A Study of Effectiveness of Highlighting Objects (HOBs) in ELearning Systems.
A Study of Effectiveness of Highlighting Objects (HOBs) in ELearning Systems.
systems.
SUBMITTED BY
COURSE:
Diploma In Mechanical
SEMESTER/YEAR:
First Semester/2022
ENROLLMENT NUMBER:
210155159456
SUBMITTED TO
SINGHANIA UNIVERSITY
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Introduction
According to Moor's law, the computational power has been doubling every eighteen
design and develop new teaching tools and methods that are expected to yield optimal
design indicates that presentation format has direct impact on sustained attention,
revolutionizing the teaching and learning processes. In fact, paradigm shift in education
is taking place during the last few decades. The Internet has become the backbone of
computer networks which has enabled high speed transmission of eLeaming material
over long distances. A combination of text, graphics, and sound is being extensively
used to create high quality learning experiences for real classrooms as well as virtual
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As static graphics are inherently visuo-spatial in nature, they are effective in
representing structure of information underlying the given problem space. During the
long process of biological evolution, humans have acquired excellent visual and spatial
ability which enables them to interpret graphics quickly and meaningfully. Many problem
which are dynamic and transient in nature. Such events that change over time are
difficult to represent using static graphics. Animation is the natural choice. However,
researchers have found that improper use of animation as part of learning material
imposes heavy cognitive load and thereby impairs the act of learning. Though extensive
research has been carried on static graphics, very little research has been reported in
the literature regarding use of animation in instructional design and classroom teaching.
In this thesis, the investigator has proposed a new way of using animation in
communication involving human hand gestures. The taxonomy of hand gestures has
been well developed and documented in the literature (McNeil, 2005). It has also been
proved that use of hand gestures in lectures reduces cognitive load on teachers as well
as learners. Susan Goldin-Meadow said, "externalizing our thoughts can save cognitive
effort that can then be put to more effective use. Gesture can externalize ideas and thus
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The investigator of this thesis has established an analogy between hand gestures and
instructional animations and thereby generalized many of the concepts, typology and
analogy between human gestures and instructional animation, the investigator has
evolved taxonomy and guidelines that are useful for multimedia designers in creating
effective teaching and learning material. The analogical study of gestures and
Visual Communications
Human visual system has evolved over a long period of time and has developed to a
stage where now it can perceive patterns and enable the brain to make sense of them
through recognition and interpretation (Narayanan N. Hari, 1997). Children learn to draw
before they are able to write linguistic sentences on paper. Our early ancestors have left
their mark on the history through their drawings on the walls of caves. Engineers and
scientists use flow charts, software developers use UML diagrams. Graphics is also
visualize and use variety of graphics to formulate theories and make predictions.
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Diagrams and graphics are drawn on the black or white board when teachers try to
manuals supplied with industrial goods and domestic appliances incorporate graphics to
explain use and operations of products. Software professionals use graphic tools to
capture client requirements and to design software applications. Project leaders and
managers apply graphic tools to monitor and control various activities in a large scale
projects to meet the time line. To create brand name and promote products, vendors
magazines, books, journals, television and World Wide Web. MRIs and electron
through innovative use of graphics. Graphics is enabling people translate their vision of
convey and share information, concepts and common ideas in the society. For example,
a graphic outlining a person is fairly standard and is used to represent toilet at railway
stations, airports, schools, hotels and at many other places. Placing a detailed
photograph of a person would create cultural biases. Set of signs used in road traffic
signaling are also excellent examples of standard and stylized graphics. Such graphics
need to be drawn meaningfully so that they are interpreted consistently everywhere and
by all. Thus, they need to be coded properly. On the other hand, detailed photographs
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of physical objects do not require coding and can be easily interpreted but cannot be
shared among large parts of the society because pictures relate to a very specific object
and therefore cannot represent a class of objects are required for conveying the same
characteristics of the given function. Printed matter in many books is illustrated with
pictures. The illustrations depict concepts visually. This complements the description
textual form. Visual form makes it easy for viewers to discover relations and
characteristics hidden in the textual representation. When ideas and information are
conveyed using visual aids (graphics) like two dimensional sign, typography, drawing,
Visual Literacy
Much of human knowledge is communicated and acquired through texts. The present
day educational systems create a bias of gaining knowledge by reading text. However,
the world around us is full of visuals and major amount of information and knowledge is
communicated visually.
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Recent developments in computer and communications technology provide more
opportunities to generate, capture, store, retrieve and transmit information across the
globe. Today, computers and software have become powerful enough to enable
humans to create and display exciting type of graphics to represent and interact with
Instructional Multimedia.
hardware of technology. Technology results in new designs and techniques give rise to
new equipment. The same has been true with multimedia technology which deals with,
based on computing and communication processes, multiple media like text, graphics,
animation, audio, video, and simulation. The multimedia technology has resulted in new
kinds of teaching and learning processes. In early days of education, a good teacher
like a good mother always used real objects and real experience in teaching. However,
due to little control on them, teachers resorted to materials including symbols, charts,
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Computer is capable of taking decision about delivering appropriate study material
according to the entering behavior of the learner. With its speed, accuracy, multimedia
capability and storage capacity, it is the most powerful and effective teaching machine
Educators design and develop instructional material for their learners focusing on the
ideas, concepts, skills they want their learners to acquire. The main thrust of using
Cirrincione (2008) has said, "Multimedia technologies (MMT) are all that kind of
technological tools that make us able to transmit information in a very large meaning,
ability to make connections and bind together human knowledge into something that
makes sense of things without which humans may only see unclear and isolated facts of
little use (Wiggins & Mctighe, 2005). The word 'understanding' implies the ability to
objectives. To understand is the ability to wisely and effectively use i.e., transfer what
humans know. They should be able to apply their knowledge and skills in accomplishing
intended tasks in realistic settings and should feather be able to show evidence of being
able to transfer their knowledge and skills. Understanding is the ability to use knowledge
effectively in new situations and diverse contexts. Understanding leads to fluent and
fluid grasp of the domain knowledge. Humans without understanding have rigid and
formulaic grasp of the subject and can only recall the facts and concepts which they
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have learned. The use of multimedia and animations in instructional materials is being
graphics in teaching and learning processes are bringing new perspectives on learning
with technology. Earlier research indicates that use of graphics in learning can facilitate
Similarly, like static graphics, visual explicitness of motion irdierent in animation should
also reduce cognitive processing and aid understanding of dynamic events and
make learning objectives of complex learning material obvious. Although some of these
properties may apply to animation, research suggests that underlying differences in the
A facilitation of understanding results from structure and relations (Tversky B., 2008)
poses challenge in managing the limited cognitive resources of learners who are new in
the domain. Our understanding of how dynamic, interactive and multimodal information
is processed and integrated into a learner's mental model is limited. The research
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studies have failed to establish advantages of animated pictures over static graphics in
regards with teaching and learning processes. In fact, processing of animated pictures
is complex and time intensive which results in requirement of high cognitive resources.
Research suggests that animation should be used with care because multiple
P.M., 1997).
Research Questions
instructional situations, the investigator explored the analogy between specific kind of
guidelines for helping in designing of effective instructional and learning material using
highlighting objects to facilitate dynamic processes. The main focus of the research was
transformations. The current research started its quest to solve some of the following
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• How animated graphics and static graphics are cognitively processed? Is animated
• Does animation designed on the basis of analogy derived from gestures (coined here
• How do they integrate these pieces of information with previous knowledge and with
• There is well defined relation between hand gestures and speech. Can analogy
between hand gestures of teachers and animation objects help in classifying and
The major aim of this thesis was to study effect of instructional animation in teaching of
engineering drawing. The study also included detailed study of literature on human
and understanding gained in gesture research to the field of animation. As the first step
to find out guidelines for design of effective instructional material using animation, the
scope of the study includes research on Engineering Drawing. The objectives of the
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• To study literature on gestures and graphics
• To study and compare learning theories and find out which principles are usefiil and
• To study and compare static graphics and dynamic graphics i.e. animation 10
• To carry out content analysis of the subject, Engineering Drawing, to be taught with
instructional animation and find out the most difficult and complex topics to be included
in the research
• Based on the literature studies and experimental results, transfer the knowledge,
• The objective of the analogical studies (between gestures and animations) is to evolve
a set of guidelines for the teachers to design effective instructional material and
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Operational Definitions/types
Independent Variables
Considering analysis of Solomon Four Group Experimental Design, this study assumes
two independent variables namely: Teaching Method and Pre Test. They as defined as
follows:
• Treatment consisting of teaching method having two levels: teaching using highlighting
• Treatment consisfing of pretest conducted on the study groups having two level : test
Dependent Variable
learners.
Highlighting Object (coined here as HOB) is a visual cue used to guide the attention of
user to a salient feature in the visual scene. From educational perspective, Highlighting
Object is defined as a short and transient animation that appears in the scene whenever
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instructional multimedia presentation. In rich multimedia applications Highlighting
Objects are synchronized with audio narration. HOB can also be called instructional
animation.
Statement of the Research Problem To study the effect of instructional animation i.e.
Drawing with respect to the traditional method of teaching the same subject matter.
Hypotheses
Null Hypothesis
Drawing using highlighting objects (HOBs) and the performance of students who were
Alternative Hypothesis
The performance of students who are taught Engineering Drawing using highlighting
objects (HOBs) is higher than the performance of students who were taught
Studies conducted
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explore effectiveness of highlighting objects for teaching of Engineering Drawing. The
thesis has devised an analytical framework for interpreting the results of the study in
light of cognitive theories. The thesis also reports the details regarding analogy between
The review of literature indicates that proper computing tools and pedagogy techniques
when used in instructional design lead to effective teaching and learning activities which
will subsequently reduce time spent in completing subject matter of a given course of
difficult to visualize and also time consuming to visual draw on the blackboard. In such
cases, use of multimedia should reduce the teaching time drastically. However, the
overall outcomes of multimedia education are not very encouraging though some
research studies show quite positive results. There is lot of scope as well as challenges
in conducting further research in instructional multimedia field. Hence, a need was felt to
learning.
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Reducing Cognitive Load on learners
With accelerated growth in technological developments, the stage has come where
computer can produce very high-quality multimedia output consisting of text, graphics,
pictures, animation, sound, video and simulation. Thus, computers including notebook
computers have become multimedia enabled. At the same time, the Internet in the form
of broadband connections is spreading fast and at reaching every comer of the globe.
This powerful educational delivery platform has transformed human thinking and also
the way people teach and learn various domains of knowledge. Certain theories of
learning, such as Cognitive Theory of Learning, have claimed that proper presentation
comprehending and deep understanding of the subject matter under study. Hence,
there is a need to explore effects of multimedia on instructional design and use the
the students who are learning in the classrooms as well as students who are learning
When deep understanding occurs during learning of a subject, learner is able to transfer
the knowledge gained in learning a given problem to solve another problem in a total
new situation.i.e., students are able to transfer their knowledge from one situation to
another. Students are also able to generalized concepts and procedures learnt in
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experience needs to be engaging which can only be provided consistently with the help
of technology. Therefore, there was a need take up the research to identify features of
multimedia (in particular instructional animations) and find out their effectiveness in
It was decided to study the analogy between gestures and animations in detail and use
the knowledge and taxonomy available in gestural science for the classification and
keeping in mind the limitations of resources at hand, the scope of the research was
limited to the design and development of instructional material for Engineering Drawing,
a subject prescribed for first year engineering students, using HOBs and finally
conducting experiment to actually find out the effect of HOBs on performance of the
students.
Advantages of E-Learning
Flexibility
The first advantages of e-learning is flexibility in terms of the time and place. Learning
content is usually made available in short modules and can be passed at any time.
Whether you log on while commuting, at work or during free time- the learning material
be easily made part of your daily routine. Even if you miss a live online workshop,
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learning is therefore ideal for people working or in education, or simply people who want
Availability
platform such modele and blackbord, but online courses also save vast amounts of time
in the private sector without physical limitations, anyone with internet access can
withstand.
Efficiency
Since e-learning packages adapt to the individual learner, the time required to complete
a course is significantly reduced. Conventional courses are designed to meet the needs
of the entire group. But rarely does a single person need everything that is offered to the
Low Cost
An e-learning package can be reused as often as the user wishes without additional
costs. In addition, there are numerous free course offer as well as “freemium access”.
Since e- learning usually allows more course participants at the same time, it is often
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Movable eLearning Assets
E-Learning takes place whenever you want! All you need is an internet connection.
These advantages alone show the near- unlimited potential of e-learning. Nevertheless,
there are also numerous reasons why traditional learning methods are far from
obsolete.
Conclusions
The research presented here indicates that the instructional method in which HOB
based animations were used for teaching Engineering Drawing resuhed in higher
performance of students than the performance of students who were taught the same
subject using conventional method. In this thesis, theoretical framework was evolved to
establish analogy between hand gestures and instructional animations (HOBs) and
gestures were adopted to HOBs. The analogical study of gestures and animations has
representational medium.
Instructional explanations being considered the core activity in teaching, literature was
gained during these studies was to evolve mapping between explanation types and
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animations for their lectures. Similar mapping was also evolved between types of
explanation types and graphics; also the mapping between content elements and 177
static graphics, and instructional explanations. The knowledge of important features and
provides deep insight and means to design effective instructional materials and
methods.
Through elaborated biological evolution over long period of time, cognitive development
of humans has resulted in a unique cognitive architecture which has provided excellent
visual and spatial ability to interpret graphics quickly and meaningfully. Recent
human mind and thinking. It is through the understanding of these models that teachers
would be able to fine tune their processes of teaching and develop effective instruction
materials and methods. Many theories of learning targeted towards use of multimedia
have been developed recently. The major theories of learning related to multimedia are
discussed in this thesis: Cognitive Load Theory (CLT), Cognitive Theory of Multimedia
Learning (CTML), Integrated Model of Text and Picture Comprehension (IMTPC), and
these learning theories and the analogical study of gestures provide a conceptual
framework on the basis of which guidelines are evolved for designing appropriate HOBs
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useful for creating effective eLeaming material. The effectiveness of highlighting objects
and develop new tools and techniques which they can use for instruction in traditional
and learning 180 theories has resulted in cognitive revolution which has resulted in
emergence of important models and principles that are expected to enhance teaching
and learning processes. The new development in hardware and software is enabling
researchers to combine new cognitive models and principles into instructional design
and development of multimedia study material. The literature review and the results of
this research study support the following generalizations and recommendations for
instructional animations on student learning. There are many reasons for this. One of
the reason that researchers have found is that "improper use of animation as part of
learning material imposes heavy cognitive load and thereby impairs the act of learning".
Though extensive research has been carried on static graphics, very little research has
been reported in the literature regarding use of animation in instructional design and
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classroom teaching. Hence, it is recommended to take more research projects on
reference to retention and transfer of knowledge and skills. • The research to find out
effectiveness of HOBs in fields other than Engineering Drawing can be taken up. 181
• The sound cues that help the learner guide and monitor their attention can easily be
• Measurement of cognitive load for learning through HOBs can be carried out. •
develop and share their own diverse understandings of a concept. Therefore, using the
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