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In the context of [[Educational technology|e-learning]], [[interactivity]] is defined as "the function of input required by the learner while responding to the [[computer]], the analysis of those responses by the computer, and the nature of the action by the computer."<ref>{{citation|last=Sims|first=R.|title="Interactivity: A forgotten art?" in Computers in Human Behavior |url=http://www2.gsu.edu/~wwwitr/docs/interact/|year=1997}}</ref>
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== Variables of interactivity ==
Normally e-Learning authoring tools widely make use of this term. This term was first introduced by the world’s first interactivity creation technology called Raptivity for e-Learning which allows authors to create interactive content. This term was later used by other authoring tools like Engage.
There are two variables describing the interactivity of a given lesson: technology affordance and user freedom. Technology affordance, also known as manual operators,<ref>{{citation|last=Chen|first=M.|title="A methodology for characterizing computer-based learning environments" in Instructional Science|year=1995}}</ref> is the richness of the communication between the [[student]] and the [[Teacher|instructor]], usually expressed in terms of the input and output channels.<ref>{{citation|last1=Helfrich|first1=J.|last2=Moulton|first2=S.|title="Leveraging interactivity to increase e-learning effectiveness" in Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009|year=2009}}</ref> User freedom, on the other hand, is a function of the degree of freedom the learning system grants the student in influencing the presentation of the lesson.
 
=== Technology affordance ===
In the field of [[e-Learning]] to jazz up any course what authors requires is an [[Interactivity]]. Studies show that people tend to get involved more in any course when it comes to an interactive training. Realizing the same the authoring tools introduced this term which allows complete customization of all the components that are present in any interactivity.
[[Technology]] affordance in the e-Learning is a function of the capabilities of available computer [[I/O device]]s, having a tendency to evolve as new [[Input (computer science)|input]] and [[Output (computing)|output]] devices become obtainable.<ref>{{citation|last=Jonassen|first=D.|title=Instructional Designs for Microcomputer Courseware|year=1988}}</ref> There are five levels of technology affordance interactivity:
# ''Immersion'': full sensory immersion commonly called [[virtual reality]].<ref>Sims, 1997</ref> [[Video game]]s are the closest approximation we have to immersion today.
# ''Text'': allowing the student to communicate through arbitrary textual input and output. A [[Google]] [[search box]] or a [[discussion board]] interaction are examples of text level interactivity.
# ''Voice'': the same as text, except [[emotion]] and [[body language]] are used as [[communication channel]]s. A [[telephone|phone]] conversation is an example of voice level interactivity.
# ''Menu select'': providing the learner the capability to "select an answer among [[multiple choice question]]s [or] pulling down a [[Menu (computing)|menu]] and selecting a menu item".<ref>Schwier, 1992</ref> Clicking on a [[hyperlink]] in a [[web page]] is an example of menu-select interactivity.
# ''Toggle select'': the ability to "click a button or press a key".<ref>{{citation|last=Schwier|first=R.A.|title="A taxonomy of interaction for instructional multimedia" in Annual Conference of the Association for Media and Technology in Education in Canada|year=1992}}</ref> A [[pinball machine]], for example, exhibits toggle-select interactivity.
 
==Notes==
[[Category:[[Educational software]]www.raptivity.com]]
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