Interaction model: Difference between revisions

Content deleted Content added
fixed typo, reordered since Voice refers to Text
added some links, removed that flag...
Line 1:
In the context of [[E-learning|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>
{{underlinked|date=October 2012}}
 
In the context of [[E-learning|e-Learning]], interactivity is defined as "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 Interactivity ==
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 grants the student in influencing the presentation of the lesson.
 
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 grants the student in influencing the presentation of the lesson.
 
=== Technology Affordance ===
[[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:
 
# ''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 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:
# ''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.
# ''Immersion'' is full sensory immersion commonly called virtual reality.<ref>Sims, 1997</ref> Video games are the closest approximation we have to Immersion today.
# ''Text.Voice'' AllowingThe thesame studentas totext, communicateexcept through arbitrary textual input[[emotion]] and output.[[body language]] Aare Googleused searchas box[[communication orchannel]]s. aA discussion[[telephone|phone]] boardconversation interactionis arean examplesexample of textvoice 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.
# ''Voice.'' The same as Text, except emotion and body language are used as communication channels. A phone conversation is an example of voice level interactivity.
# ''MenuToggle Select.'' ProvidingThe theability learnerto the"click capabilitya tobutton or press a key".<ref>{{citation|last=Schwier|first=R.A.|title="selectingA antaxonomy answerof amonginteraction multiplefor choiceinstructional questionsmultimedia" [or]in pullingAnnual downConference aof the Association for menuMedia and selectingTechnology ain menuEducation item".<ref>Schwier,in Canada|year=1992}}</ref> ClickingA on[[pinball amachine]], hyperlink in a web page is anfor example, ofexhibits menutoggle-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==