Learning performance and cognitive load in mobile learning: Impact of interaction complexity
Abstract
In the increasing pervasiveness of today's digital society, mobile devices are changing the face of education. Students can interact with mobile devices in context‐aware environment. This paper presents a mobile application based on expert system (Plant‐E) for students to acquire knowledge about plant classification by answering decision‐making questions. In order to study effectiveness of Plant‐E and cognitive load of students who experience different kinds of interaction in learning process, another mobile application (Plant‐G) only providing information pages of plants was developed. A quasi‐experiment was conducted with three classes of 137 seventh graders. The three classes, Class A with 46 students using Plant‐E in campus, Class B with 44 students using Plant‐G in campus, and Class C with 47 students using Plant‐G in a traditional classroom, constitute three groups with different interaction complexity. The research conducted pretest, posttest, and delayed test to evaluate learning performance of students in three classes and used a questionnaire to investigate their perceptions and attitudes towards proposed system. Results show that interaction complexity has an impact on students' learning performance and mental effort in mobile learning; the higher the interaction complexity is, the higher mental effort and the better learning performance in mobile learning will be.
Lay Description
What is already known about this topic:
- Mobile devices can be used to meet the urgency of learning need and can provide guidance and clues for learners in context‐aware environment.
- During mobile learning in context‐aware environment, students need to interact with mobile devices and environment.
- Mental effort reflects cognitive load related to interaction complexity, and it can affect learning performance.
- Self‐efficacy affects the degree of mental effort by affecting the firmness of performance goal.
- Cognitive load and learning performance are the main concerns that need to be considered when evaluating the effectiveness of mobile learning.
What this paper adds:
- Interaction complexity has an impact on students' learning performance and mental effort in mobile learning.
- In terms of the three levels of interaction complexity in this study, the higher the interaction complexity is, the better the results that students will get in mobile learning.
- The higher the interaction complexity is, the higher the mental effort that students invested into in mobile learning would be.
- The medium self‐efficacy group invested the most mental effort and got the best grades, rather than the high or low group.
- Rule‐based mobile learning expert system is feasible and effective for students to learn by interacting with learning objects in context‐aware environment.
Implications for practice and/or policy:
- Efforts should be made to make mobile learning systems more interactive; for example, learners can learn more effectively by interacting with mobile system, which can improve the frequency of observing learning objects.
- Rule‐based mobile learning expert system can give learners more opportunities to know how experts do when solving problems and can provide a potential method for students to learn in context‐aware environment.
1 INTRODUCTION
With the development of internet and mobile technology, the flexibility and portability of digital learning have improved unprecedentedly. Mobile devices enable learners to learn whenever they are curious, seamlessly switch between formal and informal contexts and between individual and social learning (Looi et al., 2010). Mobile learning has been seen as a digital learning method based on mobile devices (Tabuenca, Kalz, Drachsler, & Specht, 2015; Wang, Lin, & Luarn, 2006) and can be used to meet the urgency of learning need and help learners learn from authentic context (Chen, Kao, & Sheu, 2003). Mobile learning provides rate 1:1 learning experiences in K‐12 classrooms (Reeves, Gunter, & Lacey, 2017) and supports flexible learning activities, such as dynamic communication, cooperation, and sharing (Khaddage, Müller, & Flintoff, 2016). In context‐aware environment, such as museums, campus, and aquarium, students can learn by interacting with nature, spaces, and artefacts. The classification and recognition of plants in a biology course of middle school is one of the key points of the curriculum standards in China. Learning plants with the support of mobile devices in authentic environment has proved to bring better learning performance for learners (Zacharia, Lazaridou, & Avraamidou, 2016).
However, in context‐aware environment, students need to interact with mobile device and environment, which may increase students' cognitive load and influence the learning performance of students and the perceptions of learning activities (Chu, 2014; Van Merrienboer & Sweller, 2005). What is more, learning by mobile application in authentic environment or traditional classroom may get different learning results because of interaction complexity in learning processes. Interaction complexity means that students' interaction with learning materials and environment has different level because of different learning processes and functions among various mobile learning software. Whether there is a more appropriate learning interaction for plant learning is a question deserves exploring. Thus, the general objective of this study is the influence of interaction complexity on learning performance and cognitive load.
This study defined three different levels of interaction complexity: using Plant‐G in a traditional classroom, using Plant‐G in campus with target plants, and using Plant‐E in the same campus. To investigate the effects of interaction complexity on students' mobile learning achievement and cognitive load, a quasi‐experiment was conducted in a secondary school biology course. Students from a secondary school, located in southern China, were asked to learn the classification of seed plants by using mobile systems proposed in this study. Several measuring tools were used to assess the students' learning achievement, cognitive load, self‐efficacy (SE), and perception of proposed system and learning activities.
2 LITERATURE REVIEW
2.1 Mobile learning in context‐aware environment
Brown, Collins, and Duguid (1989) emphasized the importance and necessity of solving problems in authentic learning activities. Learning in authentic context or environment has been considered as context‐aware ubiquitous learning (Looi et al., 2011). As a cognitive tool, mobile application can help learners absorb knowledge from complex situation (Shadiev, Hwang, Huang, & Liu, 2015). Mobile learning, which can link authentic context and digital learning materials, continues to be concerned by the researchers. Researchers implemented educational experiments to explore the support role of mobile applications in context‐aware ubiquitous learning for the learners, such as in science courses, social science courses, and language courses (Hung, Lin, & Hwang, 2010).
Some studies show that mobile applications that provide guidance and clues for learners to observe the learning objects can help learners get better results in context‐aware environment. Chen et al. (2003) designed a mobile learning system for students to acquire outdoor bird knowledge by searching information through the system, and the study shows that the experimental group performed better than the control group using a learning sheet with a guide book. Hwang and Chang (2011) developed a mobile system for students to gain historical and cultural knowledge by leading students to observe the learning object via asking questions; the study shows that the experimental group performs better than control group with conventional tour‐based learning approach and there was no significant difference between the two groups in cognitive load. Also, Sung, Hwang, and Chang (2016) explored the positive effectiveness of using a mobile application to learn in local temple.
By contrast, some studies show that mobile applications may not always lead to positive results in context‐aware environment. Researchers developed a virtual butterfly ecological system for students to gain science knowledge in campus and found that there was no significant difference between the experimental group using the system and the control group using traditional observation method in post‐test (Tarng, Ou, Yu, Liou, & Liou, 2015). Also, Chu (2014) found that there were negative effects on students' learning achievement and cognitive load mainly because of overloading of working memory; that is, students have to interact with both the digital materials and environment. In a mobile learning activity, the interaction between real world and mobile devices could influence cognitive load of students (Chu, 2014). Therefore, it is important for researchers to take interaction complexity of mobile learning into consideration and rethink the learning process guided by mobile applications with cognitive load, so as to find a more appropriate learning approach and interactive process for students to learn in context‐aware environment.
2.2 Cognitive load in mobile learning
Cognitive load theory was initially developed by Australian cognitive psychologist John Sweller in the late 1980s. The theory emphasizes that working memory capacity has limitations when dealing with novel information (Van Merrienboer & Sweller, 2005). Cognitive load is the total amount of mental activity applied to individual cognitive system within a given time, and there are three types of cognitive load (Sweller, Van Merrienboer, & Paas, 1998; Van Merrienboer & Sweller, 2005), which are intrinsic, extraneous, and germane load. Intrinsic load is associated with the inherent nature of the learning materials, learners' expertise, and an interaction among them. Extraneous load is caused by the format and the manner that information is presented as well as the working memory required to perform learning activities. Germane load is associated with the efforts of learners, which are used to process and comprehend the learning material and can be induced by appropriate instructional design. The sum of these three kinds of load is the total cognitive load (Sweller et al., 1998). The composition of cognitive load is complex and implicit, so researchers have not yet reached a unified understanding of the concept and dimension division. Paas and Van Merrienboer (1994) divided cognitive load into assessment factors and causal factors, and the assessment factors include mental load (ML), mental effort (ME), and behaviour performance. ML, which is associated the interaction between task and subject characteristics, is based on students' knowledge of the task and the number and degree of information interaction (Paas & Van Merrienboer, 1994). ME refers to cognitive capacity required to complete the learning task and can be imposed by improper instructional design; that is, it reflects cognitive load related to the way of structuring and presenting the learning content or the strategy used to guide students, and it can affect learning performance. Meanwhile, it is considered by Deleeuw and Mayer (2008) that performance is an objective and indirect indicator of cognitive load measure; usually, better learning results indicate higher germane load.
To evaluate the effectiveness of mobile learning, many studies have included cognitive load as an investigation dimension. Based on the cognitive load theory of Paas and Van Merrienboer (1994) and Sweller et al. (1998), some researchers converted the Paas cognitive load rating scale into two dimensions: ML and ME (Chu, 2014; Hwang, Yang, & Wang, 2013). The majority of these studies show that mobile learning can help students in experimental group perform better than students in control group (e.g., Wu et al., 2012). Nevertheless, when it comes to cognitive load, conclusions are various. Some show that both the ML and ME in experimental group was lower than those in control group (Lin & Lin, 2016; Shadiev et al., 2015); some show that both the ML and ME in experimental group was higher than those in control group (Sung, Hwang, Liu, & Chiu, 2014), whereas others find that there was no significant difference between two groups in both ML and ME (Chang, Shih, & Chang, 2017). Additionally, some studies show that students in experimental class did not perform better than students in control class as their ML was higher (Chu, 2014), as they require interacting not only with digital learning materials. In general, the influence of mobile application and its interaction complexity on learner's cognitive load has not been consistently reached.
Meanwhile, perception of one's own ability will affect the degree of ME by affecting the firmness of performance goal (Salomon, 1984). Low SE is likely to cause anxiety and increases the processing of unrelated information. Clark (1999) proposed an inverted u‐shaped relationship of SE and ME: individuals with low SE will try to escape the task as they are expected to fail; that is, when faced with a task beyond the capacity of working memory, students will automatically adjust their performance goals, thereby reducing the commitment of ME; overconfident individuals may encounter over confidence default as they tend to use inherent strategy, whereas individuals with medium SE believe that if they do not work hard they will not get good results, so they will invest the most ME into learning task. But, Yoshida (2002) held that there is a positive linear relationship between SE and ME. Therefore, to find how interaction complexity in mobile application influences learning performance and cognitive load, it is necessary to explore the relationship among cognitive load and SE simultaneously.
2.3 Purposes of this study
In order to explore the relationship among learning performance, interaction complexity, and cognitive load, this study proposed two different mobile applications for plant learning. One named Plant‐E is based on expert system and needs students to interact with relevant questions, whereas another named Plant‐G just provides information pages of target plants. The interaction between students and mobile application of Plant‐E is richer than Plant‐G. The main purpose of this study is to explore the influence of mobile learning with interaction complexity on learning effectiveness and cognitive load. The following points of interests were researched:
- Explore the relationship of interaction complexity in mobile learning with learning performance and cognitive load.
- Explore the relationship of cognitive load and SE in mobile learning.
- Analyse students' perception of proposed systems in plant classification scenarios, and the impact on learning effectiveness of proposed learning approaches.
3 PLANT LEARNING APP BASED ON EXPERT SYSTEM
3.1 Rule‐based mobile learning expert system
Previous studies have reported that mobile systems can support students to learn plants knowledge in context‐aware environment (e.g., Zacharia et al., 2016). Huang, Lin, and Cheng (2010) developed a mobile plant learning system, which can provide relevant questions for students to interact with and information by observing features of leaves. Chu, Hwang, Tsai, and Tseng (2010) proposed a two‐tier test approach for students to answer questions about the characteristics of the plant, which can help students gain a better understanding by answering reasons for the choices of former questions. Chen, Hwang, and Tsai (2014) designed a mobile application for campus plant learning, by which learners can scan a QR code to get prompts increased gradually to observe plant characteristics and answer related questions. Most of learning processes of mobile learning in previous studies include multiple‐choice questions with feedback or prompts. These studies have proved that appropriate prompts and interaction in mobile application can produce better learning performance and better attitudes towards the proposed approaches than traditional learning approaches.
In this study, a rule‐based expert system is proposed to support plants learning in context‐aware environment for secondary school students, expert system means a system that has a domain expert knowledge experience, and rule‐based expert system, also called the generative rules system, is to use a series of rules to express expert knowledge (Clancey, 1983). Compared with novices, experts pay more attention to the characteristics of situations or problems; that is, there is a great difference between experts and novices in their attention, which suggests that one may not simply learn from other people's experience but also need to learn to experience it (Sawyer, 2006, pp.30–31). This study sought to combine the plant‐related knowledge in secondary school curricula with the characteristics of mobile learning and design a plant factual information database. Facts stored in the database include objects, attributes, and values; objects are selected plants, and value of a certain attribute that used to describe characteristics of plants is assigned as “yes” or “no.” The rule in the database is a series of if‐then statements, which means attributes are associated with each other.
Students can use the rule‐based expert system in mobile learning to observe characteristics of target plants and make decisions by answering “yes or no” questions, which will improve learners' participation in mobile learning and frequency of observing plant characteristics. The rule‐based expert system provides questions for students to gain information and practice relevant knowledge, which is similar to the systems developed in previous studies (Hwang & Chang, 2011; Sung et al., 2016). It is important to note that the innovation of the plant learning system this study lies in the database is not constituted with questions in tests but a decision tree made up with “yes or no” attributes. The “yes or no” questions related with each other can help students have high level cognitive processing to understand how the classification of plants actually works and can provide them an opportunity to know how botanist work with plant classification. Rule‐based expert system for plant learning will not provide feedback for wrong answers but gives student opportunities for reselection, which means when students are answering current questions, they can return to previous questions and make decisions again or review their previous choices.
3.2 Learning contents and materials
To be in line with the curriculum standard of secondary school in China, the learning content needs to meet the requirements of teaching material and syllabus. Plant knowledge in Chinese textbooks (PEP edition) is in seventh grade, named green plants in the biosphere. As seed plants are the most common plants on campus, this learning contents focus on the classification of seed plants. Plant database in this study was composed of only 10 plants for not making students cognitively overloaded: cedar, Ginkgo biloba, palm, Phyllostachys propinqua, Pittosporum tobira, Crape myrtle, Camphor tree, Chinese holly, Koelreuteria paniculata, and Dandelion. The learning objectives of the mobile learning activity designed by researchers and teachers in this study are to identify common gymnosperms and angiosperms in seed plants, classify plants according to certain characteristics, and summarize main characteristics of seed plants and their relationship with human life.
The reasoning mechanism of rule‐based expert system enables learners to infer plant information through characteristics of plant and can improve availability and accuracy of knowledge. The factual information database in this study is in the form of a Binary Tree (see Figure 1). To begin with, students find a target plant on campus and stand in front of it. Next, students visit the root node and answer the first question by interacting with the mobile application; if students choose “yes”, then visit left subtree, otherwise, visit right subtree; each node has one “yes” or “no” question for students to answer. Until there is no child node, the mobile system will present an information page of the related plant.

Take Phyllostachys propinqua as an example to illustrate the learning process of rule‐based expert system (see Figure 2). Before starting to observe the plant, students enter the system from start interface and get learning objectives. Then, students observe plants via questions and prompts of plant characteristics presented by the system, which will prompt relevant information when characteristic is difficult to observe, and students make “yes” or “no” decisions. When the choice is “yes”, the system will continue to present a question about other characteristic; otherwise, the system will present another question of the same characteristic. For instance, when students are observing Phyllostachys propinqua, they need to answer the question “Are the leaves palmate?” numbered 4, and they should choose “no,” so the system will present another question “Are the leaves sword‐shaped?” numbered 4′.

In this study, the mobile application named Plant‐E is based on expert system, which needs students to interact with relevant questions (see Figure 3); another named Plant‐G only provides plants information pages, which enables students to switch between information pages of different plants at any time.

4 METHOD
4.1 Hypothesis
The theoretical foundation of this hypothesis is based on the cognitive load theory and related conceptual models about relationship of ME, learning performance, and SE mentioned earlier, such as the schematic representation of construct cognitive load (Paas & Van Merrienboer, 1994) and u‐shaped relationship of SE and ME (Clark, 1999) mentioned earlier. Accordingly, the research framework of this study is shown in Figure 4.

In this research framework, we assumed that interaction complexity would have an impact on ML and ME, as well as results of students in posttest and delayed test; ME and SE might interact with each other and would have influence on the results in posttest and delayed test. In the light of purposes and research framework in this study, hypotheses are as follows:
H1.: Interaction complexity in mobile learning will affect learning performance. More specifically, in terms of the three levels of interaction complexity in this study, the higher the interaction complexity, the better the results that students get in mobile learning.
H2.: Interaction complexity has an impact on students' cognitive load in mobile learning. Similarly, the higher the interaction complexity is, the higher the ML and ME in mobile learning would be.
H3.: Cognitive load and SE have influence on learning performance, and relationship of cognitive load and SE in mobile learning is not a linear one.
4.2 Participants
There are 137 participants in total, who are included in three classes of seventh graders of a secondary school located in Hunan Province, south China. All participating students of three classes taught by the same biology teacher are aged 12–14 years. Most of them (about 74%) have more than 5 years' experience in using mobile phonestechnology and computers; others have at least 3 years' experience. Before the experiment was carried out, the school had a midterm examination, and there was no significant difference among the three classes in results of biology test (Sig. = 0.914 > 0.05), which means students of the three classes have the same level of competence in the biology discipline. One class (Class A) was randomly assigned to be the experimental Class, and other two (Class B and C) were the control group. Forty‐six students (25 boys, 21 girls) in Class A were asked to use Plant‐E in campus with target plants; 47 students (24 boys, 23 girls) in Class B were assigned to use Plant‐G in the same campus; 44 students (22 boys, 22 girls) in Class C used Plant‐G in traditional classroom. According to cognitive load theory (Paas & Van Merrienboer, 1994), the number and degree of information interaction of Plant‐E are more than Plant‐G, so the interaction complexity of Class A is higher than that of Class B. Also, we supposed that the number and degree of information interaction in traditional classrooms are less than those in campus in where students need to observe plants; interaction complexity of Class B is higher than that of Class C. Thus, the three learning conditions constitute three different levels interaction complexity (Class A > Class B > Class C).
4.3 Procedure
The learning procedure is shown in Figure 5. At the beginning of the quasi‐experiment, all students took the pretest. Before the learning activity, the teacher conducted prior knowledge teaching about plants. During the learning activity, students in Class A learned by answering related questions provided by Plant‐E in campus where the target plants in learning content were planted; those in Class B learned with Plant‐G in the same context‐aware environment, whereas Class C only used Plant‐G in a classroom to learn the same learning content. The mobile learning situation of three classes is shown in Figure 6. After completing the learning tasks, students were asked to take posttest and questionnaire survey. Finally, 1 week later, students took the delayed test.


This study asked students to carry their own mobile devices for learning activities. We have tested that all the mobile phones of students are able to run the software smoothly before the experiment. Besides, it proved that screen size of mobile devices has no significant impact on the learning effect (Molnar, 2016), so this study does not consider the impact of screen size. During the learning activity and the data analysis process, all of the students' personal information, including their names, were hidden and replaced by their school number as identification.
4.4 Instruments
The instruments applied in this study included a pretest, a posttest, a delayed test, and a questionnaire to measure students' cognitive load, SE, and perception of proposed learning method and systems.
4.4.1 Test tools
The pretest aimed to evaluate whether students of the three classes had an equivalent prior knowledge before participating in the learning activity. It consists of nice one‐choice questions and one short‐answer question about the basic knowledge of plants with total scores of 90 and 10, respectively. The posttest includes eight one‐choice questions, one fill‐in‐the‐blanks question with several blanks, and one short‐answer question with total scores of 80, 10, and 10. The posttest was designed for assessing students' knowledge of plant classification, whereas the delayed test with the same proportion of question types as posttest aimed to evaluate students' retention of relevant knowledge.
All tests were developed by the teacher according to the province's biological question bank, and one teacher who had taught the plant course for more than 10 years and one biologist from a famous university was consulted to check these tests. Specific questions of tests are different, but knowledge points are the same. A single sample Kolmogorov–Smirnov method was used to prove the normal distribution of the results of the pretest (Z = 0.858, p = 0.454 > 0.05), posttest (Z = 0.905, p = 0.386 > 0.05), and delay test (Z = 1.226, p = 0.099 > 0.05).
4.4.2 Questionnaire
The questionnaire used after learning activities contains a cognitive load scale, a SE scale, a perception scale, and two open questions. The cognitive load scale was adapted from the one developed by Hwang et al. (2013) based on the measures proposed by Paas and Van Merrienboer (1994) and Sweller et al. (1998), and it consists of ML dimension and ME dimension with five items, respectively. The SE scale with nine items was one part of Motivational Strategies for Learning Questionnaire developed by Pintrich and De Groot (1990). The perception scale was developed by Hwang et al. (2013) based on Technology Acceptance Model (Davis, 1989), including five items for “perceived usefulness” (PU) and five items for “perceived ease of use” (PEOU). Items of these scales are all in 9‐point Likert rating. The Cronbach's alpha values of ML, ME, SE, PU, and PEOU are 0.870, 0.777, 0.889, 0.832, and 0.884, respectively, which implies that all scales used in the study have high reliability. Moreover, at the end of the questionnaire, two open questions about students' views on the pros and cons of proposed mobile applications and learning methods were designed.
5 RESULTS
5.1 Learning performance
5.1.1 Pretest and Posttest analyses
Single factor variance test for pretest results of the three classes was not significant (Sig. = 0.285 > 0.05; Class A: M = 49.652, SD = 17.880; Class B: M = 47.362, SD = 17.297; Class C: M = 44.114, SD = 14.188), which means the students of three classes have the same level of knowledge of plant classification.
The mean and standard deviations values of the posttest results were shown in Table 1. One‐way analysis of variance (ANOVA) test shows that there were significant difference between three groups on posttest results (F[2,134] = 4.895, p = 0.009 < 0.05). It has been tested that posttest results were homoscedasticity, so a post hoc test can be used to compare the difference between groups. We used Tukey's honestly significant difference (HSD) method and found that the Class A performed significant better than Class C on posttest results (mean difference = 10.743, p = 0.009 < 0.05). This implies that using Plant‐E in campus benefited the students more than using Plant‐G in a traditional classroom, although there was no significant difference between Class B and Class C on the posttest results (mean difference = 8.091, p = 0.062 > 0.05), so was Class A and Class B (mean difference = 2.652, p = 0.731 > 0.05).
| Group | M | SD | n |
|---|---|---|---|
| Class A | 62.652 | 16.122 | 46 |
| Class B | 60.000 | 18.769 | 47 |
| Class C | 51.909 | 15.614 | 44 |
5.1.2 Delayed test analyses
The delayed test aimed to evaluate students' retention of plant classification knowledge. The mean and standard deviations values of the delayed test scores were 69.630 and 16.420 for Class A, 59.255 and 19.940 for Class B, and 50.205 and 13.866 for Class C. One‐way ANOVA test shows that there was significant difference between three groups on delayed test (F[2,134] = 14.738, p = 0.000 < 0.05).
It has been tested that the delayed test score in three groups was not homoscedasticity, so Dunnett's t test was used in post hoc test. It turned out that Class A performed significant better than Class B (mean difference = 10.375, p = 0.022 < 0.05), Class B performed significant better than Class C (mean difference = 9.051, p = 0.040 < 0.05), and Class A performed significant better than Class C (mean difference = 19.426, p = 0.000 < 0.05). In this study, we have found that the higher interaction complexity is, the better the retention of memory students will have; what is more learning in campus benefits more than in a traditional classroom, as Class B (using Plant‐G in campus) performed better than Class C (using Plant‐G in classroom), and learning with Plant‐E is more effective than using Plant‐G as Class A performed better than Class B. Moreover, as shown in Figure 7, the result change of Class B and Class C from post‐test to delayed test was slight, whereas delayed test result of Class A was significant higher than its posttest result.

5.2 Cognitive load
5.2.1 Cognitive load with different interaction complexity
The mean and standard deviations values of the cognitive load including ML and ME were shown in Table 2. One‐way ANOVA test shows that there was no significant difference between three groups on ML (F[2,134] = 1.138, p = 0.324 > 0.05), but the difference on ME was significant (F[2,134] = 6.492, p = 0.002 < 0.05). This indicates the interaction between learning activities and students' characteristics in three groups are similar according to the cognitive load theory (Paas & Van Merrienboer, 1994; Sweller et al., 1998). In the meantime, the difference in ME reflects the effect of interaction complexity in mobile learning activities, because the ME related to the format and the manner in which information is presented and learning strategies were different in three groups.
| Group | M | SD | n | |
|---|---|---|---|---|
| Mental load | Class A | 4.978 | 1.371 | 46 |
| Class B | 4.545 | 1.414 | 47 | |
| Class C | 4.636 | 1.580 | 44 | |
| Mental effort | Class A | 5.657 | 1.670 | 46 |
| Class B | 5.132 | 1.561 | 47 | |
| Class C | 4.459 | 1.497 | 44 |
Tukey's HSD method was used in post hoc test, as ME in three groups was homoscedasticity, and found that the ME of Class A was significant higher than Class C (mean difference = 1.197, p = 0.001 < 0.05). Class A invested the most ME (5.657), followed by class B (5.132), whereas Class C invested the least (4.459). Similarly, a previous study has shown that the complexity of the task has a linear relationship with MEs (Veltman & Gaillard, 1998).
5.2.2 Cognitive load with different SE
It is found that there was positive correlation between ME and SE (correlation coefficient = 0.184, p = 0.032 < 0.05), which has also been pointed out by Salomon (1984). In order to explore the relationship among ML, SE, and learning performance, this study divided students in the experiment into three groups according to their self‐reported SE, high SE group, medium SE group, and low SE group. One‐way ANOVA test shows that there were significant difference between three groups on ML (F[2,134] = 4.033, p = 0.020 < 0.05). Tukey's HSD method was used in post hoc test, and it is found that ME devoted in learning activities of medium SE group was notable higher than that of low SE group (mean difference = 0.950, p = 0.015 < 0.05). In particular, medium SE group invested the most ME (5.550), followed by high SE group (5.157), whereas low SE group invested the least (4.600).
In the meantime, one‐way ANOVA tests show that there were significant difference on posttest (F[2,134] = 5.858, p = 0.004 < 0.05) among different SE groups, so was that on delayed test (F[2,134] = 3.234, p = 0.042 < 0.05). In post hoc test, medium SE group gained the highest scores in both posttest and delayed test (see Table 3) and performed significant better than low SE group.
| Posttest | Delayed test | n | |||
|---|---|---|---|---|---|
| M | SD | M | SD | ||
| L | 51.532 | 14.043 | 54.383 | 16.214 | 47 |
| M | 62.523 | 19.144 | 63.432 | 17.734 | 44 |
| H | 61.152 | 17.027 | 61.957 | 20.769 | 46 |
It can be found that each SE group had a similar rule in ME and learning performance, that is, the medium SE group input the most ME to fulfil the task; hence, students in medium group gain the best grades, rather than the high group (see Figure 8).

5.3 Perceptions and attitudes
The mean and standard deviations values of students' perceptions in the three groups were shown in Table 4. One‐way ANOVA tests revealed that there was no significant difference on PU and PEOU, and students' average perception of using mobile applications were at upper middle level.
| Group | M | SD | n | |
|---|---|---|---|---|
| Perceived usefulness | Class A | 7.061 | 1.456 | 46 |
| Class B | 6.966 | 1.361 | 47 | |
| Class C | 6.482 | 1.515 | 44 | |
| Perceived ease of use | Class A | 6.322 | 1.712 | 46 |
| Class B | 6.532 | 1.666 | 47 | |
| Class C | 6.345 | 1.976 | 44 |
Students' views on pros and cons of proposed mobile applications and learning methods were also collected through the questionnaire. It is discovered that there was no obvious difference among three groups on the pros and cons, which coincided with the perceptions of students. In terms of its advantages, students pointed out the novel and interesting activities, convenience of knowledge acquisition, improvement of interest in learning, and more focused, and more relaxed, and so on. Because Plant‐E were used in Class A, some students reported the advantages of “providing information through topics” and “having clearer learning objectives and knowledge points” according to the learning interaction of Plant‐E. In terms of shortcomings, students generally pointed out the disadvantages of “mobile devices can damage vision” and “students who are not self‐sufficient can easily become distracted.” In addition, due to the complexity difference in the interactive learning processes, there are differences in time and information perception, such as students in Class A thought learning time was tense, whereas students in Class B considered that the information is not enough, and students in Class C held that learning content was too simple.
6 DISCUSSION
In this study, we developed two types of mobile learning system. Plant‐E with questions is based on expert system, and Plant‐G with no questions was used to make a contrast. There are three different levels of interaction complexity, as we introduced the learning environment as a variable in the meantime. The results of posttest and delayed test verified H1 proposed in section 4.1. These results of tests also imply that the difference of learning achievement was more remarkable in delayed test, which was conducted a week later after the experiment than the difference in posttest. It means that students in Class A experienced the highest level of interaction complexity during the learning activity as they learned by Plant‐E in campus, and they need to have further processing of knowledge after the learning task to get better results.
The finding conforms to the studies of Wu et al. (2012) and Chang et al. (2017) in that mobile learning is helpful to students in making decisions and improving their learning performance. It is found that interaction complexity has an impact on students' cognitive load during mobile learning process, especially the ME; this conclusion coincides with the cognitive load theory (Paas & Van Merrienboer, 1994; Sweller et al., 1998) and the study of Sung et al. (2014) in that interaction complexity can bring higher ME; thus, H2 was verified. Also, in this study, we tried to explore the mediating effect of SE on cognitive load and learning performance, whereas the result was not significant. From this point of view, H3 was only partially confirmed.
The value of this study is to imply that interaction complexity may bring different learning results; ME is not always related to improper instructional design (Paas & Van Merrienboer, 1994); that is, proper interaction complexity need more ME so as to get better learning results. Also, we find that using Plant‐E in campus can help students have better retention of learning contents, and the rule‐based mobile learning expert system is a potential method for students to learn in context‐aware environment. What is more, by dividing students into three different levels of SE, we have found that the medium SE group devoted the most ME during the mobile learning activity, which is in line with Clark's opinion (1999) and inconsistent with Yoshida's (2002) as mentioned before, and students in medium group gain the best learning performance among the three, which can extend theoretical research of the cognitive process in mobile learning.
In terms of limitations in this study, it is worth noting the learning process of rule‐based expert system; that is, the system will not provide feedback for wrong answers but gives students reversibility of operation process, the autonomy of sequential selection, and give them an opportunity to know how botanist work with plant classification. The learning process is different from previous mobile systems mentioned earlier, which could not provide opportunities for students to reselect former choices and only presents prompts of relevant knowledge rather than “true or false” feedback (e.g., Chu et al., 2010). The limitation is that the Plant‐G developed in this study does not provide questions like previous systems, so we could not certify that rule‐based mobile learning system (Plant‐E) is superior to previous mobile systems. Hence, in further study, to find a better learning process in mobile learning, another mobile system, which contains feedback as previous studies, will be needed for contrast.
7 CONCLUSIONS
To explore the impact of interaction complexity in mobile learning on learning performance and cognitive load, this study proposed three different levels of interaction complexity: using Plant‐G in a traditional classroom, using Plant‐G in campus with target plants, and using Plant‐E in the same campus. From empirical results, following conclusions can be drawn: First, interaction complexity in mobile learning will affect learning performance; more specifically, in terms of the three levels of interaction complexity in this study, the higher the interaction complexity is, the better the results that students will get in mobile learning. Second, interaction complexity has an impact on students' cognitive load in mobile learning, especially the ME; to be specific, the higher the interaction complexity is, the higher the ME that students invested into in mobile learning would be. Third, there were positive correlations between students' SE and learning performance and between their SE and ML; the medium SE group invested the most ME and got the best grades, rather than the high or low group. Furthermore, the rule‐based mobile learning expert system proposed in this study can provide a potential method for students to learn in context‐aware environment.
APPENDIX A: SCALES OF COGNITIVE LOAD, SELF‐EFFICACY, AND PERCEPTION OF MOBILE LEARNING
A.1 Cognitive load
| Mental load |
| 1. The difficulty of this learning activity for me. |
| 2. The difficulty of this learning content for me. |
| 3. The difficulty of this related knowledge for me. |
| 4. The difficulty of these learning objectives for me. |
| 5. The difficulty of this learning process for me. |
| Mental effort |
| 1. The degree of mental effort I invested into the learning activity. |
| 2. The degree of energy I devoted into the learning activity. |
| 3. The degree of time tension during the learning activity. |
| 4. The degree of anxiety during the learning activity. |
| 5. The degree of nervous during the learning activity. |
A.2 Self‐Efficacy
| 1. Compared with other students in this class I expect to do well. |
|
2. I am certain I can understand the ideas taught in this course. 3. I expect to do very well in this class. |
| 4. Compared with others in this class, I think I am a good student. |
| 5. I am sure I can do an excellent job on the problems and tasks assigned for this class. |
| 6. I think I will receive a good grade in this class. |
| 7. My study skills are excellent compared with others in this class. |
| 8. Compared with other students in this class I think I know a great deal about the subject. |
| 9. I know that I will be able to learn the material for this class. |
A.3 Perception of mobile learning
| Perceived usefulness |
| 1. The learning system was helpful to me in acquiring new knowledge. |
| 2. The learning mechanisms provided by the learning system smoothed the learning process. |
| 3. The learning system helped me obtain useful information. |
| 4. The learning approach helped me learn better. |
| 5. The learning approach is more useful than the conventional learning approaches. |
| Perceived ease of use |
| 1. It is not difficult for me to learn to operate the learning system. |
| 2. It only took me a short time to fully know how to use the learning system. |
| 3. The learning activity conducted in the learning system was easy to understand and follow. |
| 4. I felt that the interface of the learning system was easy to use. |
| 5. It is easy to get information from the learning system. |
APPENDIX B: EXAMPLES OF THE TESTS
B.1 One‐choice question
-
Xiao Ming is playing in the botanical garden. Which of the following is the angiosperm he can see?
- ginkgo B. Lagerstroemia indica C. Taxus D. Platycladus orientalis
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There is a tall tree, which is propagated by seeds, and the seeds are bare. This plant is?
- angiosperm B. bryophyte C. algae D. gymnosperm.
B.2 Fill‐in‐the‐blanks question
- The seeds of cedar _______ (are/are not) covered with peels, so it belongs to ______ (angiosperms/gymnosperms) in seed plants.
B.3 Short‐answer question
- According to the knowledge you learned today, what characteristics do you think can be used to classify plants?




