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To study the effects of use of interactive multimedia in mathematics learning at elementary level

TO STUDY THE EFFECTS OF USE OF INTERACTIVE MULTIMEDIA IN MATHEMATICS LEARNING AT ELEMENTARY LEVEL

Author: Moomal Bhatti

To study the effects of use of interactive multimedia in mathematics learning at elementary level
To study the effects of use of interactive multimedia in mathematics learning at elementary level (Photo by Pixabay at pexels)

Abstract

The very fact shows that students with learning disorder need media of learning mathematics. The aim of this study was to (1) develop interactive learning multimedia of point, and (2) examine the effectiveness of point in mathematics learning. The sample was a gaggle of scholars in grade school especially those with learning disorder. This study was a search and improvement encompassing three phases: preliminary study, development, and testing the effectiveness of the merchandise. The info were collected through questionnaires, interviews and tests, then analyzed by descriptive qualitative, and t-test was to analyze the effect of the merchandise. Inside the advancement stage, the outcome demonstrated that Experts approval is high as shown by the mean score of 4.50 for the preparation material, and accordingly the mean score of 4.44 for quality of the mixed media. The trial results showed that the standard of multimedia was excellent as indicated by the mean score of 4.32. In term of the effectiveness of the merchandise, the result from the t-test shows a rise of 14.27 (21.88%). this suggests that the interactive learning multimedia of point improves the achievement of mathematic learning for college kids with learning disorder in mathematics.

Keywords: Mathematics, interactive multimedia, learning.

Objectives

  1. To study the Effects of use of interactive multimedia in mathematics learning at elementary level.
  2. To see the improvements in student learning outcomes by the use of multimedia in mathematics.

INTRODUCTION

With new technologies research plays dynamic role in teaching and learning also as in educational system. Many of traditional instructions offer limited efficiency as compare to modern technological instructions.  Multimedia technologies are probability one among the foremost exiting innovation within the modern era. Multimedia technologies brought an enormous change in educational systems. It creates very effective learning environment as students can effectively understand the concepts. The usage of multimedia presents impacts to education institutions in teaching and learning. It performs this by three ways: first one is that how it presents information, secondly is that how students interact both with teacher and other learners, through medium and with medium, and the way this data is structured inside multimedia. During this study i will be able to show the consequences of use of hypermedia in mathematics learning to enhance students learning outcomes of elementary students.

Learning mathematics at college is taken into account important because within the educational curriculum, mathematics may be a compulsory subject at every level of education from kindergarten through college. It’s believed that mathematics may be a tool for seeking solutions to the varied problems in lifestyle. This view is in line with Hudojo (2005: 35) who said that mathematics may be a tool to develop how of thinking regarding the logical concept and structured ideas.

In practice, as a matter of fact, many students with learning disorder assume that mathematics is difficult (Harwell, 2001). This is sensible because most of them have problems of abstraction in learning. Basically, as stated by Thobroni (2011), learning is that the process of constructing knowledge by way of abstracting the experience as a results of interaction between students and reality; personal reality, the truth of nature, or social reality. Abstraction of experience makes these students difficult. Moreover when utilized in interactions within the educational process, the media are often utilized inappropriately.

It also happened to students in grade schools. This is often indicated by the low many students’ test within the 2nd half within the school year of 2014/2015, particularly in comparison with the opposite subjects. The mean score obtained by students within the subject of Mathematics is 7, 48. While Indonesian score is 9, 00 and IPA (Natural Sciences) is 8, 50.

Another result was found in observation within the third grade of school and interviews with math teachers and students. They find that there have been difficulties in learning mathematics at the varsity associated with the training activities. Within the process of learning, the scholars often acted as if paying full attention to the teacher's explanations, yet they found themselves hard in completing the exam questions. From interviews with students within the class, 13 out 25 students said that mathematics wasn't fun, and their interest in mathematics was only about one-half. The students’ statement within the interview indicated that the training process was only going a method. The classroom atmosphere which was quiet and filled with concentration made the scholars uncomfortable since they only listened to the teacher's explanation. Learning media provided to students were only within the sort of stickers or pictures in textbooks which, of course, were less attractive to students. Thus, the interaction between students and teachers was insufficient. As a result, classroom learning appeared to be monotonous and boring. Such a condition is sort of alarming since grade school is that the basic level of the entire process of further education supported these facts, the further study on the difficulty is indispensable for an educator to assist students to enhance their learning achievement in mathematics. One important thing to be noted here is that mathematics should be explained during a more interactive thanks to make the scholars more curious about this lesson. However, the matter remains there, because most teachers are burdened with additional administrative tasks of the institution (school). Therefore, the researcher is very concerned with the answer to the present problem by developing hypermedia. Vaughan (2008: 6) states that multimedia would spur radical changes in teaching and learning. the advantages of using of multimedia are as listed within the following points such as: (a) students who are achieving might be honed in their abilities, (b) the change of model will change the passive to become active learners accordingly, (c) the teacher's role is not any quite as a guide, mentor or facilitator within the learning activities, (d) the scholars become the middle of the training activities (student-centered).

One of the hypermedia which serves an appropriate solution to the matter during this study is point. This media can contain photos, videos and music to form learning more interactive. Utilization of multi-media will give big impact on the students’ spirit of learning. Simple operation of multi-media makes it easy for teachers to use during the instruction.

Many people, as a matter of fact, consider point as a medium of presentation only. Yet, consistent with Munir (2012, 19) "If media has the weather within the sort of ... navigation, simulation, game and exercise to regulate these elements, multi media are powerful to function as hypermedia ". During this case, point can contain all of those elements. Then, PowerPoint are often considered hypermedia. The main target of the matter during this research was the way to produce contents of multimedia to support the requirements of mathematic learning as the way to make the category interactive that the scholars learn and achieve better in mathematics.

Education may be a decisive lever for the event of the person and an in- dispensable tool for the fight against poverty and therefore the promotion of the socio-economic development of the communities. However, governments don't always have the technical capabilities and socio-economic resources to supply their citizens’ quality education. During this way, raising the standard of education has become a continuing challenge for several countries, and more and more technological solutions are being sought to enhance the standard of teaching and learning in schools. Africa is one among the continents where many countries are far away from meeting acceptable quality standards of education, and Mozambique is one among them.

At present, it's verified that in Mozambique the standard of education at the first level isn't the simplest. Grade school pupils end the cycle and still have serious difficulties in calculating, reading and writing. Information from the Southern and Eastern Africa Group for Teaching Quality Monitoring (SACMEQ, 2010) show that somewhere in the range of 2000 and 2007, levels in Mozambique have altogether crumbled perusing and math execution. SACMEQ concludes that Mozambique’s decline of quite 40 points in reading and arithmetic was related to rapid structural changes within the education system within the period under review that resulted in massive increases in enrolment within the 6th grade without a corresponding increase in human resources and materials. On the opposite hand, the Report on the Five-Year Program of state 2010-2014 states that the evaluations administered reveal that the bulk of Mozambican students in primary education have difficulties in reading and writing and basic arithmetic. The National Assessment Report of the 3rd class, conducted in 2014, states that “only 1 in 16 students during a position|is ready">is in a position to read simple sentences and infer information in a text” which suggests that only 6% of scholars during this class reach A level required at the top of the primary cycle.

In Jordan, Nusir, Alsmadi, Al-Kabi, and Sharadgah (2012) built up an examination to explore the effect of the use of media advances in improving or not improving the showing viability of researchers in beginning phases in grade schools. Two gatherings were chosen at a zone school. The experimental group was taught the topic of basic mathematics employing a program developed for this purpose. The second class (control group) was taught an equivalent subject using traditional teaching methods. The results showed that there's no significant difference in learning and knowledge skills and absorption of data supported gender distribution, where the comparison of results between boys and girls didn't show significant difference in their learning abilities. However, Nusir, Alsmadi, Al-Kabi, & Sharadgah (2012) selected the experimental and control group supported their own class distribution and data analyses were supported student performance and on gender distribution.

Similarly to the study presented above, this text presented an experimental study that happened during a grade school in Mozambique. However, the scholars who participated within the experiments were submitted to the clinical method—operative tests of number, fluid and length conservation to measure the participants’ cognitive development stage. So as to analyze the info, we used not only the students’ performance but also the connection between the students’ socioeconomic situation and their performance, the students’ satisfaction with the experience gained and therefore the impact of the teacher’s role on the students’ performance. Therein way, the work focuses on the potential of the online and Multimedia Services within the improvement of teaching methods, specifically within the production and use of multimedia books within the process of teaching and learning math in 7th grade. During this way, we shall verify how the utilization of hypermedia books improves the varsity performance of scholars in math learning of 7th grade in Mozambique. so as to match the performance of scholars using the hypermedia Book with students who don't use it within the 7th grade mathematics learning, the study was guided by two hypotheses: H0: the utilization of the hypermedia book in mathematics learning doesn't improve students’ performance; H1: Using the hypermedia book in math learning improves student performance. The article is structured as follows: after the introduction, a basic literature review is presented, followed by the methodology. The subsequent chapter presents the discussion of results, following the conclusions and proposals. Finally, we present the acknowledgements and therefore the references.

Literature Review

There are many parameters which will define and impact students’ abilities in learning. Typically papers specialize in parameters or factors that are associated with the varsity and therefore the educational methods as other methods like self or family oriented factors can’t be controlled by educators or educational systems. Students who have access in their home to new methods and tools of education through computers, interactive learning, etc. may have also different and more potential to soak up those technologies while utilized in the varsity educational system. Teaching methods is that the subject of the many research papers during this field in trying to gauge methods to enhance students’ ability to be interactively be involved within the class. This is by all accounts especially necessary within the current Internet, wireless, etc. connectivity environment where students are often occupied through having or utilizing those instruments. Through providing the power for college kids to use those tools in their education besides using them for entertainment or social activities, this might have positive impact on education. The supply of data and Communication Technology (ICT) tools and programs spread everywhere the planet. Those tools emerged to be a part of not only high class well educated people; rather, Internet, cell phones, etc. are wont to help people in their lifestyle activities: shopping, maps, information about restaurants, land, knowledge, science, etc. they're provided not only through personal computers, rather most of these services are often provided through wireless, GPS, PDA, etc. Likely one among the principal significant difficulties is that the nature of instruction. In the course of recent many years, Jordan has put vigorously in instruction and apportioned a mean of fifty of its total national output on schooling. Moreover, a ground-breaking improvement has been made as far as number of researchers tried out a few degrees of instruction. Lamentably, ongoing reports demonstrate that there are a few upgrades to be finished with respect to the standard control and confirmation of schooling. Such issue is broadly known by numerous circles. For instance, during an ongoing report by the planet Bank (2008) it's clarified that the Jordanian instructive framework, as other instructive frameworks inside the Middle East and North Africa (MENA district), relies vigorously upon remembrance, definition, information on realities and thoughts. It neglects to consider learning and hence the use of most recent methodologies or procedures that strengthen imaginative and significant deduction among understudies. Another indicator about the poor quality of education is that the results of the documented international test of eight graders in mathematics. The typical math score for 21 countries within the MENA is 401. Even though the fact that Jordan score is over the provincial normal yet fundamentally beneath that of East Asia (466). It’s likewise underneath the global normal of 489. Over the previous 20 years roughly, technology features a significant impact on the tutorial system. Drucker stressed the thought that new innovations will compel us to move from educating to learning (Drucker, 1999). Investigation into instructing and learning with new innovations is at present a truly powerful, prominent and pertinent region of instructive enquiry (Muller et al., 2006). Multimedia technology is perhaps one among the foremost exciting innovations within the modern era. The rapid climb of multimedia technologies throughout the most recent decade has caused fundamental changes to computing, entertainment, and education (Norhayati & Siew 2004). Multimedia technologies and applications are possibly one among the foremost exciting innovations within the age of data evolution. They helped and got help from the web and other communication and computer inventions. Multimedia has the potential to make top quality learning environments, with the potential of making a more realistic learning context through its different media. It also helps allowing a learner to require better control of the category room especially when the class size is large. Multimedia has the potential to make top quality learning environments. With the potential of making a more realistic learning context through its different media and allowing a learner to require control, hypermedia can provide an efficient learning environment to different sorts of learners (Margie & Liu, 1996). While many may argue against or with such studies of evaluating the impact of a technology on learning compared to traditional education. Altogether cases, multimedia education offers an alternate to traditional education which will enhance the present methods and supply an alternate especially in some cases where teaching in educational methods isn't applicable.

Definitions

Multimedia  

Multimedia refers to computer-mediated information that's presented concurrently in additional than one medium. It comprises of a few, however not really all, of the ensuing components: text; still graphic images; motion graphics; animations; hypermedia; photographs; video; and audio, i.e., sounds, music, and narration. Multimedia can support multiple representations of an equivalent piece of data during a sort of formats. This has several implications for learning. (Ke, 2008).

Interactive Multimedia

By hypermedia, educators unusually ask the utilization of multimedia and ICT equipments’ to supply an efficient dialog between the trainer and therefore the students as compared with traditional methods of teaching which can lack such interactivity. However, supporters of traditional methods of teaching argue that the face to face communications are often more interactive.

Multimedia and Education

The advancement of technology has made a big impact on the evolvement of teaching methods from traditional face-to-face teaching to Computer-Based Learning (CBL) or- e-learning systems altogether levels of education. Modern education and communication environments offers other ways within the learning process. Multimedia has been widely utilized in educational technologies. It’s also expected that future will see more of the use of such tools in education. Some argue that multimedia and e-learning tools are often used as a supplement to traditional classes (and not as a replacement). Using hypermedia within the teaching process may be a growing phenomenon. It plays a really important role in assisting students in learning processes. Therefore, it are often concluded that the Multimedia enhance and enable students to find out during a simpler way. More efforts are needed to make new programs using multimedia elements and multimedia authoring tools to satisfy a content-rich learning software and courseware to different students. By multimedia, here we don’t mean only animation, or image and video related products. Those maybe incorporated with programming and other methods to supply a portal, an application, etc. during which data, video, and pictures are mixed.

A Theoretical Background

The roles of hypermedia and its effectiveness are the topic of the many studies. This section intends to shed light on the most works during this area. User Interactivity may be a major feature of well-designed multimedia courseware. In fact, researchers have shown that an interactive learning environment can generate effective instruction and learning system (Harper & Hedberg, 1997; Sims, 1998; Shinde, 2003). In several researches by Mayer, results indicate that using multi-modal instruction is simpler than using any single mode (Norhayati & Siew; 2004; Mayer, 1997). In other words, this finding demonstrates that media do impact learning, through the educational possibilities that they allow. For instance, supported Mayer’s research, one could state that when used appropriately, the video medium should be simpler than radio, since the latter cannot provide visual information. The presentation of ideas in visual form has proven to be particularly important because it critically helps the tutorial process. During a review by various researchers of studies that have investigated the effectiveness of multimedia in learning suggested that the people that used computer-based multimedia instruction performed better in terms of test scores, compared to those that received instruction through traditional classroom lectures. Bayhan et al. explored the utilization of computers reception to develop mathematical ideas and reported that there have been considerable potential for computer games to support such learning (Bayhan et al. 2002). Similar research papers showed that youngsters who are exposed or have and use the pc and Internet reception for education can have better chances understanding basic learning skills like the fundamentals of Math and Alphabets. This early exposal to technology may offer new potentials for both children and therefore the pedagogy in infancy settings. Special terms wont to describe this new generation are often seen in several papers. For example: “Generation Y” (Zabel, 1999; Charp, 2003), “Digital natives” (Prensky, 2001), and “Millennials” (Zemke, 2001; Howe & Strauss, 2000). Kids homes have innovation by and large aspects of contraptions: TV far off, the programmable microwave, remote telephones, PCs, computerized games, (for example, Play-station, Xbox, and so on)These offer significantly alternative ways of playing from what had been possible in non-digital worlds (Zevenbergen, 2007). In trying to stay up and compete with those kids, educators may need to continuously update their knowledge and skills and will always include those methods in their education (at least in preparation and presentation) regardless of what's their major. Stitch (2003) study shows that the utilization of animation in teaching cell biology and every one fields of biology are beneficial. It had been found that scalable interactive animation with hot keys and rollover help to reinforce the training in effective way. Animated illustration accompanied with audio, video, and kinetic are far better to the cell biology learners than static illustrations (Stith, 2004)

Cronje et al. researched the distinctions of mental models of students and creators. The examination was upheld six secondary school understudies (3 guys and 3 females) endeavoring to discover standards of power (Cronje & Fouche, 2008). The scholars were selected during a way that reflects three levels (i.e. weak, middle, and good) for every gender. The results revealed considerable differences between the mental models of learners and designers. The free navigation of the multimedia learning program helps good students to accelerate their learning, while weak students are lost (Clements, 2002).

Holzinger et al. (2009) addressed the consequences of using simulation to show complex physiological models to 96 students of school of drugs. They also found that the effectiveness of the designed simulator and therefore the conventional text lessons are equivalent. Using additional guidance to the designed simulator helps to enhance the training process (Holzinger et al, 2009).

The Kamat et al.'s (2009) project was supported the results of a test on variety of hypermedia packages for grade I to IV. These multimedia packages are usually used for subjects like science, mathematics, geography, history, etc. it had been concluded that hypermedia is far better than traditional educational methods, which depends on classrooms and lecturers using chalk and talk (Kamat & Shinde, 2009).

Kay aimed toward finding whether gender affects the utilization of an interactive classroom communication system (ICCS). The study examined student involvement, assessment, and perceived learning of a sample of 659 lyceum students, which were equally divided between males and females. The comparison revealed that male students are more significantly positive than their counterpart’s female students (Kay, 2009).

Computer games are often used as a teaching and learning tool. Ke’s study aimed to seek out the effect of educational computer games on the 4th and 5th graders’ to find out mathematics. To realize this goal the study tested the effect of educational games on cognitive math achievement, meta-cognitive awareness, and positive attitudes toward math learning. Results revealed that educational computer games help to draw in students towards learning math during the primary five weeks, but it's no effects on cognitive math achievement, and meta-cognitive awareness (Ke, 2008).

Liu et al.'s study confirmed previous findings on the positive effect of media richness within e-learning educational systems on the user’s intention to use such systems. E-learning systems that present its materials using text, audio, and video stimulating a better perceived usefulness (PU) and concentration than their counterparts which used text only, text and audio, or text and video, or audio and video (Clements, 2002).

E-learning shouldn't be a replacement to the normal learning, but an improvement to the efficiency of learning process. Academic institutions adopt variety of learning strategies to complement learning process, and this is often called blended learning. The experimental study shows a high consistency standard of progress for learning by perusing and rehearsing.

Many studies have found that the effectiveness of online teaching modules is like traditional way of teaching. Moneta et al. explored the effectiveness of hypermedia online courses versus the normal lecture supported studying an introductory computing course. It had been concluded that neat e-learning modules have its pros, but couldn't prevent the cons found in traditional modules (Kamat & Shinde, 2009).

Evans et al. tried to seek out the consequences of adding interactivity to computer-based learning packages of business and management on a little sample of undergraduate students (22 males, and 11 females). The results reassert the positive effects of using visualization to enhance the depth of learning and understanding. Also the results show that gender has no effect on teach (Evans & Gibbons, 2007). Kamal et al (2000) found that the dynamic nature of multimedia appeared to help children to make mental models more effectively and improved comprehension. 

(Rochelle et al., 2000) have suggested that such research has indicated that learning is best when characterized by:

Active engagement, participation in groups; frequent interaction and feedback is provided; and connections to world contexts are made. Traditional teaching methods are quite poor at providing such contexts and actually, the characteristics of innovative uses of computers are conducive to learning that's all of these listed. 

Due to the shortage of sufficient proficient English teachers in Philippines public schools, other ways are wont to bridge this need. Atienza et al. and therefore the department of education at the University of the Philippines created handheld electronic reader that helps students to pronounce English words correctly, and to supplement English materials for third grade students at Philippines elementary schools. The electronic reader was wont to monitor, test and evaluate the performance of 300 students. Results show that the electronic reader improved significantly the training process (Kleen & Shell, 1994). 

Recent studies attempted to gauge the cognitive load (CL) to find out and understand online, multimedia curriculum. These studies concluded that because the interactivity of the presented materials increase, the CL decrease. as an example, Chang et al. evaluated CL during four weeks to find out Web based materials about heating by 105 (24 males, and 81 females) 11th grade students from a tutorial senior high school in Taiwan (Chang & Yang, 2010). Sexual orientation contrasts were measurably huge, where guys are over-burden with perusing logical articles, while females are locked in with visit rooms and search exercises. Logical articles, online journals, streak activities and online tests, may need high mental effort, while chat rooms, videos, and interactivity need low mental effort.

Most of the E-Learning materials designed linearly forcing its users to sequential learning, in order that all users are forced into same path pedagogy no matter their experience and their needs. Due to that Robberecht asserts the necessity for designing interactive nonlinear e-learning educational systems. Those are intelligent enough to dialogue with the learners consistent with their actions and responses. Also the e-learning educational systems should attract different learners no matter their experience (Robberecht, 2007). Educators should incorporate entertainment through education and will get students involved actively in classes. This will be achieved through showing them that the items they use and appreciate like: games, social websites, etc., are often used and utilized within the class also for educational purposes.

Well-designed hypermedia e-learning systems can attract the learners to possess more information. Active engagement is vital factor towards improving learning process. Said attempts to get down a foundation of a design model of hypermedia e-learning system which offers active engagement (Said, 2007).

Research Methodology

Burns and Grove (2003) described a search design as a “plan for conducting a search with a rise of grips above principles, which can get within the way with the validity of the result”. Mentioned Research designs as “the researcher's sum for answering the questions of the study or theory testing”'. Descriptive studies are an analysis of the respondents in an accurate way. Essentially descriptive studies are the most tools won’t to unfold the responses within the investigation. This study may be a descriptive in nature and quantitative by purpose. The numerical and structured data was collected by using quantitative method. The quantitative study is acquiring and analyzing of statistical data to enlighten, show, envisage or manage procedure for significance. During this research, the researcher wanted to look at the consequences of use of hypermedia in mathematics learning to enhance student learning outcomes of elementary students. The sample of this study was the 50 students of Shaheed Benazir Bhutto University, Shaheed Benazir Abad. Researcher use the questionnaire to gather the quantitative data from the chosen samples. Researcher analyzed the info with the assistance of frequencies and percentages which is represented within the tables and graphs. It’s vital a part of this research because it shows the result which is taken from respondents.

Table 1: Interactive Multimedia

S.No

Statement

Strongly Agree

Strongly Disagree

01

Is the use of multimedia in mathematics improve your learning efficiency

34 %

16 %

02

Do you easily understand the mathematics with the help of multimedia?

27 %

23 %

03

Traditional method is not much effective as compare to technological method

42%

8%

Result and Discussion

From the collected data 34% students were strongly agreed that multimedia improves their learning efficiency in mathematics, while 16% students were strongly disagreed with the given statement. 27% students were strongly agreed that they easily understand mathematics by using multimedia, while 23% were strongly disagreed. 42% students strongly agreed that traditional method is not much effective as compare to technological method, while 85% were strongly disagreed with the given statement.

In order to gauge the impact of using multimedia interactive educational tools on education, a case student is meant and executed on two classes. An equivalent educational material which was about teaching basic math skills is taught through the normal educational methods alongside the multimedia interactive one.

Conclusion

Multimedia is the computer mediated software or it is an interactive application which integrates graphical photos, color, text, audio sound, animation, and full motion video in a single software. The learning system of multimedia consist of animation and narration, which offer highest level of improvement for students understanding. From the collected data it clear that most of students were agreed with the use of interactive multimedia in mathematics learning. Students were also agreed that multimedia improves their learning efficiency in mathematics.

Moomal Bhatti
Nawabshah

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