Thoughts on: Multimedia Instruction Environments (Schwier and Misanchuk, 1993) (EDGI913)

August 7, 2007




Multimedia Instruction Environments (pdf, 580K)
Schwier, R.A. and Misanchuk, E.R. (1993). Interactive Multimedia Instruction. Englewood Cliffs, NJ: Educational Technology Publications. Chapter 2, pp.19-33.

While there are some interesting ideas in this chapter of the book about different approaches (prescriptive vs democratic) to the use of multimedia in education, for the most part this came across as something of a historical curiosity.

The rise of the Internet and the social web (which were at the time of writing, in fairness, respectively in their infancy and a mere twinkle in the eye) have rendered much of this discussion irrelevant.

However, because I’m meant to glean some wisdom from this and I have a big assessment on the differences between prescriptive and democratic approaches to education, I’ll press on.

Main points:

“Romiszowski (1986), discussing the function of control in self-instructional media, organizes a schemata of systems for individualizing instruction. He identifies three characteristic positions: prescriptive, democratic and cybernetic

“Instructor preferences and learner characteristics… impose structure on instructional decisions”

PRESCRIPTIVE

A prescriptive multimedia environment… prescribes what the learner is to learn. Instruction is concocted and delivered to the learner”

“There are usually specific objectives the learner is expected to achieve, and in most cases learning is evaluated in accordance with the specified objectives” (such as competencies in a VET context but surely there is an element of this is ALL assessment?)

“Access to content is structured”

“Learners are either granted or denied access to areas of instruction based on their progress in the instruction or they are advised which paths would be most profitable.”

“The focus of this environment is the achievement of specified, externally defined goals”

“A popular breakdown of prescriptive instruction designs includes drill and practice, tutorials, most games and some simulations”

“Drill and practice usually takes the form of a string of question-answer-feedback sequences. The purpose is usually to review previously learned material in a test-like environment rather than learn new material” (Reinforcing learning – this doesn’t seem like a bad thing)

“For drill and practice, multimedia instruction can be used to increase the types, amounts and layers of stimuli and feedback presented”

“Tutorials are used to teach new information. Information is usually presented, learners are given opportunities to practice using the information and learning is reinforced.

For example, a typical tutorial environment will have an introduction (including motivational set), organizing material (e.g. advance organizers, objectives, topics), novel content, embedded practice and interaction (e.g. adjunct questions, exercises, activities), feedback, review and evaluation.”

“In mediated tutorial instruction, our challenge is often to provide a rich, vicarious experience which approximates genuine human interaction” (reasonably achieved in the Web age with computer mediated communication)

“…tutorials constrict learner control over instruction. This is desirable in many instructional settings but highly undesirable in others” (making the incredibly insightful point that different learning approaches are needed in different situations)

“Games are usually directed at a specific goal and involve some measure of competition. Simulations provide an abstraction or simplification of reality – some level of mimicry, in which the learner encounters circumstances and tries to respond to them. Instructional gams are rule-based, focused on specific goals or outcomes, usually divorced from reality and based on competition among players or against the system.

Instructional simulations, by contrast, typically use rules to define the parameters of interaction within a model of reality and play ultimately results in one of several available conclusions. Which conclusion is reached by a player is determined by choices and decisions made during instruction. Close approximation of the dynamics of reality is desired and the learner becomes a part of the system rather than a competitor against it.” (Interesting take on games vs simulations – some merit to it although I think it’s simplistic)

Many simulations and games may not emphasize prescriptive instruction, the primary purpose of many games and simulations is entertainment or vicarious experience, with learning as a convenient by-product. (This may be true in some instances but a lot of research has gone into edugames since this was written. It also misses online gaming and the key element of interaction with others)

DEMOCRATIC:

“Democratic environments shift the control of instruction to the user… Democratic environments permit the learner to influence what is learned, or how it is learned, or at least the order in which it is learned” (This talk of learner-centredness reminds me of the approach of constructivists in defining constructivism by trying to belittle the behaviourist/directed learning methods. It seems bigger on rhetoric than solid examples)

Instructors or instructional designers do not impose structured instruction. The democratic environment either supports prescribed instruction or it exists without reference to prescribed instruction .(Um, so which one is it – how can it be different if it is the same?)

The difference is in intent and control. Learner controlled instruction would supplement prescribed instruction in this case, not substitute for it. The learner chooses to use it or reject it. For other democratic resources, the emphasis shifts from constructing and controlling instructional events to providing easy access to instructional support. These types of multimedia learning resources emphasize navigation, motivation and access and would likely downplay objectives and evaluation” (Reminds me a little of problem based learning – learners first need to work out what they need to know to solve the problem. As far as providing easy access goes, this seems to describe hyperlinks. Moving away from objectives and evaluation sounds better in theory than practice – the StageStruck game offers next to no guidance (certainly none in exiting it) and I found it frustrating. )

Supplementary instruction “assumes primary instruction exists elsewhere. Supplementary instruction either reinforces what has already been taught or it attaches new instruction to what has been taught…the difference is that supplementary instruction is voluntarily undertaken; the locus of decision-making rests with the learner” (As far as I can see, the defining characteristic of democratic learning environments is that learners can choose to ignore all the material presented to them – and doesn’t the notion of supplementary resources just seem like the World Wide Web)

(So to sum up what seems to be the authors point:)

To us, instructionality is defined by intentionality and simply allowing a learner to “graze” informational resources (databases) does not necessarily lead to instruction (Now aside from the horrible mangling of language in that sentence, the point seems to be that a prescriptive, focused approach is better)

“Most well designed learning resources provide multiple avenues of access to material” (this I’m happy to agree with – but an avenue is still a path)

From here the datedness of this chapter becomes abundantly clear as it delves into current developments in multimedia – with respect they do touch on “Nelsonian Hypermedia”, which appears to be a forerunner to html hypertext as we know it today but after 15 years it seems a little less amazing than it did back then.

CYBERNETIC ENVIRONMENTS:

The authors make another interesting point in this section – that a lot of computer based designed relies too heavily on the “book metaphor”. “In other words, we think of interactive treatments in terms of chapters, tables of contents, pages, headings and subheadings” (This can be seen today in a lot of web design – particular web 1.0 )

“By contrast, human thought is a robust metaphor for interactive treatments. Conceptual environments, cognitive mapping and logic approaches may gain high status in the metaphoric pecking order” (definitely an interesting thought – not sure how well this has been realised yet though)

The chapter goes on to look at A.I options for designing interactive educational multimedia and the challenges this offers but again, the rise of computer mediated communication tools and the social web seem to render this a bit of a dead end.

Entry Filed under: 913, Social Web, constructivism, democratic, directed instruction, eLearning, prescriptive. .

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