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Cross-platform learning: children's learning from multiple media

Published: 20 June 2011 Publication History

Abstract

Educational media projects often span several platforms (e.g., games, TV, hands-on materials), under the assumption that multiple platforms elicit greater learning than a single medium. To test this assumption, 672 fourth graders were assigned to use different combinations of math-based Cyberchase media for eight weeks: DVD Only, Web Only, DVD + Web, All Materials, or No Exposure (control). Mathematical problem solving was assessed via hands-on, pretest-posttest tasks, and by tracking software that recorded performance in three Cyberchase online games. Consistent with past research, significantly greater problem solving gains appeared among Cyberchase users than the control group. Pre-post effects were often stronger in the DVD + Web group than in groups that used either medium alone. Moreover, users of multiple media employed significantly more sophisticated mathematical strategies -- and produced more correct responses -- while playing online games. Thus, a unique benefit of cross-platform learning seems to lie in transfer of learning, i.e., applying educational content learned from one medium (e.g., television) to support learning in another medium (e.g., games), resulting in richer engagement and greater posttest gains.

References

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Clements, D. H. 2002. Computers in early childhood mathematics. Contemporary Issues in Early Childhood, 3, 2, 160--181.
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Fisch, S. M. 2003. The impact of Cyberchase on children's mathematical problem solving: Cyberchase season 2 summative study. Teaneck, NJ: MediaKidz Research & Consulting.
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Fisch, S. M. 2009. Educational television and interactive media for children: Effects on academic knowledge, skills, and attitudes. In J. Bryant & M. B. Oliver (Eds.), Media effects: Advances in theory and research (3rd ed.; pp. 402--435). New York, NY: Routledge.
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Fisch, S. M., Lesh, R., Motoki, E., Crespo, S., & Melfi, V. 2009. Data mining for educational "gold." Interactions, 16, 5, 65--68.
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Fisch, S. M., Lesh, R., Motoki, E., Crespo, S., & Melfi, V. (in press). Children's mathematical reasoning in online games: Can data mining reveal strategic thinking? Child Development Perspectives.
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Kido'z. 2009. 10 most popular Websites for kids. Available at http://kidoz.net/blog/10-most-popular-websites-for-kids/.
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Lesh, R. A., Hoover, M., Hole, B., Kelly, A., & Post, T. 2000. Principles for developing thought-revealing activities for students and teachers. In A. E. Kelly & R. A. Lesh (Eds.), Handbook of research design in mathematics and science education (pp. 591--646). Mahwah, NJ: Lawrence Erlbaum Associates.
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Rockman Et Al. 2002. Evaluation of Cyberchase phase one pilot study: Vol. 1, executive summary. San Francisco, CA: Author.
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    IDC '11: Proceedings of the 10th International Conference on Interaction Design and Children
    June 2011
    275 pages
    ISBN:9781450307512
    DOI:10.1145/1999030
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 20 June 2011

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    Author Tags

    1. education
    2. games
    3. mathematics
    4. multiple media
    5. television
    6. transfer of learning

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    View all
    • (2019)Alder Distribution and Expansion Across a Tundra Hillslope: Implications for Local N CyclingFrontiers in Plant Science10.3389/fpls.2019.0109910Online publication date: 16-Oct-2019
    • (2018)Engaging Higher Education Learners With Transmedia PlayJournal of Marketing Education10.1177/027347531877513842:2(123-133)Online publication date: 14-May-2018
    • (2015)Anxiety stormProceedings of the 14th International Conference on Interaction Design and Children10.1145/2771839.2771889(251-254)Online publication date: 21-Jun-2015
    • (2015)Electric AgentsComputers in Entertainment (CIE)10.1145/2702109.263341312:3(1-21)Online publication date: 13-Feb-2015
    • (2012)Design challenges and concept for intergenerational online learningProceedings of the 11th International Conference on Interaction Design and Children10.1145/2307096.2307123(192-195)Online publication date: 12-Jun-2012

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