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eLearning, Interactive Hypermedia, Neuroscience and Digital

Learning Module Creation

Javed Alam
Civil/Environmental and Chemical Engineering Department
Youngstown State University
Youngstown, Ohio, USA 44555
jalam@cc.ysu.edu
scope of the existing learning theories to accommodate
Abstract the different characteristics of the new media. The
additional variables that are prominent in the newer
This paper explores the possibilities of using the recent media are, a visual nonlinear narrative, and the
findings within the area of Neuroscience for developing introduction of interaction with the content that changes
effective instructional material in the digital form using its behavior upon the response from the user. It is
the interactive hypermedia components that can be used anticipated that a properly designed multimedia content
for effective delivery of eLearning. The different should lead to better retention of attention and learning
components of eLearning, eLearning infrastructure, experience for the learner. This could also be helpful in
Interactive Hypermedia are described. A review of providing immediate feedback to the learner leading to a
findings from Neuroscience for the brain functions that rapid learning experience.
are deemed relevant for learning process is also
provided. 2. eLearning Basics
The convergence of print, radio, TV and interactive
1. Introduction media in the form of interactive hypermedia opens up
many new possibilities and also challenges in designing
effective instructional material for eLearning on the
The Information and Communication technology
sound learning design principles. However, at the present
(ICT) provides an infrastructure that allows creation and
time these principles are constantly evolving due the
dissemination of the information in digital form. It
rapid changes in the capabilities of the media itself.
facilitates the creation of digital content that could be
eLearning follows the traditional
used for communication and collaboration purposes. The
eLearning is an emerging application that is built upon instructional design model as described in
the infrastructure supported by ICT. the reference[2]
The eLearning methodology [1] differs significantly
from the traditional teaching and learning approach. Its • Analyze - analyze learner characteristics, task
effectiveness depends on the implementation of the to be learned, etc.
pedagogical approaches that are based upon the “Learner • Design - develop learning objectives, choose an
Centered” design that encourages “Active Cooperative instructional approach
Learning” style of the learners. The introduction of the • Develop - create instructional or training
hypermedia based digital content helps in drawing the materials
attention of the younger generations who are more tuned • Implement - deliver or distribute the
into the current “Visual Culture”. instructional materials
The existing learning theories that are used to
• Evaluate - make sure the materials achieved the
design the instruction material are based upon the use of
traditional media such as text books that are linear in the desired goals.
presentation and highly text oriented. These theories use
Cognitive Psychology as their theoretical foundation. The eLearning is modeled as mapping of the
They have been successfully used in the past in traditional teaching and learning practices to the Virtual
developing effective pedagogical approaches and the Learning Environment (VLE). It consists of the
supporting material for learning. following:

With the introduction of digital content based upon 1. The wired or wirelessly connected desktop,
the interactive hypermedia there is a need to expand the laptop computers and small form factor
computing devices such as Personal Digital hypermedia document at the present time is
Assistants (PDA) to the Internet. similar to creating an artwork. There is a
2. The computers running the web server and strong need to develop sound design
application server software including the principles for creating this type of documents
Learning Management Software (LMS) and that can be used for eLearning for enhanced
Learning Content Management Software learner experience.
(LCMS). The implementation of Learning There has been a debate within eLearning
Design (LD) is accomplished through the LD
community about “No Significant Difference”
software tools that are add on to the application
phenomenon [3, 4]. This relates to the
server software.
3. The eLearning content that can further be comparison between classroom teaching and
subdivided into the following categories: online learning. It shows that there is no
significant difference in the outcomes of
learning between two modes of learning.
• eContent, that deals with the subject
However, it is difficult to evaluate the
matter, similar to a traditional text book.
subjective experience, emotional and
• eLecture, that simulates the traditional motivational drive of the learners during the
lectures learning process. The traditional approach of
• eAssessment, that simulates the traditional teaching and learning appeals to the cerebral
tests and surveys part of the brain that produces a cold feeling,
• eSimulation, that simulates the traditional requiring learner to be self motivated to
laboratory and learning experiments achieve desired learning outcomes. It is
possible to design learning modules using
• Standalone and web based Symbolic and interactive hypermedia that also have
Numeric Mathematical Compute engines. emotional and motivational appeal providing
an engaging experience for the learners.
The four hypermedia components that are However, this area is still in its infancy and
used in creating eLearning content are: needs further research and development.
The ideas within the newly emerging
• Hypertext (includes hyperlinks) areas of “User Interface Design” and “User
• Graphics (Images, Photographs and Interaction Design” [5, 6, and 7] emphasizing
Vector-based Drawings) user experience and the new findings within
• Digital Sound Neuroscience about the working of the brain,
• Animation/Digital Video together form a body of knowledge that can
be used as a basis for developing effective
The interactivity can be added through the eLearning content. That enhances the
use of scripting languages. learning experience also making accelerated
The existing ICT infrastructure allows learning possible.
creating and disseminating the digital
content at a lower cost. The multiple copies 3. Neuroscience and Learning
of the digital content can be made with an
ease without any additional cost. This The field of Cognitive Psychology itself is moving in
provides a competitive edge for the use ICT the direction of more empirically grounded Cognitive
in eLearning when compared with the Neuroscience. The researchers in the area of
traditional approach of teaching and learning. Neuroscience are studying the functions of different parts
Traditional print media provides a higher of the brain [8, 9, 10, and 11] of humans and animals as
resolution when compared with the screen it relates to the sensations, perceptions and the motor
resolution of the computer monitor, 1400dpi responses including the basic emotions. The behavioral
vs. 75-125 dpi. There is a need for better and cognitive processes are also studied within
Behavioral and Cognitive Neuroscience. The mappings
design principles to overcome this drawback
of different neural correlates to the actual stimuli and
to make eLearning model more effective. The responses are accomplished through the use of non-
animation and video content can seamlessly invasive techniques such as PET and FMRI scans of the
be integrated within the same interactive brain. These findings hold a strong potential for
digital document. The design and creation developing sound learning design principles that can be
process of an effective interactive
utilized for creating hypermedia based digital content for located in the left and right hemisphere of the cerebral
learning. cortex.
The researchers in the area of Cognitive The relevant information is at first stored in the
Neuroscience have been successful in identifying the small working memory [15, 16, and 17] and the long
neural correlates responsible for many well known term memories of the learning material are created in the
cognitive tasks performed by the human brain. In some hippocampus region [18] of the brain. The process of
cases the findings revalidate the existing theories of long term memory formation is dependent upon the
Cognitive psychology and provide a more empirical emotional arousal of the learner’s brain through the
grounding to the theories of behavior modification. They release of neurotransmitter in the part of the brain that
are also discovering new information about the processes the emotions such as Amygdala, Hypothlamus,
functioning of the human brain and how it responds to and brainstem [19, 20, 21, 22]. Ulate [23] discusses the
novel stimulus and changes. There is a need to further importance of emotional arousal on learning in virtual
explore the use these recent findings in brain based environments.
research for developing effective learning schemas. The high motivational factor to direct the actions
The Organization of Economic-Development and towards a desired task is dependent upon the Brain’s
Development (OECD) published a report entitled reward circuits. These are well defined circuits within
“Understanding the Brain: Towards a New Learning the brain and require the release of neurotransmitter
Science”. This report [12] explores the potential use of Dopamine in the Nucleus Accumbens and Ventral
findings within Cognitive Neuroscience on learning Tegmental area of the midbrain. The effect of Dopamine
design. The book by Zull [13] also explores these on arousal and goal seeking are well documented in the
parameters based upon the theories and findings of Brain area of drug addiction, gambling etc [24]. It is
Science. anticipated that the same rewards circuits can be used for
developing high motivation for learning if the learning
4. Neural processing in Learning material is designed appropriately to excite this part of
learner’s brain. The use of video games for entertainment
The learning in its simplest form can be purposes most likely utilize these brain circuits leading
characterized as behavior modification caused by the to a highly rewarding activity. It is possible to use
learning process. Therefore, the theories from concepts that are used to design video games for creating
Neuroscience in this area become relevant for learning engaging and entertaining digital content for eLearning.
design. The role of the following brain processes is A memory reconstruction process is used to recall
essential in learning process: the learned material during the evaluation phase of the
eLearning.
• Visual/Aural stimulus processing Neural-plasticity [25] is defined as the
reconfiguration of synaptic connections and formation of
• Memory sub systems new synaptic connections between neurons during
• Emotion/Motivation processing learning activity. This is the core process that makes
• Neural-plasticity learning a possibility. Recently, it was found that this
• Attention processing process remains active in the elderly [26] providing a
basis for life long learning for the adult population.
The brain contains special cells known as Neurons All of these brain processes are mediated by the
that communicate with each other through the synaptic learner’s attention and the neural circuitry that is
connections by the use of neurotransmitters. Different involved in the process of attention [27].
parts of the brain are specialized in performing different A simplified model of the brain can be built by
tasks and it utilizes these units in parallel to carry out dividing it into three parts namely, reptilian, mammalian
several different tasks to complete a project. and cerebral cortex respectively. The symbolic, linear,
A typical learning session will involve many text based older media is more likely to create a neural
activities; therefore, it will utilize many distinct parts of excitation in the cerebral cortex part of the brain.
the brain dynamically and the mental processes described However, attention, long term memory formation,
above. emotional, and motivation related to drives of goal
In the first step, the learner is presented with the seeking are found to be highly dependent on the
multimedia learning module requiring the use of Visual excitation of the reptilian and mammalian part of the
and aural processing units [14] of the brain to create an brain. These findings partly explain the persuasive
internal mental representation of the learning material. nature of the TV as a visual medium because it produces
The visual and aural stimulus is processed by the visual activation within the reptilian and mammalian part of
and aural cortex of the brain. This step may also require the brain that is considered older part of brain from
the mental faculties of inductive and deductive reasoning evolutionary perspective.
The Interactive Hypermedia content is viewed [11] Synaptic Self: How Our Brains become who we are by
through a video screen that is the same as a TV screen Joseph LeDoux
with a higher resolution, therefore, it is quite possible to [12] Understanding Brain: Towards a New Science of
design Interactive Hypermedia content to activate these Learning, OECD Publication, 2002
http://www.eng.ysu.edu/~jalam/FIL0405/resources/oecdlearnin
brain centers to accomplish the desired purpose of
gbrain.pdf
enhanced learning. The interactive Hypermedia is a
combination of print and video with interactivity and it [13] The Art of Changing the Brain:Enriching the Practice
provides several additional options that are not available of Teaching Exploring the Biology of Learning, Dr. James
for traditional media such as print. This observation Zull
makes it possible to tailor the digital content based upon [14] “Functional Brain Mapping During Free Viewing of
the interactive hypermedia to enhance these responses of Natural Scenes” Andreas Bartels* and Semir Zeki, Human
the brain leading to a productive learning experience. Brain Mapping 21:75– 83(2004)
Studies [28, 29, and 30] are based upon this idea and [15] Parallel Distributed Processing: Explorations in the
they test some promising concepts. However, this Microstructure of Cognition : Foundations (Parallel
conjecture needs more future work to establish the Distributed Processing) by David E. Rumelhart, et. al
[16] Video Lecture
framework that connects the findings of Neuroscience,
http://ftp.prmediacast.speedera.net/ftp.prmediacast/sideshow/I
User interface and Interaction design and digital content HF/asx/Dr_McGaugh_62202_High.asx
creation based upon the interactive hypermedia to create [17] A Summary of General Memory Processes
effective learning modules that can be used for http://neuro.psyc.memphis.edu/NeuroPsyc/np-ugp-
eLearning. memoryx.htm
[18] Eichenbaum, H., Otto, T., Cohen, N.J. (1994). Two
functional components of the hippocampal memory system.
5. Conclusions and Recommendations Behavioral and Brain Sciences 17 (3): 449-517.
[19] The Emotional Brain by Joseph LeDoux (Simon and
The study of the functioning of the Brain within the Schuster, 1996).
discipline of Neuroscience as described will help in [20] “Emotion, memory and the brain,” by Joseph LeDoux ,
developing a new form of learning science. The digital Scientific American, June 1994, p. 50–57
[21] Affective neuroscience: the foundations of human and
learning content in the form of hypermedia presents new
animal emotions by Jaak Panksepp
challenges and it is suggested that the design of effective [22] “The neurobiology of positive emotions”
learning content will require a whole new set of learning Jeffrey Burgdorfa, Jaak Panksepp a,b,*
design strategies. Future activities will pursue the Neuroscience and Biobehavioral Reviews 30 (2006) 173–187
integration of these two disciplines to establish [23]“The Impact of Emotional Arousal On Learning in Virtual
eLearning strategies for Engineering Learning Environments”, by Stephen O. Ulate, M.S. Thesis, Naval
Information Systems. Postgraduate School, Monterey, California, September 2002.
[24] “The neurobiology of pleasure, reward processes,
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