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This brief will examine and explore some tools and techniques that can be used to develop interfaces for learning environments. Interface design has been a topic in software engineering for many years. The advent of graphical user interfaces has created many remedies and challenges for the software engineer. In recent years with an increased emphasis in educational technology, instructional designers are also included in this arena. The interface can be a driver in terms of a learning environment’s ability to engage a student. It can also provide a point of information exchange and therefore learning between the student and the environment’s software. Thus, the issue of an interface is vital to the success of a learning environment. This brief will produce a variety of interfaces for various environments to allow the designer to contrast and compare them based upon the required purpose. The designer will have a toolkit filled with tools and techniques which will allow for interfaces that will engage the student and facilitate their learning. The primary audiences are K-12 and post-secondary educators who desire to create digital media based educational materials.
The design of various virtual environments should be based on the needs of a diverse population of users around the globe. Interface design should be user centric and should strive for making the user's interaction as simple, meaningful, and efficient as possible. User Interface Design for Virtual Environments: Challenges and Advances focuses on challenges that designers face in creating interfaces for users of various virtual environments. Chapters included in this book address various critical issues that have implications for user interface design from a number of different viewpoints. This book is written for professionals who want to improve their understanding of challenges associated with user interface design issues for globally-dispersed users in various virtual environments.
Multimedia environments suggest to us a new perception of the state of changes in and the integration of new technologies that can increase our ability to process information. Moreover, they are obliging us to change our idea of knowledge. These changes are reflected in the obvious synergetic convergence of different types of access, communication and information exchange. The multimedia learning environment should not represent a passive object that only contains or assembles information but should become, on one side, the communication medium of the pedagogical intentions of the professor/designer and, on the other side, the place where the learner reflects and where he or she can play with, test and access information and try to interpret it, manipulate it and build new knowledge. The situation created by such a new learning environments that give new powers to individuals, particularly with regard to accessing and handling diversified dimensions of information, is becoming increasingly prevalent in the field of education. The old static equilibrium, in which fixed roles are played by the teacher (including the teaching environment) and the learner, is shifting to dynamic eqUilibrium where the nature of information and its processing change, depending on the situation, the learning context and the individual's needs.
In offices, colleges, and living rooms across the globe, learners of all ages are logging into virtual laboratories, online classrooms, and 3D worlds. Kids from kindergarten to high school are honing math and literacy skills on their phones and iPads. If that weren't enough, people worldwide are aggregating internet services (from social networks to media content) to learn from each other in "Personal Learning Environments." Strange as it sounds, the future of education is now as much in the hands of digital designers and programmers as it is in the hands of teachers. And yet, as interface designers, how much do we really know about how people learn? How does interface design actually impact learning? And how do we design environments that support both the cognitive and emotional sides of learning experiences? The answers have been hidden away in the research on education, psychology, and human computer interaction, until now. Packed with over 100 evidence-based strategies, in this book you'll learn how to: Design educational games, apps, and multimedia interfaces in ways that enhance learning Support creativity, problem-solving, and collaboration through interface design Design effective visual layouts, navigation, and multimedia for online and mobile learning Improve educational outcomes through interface design.
This edited book gives a comprehensive picture of the state of the art in authoring systems and authoring tools for advanced technology instructional systems. It includes descriptions of fifteen systems and research projects from almost every significant effort in the field. The book will appeal to researchers, teachers and advanced students working in education, instructional technology and computer-based education, psychology, cognitive science and computer science.
As we approach the 21st century, the need to better link research findings and practical applications of advanced educational technologies (AET) continues to be a priority. During the five-year NATO Special Programme on AET, many advanced study institutes and research workshops focused on building bridges between researchers in and users of educational technology. The organizing committee of the final capstone workshop which took place in September 1993 also chose to focus on this theme. Three position papers, written by members of the AET advisory committee, provided the background and platform for the two-day workshop that was designed to provide guidelines for future AET research and implementation projects. Nicolas Balacheff kicked off the workshop with a philosophical review of the research issues and future research agendas. Herman Bouma and his colleagues at the Institute for Perception Research discussed implementation issues and problems of technology transfer from research laboratories to educational product development.
This open access book contains observations, outlines, and analyses of educational robotics methodologies and activities, and developments in the field of educational robotics emerging from the findings presented at FabLearn Italy 2019, the international conference that brought together researchers, teachers, educators and practitioners to discuss the principles of Making and educational robotics in formal, non-formal and informal education. The editors’ analysis of these extended versions of papers presented at FabLearn Italy 2019 highlight the latest findings on learning models based on Making and educational robotics. The authors investigate how innovative educational tools and methodologies can support a novel, more effective and more inclusive learner-centered approach to education. The following key topics are the focus of discussion: Makerspaces and Fab Labs in schools, a maker approach to teaching and learning; laboratory teaching and the maker approach, models, methods and instruments; curricular and non-curricular robotics in formal, non-formal and informal education; social and assistive robotics in education; the effect of innovative spaces and learning environments on the innovation of teaching, good practices and pilot projects.
Most programmers' fear of user interface (UI) programming comes from their fear of doing UI design. They think that UI design is like graphic design—the mysterious process by which creative, latte-drinking, all-black-wearing people produce cool-looking, artistic pieces. Most programmers see themselves as analytic, logical thinkers instead—strong at reasoning, weak on artistic judgment, and incapable of doing UI design. In this brilliantly readable book, author Joel Spolsky proposes simple, logical rules that can be applied without any artistic talent to improve any user interface, from traditional GUI applications to websites to consumer electronics. Spolsky's primary axiom, the importance of bringing the program model in line with the user model, is both rational and simple. In a fun and entertaining way, Spolky makes user interface design easy for programmers to grasp. After reading User Interface Design for Programmers, you'll know how to design interfaces with the user in mind. You'll learn the important principles that underlie all good UI design, and you'll learn how to perform usability testing that works.
El espacio, ya sea físico o virtual, puede tener un impacto significativo en el aprendizaje. Learning Spaces se centra en la forma en que las expectativas de los alumnos influyen en dichos espacios, en los principios y actividades que facilitan el aprendizaje y en el papel de la tecnología desde la perspectiva de quienes crean los entornos de aprendizaje: profesores, tecnólogos del aprendizaje, bibliotecarios y administradores. La tecnología de la información ha aportado capacidades únicas a los espacios de aprendizaje, ya sea estimulando una mayor interacción mediante el uso de herramientas de colaboración, videoconferencias con expertos internacionales o abriendo mundos virtuales para la exploración. Este libro representa una exploración continua a medida que unimos el espacio, la tecnología y la pedagogía para asegurar el éxito de los estudiantes.
"This book focuses on the study and application of human computer interaction principles in the design of online education"--Provided by publisher.