Designing Instructional Animation for Psychomotor Learning
A Conceptual Framework
Terry Lucas
1,2
and Ruslan Abdul Rahim
1
1
Faculty of Art & Design, Universiti Teknologi MARA, 40460, Shah Alam, Selangor, Malaysia
2
Faculty of Applied & Creative Arts, Universiti Malaysia Sarawak, 94300, Kota Samarahan, Sarawak, Malaysia
Keywords: Instructional Animation, Psychomotor Learning, Virtual Human Representation, Instructional Video Design,
Conceptual Framework, Instructional Media, Visual Communication.
Abstract: Research on the effectiveness of animated virtual human representation towards psychomotor learning is still
lacking. Recent studies show that animation is effective in learning procedural tasks. Instructional animation
is a form of animation designed to educate viewers. The purpose of this paper is to lay out a conceptual design
framework for studies of the instructional animation design for psychomotor learning. Three theoretical
approaches are considered in constructing the conceptual framework: (1) Learning Theories; (2) Instructional
Video Design; and (3) Virtual Human Representation. Together, these theoretical fields complement one
another and explain different viewpoints on this complex subject. Relating to earlier studies on types of visual
representation may elucidate the ways in which animation can be applied for motor skill acquisition.
1 INTRODUCTION
Instructional videos are commonly used as
supplemental materials to enhance learning during
lecture or tutorials (Kay, 2014). Instructional videos
can be in a form of live action video or animation or
even both (hybrid). In addition, there are numerous
Web 2.0 technologies and platforms that can provide
many options for video creation (Martin, 2012).
Besides that, viewers can also view these videos from
the comfort of their computer desktops at home to
their handheld devices on the go. Simultaneously,
educational video is gaining back its popularity due
to the adoption of Massive Open Online Course
(MOOC) to counter the rising cost of higher
education (Baggaley, 2013).
Animation and live action video possess different
visual characteristics. According to Ploetzner and
Lowe (2012), live action video cannot readily portray
the explanatory abstractions as well as expository
animations. Live action video may unable to
demonstrate hypothetical cases or non-visual aspect
of a subject matter. Compared to animation, live
action video may unable to show visual information
that is hidden form the camera and may only be able
to present information in a non-selective manner.
They also added that animation has more flexibility
as it can manipulate portrayal of the subject matter
through abstraction and visuo-spatial reorganization
(Ploetzner and Lowe, 2012).
Several studies have shown that instructional
animation can facilitate motor skill learning (Ayres,
Marcus, Chan, and Qian, 2009; Höffler and Leutner
2007; Wong, Marcus, Ayres, Smith, Cooper, Paas,
and Sweller, 2009). A study conducted by Ayres et al.
(2009) shows that animation allows learners to learn
faster than learning with static graphics. In this study,
participants were asked to learn knot tying and solve
ring puzzles. Based on the study, in which learning
was purely based on observation, the researchers
concluded that students learn more from the
animation mode then the static one. They believed
that the reason instructional animation was more
effective than static graphics was, perhaps, due to the
human’s inherent ability to learn human-movement
based task through observation of the activity being
performed. Interestingly, learners with low spatial
ability can also benefit by learning via animation as
such form of visualization “provides learners with an
external representation of a process or procedure that
assists them to build an adequate mental model”
(Höffler, 2010, p.249) and “helps in reducing the
processing demands necessary to forming a mental
model and encoding it into long-term memory”
(Höffler and Leutner 2011, p.210). For instance, there
are usually instructional graphics located on most
gym equipment. A beginner may find it more useful
313
Lucas T. and Abdul Rahim R..
Designing Instructional Animation for Psychomotor Learning - A Conceptual Framework.
DOI: 10.5220/0005477303130318
In Proceedings of the 7th International Conference on Computer Supported Education (CSEDU-2015), pages 313-318
ISBN: 978-989-758-108-3
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
to learn about the proper usage of the exercise
machine via instructional animation as compared to
static instructional graphics.
Hence, this position paper proposes a conceptual
design framework to create instructional animation
for psychomotor learning or motor skill acquisition.
The framework focuses on integrating three deemed
relevant components which are: (1) learning theories;
(2) instructional design; and (3) virtual human
representation.
2 CONCEPTUAL DESIGN
FRAMEWORK
2.1 The Learning Theories
In order to design an effective instructional animation
or video for psychomotor learning, a few relevant
learning theories need to be briefly discussed. These
theories are Psychomotor Learning, Experiential
Learning, and Cognitive Theory of Multimedia
Learning.
2.1.1 Psychomotor Learning
Motor skills are activities or tasks that require
voluntary head, body and/or limb movement to
achieve a goal. Modeling is a way to acquire new
motor skill movements. It is the “interaction between
a model and an observer where the observer’s
behaviors are adapted to match the technique and
outcome of the model” (Sakadjian et al. 2013).
Therefore, it is imperative that the demonstrator
perform the skill precisely (Magill, 2011). The quality
of the performance resulting from observing a
demonstration is related to the quality of
demonstration as coordination information and
perceived strategic information are acquired. Both
Magill (2011) and Sakadjian et al. (2013) agreed that
the transfer of information from the model to the
observer is crucial. Plus, they asserted that the
retention of information is essential in order to have
positive gain from such activity.
2.1.2 Experiential Learning
Experiential learning is defined as “the process
whereby knowledge is created through the
transformation of experience. Knowledge resulted
from the combination of grasping and transforming
experience” (Kolb 1984, p.38). The theory assumes
that learning is an reiterative process of creating
knowledge through the interaction between the
person and the environment (Kolb and Kolb 2005).
According to Kolb, there are four cycles of actions in
an experiential learning. The stages are as follows: (1)
Reflective Observation is gained when the learner
consciously reflect and review on the experience; (2)
Abstract Conceptualization is gained when the
learner can conceptualize a theory or model and
utilize these generalizations as guides to engage in
further action (Chan, 2012); (3) Active
Experimentation is gained when the learner plans and
tries out the knowledge learned from the experience;
and (4) Concrete Experience is gained when the
learner is performing, doing or having an experience.
2.1.3 Cognitive Theory of Multimedia
Learning
Cognitive Theory of Multimedia Learning is a
collection of evidence-based multimedia learning
principles. Mayer (2009) explained that this theory is
based on three assumptions: (1) people have separate
visual and auditory channels; (2) the channels are
limited in capacity; and (3) meaningful learning
involves actively selecting, organizing, and
integrating incoming visual and auditory information.
He also asserted that multimedia is especially useful
for learners who have low-prior knowledge about the
subject matter. It is also suitable to teach complex
materials in a faster paced to learners. The principles
of this theory are divided into three main categories
such as: (1) managing essential processing (pre-
training principles, segmenting and modality
principle); (2) minimizing extraneous processing
(coherence principle, redundancy principle, signaling
principle, temporal contiguity principle, and spatial
contiguity principle); and (3) facilitating generative
processing (multimedia principle, personalization
principle, voice principle and image principle)
(Mayer, 2009).
The application of Cognitive Theory of
Multimedia Learning Theory in designing of the
instructional animation for motor skill acquisition can
be significant as the theory may be able to make the
animation effective for learning.
2.2 Instructional Video Design
It is essential that the instructional design of
instructional animation or video is based on the
grounds of established learning theories. Several
studies (Baggaley 2013; van der Meij and van der
Meij, 2013; Swarts, 2012) have proposed guidelines
and principles that can be incorporated into the design
of instructional animation or video.
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Baggaley (2013), Swarts (2012) and Carliner (2000)
classified characteristics that constitute to good
instructional video design. Some of their findings
(refer to Table 1) are similar in terms of Simplicity,
Specificity and Appeal (S.S.A.).
Table 1: Common findings on characteristics of good
instructional videos.
Carliner
(2002)
Baggaley
(2013)
Swarts (2012) Similarity
(S.S.A.)
Cognitive
Design
Straight
forward &
consistent
Easy to
understand
Simplicity
Physical
Design
Explicit Detailed
demonstration
Specificity
Affective
Design
Motivating Engaging Appeal
To note, Physical Design is a design that directs users
to a desired message. Cognitive Design is a design
that assists users to comprehend the desired message.
Affective Design is a design that facilitates viewers to
be engaged with and feel comfortable about the
desired message (Carliner, 2000).
Meanwhile, van der Meij and van der Meij (2013)
provided eight design guidelines of instructional
videos for software training. Despite that these
guidelines are meant for software training, it is also
possible to apply it in the instructional video for
motor skill acquisition because the essence of motor
skill learning is also procedurally based. The
guidelines are as follows: (1) provide easy access; (2)
use animation with narration; (3) enable functional
interactivity; (4) preview the task; (5) provide
procedural rather than conceptual information; (6)
make tasks clear and simple; (7) keep video short; and
(8) strengthen demonstration with practice (van der
Meij and van der Meij, 2013).
Aside from the principles and guidelines provided
above, there are also several studies that have tested
several multimedia techniques that can facilitate
learning. Such related multimedia techniques are the
use of captioning, highlighting and video prompting.
To note, these multimedia techniques are also based
on the Cognitive Theory of Multimedia Learning.
Despite being commonly used, the use of
captioning in videos receives mix responses. By using
captions, viewers will be exposed to spoken language,
digital text and visual information simultaneously.
Depending on the usage, it can either be distracting or
it can improve reading comprehension, vocabulary
and motivation (BavaHarji, Alavi, and Letchumana,
2014). However, after conducting their study on the
effects of captioning on English as Foreign Language
(EFL) learners, BavaHarji et al. (2014) concluded that
the use of captioning can facilitate language
proficiency and content comprehension.
According to Kay (2014), highlighting serves to
visually emphasize and direct viewers’ attention to a
certain issue, topic or mark. Highlighting can be
created by assigning different color, underlining,
circling or pointing arrow to the subject of interest
(Sweller, 2010; Pekerti, 2013).
Another recent study shows that the use of video
prompting can facilitate learning. Video prompting is
a modeling technique that allows the viewer to
perform a demonstrated step before moving on to the
next step (Cannella-Malone, Fleming, Chung,
Wheeler, Basbagill, and Singh, 2011). This technique
can be useful to teach action-based motor task to
beginners (Yanardag, Akmanoglu, and Yilmaz,
2013).
2.3 Virtual Human Representation
There are several design considerations to create a
digital character for demonstrative purposes. These
considerations can play significant roles in improving
the knowledge transfer through instructional
animation. Two points that need to be considered are
the target audiences’ preference and the types of
visual rendering (fidelity level) of the digital
character. These aspects can have an impact towards
the effectiveness of an instructional animation or
video.
2.3.1 Target Audience’s Preference
Understanding the preference of the target audience
that the instructional animation is designed for is
vital. Recently, there are two studies that focus on the
impact of animated characters on children’s
perception (Johnson, DiDonato, and Reisslein, 2013;
Tinwell and Sloan 2014). According to Johnson et al.
(2013), K-12 students prefer similar or relatable
physical dimensions such as age, gender and realism.
These findings can be attributed to the assumption
that humans are attracted to individuals who look and
act similarly to themselves (Byrne and Nelson, 1965).
In addition, Tinwell and Sloan (2014) conducted a
study on children’s perception of uncanny human-
like virtual characters. In this study, children between
the age of 9 and 11 years rated humans and human-
likeness figures. Their findings show that, similar to
adults, children also perceived human-like virtual
character as stranger, less friendly, and less human-
like than videos of real humans.
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2.3.2 Realism, Fidelity and Believability
Realism is defined as “attributes of a character where
the designer has intended that it be perceived as
realistically human-like and this covers aspects of,
and relationships between, appearance, motion,
behavior, sound and, in some cases, context”
(Tinwell, Grimshaw, and Williams, 2011, p.328).
Barrett (2003) stated that many assume that looking
‘realistic’ usually means looking like photograph. He
adds that in order to look realistic, the image has to be
‘closest to looking like’ things in the real world
(Barrett, 2003). Meanwhile, Fidelity is defined as
“the enjoyment of games that have realistic graphics
and sound effects, three-dimensional graphics, and
lifelike animation” (Quick, Atkinson, and Lin, 2012,
p.72). According to a study by Quick et al. (2012),
fidelity has an impact on player’s enjoyment in
learning through games. They urge that player’s
preference for fidelity should be gauged and
educational games should be constructed to match the
relevancy of the players’ preference on aesthetic.
Therefore, this fidelity characteristic can also be
considered while designing an effective and
enjoyable instructional animation.
Gulz and Haake (2005) conducted a study on
realistic versus iconic characters with respect to
involvement and engagement effects in users. They
have found that the types of visual style used to
represent a character depends on the function of the
character (Gulz and Haake, 2005). They argued that
pictorial realism can increase involvement and the
sense of presence in the digital environment (Gulz
and Haake, 2006). An iconized character allows
viewers to construct their character with their
subjective imagination, whereas, a highly realistic
character lack such allowance. For example, iconic
visualization may be more suitable if the focus is to
design a character that is rich in subjectivity and more
relationally oriented. On the other hand, if the focus
is to design an objective, task oriented character; a
realistic representation may be more suitable.
Humans are skilled at perceiving subtle details of
human motion (Hodgins, Wooten, Brogen, and
O'Brien, 1995). In order to create believable human
motion, Hodgin et al. (1995) suggested creating
digital character and virtual environments that appear
realistic when they move. The ways objects and
character move play a vital role in the creation of
believable animation (Coros and Martin, 2012). They
added that a realistic human motion is consisted of
two components: (1) the kinematics and dynamics of
the characters must be accurate; and (2) the
computational algorithm system must be able to allow
these characters to perform movements that appear
natural to the human eyes.
To add more realism to a character, its acting or
movement can be captured using motion capture
system. Motion capture can capture complex
movement in an accurate, smooth and fast way.
Lasseter (2001) stated that motion capture is more
suitable to capture realistic movement of human
actors. However, the drawback of using motion
capture is that it can be expensive and motion data
could not the reused for different kind of characters
(Sanna, Lamberti, Paravati, and Rocha, 2012).
Another point to note when creating believable
human-like performance is the secondary motion.
Secondary action is “an action that results directly
from another action” and “always kept subordinate to
the primary action” (Lasseter, 1987, p.42). Secondary
motion can add greatly to the perceived realism of an
animated scene (Hodgins et al., 1995). Examples of
secondary motions are random blinks to the eyes,
sinusoidal motion to the body to simulate breathing,
splashing of water and subtle cloth movement upon
collision (Hodgins et al., 1995; Ribeiro and Paiva,
2012). In addition, another technique to produce
secondary motion is the use of ‘moving hold’
(Lasseter, 2001). For example, there should be a
slight movement of the body parts (i.e. head or arm)
to keep a character looking alive.
Apart from the secondary movement, the location
or setting of the character performing the movement
is important. The environment in the animation scene
has to be able to accommodate the action of the
character easily (Guttmann, 2000). Guttmann (2000)
also suggested giving the background of the scene a
perspective because a background with perspective
lends realism and makes the animation portrayed to
be more natural.
3 DISCUSSION
Instructional animation can play important roles at the
Cognitive Stage of the Psychomotor Learning. The
authors believe that the cognitive stage of
Psychomotor Learning process intersects with two of
the Experiential Learning stages (refer to Figure 1).
As a viewer watches the demonstration of the motor
skill in the animation, the viewer is engaged in two
stages of experiential learning. Firstly, the viewer will
reflect and review the demonstration shown from the
animation. Then, the viewers will process the
information and form a model of the movement based
on the viewer’s comprehension and visual perception.
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Figure 1: The Proposed Conceptual Design Framework for
Instructional Animation for Psychomotor Learning.
The proposed design framework is comprised of
Instructional Content and Presentation Techniques.
Based from previous studies, it can be implied that
focusing toward simplicity, specificity and appeal are
recommended in developing the content. For
example, the content has to be effortless, clear-cut
and interesting for the viewers. ‘Interesting’ can also
mean approachable for the viewer.
When it comes to the presentation techniques, two
areas that can be considered are the design of human
representation and the instructional design. The
criteria to consider for the digital character
demonstrating the motor skill are fidelity, realism of
animation and the environment in the digital space.
The instructional design aspect covers the
multimedia aspects of the instructional animation.
Here, Cognitive Theory of Multimedia Learning and
its Multimedia Techniques are to be considered in the
design because learning via animation involves the
visual and auditory modalities.
4 CONCLUSIONS
In sum, instructional animation has the capability to
facilitate psychomotor learning. Several fields of
studies such as learning theories, instructional video
design and virtual human representation are
considered in developing this framework. Although
the areas covered may not be exhaustive and the
framework is still at the conceptual stage, the authors
hope that this proposed design framework can be
utilized as a reference to design an effective
instructional animation that can be benefited in
various disciplines such as disability and
rehabilitation training, artistic performance training,
and sports training. Further study of this framework
is required to improve the design and determine the
potential and effectiveness of the framework.
ACKNOWLEDGEMENTS
This research is supported by the SLAI scholarship
scheme from the Ministry of Education Malaysia.
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