Interaction model: Difference between revisions

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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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Normally e-Learning authoring tools widely make use of an ''Interaction model'''. 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.
 
== Variables of interactivity ==
[[Category:Distance education]]
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 ===
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[[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==
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[[Category:Distance educationE-learning]]