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Learning and Instruction 55 (2018) 32–40

Contents lists available at ScienceDirect

Learning and Instruction


journal homepage: www.elsevier.com/locate/learninstruc

Optimizing learning from animation: Examining the impact of biofeedback T



Lijia Lin , Ming Li
Faculty of Education, East China Normal University, China

A R T I C L E I N F O A B S T R A C T

Keywords: The purpose of this study was to investigate whether EEG biofeedback would help engage learners in obtaining
Animation procedural knowledge from animated or static visualizations. Two specific forms of this feedback were in-
Feedback vestigated. The first was active feedback that required learners to interact with the feedback using hand gestures.
Engagement The second was constructive feedback that instructed learners to verbally reflect on their learning processes by
utilizing the feedback. A total of 116 college students were randomly assigned to one of six experimental con-
ditions formed by a 2 X 3 factorial design with the visualization type (animated vs. static) as one factor and the
feedback type as the other factor (constructive vs. active vs. no feedback). The results revealed that learners who
received no feedback had significantly higher perceived attentiveness and value than their peers who received
constructive feedback. Additionally, when constructive feedback was provided, learning procedural knowledge
from animated visualizations reduced perceived difficulty in learners when compared to static visualizations.
These findings were discussed in terms of the implications, limitations, and future research directions.

1. Introduction from 1970s to early 2000s, which resulted in 76 comparisons between


animations and static pictures. Their analysis revealed a medium-sized
Dynamic visualizations, or animations, have been increasingly uti- effect favoring animations. Furthermore, three factors were identified
lized in educational and training settings over recent years. Not only in their meta-analysis as the moderating factors for the effectiveness of
has decades of research demonstrated an overall positive effect of animations. The first is the role of animation. Specifically, animations
animations, but has also shown a link between animations and specific that are representational in nature were found to be more effective than
types of knowledge acquisition (Höffler & Leutner, 2007). Moreover, static pictures. The second moderator is the type of knowledge studied.
the animation effect on learning also depends upon a variety of factors Using animations was found to be more effective for learning proce-
(Berney & Betrancourt, 2016). In the current study, we investigated dural knowledge, as opposed to learning declarative knowledge and
using two specific types of biofeedback to engage learners in the pro- solving problems. The third moderator identified by Höffler and
cessing of animated visualizations. Leutner is the degree of realism. Animations with a high degree of
realism were found to be more effective than static pictures. Berney and
1.1. Learning with animations Betrancourt (2016) meta-analyzed 140 pairwise comparisons (ani-
mated vs. static) from 50 research reports published from 1976 to 2013.
Animations are a type of visualization that “generates a series of In contrast to the work of Höffler and Leutner, they used Bloom's re-
frames, so that each frame appears as an alternation of the previous vised taxonomy to code the outcomes with two dimensions: a cognitive
one, and where the sequence of frames is determined either by the dimension (to remember, understand, apply, analyze, evaluate, and
designer or the user” (Bétrancourt and Tversky, 2000, pp. 313). Based create) and a knowledge dimension (factual, conceptual, procedural,
on this definition, animations have an advantage over static images in and meta-cognitive knowledge). Berney and Betrancourt found that the
their ability to illustrate conceptual changes, procedures, and dynamic positive effects of animation did not vary across different learning
processes. Animations provide external scaffolding for learners to build outcomes, no matter whether they were factual, conceptual, or proce-
correct mental models regarding learned knowledge and skills so that dural knowledge. However, they did find that system-paced animations
learners do not need to make (incorrect) inferences from static graphics. with audio narrations or without accompanying text were superior to
In the existing literature, two meta-analytic studies have shown the static visualizations. In summary, the results of these two meta-analytic
potential benefits of using animations for learning and instruction. studies are inconsistent and somewhat contradictory.
Höffler and Leutner (2007) reviewed 26 relevant studies conducted Recent empirical studies reported in the literature also reveal mixed


Corresponding author. Faculty of Education, East China Normal University, Shanghai, 200062, China.
E-mail addresses: ljlin@psy.ecnu.edu.cn, lijia.lin615@gmail.com (L. Lin).

https://doi.org/10.1016/j.learninstruc.2018.02.005
Received 16 August 2017; Received in revised form 16 February 2018; Accepted 21 February 2018
0959-4752/ © 2018 Published by Elsevier Ltd.
L. Lin, M. Li Learning and Instruction 55 (2018) 32–40

findings in terms of the superiority of animations over static graphics. Paris, 2004). This broad and ambiguous conceptual delineation not
For instance, Turkay (2016) compared the relative benefits of using only shows that intrinsic motivation (e.g., interest, value, and effort)
whiteboard animations (a type of animated video that demonstrates the and engagement are reciprocally connected, but also extends engage-
drawing processes on a whiteboard to explain concepts or processes) to ment to internal cognition (such as cognitive load). According to
static images in promoting learners’ acquisition of physics concepts. Blumenfeld, Kempler, and Krajcik (2004), if individuals are focused and
The results showed that the whiteboard animations had positive effects interested in the materials or tasks presented in a learning environment,
on retention, engagement, and enjoyment. Such positive effects of they may be more engaged in the learning processes, which leads to
animation were also found in other recent empirical research, where germane cognitive processing and enhanced learning outcome. They
learners were involved in learning concepts, processes, and procedures also argue that the success of knowledge or skill acquisition may result
(e.g., Castro-Alonso, Ayres, & Paas, 2015; Stebner, Kühl, Hoffler, Wirth, in their perceptions of competence and value, as well as reduced
& Ayres, 2017). However, a number of empirical studies have revealed pressure.
different findings in a variety of learning tasks. For instance, Castro- An emergent engagement framework provides a new perspective to
Alonso, Ayres, and Paas (2014) reported two experiments in which explain this inconclusive literature with regard to the animated-static
learners were asked to memorize abstract symbols through either ani- comparison. Based on learners' overt behaviors, Chi and Wylie (2014)
mations or static pictures. They found that static visuals were better distinguish four modes of engagement: interactive, constructive, active,
than their animated counterparts in terms of accuracy and efficiency for and passive (ICAP). In the passive mode of engagement, learners are
a task with a high level of transience (i.e., visible for only 12 s). In an seen as the information containers because they only receive informa-
experiment conducted by Wong, Leahy, Marcus, and Sweller (2012), tion. For example, they just passively listen to lectures or view videos.
learners were instructed to complete a paper-folding task by viewing In contrast, active engagement involves learners' physical manipulation
either static graphics or animated videos. Their findings turned out to or action, such as pointing to and underlining the reading materials.
be a little complicated: Animations were found to be superior to static Furthermore, a learner's engagement can be considered constructive
graphics only when instructional materials were presented in short when this individual generates something beyond the presented mate-
segments; but these two types of visualizations were equivalent in terms rial, such as self-explaining and summarizing. Finally, interactive en-
of impacting learning when materials were presented in longer seg- gagement refers to the situations when constructive learning occurs in a
ments. group of individuals. Chi and Wylie hypothesize that learning outcomes
A variety of theoretical accounts have emerged to explain the cog- associated with interaction should be better than learning outcomes
nitive processes involved in learning with animations. Specifically, associated with construction, which is better than activeness, which is
some researchers argue that both perceptual and cognitive processing superior to passiveness. According to ICAP, merely presenting different
are involved (Wagner & Schnotz, 2017). Learners initially process types of visualizations without other learning strategies is a passive
animations on the perceptual level by parsing the dynamic flow into mode of engagement, as learners neither generate products nor ma-
separate elements. They later build their mental models by making nipulate materials during the learning process. As a result, without the
sense of how these elements operate together (Lowe & Boucheix, 2017). support of other learning strategies, learning outcomes associated with
Static and animated visualizations may be equally effective when the animated and static visualizations should have no significant differ-
learning goal is to understand the composition of a system because both ences.
types of visualizations present the key elements or states (Wagner & The advancement of digital technologies, such as smart phones and
Schnotz, 2017). Nonetheless, static visualizations may be less effective tablets, offers great opportunities for educators to engage learners in
than animated visualizations when the learning goal is to understand novel and multifaceted ways. This is especially the case as human
the mechanism of how a system works, since learners may experience movement like gesturing can be applied with the help from these
more difficulty making correct inferences from static visualizations technologies. A recent empirical study conducted by Agostinho et al.
(Hegarty, 1992). Thus, by externally providing information, animations (2015) revealed promising evidence in this respect. The researchers
can reduce a learner's cognitive burden. Other researchers have looked asked some primary-school students to trace temperature graphs with
at the animated-static comparison from an embodied perspective. They their fingers on an iPad while a remaining group of students simply
argue that the mirror neuron system (a system that plays an important read the graphs without any finger tracing. The study's results indicated
role in understanding actions) in humans can be activated during the that learners who physically traced elements of a graph outperformed
process of learning procedural knowledge from dynamic visualizations their peers who did not on transfer tests. Although using digital tech-
(van Gog, Paas, Marcus, Ayres, & Sweller, 2009). Such learning, trig- nologies has shown its potential of enhancing engagement, it must be
gered by this activation, imposes substantially less mental effort on noted that providing feedback to learners can also be utilized to further
learners due to its nature of being evolutionary primary knowledge assist learners in correcting any faults in their mental models as well as
(Paas & Sweller, 2012). De Koning and Tabbers (2011, 2013) further to monitor their learning processes more effectively.
argued that engaging learners in gestures, object manipulation, and
other human movements can improve learning from animations. This is 1.3. Biofeedback in learning and instruction
because learners' motor experiences related to the content presented in
the animation help enhance the construction of their mental models. Feedback is the information a teacher, a peer, a parent, a computer-
based environment or other agents provided to improve an individual's
1.2. The engagement framework learning and performance (Hattie & Timperley, 2007). Feedback has
been long recognized by scholars as one of the most powerful techni-
One critical factor, learner engagement, seems to be missing from ques in learning and instruction, as learners can benefit from it by
the discussion on the animated-static comparison. The mixed findings confirming or modifying their current mental models (Cohen, 1985).
reported in the existing literature could be attributed to learners' dif- Results from several early meta-analytical studies provide supporting
ferent levels of engagement. Theoretically, engagement is a multi-di- evidence for the effectiveness of feedback (Hattie, 1999; Kluger &
mensional construct, which encompasses behavioral, emotional, and DeNisi, 1996). For instance, Kluger and DeNisi meta-analyzed over 600
cognitive aspects. Behavioral engagement refers to students' participa- effect sizes obtained from 131 papers. These papers reported empirical
tion, attention, and effort. Emotional engagement refers to students’ evidence regarding using feedback as a way of intervention. The re-
interest, boredom, and other affective constructs. And cognitive en- searchers found that feedback had an overall positive effect on per-
gagement refers to the investment of learning (Fredicks, Blumenfeld, & formance with a moderate effect size. However, over one third of such

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L. Lin, M. Li Learning and Instruction 55 (2018) 32–40

interventions were found to hinder learner performance, indicating a biofeedback, which presented an individual's attention and relaxation,
large amount of variability in the feedback effect. More specifically, to help learners obtain procedural knowledge.
they found that feedback was most powerful when it was provided to
students to correct their responses and when it was based on previous 1.4. Overview of the study
changes. Also, the impact of feedback was dependent upon task goals
and task complexity. The purpose of this study was to investigate whether two types of
In order to ameliorate the ambiguity in the feedback literature, re- feedback would engage learners in obtaining procedural knowledge
searchers have resorted to investigating specific types of feedback. For from animated or static visualizations. Specifically, college students
instance, some researchers compared different elaboration levels of learned to create simulated scenes related to physics by interacting with
feedback in computer-based learning environments (Lin et al., 2013; a sandbox game. They followed step-by-step tutorials that were pre-
Moreno, 2004). Lin et al. (2013) compared two types of feedback sented in either animated or static format. During that process, their
provided after learners viewed animations on thermodynamics and brain waves were measured and collected through a portable EEG
responded to practice questions. The feedback was either simple feed- headset. This headset, along with its connected smartphone and soft-
back that provided verification to students' responses (e.g., “Yes. That's ware application, transformed the EEG data into waves of attention and
correct.”) or elaborate feedback that not only included verification but relaxation (see Fig. 1). Learners were able to zoom in and out to view
also detailed instructional explanations. The study revealed that the their own attention and relaxation by tapping, pinching, and stretching
effect of feedback depended upon the visual presence of an animated on the screen using their fingers. According to the ICAP framework, this
virtual agent. When the virtual agent was visually present, elaborative mode of engagement is active, which we considered as active feedback.
feedback was better at promoting learning when compared with simple In the current study, we also designed a second feedback condition, in
feedback. However, when the virtual agent was not visually present but which learners were prompted to verbally reflect on their learning
only with her voice present, the effect of elaborate feedback was processes based on their attention and relaxation from the biofeedback.
equivalent to simple feedback. Other aspects of feedback have also been The intention was to engage learners in processing their biofeedback on
empirically investigated, such as the timing of feedback (immediate a deeper level and help them better monitor their own learning. Ac-
feedback vs. delayed feedback, Schroth, 1992) and the modality of cording to the ICAP framework, this mode of engagement is con-
feedback (audio feedback vs. visual text feedback, Fiorella, Vogel- structive and we considered it as constructive feedback. Therefore, in
Walcutt, & Schatz, 2012). But most researchers have looked into the addition to the type of visualization (animated vs. static), we also ex-
feedback issue from a cognitive perspective, i.e., whether information perimentally manipulated the type of feedback that the learners re-
provided in the feedback can directly improve learners' knowledge and ceived (constructive feedback vs. active feedback vs. no feedback). The
correct their misconceptions. Rarely have researchers studied using dependent variables involved in the study were intrinsic motivation,
feedback to impact learners' meta-cognition and affect. One exception cognitive load, learning time, and learning outcomes.
in this regard is a study conducted by Terzis, Moridis, and Economides The research questions addressed in the current study are: (a) Are
(2012), in which a female virtual agent with empathetic encourage- the two types of feedback (constructive and active feedback) better than no
ment behaviors was used as the source of emotional feedback. The feedback to assist learning procedural knowledge? (b) Is constructive feed-
study's findings demonstrated that this type of emotional feedback en- back better than active feedback to assist learning procedural knowledge? (c)
hanced learners' behavioral intention to use a computer-based assess- Are the positive effects of animated visualizations dependent upon the type of
ment system. feedback? Building on the ICAP engagement framework, we hypothe-
Based on their theoretical model for feedback, Hattie and Timperley sized that constructive feedback would be better than active feedback,
(2007) argue that not only does effective feedback need to be task- which would in turn better than no feedback regarding the improved
oriented, but also needs to facilitate learning processes and individuals' intrinsic motivation, cognitive load, learning time, and learning out-
monitoring of their own learning. Technological advances have offered comes (Hypothesis 1). Taking into account the research arguing the
learners more opportunities to receive feedback via educational tech- existence of moderating factors in the efficacy of animations, as well as
nology (Schaeffer, Margulieux, Chen, & Catrambone, 2016). Some re- the literature regarding the use of biofeedback in learning, we hy-
searchers have pointed out the potential benefits of using emerging pothesized that the use of biofeedback (constructive feedback and ac-
brain-computer-interface technology as a cutting-edge tool for giving tive feedback) would assist learners in processing animations, leading
learners feedback (Chen & Huang, 2014; Sun & Yeh, 2017). The ratio- to the improved intrinsic motivation, cognitive load, learning time, and
nale behind this claim is that the combination of measurement, col- learning outcomes (Hypothesis 2).
lection, analysis, and reporting of the learners' rich data (e.g., brain-
wave data) can offer valuable insights on learning and affect states 2. Method
(Baker & Yacef, 2009). A couple of empirical case studies in this vein
have been reported in the literature. Amongst them, Sun and Yeh 2.1. Participants & design
(2017) utilized mobile EEG headsets to monitor learners' attention and
provided learners audio feedback when they were not paying sufficient The participants of this study consisted of 116 undergraduate and
attention to their learning materials. They found that this biofeedback graduate students from a public university in East China. They were
approach significantly enhanced these learners' attention, even though recruited from the general campus population via flyers and social
the learners' self-efficacy and achievement were equivalent to their media outreach, as well as from the psychology participant pool. The
peers who were not provided with such feedback. However, a closer participating students were from a wide range of disciplines and majors,
examination revealed that learners in these studies were only studying including education, psychology, music, business, and history. There
factual knowledge (specifically, knowledge about anti-phishing in Sun were 30 (26%) males and 86 (74%) females, which represented the
& Yeh, 2017 and foreign language learning in Chen & Huang, 2014) and typical student population of the university. The average age of the
that the instructional materials were mostly textual. Consequently, participants was 20.31 years old (standard deviation = 2.30 years old).
despite the fact that this type of biofeedback has a good potential for There were 52 freshmen, 18 sophomore, 13 junior, 19 senior, 12
engaging learners in terms of the enhanced attention, it is unknown graduate students, and 2 unspecified. The participants were paid a
whether the biofeedback has positive effects on learning, cognitive small stipend for their participation.
load, and intrinsic motivation when learners are acquiring procedural The study used a 2 X 3 between-subjects design: the first factor was
knowledge from visualizations. In this study, we utilized EEG the visualization type (animated vs. static) and the second factor was

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L. Lin, M. Li Learning and Instruction 55 (2018) 32–40

Fig. 1. Two sample screenshots of the biofeedback interface. The graph on the left shows an example of the visual without any hand manipulation of the touch screen. The graph on the
right shows an example of the visual after a learner taps the screen. Text was presented in Chinese during the experiment. English translations have been added for the purpose of
understanding.

the type of feedback (constructive feedback vs. active feedback vs. no


feedback). Participants were randomly assigned to one of the six ex-
perimental conditions:

(a) animated visualization with constructive feedback (n = 20);


(b) animated visualization with active feedback (n = 18);
(c) animated visualization with no feedback (n = 20);
(d) static visualization with constructive feedback (n = 20);
(e) static visualization with active feedback (n = 19);
(f) static visualization with no feedback (n = 19).

The participants across the six conditions were comparable in terms


of age (F(5, 110) = .18, p = .97) and gender (χ2(5) = 10.06, p = .08).
None of them had used the Algodoo software before. Moreover, no
participants were majoring in physics.

2.2. Learning environment

The learning environment included a Lenovo laptop computer, an Fig. 2. The experiment's set-up.
Apple iPad mini, an Apple iPhone, and a BrainLink portable EEG
headset (see Fig. 2). The laptop computer allowed learners to use a parameter was changed. They were presented to learners in a
software program called Algodoo (http://www.algodoo.com/), a PowerPoint format using a Microsoft PowerPoint application pre-
sandbox game, to create simulated physics scenes. Learners could use installed onto the iPad mini. Each static key frame was accompanied
their mouse to draw two-dimensional objects (e.g., circles and boxes) in with brief text-based explanations that were transcribed from the audio
the Algodoo program and apply gravity, friction, fluid, and other narration from the animation tutorial (see Fig. 3).
physics functions to the objects in the program. This allowed the lear- The BrainLink headset is a commercially developed portable EEG
ners to create playful, cartoony scenes (simulations) that demonstrate device with a 512 HZ sampling frequency. It has three electrodes that
physics principles and phenomena. are attached on the head to obtain brain waves in humans. Two elec-
The iPad mini was used to present three step-by-step tutorials for trodes are placed on the forehead, approximately one inch above the
learners to create three physics scenes within Algodoo. An educational eyebrows, while the third electrode is mounted on the device's ear clip,
technologist created a 4.5-min-long animation via screen recording plus which needs to be attached to the wearer's left earlobe (see Fig. 2). This
his narration of the procedures. The animation was then uploaded to portable headset must be connected to an iPhone via Bluetooth.
cloud storage so that it could be easily accessed on the iPad mini using The BrainLink iOS application was used in the study so that the
various applications (e.g., Baidu NetDrive). Twenty screenshots of the headset would record each individual participant's brain waves, as well
animation were taken as key frames. These key frames were chosen by as learning time. By using the eSense algorithm developed by
the authors based on whether a new object was drawn or a default

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L. Lin, M. Li Learning and Instruction 55 (2018) 32–40

Table 1
Intrinsic motivation items.

Item Subscale

I really try my best in the learning tasks. Effort


For other similar tasks, I could work much better than I do now. Effort
(R)
I think that I rarely do my best in the learning tasks. (R) Effort
I tried very hard in learning the content. Effort
I think I am pretty competent at the learning tasks. Competence
Other people are better at learning than me. (R) Competence
I am usually slower at digesting the contents than other people. Competence
(R)
I fear that my performance on the tasks is bad. (R) Competence
I think I am good at learning. Competence
I can keep up well with the pace of the learning. Competence
I find it difficult to keep my mind on learning during the whole Attentiveness
task. (R)
I am often thinking about things that have nothing to do with the Attentiveness
learning task. (R)
I am easily distracted in class. (R) Attentiveness
Fig. 3. A sample screenshot of the tutorial. Text was presented in Chinese during the I can easily keep my attention on the work during the whole Attentiveness
experiment. English translations have been added for the purpose of understanding. learning task.
I enjoyed the learning tasks. Interest
I was really interested in the learning task. Interest
NeuroSky, the data were transformed and visually presented to learners I thought this was a boring activity. (R) Interest
on the iPhone screen, represented as waves of attention and relaxation I enjoyed doing this activity very much. Interest
I think I learn useful things in the task. Value
(Sun & Yeh, 2017; Sun, 2014). After the participant finished a simulated
To me, many things I have to learn in the learning task are Value
scene, the experimenters stopped the recording on the application and unimportant. (R)
showed the biofeedback information to the participant (see Fig. 1). I think that I have to learn things in the task that I won't ever need Value
in the future. (R)
I was very relaxed in doing these. (R) Pressure
2.3. Measures & instruments I felt very tense while doing this activity. Pressure
I felt pressured while doing these. Pressure
I did not feel nervous at all while doing this. (R) Pressure
Learners' intrinsic motivation was measured using a 7-point Likert
scale, ranging from 1 (“not at all true”) to 7 (“very true”). There were Note. R indicates reversely coded.
25 statements, assessing intrinsic motivation with six subscales: effort,
competence, attentiveness, interest, value, and pressure (see Table 1). paper and an individual who was not aware of the research design or
They were adapted from previous research (Van Damme, Fraine, purpose, independently coded 50% of the learning products and
Landeghem, Opdenakker, & Onghena, 2002; McAuley, Duncan, & reached a high level of agreement (98% agreement). Thereafter, the
Tammen, 1989; Ryan, 1982). Negatively worded items were reverse- first author coded the remaining products.
coded so that higher scores reflect more positive motivation. The The demographic information for each individual participant was
Cronbach's alphas for effort, competence, attentiveness, interest, value, also collected via a survey. Specifically, participants were asked for
and pressure were .83, .83, .76, .82, .78, and .80, respectively. their gender, age, academic status, major, and whether they had used
Learners’ perceived cognitive load was measured by the difficulty the Algodoo software before.
item (“It is easy for me to learn the materials and complete the tasks.”),
which was adapted from Paas, Tuovinen, Tabbers, and Van Gerven
(2003) and successfully implemented in the previous research (Lin 2.4. Procedure
et al., 2016, 2017). Like the intrinsic motivation items, this cognitive
load item was implemented on a 7-point Likert scale ranging from 1 The study was conducted in a controlled laboratory setting. First,
(“not at all true”) to 7 (“very true”). each individual participant signed a consent form and was then seated
The time taken for each individual to complete three physics scenes in front of a laptop computer. Next, an experimenter informed the
(i.e., the time taken to complete the first, second, and third scene, re- participant regarding the general goal and procedures of the experi-
spectively) was recorded by the BrainLink iOS application, and was ment. However, participants were left unaware of the experimental
visually presented to each learner thereafter (see Fig. 1). As mentioned conditions and the research questions. Thereafter, the participant
above, in order to show the EEG biofeedback to learners after they would complete the paper-based demographic survey, offered with no
completed each scene, the experimenters were required to stop re- time limit, and was randomly assigned to a condition using an experi-
cording in the BrainLink iOS application. Consequently, the time for ment ID number. Before starting to learn the tutorials and creating
learners to interact with the biofeedback (i.e., viewing their own at- scenes within Algodoo, the individual would be required to put on the
tention and relaxation by hand gestures) and to verbally reflect on their BrainLink headset, with the assistance of the experimenters. The ex-
learning processes was not recorded. The experimenters transformed perimenters would notify the participant to proceed only after the
these lengths of time into seconds and manually recorded these data hardware (the headset) and the software application was successfully
into an Excel spreadsheet for all participants. paired.
Learning outcomes were assessed by coding the products of For the next step, participants were provided with an iPad mini to
learning, which were those physics scenes created by participants using watch the tutorials and follow the instructions in order to create three
the Algodoo software. The experimenters developed a coding scheme scenes within the Algodoo program on the provided laptop computer.
where one point was awarded for each correctly drawn object or each The tutorials were presented to the participants in either animated or
correctly changed parameter in identical accordance to the criteria for static format, according to the experiment ID randomly assigned to each
creating the key static frames. Therefore, a maximum of 20 points could participant. There were no time limits enforced for learning from the
be attained for each participant. Two coders, the first author of the tutorials and creating the scenes. In addition, both animated and static

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tutorials were learner-controlled. That is, participants could pause, re- as post hoc analysis. The Holm's sequential Bonferroni procedure was
wind, or restart the visuals according to their own leaning needs. used to control for type I error (Abdi, 2010; Holm, 1979). At the alpha
For the Active Feedback conditions, the experimenters presented level of .017 (.05/3), we found that learners who received no feedback
each participant's attention and relaxation during learning on the (M = 5.94, SD = .89) had significantly higher ratings on attentiveness
iPhone screen after the participant completed each scene (see Fig. 1). than their peers who received constructive feedback (M = 5.32,
The participant was permitted 3 min to view and interact with this SD = 1.11), p = .01, Cohen's d = .62 (medium-to-large effect). The
biofeedback. Participants could use their fingers to zoom in and out to results of the other two comparisons, i.e., constructive feedback vs.
better view and comprehend the biofeedback. They could additionally active feedback and active feedback vs. no feedback, were found to be
tap the screen to read the explanatory texts (e.g., “This is the trend non-significant, both ps > .20. In addition, neither the main effect of
graph regarding your relaxation and attention, generated by BrainLink visualization type nor the interaction was significant, both Fs < 1.00.
based on your raw EEG waves.”). For learners' perceived value, the results of ANOVA also revealed a
For the Constructive Feedback conditions, not only were the parti- significant main effect of feedback, F(2, 110) = 3.47, MSE = 1.07,
cipants engaged in interacting with the biofeedback, but were ad- p = .03, partial η2 = .06 (medium effect). Three pairwise comparisons
ditionally prompted to verbally reflect on their learning processes by were conducted as post hoc analysis. The Holm's sequential Bonferroni
utilizing the biofeedback information. Two sample prompts were: procedure was used to control for type I error. We found, at the alpha
“Could you reflect on your level of attention, according to the in- level of .017 (.05/3), that the difference on the ratings of value between
formation presented on the iPhone?” and “By looking at the informa- the learners who received no feedback (M = 5.49, SD = 1.14) and
tion presented on the iPhone, does anything comes to your mind?” The those who received constructive feedback (M = 4.94, SD = 1.05) was
prompts used in this study were adapted from previous research (Lin marginally significant, p = .02, Cohen's d = .50 (medium effect). At the
et al., 2016; Chi et al., 2001) and were verbally communicated to alpha level of .025 (.05/2), we also found a marginal significant dif-
participants by the experimenters. The constructive feedback process ference between learners who received constructive feedback and those
was also limited to 3 min. A small-scale pilot study was conducted with who received active feedback (M = 5.47, SD = .88), p = .03, Cohen's
eight participants from the same population to determine this period of d = .55 (medium effect). Nevertheless, there was no significant differ-
time as suitable. ence between the no feedback condition and the active feedback con-
For the No Feedback condition, participants received no feedback dition, p = .92. In summary, learners who received no feedback and
after completing a scene, and the experimenters simply let the parti- active feedback had perceived their learning to be more valuable than
cipants move on to the next tutorial thereafter. However, in order to those who received constructive feedback.
make this condition equivalent to the other two feedback conditions, In order to reveal whether feedback impacted intrinsic motivation,
the participants similarly wore a BrainLink headset during the entire we also conducted complex mean comparisons (constructive feed-
learning process. back + active feedback vs. no feedback) on learners' perceived effort,
For all six experimental conditions, the experimenters recorded the competence, attentiveness, interest, value, and pressure. For individuals
time that each participant spent completing a given scene. Note that the who learned from the static visuals, the results demonstrated that those
3-min feedback time was not included in this. After completing all three who received no feedback had significantly higher ratings on atten-
scenes, the experimenter reminded the participants to save their work tiveness than their peers who received feedback, mean differ-
on the laptop computer and directed them to a weblink thereafter, ence = 1.35, t(55) = 2.26, p = .03, Cohen's d = .63 (medium-to-large
where they were asked to respond to a 26-item survey that assessed effect). Differences on effort, competence, interest, value, and pressure
their intrinsic motivation and cognitive load. Finally, the experimenters were non-significant, all ps > .35. For individuals who learned from
removed the headset from the participants, thanked them for their the animated visuals, all results of such complex mean comparisons
participation, and paid them 15 RMB in cash each. It would take ap- were non-significant, all ps > .13.
proximately 40–60 min for an individual participant to complete the
entire experiment.
3.2. Cognitive load
3. Results
A two-way between-subjects ANOVA was conducted to assess
Family-wise type I error rate was set at the .05 level. We used partial whether visualization type (animated vs. static) and feedback type
η2 or Cohen's d as the effect size index. Accordingly, .01, .06, and .14 (constructive vs. active vs. no feedback) had any effects on the per-
are considered as the η2 values for small, medium, and large effect sizes, ceived difficulty. Neither the visualization type main effect nor the
respectively. And .20, .50, and .80 are considered as the d values for feedback type main effect was significant: for the visualization type
small, medium, and large effect sizes (Cohen, 1988). Mean (M) and main effect, F(1, 110) = 3.19, MSE = 1.27, p = .18, partial η2 = .02;
standard deviation (SD) are presented in Table 2. for the feedback type main effect, F < 1.00. But there was a significant
interaction, F(2, 110) = 3.19, p = .05, partial η2 = .05 (medium effect).
3.1. Intrinsic motivation To further clarify this significant interaction, simple main effect ana-
lysis was conducted. The Holm's sequential Bonferroni procedure was
Six two-way between-subjects analysis of variance (ANOVAs) were used to control for type I error. In the two constructive feedback con-
conducted to evaluate the potential effects of visualization type (ani- ditions, learners who learned from animated visualizations (M = 6.10,
mated vs. static) and feedback type (constructive vs. active vs. no SD = 1.07) were found to perceive their learning tasks easier than their
feedback) on learners’ perceived effort, competence, attentiveness, in- peers who learned from static visualizations (M = 5.10, SD = 1.33),
terest, value, and pressure. p = .006, Cohen's d = .83 (large effect). The remaining two pairwise
For effort, the results indicated that neither the two main effects, comparisons were non-significant, both ps > .63. For the simple main
nor the interaction between the two factors, was significant, all effects of feedback type, all pairwise comparisons were non-significant,
Fs < 1.00. We found the same patterns for competence (all all ps > .08. We also conducted complex mean comparisons (con-
Fs < 1.00), interest (all Fs < 1.00), and pressure (all Fs < 1.11). structive feedback + active feedback vs. no feedback) for learners who
The results of ANOVA revealed a significant main effect of feedback learned from animated visualizations and static visualizations.
on attentiveness, F(2, 110) = 3.19, MSE = 1.19, p = .05, partial However, the results of these comparisons were non-significant, all
η2 = .06 (medium effect). Three pairwise comparisons were conducted ps > .37.

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L. Lin, M. Li Learning and Instruction 55 (2018) 32–40

Table 2
Descriptive statistics of intrinsic motivation, cognitive load, learning time, and learning outcomes.

Animated Visualizations Static Visualizations

Constructive Feedback Active Feedback No Feedback Constructive Feedback Active Feedback No Feedback
(n = 20) (n = 18) (n = 20) (n = 20) (n = 19) (n = 19)

M (SD) M (SD) M (SD) M (SD) M (SD) M (SD)

Effort 4.98 (.91) 4.94 (.88) 5.01 (.56) 5.00 (.82) 4.84 (.88) 5.13 (.69)
Competence 4.87 (.86) 4.70 (1.09) 4.85 (.82) 4.98 (.87) 4.95 (.89) 4.88 (.95)
Attentiveness 5.41 (1.09) 5.71 (1.25) 5.83 (1.00) 5.23 (1.15) 5.53 (1.24) 6.05 (.76)
Interest 5.86 (.93) 6.06 (.98) 6.03 (.90) 6.00 (.79) 6.22 (.66) 6.00 (.67)
Value 4.88 (1.27) 5.24 (.84) 5.53 (1.14) 5.00 (.77) 5.68 (.89) 5.44 (1.18)
Pressure 3.34 (1.40) 2.94 (1.23) 3.05 (.98) 3.19 (1.17) 2.78 (1.06) 3.17 (1.24)
Difficulty 6.10 (1.07) 5.56 (1.15) 5.55 (1.15) 5.10 (1.33) 5.74 (1.10) 5.53 (.91)
Time 1a 296.90 (114.87) 311.89 (117.78) 295.75 (145.44) 277.00 (120.42) 306.05 (169.55) 347.68 (142.72)
Time 2b 169.35 (58.47) 175.89 (50.93) 183.00 (89.63) 171.30 (51.07) 196.00 (74.03) 203.00 (48.82)
Time 3c 243.25 (74.57) 248.39 (89.23) 255.00 (66.11) 216.55 (48.44) 244.58 (66.35) 234.16 (68.70)
Learning Outcome 19.90 (.31) 19.94 (.24) 20.00 (.00) 20.00 (.00) 19.89 (.46) 20.00 (.00)

Note. M = Mean. SD = Standard Deviation. The unit of time is second.


a
Time taken to complete the first scene.
b
Time taken to complete the second scene.
c
Time taken to complete the third scene.

3.3. Learning time learners could use this biofeedback to monitor their own learning
processes. Learners viewed and comprehended the biofeedback with
A 2 (visualization type: animated vs. static) X 3 (feedback type: hand gestures (active feedback), or verbally reflected on their learning
constructive vs. active vs. no feedback) X 3 (learning task: Scene 1 vs. processes by utilizing the biofeedback (constructive feedback). The
Scene 2 vs. Scene 3) mixed ANOVA was conducted with the first two purpose of this study was to investigate whether biofeedback would
variables being the between-subjects factors and the third variable help learners engage in acquiring procedural knowledge from animated
being the within-subjects factor. There was a significant main effect of or static visualizations. Specifically, the study addressed three research
learning task: Wilks' Λ = .46, F (2, 109) = 63.72, p < .001, partial questions: (a) Are the two types of feedback (constructive and active
η2 = .54. Using the Holm's sequential Bonferroni procedure to control feedback) better than no feedback to assist learning procedural knowledge?
for type I error, post hoc analysis revealed that (a) learners spent sig- (b) Is constructive feedback better than active feedback to assist learning
nificantly longer time in completing the first scene (M = 305.88 s, procedural knowledge? (c) Are the positive effects of animated visualizations
SD = 135.20) than the second scene (M = 183.09 s, SD = 64.00), dependent upon the type of feedback?
p < .001, Cohen's d = 1.16, (b) learners spent significantly longer time According to the ICAP framework (Chi & Wylie, 2014) and the lit-
in completing the first scene than the third scene (M = 240.32 s, erature related to learning from animations (Berney & Betrancourt,
SD = 69.21), p < .001, Cohen's d = .61, and (c) learners spent sig- 2016; Castro-Alonso, Ayres, & Paas, 2016), we hypothesized that, in
nificantly longer time in completing the third scene than the second terms of intrinsic motivation, cognitive load, learning time, and
scene, p < .001, Cohen's d = .86. The visualization type main effect learning outcomes, constructive feedback would be better than active
was non-significant, F (1, 110) = 1.45, p = .24, partial η2 = .03. The feedback, which would in turn better than no feedback (Hypothesis 1)
feedback type main effect was also non-significant, F < 1.00. All two- and the use of biofeedback would assist learners in processing anima-
way interactions, as well as the three-way interaction, were non-sig- tions, leading to the improved intrinsic motivation, cognitive load,
nificant, all Fs < 1.00. learning time, and learning outcomes (Hypothesis 2). The results,
which addressed the research questions, did not support Hypothesis 1
3.4. Learning outcomes but partially supported Hypothesis 2.
First, regarding the different types of biofeedback, we found that
The descriptive statistics indicated that almost all participants suc- learners who received no feedback had significantly higher levels of
cessfully created three scenes using the Algodoo software program. perceived attentiveness than their peers who received constructive
Subsequently, a two-way between-subjects ANOVA was conducted to feedback. Moreover, learners who studied static visuals and received
assess whether visualization type (animated vs. static) and feedback feedback had significantly lower levels of attentiveness than their peers
type (constructive vs. active vs. no feedback) had effects on learning who studied the same type of visuals but did not receive feedback. Both
outcomes. The results revealed that neither the visualization type main of these results indicate that learners' attention can be more focused if
effect nor the feedback type main effect was significant: for the visua- they receive no feedback regarding their attention and relaxation after
lization type main effect, F < 1.00; for the feedback type main effect, F completing a scene within the software program. These findings diverge
(2, 110) = 1.06, MSE = .06, p = .35, partial η2 = .02. Also, the inter- not only from Hypothesis 1, but also from the few case studies showing
action was non-significant, F < 1.00. We also conducted complex supporting evidence of using the biofeedback to enhance attention
mean comparisons (constructive feedback + active feedback vs. no (e.g., Sun & Yeh, 2017). One possible explanation for this divergence is
feedback). However, the results of these comparisons were non-sig- that learners’ attention may be divided after receiving the biofeedback
nificant, all ps > .17. that showed their distributions of attention and relaxation. For the
constructive feedback conditions in particular, the verbal reflection
activity may have positive effects to engage learners in making sense of
4. Discussion & conclusion
their biofeedback, which should be helpful for them to monitor their
learning processes. However, this same activity may also be disruptive
In the current study, a portable EEG headset and its accompanying
for learners in reaching their original learning goal. As a result, learners
software were used to collect the brain wave data of learners and vi-
may allocate some of their limited cognitive resources on monitoring
sually present the data as waves of attention and relaxation, so that

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L. Lin, M. Li Learning and Instruction 55 (2018) 32–40

their attention and relaxation, thereby becoming less focused on the knowledge, one approach for enhancing the efficacy of biofeedback and
learning tasks per se. learner engagement is to utilize animated visualizations.
Second, our findings with respect to learners' perceived value re- In summary, the findings of our study indicate that the effects of
vealed similar patterns. Learners who received no feedback perceived animations on acquiring procedural knowledge partially depend upon
learning more valuable than those who received constructive feedback. the biofeedback that engages learners in verbal reflection on their
Moreover, those who received active feedback also considered learning learning processes. However, the biofeedback with the intention to
more valuable than their peers who received constructive feedback. engage learners negatively impacted some aspects of intrinsic motiva-
These results again suggest that prompting learners to monitor their tion. Therefore, this type of feedback, which utilizes advanced brain-
own learning processes by utilizing the biofeedback that shows their computer-interface technology, needs to be carefully designed in order
attention and relaxation may prevent them from reaching their original to minimize possible interruptions to learning.
learning goals. This in turn leads to their lower perceived value in
learning. Taking the results on perceived attentiveness and perceived Acknowledgments
value together, there may be another possible explanation, which is the
visual modality of the biofeedback used in the current study. Learners This research was supported by Shanghai Planning Office of
in the constructive feedback condition may experience a high level of Philosophy and Social Science (2014JJY001) awarded to Lijia Lin.
cognitive load during the process of verbal reflection, as not only do
they need to reflect on their learning experiences by mentally holding Appendix A. Supplementary data
information obtained from the visualizations, but must also process
external visual biofeedback information. Unfortunately, we did not Supplementary data related to this article can be found at http://dx.
measure learners’ cognitive load immediately after they received doi.org/10.1016/j.learninstruc.2018.02.005.
feedback, which was one of the limitations of our study. Researchers in
the future may consider further improving cognitive load measurement. References
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