385,234 research outputs found

    Developing Interactive Curricular Elements with Teams of Faculty, Staff and Students

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    Students are continually searching for new resources to augment their learning. Online resources have become highly favored, especially by the millennial age group, for convenience, self-paced content, and versatility across learning styles. It has been reported that e-learning platforms are as effective as traditional face-to-face instruction, but may be best utilized when used as an adjunctive resource for teaching psychomotor skills.1,2 In a study about student confidence, results showed an increase in self-efficacy following the use of online learning materials.3 Blended learning, the next generation of web-based education, mixes advances in technology with creative faculty to fuse effective delivery methods that promote student engagement and learning. Re-designing all or portions of a course with a fresh prospective can re-energize faculty and render content more engaging for the learner but development can be hampered by limited time and resources. Our academic health science center launched a strategic initiative in 2013 for interprofessional student and faculty teams to build interactive e-learning modules. This presentation will focus on the significant role of medical and allied health science students in the development of interactive curricular elements, which can save faculty time and resources while enhancing student learning. Through this program, a large interprofessional network of collaborators with varying skill sets was created. The network includes nearly 100 students and faculty members from medical and allied health professions that have created over 50 e-learning projects. The greatest benefits of engaging student-faculty teams as e-learning developers have been the trust and cohesion, resource sharing and brokering of information consistent with the social capital theory. In addition, the high quality of e-modules resulting from the creative use of media-rich content in student designs increased peer engagement. With students as e-learning collaborators, faculty as content experts, and instructional design expertise we increased the production of curricular-based e-learning modules within a budget-friendly model while reducing faculty time required for development. More importantly, many additional modules have been created by teams outside of the formal institutional mechanism, suggesting the widespread adoption of this teaching modality in an expanding network. Regardless of educational trends, faculty who implement a novel learning tool should be aware of the learner’s cognitive load, or working memory, which has a limited capacity. Each module is evaluated using a checklist to examine accessibility and educational design. There are content development strategies using visual and auditory channels to maximize learner efficiency and minimize distractions for long-term memory development.4 The presenters will share an overview of this initiative and practical experience. We will a) describe the resultant network structure and composition of faculty, students and staff involved; b) provide a step-by-step timeline of how the e-learning modules went from a sketch and brainstormed idea to a tangible and useful product and the important role of instructional designers and an interprofessional peer-faculty team, c) share resources used for creation, and d) demonstrate exemplars on topics such as joint examination, the cardiopulmonary system, International Classification of Functioning, scanning a hospital room, and reviewing a medical chart

    Is adaptation of e-advertising the way forward?

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    E-advertising is a multi-billion dollar industry that has shown exponential growth in the last few years. However, although the number of users accessing the Internet increases, users don’t respond positively to adverts. Adaptive e-advertising may be the key to ensuring effectiveness of the ads reaching their target. Moreover, social networks are good sources of user information and can be used to extract user behaviour and characteristics for presentation of personalized advertising. Here we present a two-sided study based on two questionnaires, one directed to Internet users and the other to businesses. Our study shows that businesses agree that personalized advertising is the best way for the future, to maximize effectiveness and profit. In addition, our results indicate that most Internet users would prefer adaptive advertisements. From this study, we can propose a new design for a system that meets both Internet users’ and businesses’ requirements

    Understanding user experience of mobile video: Framework, measurement, and optimization

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    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study
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