Not specified
The multimedia tools tested were reported in studies from various countries, including Nigeria ( Akinoso, 2018 ), Saudi Arabia ( Aloraini, 2012 ), England ( Bánsági and Rodgers, 2018 ), Ireland ( Davies and Cormican, 2013 ), Australia and Canada ( Eady and Lockyer, 2013 ), Taiwan ( Huang et al., 2017 ), Turkey ( Ilhan and Oruc, 2016 ) Czech republic ( Karel and Tomas, 2015 ), Malaysia ( Maaruf and Siraj, 2013 ), Serbia ( Milovanovic et al., 2013 ), Pakistan ( Shah and Khan, 2015 ) and China ( Wu and Chen, 2018 ).
Various age groups were targeted by the multimedia tool tests. A considerable proportion involved university students with ages starting from 16 or 18 years as specified in the articles ( Bánsági and Rodgers, 2018 ; Huang et al., 2017 ); Hwang et al., 2007 ; Jian-hua & Hong, 2012 ; Kapi et al., 2017 ; Karel and Tomas, 2015 ). Another group targeted were secondary school students ( Akinoso, 2018 ; Maaruf and Siraj, 2013 ) including vocational school students ( Wu and Chen, 2018 ). Shah and Khan (2015) reported testing their multimedia tool on children below the age of 15 years.
The articles involving evaluation were examined to identify the methodologies used for the evaluation, the target groups and sample of the evaluation and the evaluation outcome. The limitations of the evaluation were also identified and whether or not the study outcome could be generalized. Thirteen articles were found and the results are presented in Table 5 .
Summary of Evaluation methods of multimedia technology Tools in education.
Publication | Focus area | Evaluation method | Target group | Sample size | Outcome | Limitations | General-izable outcome |
---|---|---|---|---|---|---|---|
Mathematics | Experimental investigation | Secondary school students | 60 | Multimedia aids the teaching of mathematics | Duration of the experiment was not stated. Two schools were chosen randomly, no definite number of sample size per group. | No | |
Physiology | Survey (online) | 2 year University Students | 231 | Technology affects students achievements | Study focused on students' interaction with curricular content, administrators, instructors, and other related personnel not considered. | Yes | |
Education | Experimental - comparison with traditional method | University female students | 40 (20 students for each group) | Significant difference observed between the average marks of the two methods | 40 out of 400 female students were used for the study, representing only 10%. | No | |
General course | Survey | University students | 234 | The amount of students learning significantly increased compared to traditional method. | Multimedia has no effect on participation and responsibility, team work, self- esteem and democracy skills of the students. | No | |
Physical education studies | Survey | Professor interview | Undisclosed | Multimedia has positive influence on college physical education. | The paper did not provide the methodology, sample space or size. | No | |
Science | Experimental (using animated cartoons) | 10–11 years | 179 | Motivations to learning aid to young people. | The scope of the multimedia solution is narrow. | Yes | |
Social science | Experimental:-Teaching with multimedia -Teaching without multimedia | 4th grade students | 67 | Multimedia technique increased the academic success. | Single lesson within social studies curriculum was considered Both groups were chosen randomly, no definite number of sample size per group. | No | |
Science | Experimental (using animated cartoons) | Elementary school | 76 | Significant difference was determined in favour of post-test scores | Quasi experimental design was adopted and no control group used for the testing. | No | |
Visual Art Education | Survey: in-depth interview | Secondary school teachers | 2 | Multimedia usage resulted in accelerated teaching and learning processes. | Very small sample size. | No | |
General Education | Survey | Academic staff | 6,139 | Restriction and limit on the use of social media among the academics | Low level of response rate, i.e. 10.5%. | No | |
Mathematics classes | Experimental: -Teaching with multimedia -Teaching without multimedia | University students | 50 (25 each for experimental and control groups) | Experimental group had significantly higher scores | Only two lessons considered: Isometric transformations and regular polyhedral. | No | |
Science | Experimental: multimedia-aided teaching (MAT) | Elementary students | 60 (30 students for each group) | Learners become active participants | No significant difference observed in academic performance. | No | |
General studies | Survey | Students | 272 | Students prefer structured texts with colour discrimi-nation. | No experiment undertaken to validate the outcome. | Yes |
Evaluation of multimedia technology used for teaching and learning is important in establishing the efficacy of the tool. For determination of the impact of a developed tool, an experimental evaluation is more meaningful over a survey. However, the results from the analysis showed that the survey method for evaluation was used nearly as equally as the experimental design.
Experimental based evaluation was conducted by Akinoso (2018) , Aloraini (2012) , Ilhan and Oruc (2016) , and Shah and Khan (2015) in order to determine the effectiveness of the multimedia tool they developed. Another group of experimental evaluations involved designing the research for teaching with or without multimedia aids not necessarily developed by the research team which involved exposing 10–11 year olds ( Dalacosta et al., 2009 ) and elementary school students ( Kaptan and İzgi, 2014 ) to animated cartoons. Another of such evaluation was done by Milovanovi et al. (2013) , who used an experimental and control group to evaluate the impact of teaching a group of university students with multimedia.
In contrast, the survey method was used to elicit the opinion of respondents on the impact of the use of multimedia in teaching and learning and the target group were university students ( Al-Hariri and Al-Hattami, 2017 ; Barzegar et al., 2012 ), secondary school students ( Akinoso, 2018 ; Maaruf and Siraj, 2013 ); one involved interviewing the Professors ( Chen and Xia, 2012 ), another involved 4–10 year olds ( Manca and Ranieri, 2016 ) and a sample of 272 students whose ages were not specified ( Ocepek et al., 2013 ).
The focus areas in which the evaluations were conducted ranged from the sciences including mathematics ( Akinoso, 2018 ; Al-Hariri and Al-Hattami, 2017 ; Dalacosta et al., 2009 ; Kaptan and İzgi, 2014 ; Milovanovi et al., 2013 ) to the social sciences ( Ilhan and Oruc, 2016 ) and the arts ( Maaruf and Siraj, 2013 ). There were evaluations focused on education as a subject as well ( Aloraini, 2012 ; Chen and Xia, 2012 ; Maaruf and Siraj, 2013 ; Manca and Ranieri, 2016 ). While positive outcomes were generally reported, Ocepek et al. (2013) , specified that students in their evaluation study preferred structured texts with colour discrimination.
Sample sizes used in the studies varied widely, from Maaruf and Siraj (2013) that based their conclusions on an in-depth interview of teachers, to Manca and Ranieri (2016) that carried out a survey with a sample of 6,139 academic staff. However, the latter study reported a low response rate of 10.5%. One notable weakness identified was that the findings from all but one of the studies could not be generalized. Reasons for this ranged from inadequate sample size, the exposure being limited to a single lesson, or the sampling method and duration of the experiment not explicitly stated.
The review revealed some challenges that could be barriers to the use of multimedia tools in teaching and learning. Some of these barriers, as found in the reviewed articles, are highlighted as follows:
The findings from the systematic review are discussed in this section with a view to answering the research questions posed. The questions bordered on identifying the existing multimedia tools for teaching and learning and the multimedia components adopted in the tools, the type of audience best suited to a certain multimedia component, the methods used when multimedia in teaching and learning are being evaluated and the success or failure factors to consider.
The review revealed that multimedia tools have been developed to enhance teaching and learning for various fields of study. The review also shows that multimedia tools are delivered using different technologies and multimedia components, and can be broadly categorized as web-based or standalone.
From the review, it was found that standalone multimedia tools were more than twice (64%) the number of tools that were web-based (36%). Standalone tools are a category of teaching and learning aids which are not delivered or used over the internet, but authored to be installed, copied, loaded and used on teachers or students' personal computers (PCs) or workstations. Standalone tools are especially useful for teaching and practicing new concepts such as 3D technology for modelling and printing ( Huang et al., 2017 ) or understanding augmented reality (AR) software ( Blevins, 2018 ). Microsoft Powerpoint is a presentation tool used in some of the reviewed articles and is usually done with standalone systems.
Standalone tools were favoured over web-based tools probably because the internet is not a requirement which makes the tool possible to deploy in all settings. This means that teachers and students in suburban and rural areas that are digitally excluded, can benefit from such a multimedia tool. This system is considered most useful because a majority of the populace in most developing countries are socially and educationally excluded due to a lack of the necessary resources for teaching and learning. The need to sustainably run an online learning environment may be difficult, and therefore, the standalone, provides a better fit for such settings. However, the problem with a standalone application or system is the platform dependency. For instance, a Windows based application can only run on a windows platform. Also, there will be slow convergence time when there is modification in the curricular or modules, since, each system will run offline and has to be updated manually or completely replaced from each location where the tool is deployed.
The other category, web-based multimedia tools, are authored using web authoring tools and delivered online for teaching and learning purposes. About one-third of the tools identified from the review were web-based although they were used largely in university teaching and learning. Examples of these tools are: online teaching and learning resource platform ( Zhang, 2012 ), graphic web-based application ( Bánsági and Rodgers, 2018 ), multimedia tool for teaching optimization ( Jian-hua & Hong, 2012 ), and educational videos on YouTube ( Shoufan, 2019 ).
One of the benefits of the web based multimedia solution is that it is online and centralized over the internet. Part of its advantages is easy update and deployment in contrast to the standalone multimedia system. The major requirements on the teachers and learners' side are that a web browser is installed and that they have an internet connection. Also, the multimedia web application is platform independent; it does not require any special operating system to operate. The same multimedia application can be accessed through a web browser regardless of the learners' operations system. However, when many people access the resource at the same time, this could lead to congestion, packet loss and retransmission. This scenario happens often when large classes take online examinations at the same time. Also, the data requirements for graphics or applications developed with the combination of video, audio and text may differs with system developed with only pictures and text. Hence, the web based system can only be sustainably run with stable high speed internet access.
A major weakness of web-based multimedia tools is the challenge posed for low internet penetration communities and the cost of bandwidth for low-income groups. As access to the internet becomes more easily accessible, it is expected that the advantages of deploying a web-based multimedia solution will far outweigh the disadvantages and more of such tools would be web-based.
The results from the review revealed that most of the existing multimedia tools in education consist of various multimedia components such as text, symbol, image, audio, video and animation, that are converged in technologies such as 3D ( Huang et al., 2017 ), Camtasia Studio 7 software ( Karel and Tomas, 2015 ), Macromedia Flash ( Zhang, 2012 ), HTML5, JavaScript, CSS ( Bánsági and Rodgers, 2018 ; Eady and Lockyer, 2013 ; Chen and Liu, 2008 ; Shah and Khan, 2015 ; Shoufan, 2019 ). As shown in Figure 3 , the analysis confirms that text (26.8%) is the predominant multimedia component being used in most of the educational materials while other components such as videos (19.5%), audios (18.3%), images (18.3%) and animation (11.0%) are fairly used in teaching and learning multimedia materials. However, annotation and 3D technologies are least incorporated.
Proportion of multimedia components in reviewed articles.
How these components are combined is shown in Figure 4 . Perhaps, the combination of these four major components (text, video, audio, image) provides the best outcome for the learner and points to the place of text as a most desired multimedia component. The components used also reflect the type of subject matter being addressed. For instance, the audio component is important for language classes while video and image components are stimulating in Biology classes, for example, due to the need for visual perception for the learners. It is, therefore, imperative to note that the choice of the combination of these components could yield variable impacts to learners. Hence, it can be deduced from the studies that most of the tools are applied either as teaching or/and learning aids depending on the nature of the audience and teacher.
Use of various multimedia combinations.
In Figure 4 , we provided the analysis of the component combination of the data set reviewed. The multimedia components combinations range from two to six. This was grouped based on the multimedia components combination employed in each of the data set. Group 1 (G1) represents the number of multimedia application with the combination of Text, Image, audio, Video, and 3D. G2 consists of video and audio, while G13 combines all the multimedia components except the 3D.
Furthermore, a majority of the multimedia applications considered four (4) and two (2) combinations of components in their design as shown in Figure 5 . Tools with five and six components were very few and as the figure reveals, all the tools used at least two components.
Multimedia tools and the number of components utilized.
These findings stress the fact that application of multimedia tools in education and the multimedia component incorporated, are audience, subject, curricula and teacher-specific and the tool needs to be well articulated and structured to achieve its goals.
Our systematic review also revealed that most multimedia solutions deployed for teaching and learning target the solution to the pedagogical content of the subject of interest (see Table 4 ) and the user audience of the solution ( Table 5 ). Several studies highlighted in Tables 4 and and5 5 showcase multimedia tools used for mathematics classes ( Akinoso, 2018 ; Milovanovi et al., 2013 ), Social science ( Ilhan and Oruc, 2016 ), Physiology ( Al-Hariri and Al-Hattami, 2017 ), Physics ( Jian-hua and Hong, 2012 ), in Chemical engineering ( Bánsági and Rodgers, 2018 ) and teaching of Chinese language ( Wu and Chen, 2018 ). In addition, multimedia tools were utilized for teaching specific principles such as in control theory ( Karel and Tomas, 2015 ) and teaching of arrays ( Kapi et al., 2017 ). That multimedia solutions are subject-based is not surprising given that multimedia involves relaying information using different forms of communication. It follows that multimedia solution developers need to incorporate some text, video, audio, still photographs, sound, animation, image and interactive contents in a manner that best conveys the desired content for teaching or to aid learning.
As stated earlier, the review revealed a variety of user types for the multimedia solutions reported. It is noteworthy that a large proportion of the studies where the target audience were university students, a mixture of graphics, text, audio, video and sometimes animation was utilized ( Aloraini 2012 ; Blevins, 2018 ; Huang et al., 2017 ; Shah and Khan, 2015 ). While a sizeable number of solutions were targeted at secondary school students (such as Maaruf and Siraj, 2013 , Kapi et al., 2017 , and Ilhan and Oruc, 2016 ), very few studies were identified that targeted students less than 15 years in age. Shah and Khan (2015) targeted a multimedia teaching aid that incorporated text, audio, video and animation. Perhaps the absence of multimedia tools targeted at very young children may be as a result of the inclusion criteria used for identifying articles for the review.
The success of the different multimedia tools that have been used on the various target groups and subjects can be attributed to the technologies and components embedded as shown in Tables 4 and and5. 5 . In most cases where text, audio, video, graphics and animations were the components of choice, significant improvements in teaching and learning are used, as reported in the studies reviewed ( Blevins, 2018 ; Huang et al., 2017 ; Zhang, 2012 ).
These studies also implemented technologies such as 3D modelling and printing; Macromedia flash version 8.0 and augmented reality (AR) software respectively. It is worthy of note that all the above-mentioned multimedia tools were applicable in both the teaching and learning processes. Another set of tools with components being text, audio, video and animation, excluding graphics, and equally applied in both the teaching and learning processes, adopted computer representation as their technologies ( Aloraini, 2012 ; Ilhan and Oruc, 2016 ; Milovanovic et al., 2013 ). Teaching and learning were equally greatly improved in these cases.
Our systematic review included a synthesis of the methodologies described by the reviewed articles for evaluating the multimedia tools that they present as shown in the summary in Table 5 . The evaluation methodologies appeared to be different depending on the type of multimedia tool, technology components, deployment strategies, and application area and target groups. However, two main evaluation methods were identified - experimental investigations and the survey methodology.
The experimental approach involved the use of an experimental group and a control group, where the assessment of the impact of the multimedia tool on the students' performance on the experimental group was compared with the performance of the control group who were taught the same content without the use of the multimedia tool. This experimental approach is a widely practiced evaluation method and has proven to be effective. It was deployed by Aloraini (2012) , Milovanovi et al. (2013) , Kaptan and İzgi (2014) , Shah and Khan (2015) , Ilhan and Oruc (2016) and Akinoso (2018) in their studies in the subject area of education, social sciences, general science, science, education and mathematics classes respectively.
Survey, as an evaluation approach which was used in 46% of the studies reviewed, involved the use of questionnaires that were administered to gather opinion on the perceived impact of the multimedia tool from a targeted group of respondents. From the systematic review, it was found that the questionnaire administration approach also varied. The data collection could be face-to-face interview ( Al-Hariri and Al-Hattami, 2017 ; Barzegar et al., 2012 ; Chen and Xia, 2012 ), or online survey ( Armenteros et al., 2013 ; Wang et al., 2020 ).
The difficulty of determining impact from a survey is related to the weaknesses associated with instrument design and sampling biases. It is our opinion that the perceived impact of the technology components used in the development of the multimedia tools may not be accurately ascertained using survey when compared with the actual deployment and experimentation with the multimedia tool that takes place in experimentation approach. Besides, in the survey approach, judgment is merely based on perceptions. Interestingly, the simplicity and ease of the survey method makes it a good option for evaluating larger target groups, and its findings can be generalised when the statistical condition is satisfied ( Krejcie and Morgan, 1970 ).
Although the evaluation studies analysed had publication dates as recently as 2015 to 2018, none reported any objective data collection such as from eye-tracking or other behavioural data. Perhaps, this may be due to our search keyword terms not being wide enough to identify multimedia evaluation studies that used objective data gathering. It could also be that the cost, time and effort needed to collect objective data means that many studies incorporating evaluation are avoiding this route.
Several barriers to multimedia use in teaching and learning were revealed as a result of the review. Such barriers include resistance to the adoption of ICT, lack of teachers' confidence in the use of technology, resistance to change on the part of teachers, a lack of ICT skills and lack of access to ICT resources. Other barriers identified were the lack of support, lack of time to learn new technologies, lack of instructional content, and the physical environment in which multimedia delivery took place. Some studies reported respondents that perceived no benefits from the use of multimedia. These barriers certainly affect both the integration of multimedia in teaching and learning and the uptake of the multimedia tool.
Most of the barriers identified could be classified into three groups with a major one being the fear or resistance to change. This means that change management must be an integral part of multimedia tools development and deployment in order to achieve the desired goal. Also, barriers such as lack of time and lack of resources should not be underestimated. Some of the studies reported providing the hardware for the multimedia application and such an approach should be considered. Most multimedia tools are ICT driven and as such the identified barrier of lack of ICT skills is an important aspect that must be addressed. This can be done as part of the change process and would also boost the confidence of teachers to incorporate multimedia for teaching.
It is important that the multimedia tool is designed and developed with the end-goal in mind. As indicated, some recipients of multimedia applications did not see any benefit in its use. This means that the multimedia tool should be designed to provide an experience that is worth the teachers and students' time, attention and effort.
A lot of work has been done to highlight the effectiveness of multimedia as a teaching and learning aid. This paper provides a systematic review of studies on the use of multimedia in education in order to identify the multimedia tools being commonly used to aid teaching and learning. The paper did a systematic review of extant literature that reported studies that have been carried out to determine the extent to which multimedia has been successful in improving both teaching and learning, and challenges of using multimedia for leaning and teaching.
We note, however, that our review, especially of the studies on evaluation of multimedia, leaned more to the outcome from the studies rather than the process. Some of the information that was not captured include how the classroom teacher's mastery of the technology influences the attractiveness of the tool to the learner, both visually and through the content and if the multimedia tool allowed for learners' participation. Also, while studies on multimedia evaluation was of interest to us, this search phrase was not part of the search phrases used. A future review could incorporate these for a richer perspective.
It is obvious from the review that researchers have explored several multimedia in order to develop teaching and learning tools either based on the web or standalone using different technologies. It is observed that there exist several multimedia tools in education, but the proliferation of the tools is attributed to the evolvement of technologies over the years and the continuous teachers' efforts to improving knowledge delivery with respect to the subject areas and target audience. It is also revealed that most multimedia solutions deployed for teaching and learning target the solution to the pedagogical content of the subject of interest and the user audience of the solution. The success of the different multimedia tools that have been used on the various target groups and subjects is also attributed to the technologies and components embedded.
Furthermore, the evaluation methodologies and learning outcomes of the deployment of multimedia tools appeared to be different depending on the type of multimedia tool, technology components, deployment strategies, and application area and target groups. The two main evaluation methodologies identified from the various studies reported in the articles we reviewed were the experimental investigations and the survey methodology.
Attitudes and beliefs towards the use of technology in education, lack of teachers' confidence and resistance to change, lack of basic knowledge and ICT skills, lack of technical, administrative and financial supports, lack of physical environment are some of the barriers identified in the various articles reviewed. These barriers affect the integration of multimedia in education.
For future work, efforts should be made to explore mobile technology with several multimedia components in order to enhance teaching and learning processes across a diverse group of learners in the primary, secondary, vocational, and higher institutions of learning. Such research efforts would be significant in increasing inclusiveness and narrowing the educational divide. Also, research into the change management process for overcoming the barriers to multimedia adoption would be of interest.
Author contribution statement.
All authors listed have significantly contributed to the development and the writing of this article.
This work was supported by Tertiary Education Trust Fund (TetFund), Ministry of Education, Federal Government of Nigeria 2016–2017 Institutional Based Research Grant.
The authors declare no conflict of interest.
No additional information is available for this paper.
Middle East Technical University, Department of Computer Education and Instructional Technology, 06800, Ankara, Turkey
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This study provides a current systematic review of eye tracking research in the domain of multimedia learning. The particular aim of the review is to explore how cognitive processes in multimedia learning are studied with relevant variables through eye tracking technology. To this end, 52 articles, including 58 studies, were analyzed. Remarkable results are that (1) there is a burgeoning interest in the use of eye tracking technology in multimedia learning research; (2) studies were mostly conducted with college students, science materials, and the temporal and count scales of eye tracking measurements; (3) eye movement measurements provided inferences about the cognitive processes of selecting, organizing, and integrating; (4) multimedia learning principles, multimedia content, individual differences, metacognition, and emotions were the potential factors that can affect eye movement measurements; and (5) findings were available for supporting the association between cognitive processes inferred by eye tracking measurements and learning performance. Specific gaps in the literature and implications of existing findings on multimedia learning design were also determined to offer suggestions for future research and practices.
• | Multimedia learning research with eye tracking technology is on the rise. | ||||
• | Eye movements of college students using science materials were mainly analyzed. | ||||
• | Eye movements were associated with selecting, organizing and integrating processes. | ||||
• | Effects of use of multimedia learning principles in design were mostly examined. | ||||
• | Metacognition and emotions were rarely investigated with eye movements. |
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Human-centered computing
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Eye tracking technology is increasingly used to understand individuals’ non-conscious, moment-to-moment processes during video-based learning. This review evaluated 44 eye tracking studies on video-based learning conducted between 2010 and 2021. ...
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Current literature mainly focused on one or two multimedia learning principles in traditional learning environments. Studies on multimedia learning principles in AR and VR environments are also limited. To reveal the current situation and gaps of the multimedia learning principles in different learning environments, it is necessary to extend their boundaries. Thus, further studies may directly affect the investment in VR and AR technologies and their integration into the learning process by teachers. The current study presented a systematic review of multimedia learning principles in different learning environments, including traditional, virtual reality and augmented reality. In this study, 136 journal articles were identified based on PRISMA guidelines and reviewed regarding multimedia learning principles, learning environments, measurements, subject matters, learning outcomes, research methodologies, education programs, education fields, and years of publication. The results indicate that (1) there is an increasing interest in multimedia learning principles; (2) undergraduate students have been the target participant group in the review studies; (3) only five studies tested one of the multimedia learning principles in the VR environment, but no studies have been conducted in the AR learning environment; (4) most studies preferred subjective measurements (e.g., mental effort, difficulty) or indirect objective measurements (e.g., learning outcomes, eye-tracking, study time); (5) subject matters from STEM fields often preferred in investigations; and (6) modality was the most studied multimedia learning principle in the reviewed articles, followed by redundancy, multimedia, signaling, coherence, segmenting, personalization, spatial contiguity, temporal contiguity, image, pre-training, and voice, respectively. The results were discussed in detail. Specific gaps in the literature were identified, and suggestions and implications were provided for further research.
With the help of developing technologies, the learning process has become much more effective because of modern equipment and tools that facilitate learning and increase interactivity among students (Raja & Nagasubramani, 2018 ). For example, students can learn complex concepts in a controlled environment via augmented reality (AR) and virtual reality (VR) headsets, making learning immersive and experiential (UKAuthority, 2019 ).
The role of a learning environment has been expanded over time with the help of modern digital technologies and online resources (Vinales, 2015 ), as they have considerably changed the way students learn and teachers teach (Manzoor, 2016 ). The learning process can be improved when the learners' needs and learning styles are considered in a learning environment (Erden & Altun, 2006 ). Therefore, learning environments must be adequately flexible, and multimedia technologies must be carefully chosen for effective learning.
Multimedia can be described as presenting verbal and pictorial information simultaneously (Richter et al., 2016 ). When the instructional message is provided with both forms together, it is referred to as multimedia learning, which is also defined by Mayer ( 1997 ) as a process of learning containing both pictures (e.g., video or animation) and words (e.g., verbal or written text). The researchers have conducted many studies to examine the effect of multimedia in much research (Mayer, 2017 ; Wang et al., 2017 ; Weng et al., 2018 ). The number of studies exploring the specific effects has increased, especially after the 1990s (Li et al., 2019 ). Following the earlier findings, the Cognitive Theory of Multimedia Learning (CTML) was developed by Mayer ( 2009 ), describing the underlying processes in learners' minds during meaningful learning.
Mayer and colleagues contributed to formulating 12 design principles, initially validated using written text on paper and diagrams accompanying verbal or recorded audio demonstrations (Mayer et al., 1996 ; Moreno & Mayer, 1999 , 2000 ; Mousavi et al., 1995 ). Nowadays, especially with the rapid development of multimedia technologies, these multimedia principles have been extended in diverse learning settings, such as computer-based learning environments (Kutbay & Akpinar, 2020 ; Park et al., 2015 ), web-based learning environments (Chen & Yang, 2020 ; Sung & Mayer, 2012 ), virtual learning environments (Kartiko et al., 2010 ; Parong & Mayer, 2018 ), or augmented learning environments (Küçük et al., 2016 ; Lai et al., 2019 ).
In addition to empirical studies testing and validating multimedia learning principles in different learning environments, many review and meta-analysis studies also provide valuable contributions to reveal the field's current state by focusing on various topics. For example, the recent systematic reviews focused mainly on the working memory (Anmarkrud et al., 2019 ), cognitive load (Mutlu-Bayraktar et al., 2019 ), eye tracking (Alemdag & Cagiltay, 2018 ), and trends and issues (Li et al., 2019 ). On the other hand, the meta-analyses were conducted more targeting the multimedia principles such as redundancy (Adesope & Nesbit, 2012 ), modality (Ginns, 2005 ), spatial contiguity (Schroeder & Cenkci, 2018 ), temporal contiguity (Ginns, 2006 ), segmenting (Rey et al., 2019 ), and signaling (Richter et al., 2016 ; Schneider et al., 2018 ) principles. Even though their results are crucial to guide future studies, most multimedia learning research in the reviews and meta-analysis has been conducted in traditional learning environments. The results of the current meta-analysis by Mutlu-Bayraktar et al. ( 2019 ) revealed that a conventional learning environment (93.62%) was preferred most often compared to AR (4.25%) and VR (2.13%) among 94 studies. Moreover, studies that test multimedia learning principles in AR and VR environments are limited (Akçayir & Akçayir, 2017 ; Selzer et al., 2019 ). To the best of our knowledge, no systematic review study has been conducted to examine all multimedia learning principles in different learning environments. In addition, investigating multimedia learning principles in AR and VR learning environments is very important for future research to reveal the current status and gaps of multimedia learning principles in different learning environments and expand their boundaries. For this reason, a systematic review is needed, investigating principles of multimedia learning by considering learning environments (i.e., virtual reality, augmented reality). The current study aims to reveal the current situation and gaps of the multimedia learning principles in different learning environments. This study presents the following research questions:
What are the general characteristics and specific design features of multimedia learning research used to investigate multimedia learning principles?
What learning environments (i.e., AR, VR, or traditional) are commonly preferred to test multimedia learning principles?
What are the measurements and subject matters commonly used in testing multimedia learning principles?
How does using multimedia learning principles affect students’ learning in different learning environments?
The learning environment consists of physical locations, contexts and cultures that students learn (Bakhshialiabad et al., 2015 ). It can also be defined as a complex and dynamic system where teachers implement specific strategies and use available resources to reach pre-determined learning goals (Wang & Kinuthia, 2004 ). The learning environment has an essential role in the learning process (Vinales, 2015 ) because it helps learners develop their skills, knowledge, attitude, and behavior (Ozerem & Akkoyunlu, 2015 ).
Even though the learning environment has been traditionally used as a synonym of a physical classroom, it has been changed with modern digital technologies, techniques, and strategies to provide more effective and efficient learning (Baeten et al., 2010 ). Integrating technology into the learning process is often referred to as technology-enhanced learning (Law et al., 2016 ). The concept of technology-enhanced learning has been named differently in the literature, such as computer-based learning, web-based learning, mobile learning, augmented reality-based, virtual reality-based (Chen & Yang, 2020 ; Cubillo et al., 2014 ; Hamilton et al., 2021 ; Moos & Azevedo, 2009 ). Many current technologies, including mobile devices, Web 2.0, AR, and VR, have been utilized increasingly in the learning process to improve the learning process by taking advantage of their unique features (Cubillo et al., 2014 ). For instance, AR and VR have been used in 96% of UK universities and 79% of UK colleges to provide good quality experiential learning for students (UKAuthority, 2019 ).
AR is used for enhancing the real world with virtual objects by presenting additional information without decreasing the authenticity of the physical world (Azuma, 1997 ). AR can help students to understand various complicated subjects such as chemical reactions that are difficult to observe in the real world easier (Akçayır et al., 2016 ). Besides, AR enables students to link real-life by displaying and controlling virtual elements over physical objects (Wu et al., 2018 ). For instance, AR allows students who have difficulty with geometry to experience and manipulate 3D geometric forms. With such features, AR as a learning environment positively contributes to the learning process by encouraging students to engage in learning activities (Akçayır & Akçayır, 2017 ; Di Serio et al., 2013 ; Garzón et al., 2019 ).
On the other hand, VR has been described as an artificial environment developed by software to make users think in a different atmosphere apart from the real world. VR as a learning environment provides a virtual space to reach learning outcomes by encouraging learners to discover freely within a safe and controlled environment (Ip & Li, 2015 ). Like AR, the activities and experiences in a virtual learning environment lead to better learning and, at the same time, motivate learners (Di Natale et al., 2020 ). Besides, VR can provide a safe learning experience by removing dangerous materials or any possible mistakes that can harm students (Abulrub et al., 2011 ). For example, experiments that may pose a danger to students can be performed without taking any risks, or magnitudes of gravity can be manipulated in a virtual lab to understand its effects. By considering such features, VR learning environments are more beneficial for learning when compared to traditional learning environments, including desktop computers and slideshows (Hamilton et al., 2021 ).
Cognitive load is considered an essential factor in the learning process. CL theory was developed initially by Sweller ( 1988 ) to examine mental processing limitations concerning learning. Then, it has been advanced by other researchers (Chandler & Sweller, 1991 ; Mousavi et al., 1995 ; Sweller et al., 1998 ). According to the CL theory, the elements making up the cognitive architecture of humans consist of long-term memory and working memory (Mousavi et al., 1995 ; Sweller, 2008 ). Moreover, the cognitive load emphasizes that the novel information can be accumulated in the long-term memory after first processed by the working memory (Sweller et al., 1998 ). However, acquiring new knowledge is more difficult when the working memory, which has limited capacity, is overloaded by information and processing demands (Greer et al., 2013 ). Therefore, the unnecessary loads in the working memory should be reduced when designing instructional material (Mutlu-Bayraktar et al., 2019 ).
The CL theory identifies three forms of cognitive load, such as intrinsic, extraneous, and germane cognitive load on the working memory in the learning process (Sweller et al., 1998 ). Intrinsic cognitive load is imposed by the complexity and difficulty of the information aimed to be learned by the learners. Some learning tasks may be more complicated than others, regardless of the instructional approach. For instance, solving an equation with three unknowns is more complex than a subtraction operation. Accordingly, the more difficult the learning task, the greater the intrinsic cognitive load is. Nevertheless, the difficulty of a learning task is a feature playing a role in determining the intrinsic cognitive load and the learners’ prior knowledge (Sweller et al., 1998 , 2011 ).
On the other hand, the extraneous cognitive load does not consider the complexity of a task but concerns how the learning material is presented. It results from inappropriate instructional design, such as explanation adequacy or instructional material integration (Mutlu-Bayraktar et al., 2019 ). Poorly designed instructional materials should be decreased as much as possible (Paas & Sweller, 2014 ). The third form of the cognitive load is germane, defined as the degree of the learners’ mental effort in constructing schemas when relating information from long-term memory to new information. It can also be affected by other factors, such as the motivation or interest of the learner (Whelan, 2007 ). The remaining capacity from extraneous and intrinsic loads plays a role in whether the degree of the germane cognitive load increases or decreases (Paas & Sweller, 2014 ).
Cognitive Theory of Multimedia Learning (CTML), developed by Mayer ( 2005 ), explains the process occurring in learners' minds during meaningful learning from multimedia instruction. It is built on three assumptions: the dual-channel, limited capacity and active processing (Mayer, 2005 ). According to the dual-channel assumption, there are two distinct channels to manage information: visual/pictorial and auditory/verbal. The visual/pictorial channel is through the eyes, including words displayed on a screen, whereas the auditory/verbal channel is through the ears (Mayer, 2009 ). Paivio ( 1991 ) with dual coding theory and Baddeley ( 1986 ) with working memory theory is also in line with the idea of separated information processing.
The limited capacity assumption assumes that each channel has a limited capacity to process information at any given moment, similar to the Cognitive Load Theory (Chandler & Sweller, 1991 ) and Working Memory (Baddeley, 1986 ). Miller ( 1956 ) proposes that most people can hold up to seven pieces of information in their working memory at a specific time. People with efficient metacognitive strategies may increase the range of managing their limited cognitive resources (Mayer, 2009 ). The third one is active processing, where the person actively joins in the learning process. This process consists of three steps. It starts with selecting words and pictures via sensors (i.e., ears, eyes). Then, the selected data (words and images) is organized into mental interpretations and integrated with the existing information from long-term memory (Mayer, 2009 ).
Since there is a limited capacity in working memory based on the assumption mentioned above, learning is hindered when the limit is exceeded (De Jong, 2010 ). That also leads to cognitive overload. The instructional designs should be constructed appropriately for individuals' cognitive processing to avoid overloading the memory demand and reduce the cognitive load. Mayer ( 2014 ) introduced twelve multimedia learning principles by categorizing them into three types of learner processing: extraneous processing, essential processing, and generative processing. These processing types resemble the intrinsic, extraneous, and germane cognitive load.
There are five principles to reduce extraneous cognitive load: Coherence, Signaling, Redundancy, Redundancy, and Temporal Contiguity principles. According to the coherence principle, the best learning from multimedia material occurs when interesting but irrelevant content is avoided since it does not help the learning process (Mayer & Jackson, 2005 ). It may prevent students from constructing mental models to represent the information. The signaling principle suggests that people learn better when the cues are added to the learning material to pay learners’ attention to the essential part of the learning material (e.g., Van Gog, 2014 ). Highlightings, arrows, and other indicators can attract learners’ interest. The redundancy principle recommends that people learn better when acquiring knowledge from animation with narration than animation with narration and on-screen text since their attention is distracted when presenting information with narration, animation and on-screen text (Sweller, 2005 ). The spatial contiguity principle concerns the actual space between presented words and pictures. It asserts that they should be physically close together for better learning (Mayer & Fiorella, 2014 ). Otherwise, the learner tries to find the related text and images to make connections, which causes the cognitive load. The temporal contiguity principle imposes to present correspondent narration and animation concurrently rather than sequentially (Mayer, 2009 ). In other words, the timing of the narration should be appropriate to play along with animations.
The following three principles for managing the intrinsic cognitive load are Segmenting, Pre-training, and Modality principles. Segmenting principle states that students can learn better while the learning material is served with smaller portions (Mayer & Pilegard, 2005 ). The principle also asserts that if the learner controls the speed of multimedia instruction, they will learn better. That is also called “user-paced”. If the multimedia instruction is system-paced, that may lead to having difficulty comprehending fully and seeing the causal relationship between one step and the next. According to the pre-training principle, learning can be improved if the key concepts and main characteristics are provided before learning (Mayer, 2009 ). Learners may need time to mentally construct a causal model in multimedia instruction, especially when the content is complex. Pre-training helps manage such demands for essential processing by serving key elements and features. The modality principle claims that people learn better when the information is served as narration instead of on-screen text because two channels are used when the words are served as narration (Moreno & Mayer, 1999 ).
The remaining four principles help learners minimize the germane cognitive load, namely Multimedia, Personalization, Voice, and Image principles. Based on the multimedia principle, people learn more thoroughly when exposed to both words and images than words because they connect them mentally (Mayer, 2009 ). The words can be either printed or spoken, but not both simultaneously. The personalization principle indicates that having a more conversational style enhances learning than a formal style (Mayer et al., 2004 ). Thus, instructional designers should avoid using academic language as much as possible. It is asserted in the voice principle that “people learn better when narration is spoken in a human voice rather than in a machine voice” (Mayer, 2009 , p. 242). Last but not least, the image principle states that adding speakers' pictures when presenting learning material does not mean that learning outcomes are improved. It is better to use relevant animations and visuals instead of displaying a talking head of the instructor.
Search strategy.
The systematic review reporting was guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines (Moher et al., 2009 ). It includes well-defined stages of a systematic review, such as describing the eligibility criteria, information sources, search strategies, study selection processes, and synthesis of results. Scopus, Web of Science (WoS), Education Resources Information Center (ERIC), ScienceDirect databases were used to retrieve the related research articles in this review. Scopus and WoS databases were selected due to their worldwide use and multidisciplinary nature (Zancanaro et al., 2015 ). ERIC and Science Direct mainly involve educational and technical literature. Therefore, they entirely cover application areas of multimedia learning principles. The keywords in Table 1 were used with the “OR” Boolean operator. Each multimedia learning principle was used as a keyword because some researchers prefer to use the name of the multimedia learning principle directly. While searching, there was no time limitation (the database holds articles dating from 1996 to 2020). However, the search was restricted to English journal articles that included full text. The latest search was conducted on 31 December 2020.
The initial literature search resulted in 1259 papers from Scopus, Web of Science, ERIC, and ScienceDirect databases. These were downloaded to a computer as Microsoft Excel documents. First, 501 duplicated studies were detected and removed from the list. Second, the remaining 758 articles were screened and examined using their titles and abstracts to decide whether they met the inclusion and exclusion criteria validated by two experts (Table 2 ). Third, according to the criteria set, the full texts of the remaining 190 articles were critically assessed to ensure that all research questions were satisfactorily addressed. Fifty-four articles were eliminated during the evaluation process, and 136 papers were found to be relevant to the systematic review. Then, two other researchers (each has years of academic experience) reviewed and had an agreement on the whole elimination process. This literature search and review procedure is represented in Fig. 1 .
Flow diagram of the article selection process
The articles selected for this review were analyzed concerning year, education program, research methodology, learning environment, multimedia learning principles, measurement, subject matter and field, and results. The year is the publication date in the journal, which is indicated in the article. Table 3 represents the education program obtained from the International Standard Classification of Education (ISCED, 2011 ). The categories for coding of education programs were further generalized after the coding process to decrease the number of codes.
Concerning the methodological characteristics of each article, the classification developed by Palvia et al. ( 2015 ) was used (Table 4 ).
There are different categorizations for learning environments based on the used technology. For example, Mutlu-Bayraktar et al. ( 2019 ) found 14 different learning environments regarding the material type used to present content, such as computer-based learning environment, web-based learning environment, mobile learning environment, augmented reality environment, etc. Lai et al. ( 2019 ) classified technologies for educational purposes as Web 2.0 tools, mobile learning, virtual reality, augmented reality, and so on. The study aims mainly to compare AR and VR learning environments. For this reason, all other learning environments, except for AR and VR, are called traditional learning environments, including paper-based, computer-based, web-based, mobile-based learning environments. In the current study, the category of learning environment was divided into three sub-categories: virtual reality, augmented reality, and traditional learning environments. All measurements in the articles were considered, such as prior knowledge, retention, transfer, perceived difficulty, and cognitive load. Similarly, there is no pre-determined categorization for the subject matters used in the learning materials of the articles. The subject matters were further collected under fields and main fields according to ISCED Fields of Education and Training 2013 (UNESCO Institute for Statistics, 2015 ). After deciding the structures used in the coding, a meeting session was conducted with two senior academic staff to discuss the coding process. Considering the feedback received, the coding structure was finalized.
Rq1: what are the general characteristics and specific design features of multimedia learning research used to investigate multimedia learning principles, distribution by year.
When the distribution of the articles that investigated multimedia learning principles was analyzed across the years of publication, an increase, especially in recent years, was obvious, as shown in Fig. 2 . The number of studies published each year was only one per year until 2004. The interest in multimedia learning principles has increased starting from 2004. This increase became drastic in 2014, but a slight decrease was observed until 2018. Compared to the previous year, the number of articles doubled in 2019, making it the highest publication per year recorded. Besides, more than half of 136 articles were published within the last six years. These findings are also consistent with Li et al. ( 2019 ), who have examined the trends and issues in multimedia learning research. For instance, the number of articles published was low (about 3–5) between 1996 and 2001. There was a steady increase in studies (from 11 to 41) after 2002, except for 2013, similar to the current review. Since multimedia learning is still emerging, the scientific contribution may increase in the coming years.
Distribution of articles by year
Table 5 shows the educations programs of students targeted in the current study. Most research studies involved bachelor’s or equivalent level students (72%), followed by upper secondary education students (7.35%), primary education students (6.62%), lower secondary education students (5.15%), and early childhood education students (0.74%). Various studies (8.09%) were not classified based on ISCED ( 2011 ). The leading target group was undergraduate level in the studies examining the principles of multimedia learning, similar to other research reviewing the cognitive load in multimedia learning (Alemdag & Cagiltay, 2018 ; Mutlu-Bayraktar et al., 2019 ). The reason why researchers prefer university students as samples is that they can be accessed more easily. In addition, few studies are focusing on younger learners. It is essential to ensure whether the multimedia learning principles are validated for various age groups, significantly the younger. Thus, more research focusing on multimedia learning principles is needed for different learner types than bachelor’s or equivalent level students.
Research methodologies of the studies included in the research were examined based on the classification developed by Palvia et al. ( 2015 ). Most of the studies adopted the lab experiment methodology (80.9%), followed by the field experiment methodology (18.4%) (Table 6 ). There was only one study conducted as a case study. The result indicates that authors prefer to use quantitative methods to test the multimedia learning principles. Further studies can use qualitative and mixed methods to obtain a more robust and comprehensive understanding of the multimedia learning principles.
The multimedia learning principles were examined mainly in the traditional learning environments (96.3%) using paper–pencil, animations, simulations, videos, etc. Table 7 shows that only five studies tested one of the multimedia learning principles in the virtual reality environment (3.7%) (Kartiko et al., 2010 ; Makransky et al., 2019 ; Meyer et al., 2019 ; Parong & Mayer, 2018 ; Yahaya & Ahmad, 2017 ). However, there is no study conducted in the augmented reality learning environment. The results were aligned with the previous review by Mutlu-Bayraktar et al. ( 2019 ), investigating multimedia learning regarding cognitive load. They found that the traditional learning environment (93.62%) was preferred most often compared to AR (4.25%) and VR (2.13%) among 94 studies. Despite the limited number of studies focusing on multimedia learning principles in the AR and VR environments, there is a tendency to use AR and VR in the educational settings, as previous studies have stated (Akçayir & Akçayir, 2017 ; Garzón et al., 2019 ; Hamilton et al., 2021 ; Radianti et al., 2020 ). AR and VR positively impact learning outcomes and motivation (Akçayir & Akçayir, 2017 ; Selzer et al., 2019 ). However, there is no adequate research testing multimedia learning principles in AR and VR learning environments. More research is needed to ensure whether the multimedia learning principles are valid in AR and VR learning environments.
Measurements.
Twenty-four different measurements were detected in the reviewed studies focusing on one of the multimedia learning principles. The review revealed that the prior knowledge was measured in the majority of studies (n = 93), followed by retention (n = 64), transfer (n = 63), and perceived difficulty (n = 57). The prior knowledge of the participants was used as a control variable. However, the retention, transfer, achievement, recall, comprehension, and matching tests were intended to measure the learning outcomes, whereas measurements referred to as a cognitive load, mental effort, perceived difficulty, and the mental load was served to assess the cognitive load. Moreover, there are different variables to measure in the review articles, such as interest, anxiety, satisfaction, attitude, enjoyment, and motivation, even though their numbers are small. Figure 3 presents measurements used in the review studies.
Measurements used in the review articles
The findings align with the previous studies (Alemdag & Cagiltay, 2018 ; Mutlu-Bayraktar et al., 2019 ). For example, Mutlu-Bayraktar et al. ( 2019 ) stated that prior knowledge was measured in nearly half of the review studies focusing on cognitive load in the multimedia learning research. After prior knowledge, the retention test, transfer test, and achievement test were the most preferred tests to measure the learning outcomes. However, the number of studies measuring motivation in multimedia learning research is less than expected. Since motivation has an essential role in the learning process (Mayer, 2014 ), the researchers need to examine the motivation factor in the learning process in their further research.
Assessment of the cognitive load was categorized by Brunken et al. ( 2003 ) in two dimensions: objectivity (subjective or objective) and causal relationship (direct or indirect). Objectivity refers to distinguishing between self-reporting or observing performance objectively. A causal relationship indicates whether there is a direct relationship between examined phenomena and cognitive load. For example, mental effort is considered indirect and subjective, whereas perceived difficulty is measured directly and subjectively. As shown in Fig. 3 , most studies preferred subjective measurements (e.g., mental effort, difficulty) or indirect objective measurements (e.g., learning outcomes, eye-tracking, study time). However, there is a lack of research using direct and objective methods to measure the cognitive load, such as brain activity measures (e.g., fMRI) or dual-task performance. Mayer ( 2001 ) also supports that multimedia learning research is often based on a subjective and indirect assessment process, such as recall, comprehension, retention, and transfer tests. For this reason, the current research recommends that further research should use more direct and objective measurements to overcome many weaknesses of other indirect and subjective methods.
There were eighty-six different subject matters used in the review studies, but only the first ten subject matters are displayed in Fig. 4 . Review results show that researchers preferred the lightning formation topic most frequently in their studies (n = 17), followed by language learning (n = 15), authoring tool (n = 8), and braking (n = 3). The authoring tools are products used for composing, editing and managing multimedia objects such as Adobe Flash, Adobe Illustrator, Dreamweaver, and Camtasia software. In the studies choosing the authoring tools as a subject matter, instructors taught participants their properties, such as drawing with Illustrator’s pen tool or adding effects and styles to the images. Some subject matters were used more frequently than others, such as lightning, brakes, and pumps, because they were used initially when the CTML was shaped (Mayer, 2017 ). For this reason, many researchers have adopted the same topics to test multimedia learning principles with different contexts or conditions.
Subject matters in the review articles
Since many subjects were extracted from the reviewed studies, they were grouped based on ISCED-F (2013) to compare the previous studies more accurately. The results revealed that earth science (19.9%) was the most frequent field of education to explore multimedia learning principles, followed by history (15.0%), biology (11.8%), and engineering & technology (11.8%). Besides, almost half of the reviewed studies are from natural science (48.6%), followed by humanities, and applied science. Table 8 presents the field of education of the subject matters in reviewed studies.
There are notable similarities between the current review and the prior studies investigating multimedia learning research regarding the field of education used in the reviewed studies. For example, science, technology, engineering, and mathematics (STEM) subjects (59.6%) were the most researched among the multimedia learning studies focusing on the cognitive load, followed by social science (22.3%), health (14.9), humanities (2.1%) (Mutlu-Bayraktar et al., 2019 ). The number for STEM fields is 62.6% for STEM fields in the current study. However, the only difference is that humanities subjects were the secondly evaluated subjects in the present review while they are the least favored. In another study by Alemdag and Cagiltay ( 2018 ), the STEM subjects (63.7%) were also taught the most frequent subjects among studies targeting eye-tracking research on multimedia learning.
As mentioned above, multimedia learning research mostly covers topics from STEM fields. Replicating existing studies using different subject matters from various fields contributes and extends the boundaries of multimedia learning research. Thus, multimedia learning principles should be validated with educational materials from non-STEM areas. Schneider et al. ( 2018 ) found that the effect of signaling varies based on instructional domains, such as geology, psychology, statistics, and so on. For this reason, different learning materials from various subject matters can be used in the same study to compare the effect of subject matters on multimedia learning principles.
Distribution of multimedia learning principles.
Table 9 shows the distribution of the principles of the CTML in different learning environments (AR, VR and traditional). Most studies investigated the effect of multimedia learning principles in the traditional learning environment, followed by the VR environment. However, no study tested one of the multimedia learning principles in the AR learning environment. Among twelve multimedia learning principles, the modality (n = 43) was the most investigated factor, followed by redundancy (n = 41), multimedia (n = 27), signaling (n = 25), coherence (n = 20), segmenting (n = 15), personalization (n = 11), spatial contiguity (n = 9), temporal contiguity (n = 4), image (n = 4), pre-training (n = 3), and voice (n = 1).
The current results are mostly consistent with the prior studies (Alemdag & Cagiltay, 2018 ; Mayer, 2017 ; Mutlu-Bayraktar et al., 2019 ). For instance, the modality was the most studied principle of multimedia learning in the prior studies by Mayer ( 2017 ) and Mutlu-Bayraktar et al. ( 2019 ). However, modality was the second frequently examined principle based on Alemdag and Cagiltay's ( 2018 ) review focused on cognitive activities using eye-tracking technology. The reason may be stemmed from the focusing point of the review. In addition to the modality principle, coherence and signaling principles were the other commonly studied principles, as in the current review. Although the redundancy principle was the second most studied principle in the present review, the number was deficient in the prior studies, such as 2.38% (Alemdag & Cagiltay, 2018 ) and 7.8% (Mutlu-Bayraktar et al., 2019 ).
Some multimedia learning principles, such as multimedia, modality, coherence, and redundancy, were examined earlier than other multimedia learning principles, including image, voice, or pre-training principles. That may be why some multimedia learning principles are over-studied than others. The researchers should focus more on voice, pre-training, image, spatial contiguity, and temporal contiguity for further research. There is also a massive gap for all multimedia learning principles in the VR and AR learning environments. Thus, the multimedia learning principles should be tested in the VR and AR learning environments to ensure validity. Educational technologists can consider the results when applying multimedia learning principles to their learning materials in VR and AR environments.
Learning outcomes in the reviewed studies were assessed by different measurements, such as retention, transfer, recall, and achievement. It was aimed to present the distribution and effects of measurements based on multimedia learning principles for each learning environment. However, there was no study in the AR learning environment and only five studies in the VR learning environment. For this reason, Table 10 shows only how each multimedia learning principle affects the learning outcomes in traditional learning environments.
The “Affected Positively” column shows how many studies have found the effect of each multimedia learning principle on learning outcomes positively. The percent column represents the ratio of the number in the “Affected Positively” column to the number of studies examining each multimedia learning principle. As seen from Table 10 , learning was not positively affected in all studies for each principle, except for temporal contiguity and pre-training principles (because of the limited number of studies). Even though the number of studies (n = 17) investigating the modality effect was the highest, it made a minor contribution to learning outcomes among the reviewed studies based on retention scores. The percentages are higher for transfer (47.1%), recall (42.9%), and achievement (62.5%). However, based on a review by Mayer ( 2017 ), 42 out of 51 (82.3%) studies confirmed the positive effect of the modality principle on learning outcomes, including transfer, retention, and comprehension tests. The conflicting results between the current and previous studies can be explored in future research.
The second most frequently examined principle was the signaling principle. It also improved learning by guiding learners’ attention in almost two-thirds of the reviewed studies. The meta-analysis by Richter et al. ( 2016 ) and Schneider et al. ( 2018 ) also found similar findings. For instance, Schneider et al. ( 2018 ) found that retention scores (84.2%) and transfer scores (78.2%) of studies were increased when essential parts of text or graphics were highlighted. The reason may be caused by the reducing effect of signaling on the complexity and difficulty of learning materials. However, the signaling effect may not be the same for all learners. It may even hinder learning for learners with high prior knowledge (Kalyuga, 2014 ; Richter et al., 2016 ). The signaling effect should be investigated with novice and knowledgeable learners to compare them. Besides, the results can be validated by using eye-tracking methods used for tracing learners' attention. Further research can compare findings from tests and eye-tracking whether they are compatible.
Similar to the signaling principle, many studies have shown that segmenting principle positively impacted the learning process. For example, the retention test (71.4%) and transfer test (83.3%) results of the reviewed studies showed that the application of the segmenting principle caused better learning when the multimedia representations were broken into self-paced segments. The results aligned with the prior meta-analysis (Rey et al., 2019 ), revealing that most studies focusing on the segmenting principle found a positive effect on retention (67.2%) and transfer scores (60.7%). The educational technologists can apply the segmenting principle in their learning materials to enhance the learning process by considering the results. Since the segmenting effect has two different key features, it can be caused by breaking multimedia tutoring into sequential parts or permitting learners to control the multimedia instruction's pace. The current review did not examine the effects of both features on the learning outcomes. Further meta-analysis may compare their effect sizes to distinguish their effects on learning outcomes and cognitive load.
Application of the redundancy principle did not enhance learning in more than half of the reviewed studies (n = 41). The number of studies finding a positive effect of the redundancy principle is deficient, especially regarding retention scores (30.8%) and achievement scores (33.3%). On the contrary, Mayer ( 2017 ) found that 13 out of 13 studies validated the positive effect of the redundancy principle on learning outcomes. Adesope and Nesbit ( 2012 ) also found a similar result with Mayer ( 2017 ) on retention performance, but not the same for transfer performance. More studies are needed as there are conflicting results about the redundancy principle positively contributing to learning. The number of the study is very low for voice, pre-training, image, and temporal contiguity principles to compare the results with the previous reviews. Thus, the researchers should also examine them more in their further research.
This systematic review identified the following existing gaps and needs in the research. This systematic review shows that the majority were conducted with undergraduate students. It is crucial to validate multimedia learning principles for various age groups, significantly the younger. In addition, multimedia learning principles were mainly tested with subjects from STEM fields. Replicating existing studies using different subject matters from non-STEM fields with different types of learners contributes and extends the boundaries of multimedia learning principles. Thus, more research focusing on multimedia learning principles is needed for different learner types and subjects from non-STEM fields.
The use of objective methods in cognitive load measurements helps explain multimedia principles' effects. The current review study indicated a lack of research using objective measures for the cognitive load, such as brain activity measures (e.g., fMRI) or dual-task performance. It is recommended that future studies should use objective measurements in future studies to overcome many weaknesses of other indirect and subjective measurements and compare the results with prior studies using subjective measures.
AR and VR positively impact learning outcomes and motivation (Akçayir & Akçayir, 2017 ). However, as our findings reveal, there is a massive gap for all multimedia learning principles in the VR and AR learning environments. Thus, more research is needed to ensure whether the multimedia learning principles are valid in AR and VR learning environments. Further studies may directly affect the investment in VR and AR technologies and the integration of these technologies into the learning process by the teachers.
In the traditional learning environment, the number of the study is very low for voice, pre-training, image, and temporal contiguity principles. In addition, there are conflicting results about the positive effect of multimedia learning principles on learning. Thus, the researchers should also examine them more in their further research. Educational technologists can benefit from this study as it can guide them when designing educational materials for each learning environment based on the results.
Several reviews and meta-analyses have investigated multimedia learning principles. For instance, Rey et al. ( 2019 ) examined the segmenting principle in a current meta-analysis. In addition, the signaling principle has been reviewed by Schneider et al. ( 2018 ) in another meta-analysis. They have mainly focused on one of multimedia learning principles. This study provides results from a systematic review of all multimedia learning principles regarding learning environments, outcomes, methodologies, measurements, subject matters, publication years, the field of education, and education levels, based on 136 journal articles. When looking at the published years, there was an increasing trend in research focusing on multimedia learning principles. Most reviewed studies (72%) used bachelor’s or equivalent level students as participants. Except for one case study, all studies adopted laboratory experiments (80.9%) and field experiments (18.4%).
The modality and redundancy were commonly investigated multimedia learning principles. However, the spatial contiguity, temporal contiguity, image pre-training, and voice principles were underresearched. The review also showed that commonly measured factors were learning outcomes (i.e., retention, transfer, and achievement performance) and cognitive load, such as perceived difficulty, mental effort, etc. Besides, most studies have been conducted in the traditional learning environments (96.3%), followed by virtual reality learning environments (3.7%). However, augmented reality was not preferred as a learning environment among the reviewed studies.
This review is valuable for researchers to understand multimedia learning principles in different learning environments. The study has also identified the gaps remaining in the literature. Researchers can use this paper's highlighted gaps and future directions for future empirical studies.
There are a few limitations in the review. Only specific databases were used to gather the articles (i.e., Scopus, Web of Science, ERIC, ScienceDirect). It is possible to find papers focusing on multimedia learning principles in other databases. The research is also limited by using only journal articles in the review. The current study can be expanded and validated for further investigation by including other databases (i.e., Springer, IEEE, and Google Scholar) and article types, such as conference proceedings, thesis/dissertations, and book chapters. Lastly, all other learning environments, including paper-based, computer-based, web-based, mobile-based learning environments and except for AR and VR, are called traditional learning environments, as they do not fit the scope of the study. Further research can explore other learning environments and compare them with AR and VR environments.
Not applicable.
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This work was supported by Boğaziçi University Research Fund Grant Number 18441.
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Burç Çeken & Nazım Taşkın
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The current review study is a part of the Ph.D. project conducted by Burç Çeken. Nazım Taşkın is his supervisor, who made significant contributions by reviewing the manuscript and providing valuable feedback. Each named author has substantially contributed to conducting the underlying research. All authors read and approved the final manuscript.
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Çeken, B., Taşkın, N. Multimedia learning principles in different learning environments: a systematic review. Smart Learn. Environ. 9 , 19 (2022). https://doi.org/10.1186/s40561-022-00200-2
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DOI : https://doi.org/10.1186/s40561-022-00200-2
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Integrating extended reality in architectural design studio teaching and reviews: implementing a participatory action research framework.
2. literature review, 2.1. the integration of xr technologies in architectural education, 2.2. participatory action research (par), 2.3. literature review conclusion, 3. methodology, 3.1. action: participant selection and data generation, 3.2. observation: group structure and data acquisition, 3.3. reflection: qualitative insights, 3.4. evaluation: synthesising feedback, 3.5. modification: iterative implementation, 4. practical implementation of the par framework, 4.1. establishment of studio learning environments, 4.2. establishment of collaborate review environments, 4.2.1. ar component: hybrid physical–digital review space, 4.2.2. vr component: immersive full-scale design visualisation space, 5. results and analysis, 5.1. student reflections, 5.2. teaching team’s self-reflection, 6. discussion, 6.1. strategies for integrating xr technology into architectural design studies, 6.1.1. evolve xr beyond visualisation, 6.1.2. adjust studio requirements to enable advanced tool integration, 6.1.3. foster critical technological thinking, 6.1.4. enhance in-studio knowledge sharing, 6.1.5. develop technologically informed workflows, 6.2. research contributions and significance, 6.3. scope and limitations, 6.4. potential impact and way forward, 7. conclusions, author contributions, data availability statement, conflicts of interest.
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Programme | Year of Study | Number of People |
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Master of Architecture | Year 1 | 6 |
Year 2 | 8 | |
Master of Architecture (Design) | Year 2 | 1 |
Year 3 | 1 |
Code | Questions |
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Question 1 | Have you had any experience with AR/VR tools before this course? |
Question 2 | How much has the integration of AR and VR technologies influenced your design processes when comparing before and after participating in the course? |
Question 3 | Did the final review setup, which integrated XR technology, inspire you to explore more possibilities of combining XR technology with architecture in the future, and if so, how? |
Question 4 | What could be the future role of architecture and architects when XR technology is applied in the field of architecture? |
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Crolla, K.; Song, J.; Bunica, A.; Sheikh, A.T. Integrating Extended Reality in Architectural Design Studio Teaching and Reviews: Implementing a Participatory Action Research Framework. Buildings 2024 , 14 , 1865. https://doi.org/10.3390/buildings14061865
Crolla K, Song J, Bunica A, Sheikh AT. Integrating Extended Reality in Architectural Design Studio Teaching and Reviews: Implementing a Participatory Action Research Framework. Buildings . 2024; 14(6):1865. https://doi.org/10.3390/buildings14061865
Crolla, Kristof, Jingwen Song, Andreea Bunica, and Abdullah Tahir Sheikh. 2024. "Integrating Extended Reality in Architectural Design Studio Teaching and Reviews: Implementing a Participatory Action Research Framework" Buildings 14, no. 6: 1865. https://doi.org/10.3390/buildings14061865
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This comprehensive systematic review synthesizes thirty-four peer-reviewed articles published between 2010 and 2022, utilizing eye-tracking research within interactive language learning environments. Following the PRISMA scheme for article selection, this review illuminates both the affordances and challenges of eye-tracking technology in enhancing language learning outcomes. Through a methodical examination, including sensitivity and specificity analysis of relevant databases such as JSTOR, EBSCOHost, and ProQuest, this study not only underscores the potential of eye-tracking technology in identifying effective instructional strategies and personalizing instruction but also addresses significant challenges like equipment cost and complexity. Theoretically, this review advances our understanding of the cognitive processes involved in language learning by detailing how eye-tracking data can reveal patterns of attention allocation and information processing that are essential for effective CALL design. Pedagogically, it suggests that educators can leverage these insights to develop more engaging and effective language learning interventions that cater to the diverse needs of learners. By highlighting specific instances where eye-tracking technology has facilitated improved learning outcomes, this review sets a foundation for future research to explore innovative ways to integrate visual attention analysis in language education. Future research directions are proposed for continuing to harness eye-tracking technology’s utility in both theoretical exploration and practical application in language learning research and CALL design.
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Data availability.
The datasets generated during and/or analysed during the current study are available from the corresponding author on reasonable request.
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Li, X. Eye-tracking research in interactive language learning environments: A systematic review. Educ Inf Technol (2024). https://doi.org/10.1007/s10639-024-12648-5
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This study provides a current systematic review of eye tracking research in the domain of multimedia learning. The particular aim of the review is to explore how cognitive processes in multimedia learning are studied with relevant variables through eye tracking technology. To this end, 52 articles, including 58 studies, were analyzed.
In their systematic review of eye-tracking research in multimedia learning, [14] found that most studies have been conducted with university students, providing little empirical evidence for ...
The most challenging task in eye-tracking-based multimedia research is to establish a relationship between eye-tracking metrics (or cognitive processes) and learners' performance scores. Additionally, there are current debates about the effectiveness of animations (or simulations) in promoting learning in multimedia settings.
A review of eye tracking research on video-based learning. This review sought to uncover how the utilisation of eye tracking technology has advanced understandings of the mechanisms underlying effective video-based learning and what type of caution should be exercised when interpreting the findings of these studies. Expand.
Eye tracking technology is increasingly used to understand individuals' non-conscious, moment-to-moment processes during video-based learning. This review evaluated 44 eye tracking studies on video-based learning conducted between 2010 and 2021. Specifically, the review sought to uncover how the utilisation of eye tracking technology has advanced understandings of the mechanisms underlying ...
Objectives: As a result, the current study aimed to review eye tracking-based. research on learners' cognitive processes in the animated/simulated multimedia. learning domain. Method: For this ...
A systematic review of eye tracking research on multimedia learning, Computers & Education (2018), doi: 10.1016/j.compedu.2018.06.023. This is a PDF file of an unedited manuscript that has been accepted for publication. As a service to our customers we are providing this early version of the manuscript. The manuscript will undergo copyediting ...
The particular aim of the review is to explore how cognitive processes in mult... Highlights •Multimedia learning research with eye tracking technology is on the rise.•Eye movements of college students using science materials were mainly analyzed.•Eye movements were associated w...
and textual information—a process critical to understanding multimedia learning dynamics (Chen et al., 2024). The increasing reliance on eye-tracking technology to ... this gap by presenting a systematic review of eye-tracking research in interactive language learning environments. It aims to critically analyze existing literature, pose
This study provides a current systematic review of eye tracking research in the domain of multimedia learning. The particular aim of the review is to explore how cognitive processes in multimedia learning are studied with relevant variables through eye tracking technology. To this end, 52 articles, including 58 studies, were analyzed. Remarkable results are that (1) there is a burgeoning ...
A systematic review of eye-tracking-based research on animated multimedia learning @article{Cokun2021ASR, title={A systematic review of eye-tracking-based research on animated multimedia learning}, author={Atakan Coşkun and Kursat Cagiltay}, journal={J. Comput. Assist.
The broad topic (i.e. eye tracking research on video-based learning) is of interest to education researchers, academics, teachers, and practitioners such as video produc-ers. This review employed a three-step article research process to identify the most relevant literature through database and manual journal searches.
Alemdag and Cagiltay (2018) conducted a systematic review of eye-tracking research on multimedia learning and found that while this research method was on the rise it was mainly used to understand the effects of multimedia use among higher education students. They also identified that although eye movements were linked to how students select ...
2.1. Eye tracking as a method of measuring learning in multimedia environments. Eye tracking technology is a non-invasive technique that facilitates the recording and measurement of certain cognitive processes, as well as the inference of metacognitive processes that occur during the learning process (Asish et al., Citation 2022; Tong & Nie, Citation 2022; van Marlen et al., Citation 2022).
This study provides a current systematic review of eye tracking research in the domain of multimedia learning. The particular aim of the review is to explore how cognitive processes in multimedia learning are studied with relevant variables through eye tracking technology. To this end, 52 articles, including 58 studies, were analyzed.
Background: The most challenging task in eye-tracking-based multimedia research is to establish a relationship between eye-tracking metrics (or cognitive processes) and learners' performance scores. Additionally, there are current debates about the effectiveness of animations (or simulations) in promoting learning in multimedia settings.
The current study presented findings from a systematic review of cognitive load in multimedia learning, surveying 94 articles published between January 2015 and March 2019. The demographic characteristics of the studies were examined in terms of the published year, country, journal, learning domain, and education level.
This study aims to provide a systematic review of recent eye-tracking studies conducted with children and adolescents in learning settings, as well as a scoping review of the tech- nologies and machine learning approaches used for eye-tracking. To this end, 68 empirical studies containing 78 experiments were analyzed.
This study provides a current systematic review of eye tracking research in the domain of multimedia learning. The particular aim of the review is to explore how cognitive processes in multimedia learning are studied with relevant variables through eye tracking technology. To this end, 52 articles, including 58 studies, were analyzed.
The current study presented a systematic review of multimedia learning principles in different learning environments, including traditional, virtual reality and augmented reality. ... Alemdag, E., & Cagiltay, K. (2018). A systematic review of eye tracking research on multimedia learning. Computers & Education, 125, 413-428. Article Google Scholar
The review findings are synthesized as six themes. Themes 1-4 describe emergent patterns of using eye-tracking in studying cognition and learning (or RQ1), by recapitulating (a) theories and hypotheses tested or referenced in applied eye-tracking research for education, (b) cognitive constructs and mechanisms of learning frequently measured or inferred by eye-tracking; c) the corresponding ...
In architectural education, the integration of Extended Reality (XR) technologies—including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—promises to revolutionise design studio teaching by offering immersive and interactive learning experiences. However, the broad adoption of XR in architectural education faces significant obstacles. These problems include a skills ...
This comprehensive systematic review synthesizes thirty-four peer-reviewed articles published between 2010 and 2022, utilizing eye-tracking research within interactive language learning environments. Following the PRISMA scheme for article selection, this review illuminates both the affordances and challenges of eye-tracking technology in enhancing language learning outcomes. Through a ...