7,844 research outputs found
Learning interaction patterns using diagrams varying in level and type of interactivity
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
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
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
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
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The effect on learners strategies of varying computer-based representations: evidence from gazes, actions, utterances and sketches
Computer-based Multiple External Representations (MERs) have been found in some cases to help and in others to hinder the learning process. This thesis examines how varying the external representations that are presented in a computer environment influences the strategies that learners choose when tackling mathematics tasks. It has been noted (Ainsworth, 2006) that learners fail to transfer insights from one representation to another. Previous work analysing video data of learners' problem-solving with computer-based MERs emphasises the need to identify which representation is being considered by a learner as utterances are made, and to examine more closely learners' movement between representations. This research focuses on the relationship between strategy and representation during learners' problem solving.
A set of analytical techniques was developed to characterise learner strategies, to identify how different computer-based MERs influence strategy choices, and to explore how these choices change over the course of task completion. Rich data were collected using a variety of technologies: learners' shifts in attention were recorded using an unobtrusive eye-tracking device and screen capture software; keyboard and mouse actions were logged automatically; utterances and gestures were video recorded; notes and sketches were recorded in real-time using a Tablet PC. This research suggests how integrated analysis of learners' gazes, actions, writing, sketches and utterances can better illuminate subtle cognitive strategies.
The study involved completion of three tasks by eighteen participants using multiple mathematical representations (numbers, graphs and algebra) presented in different computer-based 'instantiations': Static (non-moving, non-changing, non-Interactive); Dynamic (capable of animation following keyboard inputs); Interactive (directly manipulable using a mouse).
Having computer-based MERs available to learners provides an opportunity to use representations with which they are comfortable. A detailed analysis showed that both representation and instantiation have an impact on strategy choice. It identified differences in expression of inferences, construction of visual images, and attention to representations between different types of instantiation. One of the important findings of the research is that learners are less likely to use imagining strategies when representational instantiation is Interactive. These results may provide some explanation of how interactivity helps or hinders learners' understanding of multiple representations
Toward a Scalable Census of Dashboard Designs in the Wild: A Case Study with Tableau Public
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
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
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The shape of online meetings
Live videoconferencing has become an integral part of international virtual learning and working with professionals, educators and students using online meetings to enhance their collaboration from different parts of the world. This paper explores the visualization of a set of different online meetings produced by the FlashMeeting' videoconferencing system. Our polar area visualization analysis reveals interesting patterns in participant dominance in online meetings: seminars, interviews, moderated project meetings, peer-to-peer meetings, web-casts and video lectures. Visualizing patterns in the use of foreground and background communication channels is a promising way to help us to start to explore individual user roles in different communities and in different meeting types
Dialogic Learning and Self-Explanation in Classrooms Implementing Worked Example Instruction with Interactive Whiteboard Technology
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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