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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:
# ''Immersion'' is full sensory immersion commonly called virtual reality.<ref>Sims, 1997</ref> Video games are the closest approximation we have to Immersion today.
# ''Voice.'' The same as Text
# ''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.
# ''Menu Select.'' Providing the learner the capability to "selecting an answer among multiple choice 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.
# ''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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