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 (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
- To study the Effects of use of interactive multimedia in mathematics learning at elementary level.
- 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.
0 Comments