In the context of [[E-learningEducational technology|e-Learninglearning]], [[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>
== Variables of Interactivityinteractivity ==
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 grandsgrants the student in influencing the presentation of the lesson. ▼
=== Technology Affordanceaffordance === ▼
▲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 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 grands the student in influencing the presentation of the lesson.
[[Technology ]] affordance in the [[E-learning|e-Learning ]] is a function of the capabilities of available computer [[I/O devicesdevice]]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: ▼
# <b>''Immersion .</b> Immersion is'': full sensory immersion commonly called [[virtual reality ]].<ref> {{Sims |, 1997 }}</ref> . [[Video gamesgame]]s are the closest approximation we have to Immersionimmersion today. ▼
▲=== Technology Affordance ===
# <b>''Text .</b>'': Allowingallowing 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. ▼
# <b>''Voice .</b>'': Thethe same as Texttext, except [[emotion ]] and [[body language ]] are used as [[communication channelschannel]]s. A [[telephone|phone ]] conversation is an example of voice level interactivity. ▼
▲Technology affordance in the [[E-learning|e-Learning]] is a function of the capabilities of available computer I/O devices, having a tendency to evolve as new input and 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:
# <b>''Menu Select.</b> select'': Providingproviding the learner the capability to " selectingselect an answer among [[multiple choiceschoice questionsquestion]]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. ▼
▲# <b>Immersion.</b> Immersion is full sensory immersion commonly called virtual reality <ref>{{Sims|1997}}</ref>. Video games are the closest approximation we have to Immersion today.
# <b>''Toggle Select.</b>select'': Thethe 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. ▼
▲# <b>Voice.</b> The same as Text except emotion and body language are used as communication channels. A phone conversation is an example of voice level interactivity.
▲# <b>Text.</b> 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.
▲# <b>Menu Select.</b> Providing the learner the capability to "selecting an answer among multiple choices questions [or] pulling down a 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.
▲# <b>Toggle Select.</b> 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.
=== User Freedom ===
User freedom is "a measure of a medium's potential ability to let the user exert an influence on the content and/or form of mediated communications." <ref> {{citation|last=Kiousis|first=S.|title="Interactivity: A concept explication" in New Media & Society|year=2002}}</ref> There are nine levels of user freedom interactivity:
# <b>Create.</b> Create level interactivity enables the student to explore and experiment with the subject matter in an unconstrained way. The system provides an environment that simulates an external reality and the student, through interaction with the environment, develops his own understanding of the external reality. Requirements include
[[Category:Distance education]] ▼
==Notes==
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{{DEFAULTSORT:Interaction Model}}
▲[[Category: Distance educationE-learning]]
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