,
    constructivist theory appears both while designing step-wise learning
    experiences and in knowing that learners arrive in XR with preconceptions from prior experiences
    (Checa & Bustillo, 2023). It is in these preconceptions that
    learners will recognize and begin to process the experience. For
    example, if a learner arrives in an office building XR environment, they
    may begin to process the experience as work training. In this way, the
    learner might not need to be prompted that work behaviors are expected. 

    Givens


    It is important to note that both of these theories keep the learner, not the technology, primarily in mind
    when thinking of how learning will occur. Drawing from the indicated
    research, two further assumptions are held in this series and will be
    treated as givens:

    1. Learners experience the virtual as real. (Bailenson, 2018, p. 46)
    2. Learning outcomes are expected to be equal to other media. (Mayer, 2020, p. 357)


    Understanding how theory informs daily practice and design
    requires some finesse as rarely does an ID wake up and say, “I’m going
    to design pure cognitivist lessons today.”


    Instead, theory provides the guide when the ID is facing a decision where the better path is not apparent.


    Theories offer “guidelines on motivations, learning processes
    and learning outcomes for the learners” (Checa & Bustillo, 2023,
    p.5). A theory can point to methods, approaches, and strategies. Indeed,
    the mistake of not drawing upon a learning theory that is apparent in
    earlier research should not be repeated (Beck, Morgado, & O’Shea, 2023; Checa & Bustillo, 2023; Fowler, 2015).


    Overall, this series lands squarely within Pasteur’s Quadrant, contributing to both fundamental and practical applications (Shi & Evans, 2023). 

    Graphic display of Pasteur's Quadrant where basic fundamental research overlpas with everyday use research. This is similar to pasteurization; it pointed the way to germ theory (basic fundamental research) but applied in everyday life (by making milk safe to drink).

    Pasteur’s Quadrant: The type of research that quests for fundamental
    understanding AND can be used every day, like pasteurization. This
    article series lands in that sweet spot.

     

    This series is fundamental because it draws primarily from the
    cognitive theory of multimedia design and it examines research designs
    and results. It is practical in that it provides many examples based on
    the author’s XR design experiences. (You’ll see, it’s coming in a
    future Part.) As Mayer suggested, this type of approach is “basic
    research in applied situations” (2020, p. 22). Pasteur’s Quadrant lends
    light on exploratory topics. In this case, I have some basic theory from
    2D learning, but there is much more 3D nuance unknown. Progress in this
    field will require that theory and applied research move forward hand
    in hand.


    Fortunately, being in Pasteur’s quadrant provides hints at
    further unanswered puzzles beyond this series. For example, what is the
    connection between the popular XR game emotional coinage of fear and
    successful XR applications for the training of the emergency services:
    fire, police, military, and medical personnel? The answer to that quest
    will wait for another day. Before I begin an examination of research
    myths (upcoming Part 3), I need to explain what can and cannot be
    covered in a series of this breadth.


    Scope


    This series leaves many topics by the wayside: defining the
    metaverse in education, qualifying and categorizing experiences,
    affordances and constraints, and accessibility options. Doubtless, each
    of those topics deserves a series of its own [note to self] but there is
    no space to address them here. This series does provide insight into
    four areas:

    • interpreting research to rout out myths
    • looking for the characteristics of success in XR educational designs
    • using ID theory to inform the building blocks of design
    • tips for implementing an XR design project.


    The specific research gap that this series addresses is the
    missing connection between known design principles and practical
    applications of ID in the metaverse. Makransky
    commented on the lack of connection between the cognitive theory of
    multimedia design and instructional design in virtual reality,  stating
    that “research that has investigated instructional design implications
    in immersive learning environments is severely limited” (2023, p. 5).
    Beck, Morgado, and O’Shea surveyed that “mostly papers discuss
    opportunities and challenges or compare outcomes, rather than expose
    details on educational practices or strategies” (2023, p. 2).  Reigeluth
    and Honebein suggested that research-to-prove should be replaced with
    research-to-improve when a technology is in its early developmental
    stage (2023). Such research should limit itself to suggesting “possible
    ideas for actions and improvement” (Reigeluth & Honebein, 2023, p. 2). Finally, the emergent use of XR technology has precipitated haphazard designs lacking guidance:


    “In these early days, trial and error plays an outsized role in
    design. Education researchers borrow heavily from the entertainment
    designers, who focus on engagement, and not necessarily on retention of
    content. The dearth of studies highlights the urgency for a set of
    guidelines for designing content that allows users to make appropriate
    choices in a spherical space.” (Johnson-Glenberg, 2018, p. 7).


    It is hoped that this series lends to two facets of instructional design. First, the thinking side of design, when a designer must choose one approach or another. This series strives to give the best advice. Second, the implementing
    side of design where designers arrive directly into the metaverse to
    see what their learners will experience. This series, then, points the
    way. 

    Part 3 will approach research myths surrounding the metaverse in
    education.  

     

    (more…)

  • Reducing Cognitive Load and Slide Layouts

    Reducing Cognitive Load and Slide Layouts

     

     

    I had an interesting short conversation with a colleague on Facebook in January. I went back and screen captured it to show what we wrote and here, I’m going to further explain my thoughts about his question and my answers.

    His question:

    Hi
    everyone! Just joined as I’m looking for some insights into this slide
    design issue: how do you make use of slide layouts in developing
    training slide decks? One slide layout would be repetitive and boring
    but too many slide layouts would appear inconsistent. The training
    program has 8 modules, each module has between 8-12 slides. I currently
    have 6 slide layouts to work with. The type of content in each module
    can be repetitive (why this topic, a quote, bold statement, activities,
    topic idea with bullet points, etc). Different slide layouts could be
    applied to each content (e.g. photo on the right, photo on the left,
    photo in the background, etc). Hope you’re following the context setting
    🙂
    Do you use any slide layout organization method? E.g. Layout 1 for
    Module title (that’s a given), Layout 2 for a quote, Layout 3 for the
    first slide with a photo in the module, Layout 4 for the second slide
    with a photo in the module, etc. Then repeat for the next module. Or do
    you just use some random slide layouts in each training module. The
    graphic designers I’m using don’t seem to be using any coherent slide
    layout organization, so when I’m adding slides, it’s always a puzzle for
    me to determine which slide layout might best (as if there’s some
    overall training slide design principles out there…) I’ve done my
    research and also have a great book on building PowerPoint templates but
    I can’t find any thoughts, ideas, suggestions on the matter. Happy to
    clarify more, if needed! Thanks!

    My responses:


    From the laughter and heart emoticon, we were having a good time with each other.  But I want to go deeper into this topic. Because Mark* mentioned being interested in cognitive overload in some of the responses he had already received, I wanted to go that route to see how much he was willing to figure that out –was he willing to figure out that ANY simultaneous spoken words and text increases cognitive load (Dual Channel Processing Theory)…therefore eliminating that reduces cognitive load problems and can increase the “pleasantness” of a presentation.

    So when he presented that so much content was already present in a prototype manner of 64-96 slides , I was first testing to see if he was willing to pull some of that content OUT and place the text in another format (a handout).

    I also was intrigued that he was truly asking about slide formats which, is quite a ridiculous question actually. To me, I would advise to stick with whatever format is the most obvious– HOWEVER I’m going to talk you out of all formats so don’t put too much energy into this.

    Example Google Slide layouts: Title slide, Main Point, Big Number, Blank, etc.

    PowerPoint Slide layout examples: Title Slide, Two Content, Content with Caption, Blank, etc.


    My first response:

    Is
    there any particular reason why you can’t package the “8 modules with
    8-12 slides” into one PDF text-only handout and present only images?

     His reply:

    Yeah,
    I’ve looked into design like this. They can be punchy. I’d have to see
    from a training deck perspective how this would look like (e.g. a full
    deck), most of what I’ve seen are decks create for business purposes,
    presentations and pitches. The full slide deck has about 80 slides, so
    that’d be lots of images!

    Oo! He misunderstood because it seems he thought that by taking content out, it would be replaced with images. No, that’s not what I meant. I meant reducing the number of total slides AND reducing what was on the slide. 

    This is moving content that should be speaker notes to speaker notes (duh) and what should be a text handout for the audience to one of those freebies and focusing the visual presentation on looking at and listening to the presenter.

    But I was willing to tease one more step with this designer.  So I did one more push to see if he’d get my idea of REDUCE THE SLIDES.

    My second reply:

    Groovy. Time to next level the next level. Present from one slide. Go.

    His final reply:

    I’ll go a step beyond, present with candlelights because power is off and it would be quite costly to send everyone home 😁 it only lasted 2 hours, thankfully lol.

    He’s laughing here. I don’t think he got that I was pushing to present with no images and no slides and all text pushed to another source. He MIGHT have thought that I meant presenting from one big image (Yikes! like one big Prezi!) but I hope not. But we did end laughing because I think he got that sometimes the power does go off and you do talk in the dark (boy, does that prove that you know what you’re talking about or not.)

    I haven’t gone further here but I’m going towards Robin Williams‘ Principles for effective presentation design in The Non-Designer’s Presentation Book, which does explain well that most presentations (like the one Mark describes) have probably used the slides like speaker notes and that’s a no-no.  

    Hint: Would you like to see a presentation of just images that is compelling and works?  Try the first 1 minute 26 seconds at the beginning of The Da Vinci Code.  (Set aside how you feel about the content).  A good speaker/presenter/teacher might NOT need words on the slide.

    OK, there are times for words on the slide. I’ll write about it someday.

    *Mark is not his real name. 🙂