4,216 research outputs found

    Designing electronic collaborative learning environments

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    Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them and—as is usually the case when apples and oranges are compared—find no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues

    Collocated Collaboration Analytics: Principles and Dilemmas for Mining Multimodal Interaction Data

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    © 2019, Copyright © 2017 Taylor & Francis Group, LLC. Learning to collaborate effectively requires practice, awareness of group dynamics, and reflection; often it benefits from coaching by an expert facilitator. However, in physical spaces it is not always easy to provide teams with evidence to support collaboration. Emerging technology provides a promising opportunity to make collocated collaboration visible by harnessing data about interactions and then mining and visualizing it. These collocated collaboration analytics can help researchers, designers, and users to understand the complexity of collaboration and to find ways they can support collaboration. This article introduces and motivates a set of principles for mining collocated collaboration data and draws attention to trade-offs that may need to be negotiated en route. We integrate Data Science principles and techniques with the advances in interactive surface devices and sensing technologies. We draw on a 7-year research program that has involved the analysis of six group situations in collocated settings with more than 500 users and a variety of surface technologies, tasks, grouping structures, and domains. The contribution of the article includes the key insights and themes that we have identified and summarized in a set of principles and dilemmas that can inform design of future collocated collaboration analytics innovations

    Theory-driven Visual Design to Support Reflective Dietary Practice via mHealth: A Design Science Approach

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    Design for reflection in human-computer interaction (HCI) has evolved from focusing on an abstract and outcome-driven design subject towards exposing procedural or structural reflection characteristics. Although HCI research has recognized that an individual\u27s reflection is a long-lasting, multi-layered process that can be supported by meaningful design, researchers have made few efforts to derive insights from a theoretical perspective about appropriate translation into end-user visual means. Therefore, we synthesize theoretical knowledge from reflective practice and learning and argue for a differentiation between time contexts of reflection that design needs to address differently. In an interdisciplinary design-science-research project in the mHealth nutrition promotion context, we developed theory-driven guidelines for “reflection-in-action” and “reflection-on-action”. Our final design guidelines emerged from prior demonstrations and a final utility evaluation with mockup artifacts in a laboratory experiment with 64 users. Our iterative design and the resulting design guidelines offer assistance for addressing reflection design by answering reflective practice’s respective contextual requirements. Based on our user study, we show that reflection in terms of “reflection- in-action” benefits from offering actionable choice criteria in an instant timeframe, while “reflection-on-action” profits from the structured classification of behavior-related criteria from a longer, still memorable timeframe

    Language (Technology) is Power: A Critical Survey of "Bias" in NLP

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    We survey 146 papers analyzing "bias" in NLP systems, finding that their motivations are often vague, inconsistent, and lacking in normative reasoning, despite the fact that analyzing "bias" is an inherently normative process. We further find that these papers' proposed quantitative techniques for measuring or mitigating "bias" are poorly matched to their motivations and do not engage with the relevant literature outside of NLP. Based on these findings, we describe the beginnings of a path forward by proposing three recommendations that should guide work analyzing "bias" in NLP systems. These recommendations rest on a greater recognition of the relationships between language and social hierarchies, encouraging researchers and practitioners to articulate their conceptualizations of "bias"---i.e., what kinds of system behaviors are harmful, in what ways, to whom, and why, as well as the normative reasoning underlying these statements---and to center work around the lived experiences of members of communities affected by NLP systems, while interrogating and reimagining the power relations between technologists and such communities

    Review on gamification in children computer interaction (CCI) for persona modelling

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    Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work

    The Hedonic Experience of Enjoyment and Its Relationship to Informal Learning: A Study of Museum Websites

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    Online hedonic experiences are increasingly of interest in both research and practice. In particular, it has been proposed that ‘traditional usability approaches are too limited and must be extended to encompass enjoyment’ (Blythe and Wright 2003, p.xvi). The aim of this study was to investigate the relationships among: (i) website design features; (ii) user’s experience of enjoyment; and (iii) informal learning such as that occurring with a museum website. A cross-over experimental design was employed with web pages from the National Palace Museum, Taiwan. Results indicated that, as expected, a multimedia game-based ‘lesson’ led to both more enjoyment and more learning than a text-based ‘lesson’. With text-based pages more enjoyment also meant more learning. The situation was complicated, however, with the game-based pages, as results were not in the expected direction. The study points to the need for more research in this complex area

    An Assessment of Contextual Design and Its Applicability to the Design of Educational Technologies

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    Thesis (PhD) - Indiana University, School of Education, 2008Increased use of computing technology in support of learning necessitates the collaboration of instructional designers with technology designers. Yet the instructional designer portrayed in current instructional design textbooks does not participate in technology design but instead designs instructional strategies and materials that are implemented by others. For instructional systems design as a field to move towards the kinds of collaborative work required for the development of effective, innovative educational technologies, there is a need for methods that can integrate the concerns and activities of both instructional and technology designers. This research critically examines a human-computer interaction design method, contextual design (CD), assessing how practitioners employ and characterize it as a method and explores its potential utility in instructional systems design. CD is briefly described and available evaluative studies are summarized. Next, three studies are presented: a case study of CD usage in the design of a digital music library, a case study of CD integrating with another design approach called PRInCiPleS, and a learning-oriented analysis of CD work models. Based on the findings of the literature review and these three studies, a practitioner survey and interview guide were developed. Results from 106 survey respondents and 16 interviews characterized CD as a guiding framework and a collection of useful techniques. However, because of its resource requirements and other limitations, the method is rarely used in full or exclusively. Respondents reported valuing the ability of CD to uncover and communicate user needs but also suggested CD did not provide a means of resolving conflicts between user needs and organizational objectives. Implications of these results are explored for three constituencies: developer-designers of instructional places or interactive materials, educators of instructional designers who will work with software developers, and educational researchers and their graduate students
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