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1, 1 and 2,3. 1Department of Psychology, Sapienza University of Rome, Rome, Italy. 2Department of Life, Health and Environmental Sciences, University of L’Aquila, L’Aquila, Italy. 3Neuropsychology Unit, IRCCS Santa Lucia Foundation, Rome, Italy The learning environment in which material is acquired may produce differences in delayed recall and in the elements that individuals focus on. These differences may appear even during development.

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In the present study, we compared three different learning environments in 450 normally developing 7-year-old children subdivided into three groups according to the type of learning environment. Specifically, children were asked to learn the same material shown in three different learning environments: reading illustrated books (TB); interacting with the same text displayed on a PC monitor and enriched with interactive activities (PC-IA); reading the same text on a PC monitor but not enriched with interactive narratives (PC-NoIA). Our results demonstrated that TB and PC-NoIA elicited better verbal memory recall.

In contrast, PC-IA and PC-NoIA produced higher scores for visuo-spatial memory, enhancing memory for spatial relations, positions and colors with respect to TB. Interestingly, only TB seemed to produce a deeper comprehension of the story’s moral. Our results indicated that PC-IA offered a different type of learning that favored visual details. In this sense, interactive activities demonstrate certain limitations, probably due to information overabundance, emotional mobilization, emphasis on images and effort exerted in interactive activities. Thus, interactive activities, although entertaining, act as disruptive elements which interfere with verbal memory and deep moral comprehension. Introduction Narrative language is a complex form of discourse that conveys information related to action, narrated events, and the internal states of the characters interacting in the story. Generally, narrative comprehension is an important step in human development and experience.

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Children’s ability to comprehend fictional narratives is related to three key aspects of the story: causal relationships in stories, goals and internal states of the characters in the stories, and integration of the different parts of the stories (;;;;;; ). The listener (or reader) has the expectation of logical coherence (cause and effect) between events (; ). In general, narrative comprehension involves many perceptual and cognitive sub-processes, including perceiving individual words, parsing sentences, and understanding the relationships between characters. When a child reports events and facts from a story, he/she uses specific words that refer to internal states such as perceptions, emotions, and desires; very often, the child puts him/herself in the shoes of the main character (;; ). Children learn about characters, events and values through the spoken communication, miming and gestures of a narrator, or by reading texts directly in the simplest and most linear forms (texts are defined as monomedia when they use only writing or only illustrations, or as bimedia when writing and illustrations are combined). Trends in educational methods and in entertainment mean that children’s learning and memorization are limited to the abovementioned traditional methods. Currently, the development of “multimedia” techniques with the presentation of texts (and hypertexts) on computer screens (;;;; ) has extended educational methods.

Critical approaches focus on the motivational aspects of multimedia procedures, which involve the implicit or explicit invitation to browse, explore and extend information, as well as to master the activities proposed by a computer. The satisfaction gained in this way makes the activity fun and pleasant according to some researchers (e.g., ), though it can also end up diverting children’s attention and affecting their learning and/or remembering of the proposed core content, particularly verbal information (for a critical review on motivational components see;; ). In particular, found that multimedia learners who are confronted with motivational elements may be distracted from information processing, with consequences for cognitive learning.

In studies which compare learning from traditional books and learning from computer screens it has been shown that text and illustrations may be more effective than narrated animations. It is known, for instance, that externalizing a story improves children’s memory for that story as well as internalizing a text through emotional expression and gesture. These results are also supported by neuroimaging studies that demonstrate that among the variety of brain regions that encode information about story characters, characters’ physical movements are represented in brain regions (i.e., the posterior temporal cortex/angular gyrus) that are implicated in the perception of biological motion (; ) and related to mental motor imagery. Other studies have investigated how the types of illustrations used influence how much children generalize after having read an illustrated book (; ). Children seem to learn more from illustrated books with realistic photographs or color drawings than simple line drawings (, ).

However, the efficacy of illustrations and animations as tools for improving learning remains a controversial area; for example, conflicting results have been obtained by Lowe, who found learning facilitation with animations (;; ). Narrative memory presented in written or verbal form is enhanced by pictures (;; ) because exposure to information both verbally and pictorially provides redundant retrieval routes (, ). Pictures may also enhance attention to and comprehension or organization of material, or they may provide cues about important information in the text to keep activated.

All of these factors may promote the formation of stronger, more elaborate and more organized memory trace (; ). Indeed, according to the seminal “dual coding” theory of, there are two major systems engaged by the presentation of information: one related to verbal and linguistic stimuli and the other related to visual information and mental images. According some authors, multimedia presentation produces a beneficial effect on learning thanks to the “dual coding” hypothesized by Paivio. However, although the advantage of learning through multimedia is now accepted, there is still debate as to whether multimedia presentation is the optimal approach for giving instructions and learning content (;;; ).

Indeed, in some cases, multiple verbal and non-verbal presentations may add to the “cognitive load” of the user (; ). This especially applies to information presented redundantly. Sensory channel encoding has limited resources, and it is therefore necessary to avoid situations involving excessive cognitive load. According to cognitive load theory , to facilitate changes in long term memory related to schema acquisition, it is necessary to reduce the cognitive load of learners to a minimum. One way to reduce cognitive load is by becoming increasingly familiar with the material. Familiarity alters the cognitive characteristics associated with the material. This promotes schema acquisition, making it easier to handle the material in working memory.

Indeed, cognitive load results from several elements being held and manipulated simultaneously in working memory. Unfortunately, working memory is a finite resource that can be overloaded; to overcome this limit, it is necessary to organize learned information into schemas. This organization, as mentioned above, allows more efficient learning. Learning is undoubtedly more lasting and durable when learners are cognitively engaged in the learning process (; ). Accordingly, learning environments are most effective when they elicit effortful cognitive processing by guiding learners in actively constructing meaningful relationships rather than encouraging passive recording and storage of information (; ). This is the concept of “active development,” that recognizes the “importance of active participation of the student, who must necessarily act on the material presented through operations such as selection of the most meaningful information, the organization in an appropriate mental representation, and integration with the knowledge previously acquired, enabling the consolidation in long-term memory”. Some authors (;;, ) have proposed a theoretical model based on this concept.

The methods for achieving “active development” have been described by Mayer and are mainly related to respecting just a few rules. Among these rules is the spatial and temporal proximity of different signs: we learn better when corresponding words and pictures are presented physically close to each other and at the same time, or at least in sequence. This principle stems from dual coding theory (,;; ), which suggests the importance of avoiding redundant forms that encumber attentive efforts and evaluating the message, especially by considering a criterion of consistency of information.

Multimedia formats often do not take into account these considerations, resulting in reduced quality in the forms of learning, particularly in terms of narrative thought. Stories are a flexible language to interpret and talk about reality, but they still require structural continuity to be properly understood. In the present study, we aimed to investigating narrative comprehension acquired through different learning environments (traditional illustrated books: TB; stories displayed on a PC screen enriched with interactive activities: PC-IA; or stories displayed on a PC screen but not enriched with interactive activities: PC-NoIA). In particular, we were interested in better understanding which story content (verbal content, visual details and moral) is advantaged when children read and incidentally learn a story through different learning environments that represent different modalities of presentation (i.e., written in a book or displayed on a PC screen with or without interactive elements).

To achieve this purpose, we asked to a large sample of 7-year-old normally developing children to read three different stories acquired in these three different learning environments (TB vs. In this way, we explored incidental learning by asking children to interact with the story for a fixed time-limit and without asking them to explicitly learn the tale. We expected to observe differential effects on memory according to learning environment: we hypothesized deeper comprehension of the moral meaning as well as increased verbal memory in TB than in PC-IA and increased attention toward visuo-spatial details in PC-IA and PC-NoIA relative to TB.

We also hypothesized that adopting two different PC learning environments would allow us to assess the effects of both interactive activities and reading through a PC screen, which requires different eye movement patterns in exploring the text than with traditional books. Furthermore, we reasoned that PC-NoIA may represent a middle ground between traditional learning methods and electronic devices. In such a way, we can investigate whether electronic devices per se induce children to pay attention to different features (verbal and/or non-verbal contents) even when interactive activities are not provided. Materials and Methods Participants A large sample of 450 seven-year-old children, with both genders equally represented (233 girls, corresponding to 52.5%, and 211 boys, 47.5%) and without reported school difficulties, took part in the study. Knowledge of the three stories used as experimental material (i.e., Aladdin’s Lamp; The Three Little Pigs; and Adopting a Star) was an exclusion criterion, while one inclusion criterion was that all pupils had to be able to use a personal computer. Any participant who failed to meet the above-mentioned criteria was excluded from the experiment but was involved in a secondary task consisting of a pleasant reading which was not relevant to the purposes of the study.

All participants attended primary schools or the Educational and Sport Centres of the Municipality of Florence (Italy). Each child was examined individually in an appropriate room of his/her school or center. Foreign children and those with learning difficulties and other neurodevelopmental diseases (as reported by their teachers or families) were not included in the study. None had primary visual or hearing impairments or had been diagnosed with a neurological condition.

The examiner subdivided participants in three groups consisting of three different learning environments: (i) individual traditional book reading (TB); (ii) individual reading of the story, displayed on the computer screen and interspersed with interactive activities (PC-IA); and (iii) individual reading of the story, shown on the computer screen but not interspersed with interactive activities (PC-NoIA). The precise sample for the TB condition was 78 girls and 70 boys, with 2 children’s gender not indicated; for PC-IA, there were 77 girls and 72 boys, with 1 child’s gender not indicated; and for PC-NoIA, there were 78 girls and 69 boys, with 3 children’s gender not indicated. The three possible stories (Aladdin’s Lamp; The Three Little Pigs; and Adopting a Star) were equally distributed across the three learning environments. Furthermore, the difficulty and comprehensibility were balanced across the three stories. The study was approved by the local ethical committee of the Department of Psychology, Sapienza University of Rome, in accordance with the Declaration of Helsinki. A signed consent form was obtained from parents and an assent from each child. Specifically, the consent obtained from the parents of all research participants was both informed and written.

Materials We started by looking for editions of children’s stories in order to present identical texts and pictures in the three different learning environments (TB, PC-IA, and PC-NoIA). Figure reports an example taken from the book “Adopting a Star.” For each learning environment, corresponding to a different modality of story presentation, children read only one story. In the PC-NoIA condition the modality of story presentation was the same as in TB, and children were asked to move through the story using the mouse. The child chose to go forward or backward by clicking on two arrows, as if leafing through a book.

In contrast, in the PC-IA condition various options were available, including listening to narration corresponding to the written text, with different voices for each character, as well as hearing animal noises and answering written questions by ticking boxes with the mouse. For this reason, we merged the three stories in subsequent analyses. Various interactive options were available, as well as the opportunity for motor activities by actually using the computer itself. Interactive activities included musical accompaniments, voices narrating the written text, different voices for each character in the story, animal noises, the movements of leading and secondary characters, animations of natural events (such as rain and storms, with voices naming them), ideas for games such as puzzles, mazes, revealing masked items, matching spoken and written words with pictures, riddles, constructions, and painting activities. None of these activities were included in the PC-NoIA condition, which displayed only the written text and illustrations that appeared in the book format. Procedure Interaction with each story in each learning environment was limited to approximately 20 min.

The examiner did not require children to learn but rather to perform a silent reading of the stories. We preferred to investigate incidental learning derived from the three different learning environments, since this type of learning is more similar to everyday situations in which children of that age peruse written texts, enhancing the ecological validity of the study.

After reading the story, each child was individually required to complete a written test. This testing was unannounced, included 14 written questions and lasted approximately 25 min; the written answers were supplied immediately after children finished the story. Double-blind conditions were maintained throughout the experiment. The degree of learning each child had achieved was assessed by collecting the written answers to 10 cued recall questions printed on a card. The first five questions concerned the child’s memory for important details of the story text, and the following five questions focused on the pictures.

The complete set of questions for each of the three stories, subdivided into two categories (primarily verbal memory and primarily non-verbal memory) is given in the Appendix. The order of the questions was constant in each written test. The questions were worded so that for children of this age, priority was given to visual non-verbal images rich in physiognomic properties ; the written text was basically a support at this point. Indeed, the images further encouraged children to read the written text, thus forming an information flow through the integration of illustrations and words. Levels of positive emotional involvement, appreciation and interest arousal were also assessed through three specific questions, each accompanied by a visually perceived evaluation scale ranging from 1 (minimum) to 10 (maximum) points, as shown in the Appendix. Obviously, any “No” answer yielded 0 points (although this outcome never occurred). To assess whether and to what extent each child had been able to grasp the so-called “moral” of the story (its overall meaning and the ethical teachings each story conveyed) we added an open question: “Have you learned anything from the story?” This last question also had to be answered in writing and was presented near the end of the 25-min individual written test session.

The data afforded by answers to this question allowed us to study the frequency distribution of the answers according to two categories: (a) successful processing of a relevant moral; and (b) unsuccessful processing of a moral, perhaps with intrusion of or emphasis on irrelevant and/or heterogeneous contents. It should be stressed that in each story the moral was relatively clearly stated.

This simplified the scoring, which was based on the agreement of two out of three expert judges that evaluated the pertinence of each answer and the presence of errors, omissions, or intrusions. Results Figures, and Tables – show statistics derived from the collected data. Recall performance was measured according to the number of correct and relevant memories for the first 10 questions (five relating to verbal memories and five relating to non-verbal memories), which were the same for all three stories in the three learning environments (Figure ). An ANOVA showed that the three learning environments produced significant differences in verbal memory recall ( F 2,441 = 265.37; p.

An ANOVA also showed a significant difference between the three learning environments for non-verbal memories ( F 2,441 = 37.29; p.

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