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Designing interactions for learning: Physicality, interactivity, and interface effects in digital environments.

机译:设计用于学习的交互:数字环境中的物理性,交互性和界面效果。

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摘要

The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage" (Resnick, 2002, p. 35) to learners. To explore this idea, the study examined three factors related to interaction: modality, movement type, and input method, hypothesizing that adding kinesthetic interaction to visual interaction will heighten learning over visual interactions alone, that continuous movement will enhance learning over discrete movement, and that a touchscreen input method will improve learning over a mouse input method.;One hundred ninety (N=190) adults were asked to learn novel geometric figures of varying complexity. Participants interacted with the figures using various modalities, movements, and input devices. Their goal was to learn the size, shape, position, and name of the figures. After training, participants were asked to complete discrimination and recall tasks.;The findings suggest that the presence of kinesthetic interaction neither enhanced nor hindered learning of the geometric figures as measured by discrimination and recall tasks. However, when kinesthetic interactions involving different movement types were compared, significant differences were found favoring continuous over discrete movements. Furthermore, a main effect of input method on learning was found, favoring the touchscreen input method over the mouse input method. In short, participants learning through touchscreen interactions outperformed participants learning with traditional computer mice on every aspect of the discrimination and recall tasks, regardless of content complexity.;The study concludes that the design of interactions for leaning needs further exploration by educational researchers. More specifically, it is argued that future work should examine the possibilities of a kinesthetic continuum and cross-modal interactions. Finally, the work encourages educational researchers to explore the potential of new interaction technologies as they are poised to expand models of cognition and learning, as well as to redefine the design of future learning environments.
机译:这项研究的目的是更好地理解物理性,交互性和界面效应在学习数字内容中的作用。该研究认为,利用认知科学,人机交互和多媒体学习方面的工作,促进物理交互的界面可以为学习者提供“概念上的杠杆作用”(Resnick,2002,第35页)。为了探究这一思想,该研究检查了与交互相关的三个因素:模态,运动类型和输入方法,假设在视觉交互中添加动觉交互将增强单独视觉交互的学习,连续运动将增强离散运动的学习,以及触摸屏输入法将比鼠标输入法更好地学习。;一百九十(N = 190)名成年人被要求学习复杂程度各异的新颖几何图形。参与者使用各种方式,动作和输入设备与人物互动。他们的目标是学习图形的大小,形状,位置和名称。训练后,要求参与者完成辨别和回忆任务。研究结果表明,通过辨别和回忆任务来衡量,动觉交互作用的存在既没有增强也没有阻碍几何图形的学习。但是,当比较涉及不同运动类型的运动觉相互作用时,发现显着差异有利于连续运动而不是离散运动。此外,还发现了输入法对学习的主要影响,与鼠标输入法相比,触摸屏输入法更具优势。简而言之,无论内容复杂度如何,通过触摸屏交互进行学习的参与者在区分和回忆任务的方方面面都优于使用传统计算机鼠标进行学习的参与者;该研究得出的结论是,倾斜学习的交互设计需要教育研究人员进一步探索。更具体地说,有人认为,未来的工作应研究运动学连续性和跨模式相互作用的可能性。最后,这项工作鼓励教育研究人员探索新的交互技术的潜力,因为它们有望扩展认知和学习的模型,并重新定义未来学习环境的设计。

著录项

  • 作者

    Hoffman, Daniel L.;

  • 作者单位

    Teachers College, Columbia University.;

  • 授予单位 Teachers College, Columbia University.;
  • 学科 Education Technology of.
  • 学位 Ed.D.
  • 年度 2013
  • 页码 176 p.
  • 总页数 176
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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