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Navigation in hypermedia learning systems: Experts vs. novices
With the advancement of Web technology, hypermedia learning systems are becoming more widespread in educational settings. Hypermedia learning systems present course content with non-sequential formats, so students are required to develop learning paths by themselves. Yet, empirical evidence indicates that not all students can benefit from hypermedia learning. Research into individual differences suggests that prior knowledge has significant effects on student learning in hypermedia systems, with experts and novices showing different preferences to the use of hypermedia learning systems and requiring different levels of navigation support. It is therefore essential to develop a mechanism to help designers understand the needs of experts and novices. To address this issue, this paper presents a framework to illustrate the needs of students with different levels of prior knowledge by analyzing the findings of previous research. The overall aim of this framework is to integrate studentsâ prior knowledge into the design of hypermedia learning systems. Finally, implications for the design of hypermedia learning systems are discussed
A basis for the exploration of hypermedia systems : a guided path facility : a thesis presented in partial fulfillment of the requirements for the degree of Master of Arts at Massey University
This thesis examines the potential of a paths facility as an aid to navigating large hypermedia systems. The use of the navigational metaphor as applied to finding information is continued with the idea of following a path through information 'space'. This idea assumes that each node, or chunk of information, on the path can be considered a landmark that can be easily returned to when side-trips are taken off the path to explore the surrounding space. The idea of a guided path assumes the re-use of a path, and also assumes that there is extra information available about the path. This meta-information is very important for providing information to help path-followers make better sense of the path, both in terms of content and context, but also in making more effective use of the nodes on the path and in navigating the variety of interface conventions seen in the test environment - HyperCard. A small pilot study has been carried out using two groups of users performing a directed information-seeking task. One group used HyperCard's navigational facilities to find information in a group of stacks, while the other group used a guided path as a base on which to explore the same group of stacks. Both groups had a time limit, at the end of which they completed a number of questionnaires to indicate task completion, as well as providing a subjective evaluation of the facilities they used. The guided path facility appears to be most effective for inexperienced users for a number of reasons. It presents a simplified view of the complex system - the information available has already been filtered and selected, and a simple and consistent navigational interface reduces the cognitive overheads associated with learning a variety of mechanisms present in different stacks. An important feature of a path facility seems to be the provision of meta-information, especially scope information which can reduce the incidences of disorientation. Another feature is the provision of a history facility which provides a backtracking capability. It may also be used in the creation of paths using the length of visit as a criterion for node inclusion on a new path
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Harmony and Technology Enhanced Learning
New technologies offer rich opportunities to support education in harmony. In this chapter we consider theoretical perspectives and underlying principles behind technologies for learning and teaching harmony. Such perspectives help in matching existing and future technologies to educational purposes, and to inspire the creative re-appropriation of technologies
Factors shaping the evolution of electronic documentation systems
The main goal is to prepare the space station technical and managerial structure for likely changes in the creation, capture, transfer, and utilization of knowledge. By anticipating advances, the design of Space Station Project (SSP) information systems can be tailored to facilitate a progression of increasingly sophisticated strategies as the space station evolves. Future generations of advanced information systems will use increases in power to deliver environmentally meaningful, contextually targeted, interconnected data (knowledge). The concept of a Knowledge Base Management System is emerging when the problem is focused on how information systems can perform such a conversion of raw data. Such a system would include traditional management functions for large space databases. Added artificial intelligence features might encompass co-existing knowledge representation schemes; effective control structures for deductive, plausible, and inductive reasoning; means for knowledge acquisition, refinement, and validation; explanation facilities; and dynamic human intervention. The major areas covered include: alternative knowledge representation approaches; advanced user interface capabilities; computer-supported cooperative work; the evolution of information system hardware; standardization, compatibility, and connectivity; and organizational impacts of information intensive environments
Design Principals of Social Navigation
8th Delos Workshop on "User Interfaces for Digital Libraries" (on 21 October it will be held in conjuction with the 4th ERCIM Workshop on "User Interfaces for All"), SICS, Kista, Sweden, 21-23 October 1998PERSON
Embodiment and embodied design
Picture this. A preverbal infant straddles the center of a seesaw. She gently tilts her weight back and forth from one side to the other, sensing as each side tips downward and then back up again. This child cannot articulate her observations in simple words, let alone in scientific jargon. Can she learn anything from this experience? If so, what is she learning, and what role might such learning play in her future interactions in the world? Of course, this is a nonverbal bodily experience, and any learning that occurs must be bodily, physical learning. But does this nonverbal bodily experience have anything to do with the sort of learning that takes place in schools - learning verbal and abstract concepts? In this chapter, we argue that the body has everything to do with learning, even learning of abstract concepts. Take mathematics, for example. Mathematical practice is thought to be about producing and manipulating arbitrary symbolic inscriptions that bear abstract, universal truisms untainted by human corporeality. Mathematics is thought to epitomize our speciesâ collective historical achievement of transcending and, perhaps, escaping the mundane, material condition of having a body governed by haphazard terrestrial circumstance. Surely mathematics is disembodied
Reviews
Technologyâbased Learning Environments: Psychological and Educational Foundations edited by S. Vosniadou, E. De Corte and H. Mandl, volume 137 in NATO ASI Series F (Computer and Systems Sciences), Berlin, SpringerâVerlag, ISBN: 0â387â58253â3, 1994
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