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Role of Multimedia on Motivation and Knowledge Retention

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Abstract

Nowadays many educational institutions in under developed and developed nations are facing a lack of interest, motivation and knowledge retention in students towards classical method used in academic process. This paper presents a study to analyze the use of multimedia supporting the motivation and knowledge retention. Multimedia content to support the teaching and learning in easier method for sending and receiving the knowledge to the teachers and the students. Our multimedia packages in the form of audio and video with animation. A evaluation study was conducted with the students in order to validate the effect of our tool on motivation and knowledge retention. We can reduce the pain and strain of the study of multimedia package can be used to eliminate the barriers acquiring motivation and knowledge retention. It paves the way to increase the achievements of students. It will be helpful to improve the standard of education among the students. It will be helpful to the all the students like below average and above average. In this topic the result show increases motivation and knowledge retention on students using multimedia content as hostile to those classical methods. Which evaluate multimedia technology as a auspicious tool to enhance the students Motivation, interest and knowledge retention and to support the learning and teaching process in education. As result show an increased knowledge retention on students using multimedia content as opposed to those following a classical course, which validates multimedia as a promising tool to improve students motivation and retention, and to support the learning and teaching process in educational contexts. Objectives To learning required knowledge and skills in students effectively adopting multimedia To briefly explain the features of multimedia on motivation and knowledge retention To explore the use of multimedia on motivation To explore the use of multimedia on knowledge retention To explore the benefits, challenges and issues of multimedia in education learning and activities The International journal of analytical and experimental modal analysis Volume XII, Issue IV, April/2020
Role of Multimedia on Motivation and
Knowledge Retention
A.Vijayalakshmi *1 and Dr.P.Janardhana Kumar Reddy*2
1Ph.D Scholar, Department of Education, Bharathiar University, Coimbatore, Tamil Nadu, India
Email mail2viji84@gmail.com
2Associate Professor, Department of Education, Bharathiar University, Coimbatore, Tamil Nadu, India
Email jkreddy451926@gmail.com
ABSTRACT
Nowadays many educational institutions in under developed and developed nations are facing a lack
of interest, motivation and knowledge retention in students towards classical method used in academic
process. This paper presents a study to analyze the use of multimedia supporting the motivation and
knowledge retention. Multimedia content to support the teaching and learning in easier method for sending
and receiving the knowledge to the teachers and the students. Our multimedia packages in the form of audio
and video with animation. A evaluation study was conducted with the students in order to validate the effect
of our tool on motivation and knowledge retention. We can reduce the pain and strain of the study of
multimedia package can be used to eliminate the barriers acquiring motivation and knowledge retention. It
paves the way to increase the achievements of students. It will be helpful to improve the standard of
education among the students. It will be helpful to the all the students like below average and above average.
In this topic the result show increases motivation and knowledge retention on students using
multimedia content as hostile to those classical methods. Which evaluate multimedia technology as a
auspicious tool to enhance the students Motivation, interest and knowledge retention and to support the
learning and teaching process in education. As result show an increased knowledge retention on students
using multimedia content as opposed to those following a classical course, which validates multimedia as a
promising tool to improve students motivation and retention, and to support the learning and teaching
process in educational contexts.
Objectives
To learning required knowledge and skills in students effectively adopting multimedia
To briefly explain the features of multimedia on motivation and knowledge retention
To explore the use of multimedia on motivation
To explore the use of multimedia on knowledge retention
To explore the benefits, challenges and issues of multimedia in education learning and activities
The International journal of analytical and experimental modal analysis
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ISSN NO:0886-9367
Page No:1500
INTRODUCTION
True learning requires the experience the more senses that are involved sound, sight, touch,emotions etc.,
Multimedia means that computer information can be represented through audio, video, and animation in addition to
traditional media (i.e., text, graphics, drawings, images). It provides students with an alternative means of acquiring
knowledge designed to enhance teaching and learning through various mediums. It is a wide concept that was used
by many people in the world. In the world multimedia students are influenced by some reasons. At last multimedia
can be defined as multiple media used to deliver information to user digitally. Multimedia is an important in
education without technology it affects the learning process. It makes the classroom better environment for giving
more information with observation of the student. Multimedia gives a new ways and new methods it creates the
creativity and gives more effective so it gives interaction in the classroom. The concentration of the students does
not in the traditional method so the more attention of the students get from only in the way of multimedia. The
teachers should make the students get them on motivation and knowledge retention with the support of multimedia.
Multimedia can be recorded and played, displayed, dynamic, interacted with or accessed by information
content processing devices, such as computerized and electronic devices, but can also be part of a live performance.
Multimedia devices are electronic media devices used to store and experiences multimedia content. Multimedia is
distinguished from mixed media in a art; by including audio, for example, it has a broader scope. The term “rich
media” is synonymous for interactive multimedia. Motivation comes from inside an individual rather than from any
external or outside rewards, such as money or grad Knowledge is the active part of the information that is processed
and retained in our memory. it is always available for usage, and will not be deleted. We collect information from
many sources, such as, print media and electronic media, from schools and colleges, from parents, friends and
others. But we retain in our memory only that is useful for us, either for the present or for a distant future. Unless, it
is retained in our memory, and uses it in time need, we can't call it knowledge.
COMPONENTS OF MULTIMEDIA
• Multimedia involves multiple modalities of text, audio, images, drawings, animation, and video
1. Video teleconferencing.
2. Distributed lectures for higher education.
3. Tele-medicine.
4. Co-operative work environments.
5. Searching in (very) large video and image databases for target visual objects.
6. Augmented reality: placing real-appearing computer graphics and video objects into Scenes
MOTIVATION
Motivation is a key concept to be success in teaching student who has high motivation would do the best in
learning even though the materials were felt difficult. On the contrary, student who has low motivation would get
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bored and be indifferent in learning even though the materials given were so easy. Motivation comes from inside an
individual rather than from any external or outside rewards, such as money or grades.
Motivation is defined as the process that initiates, guides, and maintains goal oriented behaviors.
Motivation is what causes us to act….. It involves the biological, emotional, social, and cognitive forces that
activities behavior.
KNOWLEDGE RETENTION
Involves capturing knowledge is the organization so that it can be used later. Most often one hears of
knowledge retention. Knowledge retention is considered when planning and delivering any training for students,
knowledge retention refers to how well learners remember knowledge and in institutions how well the combined
knowledge with an organization is preserved over time.
Multimedia presentation
Words Pictures
Ears Eyes Eyes
Selecting Words Selecting Images
Sound base Image base
Word Organizing Image organizing
Verbal mental model Pictorial mental model
Integrating
Prior knowledge
Multimedia Connect The Human Interface To Electronic Information
To enhance traditional interface
To gain and hold interest
To improve knowledge retention among users
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RATIONALE FOR USING MULTIMEDIA
Several studies show that computer-based multimedia can improve learning and retention of
material presented during a class session or individual study period, as compared to “traditional” lectures or study
materials that do not use multimedia. comprehension of the material during the class session, and improved retention
of the material at later testing times. There is general agreement that multimedia presentations are most effective
when the different types of media support one another rather than when super flows sounds or images are presented
for entertainment value which may induce disorientation and cognitive overload that could interfere with learning
rather than enhance learning. Some studies have suggested that student satisfaction and motivation is higher in
courses that use multimedia materials
The potential pedagogical value and rationale for using classroom media in these three points are as
follows: To raise interest level -- students appreciate (and often expect) a variety of media
To enhance understanding -- rich media materials boost student comprehension of complex
topics, especially dynamic processes that unfold overtime
• To increase memorability -- rich media materials lead to better encoding and easier retrieval.
PRINCIPLES OF MULTIMEDIA
A. Words and Pictures Are Better Than Words Alone
B. Multimedia Learning Is More Effective When Learner Attention Is Focused, Not Split
C. The Presentation of Multimedia Content Should Exclude Extraneous and Redundant Information
D. Multimedia Learning Is More Effective When It Is Interactive and Under the Control of the Learner.
E. Multimedia Learning Is More Effective When Learner Knowledge Structures Are Activated Prior
to Exposure to Multimedia Content
F. Multimedia Instruction That Includes Animation can Improve Learning
G. Multimedia Leaning Is Most Effective When the Learner Is Engaged With the Presentation.
H. Multimedia Learning Is Most Effective When the Learner Can Apply Their Newly Acquired Knowledge
and Receive Feedback.
TEACHERS’ AND THEIR ROLES IN MULTIMEDIA ENVIRONMENT
There is an increasing awareness amongst educationalists, researchers and administrators that the
introduction of the multimedia into educational institutions calls for a change in learning and teaching patterns. For
example, 73% of the experts polled for culture of learning and teaching. They believe that teachers have some
important roles in multimedia. They are as follows:
A. Facilitator and Guide
B. Integrator
C. Researcher
D. Designer
E. Collaborator
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THE BENEFITS OF MULTIMEDIA LEARNING:
1. DEEPER UNDERSTANDING
According to research, a benefit of multimedia learning is that it takes advantage of the brain's ability to
make connections between verbal and visual representations of content, leading to a deeper understanding, which in
turn supports the transfer of learning to other situations. All of this is important in today’s 21st century classrooms,
as we are preparing students for a future where higher-level thinking, problem solving and collaborative skills will
be required.
2. IMPROVED PROBLEM SOLVING
A large percentage of the human brain dedicates itself to visual processing. Thus, using images, video and
animations alongside a text stimulates the brain. Student attention and retention increase. Under these circumstances,
in a multimedia learning environment, students can identify and solve problems more easily compared to the
scenario where teaching is made possible only by textbooks.
3. INCREASED POSITIVE EMOTIONS
According to psychologist Barbara Fredrickson, experiencing positive emotions makes people see more
possibilities in their lives. Using multimedia during instructions impacts student's mood during the learning process.
With a positive attitude they learn better and tend to be more proactive.
4. ACCESS TO A VAST VARIETY OF INFORMATION
With computers, tablets, smart phones and the internet, students are today better equipped than ever to
search and find the information they need. A study revealed that 95% of students who have access to internet, use it
to search for online information. Sharing the information and participating in class discussions is done in a more
confident way when access to information is as easy as today.
5. WORLD EXPLORATION
There is no surprise here. With the help of multimedia children can explore and learn about places they
would never been to. In a geography class, students can explore different cities of the world, the tallest mountains
and the most dangerous jungles. In a science class, space and planets exploration is now possible. In a biology class,
the dissection of rare animals and different habitats exploration are like a walk in a park for students benefiting of a
multimedia learning environment.
All together, multimedia learning environments have a direct effect on learning and even on growing as a
person. An effect that differs and can’t be achieved as easy while using traditional education materials. Therefore, it
is no wonder the education technology is increasing and schools desire more and more to create multimedia learning
environments for their students.
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RELATIONSHIP BETWEEN MULTIMEDIA AND LEARNING
A) Multimedia Provides Abundant Information
B) Multimedia Contributes To Long Term Memory
C) Need To Avoid Cognition Overload
D) Specific Learning Experience
E) Multimedia Can Arouse Learning Motivation
F) Creative Active Learning Activities Is Contributive To The Communication Between Teachers And
Students And Between Classmates.
RELATIONSHIP BETWEEN MULTIMEDIA AND TEACHING
A) Promotes Interaction Between Teachers And Students
B) Help Teachers To Teach Suitably
C) Promote Students Study Capacity
D) Blend The Multimedia Design With Diverse Teaching Material.
Student learning and active engagement with subject matter. In education student engagement refers to the
degree of attention, curiosity, interest, optimism, and passion that students show when they are learning or being
taught, which extends to the level of motivation they have to learn and progress in their education. In this subject
learning we are following the theoretical subjects mostly so the students should affects to learn so multimedia
supports to engaging the students to learn interest and more learning. The most important benefits though have
something to do with learner motivation. This then leads us to the next important question concerning active
learning methods. Multimedia helps on Motivation and Retention for covering the expanse curriculum does not
build strong connections in student's memory. Because of the pressures of standardized tests, teachers must find
different ways to teach the required curriculum and help students retain the necessary information.
Creating a literate environment to engage in high quality test. The environment can create a positive wile
learners in the form of create a sense of order Meeting diverse needs and creating s supportive learning environment
Educational multimedia applications are used to improve learning effectiveness.
A multimedia learning environment involves numbers of elements in order to enable learning process taking places.
Audio allows students to use their imagination without being biased, so it will greatly increase the learning outcome.
With learning aids such as visual simulations at certain point in learning forces the learners to mentally
visualize the process by themselves and engage in deeper processing. It increases cognitive load but the increase is
germane in that it is likely to assist schema construction and better information retention in the long run.
MULTIMEDIA AND LEARNERS
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It increased motivation for learners
Supporting learning styles
It creates practical learning
It increases creativity
It gives different environment
STUDIES OF ONLINE LEARNING ON STUDENT MOTIVATION
The Student more easily understand the concepts or process occur in the concerning subjects. The teachers
act as a facilitators and the student are motivated to learn more animation comparing the listening
So the students retaining the knowledge longer. Students can interact with the friends and they can build
more professionals and also they can gain more with the interaction. Students motivation also increases with the use
of self confidence will grow gradually when they are able to answer when the question posed
To provide teaching material according to the need of each student
To teach every student according to his/her own pace of learning.
To provide teaching material for as much time as the student review.
To access the leaning of all individuals and keeping records of them.
Furthermore, in the teaching-learning process, the pace of learning, achievement and retention of the
student depends on factors like method of teaching, multimedia package, facilities available both at school and
college level, characteristics of the learners etc. Looking to the importance of learner’s characteristics in the teaching
learning process, in the present study, the relative effectiveness of interactive multimedia programme and
conventional direct method is studied in relation to student’s academic achievement and retention power. it is very
essential for teachers to change their traditional view about Computers & adopt language lab method of classroom
teaching. It carried out a research on the learning effects of multimedia assisted instruction using information
technology model. And in the study researcher favored multimedia assisted instruction to improve the information
literacy. Yet the findings of these researchers are not consistent and definite. Therefore, there was an emergent need
to conduct more researches in this direction. In the present investigation the relative effectiveness of computer-
based interactive multimedia method and conventional direct method of teaching is compared.
MEMORY AND INFORMATION PROCESSING
Knowledge required to be retained and recall in the long term must be stored in memory. This memory process
involves three successive stages: Sensory memory, working memory, and long term memory. The sensory memory
receives input from the senses presumably before it is recognized and information is retained temporally in the
sensory is registered. This memory enable one to look at something and remember what is look like with a just a
second of observation.
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The working provides a means of using knowledge could therefore be considered as the most active part of the
memory system. This memory allows on to recall information for a period of several seconds to a minute without
the rehearsal the capacity of the working memory is limited: It can hold no more than 5 to 9 elements of information
and even fewer elements.
The long term memory is the repository for more permanent knowledge and skills Information that is not currently
being used, but it necessary for understanding.
THE FIVE BEST PRACTICES FOR KNOWLEDGE RETENTION:
1. STAY RELEVANT:
The best way to have your audience remember what you want teach them is to not mixed it up with other stuff
Like needless details literary flourishes, historical overviews of the subject, non permanent asides, and so on.
Nothing kills knowledge retention faster than a meandering course material.
2. KEEP IT SIMPLE
Keep your training materials focused is a must, but keeping it simple is also important. Learners have a lot of things
on their plates. Work related stuff, busy personal lifes, Looming deadline. Avoid complicated expression and
academic languages.
3. ENCOURAGE REPLETION:
Necessity might be the mother of invention, but repetition is the mother of learning.
4. GRAB A BITE
Remember our advices about keeping its small and simple. Take it to next level and make it bite sized.
5. MAKE IT PLAYFUL
We learn best when we’re more encouraged and we’re more encaged when we’re not bored when was are
competing with others.
THE INFLUENCE OF MULTIMEDIA ON KNOWLEDGE RETENTION
There are studies that explore the students knowledge retention when using to instructional frmats example lecture
combined with discussion versus cooperative and active learning such as knowledge retention achievements gained
by multimedia usage is much less investigated.
One of the studies explored long term retention of knowledge gained by interactive multimedia versus the
conventional direct method of teaching all subjects.
IMPACT OF MULTIMEDIA:
1. For students’ better academic achievement and positive attitude development, Multimedia should be
used in teaching of particularly at first level;
2. The study should be replicated in other disciplines as well at first level;
3. Multimedia should be provided to schools for teaching all subjects;
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4. Multimedia moves us toward the constructivist approach of learning in which learner plays an active role
in the teaching and learning process, so teachers should be motivate the students while using multimedia;
5. Multimedia gives a better attitude towards the students
6. Infrastructure should be provided to schools for the implementation of Multimedia.
CONCLUSION
The Multimedia has the potential to be a powerful educational tool for those that have interest in it. Multimedia
instruction creates the opportunity for learners to improve their learning effectively. Only under the background of
effective education teachers can use the multimedia in advanced one and fulfill the targets by utilizing multimedia. It
gives the educational success also. While using the multimedia learning will allow the student determine his or her
own personal strengths and weakness and learn from them.They will still benefit educationally from multimedia
programs. There needs to be interest and motivation and knowledge retention with using of multimedia in the first
place for students to succeed. As with any instructional topic, multimedia gives a clear idea, interest on learning
easily understanding and gives a new ways of idea. Teachers receive the retention of the students and they giving the
practical knowledge. Multimedia has the ability to influence each one of these components, but care must be used to
select the best toll for the jobs and taking learning goals basic pedagogy and cognitive overload in to account.
Multimedia that is effective in learning and teaching doent simply consist of using multiple media together but
combining media mindfully in ways that capitalized on the characteristics of each individual medium and extend the
learning and teaching experiences. Teachers should first determine what outcomes they are trying to achieve.
Student and teachers Involvement activities should be effectively planned and well implemented, and the results
given a better environment. Multimedia package which eliminate the barriers in understanding and acquiring the
motivation and retention of knowledge as well as self evaluation.
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This article examines how students remember what they learn and how they learn. Students in science and social studies units in upper elementary classrooms were tested on unit-specific curriculum content before and after the units, and again 12 months later. They were interviewed about their memory for their learning experiences soon after the tests. The evidence suggests that students use a long-term working memory for sorting, interpreting, and integrating representations of classroom experiences as they acquire knowledge and skills from those experiences. When students recalled their classroom experiences 12 months later, details were replaced by inferences and summaries; direct recollection was replaced by deductions from related generic schemas. Memory systems for knowledge structures and activity scripts for other aspects of their classroom experiences interacted so that students' memory for what they learned was inextricably connected to how they learned. Recollection is described as a recursive problem-solving process guided by the knowledge structures and scripts that were implicated in the creation of the original representations and knowledge constructs. It is argued that the memory systems through which students process their classroom experience are acquired through the internalization of classroom activity structures.
Article
Augmented Reality (AR) is a term for a view of a physical real world environment whose elements are combined with virtual computer based imaginary that will create a mixed reality. This paper overviews on the process of the development of an AR application of Malaysia's Underwater Habitat. Due to time, cost and manpower constraints, the development of the application will be based on Redang Island in Terengganu. It is one of the most popular islands in Malaysia among scuba divers. To create this AR application, ARToolKit can be taken into consideration. It is hope that the application could help first time scuba divers to explore and experience before they go into the real underwater. This application also will provide information about the chosen underwater habitat. Therefore this paper is intended to give an overview of augmented reality application of Malaysia's underwater habitat. It can also help to promote tourism in Malaysia. This application will benefit the Department of Fisheries Malaysia through warehousing the information such as images, audios and videos of underwater habitat. Another stakeholder that has the advantage is Malaysian Ministry of Culture, Arts and Tourism. It is because of the application will promote Malaysia. The application also will contribute to Professional Association Diving's Instructor (PADI) as it can be one of the supporting tool in their teaching aids for scuba divers.
Article
This article reports the findings of a small scale investigation in the form of a blind study carried out in four schools in the north east of England. It concerns the relationship between teacher motivation ( n = 4) and pupil motivation ( n = 66) during pupils' participation in design and technology project work at Key Stage 4. It was recognised that the sample of teachers was too small to be considered representative of motivated and demotivated design and technology teachers in general terms. However, the information gathered provided a more informed picture of the possible link between pupil motivation and teacher motivation. It also supplied an indication of some of the differences that exist between the approaches to teaching adopted by motivated and demotivated teachers of design and technology project work.
Article
Part one of this paper highlights how students today think and process information fundamentally differently from their predecessors, as a result of being surrounded by new technology. The author compares these “digital natives” with the older generation who are learning and adopting new technology naming them “digital immigrants”.
Article
Through creating electronic personal narratives, students become active creators, rather than passive consumers, of multimedia. Imagine you are watching the digital story that Kim, a 6th grader, has created for a language arts assignment. As the story opens, the computer screen slowly fills with photographs of Kim's parents, one from when they were young and another taken more recently. Instrumental music plays in the background as family pictures appear on the screen. We hear Kim's voice telling the story of how her parents came to the United States from rural China. They worked long hours, saved their money, and eventually created a good life for their family. Kim's narration explains that although she loved her parents, her relationship with them was often strained because they considered her unresourceful and unappreciative of her good fortune. Kim was tired of hearing about how hard life was for her parents as children. Suddenly, Kim's story shifts to the fire that nearly destroyed her family's house. Somber music plays and photographs from the fire scroll by as Kim narrates details about the tragedy. Interspersed among the photos are Kim's original pencil drawings of her family standing by a smoldering house. However, this mood does not last long. The music becomes upbeat as Kim describes how her parents' tradition of hard work helped rally the family and restore the house. The screen shows before-and-after pictures of a room Kim helped rebuild. Her narration reflects on how the experience changed family members' perceptions of one another. Kim developed new admiration for her parents, and her parents were surprised and proud at how much she helped the family. Kim's digital story is evocative and crafted with care. It's personal, yet it touches a universal chord. Her story incorporates authentic voice, problem-resolution, narrative tension, a transforming realization, and other elements most of us expect from a serious story or movie. It is both a story and a documentary, incorporating real events from Kim's life and her reflection on those events. Kim plans to post her digital story on the Internet so that all of her relatives, including those in Asia, can watch it.
Conference Paper
This paper presents guidelines for designing interactions for augmented reality (AR) based contents for education. The guidelines stems directly from our experience in designing, implementing and validating an AR based contents for teaching the concept of “circulation of water.” We describe the production and validation process that starts with a careful analysis of whether AR is (can be) appropriate for the target educational material. In particular, where possible, the direct tangible 3D manipulation is applied to the important interaction points to imbue the “hands-on” experience. The resulting contents were successfully put to use in real classrooms and usability and educational effects study is under way.