learning - Academic Conferences Limited

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Martin Cápay et al. Figure 3 Process of questions generation in XML format and its transformation to other output formats (Gangur 2011) The creation procedure written in any programming language or in any appropriate environment is the basis of the generating process. For example, Matlab system is used to calculate the results of the given problems created from randomly generated input parameters. This system is appropriate for questions that are aimed to e.g. passive programming (the skill to read and analyse unknown source codes). There would be an existing algorithm (sorting, searching). A question to this algorithm would be generated according to the particular input values randomly by the basic process. At the same time, also the appropriate answer would be generated. In the following chapters we focus on the implementation of multimedia elements that would serve not only to display the task but they would be the interface to insert the input (answer) of the user as well. 3.2 Multimedia and interactivity Interactivity is a wide term that can be specified (in case of ICT usage) as an ability of the device and/or application to react on the user’s stimuli that are evaluated and processed according to the options, e.g. the program code. With the development of the ICT together with the increasing measure of interactivity these terms started to be used also in the field of education – in this case the stimuli are given by the students (Neo and Neo 2004; Sonwalker 2001). Implementation and usage of interactive media elements within the teaching-learning process in the form of eLearning is these days regarded as one of the essential methods of supporting the interactivity of the student with the study material. Therefore, there is a need to enable the usage of interactive questions in the quizzes as well as the evaluation of elaborated interactive questions directly in the Book module in LMS Moodle e-courses. 4. Implementation of interactivity into the electronic testing in LMS Moodle Regarding that the internal structure of LMS Moodle is quite unintelligible. It was necessary to design such a technological solution that would be acceptable not only from the programming point of view but also from the point of view of simple organization and saving the data in the system database. First, it was necessary to suggest the way of inserting the interactive animation directly into the content of the study materials. The students had to be able to manipulate with the animations as well as to use the interactivity to change the input values. Currently, we are able to integrate the Flash animation and/or applets into the e-courses thanks to a simple application designed to generate the HTML code necessary to include the animation or applet within the study material (Magdin 2010). The next step was developing an electronic testing with the features of interactivity. The most suitable solution (at this time the only one functional in Moodle version 1.9x) is considered to be the implementation and partial modification of FlashQuestion module created by Dmitry Pupinin. FlashQuestion module allows interconnection of the data we get during the usage of interactive tasks with the system database. Thanks to this interconnection, we are able to statistically process and evaluate the variables representing correct and incorrect solutions of the tasks. Implementation of the module in education is very impressive. We can say it is a new approach in the field of testing. The module offers the possibility of rated assessment of a student as well as the storage of the answers in the Moodle database. There is a possibility to stop working on the task and continue later. After the 86

Martin Cápay et al. test is submitted, the student’s answers are displayed together with the correct ones which serve as a feedback for the student. Another advantage of this type of quiz questions is the possibility to create interactive tests that include various types of tasks. Test containing such type of questions is not limited to selecting one correct answer or filling in the correct word(s) because it is possible to create combinations of tasks in the form of simulations that are solved by the students. We can insert such flash application among other quiz questions and combine them according to our needs. Great advantage of this type of testing is the fact that it eliminates former imperfection of the system – to estimate if the student “only” made a slip – now it points to the process of tackling the task (whether it is correct or not). From this point of view the interactive tasks give the students the same opportunity of communication and correction as if he/she were in direct contact with the teacher. 4.1 Didactic effectiveness of interactive animations The experimental verification of didactic effectiveness as well as the pedagogical and psychological research indicate that the effectiveness of perception and retention is directly commensurable to the number of sensors that are activated during the learning process. According to Lindstrom (1994) the interactivity brings in the ability to remember the information as follows - when people: See (20%), See and hear (40%), See, hear and can intervene into the action (75%). Interactive animations, according to the above mentioned definition, do not only function as means of sense-perception but also as means of cognitive perception as they point to and at the same time break into the objects’ fundamentals. Furthermore, this continuous increase of the visuality enables the students to lively look at and understand the basic principles. This is very important especially in the abstract thinking since the student not only develops his/her concepts but constructs the fundamentals of logical thinking as well. Identification of the degree of didactic effectiveness of innovated study materials (i.e. its increase or decrease) is a relatively problematic step that depends on particular implementation of designed educational tool into the educational process. The reason is that the question of its function or effectiveness is always answered in the same way: its function is to support the development of cognitive and intellectual abilities of the student, i.e. to teach something new. This answer is based mainly on the proven claim - the more diverse methods of learning, the better retention of information (Mayer 1997, Hvorecký et al. 2010). It is possible to verify the didactic effectiveness of interactive animation usage by means of didactic tests in which the expected outcome of educational process is detected by written exam. The student answers a specific question or solves a particular task and there is usually only one correct answer. There is a possibility of more correct answers – in this case the student has to be informed in advance. The following task is an example of electronic interactive didactic test from the Computer Architecture subject (Figure 4). 4.2 Verification of didactic effectiveness of interactive e-testing In order to correctly verify the didactic effectiveness of a created interactive question, it was necessary to carry out a research for which we chose the test method – the students were given the tests in various forms (electronic and printed). Consequently we compared the results of particular groups of students. There were two research groups: Experimental group - the group of students that used the study materials with implemented interactive animations and interactive problem tasks during their study, Control group - the students who studied from the materials in the form of PDF files without any interactivity implemented. 87

Martin Cápay et al.<br />

test is submitted, the student’s answers are displayed together with the correct ones which serve as a<br />

feedback for the student.<br />

Another advantage of this type of quiz questions is the possibility to create interactive tests that<br />

include various types of tasks. Test containing such type of questions is not limited to selecting one<br />

correct answer or filling in the correct word(s) because it is possible to create combinations of tasks in<br />

the form of simulations that are solved by the students. We can insert such flash application among<br />

other quiz questions and combine them according to our needs.<br />

Great advantage of this type of testing is the fact that it eliminates former imperfection of the system –<br />

to estimate if the student “only” made a slip – now it points to the process of tackling the task (whether<br />

it is correct or not). From this point of view the interactive tasks give the students the same<br />

opportunity of communication and correction as if he/she were in direct contact with the teacher.<br />

4.1 Didactic effectiveness of interactive animations<br />

The experimental verification of didactic effectiveness as well as the pedagogical and psychological<br />

research indicate that the effectiveness of perception and retention is directly commensurable to the<br />

number of sensors that are activated during the <strong>learning</strong> process.<br />

According to Lindstrom (1994) the interactivity brings in the ability to remember the information as<br />

follows - when people:<br />

See (20%),<br />

See and hear (40%),<br />

See, hear and can intervene into the action (75%).<br />

Interactive animations, according to the above mentioned definition, do not only function as means of<br />

sense-perception but also as means of cognitive perception as they point to and at the same time<br />

break into the objects’ fundamentals. Furthermore, this continuous increase of the visuality enables<br />

the students to lively look at and understand the basic principles. This is very important especially in<br />

the abstract thinking since the student not only develops his/her concepts but constructs the<br />

fundamentals of logical thinking as well.<br />

Identification of the degree of didactic effectiveness of innovated study materials (i.e. its increase or<br />

decrease) is a relatively problematic step that depends on particular implementation of designed<br />

educational tool into the educational process. The reason is that the question of its function or<br />

effectiveness is always answered in the same way: its function is to support the development of<br />

cognitive and intellectual abilities of the student, i.e. to teach something new. This answer is based<br />

mainly on the proven claim - the more diverse methods of <strong>learning</strong>, the better retention of information<br />

(Mayer 1997, Hvorecký et al. 2010). It is possible to verify the didactic effectiveness of interactive<br />

animation usage by means of didactic tests in which the expected outcome of educational process is<br />

detected by written exam. The student answers a specific question or solves a particular task and<br />

there is usually only one correct answer. There is a possibility of more correct answers – in this case<br />

the student has to be informed in advance. The following task is an example of electronic interactive<br />

didactic test from the Computer Architecture subject (Figure 4).<br />

4.2 Verification of didactic effectiveness of interactive e-testing<br />

In order to correctly verify the didactic effectiveness of a created interactive question, it was<br />

necessary to carry out a research for which we chose the test method – the students were given the<br />

tests in various forms (electronic and printed). Consequently we compared the results of particular<br />

groups of students. There were two research groups:<br />

Experimental group - the group of students that used the study materials with implemented<br />

interactive animations and interactive problem tasks during their study,<br />

Control group - the students who studied from the materials in the form of PDF files without any<br />

interactivity implemented.<br />

87

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