Abstract
The aim of this chapter is to identify specific features of computer-based multimedia environments that support vicarious learning. As used here vicarious learning occurs in contexts, such as distance learning and some classroom settings, in which learners have no opportunities to physically interact in any way with the source of the content they are attempting to master. We primarily focus on research that identified features of multimedia environments that support vicarious comprehension/learning processes and how these features have been (or may be) readily implemented. Research findings from laboratory-style research in these environments are quite promising. For example, providing multiple perspectives on new information and using a personalized presentation style improve comprehension, but these findings have not been widely implemented in web-based environments or in classroom applications. Similarly, introducing new course content in the context of vicarious deep questions enhances learning, as does providing explanations that state something beyond the information given. We also explore selected research in which learners engaged in supplemental overt activities designed to support learning gains in otherwise vicarious environments. The intent in this latter section is to suggest how vicarious analogs of these overt activities may be readily implemented.
Original language | English (US) |
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Title of host publication | New Science of Learning |
Subtitle of host publication | Cognition, Computers and Collaboration in Education |
Publisher | Springer New York |
Pages | 53-77 |
Number of pages | 25 |
ISBN (Print) | 9781441957153 |
DOIs | |
State | Published - 2010 |
Externally published | Yes |
ASJC Scopus subject areas
- Social Sciences(all)
- Arts and Humanities(all)