designing interactive systems - going beyond cognitive domain
DESCRIPTION
INCITE 2007 (Indo-European workshop)TRANSCRIPT
Sanjay Goel, JIIT University, 2006
Sanjay Goel
INCITE’07
Indo-European Workshop
Jaypee Institute of Information Technology University, Noida, India
Design of Interactive Systems: Looking Beyond Cognitive domain
Sanjay Goel, JIIT University, 2006
Some Cold facts on E-learning
• ETV survey in Europe: Only one-third of respondents rate the quality of eLearning as ‘good’. Just one percent of respondents rate e-Learning as ‘excellent’, …
Ref: Qingyang, Gui (2003), Mlearning: a new development towards more flexible and learner-centred learning, Teaching English with Technology: A Journal for Teachers of English, Vol. 3, Issue 2.
• Survey of nearly 1400 engineers: Computer based training received lowest rating amongst nine teaching methods.
Ref: Bodmer Christian, Leu Andrea, Mira Lukas, Rütter Heinz (2002), “SPINE: Successful Practices in International Engineering Education”
Sanjay Goel, JIIT University, 2006
Necessary Direction for Learning Technology
• Educational software and learning systems need to be designed based on deep understanding of ‘learning’:– Cognitive domain– Affective domain– Psychomotor domain
Sanjay Goel, JIIT University, 2006
What learners think?
Pedagogical practices: Highest ranked practices • Applying theories/concepts to practical problems/in new situations.• Analyzing the basic elements of an idea, experience, or theory, such
as examining a particular case or situation in depth and considering its components.• Synthesizing and organizing ideas, information, or experiences into
new, more complex interpretations and relationships• Making judgments about the value of information, arguments, or
methods, such as examining how others gathered and interpreted data and assessing the soundness of their conclusions
• Understand someone else's views by imagining how an issue looks from other’s perspective
• Have serious conversations with students of different background/ beliefs/opinions/values.
• Challenging Examinations • Examine the strengths and weaknesses of their views • Put together ideas or concepts from different courses • Tutor or teach other students
Sanjay Goel, JIIT University, 2006
What learners think?Pedagogical practices: Lowest ranked practices
• Memorizing facts, ideas, or methods so they can be repeat them in pretty much the same form.
• Mainly depend on text book and/or lecture notes.
Sanjay Goel, JIIT University, 2006
Learning Environments: Taxonomy of Learner’s conditioning
• Unexpressive learner: Learner is only listening and does not add any content to the discourse in learning session.
• Reactively expressive learner : Learner reacts and asks for some clarifications without adding any other type of content to the discourse in learning session.
• Actively expressive learner : Learner get individually engaged in some kind of analytical, creative, evaluative, rediscover, or problem solving activity and adds some content to the discourse in learning session.
• Interactively Expressive learner: Learner proactively collaborates with other learners to analyze, synthesize, critique, evaluate, rediscover, and solve problems and adds content to the discourse in learning session.
Sanjay Goel, JIIT University, 2006
What learners think?
Learner’s conditioning Learner’s perception of effectiveness:
a. Un-expressive learner 1.0
b. Reactively expressive learner 1.0
c. Actively expressive learner 9.2
d. Interactively expressive learner 10.5
Sanjay Goel, JIIT University, 2006
Research Opportunities
• Evaluation and validation of learning theories in the context of e-learning
• Creation of theories of e-learning.
Sanjay Goel, JIIT University, 2006
• Contemporary computer games do not fully
address the needs of a feminine player who enjoys – co-operation, relationships, caring– realistic characters, female characters, player as
protagonist, changing into something magical– non-violence, control of pace, – own goals, realistic settings
• Only a limited number of computer games are enjoyable for the elderly. Many games have been judged unsuitable for elders:– Small size of the objects on the screen– rapid movements or reactions required– Inappropriate sound
Some Cold facts on Computer Games
Sanjay Goel, JIIT University, 2006
Proposed model for Computer Games for Elderly
• Aim Emotional fulfillment
• Enhancing the cognitive skills and also improving the fine motor skills.
• The games may leverage and test decision making skills and with relevance to their past experience.
Sanjay Goel, JIIT University, 2006
Maslow’s Need Hierarchy
• Transcendence needs • Self-Actualization needs • Aesthetic needs • Cognitive needs • Esteem needs • Belongingness and Love (Social) needs• Safety needs
• Biological and Physiological needs
Sanjay Goel, JIIT University, 2006
Multiple Intelligences Theory: Gardner
1. Naturalist2. Linguistic-Literary3. Intrapersonal4. Logical-mathematical5. Musical-Auditory6. Visual-Spatial7. Body-Kinesthetic8. Interpersonal9. Existential
Sanjay Goel, JIIT University, 2006
Opportunity
• Computer: – Cold Machine Medium
• Domain: – Cognition Emotion
• Design focus: – HCI “Affect sensitive Design”
Cognitive-experiential systems
Sanjay Goel, JIIT University, 2006
Questions
• How to assess the user’s affective state?
• How affect could be leveraged to design interactive systems?
• How technology systems could be designed to address social pathologies like depression, alienation, and solitude?