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Introduction
particular media of choice for this module is a virtual reality (VR) application for smartphone
devices and accessible through a variety of headsets including the low-cost Google Cardboard
design. Learners have access to three different modes of the application. A training portion,
arcade mode, and exam mode. Arcade mode is locked to the user until they complete the
training with 80% accuracy. Exam mode remains unlocked until the user has scored 100% on all
Tutorial mode offers five different levels, each focusing on a different learning objective.
Before each tutorial level, the learner views a video demonstration stating the importance
of the learning goal, and showing how to successfully complete the objective. The learner is then
given five different virtual reality practice scenarios to complete. The once completed, the
learner's score is shown on the tutorial level selection screen. The learner may retake any of the
tutorials as many times as they would like. The learner must complete the current level with 80%
accuracy before unlocking any subsequent lessons. The learners top score will be shown on the
Learner Analysis
LEARNING THEORY AND LEARNER ANALYSIS 2
The target learners for this project are children ages six to twelve. Many children within
this age range have not experienced formal pedestrian safety training before. Although not
recommended, children within this age range are likely to start crossing the street by themselves
for the first time. It is important for these children to get an opportunity to learn the concepts and
behaviors associated with crossing the street properly. Children have more frequent access to
their own smartphones, and will continue to gain access as trends suggest. It has been shown that
interactive multimedia learning modules can be effective with children in the area of pedestrian
safety. Virtual reality happens to be one of the most inclusive methods for delivering training.
Research indicates that it is also an effective platform for teaching pedestrian safety to children
with autism (Josman, Ben-Chaim, Friedrich, & Weiss, 2008)One study suggests that knowledge
of pedestrian safety had increased after children participated in WalkSafe, a CD-Rom based
pedestrian safety training (Glang, Noell, Ary, & Swartz, 2005). A downfall of interactive
multimedia trainings is that they lack the ability to simulate complex spatial dynamics that are
involved when actually crossing the street. Thus, a fully immersive VR experience is desired as
the medium. Parents of the target learners can also facilitate the acquisition of the module by
downloading it on their smartphone device, and allowing their child time to use it. Unfortunately,
parents do not often use crossing the street as an opportunity to instruct the child on proper
behaviors, so the application is a place for parent initiated training to start. A study found that
only 6% of parents talk to their children while crossing the street (Zeedyk & Kelly, 2003). This
application will also appeal to young gamers, and explorers of VR. Since VR is a popular
technology among this demographic, it will have motivational appeal over non-VR pedestrian
This project will initially target learners who speak English, and who live in a country
where driving is done on the right side of the road. The project can later be expanded to include
speakers of other languages, and those who live in areas where people drive on the left side of
the road.
Learners in this module are presented with a series of practice scenarios that replicate
actual street crossing environments. The basis for learning acquisition in this module is based on
1975). According to this theory, proper street crossing behaviors are a voluntary response (not
target learning audience have not learned the proper street crossing behaviors, nor the
The tutorial mode of this module shows a video where learners become aware of the
consequences and rewards associated with each behavior. However, this is not where the
learning takes place. The learner will learn the responses through a series of scenarios in which
their behavior will produce a satisfactory or unsatisfactory response. This instructional method is
based on the law of effect. The law of effect states that responses that produce a satisfying effect
in a particular situation become more likely to occur again in that situation, and responses that
produce a discomforting effect become less likely to occur again in that situation, resulting in the
learning the set of target behaviors (Grey, 2011, p. 108-109). In this application, the satisfactory
behavior is rewarded by successfully completing the sub level, where a green progress bar will
increase, and obtaining a high percentage score that leads to unlocking other portions of the
low level score, and a popup stating the behavior wasnt shown and possible real world
Learning proper pedestrian behaviors involves acquiring new desired behaviors. These new
behaviors replace an absence of behavior. According to DAmato, Melvin, and Marx (1969)
reinforcers serve to increase behaviors whereas punishers serve to decrease behaviors; thus,
positive reinforcers are stimuli that the subject will work to attain, and negative reinforcers are
stimuli that the subject will work to be rid of or to end. Therefore, this module will exclude
This module will also include punishment immediately following a negative behavior.
This punishment will occur in the form of a pop up notification within the scenario, stating that
the learner has put themselves in danger, and did not successfully complete the sub level.
Research shows that punishment results in extinction when it is not applied consistently
(Heffner, 2001). This module will be consistent throughout every sub level in the training mode.
The punishment will remain in this minimal form, and as a positive punishment, throughout the
module. Increasing the severity of a punishment can lead to a hostile attitude from the learner,
and have negative consequences on the acquisition of knowledge. Punishment can also seem
confusing to a pre-adolescent learner. Crone (2014) describes this confusion in the following
statement, Learning from mistakes is more complex than carrying on in the same way as before.
You have to ask yourself what precisely went wrong and how it was possible. Thus,
A combination of positive reinforcement and punishment will be used to elicit the desired
behaviors from the learners. Ashby & O'Brian (2007) found that a combination of the two work
LEARNING THEORY AND LEARNER ANALYSIS 5
best to create desired behaviors. This combination should propel the learner through the
asynchronous learning module, while avoiding a negative attitude towards the training. Since the
training is voluntary, it relies on the learner's interest and buy-in to maintain the learner for a
necessary amount of time. Thorndikes (1971) Law of exercise states that repetition of the
experience increases the chances of a correct response. The module allows for repetition through
various practice scenarios in each of the tutorial levels, and a gamified arcade mode, where
learners attempt to set a high score of consecutive successful attempts of a random scenario.
Since repetition alone does not enhance learning, the satisfactory reinforcers mentioned before
Although the design of this module utilizes the necessary components of behaviorism and
operant conditioning to achieve learning, the module will still need careful evaluation to
optimize learning. Observation of learners engaging in the module will prove critical. This will
allow for design improvements in different areas. There may be notable moments where
punishments become overpowering to the learner's experience, prompting him or her to take the
headset off. Since the module may find its way into the hands of a learner who is pre-literate, the
module must also focus on auditory and visual reinforcers and punishments.
References
Ashby FG, O'Brien JB. (2007) The effects of positive versus negative feedback on information-
Glang, A., Noell, J., Ary, D., & Swartz, L. (2005, 09). Using Interactive Multimedia to
LEARNING THEORY AND LEARNER ANALYSIS 6
https://allpsych.com/psychology101/reinforcement/
Josman, N., Ben-Chaim, H. M., Friedrich, S., & Weiss, P. L. (2008, 01). Effectiveness of
virtual reality for teaching street-crossing skills to children and adolescents with autism.
doi:10.1515/ijdhd.2008.7.1.49
Peters, S., & Crone, E. A. (2014, 06). Cognitive Flexibility in Childhood and Adolescence. Task
doi:10.1093/acprof:osobl/9780199921959.003.0013
Foresman.
Zeedyk, M., & Kelly, L. (2003, 09). Behavioural observations of adultchild pairs at
4575(02)00086-6