Kinesthetic Learners Achievement Levels in Technology Rich Classrooms
Hypothesis With Operational Definitions
Computers and Kinesthetic Learning
Existing Research
The Challenge 2000 Multimedia Project
Collaborative Visualization (CoVis) Project
Apple Classroom of Tomorrow Project
American Culture in Context: Enrichment for Secondary Schools
SchoolNet / Rescol Report: The emerging contribution of online resources and tools to classroom learning and teaching
Lehrer HyperAuthor Study
The Highly Interactive Computing Environments (HI-CE) Group
Lego/Logo Project
Interactive technologies that are appealing to kinesthetic learning such as multimedia, hypermedia, and visualization in virtual learning environments hold great promise for enhancing the learning experience. A variety of research studies have produced results ranging from the ability of interactive computing not only to enhance the student's ability to absorb complex information, but also to fundamentally reshape the learning process.
Interactive computing holds exciting potential to create student-controlled learning environments in which students are more responsible for their own instruction. And, interactive computing may change the learning behavior of students leading them to carry over the concept of information associations in multimedia and hypermedia into their own thought processes where they reach out to a broader range of external resources; form a greater consideration of who their information will be presented to; interact in longer-term projects with a broader context; and make stronger connections to subsequent learning and events.
Currently, technology implementation in schools is far ahead of the learning curve for understanding how technology can be used to best improve education and what the implications of this are for the educational process. There's still an incredible need for research to understand how technology can be used to improve education.
1.0 Introduction
This paper researches the impact of computer technologies on kinesthetic learners, one of seven learning intelligences identified by Howard Gardner in 1983. Because the characteristics of the kinesthetic learner include learning through touching, moving, interacting with space and processing knowledge through bodily sensations, only highly interactive technologies that appeal to this group such as multimedia, hypermedia, visualization, and interactive computer programs are included in this research.
The research results of eight studies covering education and technology are summarized and then analyzed for their impact on learning and the learning process itself.
These studies include:
The Challenge 2000 Multimedia Project
The Collaborative Visualization (CoVis) Project
The Apple Classroom of Tomorrow (ACOT) Project
SchoolNet / Rescol Report: The emerging contribution of online resources and tools to classroom learning and teaching
The American Culture in Context: Enrichment for Secondary Schools (ACCESS) Project
The Lehrer HyperAuthor study
The Highly Interactive Computing Environments (HI-CE) research
The Lego/Logo project.
2.0 Statement of the Problem
Computer technology has made its way to the classroom even though its impact on learning isn't fully understood. Some educational experts question the value that technologies such as multimedia, hypermedia, visualization, and interactive computing have on the learning process. Others are concerned that these tools may be useful, but will dramatically change the learning and teaching processes in ways that should be better understood.
3.0 Hypothesis With Operational Definitions
New computer technologies such as multimedia, hypertext / hypermedia, visualization, and interactive computer programs can all contribute to the learning process by engaging students in their work. Not only is technology likely to accelerate learning, it is also likely to fundamentally improve the way the learning process and the classroom environment.
Multimedia is defined as more than one concurrent presentation medium such as CD-Rom or a Web site. Multimedia is used in this report to mean the combination of any of the following.
Text and sound
Text, sound, and still or animated graphic images
Text, sound, and video images
Video and sound
Multiple display areas, images, or presentations presented concurrently
The use of a speaker or actors and "props" together with sound, images, and motion video
Multimedia can be distinguished from traditional motion pictures or movies because it is smaller and less expensive and because it can offer audience interactivity or involvement. Multimedia is more complex in both production and presentation than simple text-and-images.
Hypertext is the organization of information units into connected associations that a user can choose to make.
An instance of such an association is called a hypertext link. Hypertext was the main concept that led to the invention of the World Wide Web which is information content connected by hyperlinks.
Hypermedia extends the notion of the hypertext link to include links among any set of multimedia objects such as sound, motion video and virtual reality and typically connotes a higher level of user interactivity than hypertext.
Interactive computer programs allow a dialog to occur between a human being and a computer program.
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