首页> 外文期刊>International journal of computer-supported collaborative learning >The value of learning talk: applying a novel dialogue scoring method to inform interaction design in an open-ended, embodied museum exhibit
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The value of learning talk: applying a novel dialogue scoring method to inform interaction design in an open-ended, embodied museum exhibit

机译:学习演讲的价值:运用新颖的对话评分方法,在开放式的体现博物馆展览中为互动设计提供信息

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摘要

Museum researchers have long acknowledged the importance of dialogue in informal learning, particularly for open-ended exploratory exhibits. Novel interaction techniques like full-body interaction are appealing for these exploratory exhibits, but designers have not had a metric for determining how their designs are supporting productive learning talk. Moreover, with the incorporation of digital technologies into museums, researchers and designers now have the opportunity for in situ A/B testing of multiple exhibit designs not previously possible with traditionally constructed exhibits, which once installed were difficult and expensive to iterate. Here we present a method called Scoring Qualitative Informal Learning Dialogue (SQuILD) for quantifying idiosyncratic social learning talk, in order to conduct in situ testing of group learning at interactive exhibits. We demonstrate how the method was applied to a 2 x 2 experiment varying the means of control (full-body vs. handheld tablet controller) and the distribution of control (single-user-input vs. multi-user-input) of an interactive data map exhibit. Though pilot testing in the lab predicted that full-body and multi-input designs would best support learning talk, analysis of dialogue from 119 groups' interactions revealed surprising nuances in the affordances of each. Implications for embodied interaction design are discussed.
机译:博物馆研究人员早就认识到对话在非正式学习中的重要性,特别是对于不限成员名额的探索性展览。诸如全身互动之类的新颖互动技术吸引了这些探索性展览,但设计师还没有一个衡量标准来确定其设计如何支持富有成效的学习对话。此外,随着博物馆中数字技术的整合,研究人员和设计师现在有机会对多个展览品设计进行原位A / B测试,而传统建筑的展览品以前是无法做到的,而一旦安装这些艺术品就很难进行,而且迭代成本很高。在这里,我们提出了一种称为“定性定性非正式学习对话”(SQuILD)的方法,用于量化特质的社会学习对话,以便在交互式展览中进行小组学习的现场测试。我们演示了该方法如何应用于2 x 2实验,该实验通过改变交互方式的控制方式(全身式与手持式平板电脑控制器)和控件的分布方式(单用户输入与多用户输入)来实现数据图展示。尽管实验室的试点测试预测,全身和多输入设计将最好地支持学习对话,但对119个小组的互动进行的对话分析显示,每个小组的能力都有令人惊讶的细微差别。讨论了具体的交互设计的含义。

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