Title Page

Highlights of the Evaluation Report 1995-2000

Table of Contents

Introduction 

Overview of the SURWEB Evaluation

Chapters:5

1| 2| 3| 4| 5

References

Additional References

Appendices:

A | B | C | D | E
F | G | H | I | J

Contacts:

SURWEB
Dr. F. Lynn Bills
Director
435-637-1173

Media, Analysis & Practice
Kathleen Tyner 
About the Author

Page 2

Appendix H

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REVIEW OF RELATED LITERATURE

Hypermedia and the Construction of Knowledge

Papert (1987) and Nicol (1989) and a growing number of educational technologists support a “constructivist” school of hypermedia which is based on the belief that students should reconstruct their own understanding of their studies and assume a more active role in their education. Marchionini (1988) maintains that when students create their own hypermedia stacks, they present knowledge in a way that matches their own schematic framework of understanding. Ashton (1992) has suggested that when students reconstruct knowledge for themselves they tend to learn more because the information is internalized. Bodner (1986) argued that until recently the accepted model for instruction was based on the hidden assumption that knowledge can be transferred intact from the mind of the teacher to the mind of the learner. He points out that teaching and learning are not synonymous; teachers may teach and teach well, but students will not necessarily learn. Von Glaserfeld (1979) and other Constructivists advocate an approach in which students identify topics or issues, locate resources, plan investigations and activities, and practice self-evaluation (all with teacher support). Under this model the emphasis is shifted from activities that teachers do, to those that students perform during the learning process.


Hypermedia Development and Cognition

A considerable body of research exists which supports the usefulness of hypermedia-based learning environments (Conklin, 1987; Hammond, 1989; Heller, 1990; Jonassen, 1996). The concept has existed for quite some time as indicated by an early reference by Nelson (1967) who defined the process as “a combination of natural language text with the computer’s capacity for interactive branching and the dynamic display of nonlinear (information).” According to Jonassen, a hypermedia system consists of fragments of information that can be text, graphics, sound or video. He refers to these fragments of information as “nodes” and notes that nodes can be linked to other nodes to create complex knowledge structures. Jonassen considers hypermedia knowledge structures to be similar to processes through which information is stored in the human memory system. A user of a hypermedia system can navigate through the knowledge structure and determine which path to follow as well as the sequence and length of viewing. Structures are created so that the user can “jump around” within the program to related or more detailed information as desired. Much of the early literature on hypermedia, is descriptive or theoretical and addresses users of hypermedia systems rather than the effect of engaging in the construction of hypermedia on students’ knowledge structures.

Taylor (1980), in his pioneer work on computers in education, described three major functions of computer usage: computers as tutors, tutees and tools. When used as tutors and tutees, computers help students understand difficult concepts and check student comprehension of those concepts. Used as a tool, computers empower students to create and manipulate knowledge, organizing it in a variety of cognitively useful ways. Toolistic use of the computer has gained increasing acceptance among educators with the advent of inexpensive and easy to use hypermedia authoring software (Hasselbring, Goin, & Wissick, 1989). Fabris (1992) found that the use of a such software provides rich learning experiences for all students, regardless of cultural, social, economic, or ethnic background.

Most recent studies on hypermedia have focused on this “toolistic” approach in which teachers create their own multimedia stacks for students to use as an alternative to traditional texts (Jonassen, 1986; Bowers & Tsai, 1990). This type of multimedia implementation requires more knowledge on the part of the classroom teacher since he/she is no longer merely “applying” multimedia but “creating” multimedia presentations and then “applying” them to course content in meaningful ways (Landow, 1989).

Other studies have focused on students as hypermedia authors (Brigham, Hendricks, Kutcka, & Schuetta, 1994). Hooley and Toomey (1993) advocate the student use of computers to store, share, and reconstruct knowledge through hypermedia applications. Pea (1991) has suggested that the full educational potential of multimedia technology will not be realized until students are empowered to create their own multimedia projects to use them to communicate their understanding and organization of the topic being studied. Pea’s claims are supported by Stevens (1993) who studied the use of computer software programs and student activities utilizing the computer in secondary social studies classrooms. Stevens concluded that the successful use of computers in social studies instruction depends upon the design of student created projects.

Lehrer (1993) constructed a framework for the cognitive processes involved in the development of hypermedia which identifies the four types of cognitive processes involved. These processes include planning, transforming, evaluating and revising the hypermedia document. With Erickson and Connell (1994) he studied the cognitive effects of the development of hypermedia projects on ninth grade students in an American History class and concluded that the students acquired skills such as interpreting information and communicating knowledge through the development of intricate hypermedia documents.

Lund and Hildreth (1997) investigated an instructional model that incorporated the personal computer and a multimedia authoring tool into an assignment to write and illustrate a multimedia story. Subjects were 21 public school students in a fifth-grade classroom. Students were instructed in the writing of interactive stories using the process approach to writing and the software and a scoring rubric was used to evaluate the finished stories. The researchers concluded that: (1) students’ writing improved in quantity and quality; (2) students were more motivated to complete the assignment; (3) the computer allowed for greater flexibility in writing due to its nature as a word processing tool; (4) even a single computer could be effectively used in integrating computer technologies into the classroom, and; (5) “there were inherent difficulties associated with integrating computer technologies into classrooms---many students did not have experience with computers, even those who do have experience may lack keyboarding skills, and finding time to accomplish such a project requires outside help.” These findings suggest that, with appropriate support, computers can be used to enhance writing instruction and improve the quality of written work.

A number of studies have reported benefits when hypermedia authoring tools are placed in the hands of students. Velasco and Mendivil (1992) reported that when students use authoring tools in a constructivist environment, motivation increases. In addition, the use of graphics, sounds, video clips, and peripheral devices for photographic material is very attractive for image-centered learning, and the hypermedia environment demands careful planning which implies the exercise of higher skills in structural design and thinking.

Reed and Rosenbluth (1992) focused on students as creators rather than users of programs to determine whether collaboratively creating HyperCard stacks that presented information on four decades (i.e. the 1920s, 1930s, 1945-60 and the 1960s) affected the amount of knowledge and the inter relatedness of informational units students had on the assigned decades. Thirteen high school seniors utilized hypermedia authoring tools to produce a multimedia-based strand of instruction during a four week academic enrichment program. Results indicated that students engaging in the development of the hypermedia program featuring the various factors affecting the values of certain decades exhibited an increased awareness of the inter relatedness of these factors and that these changes in perceptions were due to the linking nature of the hypermedia authoring language.

Oughten and Clevenger (1997) examined the effects of prior computer experiences on graduate students’ cognitive levels as they developed Hyperstudio projects. Students participating in their study were asked to describe their use of Hyperlogo, HyperStudio’s programming language and to create concept maps which depicted the inter-relationships of the language’s features and processes. The researchers found that students with more experience focused on the procedural aspects of the Hyperlogo while students with less experience concentrated on the declarative aspects of the language.

Heidenreich (1997) investigated the effects of using Hyperstudio, a hypermedia authoring tool, and concluded that the Hyperstudio method of instruction was not effective in raising the achievement level of participating seventh grade social studies students. However, he noted at students who used the authoring tool had a more positive attitude toward learning, their partners, and cooperative learning in general.

The positive effects of hypermedia on student perceptions were also noted by Smith (1993) who investigated the hypermedia learning environment from the perspective of high school students learning about U.S. culture. Qualitative methods were used to determine student perceptions about learning with hypermedia tools. Data were collected from daily observations, interviews, student products, formal and informal discussions and from the use of questionnaires. The researcher concluded that there are a number of student perceptions that are supportive of the use of a hypermedia learning environment. Students indicated that the nature of hypermedia products promoted considerable motivation. Hypermedia documents were viewed by students as much more public than traditional work. Producing a hypermedia document promoted understanding at a deeper level than using a traditional assignment. Teachers participating in the study concurred that learning was enhanced and all participants in the program indicated the use of a hypermedia learning environment to be advantageous.

In a similar descriptive experiment involving Constructivist use of hypermedia Volker (1992) hypothesized that students would more readily use primary source information if their goal was to create a hypermedia project. During the three-month study students created the program design and content treatment for portions of a math and science hypermedia project while teachers served as content advisors. Prior to the implementation and field test of the project, participants completed attitudinal surveys on technology, their fear of it, their level of knowledge before using the materials, and their preference for working on their own.

Following the field test, 35 student users, 3 teachers, and 3 student producers again responded to attitudinal survey instruments. Participants reported that, compared to traditional instruction, hypermedia was more interesting and that they preferred using it instead of traditional textbooks, videotapes, etc. Teachers also expressed enthusiasm for the motivational aspects of this approach, claiming that students showed more interest in math and science. Nearly all teachers recognized and supported the shift in emphasis from teacher centered instruction to student based learning.

As a follow-up to a four year longitudinal study, Tierney and Kieffer (1997) examined the impact of hypertext on students’ learning in science and English classes. The first study compared the impact of HyperCard stacks and regular textbook presentation of ideas in biology on ninth grade students assigned to study these materials. Students in the second study developed their own multimedia projects in science and English courses using HyperCard and their standard textbooks. The researchers analyzed interviews, videotaped observations, and outcome and process measures and concluded that hypermedia was an effective alternative to traditional print-based texts. Specific findings indicated that (1) students suggested that the hypertext offered alternatives to standard print texts, (2) students considered hypermedia projects more interesting than conventional texts and assignments, (3) hypermedia texts created by students contained more main ideas, enlisted more illustrations, were more multilayered, and provided clearer links between illustration and the text, (4) hypertext allowed a flexible exploration of ideas across several layers simultaneously, (5) students were motivated to explore its possibilities and were willing to share new findings with other students and (6) the use of hypertext supported the acquisition of complex ideas and relations between those ideas involving science tasks. Findings suggest that students view the advantages of hypertext as providing a way to “architecture” a space that affords different opportunities for engagement by others. Tierney concluded that students engaged in developing hypermedia “developed notable experience in problem solving, integrating visual representations of ideas with text, and developing refining and restructuring ideas.”

A considerable body of evidence suggests that when employed as a constructivist tool, the use of hypermedia authoring software by students can significantly increase their ability to retain knowledge. Classic research by Geisman (1988) suggests that students retain 20 percent of what they see, 40 percent of what they see and hear, and 70 percent of what they see, hear and do. Since the use of student produced hypermedia projects facilitate seeing, hearing and doing by students, it is reasonable to assume that students’ achievement on tests and retention of information will likely improve when these approaches to learning are utilized by teachers in constructive ways.


Hypermedia Construction and Information Problem Solving

Many educators and researchers advocate engaging students in activities which require more than the simple application of rules and procedures. Collins, Brown and Newman (1989) contend that few educational resources, including interactive multimedia, are devoted to higher-order problem solving activities.
To date, there appears to be little research into whether creative thinking, problem-solving and other higher order thinking skills can be developed through the use of hypermedia.(Herrington and Oliver, 1998).

Polya (1957) developed a model for problem-solving which included four principal processes:

  1. Understanding the problem

  2. Developing a plan

  3. Implementing and carrying out the plan

  4. “Looking back” or accessing the effectiveness of the plan


In the first step, understanding the problem, the problem solver represents the problem, identifies the unknowns of the data, and determines the conditions of the problem. The second step of the model consists of developing a plan to solve the problem which meets the conditions identified in step one. In this step, the problem solver determines the relationships between the data and the conditions of the problem in order to formulate a plan. In the third step, the problem solver implements and executes a plan designed to address the conditions of the problem. The final step of the model is assessment or looking back. In this step, the problem solver determines the “correctness” of the solution and assesses whether it adequately meets the conditions of the problem.

Lehrer’s (1993) four-step framework for describing the cognitive processes involved hypermedia development are in close alignment with Polya’s problem-solving steps. Lehrer’s planning stage can be seen as being equivalent to Polya’s first steps of understanding the problem and devising a plan. According to Lehrer, planning tasks include the determining the audience, content, topics, relationships among topics, and interface design of the hypermedia project. Lehrer’s transforming stage is similar to Polya’s second step of implementing and carrying out the plan. Transforming tasks include accessing, interpreting, and determining how to represent the information. Lehrer’s evaluation and revision stages are equivalent to Polya’s looking back step. Evaluation and revision tasks include assessing the presentation and organization of information, testing the program soliciting the feedback of users, and, finally, restructuring the program to make it more accessible or meaningful.

Reed and Liu (1994) compared the effects of programming in BASIC versus developing hypermedia with HyperCard on graduate students’ problem solving skills. They found that the BASIC group increased their problem-solving skills, whereas, the HyperCard group did not. Liu (1998) conducted a follow-up study to the Reed and Liu (1994) study. The treatment in the Liu study specifically focused on using HyperCard’s scripting features. Findings indicated that the students increased their problem-solving skills from pretreatment to post treatment.

McKenzie (1995) developed a research model and rubric for assessing students’ information problem-solving skills based on the work of Lehrer and several models including standards and rubrics proposed by NCREL. McKenzie’s research cycle includes seven steps: questioning, planning, gathering, sorting and sifting, evaluating and reporting. According to McKenzie, the student passes through several repetitions of the first six stages until sufficient information is gathered to form insights worthy of reporting. Such research is based upon a decision to be made or a solution to be proposed--- research devoted to the exploration of essential questions. During the research process, students maintain “research logs” which track the reasoning used as well as the research actions taken while cycling through the process.


Hypermedia Construction and Creative Thinking

The term “creative thinking” as used in this study refers to a set of generalized mental abilities, identified by Torrance (1984) commonly presumed to be brought into play in creative achievements. Other researchers (Wallach & Kogan, 1965; Guilford, 1970; Hattie, 1980) have used the term in various contexts to refer to such constructs as divergent thinking, productive thinking, inventive thinking or imagination. Over a period of 25 years Torrance and his associates have developed several batteries of test activities at predicting the ability of an individual to behave creatively. These batteries are incorporated into the Torrance Tests of Creative Thinking (Torrance & Ball, 1984) which approach the construct of creativity through the theoretical rationale of a series of criterion referenced indicators which include fluency, originality, abstractness of titles and resistance to premature closure.

Harkow (1996) used a combination of strategies to improve creative thinking skills in second- and third-grade gifted students. Sixteen students were targeted for the intervention. Over a 12-week implementation period, students participated in 90-minute interventions twice weekly. The intervention was comprised of 30-minute creative problem-solving encounters with peers; 30 minutes of computer software use to produce original writing, and to experiment and create in open-ended settings; and a 30-minute period of activities alternating between relaxation and imagery exercises and the use of imagery in creative writing. There were four objectives to the intervention: (1) increasing verbal and figural creativity; (2) increasing figural and verbal fluency; (3) increasing figural and verbal originality; and (4) increasing verbal flexibility. The Torrance Tests of Creative Thinking, Figural and Verbal Models and the Inventory of Creative Behaviors were used to assess the impact of the intervention. Informal teacher observations were conducted throughout implementation.

The Inventory of Creative Behaviors was completed weekly and at the conclusion of the implementation period. Findings indicated that the proposed number of students met the projected percentage of increase of 80 percent or above in overall figural and verbal creativity, verbal originality, and verbal flexibility.

Liu (1998) examined whether engaging elementary school students in hypermedia authoring would promote their creative thinking. The researcher reported significant correlations between hypermedia development and scores on the Torrance Tests of Creative Thinking.