The effects of different levels of interaction on the achievement and motivational perceptions of college students in a web-based learning environment.
This study investigated the effects of learning materials with
different interaction levels on achievement and motivational
perceptions of college students in a web-based learning
environment with a posttest only experimental design. There were
three groups in this study: control group, reactive
interaction group, and proactive interaction group. The control
group received a treatment with static hyperlinks to the
learning content; the reactive interaction group received a
treatment that was implemented with elaborated immediate
feedback; the proactive interaction group received a treatment
that required generative activity. Three instruments were used
to evaluate the effects of different treatments: an achievement
test, an instructional material motivation survey, and an
interview. The subjects in the study were college students in
various education majors. The results indicated that students in
both the reactive and proactive interaction groups outperformed
those in the control group on the achievement test. The students
in the reactive interaction group demonstrated significantly
higher motivational perceptions toward the instructional
material than those in the control group. The qualitative data
also supported these results.
********** Jl. of Interactive Learning Research (2003) 14(4), 367-386 Distance learning refers to any instruction through print or electronic communication media for people involved in learning in a place or time different from that of the instructor(s) or other student(s). It has many formats, from the oldest correspondence courses, audio, one-way one-way adj. 1. Moving or permitting movement in one direction only: a one-way street. 2. Providing for travel in one direction only: a one-way ticket. video, two-way video, to the World Wide Web (WWW WWW or W3: see World Wide Web. (World Wide Web) The common host name for a Web server. The "www-dot" prefix on Web addresses is widely used to provide a recognizable way of identifying a Web site. or Web). Among those, the Web is the fastest growing. It provides a pervasive pervasive, adj indicates that a condition permeates the entire development of the individual. new channel for education that makes education more accessible. It appeals to students, provides for flexible learning, and enables new ways of learning (Owston Owston may refer to a place in England:
American biologist. He shared a 1980 Nobel Prize for developing methods of mapping the structure and function of DNA. & Moore Moore, city (1990 pop. 40,761), Cleveland co., central Okla., a suburb of Oklahoma City; inc. 1887. Its manufactures include lightning- and surge-protection equipment, packaging for foods, and auto parts. , 1998; Moore, 1989). Interaction is a two-way communication Two-way communication is a form of transmission in which both parties involved transmit information. Common forms of two-way communication are:
Based on the quality of interaction, the student-content interaction can range from low to high levels. In low-level low-lev·el adj. 1. Relating to or being of low rank or importance: a low-level job. 2. Situated in or occurring at a low level: low-level radiation. 3. interaction, there is less interactivity, engagement, and cognitive cog·ni·tive adj. 1. Of, characterized by, involving, or relating to cognition. 2. Having a basis in or reducible to empirical factual knowledge. processing. There is more interactivity, elaboration, and cognitive processing in high-level interaction. Schwier and Misanchuk's (1993) identified interaction levels provide a useful starting point Noun 1. starting point - earliest limiting point terminus a quo commencement, get-go, offset, outset, showtime, starting time, beginning, start, kickoff, first - the time at which something is supposed to begin; "they got an early start"; "she knew from the for developing and understanding interaction. They suggested that there were at least three levels of interaction based on the instructional quality of the interaction: reactive reactive /re·ac·tive/ (re-ak´tiv) characterized by reaction; readily responsive to a stimulus. re·ac·tive adj. 1. Tending to be responsive or to react to a stimulus. 2. , proactive, and mutual interactions. Although proposed for traditional multimedia, this categorization scheme also applies to web-based learning environments. Web-based learning is popular and growing rapidly. But people still have many concerns about web delivered courses (Windschitl, 1998). One of these concerns involves building interactivity into web courses (Gilbert & Moore, 1998). Web-based instruction (WBI (WeB Intermediaries) A technology from IBM that provides a framework for intermediate processing between the user's browser and the Web server. WBI provides a middleware standard that can be used for password and privacy management, for transcoding from one format to ) can provide all types of interaction proposed by Moore (1989) through different means. For the student-content interaction, WBI can provide many levels of interaction between the learner and the learning content. However, in reality, most web-based instructional materials only provide hyperlink A predefined linkage between one object and another. See hypertext. hyperlink - anchor interactivity, which is the primary mechanism of hypermedia hypermedia: see hypertext. The use of hyperlinks, regular text, graphics, audio and video to provide an interactive, multimedia presentation. All the various elements are linked, enabling the user to move from one to another. . The interaction level provided by hyperlinks is low. This low level of interaction may not promote students' learning and motivation. Therefore, it appears necessary to explore more strategies to increase the interaction of WBI so that students will engage more actively with the learning content, and web-based learning will be more attractive to learners. LITERATURE REVIEW Few studies have focused on effects of different interaction levels in web-based learning environments. But a number of studies on feedback and generative gen·er·a·tive adj. 1. Having the ability to originate, produce, or procreate. 2. Of or relating to the production of offspring. generative pertaining to reproduction. learning have been done on interaction in computer-based instruction environments. These results have valuable implications for web-based learning. In this section, research on interaction, generative activities, and feedback are discussed. Interaction In the literature, the terms interaction and interactivity are used interchangeably INTERCHANGEABLY. Formerly when deeds of land were made, where there Were covenants to be performed on both sides, it was usual to make two deeds exactly similar to each other, and to exchange them; in the attesting clause, the words, In witness whereof the parties have hereunto to refer to the communication between student and subject content, student and instructor, or student and student. There are two perspectives on interaction: quantitative and qualitative qualitative /qual·i·ta·tive/ (kwahl´i-ta?tiv) pertaining to quality. Cf. quantitative. qualitative pertaining to observations of a categorical nature, e.g. breed, sex. (Hannafin, 1989). A quantitative view of interaction refers to external factors such as response frequency or interval, or the number of questions embedded Inserted into. See embedded system. during an instructional module. A qualitative view of interaction substantially emphasizes the learner's role in mediating interaction. The concern here is how to foster cognitive engagement--the intentional in·ten·tion·al adj. 1. Done deliberately; intended: an intentional slight. See Synonyms at voluntary. 2. Having to do with intention. and purposeful pur·pose·ful adj. 1. Having a purpose; intentional: a purposeful musician. 2. Having or manifesting purpose; determined: entered the room with a purposeful look. processing of lesson content. Although the interaction is very important and necessary for education, it appears that there is no consensus of what interactivity actually represents or involves. Even so, over the past years there have been a number of attempts to identify levels of interaction, with the underlying assumption that the higher the level, the better the product (Sims, 1997). Schwier and Misanchuk (1993) introduced a descriptive taxonomy taxonomy: see classification. taxonomy In biology, the classification of organisms into a hierarchy of groupings, from the general to the particular, that reflect evolutionary and usually morphological relationships: kingdom, phylum, class, order, of multimedia interaction based on the qualitative nature of interaction. It includes three dimensions: (a) levels of interaction, (b) functions played by interaction in each level, and (c) transactions at each level of interaction. Three levels of interaction are: reactive, proactive, and mutual, where: * "A reactive interaction is a response to presented stimuli, or an answer to a given question; * Proactive interaction emphasizes learner construction and generative activity. The learner goes beyond selecting or responding to existing structures and begins to generate unique constructions and elaborations beyond designer-imposed limits; and * Mutual interactivity would be characterized char·ac·ter·ize tr.v. character·ized, character·iz·ing, character·iz·es 1. To describe the qualities or peculiarities of: characterized the warden as ruthless. 2. by an artificial intelligence or virtual reality design, where the learner becomes a fully franchised citizen in the instructional environment. In such a program, the learner and system are mutually adaptive, that is, capable of changing in reaction to encounters with the others (p. 11-12). The relationships among the three levels are hierarchical A structure made up of different levels like a company organization chart. The higher levels have control or precedence over the lower levels. Hierarchical structures are a one-to-many relationship; each item having one or more items below it. in terms of quality of interaction. That means the quality of a mutual level interaction is higher than that of a proactive level and the quality of a proactive level interaction is higher than that of a reactive level interaction because there is greater opportunity for mental engagement and learner investment at higher levels of interaction than lower (Schwier & Misanchuk, 1993). Very few studies have focused on the effects of different interaction levels on learners' achievement and attitudes based on Schwier and Misanchuk's classification. However a number of studies have focused on generative activity strategies and feedback, which can be used to realize reactive interaction and proactive interaction levels of instruction. Research on Generative Activities Generative learning focuses on examining what internal processes of learning are stimulated or induced induced /in·duced/ (in-dldbomacst´) 1. produced artificially. 2. produced by induction. induced, adj artificially caused to occur. induced induction. by external stimuli. Wittrock (1974, 1991) proposed the idea of generative learning with the assumption that for learning to occur, active mental participation of the learner is required. Mental connections occur as new information from the environment is integrated into existing mental structures through reorganizing existing mental structures into new frameworks, elaborating existing mental structures to become more inclusive (theory) inclusive - In domain theory, a predicate P : D -> Bool is inclusive iff For any chain C, a subset of D, and for all c in C, P(c) => P(lub C) In other words, if the predicate holds for all elements of an increasing sequence then it holds for their least upper , and reconceptualizing to gain a more exact or detailed understanding of the information. In the generative process, the learner is required to actively engage mental processes to examine the new information, and to construct (generate) a new interpretation of the information. Generative learning has been realized through various generative activities. There are two basic families of these strategies (Grabowski Grabowski is the sirname of the following people
v. con·cep·tu·al·ized, con·cep·tu·al·iz·ing, con·cep·tu·al·iz·es v.tr. To form a concept or concepts of, and especially to interpret in a conceptual way: levels of thinking. Another family of generative strategies integrates relationships between external stimuli and memory. Examples include asking students to construct demonstrations, metaphors, analogies, examples, pictures, applications, paraphrases Paraphrases are traditional forms of singing within Presbyterian churches. They are sections of the Bible that have been set to music, in a similar fashion to Metrical Psalms. , or inferences. These activities occur in the integration and translation levels in terms of cognitive processing. The second family differs from the first because these strategies not only require deeper processing of the instructional content, but they also result in a high level of understanding. Wittrock and Kelly's (1984) study, which involved generating examples, indicated that students required to give an example had the biggest gain in the pretest-posttest evaluation. Studies on the effects of other generative activities have yielded conflicting results. Wittrock (1991) found that students who were asked to generate text-related summaries, analogies, metaphors, and pictures had better comprehension comprehension Act of or capacity for grasping with the intellect. The term is most often used in connection with tests of reading skills and language abilities, though other abilities (e.g., mathematical reasoning) may also be examined. than those who were not. Hooper hoop·er n. A maker or repairer of barrels and tubs; a cooper. , Sales, and Rysavy's (1994) found that undergraduates who generated summaries performed better than those who generated analogies. However, the experiment groups (generating either summaries or analogies) did not perform better than the control group (without any generative activities). Volk and Ritchie's (2000) study on the effectiveness of concept map generation and manipulation Manipulation Dealing in a security to create a false appearance of active trading, in order to bring in more traders. Illegal. of objects found no significant difference between either of the two generative strategies on a posttest post·test n. A test given after a lesson or a period of instruction to determine what the students have learned. . However, the results indicated that students starting with concept maps showed significantly higher achievement on a delayed posttest than students beginning with manipulation of objects. Investigations of the effects of generative activities in hypertext hypertext, technique for organizing computer databases or documents to facilitate the nonsequential retrieval of information. Related pieces of information are connected by preestablished or user-created links that allow a user to follow associative trails across the learning on problem solving problem solving Process involved in finding a solution to a problem. Many animals routinely solve problems of locomotion, food finding, and shelter through trial and error. and comprehension (Barab, Yong
“Yung” redirects here. For other uses, see Yung (disambiguation). , & Wang (Wang Laboratories, Inc., Lowell, MA) A computer services and network integration company. Wang was one of the major early contributors to the computing industry from its founder's invention that made core memory possible, to leadership in desktop calculators and word processors. , 1999) and English 1. English - (Obsolete) The source code for a program, which may be in any language, as opposed to the linkable or executable binary produced from it by a compiler. The idea behind the term is that to a real hacker, a program written in his favourite programming language is learning (Lin Lin , Maya Ying Born 1959. American sculptor and architect whose public works include the Vietnam Veterans Memorial in Washington, D.C. (1982). Noun 1. , 1995) among college students yielded positive results. These studies on generative learning have shown that in most cases, active learner involvement produced increased learning; and learner generated activities have resulted in significant gains of learning, although the degree of the effects may be affected by the issues of organization of lesson content and quality of response (Grabowski, 1996). But, some aspects about generative activities need further exploration. First, most of the previous research has emphasized fact and concept-level learning and has not dealt with highlevel learning such as application, synthesis, or problem solving. Therefore, further research on effects of different generative activities on high-level learning is needed (Grabowski). Second, very few studies have focused on the effects of various generative activities in hypermedia environments. It is necessary to investigate what kind of roles generative activities can play in hypermedia environments, especially in web-based environments. Research on Feedback Feedback is information made available to learners to compare actual performance with some standard of performance. It is a critical part of the process of interaction and plays a very important role in learning. It affects students' motivation and academic performance. Research on feedback involves many factors: when to provide feedback, what kind of feedback should be offered, and feedback in different learning tasks. The following review focuses on feedback elaboration and timing of feedback, which are related to this research. Feedback Elaboration Feedback elaboration refers to complex explanations and/or and/or conj. Used to indicate that either or both of the items connected by it are involved. Usage Note: And/or is widely used in legal and business writing. providing additional information in response to students input. There are three types of elaboration employed during feedback: task-specific, which is drawn from the initial task demand or question, instruction-based, which contains information derived de·rive v. de·rived, de·riv·ing, de·rives v.tr. 1. To obtain or receive from a source. 2. from specific lesson material but not directly from the actual question, and extra-instructional, which contains additional information from outside the immediate lesson environment. Most studies have dealt with the task-specific and instruction-based types of feedback, while a few have addressed the extra-instructional type. Five types of feedback have been defined in previous research (Dempsey, Driscoll Driscoll is one derivation of the Irish surname "O'Driscoll". It originates from Cork in the Republic of Ireland. Most O'Driscolls and Driscolls live in Ireland, with many more living in the United States, Canada and Australia. , & Swindell 1993): no feedback presents a question and requires a response, but does not indicate whether the learner's response is correct; simple verification See verify. verification - The process of determining whether or not the products of a given phase in the life-cycle fulfil a set of established requirements. feedback or knowledge of results (KOR) simply informs the learner of a correct or incorrect response; knowledge of the correct result (KCR KCR Kowloon-Canton Railway (railway system connecting Hong Kong and Canton province of China) KCR Kansas City Royals KCR Key Component Review KCR Key Customer-Related ) informs the learner what is the correct answer of the question; elaborated feedback informs students of the error and provides an explanation leading to the correct answer; try again feedback informs the students when an incorrect response has been made and allows them to make one or more additional attempts to answer correctly. Gilman Gil·man , Charlotte Anna Perkins 1860-1935. American feminist, writer, and editor best known for Women and Economics (1898), an influential manifesto calling for the economic independence of women. Noun 1. (1969) found that undergraduate science students who received KCR performed significantly better than those who did not receive KCR. The KCR group also took less time to meet the criterion
Waldrop, Justin Justin (Marcus Junianus Justinus), fl. 3d cent., Roman historian. He made a collection of excerpts from Trogus, which gives many facts not recounted elsewhere. , and Adams Adams, town (1990 pop. 9,445), Berkshire co., NW Mass., in the Berkshires, on the Hoosic River; inc. 1778. Its manufactures include chemicals, textiles, and paper products. The Berkshire region attracts tourists year-round. (1986) conducted research for determining if elaborated feedback was more effective than "knowledge of results" in learning concepts through drill and practice computer-assisted instruction computer-assisted instruction Use of instructional material presented by a computer. Since the advent of microcomputers in the 1970s, computer use in schools has become widespread, from primary schools through the university level and in some preschool programs. and found that immediate extended feedback following both correct and incorrect responses was superior to minimal feedback. Lee and Dwyer Dwyer may refer to: People with the Surname Dwyer
tr.v. per·ceived, per·ceiv·ing, per·ceives 1. To become aware of directly through any of the senses, especially sight or hearing. 2. To achieve understanding of; apprehend. the feedback to be valuable; students favored the "try again" for the missed problems. Clark and Dwyer (1998) investigated the effect of different feedback types on different learning tasks (verbal, concept, and principle). No significant difference among the different types of feedback was found. Narciss (1999), however, obtained a positive result for elaborated feedback, which suggested that more informative feedback was related to better performance. We can see that studies on feedback elaboration have yielded mixed results for verbal information learning. It appears that feedback elaboration affects effectiveness of verbal information learning, concept learning, and rule learning. Further studies need to be done, however. Timing of Feedback Timing of feedback deals with when feedback information is given to the learner. There are two commonly recognized types of feedback in CAI (1) (Computer-Assisted Instruction) Same as CBT. (2) See CA. CAI - Computer-Aided Instruction environments (Dempsey & Wager, 1988): immediate feedback is given as quickly as the computer's hardware and software will allow during instruction or testing; delayed feedback is given after a specified amount of time during instruction or testing. Studies of immediate and delayed feedback have yielded no consistent results. Kulhavy(1977) supported the use of delayed feedback when test-items were used as the stimuli material and the correct answer was the response to be learned. Kulik Kulik is a surname, and may refer to:
Any investments with a maturity of one year or less. short-term 1. Of or relating to a gain or loss on the value of an asset that has been held less than a specified period of time. experiments on acquisition of quiz A quiz is a form of game or mind sport in which the players (as individuals or in teams) attempt to answer questions correctly. Quizzes are also brief assessments used in education and similar fields to measure growth in knowledge, abilities, and/or skills. content. Farquhar Far·quhar , George 1678-1707. Irish playwright of the Restoration whose comedic works include The Recruiting Officer (1706) and The Beaux' Stratagem (1707). and Regian Re´gi`an n. 1. An upholder of kingly authority; a royalist. (1994) found that the effectiveness of delayed feedback was dependent on the type of feedback provided and suggested that the effectiveness of delayed over immediate feedback depends on the types of knowledge, feedback, error, and the learner's skill level. While research results about feedback are not unambiguous, some conclusions can be drawn from existing research to make better use of feedback in instruction: feedback can serve to correct errors; in informative learning, corrective cor·rec·tive adj. Counteracting or modifying what is malfunctioning, undesirable, or injurious. n. An agent that corrects. corrective, n feedback is better than no feedback; and for higher cognitive tasks, delayed feedback may be more effective than immediate feedback. However, some problems are worthy of further investigation. First, most research is about the effects of feedback in traditional classroom environments and computer assisted learning environments, few studies focus on effects of feedback in web-based learning environments. Second, most studies compare the effects of with or without feedback (immediate feedback and delayed feedback). In the literature, no studies have been found that deal with the relationship between feedback and interaction levels. Research Questions and Hypotheses This study focused on the effects of different interaction levels on students' achievement and perceptions of motivation toward learning materials in web-based learning environments. Schwier and Misanchuk's (1993) classification of interaction levels for multimedia instruction, especially the reactive and proactive interaction levels, guided the design of learning materials for web-based learning. An immediate feedback strategy, which was used in instructional materials at the reactive interaction level, was compared with low interaction materials without this strategy. A generative activity strategy, which was used to develop instructional materials at the proactive interaction level, was compared to the low interaction and reactive interaction conditions. The following research questions and hypotheses guided the study. Question 1. Is there a difference in achievement among groups in which students receive learning materials with low interaction level, reactive interaction level, or proactive interaction level? Hypothesis An assumption or theory. During a criminal trial, a hypothesis is a theory set forth by either the prosecution or the defense for the purpose of explaining the facts in evidence. 1. Students who receive learning material with a proactive interaction level will score higher than those who receive learning material with a reactive interaction level; and those who receive learning material with a reactive interaction level will score higher than those who receive learning material with a low interaction level on the achievement measure. Question 2. Is there a difference in perceptions of motivation among groups in which students receive learning materials with low interaction level, reactive interaction level, or proactive interaction level? Hypothesis 2. Students who receive learning material with a proactive interaction level will score higher than those who receive learning material with a reactive interaction level; and those who receive learning material with a reactive interaction level will score higher than those who receive learning material with low interaction level on the measure of perception of motivation. METHODOLOGY Research Design This study involved a posttest only experimental design. Based on Schwier and Misanchuk's (1993) classification of interaction levels, three levels of interaction were categorized cat·e·go·rize tr.v. cat·e·go·rized, cat·e·go·riz·ing, cat·e·go·riz·es To put into a category or categories; classify. cat for web-based learning materials in this study: low, reactive, and proactive. Low level refers to a web site that only incorporated typical, static hyperlinks; reactive level refers to a web site that incorporated an immediate feedback strategy, which provided responses during the learning process; proactive level refers to the web site that incorporated a generative activity strategy, which asked students to generate a new example or scenario after a learning section was finished. Independent Variable The independent variable in the study was the interaction level of the learning material. In this study, three versions of instructional materials with low, reactive, and proactive interaction levels were implemented by following the previous categorization. Participants were randomly assigned as·sign tr.v. as·signed, as·sign·ing, as·signs 1. To set apart for a particular purpose; designate: assigned a day for the inspection. 2. into three groups to complete a web-based learning lesson. Participants in the first group (control group) received the learning material that provided a low level of interaction; participants in the second group received the learning material that provided a reactive level of interaction; participants in the third group received the learning material that provided a proactive level of interaction. Dependent Variables The dependent variables in this study were student achievement, perception of motivation toward the learning material, and time-on-task. Achievement referred to the learner's academic performance after finishing the learning as measured by a posttest; perception of motivation toward the learning material referred to students' perceptions toward the learning material in terms of motivating students to learn and was measured by the Instructional Material Motivation Survey (IMMS IMMS International Military Music Society IMMS Insurance Marketing and Management Services IMMS Integrated Maintenance Management System IMMS Information Model Management Service (service availability forum) ) (Keller, 1993); time-on-task referred to the time that students spent on the learning materials collected through the "Track students" function in WebCT. Subjects The participants in the study were student volunteers from an educational technology class in the School of Education at a mid-western university. They were freshmen, sophomores, juniors, seniors, and graduate students with various majors in education such as elementary education elementary education or primary education Traditionally, the first stage of formal education, beginning at age 5–7 and ending at age 11–13. , science education, and mathematics education. The final sample had 95 students with unbalanced numbers of students in each group: the control group had 34 subjects; the reactive interaction group had 30 subjects; and the proactive interaction group had 31 subjects. They all had little prior knowledge of the content of the lesson and were familiar with WebCT, which was used as the delivery environment for the web-based instruction. Instructional Materials The content of the learning material was about copyright, which is normally covered in a class lecture. The instructional material was implemented in WebCT, a web course environment, using web pages created with Dreamweaver A Web authoring program for Windows and the Macintosh from Macromedia. It is a sophisticated program that is noted for many advanced features, including the "Roundtrip" capability which lets you seamlessly move back and forth and make changes in both the visual mode and HTML mode. and JavaScript JavaScript Computer programming language developed by Netscape in 1995 for use in HTML pages. JavaScript is a scripting language (or interpreted language), which is not as fast as compiled languages (such as Java or C++) but easier to learn and use. . The subjects logged onto WebCT and received one of three different versions of instructional materials with low interaction level, reactive interaction level, or proactive interaction level. Instructional material with low interaction level was a typical website in which students could get information (including content information and practice questions) by clicking links. Instructional material with reactive interaction level presented all practice questions displyed in a multiple-choice mul·ti·ple-choice adj. 1. Offering several answers from which the correct one is to be chosen: a multiple-choice question. 2. and/or true-false format with immediate elaborated feedback. Instructional material with proactive interaction level was implemented with generative activities. Subjects were required to generate their own new examples or scenarios. Instruments Three instruments were used to evaluate student achievement and perceptions of motivation toward the learning materials: achievement test, motivation survey, and interview. An immediate posttest with true-false questions, example or scenario generation, and multiple-choice questions was administered right after subjects finished the learning materials. The motivation survey, IMMS, was used to evaluate students' motivational perceptions toward the learning materials; it was administered following the posstest. Interviews were administered to randomly selected subjects from different groups in order to acquire in-depth in-depth adj. Detailed; thorough: an in-depth study. in-depth Adjective detailed or thorough: an in-depth analysis data with regard to the students' perceptions of the learning programs. Data Analysis Quantitative data from post achievement posttest, motivation survey, and time-on-task for each group were analyzed an·a·lyze tr.v. an·a·lyzed, an·a·lyz·ing, an·a·lyz·es 1. To examine methodically by separating into parts and studying their interrelations. 2. Chemistry To make a chemical analysis of. 3. with ANOVAs using SAS (1) (SAS Institute Inc., Cary, NC, www.sas.com) A software company that specializes in data warehousing and decision support software based on the SAS System. Founded in 1976, SAS is one of the world's largest privately held software companies. See SAS System. to test the significance of the mean differences among three groups. The Tukey's HSD HSD Human Services Department HSD High Speed Data HSD Hillsboro School District (Hillsboro, OR) HSD Hybrid Synergy Drive (Toyota/Lexus) HSD High School Diploma HSD Historical Society of Delaware test was used to test the significance of the mean difference between two groups because the sample sizes were not equivalent. The probability level for testing the research hypotheses was set at .05. Qualitative data from the interview and generative activities were analyzed by following coding protocols. DATA ANALYSIS AND RESULTS Preliminary tests for normality normality, in chemistry: see concentration. of the quantitative data (Shapirio-Wilk) and homogeneity Homogeneity The degree to which items are similar. of variance The discrepancy between what a party to a lawsuit alleges will be proved in pleadings and what the party actually proves at trial. In Zoning law, an official permit to use property in a manner that departs from the way in which other property in the same locality of the data (Levene's method) confirmed that the data were normally distributed and all three groups had equal variances. Therefore, analysis of variance (ANOVA anova see analysis of variance. ANOVA Analysis of variance, see there ) was used to examine the effect of different treatments on the dependent variables (achievement, motivation survey, and time-on-task). If the ANOVA test indicated a significant difference among three groups, the Tukey's HSD test was used to make pair-wise comparisons to find which group was significantly different from the other group(s). Performance on the Achievement Test Table 1 displays the descriptive statistical results for subjects' performance on the achievement test. The GLM GLM Global Language Monitor GLM Global Marine (stock symbol) GLM Graduated Length Method (ski instruction) GLM Good Looking Mom (used in pediatric practices) GLM God Loves Me ANOVA results (F(2,92)=14.56, p<0.0001) indicates that there was a significant difference among the mean scores of different groups. Post hoc post hoc adv. & adj. In or of the form of an argument in which one event is asserted to be the cause of a later event simply by virtue of having happened earlier: multiple pair-wise comparisons of the means were conducted by using Tukey's studentized range (HSD) test. The HSD procedure was chosen because it could eliminate experimenter error and the group size was unbalanced. The comparison results indicate that students in both proactive interaction group and reactive interaction group out-performed those in control group. No significant difference was found between the proactive interaction group and the reactive interaction group. Analysis of Instructional Material Motivation Survey Scores The means and standard deviations In statistics, the average amount a number varies from the average number in a series of numbers. (statistics) standard deviation - (SD) A measure of the range of values in a set of numbers. of IMMS data are shown in Table 2. The ANOVA results (F(2,92)=3.28, p=0.04) indicate that there were statistically significant mean score differences among groups on the IMMS. The HSD multiple comparison procedure was applied to examine the differences of IMMS mean scores between groups. The results indicate that there was a significant mean score difference between the reactive interaction group and the control group; no significant differences were found between the proactive interaction group and the reactive interaction group or between the proactive interaction group and the control group. The same procedures were used to analyze an·a·lyze v. 1. To examine methodically by separating into parts and studying their interrelations. 2. To separate a chemical substance into its constituent elements to determine their nature or proportions. 3. the subcategories of the IMMS. For attention, the analysis indicated that the students in the reactive interaction group obtained higher attention scores than those in the control group, but there were no significant differences for proactive interaction group compared to other two. For relevance and confidence, no significant differences on mean scores were found among groups. For satisfaction, the analysis indicated that students in the reactive interaction group obtained higher satisfaction scores than those in the control group, but there were no significant differences of satisfaction scores for proactive interaction group compared to other two. Analysis of Time-on-Task The means, standard deviations, minimum scores, and maximum scores (in minutes) of time-on-task for each group are listed in Table 3. The ANOVA test (F(2,94)= 11.50, p<0.0001) and HSD test results indicated that students in the proactive group (M=27.5) and the reactive group (M=22.7) spent more time on learning than those in the control group (M=17.7). No significant difference was found between the proactive interaction group and the reactive interaction group for time-on-task. The quantitative results are summarized graphically in Figure 1. This figure illustrates the results for achievement, motivation (overall IMMS score), and time-on-task. Supporting Qualitative Results Qualitative data were gathered from the interviews after the experiment and the generative activities during students' learning process in the proactive interaction group. The interview explored subjects' overall reactions toward the instructional program and perceptions of the immediate feedback and generative activity strategies. Some of the subjects were randomly selected from each group and interviewed to provide their thoughts about the instructional program, immediate feedback, and generative activities. Most of the subjects liked the learning program because it was easy to use, very informative, well organized, and beneficial. Students in the reactive interaction group were positive toward the elaborated immediate feedback because it helped their learning in different ways: reinforcing what they read, clarifying clar·i·fy v. clar·i·fied, clar·i·fy·ing, clar·i·fies v.tr. 1. To make clear or easier to understand; elucidate: clarified her intentions. 2. mistakes, knowing answers right away, and motivating them to learn. When they answered questions incorrectly, the immediate feedback made them review the learning content, reflect on the question and try to answer it again. The following lists student comments about immediate feedback.
That was really nice 'cause you knew it right away. You knew if you
Kind got the idea and what it tried to tell you. I really like
those.
It was good I think. It motivated the student to answer questions.
It reinforced what you just read. If I did wrong thing, it
clarified.
I thought that was great. That's a wonderful feature. It let you
know right away and let you practice what you just learned. That was
great.
I liked it. I liked it because I kept answering more than once. If
you are wrong, you can keep going. The quiz also helped.
If I were wrong, I would go back and look through the section
following the feedback and re-answer the question and realized why I
was wrong. I thought that was useful with the little thing coming
up.
The reaction of students to the generative activity strategy was mixed. Half of them had positive attitudes and half of them did not mind the activity. However, the generative activities made them reflect what they learned, think more about the examples, and check the learning content. The following comments came from the generative activity group. [FIGURE 1 OMITTED]
Content is interesting. I thought the little self-generating things
you have to type and create your own examples. I thought that was
interesting 'cause it made you think the stuff you read, actually
have to pay more attention to it.
I thought that was good 'cause it helped incorporate what you read
from the section and how you used it, how you actually be using it
and how you would be violating the copyright law. It helped. It
implemented what you learned.
I thought it was good. Like I said it made you think the stuff you
read and actually made you pay more attention to the content.
The generative activity data from the proactive interaction level group indicated that students completed the generative activities with high accuracy. The accuracy for six generative activities is 94%, 90%, 94%, 100%, 84%, and 94% respectively. The overall accuracy was 93%. The high accuracy means that students performed well in the generative activities during the learning process. DISCUSSION Treatment Effects on Achievement The results indicated that students in reactive interaction group outperformed those in control group. Adding elaborated immediate feedback makes students interact with the learning material more and think more about what they learn. Therefore, students have more engagement and invest more in the learning process with a higher interaction between students and the learning content. This leads to a deeper processing of the learning material with better results. This result is consistent with the view that the higher the interaction level, the better the instruction (Liaw & Huang Huang (Chinese: 黃) is a Chinese surname. While Huang is the pinyin romanisation of the word, it may also be romanised as Wong, Vong, Bong, Ng, Uy, Wee, Oi, Oei or Ooi, Ong, Hwang, or Ung due to pronunciations of the word in , 2000; Sims, 1997). The results indicated that subjects who received the instructional material with proactive interaction level also performed significantly better on the achievement posttest than those who received the instructional material with low interaction level. Adding generative examples/scenarios to the learning process results in knowledge construction and generation by integrating new information with prior knowledge. This is consistent with the expectations for the proactive interaction level (Schwier & Misanchuk, 1993) and that higher interaction leads to better results (Liaw & Huang, 2000; Sims, 1997). The results indicated that subjects who received the instructional material with proactive interaction level may have performed slightly better on the achievement posttest than those who received the instructional material with reactive interaction level. But, the difference was not statistically significant. Therefore, the hypothesis that proactive interaction would generate superior outcomes to reactive interaction was not supported in this study. There are several possible reasons for this result. First, the small number of testing items and quality of the testing items likely affected the study results. The small numbers of testing items make it difficult to detect the expected difference between the two groups. Second, the design of the proactive interaction level material may not have been effective enough to distinguish between the reactive and proactive levels. In the learning material, a generative activity was designed to come immediately after a practice question. The students were asked to generate a similar example after the practice. This design may have led students to generate examples/scenarios without much deep processing of the learning content. Third, there might be a significant difference between proactive interaction group and reactive interaction group in the long term. However, this design used only an immediate posttest. A delayed test might show the expected results because the deeper mental processing yields better retention of the learning material. Treatment Effects on Motivational Perceptions The results indicated that subjects who received instructional material with reactive interaction level demonstrated significantly better motivation than those who received instructional material with low interaction level. Qualitative data from the interviews strongly support this conclusion. All the interviewed students who were in reactive interaction group expressed very positive attitudes toward the program. They thought the program was very informative, well organized, and easy to use. Many of them indicated that they learned a lot from the program especially things that would be very helpful to their future teaching. Many of them thought that the immediate feedback was a great idea; it motivated mo·ti·vate tr.v. mo·ti·vat·ed, mo·ti·vat·ing, mo·ti·vates To provide with an incentive; move to action; impel. mo and helped their learning by giving immediate information, reinforcing what they learned, and clarifying mistakes. The analysis of the performance of students on subcategories of IMMS indicated that the learning material with the reactive interaction level drew more attention than that with the low interaction level, and students felt more satisfied with the learning material at the reactive interaction level than did those with the learning materials at the low interaction level. Although the differences were not statistically significant in the relevance and confidence categories, the results showed a trend that adding immediate feedback was better than none in terms of increasing the relevance of the instruction and enhancing the subjects' confidence. The results of the data analysis indicated a trend toward higher motivation scores among subjects who received the instructional material with the proactive interaction level compared to subjects who received the instructional material with the low interaction level. But, the difference was not statistically significant. Therefore, the hypothesis was not supported. In the literature, no studies were found focusing on the motivational effects of various generative activities. This study failed to provide empirical em·pir·i·cal adj. 1. Relying on or derived from observation or experiment. 2. Verifiable or provable by means of observation or experiment. 3. evidence that learning materials with generative activities could arouse more motivation than those without generative activities. By examining student performance on subcategories of IMMS, it appeared that students in the proactive interaction group performed slightly better than those in the control group for all subcategories. However, the differences were not significant. The data from the interviews corroborate To support or enhance the believability of a fact or assertion by the presentation of additional information that confirms the truthfulness of the item. The testimony of a witness is corroborated if subsequent evidence, such as a coroner's report or the testimony of other these results because half of the interviewed students did not have positive attitudes toward the generative activity strategy. The results indicated that subjects who received the instructional material with proactive interaction level did not outscore Verb 1. outscore - score more points than one's opponents outpoint beat, beat out, vanquish, trounce, crush, shell - come out better in a competition, race, or conflict; "Agassi beat Becker in the tennis championship"; "We beat the competition"; "Harvard those who received the instructional material with reactive interaction level and that the difference was not statistically significant either. Given that the immediate feedback was welcomed by the subjects and the generative activity strategy created mixed feelings among the subjects, the result was not surprising. The analysis on the subcategories of IMMS also indicated that both the generative activity strategy and the immediate feedback strategy had almost the same effects on drawing subjects' attention, increasing the relevance of the instruction, building subjects' confidence, and making subjects feel satisfied with the learning. Treatment Effects on Time-on-Task The statistical analyses of time-on-task for three groups indicated that students in the proactive interaction and reactive interaction groups spent significantly more time on the learning content than those in the control group, and students in the proactive interaction group spent more time on the learning content than those in the reactive interaction group, although the difference was not statistically significant. The interview data from the reactive interaction group indicated that students reviewed the content following the feedback information, reread Verb 1. reread - read anew; read again; "He re-read her letters to him" read - interpret something that is written or printed; "read the advertisement"; "Have you read Salman Rushdie?" the information to answer the question again, and tried different answers when they were doing the multiple choice practice questions. The interview data from the proactive interaction group also demonstrated that students reflected on the content, reflected on the example, and made sure they understood the content before they created their own examples/scenarios. All these can explain the previously mentioned conclusion. The result is consistent with Lin's (1995) research result that students engaging a deeper level of processing spend more time on the learning task. By examining the correlation between the achievement and the time-on-task, it was found that time-on-task was not correlated cor·re·late v. cor·re·lat·ed, cor·re·lat·ing, cor·re·lates v.tr. 1. To put or bring into causal, complementary, parallel, or reciprocal relation. 2. with achievement (r = 0.30). This implies that students who spent more time on learning did not necessarily perform better, which supports Lin's (1995) study. Although deeper level information involves deeper mental processing and takes more time (Liu, 1992), time-on-task should not be taken as an index of the depth the processing and does not appear to be a decisive variable for determining that information has been processed successfully at a deeper level or has been well retained (Lin, 1995). CONCLUSIONS AND RECOMMENDATIONS The findings of this study show that students who used instructional materials with embedded immediate feedback and generative activities outperformed those who used instructional materials without any strategy added on the achievement posttest. However, the proactive interaction group did not perform significantly better than the reactive interaction group. Thus, the speculation that a higher interaction level leads to better results was only partially supported by the findings of this study. Furthermore, the findings indicated that subjects demonstrated higher motivation toward the learning material when they were exposed to instructional materials with immediate feedback. The analysis of time-on-task showed that the group learning with generative activity strategy spent significantly more time on learning than the control group and spent more time on learning than the group learning with immediate feedback. This confirms that greater mental effort or persistent cognitive engagement takes more time. However the time-on-task was not correlated with achievement, which implies that students who spent more time on learning did not necessarily perform better. It was expected that the generative activity strategy would enhance learning compared with the immediate feedback strategy. The findings indicated that students in the proactive interaction group did not outperform Outperform An analyst recommendation meaning a stock is expected to do slightly better than the market return. Notes: Exact definitions vary by brokerage, but in general this rating is better than neutral and worse than buy or strong buy. those in the reactive interaction group. Also, the students in the proactive interaction group did not demonstrate higher motivation than those in either the reactive interaction group or the control group. As a result of these analyses, the following conclusions can be drawn. First, embedding 1. (mathematics) embedding - One instance of some mathematical object contained with in another instance, e.g. a group which is a subgroup. 2. (theory) embedding - (domain theory) A complete partial order F in [X -> Y] is an embedding if elaborated immediate feedback into web-based learning materials enhances student performance because it can reinforce learners' learning, clarify (company) Clarify - A software vendor, specialising in Customer Relationship Management software. Nortel Networks sold Clarify to Amdocs in 2002. http://amdocsclarify.com/. some concepts, and guide them through the learning content. With the elaborated immediate feedback in the learning process, students can interact more with the learning content, process it more deeply, and perform better, which confirms the belief that the higher the interaction level, the better the instruction. Second, the example/scenario generation strategy enhances student performance in a web-based learning environment. It helps the learner reflect on the learning content, implement what they learn, and incorporate the learned information into their own subject areas. This strategy is effective in improving students' performance on their learning at the application and analysis levels. Third, employing elaborated immediate feedback in a web-based learning environment can motivate learners by drawing more attention and increasing satisfaction with the learning material. Although this study yielded some encouraging findings about the effects of different interaction levels on student achievement and motivational perceptions, many issues related to different aspects of this research have been raised and need to be investigated in the future. This study employed an immediate posttest to evaluate student performance on achievement. The results failed to support the hypothesis that students in proactive interaction group would outperform those in reactive interaction group. From the literature, it has been suggested that the deeper the mental processing, the better the retention. Therefore, delayed posttest research should be employed to examine the possible differences between proactive interaction group and reactive interaction group. In this study, the "track student" feature in WebCT was used to track the time students spent on the learning material. However, it could not track the time student spent on different parts of the learning material, the time students spent on reflection, and the time students spent on reviewing the learning material. Those are very important aspects to understand the learner's learning process. Therefore, more advanced time tracking capabilities should be used in the future research. To design the instructional materials with proactive interaction focusing on knowledge construction and generation, example/scenario generation activities were implemented. There are many possible generative activities involving different levels of mental processing ranging from coding to translation. Example/scenario generation involves mental processing at the integration level, which is lower than the translation level. Future research should consider employing generative activities at the translation level to increase the interaction level between the students and the learning materials. The elaborated immediate feedback strategy was effective in enhancing student achievement and motivational perceptions. This strategy was implemented with pop-up windows pop-up window n (Comput) → Popup-Fenster nt . However, there are other ways to implement feedback such as uploading a separate browser browser Software that allows a computer user to find and view information on the Internet. The first text-based browser for the World Wide Web became available in 1991; Web use expanded rapidly after the release in 1993 of a browser called Mosaic, which used window or using different layers. Future study may consider employing those techniques and assessing their effects on learning. All these efforts may yield useful information to further our understanding of effects of learning materials with different interaction levels on student achievement and perceptions of motivation in a web-based learning environment.
Table 1
Means and Standard Deviations of Achievement Posttest or Each Group
n [M.sub.ach] (S[D.sub.ach])
Control Group 34 22.00 (4.50)
Reactive Interaction Group 30 25.80 (3.80)
Proactive Interaction Group 31 27.00 (3.30)
Note: n = number of subjects, [M.sub.ach] = mean of achievement,
S[D.sub.ach] = standard deviation of achievement
Table 2
Means and Standard Deviations of Dependent Variables for Each Group
Variable n [M.sub.IMMS](S[D.sub.IMMS])
Control 34 111.80 (20.50)
Group
Reactive 30 123.90 (20.00)
Interaction
Group
Proactive 31 121.20 (21.50)
Interaction
Group
Variable [M.sub.att] (S[D.sub.att]) [M.sub.rel] (S[D.sub.rel])
Control 34.40 (8.20) 31.80 (6.20)
Group
Reactive 39.30 (8.00) 33.50 (5.90)
Interaction
Group
Proactive 37.60 (8.10) 33.60 (6.40)
Interaction
Group
Variable [M.sub.con] (S[D.sub.con]) [M.sub.sat] (S[D.sub.sat])
Control 30.90 (6.60) 13.80 (4.70)
Group
Reactive 33.10 (5.80) 17.90 (4.30)
Interaction
Group
Proactive 33.70 (6.90) 16.20 (4.10)
Interaction
Group
Note: n = number of subjects, [M.sub.IMMS] = mean of IMMS total,
[M.sub.att] = mean of attention, [M.sub.rel] = mean of relevance,
[M.sub.con] = mean of confidence, [M.sub.sat] = mean of satisfaction,
S[D.sub.IMMS] = standard deviation of IMMS total, S[D.sub.att] =
standard deviation of attention, S[D.sub.rel] = standard deviation
of relevance, S[D.sub.con] = standard deviation of confidence,
S[D.sub.sat] = standard deviation of satisfaction.
Table 3
Means and Standard Deviations of TOT for Each Group
n [M.sub.TOT] (S[D.sub.TOT]) Max Min
Control Group 34 17.70 (5.70) 31 9
Reactive Interaction Group 30 22.70 (8.70) 40 10
Proactive Interaction Group 31 27.50 (9.60) 55 11
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Lafayette West Lafayette, city (1990 pop. 25,907), Tippecanoe co., W Ind., a suburb of Lafayette, on the Wabash River; inc. 1924. A primarily residential city, it is the seat of Purdue Univ. .
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Department of Curriculum and Instruction, Purdue University, USA lehman@purdue.edu |
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