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Edited by Dr. David J. Ayersman, Mary Washington College, and Dr. W.
Michael Reed, New York University
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| formerly Journal of Research on Computing in
Education |
Volume 33 Number 5 Summer
2001
Controlling
the Display of Animation for Better Understanding, Part I
Shu-Ling Lai
Ling Tung College
Abstract
Computer-Based Learning (CBL) courseware was developed with three
types of animation-control strategies: (a) program control, (b) linear
control, and (c) learner control. A total of 186 college freshmen
participated in this research. Students with different mathematical
ability (higher or lower) were randomly assigned to one of three learner
conditions. Participants who read the CBL lesson with program control on
the animation scored significantly higher on the posttest and spent
significantly longer time on the CBL task. Participants with higher
mathematical ability were shown to perform better than participants with
lower mathematical ability in the programming concept learning but worse
when given linear control. Participants with lower ability performed
worse when given learner control. Lower-ability participants indicated
positive attitudes toward linear control strategies, while
higher-ability students indicated positive attitudes toward learner
control strategies. The results of this study suggest that accommodating
learners’ individual differences in the design of CBL lessons is
an important concern.
When using animation in the teaching process, the CBL designer should
consider the best learner-control strategies to improve the display of
animation, students’ internal cognitive involvement, and time on
task in order to enhance students’ performance and attitude toward
learning. Mathematical ability is highly correlated with programming
learning, but previous research cannot answer if ability levels
influence learners’ perceptions of a mental model with different
interactions. Although research has been conducted to understand the
role of animation used as part of explanatory presentations to
understand abstract concepts (Lai, 1998; Mayer & Anderson, 1992;
Mayer & Gallini, 1990; Rieber, 1990, 1995), little is known about
the optimal strategy to display animation. The purpose of this study was
to investigate the effects of method of control (program control, linear
control, and learner control) and mathematical ability (low and high) on
learning abstract concepts with animation. The dependent variables
included students’ achievement, time on CBL, and attitudes toward
the instructional software and controlling the animation.
Many benefits have been claimed for interactivity in computer-based
learning (CBL). It has been assumed that learning and cognitive
processing are facilitated through the manipulation of variables such as
pacing, sequencing, and displaying strategies but determining how to
control the instruction for learners to obtain new knowledge is
important and difficult to decide (Freitag & Sullivan, 1995). Though
animation has become an important element in CBL lessons, little is
known about the cognitive value of any controlling factors that allow
users to pace or sequence the display of animation to stimulate the
understanding of concept learning.
Learner control and screen design displayed with text, graphics, and
animation are the main factors influencing cognitive load (Clark &
Taylor, 1994; Stoney & Wild, 1998). Mayer and Gallini (1990)
proposed that good animation should be manipulated and controlled in the
manner that helps the learner keep his or her attention on the relevant
information and at the same time helps the learner build connections
between the abstract and concrete domains (Dicheva & Close, 1996;
Lai, 1998; Mayer, 1989; Mayer & Anderson, 1992). Animation has been
used a lot in the CBL, but no systematic research has been able to state
the best way to display or control animation.
Perspectives and
Theoretical Framework
Animation and Mental Models
A mental model is a person’s understanding of the
environment. With adequate mental models, learners can mentally simulate
and predict the result (Norman, 1983). The mental model theory proposes
that the formation of a mental model is enhanced by instruction that
provides an appropriate representation of the states and relationships
of the learning procedure (Borgman, 1986; Gentner & Stevens, 1983;
Payne, 1988). Computer-generated animation offers a potentially powerful
medium that helps learners build mental representations for
comprehension (Mayer & Gallini, 1990; Shih & Alessi, 1994).
Because animated pictures can present different states of a subject
matter, they provide more information to a learner and require more
processing than static pictures (Rieber, 1990, 1995; Schnotz &
Grzondziel, 1996).
Clark and Taylor (1994) suggested breaking training into chunks
(chunking it) to reduce learners’ cognitive overload. However, the
continuous sequence provides learners with a systematic and completed
conceptual model that supports mental simulations and helps learners
assimilate learning (Lai, in press; Schnotz & Grzondziel, 1996). As
stated by Ausubel’s (1968) theory of meaningful learning, the
prior presence of a clear conceptual model may act as an advance
organizer, providing needed anchors to incorporate new material into the
learner’s cognitive structure (Mayer, 1976). It is suggested that
animation with too many student-controlled interactions may curtail the
effectiveness and efficiency of assimilated learning (Spotts &
Dwyer, 1996).
Program Control and Learner Engagement
There has been a great deal of research in the area of learner
control, much of it dealing with comparing the effects of program
control with the effect of learner control (Morrison, 1992; Pollock
& Sullivan, 1990; Ross & Rakow, 1981; Steinberg, 1977). In
program-controlled CBL, learners follow an instructional path that has
been predetermined by the designer. In learner-controlled CBL, learners
are typically allowed to control instructional variables such as
context, content, sequence, and pacing.
Building an interactive CBL environment that is truly engaging is a
difficult task. Csikszentmihalyi’s flow theory states that
engagement can be defined as a nexus of “external” stimuli
that promote the continued use of a computer-based learning environment
and “internal” cognitive involvement (Csikszentmihalyi,
1997). The quality of multimedia assets such as images, sounds, and
animations is a key factor (stimuli) in getting users interested in the
design and development of educational software. Being able to exert
control over actions within this environment is ultimately a pleasing
experience for the learner. However, it should be noted that controlled
processes may direct learners’ attention toward the operation of
the program rather than the content itself (Chung & Reigeluth,
1992). Because of the limited capacity of working memory, students
cannot simultaneously focus on the content area and control the learning
process (Park, 1992; Stoney & Wild, 1998; Tsai, 1989).
The CBL designer must decide how much to allow learners to control
the program design. In program control, the designer decides the
sequence for learners. Learners do not need to know how to control the
program and can instead concentrate on the task at hand. They need only
follow the predetermined instructional path to complete the task. Cho
(1995), therefore, found that learners in a program-control group spend
more time understanding the material. Many researchers (Chung &
Reigeluth, 1992; Clark & Taylor, 1994) suggest that, if a learner is
a novice and if a given task requires more effort, a program control is
suggested. On the other hand, other researchers have proposed that
allowing learners to control their instruction has intuitive appeal
(Csikszentmihalyi, 1997) because it is assumed that individual learners
know their own needs best and are qualified to control their own
learning (Freitag & Sullivan, 1995; Mager, 1964; Merrill, 1975,
1980).
Program Control and Time on Task
The design of the controlling process in the CBL can influence the
amount of time learners spend on task. Time is clearly an important
consideration in instructional design (Spotts & Dwyer, 1996). Block
(1971) proposed a mastery learning theory that indicated that learners
required adequate time to learn for competency. Understanding involves
the integration of new information with prior knowledge. Without
sufficient time, learners cannot develop new or adapt to existing schema
effectively (Garhart & Hannafin, 1986). The more time the learner
spends interacting with the elements of instruction or questions, the
better the learner will be able to move information into long-term
memory for storage and retrieval (Craik & Lockhart, 1972; Slater
& Dwyer, 1996). Additionally, Dwyer (1978) suggested that providing
sufficient processing time for visuals with realistic details is
important. Richly detailed visuals require learners to search for
essential learning cues. If insufficient time is given, students may
actually choose to ignore the animation.
Mathematical Ability and Learner Control
Accommodating learners’ individual differences remains a
concern for teachers at all levels. A common but incorrect assumption is
that self-paced instructional methods are the best style for all types
of microcomputer instruction (Belland, Taylor, Canelos, Dwyer, &
Baker, 1985). Other researchers have reported that individual
differences influence success in programming and that quantitative
mathematical skills lead to success in computer science (Campbell &
McCabe, 1984; Lai & Repman, 1996).
Pea and Kurland (1984) doubt the relationship between mathematics and
programming abilities. They state that general intelligence instead of
mathematical ability influence programming learning. Chee (1993) also
supported the idea that mathematical ability is not correlated to
programming performance. One of the pervasive findings related to
abstract concept learning is that there are distinct differences between
low-ability and high-ability learners in perceiving a mental model.
Bayman and Mayer (1988) explain that students with high mathematical
ability tend to use existing models to interpret learning and that a new
mental model may actually distract their learning. However, students
with low mathematical ability who presumably lack self-developed models
would benefit from a relevant conceptual model provided in the
instruction. Therefore, weaker students would be more likely to benefit
from program control than would students with strong quantitative
backgrounds who would be able to generate their own mental models.
Methodology
Subjects
A total of 186 freshmen in one commercial college participated in
this research. The sample was built on the basis of randomly selecting 4
out of 12 classes. All students in these classes enrolled in the
computer literacy course that is a common requirement for all college
freshmen. Most were novices or had little experience with programming.
Students were given extra credit for participating in this research.
Instructional Program
The content for the instructional program was designed to teach the
abstract concepts of computer programming language. The CBL program
consisted of several programming sequences. Each sequence had about six
to eight statements. For example, the following programming sequence was
displayed on the screen.
TOTAL = 0
DIM A(5) FOR J = 1 TO 4
READ A(J)
TOTAL = TOTAL + A(J)
NEXT J
PRINT "TOTAL IN THE ARRAY"; TOTAL
DATA 10, 20, 30, 40, 50
For each sequence, at the top of the screen, the statements were
listed and highlighted line by line. At the bottom of the screen, a
representative graphic was displayed in an animation format with
narrative explanation as shown in Figure 1. For example, when the
“Total = 0” statement was highlighted, a number 0 flew into
the warehouse “Total.” It was explained with a narration
stating that a variable “Total” is like a
“warehouse,” and it was stored with a number
“0.” When the next statement “DIM A(5)” was
highlighted, it was associated with the display of five consequent rooms
in the warehouse. When the FOR_NEXT loop was explained, the worker ran
into the warehouse as many times as the loop executed. The CBL lesson
was developed into three levels of learner control that allowed users to
control and elaborate on the animation.

Figure 1. Visual display of the programming sequence excerpted
from the animation.
- Program control version. The computer used to display the
animation for the whole programming sequence paced the instructional
program. The animation for each statement was shown one by one without
interruption. At the end of each programming sequence, learners could
review the whole sequence by pressing the button as many times as they
wished, or they could move to the next programming sequence.
- Linear control version. Students could watch the animation as
long as they wished and decide when to click on the button to proceed to
the next statement. The sequence of the statement was linear. Rather
than forcing subjects to go through the whole program at a
pre-determined pace, subjects were able to go through each statement at
their own pace. At the end of the program, they could go back to the
first statement and review the animation again step-by-step.
- Learner control version. Students could randomly click on any
statement in the program and process the animated illustration. The
sequence of clicking was nonlinear and totally controlled by the
learner. Students could review any animation by clicking on the
respective statement as many times as they wished.
Criterion Measures
Pretest and Achievement Posttest
The same test was used for the pretest and achievement posttest. The
test consisted of 20 multiple choice questions that contained four
response choices per item. A pretest score was obtained before the study
to measure students’ prior knowledge. The posttest was designed to
measure students’ understanding of the programming concept. The
following test item shows a typical sequence. Upon seeing such an item,
subjects would be asked to decide among a choice of possible execution
results.
FOR A = 1 TO 3
READ M(A)
PRINT M(A) + 1
NEXT A
DATA 7,3,5,2,9,1
Test items were validated by inviting three faculty members and
instructional designers to review the measurement instrument. These
experts were either familiar with the programming language or CBL. Only
items receiving agreement by each of the reviewers were included on the
test. The result of pilot testing also demonstrated that students’
programming performances in the course were highly correlated to the
test result (r = 0.84). A Kuder-Richardson Formula 20 test was
administered to measure the internal-consistency reliability for the
test (a: 0.81).
Attitude Questionnaire
Student attitudes were measured using a 25-item Likert-scale survey.
Among them, 15 items were related to attitudes toward the CBL program,
and 10 items were related to attitudes toward the controlling CBL
program. Responses for each item ranged from 1 (strongly disagree) to 5
(strongly agree). The attitude questionnaire was constructed on the
basis of the review of related literature. Additional inputs were
derived from the recommendations of faculty members and instructional
designers who are familiar with measurement instruments. The modified
KR-20 was used to measure the internal consistency of the attitude
(0.8). The following are samples of attitude questions regarding CBL and
controlling.
- I think this CBL software can help me understand the subject
area.
- I like the way animation was presented through the controlling
button.
Time on CBL
Students recorded the total time it took to review the CBL lesson
from beginning to end.
Facilities and Environment
The experiment was conducted in a computer lab equipped with 60
Pentium 586 microcomputers. The software used in this study included
Macromedia Director (1984–2001) and Adobe Photoshop
(1989–2000).
Procedures
At the beginning of the semester, a pretest and a survey
questionnaire were administered to four classes in their respective
classrooms. In the survey questionnaire, information regarding student
gender, age, and knowledge about the programming language was obtained.
All subjects who indicated experience with programming language were
eliminated from the study. Only students who were novices or had little
experience were retained. Their mathematical abilities were determined
by their mathematical scores on an entrance examination, a nationalized
test administered to incoming college freshmen. Students were divided
into two groups (higher- and lower-ability groups) according to their
mathematical abilities. A total of 186 raw scores were included in the
statistical analysis. Students in each ability group were randomly
assigned to one of the experimental groups. The population of each of
the six treatment groups was also stratified by sex so that the
proportion of male to female subjects would be the same in each
group.
One week later, when subjects arrived for the experiment, they were
instructed on how to operate the CBL program properly before the
treatment. Subjects were asked to complete their respective CBL lesson
at their own pace in the computer lab. Students recorded the time they
spent on the CBL courseware and raised their hands to signal completion
of the lesson. Following the lesson on the computer, students completed
the measurement instruments. These tests were administered using pencil
and paper.
Design and Data Analysis
A 3 x 2 (Instructional Control x Ability) pretest and posttest
experimental design was used. Posttest scores, time on CBL task, and
attitude data were first analyzed using multivariate analysis of
variance followed by analysis of variance when a significant
multivariate effect was obtained. Significant mean differences were
analyzed through separate follow-up procedures using the Least
Significant Difference. The level of significance, in all cases
throughout the analyses, was set at 0.05.
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Copyright © 2001, ISTE (International Society for Technology
in Education). All rights reserved.
| animation, computer-based learning, learner control,
mental model |
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