7,844 research outputs found

    Learning interaction patterns using diagrams varying in level and type of interactivity

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    An experiment was conducted to investigate the differences between learners when using computer based learning environments (CBLEs) that incorporated different levels of interactivity in diagrams. Four CBLEs were created with combinations of the following two interactivity properties: (a) the possibility to rotate the whole diagram (b) the possibility to move individual elements of the diagram in order to apprehend the relationships between them. We present and discuss the qualitative findings from the study in terms of the learners’ interaction patterns and their relevance for the understanding of performance scores. This supports our previous quantitative analysis showing an interaction between cognitive abilities and interactivity. Based on our findings we reflect on the possibilities to inform CBLEs with relevant information regarding learners’ cognitive abilities and representational preferences

    Quality-aware model-driven service engineering

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    Service engineering and service-oriented architecture as an integration and platform technology is a recent approach to software systems integration. Quality aspects ranging from interoperability to maintainability to performance are of central importance for the integration of heterogeneous, distributed service-based systems. Architecture models can substantially influence quality attributes of the implemented software systems. Besides the benefits of explicit architectures on maintainability and reuse, architectural constraints such as styles, reference architectures and architectural patterns can influence observable software properties such as performance. Empirical performance evaluation is a process of measuring and evaluating the performance of implemented software. We present an approach for addressing the quality of services and service-based systems at the model-level in the context of model-driven service engineering. The focus on architecture-level models is a consequence of the black-box character of services

    Cognitive load theory, educational research, and instructional design: some food for thought

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    Cognitive load is a theoretical notion with an increasingly central role in the educational research literature. The basic idea of cognitive load theory is that cognitive capacity in working memory is limited, so that if a learning task requires too much capacity, learning will be hampered. The recommended remedy is to design instructional systems that optimize the use of working memory capacity and avoid cognitive overload. Cognitive load theory has advanced educational research considerably and has been used to explain a large set of experimental findings. This article sets out to explore the open questions and the boundaries of cognitive load theory by identifying a number of problematic conceptual, methodological and application-related issues. It concludes by presenting a research agenda for future studies of cognitive load

    Learning by Seeing by Doing: Arithmetic Word Problems

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    Learning by doing in pursuit of real-world goals has received much attention from education researchers but has been unevenly supported by mathematics education software at the elementary level, particularly as it involves arithmetic word problems. In this article, we give examples of doing-oriented tools that might promote children\u27s ability to see significant abstract structures in mathematical situations. The reflection necessary for such seeing is motivated by activities and contexts that emphasize affective and social aspects. Natural language, as a representation already familiar to children, is key in these activities, both as a means of mathematical expression and as a link between situations and various abstract representations. These tools support children\u27s ownership of a mathematical problem and its expression; remote sharing of problems and data; software interpretation of children\u27s own word problems; play with dynamically linked representations with attention to children\u27s prior connections; and systematic problem variation based on empirically determined level of difficulty

    Toward a Scalable Census of Dashboard Designs in the Wild: A Case Study with Tableau Public

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    Dashboards remain ubiquitous artifacts for presenting or reasoning with data across different domains. Yet, there has been little work that provides a quantifiable, systematic, and descriptive overview of dashboard designs at scale. We propose a schematic representation of dashboard designs as node-link graphs to better understand their spatial and interactive structures. We apply our approach to a dataset of 25,620 dashboards curated from Tableau Public to provide a descriptive overview of the core building blocks of dashboards in the wild and derive common dashboard design patterns. To guide future research, we make our dashboard corpus publicly available and discuss its application toward the development of dashboard design tools.Comment: *J. Purich and A. Srinivasan contributed equally to the wor

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Dialogic Learning and Self-Explanation in Classrooms Implementing Worked Example Instruction with Interactive Whiteboard Technology

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    This purpose of this study was to explore the relationship between classroom discourse and interactive pedagogies when using the interactive whiteboard (IWB) for worked example instruction. Using an embedded single case study design (Yin, 2003), the researcher examined the effect of interactive pedagogies and the differences in whole class dialogue and student self-explanation about the worked example. The sources of data included two classroom observations of teacher directed instruction and one classroom observation of student directed instruction. Each worked example presentation used a different level of interactive pedagogy as defined by Glover, et al., 2006. These included the supported didactic, interactive, and enhanced interactive. Results of the content analysis indicated the students used more features and affordances of the IWB to facilitate conceptual development than the teacher. However, under both the teacher directed and student directed instructional methods, the IWB was used mainly for the display of the procedural steps. As a result, the IWB supported explanations that gave meaning to a set of quantitative expressions or imposed the purpose of an action rather than expand on conceptual conditions or inferences about the worked example. Teachers’ understanding of content, learning, and pedagogical practices for using the IWB is an essential element in their ability to present worked example instruction so that it facilitates student learning about the worked examples. Findings suggest implications for rethinking Activity Theory informed professional development and the need to explicitly task the teacher as a role model for students to engage with interactive display technologies for dialogic understanding
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