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Featured researches published by Roxana Moreno.


Educational Psychologist | 2003

Nine Ways to Reduce Cognitive Load in Multimedia Learning

Richard E. Mayer; Roxana Moreno

First, we propose a theory of multimedia learning based on the assumptions that humans possess separate systems for processing pictorial and verbal material (dual-channel assumption), each channel is limited in the amount of material that can be processed at one time (limited-capacity assumption), and meaningful learning involves cognitive processing including building connections between pictorial and verbal representations (active-processing assumption). Second, based on the cognitive theory of multimedia learning, we examine the concept of cognitive overload in which the learners intended cognitive processing exceeds the learners available cognitive capacity. Third, we examine five overload scenarios. For each overload scenario, we offer one or two theory-based suggestions for reducing cognitive load, and we summarize our research results aimed at testing the effectiveness of each suggestion. Overall, our analysis shows that cognitive load is a central consideration in the design of multimedia instruction.


Journal of Educational Psychology | 1998

A Split-Attention Effect in Multimedia Learning: Evidence for Dual Processing Systems in Working Memory.

Richard E. Mayer; Roxana Moreno

Students viewed a computer-generated animation depicting the process of lightning formation (Experiment 1) or the operation of a cars braking system (Experiment 2). In each experiment, students received either concurrent narration describing the major steps (Group AN) or concurrent on-screen text involving the same words and presentation timing (Group AT). Across both experiments, students in Group AN outperformed students in Group AT in recalling the steps in the process on a retention test, in finding named elements in an illustration on a matching test, and in generating correct solutions to problems on a transfer test. Multimedia learners can integrate words and pictures more easily when the words are presented auditorily rather than visually. This split-attention effect is consistent with a dual-processing model of working memory consisting of separate visual and auditory channels.


Journal of Educational Psychology | 1999

Cognitive Principles of Multimedia Learning: The Role of Modality and Contiguity

Roxana Moreno; Richard E. Mayer

Students viewed a computer animation depicting the process of lightning. In Experiment 1, they concurrently viewed on-screen text presented near the animation or far from the animation, or concurrently listened to a narration. In Experiment 2, they concurrently viewed on-screen text or listened to a narration, viewed on-screen text following or preceding the animation, or listened to a narration following or preceding the animation. Learning was measured by retention, transfer, and matching tests. Experiment 1 revealed a spatial-contiguity effect in which students learned better when visual and verbal materials were physically close. Both experiments revealed a modality effect in which students learned better when verbal input was presented auditorily as speech rather than visually as text. The results support 2 cognitive principles of multimedia learning. Technological advances have made possible the combination and coordination of verbal presentation modes (such as narration and on-screen text) with nonverbal presentation modes (such as graphics, video, animations, and environmental sounds) in just one device (the computer). These advances include multimedia environments, where students can be introduced to causal models of complex systems by the use of computer-generated animations (Park & Hopkins, 1993). However, despite its power to facilitate learning, multimedia has been developed on the basis of its technological capacity, and rarely is it used according to research-based principles (Kozma, 1991; Mayer, in press; Moore, Burton, & Myers, 1996). Instructional design of multimedia is still mostly based on the intuitive beliefs of designers rather than on empirical evidence (Park & Hannafin, 1994). The purpose of the present study is to contribute to multimedia learning theory by clarifying and testing two cognitive principles: the contiguity principle and the modality principle.


Cognition and Instruction | 2001

The Case for Social Agency in Computer-based Teaching: Do Students Learn More Deeply When They Interact with Animated Pedagogical Agents?.

Roxana Moreno; Richard E. Mayer; Hiller A. Spires; James C. Lester

College students (in Experiment 1) and 7th-grade students (in Experiment 2) learned how to design the roots, stem, and leaves of plants to survive in 8 different environments through a computer-based multimedia lesson. They learned by interacting with an animated pedagogical agent who spoke to them (Group PA) or received identical graphics and explanations as on-screen text without a pedagogical agent (Group No PA). Group PA outperformed Group No PA on transfer tests and interest ratings but not on retention tests. To investigate further the basis for this personal agent effect, we varied the interactivity of the agent-based lesson (Experiment 3) and found an interactivity effect: Students who participate in the design of plant parts remember more and transfer what they have learned to solve new problems better than students who learn the same materials without participation. Next, we varied whether the agents words were presented as speech or on-screen text, and whether the agents image appeared on the screen. Both with a fictional agent (Experiment 4) and a video of a human face (Experiment 5), students performed better on tests of retention and problem-solving transfer when words were presented as speech rather than on-screen text (producing a modality effect) but visual presence of the agent did not affect test performance (producing no image effect). Results support the introduction of interactive pedagogical agents who communicate with students via speech to promote meaningful learning in multimedia lessons.


Learning and Instruction | 2002

Aids to computer-based multimedia learning

Richard E. Mayer; Roxana Moreno

Computer-based multimedia learning environments — consisting of pictures (such as animation) and words (such as narration) — offer a potentially powerful venue for improving student understanding. How can we use words and pictures to help people understand how scientific systems work, such as how a lightning storm develops, how the human respiratory system operates, or how a bicycle tire pump works? This paper presents a cognitive theory of multimedia learning which draws on dual coding theory, cognitive load theory, and constructivist learning theory. Based on the theory, principles of instructional design for fostering multimedia learning are derived and tested. The multiple representation principle states that it is better to present an explanation in words and pictures than solely in words. The contiguity principle is that it is better to present corresponding words and pictures simultaneously rather than separately when giving a multimedia explanation. The coherence principle is that multimedia explanations are better understood when they include few rather than many extraneous words and sounds. The modality principle is that it is better to present words as auditory narration than as visual on-screen text. The redundancy principle is that it is better to present animation and narration than to present animation, narration, and on-screen text. By beginning with a cognitive theory of how learners process multimedia information, we have been able to conduct focused research that yields some preliminary principles of instructional design for multimedia messages.  2001 Elsevier Science Ltd. All rights reserved.


Educational Psychology Review | 2002

Animation as an Aid to Multimedia Learning

Richard E. Mayer; Roxana Moreno

How can animation be used to promote learner understanding of scientific and mathematical explanations? In this review, we examine the role of animation in multimedia learning (including multimedia instructional messages and microworld games), present a cognitive theory of multimedia learning, and summarize our program of research, which has yielded seven principles for the use of animation in multimedia instruction. These include the multimedia principle (present animation and narration rather than narration alone), spatial contiguity principle (present on-screen text near rather than far from corresponding animation), temporal contiguity principle (present corresponding animation and narration simultaneously rather than successively), coherence principle (exclude extraneous words, sounds, and video), modality principle (present animation and narration rather than animation and on-screen text), redundancy principle (present animation and narration rather than animation, narration, and on-screen text), and personalization principle (present words in conversational rather than formal style). Animation can promote learner understanding when used in ways that are consistent with the cognitive theory of multimedia learning.


Journal of Educational Psychology | 2000

A Coherence Effect in Multimedia Learning: The Case for Minimizing Irrelevant Sounds in the Design of Multimedia Instructional Messages

Roxana Moreno; Richard E. Mayer

The authors tested the recommendation that adding bells and whistles (in the form of background music and/or sounds) would improve the quality of a multimedia instructional message. In 2 studies, students received an animation and concurrent narration intended to explain the formation of lightning (Experiment 1) or the operation of hydraulic braking systems (Experiment 2), For some students, the aathors added background music (Group NM), sounds (Group NS), bom (Group NSM), or neither (Group N). On tests of retention and transfer, Group NSM performed worse than Group N; groups receiving music performed worse than groups not receiving music; and groups receiving sounds performed worse (only in Experiment 2) man groups not receiving sounds. Results were consistent with the idea that auditory adjuncts can overload the learners auditory working memory, as predicted by a cognitive theory of multimedia learning. Humans are designed to integrate multimodal stimuli into one meaningful experience, such as when they associate the sound of thunder to the visual image of lightning in the sky. However, when the process of lightning formation is to be taught using a computer, the instructional designer is faced with the need to choose between several alternative presentation formats to promote meaningful learning (Mayer & Moreno, 1998). Within the visual modality, for example, the process of lightning may be shown by a static diagram, an animation, or a video, and it may be described by visually presented text. Within the auditory modality, for example, the process of lightning may be accompanied by sound effects or background music, and it may be described by an auditorily presented narration. The present study examines one aspect of multimedia design, the role of auditory adjuncts such as background music and sound.


Journal of Educational Psychology | 2002

Verbal Redundancy in Multimedia Learning: When Reading Helps Listening.

Roxana Moreno; Richard E. Mayer

Three studies investigated whether and under what conditions the addition of on-screen text would facilitate the learning of a narrated scientific multimedia explanation. Students were presented with an explanation about the process of lightning formation in the auditory alone (nonredundant) or auditory and visual (redundant) modalities. In Experiment 1, the effects of preceding the nonredundant or redundant explanation with a corresponding animation were examined. In Experiment 2, the effects of presenting the nonredundant or redundant explanation with a simultaneous or a preceding animation were compared. In Experiment 3, environmental sounds were added to the nonredundant or redundant explanation. Learning was measured by retention, transfer, and matching tests. Students better comprehended the explanation when the words were presented auditorily and visually rather than auditorily only, provided there was no other concurrent visual material. The overall pattern of results can be explained by a dual-processing model of working memory, which has implications for the design of multimedia instruction.


Journal of Educational Psychology | 2005

Role of Guidance, Reflection, and Interactivity in an Agent-Based Multimedia Game.

Roxana Moreno; Richard E. Mayer

The authors investigated whether guidance and reflection would facilitate science learning in an interactive multimedia game. College students learned how to design plants to survive in different weather conditions. In Experiment 1, they learned with an agent that either guided them with corrective and explanatory feedback or corrective feedback alone. Some students were asked to reflect by giving explanations about their problem-solving answers. Guidance in the form of explanatory feedback produced higher transfer scores, fewer incorrect answers, and greater reduction of misconceptions during problem solving. Reflection in the form of having students give explanations for their answers did not affect learning. Experiments 2 and 3 showed that reflection promotes retention and far transfer in noninteractive environments but not in interactive ones unless students are asked to reflect on correct program solutions rather than on their own solutions. Results support the appropriate use of guidance and reflection for interactive multimedia games.


Journal of Educational Psychology | 2000

Engaging Students in Active Learning: The Case for Personalized Multimedia Messages.

Roxana Moreno; Richard E. Mayer

The authors tested the hypothesis that personalized messages in a multimedia science lesson can promote deep learning by actively engaging students in the elaboration of the materials and reducing processing load. Students received a multimedia explanation of lightning formation (Experiments 1 and 2) or played an agent-based computer game about environmental science (Experiments 3, 4, and 5). Instructional messages were presented in either a personalized style, where students received spoken or written explanations in the 1st- and 2nd-person points of view, or a neutral style, where students received spoken or written explanations in the 3rd-person point of view. Personalized rather than neutral messages produced better problem-solving transfer performance across all experiments and better retention performance on the computer game. The theoretical and educational implications of the findings are discussed. Classic research in psychology has shown that people react differently to situations that involve personal reference. This is the case of the well-known cocktail party effect, in which a person who is attending to one conversation is able to detect his or her own name in a separate conversation that is taking place simultaneously in the same room (Cherry, 1953). Another robust phenomenon is the self-referential effect, in which retention is facilitated by having people process information by relating it to aspects of themselves (Rogers, Kuiper, & Kirker, 1977). As with other factors in human learning and memory, the question arises as to whether personal reference effects can be extended and used in the area of multimedia learning. For example, it is possible to teach a computer-based science lesson with higher or lower levels of self-referenc ing by varying the communication style used in the explanations (Turco, 1996). In the studies reported in the literature, high self-referencing has been created by

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Gamze Ozogul

Arizona State University

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Jill Quilici

University of California

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Alfred Valdez

University of New Mexico

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Amy M. Johnson

Arizona State University

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James C. Lester

North Carolina State University

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Mary Hegarty

Georgia Institute of Technology

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