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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>
 
== 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 grants the student in influencing the presentation of the lesson.
 
=== Technology Affordanceaffordance ===
[[Technology]] affordance in the [[E-learning|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'' is full sensory immersion commonly called [[virtual reality]].<ref>Sims, 1997</ref> [[Video game]]s are the closest approximation we have to immersion today.