645,009 research outputs found

    The effects of screen captures in manuals: A textual and two visual manuals compared.

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    The study examines the use of screen captures in manuals. Three designs of manuals were compared, one textual and two visual manuals. The two visual manuals differed in the type of screen capture that was used. One had screen captures that showed only the relevant part of the screen, whereas the other consisted of captures of the full screen. All manuals contained exactly the same textual information. We examined the time used on carrying out procedures (manual used as a job aid) and the results on retention tests (manual used for learning). We expected to find a trade-off between gain in time and learning effects. That is, we expected that higher scores on the retention tests involved an increase in time used and, vice versa, that gains in time would lead to lower retention test scores. We also explored the influence of manual design on user motivation. For job-aid purposes, there were no differences between manuals. For learning, the full-screen captures manual and the textual manual were significantly better than the partial-screen captures manual. There was no proof for the expected trade-off. More learning was not caused by an increase in time used. We found no effects on user motivation. This study does not yield convincing evidence to support the presence of screen captures in manuals. However, if one wants to include screen captures, this study gives clarity for the type of screen capture to choose. The use of full-screen captures is preferable to partial ones. Finally, we conclude that documentation designed to expedite the execution of tasks does not necessarily hamper the learning that may resul

    "Do screen captures in manuals make a difference?": a comparison between textual and visual manuals

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    Examines the use of screen captures in manuals. Three types of manuals were compared: one textual and two visual. The two visual manuals differed in the type of screen capture that was used. One had screen captures that showed only the relevant part of the screen, whereas the other consisted of captures of the full screen. All manuals contained exactly the same textual information. We examined immediate use on time (use as a job aid) and on learning (use as a teacher). For job-aid purposes, there was no difference between the manuals. The visual manual with full-screen captures and the textual manual were both better for learning than the visual manual with partial screen captures. We found no effect on user motivation. The tentative conclusion of this study is that screen captures seem not to be vital for learning or immediate use. If one opts for including screen captures, then the conclusion is that full-screen captures are better than partial one

    Audio and screen visual feedback to support student learning

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    Feedback has been highlighted as the most powerful influence on student achievement, but students are often less satisfied with feedback than with other aspects of the student experience. It is hence important that ways of offering feedback are found that are useful both for improving learning and for gaining student satisfaction. This ongoing study was designed to explore and to improve feedback in a variety of differing contexts, two of which are reported here: i) audio feedback on a first year undergraduate written assignment in Geography (product-oriented feedback); and ii) video feedback from ongoing laboratory sessions with first-year Biosciences students (process-oriented feedback). These contexts have been selected as offering different ways of working and for highlighting a number of issues and areas for further development. Student and staff views have been gained via surveys, focus groups, individual interviews and ‘stimulated recall’ sessions. Findings suggest that students have high expectations in relation to feedback; many anticipate the kinds of individual face-to-face interaction they experienced in school and are not easily satisfied by other ways of working. In addition, offering audio or video feedback that is supportive to learning in both affective and cognitive terms is not necessarily easy. In the context of written assignments there is still much to be learned about appropriateness of length, tone, the register of language, the balance between praise and criticism, and the best contexts and timing for audio feedback. In the context of large classes for laboratory sessions, further research is needed on how lecturers and demonstrators can give ongoing feedback that is useful when captured for replay in video form, and also about how effective video taken in class might be then used for training purposes in order to enable student demonstrators to be more effective and knowledgeable when offering feedback to student

    Touch Screen Avatar English Learning System For University Students Learning Simplicity

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    This paper discusses on touch screen avatar for an English language learning application system. The system would be a combination of avatar as Animated Pedagogical Agent (APA) and a touch screen application that adapt the up to date gesture-based computing which is found as having potential to change the way how we learn as it could reduce the amount of Information Communication Technology (ICT) devices used during teaching and learning process. The key here is interaction between university students and touch screen avatar intelligent application system as well as learning resources that could be learned anytime anywhere twenty four hours in seven days 24/7 based on their study time preference where they could learn at their own comfort out of the tradition. The students would be provided with a learning tool that could help them learn interactively with the current trend which they might be interested with based on their own personalization. Apart from that, their performance shall be monitored from a distance and evaluated to avoid disturbing their learning process from working smoothly and getting rid of feeling of being controlled. Thus, the students are expected to have lower affective filter level that may enhance the way they learn unconsciously. Keywords: Gesture-Based Computing, Avatar, Portable Learning Tool, Interactivity, Language Learnin

    Learning Fault-tolerant Speech Parsing with SCREEN

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    This paper describes a new approach and a system SCREEN for fault-tolerant speech parsing. SCREEEN stands for Symbolic Connectionist Robust EnterprisE for Natural language. Speech parsing describes the syntactic and semantic analysis of spontaneous spoken language. The general approach is based on incremental immediate flat analysis, learning of syntactic and semantic speech parsing, parallel integration of current hypotheses, and the consideration of various forms of speech related errors. The goal for this approach is to explore the parallel interactions between various knowledge sources for learning incremental fault-tolerant speech parsing. This approach is examined in a system SCREEN using various hybrid connectionist techniques. Hybrid connectionist techniques are examined because of their promising properties of inherent fault tolerance, learning, gradedness and parallel constraint integration. The input for SCREEN is hypotheses about recognized words of a spoken utterance potentially analyzed by a speech system, the output is hypotheses about the flat syntactic and semantic analysis of the utterance. In this paper we focus on the general approach, the overall architecture, and examples for learning flat syntactic speech parsing. Different from most other speech language architectures SCREEN emphasizes an interactive rather than an autonomous position, learning rather than encoding, flat analysis rather than in-depth analysis, and fault-tolerant processing of phonetic, syntactic and semantic knowledge.Comment: 6 pages, postscript, compressed, uuencoded to appear in Proceedings of AAAI 9

    Learning Experiences in Programming: The Motivating Effect of a Physical Interface

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    A study of undergraduate students learning to program compared the use of a physical interface with use of a screen-based equivalent interface to obtain insights into what made for an engaging learning experience. Emotions characterized by the HUMAINE scheme were analysed, identifying the links between the emotions experienced during programming and their origin. By capturing the emotional experiences of learners immediately after a programming experience, evidence was collected of the very positive emotions experienced by learners developing a program using a physical interface (Arduino) in comparison with a similar program developed using a screen-based equivalent interface

    Screen captures to support switching attention

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    The study set out to validate the supportive role of screen captures for switching attention. Forty-two participants learned how to work with Microsoft Excel with a paper manual. There were three types of manuals: a textual manual, a visual manual with full-screen captures, and a visual manual with a mixture of partial- and full-screen captures. The findings show that participants in all conditions looked up from the manual to the screen on about 97% of the cases in which such a switch was called for rank order analyses showed that users of the visual manuals switched attention significantly more often than did users of the textual manual. No differences were found between conditions on learning effects and training time
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