WorldWideScience

Sample records for instruction design interaction

  1. Designing Interactive Multimedia Instruction To Enable and Enhance Information Literacy.

    Science.gov (United States)

    Amidon, Leslie E.

    2001-01-01

    Addresses key strategies for the design and development of Interactive Multimedia Instruction (IMI) programs for adult learners, focusing on the removal of learning barriers and the incorporation of information literacy principles. Barriers include financial constraints, socio-economic and social class, communication skills, time constraints,…

  2. Screen Design Guidelines for Motivation in Interactive Multimedia Instruction: A Survey and Framework for Designers.

    Science.gov (United States)

    Lee, Sung Heum; Boling, Elizabeth

    1999-01-01

    Identifies guidelines from the literature relating to screen design and design of interactive instructional materials. Describes two types of guidelines--those aimed at enhancing motivation and those aimed at preventing loss of motivation--for typography, graphics, color, and animation and audio. Proposes a framework for considering motivation in…

  3. Instructional Design to Measure the Efficacy of Interactive E-Books in a High School Setting

    Science.gov (United States)

    Pabrua Batoon, Maria Victoria; Glasserman Morales, Leonardo David; Yanez Figueroa, Jose Antonio

    2018-01-01

    This article describes a qualitative research analysis on the implementation of interactive ebooks in high school courses using a case study approach. The subjects of the study included seven professors and 16 freshmen who were surveyed and interviewed with a questionnaire designed according to the Kemp Model of Instructional Design. The study…

  4. Instructional Design to Measure the Efficacy of Interactive E-Books in A High School Setting

    Directory of Open Access Journals (Sweden)

    Maria Victoria PABRUA BATOON

    2018-04-01

    Full Text Available This article describes a qualitative research analysis on the implementation of interactive e-books in high school courses using a case study approach. The subjects of the study included seven professors and 16 freshmen who were surveyed and interviewed with a questionnaire designed according to the Kemp Model of Instructional Design. The study revealed that participants use interactive e-books as a technological educational resource. The professors pointed out that the design of the interactive e-books helped students develop essential learning skills: technological ability, reading and writing skills, as well as cognition and metacognition abilities. Furthermore, the students noted that the use of interactive e-books has a positive effect on their grades due to its high audio and visual contents. However, the students indicated that they were allured to chat, to play or to navigate in their mobile device while they were using it. Finally, this study can contribute to the relative knowledge about the use of mobile technology in education, as well as, it aids the professor to make a reflection about the Instructional Design of the educational technological resources used in the classroom to promote better result in the process of learning.

  5. Gaze Interactive Building Instructions

    DEFF Research Database (Denmark)

    Hansen, John Paulin; Ahmed, Zaheer; Mardanbeigi, Diako

    We combine eye tracking technology and mobile tablets to support hands-free interaction with digital building instructions. As a proof-of-concept we have developed a small interactive 3D environment where one can interact with digital blocks by gaze, keystroke and head gestures. Blocks may be moved...

  6. Instructional design strategies for developing an interactive video educational program for pregnant teens: a pilot study.

    Science.gov (United States)

    Levenson, P M; Morrow, J R; Smith, P

    1984-01-01

    One hundred forty-six teens attending an urban maternity hospital's prenatal clinic completed a questionnaire designed to assist in the development of educational programs utilizing computer-assisted television instruction or interactive video. Ninety-five percent of the teens agreed that additional information about desirable health behaviors during pregnancy would be helpful. Forty-six percent preferred obtaining information from a health professional at the hospital. Although 90% said that the race of the narrator for a film show was unimportant, responses regarding racial preference corresponded to the racial distribution of participants. Seventy-six percent of the teens preferred the narrator to be younger than 35 years of age, and 54% preferred a female narrator. Race was associated with video game experiences, preferences about the narrator's age and race, and favorite television shows. Age was not associated with responses to any of the questions. Although only 19% had ever used a computer, 98% stated they would like to try a computer with assistance. More than half (55%) knew how to type and 83% had played video games; of those who had played video games, 93% said they enjoyed doing so. Eighty-three percent of the respondents always or sometimes enjoyed cartoons. Favorite television shows and cartoon characters were identified. The design implications of the teens' preferences to the development of instruction using computers coupled with other emerging technologies are discussed.

  7. A Comparison of Interactive Multimedia Instruction Designs Addressing Soldiers Learning Needs

    Science.gov (United States)

    2016-03-01

    animations, and if learners need such cues to support their learning (de Koning et al., 2009). If cues are overused, learners’ attention can be divided...J. P., Paas, F. (2009). Towards a framework for attention cueing in instructional animations: Guidelines for research and design. Educational...information (i.e., contextual content) than familiarization. This design strategy was selected on the basis of discussion with MCoE DOTD, who expressed a

  8. Designing Instructional Materials: Some Guidelines.

    Science.gov (United States)

    Burbank, Lucille; Pett, Dennis

    Guidelines for the design of instructional materials are outlined in this paper. The principles of design are presented in five major categories: (1) general design (structural appeal and personal appeal); (2) instructional design (attention, memory, concept learning, and attitude change); (3) visual design (media considerations, pictures, graphs…

  9. Using Interactive Video Instruction To Enhance Public Speaking Instruction.

    Science.gov (United States)

    Cronin, Michael W.; Kennan, William R.

    Noting that interactive video instruction (IVI) should not and cannot replace classroom instruction, this paper offers an introduction to interactive video instruction as an innovative technology that can be used to expand pedagogical opportunities in public speaking instruction. The paper: (1) defines the distinctive features of IVI; (2) assesses…

  10. Learning to Write with Interactive Writing Instruction

    Science.gov (United States)

    Williams, Cheri

    2018-01-01

    Interactive writing is a process-oriented instructional approach designed to make the composing and encoding processes of writing overt and explicit for young students who are learning to write. It is particularly suitable for students who struggle with literacy learning. This article describes one first-grade teacher's use of interactive writing…

  11. Interactive Instruction in Bayesian Inference

    DEFF Research Database (Denmark)

    Khan, Azam; Breslav, Simon; Hornbæk, Kasper

    2018-01-01

    An instructional approach is presented to improve human performance in solving Bayesian inference problems. Starting from the original text of the classic Mammography Problem, the textual expression is modified and visualizations are added according to Mayer’s principles of instruction. These pri......An instructional approach is presented to improve human performance in solving Bayesian inference problems. Starting from the original text of the classic Mammography Problem, the textual expression is modified and visualizations are added according to Mayer’s principles of instruction....... These principles concern coherence, personalization, signaling, segmenting, multimedia, spatial contiguity, and pretraining. Principles of self-explanation and interactivity are also applied. Four experiments on the Mammography Problem showed that these principles help participants answer the questions...... that an instructional approach to improving human performance in Bayesian inference is a promising direction....

  12. Intelligent Frameworks for Instructional Design.

    Science.gov (United States)

    Spector, J. Michael; And Others

    1992-01-01

    Presents a taxonomy describing various uses of artificial intelligence techniques in automated instructional development systems. Instructional systems development is discussed in relation to the design of computer-based instructional courseware; two systems being developed at the Air Force Armstrong Laboratory are reviewed; and further research…

  13. Instructional Style Meets Classroom Design.

    Science.gov (United States)

    Novelli, Joan

    1991-01-01

    Nine elementary teachers explain how they design their classrooms to match and support their instructional styles. The teachers focus on whole language programs, student portfolios, science activity set-ups, technology transformation, learning center strategies, and space utilization. (SM)

  14. Considerations for Designing Instructional Virtual Environments.

    Science.gov (United States)

    Dennen, Vanessa Paz; Branch, Robert C.

    Virtual reality is an immersive, interactive medium that manipulates the senses in order provide users with simulated experiences in computer-generated worlds. The visual design of virtual reality is an important issue, but literature has tended to stress the medium's instructional potential rather than setting forth a protocol for designing…

  15. Interior Design: Teacher's Instructional Guide.

    Science.gov (United States)

    Hays, Tricia

    This teacher's instructional guide, which is part of a family and consumer sciences education series focusing on a broad range of employment opportunities, is intended to assist teachers responsible for teaching one- and two-year interior design programs for Texas high school students. The following are among the items included: (1) introductory…

  16. Gestalt Theory and Instructional Design.

    Science.gov (United States)

    Moore, Patrick; Fitz, Chad

    1993-01-01

    Offers a brief overview of Gestalt theory. Shows how six Gestalt principles (proximity, closure, symmetry, figure-ground segregation, good continuation, and similarity) can be applied to improve a reader's comprehension of a badly designed instruction module that uses several graphics. (SR)

  17. Rapid Prototyping: An Alternative Instructional Design Strategy.

    Science.gov (United States)

    Tripp, Steven D.; Bichelmeyer, Barbara

    1990-01-01

    Discusses the nature of instructional design and describes rapid prototyping as a feasible model for instructional system design (ISD). The use of prototyping in software engineering is described, similarities between software design and instructional design are discussed, and an example is given which uses rapid prototyping in designing a…

  18. How secondary school students conceptualize infrared radiation-matter interaction? Findings from a research study and implications for an instructional design

    International Nuclear Information System (INIS)

    Hernández, María Isabel; Ríos, Raquel; Pintó, Roser

    2015-01-01

    This study has been carried out within the REVIR scenario, which is a project promoting that secondary school students have access to a computerized laboratory at the Faculty of Education of our university and work in small groups during four hours with specific instructional material. One of the laboratory sessions included in the REVIR project deals with IR radiation-matter interaction, and is addressed to post-compulsory secondary students (16–18 year-old students). Within this framework, we have conducted a research study to analyse students’ conceptualizations of the processes or mechanisms that take place in IR radiation-matter interaction (energy transfer, selective absorption), and its effects at a macroscopic level (temperature increase) and at a molecular level (vibration). For data collection, a question was posed to all students at the end of each REVIR session, asking students to relate what was described in an article about the application of an IR laser for acne treatment to what they had learnt throughout the session. The analysis of the 67 students’ answers to that question revealed that many students explained the effects of the IR laser in vague terms, often repeating information included in the article, without explaining absorption of IR radiation in terms of energy. In consecutive versions of the instructional material, more oriented application questions were added after the article and explicit discussion around synthesis and exploratory (of students’ previous ideas) questions was carried out during the session. From the analysis of 49 and 119 students’ answers in consecutive later versions, we found that the introduction of these changes resulted in a greater number of students’ descriptions in macroscopic and microscopic terms, and a lower number of answers simply repeating information extracted from the reading. Furthermore, more students explicitly explained absorption in terms of energy associated to IR light. Implications

  19. General Education Issues, Distance Education Practices: Building Community and Classroom Interaction through the Integration of Curriculum, Instructional Design, and Technology.

    Science.gov (United States)

    Childers, Jeri L.; Berner, R. Thomas

    2000-01-01

    Examines the issues in a case study surrounding the integration of videoconferencing and Web-based instruction to bring the literature of journalism to life for undergraduate students. Sets forth examples of principles and practices for successful integration of distance education and general education. Also describes the students' reactions in…

  20. Motivational Design in Information Literacy Instruction

    Science.gov (United States)

    Hess, Amanda Nichols

    2015-01-01

    Motivational design theory complements instructional design theory and, when used together, both principles can affect learning, knowledge acquisition, and knowledge retention. In information literacy instruction, motivational design exists throughout the appropriate standards documents. However, there is limited current research on the best…

  1. Interaction and Instructed Second Language Acquisition

    Science.gov (United States)

    Loewen, Shawn; Sato, Masatoshi

    2018-01-01

    Interaction is an indispensable component in second language acquisition (SLA). This review surveys the instructed SLA research, both classroom and laboratory-based, that has been conducted primarily within the interactionist approach, beginning with the core constructs of interaction, namely input, negotiation for meaning, and output. The review…

  2. Interactive whiteboards in third grade science instruction

    Science.gov (United States)

    Rivers, Grier

    Strategies have been put into place to affect improvement in science achievement, including the use of Interactive Whiteboards (IWBs) in science instruction. IWBs enable rich resources, appropriate pacing, and multimodal presentation of content deemed as best practices. Professional development experiences, use of resources, instructional practices, and changes in professional behavior in science teachers were recorded. Also recorded were differences in the engagement and motivation of students in IWB classrooms versus IWB-free classrooms and observed differences in students' problem solving, critical thinking, and collaboration. Using a mixed-method research design quantitative data were collected to identify achievement levels of the target population on the assumption that all students, regardless of ability, will achieve greater mastery of science content in IWB classrooms. Qualitative data were collected through observations, interviews, videotapes, and a survey to identify how IWBs lead to increased achievement in third grade classrooms and to develop a record of teachers' professional practices, and students' measures of engagement and motivation. Comparative techniques determined whether science instruction is more effective in IWB classroom than in IWB-free classrooms. The qualitative findings concluded that, compared to science teachers who work in IWB-free settings, elementary science teachers who used IWBs incorporated more resources to accommodate learning objectives and the varied abilities and learning styles of their students. They assessed student understanding more frequently and perceived their classrooms as more collaborative and interactive. Furthermore, they displayed willingness to pursue professional development and employed different engagement strategies. Finally, teachers who used IWBs supported more instances of critical thinking and problem-solving. Quantitative findings concluded that students of all ability levels were more motivated

  3. Formal education of curriculum and instructional designers

    NARCIS (Netherlands)

    McKenney, Susan; Visscher-Voerman, Irene

    2013-01-01

    McKenney, S., & Visscher-Voerman, I. (2013). Formal education of curriculum and instructional designers. Educational Designer, 2(6). Available online: http://www.educationaldesigner.org/ed/volume2/issue6/article20/index.htm

  4. A Complete Interactive Graphical Computer-Aided Instruction System.

    Science.gov (United States)

    Abrams, Steven Selby

    The use of interactive graphics in computer-aided instruction systems is discussed with emphasis placed on two requirements of such a system. The first is the need to provide the teacher with a useful tool with which to design and modify teaching sessions tailored to the individual needs and capabilities of the students. The second is the…

  5. A Content Analysis of Instructional Design and Web Design Books: Implications for Inclusion of Web Design in Instructional Design Textbooks

    Science.gov (United States)

    Obilade, Titilola T.; Burton, John K.

    2015-01-01

    This textual content analysis set out to determine the extent to which the theories, principles, and guidelines in 4 standard books of instructional design and technology were also addressed in 4 popular books on web design. The standard books on instructional design and the popular books on web design were chosen by experts in the fields. The…

  6. When innovative instructional designs are too innovative

    DEFF Research Database (Denmark)

    Kjærgaard, Thomas; Wahl, Christian

    2015-01-01

    and it was developed to include, motivate and encourage the students to engage in more situated learning processes. The course is infamous for low attendance and for demotivating the students. The new instructional design utilized teacher-produced video-clips to qualify the students learning in the preparation...... for the lessons and new pedagogical activities during lessons to make the learning process more situated. The video-clips should also include more students through scaffolding the academic reading with video-clips. However, the outcome was not as planned. The students didn’t recognize the video......This paper presents a study of what happens when innovation of an instructional design is too innovative. The study investigates an implementation process of a new instructional design in nursing education. The new instructional design should be a step away for a functionalist approach to learning...

  7. INSTRUCTIONAL SYSTEMS DESIGN (ISD: Theory and Practice in Second Life

    Directory of Open Access Journals (Sweden)

    Nil GOKSEL CANBEK

    2011-08-01

    Full Text Available The considerable changes in distance learning related technologies and Web 2.0 tools direct new immersive platforms to serve on the concept of avatar-driven interactions. In this sense, the immersive learning platforms, like Second Life (SL, embrace innovative forms of network based settings for effective community interactions. SL, as an interactive learning milieu, conducts 3D interactions and active education within the context of Instructional Systems Design (ISD which makes learning experiences efficient for both the tutor and learners on the platform designed on social networking. The platform gives an appropriate service to its users to be part of an instructional application of virtual worlds in where learners become connected though online activities. Within the learning theories existing nowadays, instructional designers, who are working in 3D environment like SL, are using mainly cognitive theory and constructivist strategy of learning. According to cognitive learning theory, people learn in different ways that are individually contextual and new trends in Instructional Design (ID had to address these differences. There are number of already approbated instructional models, which are used widely in the process of creation learning courses for 3D environments. The most frequently used model is ADDIE (Assess–Design–Develop–Implement– Evaluate, and the model PIE (Plan-Integrate–Evaluate, that is relatively new and become increasingly popular as it allows easy integration of technology in the classroom-oriented (virtual or real teaching. Based on the above mentioned concerns, this paper will examine the instructional design models used to create immersive courses within SL. Further, the paper will collect ideas on the instructional tools and technologies used for designing SL courses as these new technologies used in this environment draws heavily on andragogy. The paper will also clarify the obstacles on virtual learning

  8. Interactive video instruction - Establishing a positive alternative

    International Nuclear Information System (INIS)

    Schillinger, F.J.; McCulloch, B.P.

    1991-01-01

    This paper discusses The New York Power Authority's (NYPA's) efforts to establish and implement a viable interactive video instruction program to provide an alternative to traditional instructor-led classroom training. The NYPA training department was looking for alternative methods of providing adequate training for a new apprenticeship program being developed for its nonnuclear plant employees. They were also looking for another way to provide cost-effective basic computer training for an ever-increasing number of company computer users. Interactive video instruction was selected because it offered an interesting and fresh approach to self-paced learning. The paper describes problems associated with startup, implementation, and administration, benefits expected, and obtaining college accreditation

  9. Flexible learning and the design of instruction

    NARCIS (Netherlands)

    Collis, Betty; Nikolova, Iliana

    1998-01-01

    The paper deals with the problem of designing flexible learning and instruction. Flexibility is considered both from the learner's and the designer's perspective. The potential of telematics in the design, development and implementation of flexible and distance learning is discussed. A Method for

  10. Formal education of curriculum and instructional designers

    NARCIS (Netherlands)

    McKenney, Susan; Visscher-Voerman, Irene

    2013-01-01

    In practice, few researchers and designers have strong conceptual understanding of the marriage between the design discipline and scientific research traditions. Rather, most have strong exposure to either research methodologies or instructional design methods, theories and/or practices. Within the

  11. Librarians and Instructional Designers: Collaboration and Innovation

    Science.gov (United States)

    Eshleman, Joe; Moniz, Richard; Mann, Karen; Eshleman, Kristen

    2016-01-01

    With online education options more ubiquitous and sophisticated than ever, the need for academic librarians to be conversant with digital resources and design thinking has become increasingly important. The way forward is through collaboration with instructional designers, which allows librarians to gain a better understanding of digital resource…

  12. Impact of Instructional Design on Virtual Teamwork

    Science.gov (United States)

    Rawlings, Melody

    2012-01-01

    The purpose of this participatory action research study was to answer the following research question: How does online instructional design impact students' virtual teamwork performance? Through the lens of social constructivism, a qualitative, in-depth multi-case study design was utilized to conduct document analyses, observations, and student…

  13. Universal Design for Instruction: Extending the Universal Design Paradigm to College Instruction

    Science.gov (United States)

    McGuire, Joan M.; Scott, Sally S.

    2006-01-01

    Universal design for instruction (UDI) represents the systematic application of universal design, the construct from architecture and product development, to instructional practices in higher education. In addition to a description of the deliberative process by which UDI was developed, this article provides confirmatory evidence of the validity…

  14. Demonstrating Empathy: A Phenomenological Study of Instructional Designers Making Instructional Strategy Decisions for Adult Learners

    Science.gov (United States)

    Vann, Linda S.

    2017-01-01

    Instructional designers are tasked with making instructional strategy decisions to facilitate achievement of learning outcomes as part of their professional responsibilities. While the instructional design process includes learner analysis, that analysis alone does not embody opportunities to assist instructional designers with demonstrations of…

  15. Designing "Interaction": How Do Interaction Design Students Address Interaction?

    Science.gov (United States)

    Karlgren, Klas; Ramberg, Robert; Artman, Henrik

    2016-01-01

    Interaction design is usually described as being concerned with interactions with and through artifacts but independent of a specific implementation. Design work has been characterized as a conversation between the designer and the situation and this conversation poses a particular challenge for interaction design as interactions can be elusive…

  16. A Virtual Library for Instructional Systems Designers.

    Science.gov (United States)

    Kirk, James J.

    During the past three years, the role of the instructional systems designer has taken on greater significance for instructors. This is because many faculty members have been asked to put their entire courses online over the World Wide Web. Instructors are now creating a substantial percentage of the online courses with little or no background in…

  17. General Systems Theory and Instructional Design.

    Science.gov (United States)

    Salisbury, David F.

    The use of general systems theory in the field of instructional systems design (ISD) is explored in this paper. Drawing on work by Young, the writings of 12 representative ISD writers and researchers were surveyed to determine the use of 60 general systems theory concepts by the individual authors. The average number of concepts used by these…

  18. General Systems Theory and Instructional Systems Design.

    Science.gov (United States)

    Salisbury, David F.

    1990-01-01

    Describes basic concepts in the field of general systems theory (GST) and identifies commonalities that exist between GST and instructional systems design (ISD). Models and diagrams that depict system elements in ISD are presented, and two matrices that show how GST has been used in ISD literature are included. (11 references) (LRW)

  19. Designing Genetics Instruction for a Socratic Approach

    Science.gov (United States)

    Idros, Sharifah Norhaidah Syed

    2004-01-01

    Science is at heart a rational activity. Reasoning, being an important component of critical thinking has been successfully taught using Socratic methods. As an approach, the instructor or designer of instruction models an inquiring and probing mind focusing on providing questions and not answers. The main aim has been to allow learners to…

  20. Instructional Design: Its Relevance for CALL.

    Science.gov (United States)

    England, Elaine

    1989-01-01

    Describes an interdisciplinary (language and educational technology departments) instructional design program that is intended to develop back-up computer programs for students taking supplementary English as a second language classes. The program encompasses training programs, the psychology of screen reading, task analysis, and color cueing.…

  1. Rapid Prototyping in Instructional Design: Creating Competencies

    Science.gov (United States)

    Fulton, Carolyn D.

    2010-01-01

    Instructional designers working in rapid prototyping environments currently do not have a list of competencies that help to identify the knowledge, skills, and attitudes (KSAs) required in these workplaces. This qualitative case study used multiple cases in an attempt to identify rapid prototyping competencies required in a rapid prototyping…

  2. Redefining Classroom Culture through Instructional Design

    Science.gov (United States)

    Faryadi, Qais; Bakar, Zainab Abu; Maidinsah, Hamidah; Muhamad, Aminuddin

    2007-01-01

    This critical assessment attempts to define a good instructional design through the eyes and the minds of renowned scholars and the most outspoken educational psychologists such as Gagne, John Keller, Jerome Bruner, and Richard E. Mayer and so on. This examination also discusses ways in directing the mental map of students for better knowledge…

  3. Designing for Interactional Empowerment

    OpenAIRE

    Ståhl, Anna

    2014-01-01

    This thesis further defines how to reach Interactional Empowerment through design for users. Interactional Empowerment is an interaction design program within the general area of affective interaction, focusing on the users’ abil­ity to reflect, express themselves and engage in profound meaning-making. This has been explored through design of three systems eMoto, Affective Di­ary and Affective Health, which all mirror users’ emotions or bodily reactions in interaction in some way. From these ...

  4. Software Engineering Design Principles Applied to Instructional Design: What Can We Learn from Our Sister Discipline?

    Science.gov (United States)

    Adnan, Nor Hafizah; Ritzhaupt, Albert D.

    2018-01-01

    The failure of many instructional design initiatives is often attributed to poor instructional design. Current instructional design models do not provide much insight into design processes for creating e-learning instructional solutions. Given the similarities between the fields of instructional design and software engineering, instructional…

  5. Aligning Game Activity with Educational Goals: Following a Constrained Design Approach to Instructional Computer Games

    Science.gov (United States)

    Shelton, Brett E.; Scoresby, Jon

    2011-01-01

    We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…

  6. Universal Instructional Design Principles for Moodle

    Directory of Open Access Journals (Sweden)

    Tanya Elias

    2010-05-01

    Full Text Available The paper identifies a set of universal instructional design (UID principles appropriate to distance education (DE and tailored to the needs of instructional designers and instructors teaching online. These principles are then used to assess the accessibility level of a sample online course and the availability of options in its LMS platform (Moodle to increase course accessibility. Numerous accessibility-sensitive plug-in modules are found to be available to Moodle users, though relatively few features were included in the sample course analysed. This may be because they have not been made available to instructors at the institutional level. The paper offers a series of recommendations to improve the accessibility of online DE to learners with diverse abilities, disabilities, and needs.

  7. Designing for mobile interaction

    DEFF Research Database (Denmark)

    Nazzi, Elena

    2009-01-01

    The theme of this PhD project is designing for mobile interaction with devices and services, for the accessing, making, and sharing of information, taking into account the dynamic physical and social settings that embrace this interaction. To narrow down this theme, the whole project focuses...... on the exploitation of social interaction --- in particular among senior citizens --- to enhance and support mobile interaction....

  8. Designing for Interaction Proxemics

    DEFF Research Database (Denmark)

    Grønbæk, Jens Emil

    2018-01-01

    Design of interactive technology provides opportunities as well as constraints in how a group of users can organize in a shared space. The core argument of interaction proxemics is to consider this in designing for collaboration. In my thesis, I focus on conceptualizing design of ubicomp...

  9. Interactive instruction of cellular physiology for remote learning.

    Science.gov (United States)

    Huang, C; Huang, H K

    2003-12-01

    The biomedical sciences are a rapidly changing discipline that have adapted to innovative technological advances. Despite these many advances, we face two major challenges: a) the number of experts in the field is vastly outnumbered by the number of students, many of whom are separated geographically or temporally and b) the teaching methods used to instruct students and learners have not changed. Today's students have adapted to technology--they use the web as a source of information and communicate via email and chat rooms. Teaching in the biomedical sciences should adopt these new information technologies (IT), but has thus far failed to capitalize on technological opportunity. Creating a "digital textbook" of the traditional learning material is not sufficient for dynamic processes such as cellular physiology. This paper describes innovative teaching techniques that incorporate familiar IT and high-quality interactive learning content with user-centric instruction design models. The Virtual Labs Project from Stanford University has created effective interactive online teaching modules in physiology (simPHYSIO) and delivered them over broadband networks to their undergraduate and medical students. Evaluation results of the modules are given as a measure of success of such innovative teaching method. This learning media strategically merges IT innovations with pedagogy to produce user-driven animations of processes and engaging interactive simulations.

  10. Designing Preclinical Instruction for Psychomotor Skills (III)--Instructional Engineering: Design Phase.

    Science.gov (United States)

    Guenzel, Pamela J.; And Others

    1995-01-01

    In the third of a series of articles on teaching psychomotor skills in dental education, the design of instructional materials is discussed. Steps include identifying appropriate teaching strategies for the tasks; organizing and sequencing subskills; identifying and collecting common errors; and drafting learning exercises for each subskill. (MSE)

  11. Sonic Interaction Design

    DEFF Research Database (Denmark)

    ) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory......Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact’s sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID...... aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems...

  12. A Model for Designing Library Instruction for Distance Learning

    Science.gov (United States)

    Rand, Angela Doucet

    2013-01-01

    Providing library instruction in distance learning environments presents a unique set of challenges for instructional librarians. Innovations in computer-mediated communication and advances in cognitive science research provide the opportunity for designing library instruction that meets a variety of student information seeking needs. Using a…

  13. Toward Instructional Design Principles: Inducing Faraday's Law with Contrasting Cases

    Science.gov (United States)

    Kuo, Eric; Wieman, Carl E.

    2016-01-01

    Although physics education research (PER) has improved instructional practices, there are not agreed upon principles for designing effective instructional materials. Here, we illustrate how close comparison of instructional materials could support the development of such principles. Specifically, in discussion sections of a large, introductory…

  14. The interactive design collaboratorium

    DEFF Research Database (Denmark)

    Bødker, Susanne; Petersen, Marianne Graves; Krogh, Peter Gall

    2001-01-01

    This paper reports on experimental process in which a prototype was developed of an interactive design collaboatorium, in cooperation with a group of usability designers. In a longterm research cooperation, this usability group has changed its work practice in order to work in the design...... collaboratorium. The design collaboratorium was developed to move usability design away from a lab towards an open physical and organizational space where designer, users and engineers meet and collaborate, or work alongside each other. The cooperation between researchers and the usability gruop has resulted...... in practical experimentation in projects and in design of an experimental design collaboratorium emploing electronic whiteboards, 3D design documentation, etc. This experimental prototype has been evaluated in cooperative workshops. We report on the results of this evaluation....

  15. MOOCS AS NEW CONDITIONS FOR INSTRUCTIONAL DESIGN

    DEFF Research Database (Denmark)

    Buhl, Mie; Andreasen, Lars Birch; Karanam, Pushpanadham

    MOOCS AS NEW CONDITIONS FOR INSTRUCTIONAL DESIGN Prof. Karanam Pushpanadham (The Maharaja Sayajirao University of Baroda) Prof. Mie Buhl (Aalborg University) Associate Prof. Lars Birch Andreasen (Aalborg University) ABSTRACT Education at all levels can shape the world of tomorrow, equipping...... education and research institutions and a critical mass of skilled and educated people, no society can ensure genuine sustainable development (UNESCO, 1998). Information and Communication Technologies have entailed changes in the conditions for teaching and learning. New technologies do not in themselves....... With the large-scale development of massive open online courses, MOOCs, new questions have arisen in relation to the planning, organizing and carrying out of the teaching situation. The classical pedagogical questions of what? (content), how? (methods), why? (purpose), and who? (participants) have been...

  16. Designing Preclinical Instruction of Psychomotor Skills (IV)--Instructional Engineering: Evaluation Phase.

    Science.gov (United States)

    Guenzel, Pamela J.; And Others

    1995-01-01

    The fourth article in a four-part series on instructional design discusses evaluation of a psychomotor skills unit taught in preclinical dental education. Issues examined include piloting of instructional materials, analysis and revision of materials based on student performance, syllabus design and content, influence of faculty characteristics,…

  17. Urban Interaction Design

    DEFF Research Database (Denmark)

    Brynskov, Martin; Bermúdez, Juan Carlos Carvajal; Fernández, Manu

    This book is an effort to explore the newly emerging field of urban interaction design that addresses these issues. In the first part of the book, 'Foundations', we look into its origins. Where do its practitioners come from? How are they working together? What methodologies do they bring...... to the table? What are the key concepts they are addressing in their work? In the second part of the book named 'Trends', we go into current developments in the networked city and how urban interaction design as a field addresses these. Taken together, these sections will not give the definite definition...

  18. Interaction: The Vital Conversation in Online Instruction

    Science.gov (United States)

    Parker, Angie; Parker, Steve

    2013-01-01

    History has shown the importance of interaction in the online teaching/learning environment. The World Wide Web has allowed interaction to expand the cognitive process by facilitating the construction of personal knowledge. The web, however, has been both a challenge and an opportunity to interaction. This paper draws on the literature to…

  19. Human Work Interaction Design

    DEFF Research Database (Denmark)

    Lopes, Arminda; Ørngreen, Rikke

    This book constitutes the thoroughly refereed post-conference proceedings of the Third IFIP WG 13.6 Working Conference on Human Work Interaction Design, HWID 2012, held in Copenhagen, Denmark, in December 2012. The 16 revised papers presented were carefully selected for inclusion in this volume...

  20. Human Work Interaction Design

    DEFF Research Database (Denmark)

    Gonçalves, Frederica; Campos, Pedro; Clemmensen, Torkil

    2015-01-01

    In this paper, we review research in the emerging practice and research field of Human Work Interaction Design (HWID). We present a HWID frame-work, and a sample of 54 papers from workshops, conferences and journals from the period 2009-2014. We group the papers into six topical groups, and then ...

  1. Interactive design center.

    Energy Technology Data Exchange (ETDEWEB)

    Pomplun, Alan R. (Sandia National Laboratories, Livermore, CA)

    2005-07-01

    Sandia's advanced computing resources provide researchers, engineers and analysts with the ability to develop and render highly detailed large-scale models and simulations. To take full advantage of these multi-million data point visualizations, display systems with comparable pixel counts are needed. The Interactive Design Center (IDC) is a second generation visualization theater designed to meet this need. The main display integrates twenty-seven projectors in a 9-wide by 3-high array with a total display resolution of more than 35 million pixels. Six individual SmartBoard displays offer interactive capabilities that include on-screen annotation and touch panel control of the facility's display systems. This report details the design, implementation and operation of this innovative facility.

  2. When innovative instructional designs are too innovative: lack of schema

    DEFF Research Database (Denmark)

    Kjærgaard, Thomas; Wahl, Christian

    2015-01-01

    and it was developed to motivate and encourage the students to engage in more situated learning processes. The course is infamous for low attendance and for demotivating the students; hence the new instructional design should motivate students to attend the lessons and to participate. The new instructional design...

  3. Project Management in Instructional Design: ADDIE Is Not Enough

    Science.gov (United States)

    Van Rooij, Shahron Williams

    2010-01-01

    In the digital age, instructional designers must possess both a sound instructional design knowledge base and solid project management skills that will enable them to complete courseware projects on time, on budget and in conformance with client expectations. Project management skills include the ability to apply repeatable processes, along with…

  4. A Symbiosis between Instructional Systems Design and Project Management

    Science.gov (United States)

    Pan, Cheng-Chang

    2012-01-01

    This study is intended to explore a complementary relationship between instructional systems design (ISD) and project management in an attempt to build a plausible case for integrating project management as a distinct course in the core of the graduate instructional systems design programs. It is argued that ISD and project management should form…

  5. What Do Instructional Designers in Higher Education Really Do?

    Science.gov (United States)

    Kumar, Swapna; Ritzhaupt, Albert

    2017-01-01

    What do instructional designers in higher education really do? With the rise in online courses and programs in higher education, this question is especially important. We interviewed eight instructional designers from across the United States using a semi-structured interview protocol. The results were analyzed using the constant comparative…

  6. MVP and Instructional Systems Design in Online Courses

    Science.gov (United States)

    Franklin, Jennifer L.

    2017-01-01

    This chapter is based on three premises. The first premise is that the use of instructional systems design (ISD) methods is important in online as well as traditional classroom settings. A second premise is that improving the motivational design of instruction brings benefits to teachers and learners alike. The third premise, specific to this…

  7. Preparing Instructional Designers for Game-Based Learning: Part 2

    Science.gov (United States)

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    As noted in part I of this article (published in "TechTrends 54"(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and…

  8. The Need for Imagination and Creativity in Instructional Design

    Science.gov (United States)

    Gibson, Pat

    2013-01-01

    The purpose of this article is to explore the need for imagination and creativity in adult education instructional design both online and face-to-face. It defines both imagination and creativity as well as provides an overview of the history of instructional design. It provides an examination of imagination and its application in educational…

  9. Instructional Design as Knowledge Management: A Knowledge-in-Practice Approach to Choosing Instructional Methods

    Science.gov (United States)

    McIver, Derrick; Fitzsimmons, Stacey; Flanagan, David

    2016-01-01

    Decisions about instructional methods are becoming more complex, with options ranging from problem sets to experiential service-learning projects. However, instructors not trained in instructional design may make these important decisions based on convenience, comfort, or trends. Instead, this article draws on the knowledge management literature…

  10. Computer Assisted Instructional Design for Computer-Based Instruction. Final Report. Working Papers.

    Science.gov (United States)

    Russell, Daniel M.; Pirolli, Peter

    Recent advances in artificial intelligence and the cognitive sciences have made it possible to develop successful intelligent computer-aided instructional systems for technical and scientific training. In addition, computer-aided design (CAD) environments that support the rapid development of such computer-based instruction have also been recently…

  11. Universal Design for Instruction: The Paradigm, Its Principles, and Products for Enhancing Instructional Access

    Science.gov (United States)

    McGuire, Joan M.; Scott, Sally S.; Shaw, Stan F.

    2003-01-01

    Universal Design for Instruction (UDI), a construct that serves as the foundation for the work of a federally funded project at the University of Connecticut, offers an approach to inclusive instruction that is responsive to the diverse learning needs of a changing postsecondary population. In this article elements relating to the implementation…

  12. Using Critical Incidents of Instructional Design and Multimedia Production Activities to Investigate Instructional Designers' Current Practices and Roles

    Science.gov (United States)

    Sugar, William A.; Luterbach, Kenneth J.

    2016-01-01

    Through consideration of critical incidents, this study analyzed 106 effective, ineffective and extraordinary instructional design and multimedia production (MP) activities discussed by 36 instructional design professionals. This evaluation provided insights into these professionals' best and not so best practices during the past 6 months.…

  13. Language used in interaction during developmental science instruction

    Science.gov (United States)

    Avenia-Tapper, Brianna

    The coordination of theory and evidence is an important part of scientific practice. Developmental approaches to instruction, which make the relationship between the abstract and the concrete a central focus of students' learning activity, provide educators with a unique opportunity to strengthen students' coordination of theory and evidence. Therefore, developmental approaches may be a useful instructional response to documented science achievement gaps for linguistically diverse students. However, if we are to leverage the potential of developmental instruction to improve the science achievement of linguistically diverse students, we need more information on the intersection of developmental science instruction and linguistically diverse learning contexts. This manuscript style dissertation uses discourse analysis to investigate the language used in interaction during developmental teaching-learning in three linguistically diverse third grade classrooms. The first manuscript asks how language was used to construct ascension from the abstract to the concrete. The second manuscript asks how students' non-English home languages were useful (or not) for meeting the learning goals of the developmental instructional program. The third manuscript asks how students' interlocutors may influence student choice to use an important discourse practice--justification--during the developmental teaching-learning activity. All three manuscripts report findings relevant to the instructional decisions that teachers need to make when implementing developmental instruction in linguistically diverse contexts.

  14. Using Agile Project Management to Enhance the Performance of Instructional Design Teams

    Science.gov (United States)

    Sweeney, David S.; Cifuentes, Lauren

    2010-01-01

    Instructional design models describe in detail methodologies for designing effective instruction. Several widely adopted models include suggestions for managing instructional design projects. However, these suggestions focus on how to manage the instructional design steps rather than the instructional design and development team process. The…

  15. Multimedia Listening Comprehension: Metacognitive Instruction or Metacognitive Instruction through Dialogic Interaction

    Science.gov (United States)

    Bozorgian, Hossein; Alamdari, Ebrahim Fakhri

    2018-01-01

    This study is an attempt to investigate the effect of metacognitive instruction through dialogic interaction in a joint activity on advanced Iranian English as a foreign language (EFL) learners' multimedia listening and their metacognitive awareness in listening comprehension. The data were collected through (N = 180) male and female Iranian…

  16. The Value of the Operational Principle in Instructional Design

    Science.gov (United States)

    Gibbons, Andrew S.

    2009-01-01

    Formal design studies are increasing our insight into design processes, including those of instructional design. Lessons are being learned from other design fields, and new techniques and concepts can be imported as they are demonstrated effective. The purpose of this article is to introduce a design concept--the "operational principle"--for…

  17. Educating Instructional Designers: Different Methods for Different Outcomes.

    Science.gov (United States)

    Rowland, Gordon; And Others

    1994-01-01

    Suggests new methods of teaching instructional design based on literature reviews of other design fields including engineering, architecture, interior design, media design, and medicine. Methods discussed include public presentations, visiting experts, competitions, artifacts, case studies, design studios, and internships and apprenticeships.…

  18. Instructional psychology and the design of training simulators

    International Nuclear Information System (INIS)

    Stammers, R.B.

    1985-01-01

    In this paper the role of instructional psychology in simulator design and use is discussed. It is suggested that research and development work has tended to focus upon the face validity of simulators rather than their instructional utility. Dimensions of simulation are reviewed as are the variety of uses to which a simulator may be put. The nature of instructional psychology is briefly described under the following headings: task analysis, the acquisition of knowledge and skill and theories of instruction. Attention is also given to the potential role of computer-based training and the topic of retention of training is introduced. (author)

  19. Instructional design considerations promoting engineering design self-efficacy

    Science.gov (United States)

    Jackson, Andrew M.

    Engineering design activities are frequently included in technology and engineering classrooms. These activities provide an open-ended context for practicing critical thinking, problem solving, creativity, and innovation---collectively part of the 21st Century Skills which are increasingly needed for success in the workplace. Self-efficacy is a perceptual belief that impacts learning and behavior. It has been shown to directly impact each of these 21st Century Skills but its relation to engineering design is only recently being studied. The purpose of this study was to examine how instructional considerations made when implementing engineering design activities might affect student self-efficacy outcomes in a middle school engineering classroom. Student responses to two self-efficacy inventories related to design, the Engineering Design Self-Efficacy Instrument and Creative Thinking Self-Efficacy Inventory, were collected before and after participation in an engineering design curriculum. Students were also answered questions on specific factors of their experience during the curriculum which teachers may exhibit control over: teamwork and feedback. Results were analyzed using Pearson's correlation coefficients, paired and independent t-tests, and structural equation modeling to better understand patterns for self-efficacy beliefs in students. Results suggested that design self-efficacy and creative thinking self-efficacy are significantly correlated, r(1541) = .783, p classroom strategies for increasing self-efficacy and given specific recommendations related to teamwork and feedback to support students. Finally, although there were weaknesses in the study related to the survey administration, future research opportunities are presented which may build from this work.

  20. Interaction Design for Public Spaces

    DEFF Research Database (Denmark)

    Kortbek, Karen Johanne

    2008-01-01

    In this abstract I describe the doctorial research project "Interaction Design for Public Spaces". The objective of the project is to explore and design interaction contexts in culture related public spaces such as museums, experience centres and festivals. As a perspective on this domain, I...... will focus on the usage of the body as an interaction device. Furthermore, the project will involve a dramaturgic take on communication and design of interactive systems in the pursuit of new ways to stage the interactive contexts. The outcome of the project will be guidelines and conceptual frameworks which...... will help interaction designers when designing for bodily movement, and communicating and staging interactive content in public spaces....

  1. Interactive Computer-Assisted Instruction in Acid-Base Physiology for Mobile Computer Platforms

    Science.gov (United States)

    Longmuir, Kenneth J.

    2014-01-01

    In this project, the traditional lecture hall presentation of acid-base physiology in the first-year medical school curriculum was replaced by interactive, computer-assisted instruction designed primarily for the iPad and other mobile computer platforms. Three learning modules were developed, each with ~20 screens of information, on the subjects…

  2. Neuroradiology computer-assisted instruction using interactive videodisk: Pilot project

    International Nuclear Information System (INIS)

    Andrews, C.L.; Goldsmith, D.G.; Osborn, A.G.; Stensaas, S.S.; Davidson, H.C.; Quigley, A.C.

    1987-01-01

    The availability of microcomputers, high-resolution monitors, high-level authoring languages, and videodisk technology make sophisticated neuroradiology instruction a cost-effective possibility. The authors developed a laser videodisk and interactive software to teach normal and pathologic gross and radiologic anatomy of the sellar/juxtasellar region. A spectrum of lesions is presented with information for differential diagnosis included. The exhibit permits conference participants to review the pilot module and experience the self-paced learning and self-evaluation possible with computer-assisted instruction. They also may choose to peruse a ''visual database'' by instant random access to the videodisk by hand control

  3. Design Principles for Online Instruction: A New Kind of Classroom

    Directory of Open Access Journals (Sweden)

    Neil TOPORSKI

    2004-01-01

    Full Text Available In the 1900’s, distance education attempted to mimic the traditional classroom lecture via the transmission of live or “canned” broadcasts, regardless of the technologies used: satellite, television, film, or radio. These kinds of media predisposed DE to closely adhere to the lecture (sit and absorb model, where content was disseminated in about the same time constraints as a traditional class: taught at scheduled times throughout the week–almost anywhere but not always anytime. Moreover, the modes of presentation in classic DE seemed to hinder the kinds of human interactions normally experienced in the traditional classroom, fostering individualized and isolated learning experiences.Online learning is a hybrid between the traditional classroom and the DE experience. Like the traditional classroom, instruction is teacher-facilitated. The student is enrolled in a conventional course with topic (lecture presentations, reading and homework assignments, classroom discussions, and class projects. Unlike the traditional classroom, courses are web-based and distributed from a distance, using an assortment of synchronous and asynchronous computer technologies and offered anywhere and anytime. In this way, online learning is different from the classic DE model by encouraging decentralized and collaborative learning environments. So that in this presentation will be discuss design principles for online instruction as being a new kind of classroom.

  4. Design livre: cannibalistic interaction design

    NARCIS (Netherlands)

    van Amstel, Frederick; Vassao, C.A.; Ferraz, G.B.; Formia, E.M.

    2012-01-01

    This paper provides a historical account of cannibalism as used to explain how Brazilians integrate foreign cultural influences into their own culture and introduces a design praxis based on it. From Modernism to Digital Culture, cannibalism is a recurring tactic used to overcome cultural traditions

  5. Interactive computer-assisted instruction in acid-base physiology for mobile computer platforms.

    Science.gov (United States)

    Longmuir, Kenneth J

    2014-03-01

    In this project, the traditional lecture hall presentation of acid-base physiology in the first-year medical school curriculum was replaced by interactive, computer-assisted instruction designed primarily for the iPad and other mobile computer platforms. Three learning modules were developed, each with ∼20 screens of information, on the subjects of the CO2-bicarbonate buffer system, other body buffer systems, and acid-base disorders. Five clinical case modules were also developed. For the learning modules, the interactive, active learning activities were primarily step-by-step learner control of explanations of complex physiological concepts, usually presented graphically. For the clinical cases, the active learning activities were primarily question-and-answer exercises that related clinical findings to the relevant basic science concepts. The student response was remarkably positive, with the interactive, active learning aspect of the instruction cited as the most important feature. Also, students cited the self-paced instruction, extensive use of interactive graphics, and side-by-side presentation of text and graphics as positive features. Most students reported that it took less time to study the subject matter with this online instruction compared with subject matter presented in the lecture hall. However, the approach to learning was highly examination driven, with most students delaying the study of the subject matter until a few days before the scheduled examination. Wider implementation of active learning computer-assisted instruction will require that instructors present subject matter interactively, that students fully embrace the responsibilities of independent learning, and that institutional administrations measure instructional effort by criteria other than scheduled hours of instruction.

  6. Interactive orbital proximity operations planning system instruction and training guide

    Science.gov (United States)

    Grunwald, Arthur J.; Ellis, Stephen R.

    1994-01-01

    This guide instructs users in the operation of a Proximity Operations Planning System. This system uses an interactive graphical method for planning fuel-efficient rendezvous trajectories in the multi-spacecraft environment of the space station and allows the operator to compose a multi-burn transfer trajectory between orbit initial chaser and target trajectories. The available task time (window) of the mission is predetermined and the maneuver is subject to various operational constraints, such as departure, arrival, spatial, plume impingement, and en route passage constraints. The maneuvers are described in terms of the relative motion experienced in a space station centered coordinate system. Both in-orbital plane as well as out-of-orbital plane maneuvering is considered. A number of visual optimization aids are used for assisting the operator in reaching fuel-efficient solutions. These optimization aids are based on the Primer Vector theory. The visual feedback of trajectory shapes, operational constraints, and optimization functions, provided by user-transparent and continuously active background computations, allows the operator to make fast, iterative design changes that rapidly converge to fuel-efficient solutions. The planning tool is an example of operator-assisted optimization of nonlinear cost functions.

  7. Impact of technology-infused interactive learning environments on college professors' instructional decisions and practices

    Science.gov (United States)

    Kuda Malwathumullage, Chamathca Priyanwada

    Recent advancements in instructional technology and interactive learning space designs have transformed how undergraduate classrooms are envisioned and conducted today. Large number of research studies have documented the impact of instructional technology and interactive learning spaces on elevated student learning gains, positive attitudes, and increased student engagement in undergraduate classrooms across nation. These research findings combined with the movement towards student-centered instructional strategies have motivated college professors to explore the unfamiliar territories of instructional technology and interactive learning spaces. Only a limited number of research studies that explored college professors' perspective on instructional technology and interactive learning space use in undergraduate classrooms exist in the education research literature. Since college professors are an essential factor in undergraduate students' academic success, investigating how college professors perceive and utilize instructional technology and interactive learning environments can provide insights into designing effective professional development programs for college professors across undergraduate institutions. Therefore, the purpose of this study was to investigate college professors' pedagogical reasoning behind incorporating different types of instructional technologies and teaching strategies to foster student learning in technology-infused interactive learning environments. Furthermore, this study explored the extent to which college professors' instructional decisions and practices are affected by teaching in an interactive learning space along with their overall perception of instructional technology and interactive learning spaces. Four college professors from a large public Midwestern university who taught undergraduate science courses in a classroom based on the 'SCALE-UP model' participated in this study. Major data sources included classroom

  8. Designing Learning Environments to Teach Interactive Quantum Physics

    Science.gov (United States)

    Puente, Sonia M. Gomez; Swagten, Henk J. M.

    2012-01-01

    This study aims at describing and analysing systematically an interactive learning environment designed to teach Quantum Physics, a second-year physics course. The instructional design of Quantum Physics is a combination of interactive lectures (using audience response systems), tutorials and self-study in unit blocks, carried out with small…

  9. Designing learning environments to teach interactive Quantum Physics

    NARCIS (Netherlands)

    Gómez Puente, S.M.; Swagten, H.J.M.

    2012-01-01

    This study aims at describing and analysing systematically an interactive learning environment designed to teach Quantum Physics, a second-year physics course. The instructional design of Quantum Physics is a combination of interactive lectures (using audience response systems), tutorials and

  10. Liberating Learning Object Design from the Learning Style of Student Instructional Designers

    Science.gov (United States)

    Akpinar, Yavuz

    2007-01-01

    Learning objects are a new form of learning resource, and the design of these digital environments has many facets. To investigate senior instructional design students' use of reflection tools in designing learning objects, a series of studies was conducted using the Reflective Action Instructional Design and Learning Object Review Instrument…

  11. Design and acceptance of Rheumates@Work, a combined internet-based and in person instruction model, an interactive, educational, and cognitive behavioral program for children with juvenile idiopathic arthritis.

    Science.gov (United States)

    Armbrust, Wineke; Bos, Joyce J F J; Cappon, Jeannette; van Rossum, Marion A J J; Sauer, Pieter J J; Wulffraat, Nico; van Wijnen, Veera K; Lelieveld, Otto T H M

    2015-07-23

    Juvenile idiopathic arthritis (JIA) is a chronic rheumatic disease. Patients suffer daily discomforts such as pain, fatigue, stiffness, and mood disturbances. Their exercise capacity is decreased to a variable degree and physical activity levels may be impaired. To prevent long-term cardiovascular risks associated with JIA and medication, it is important to encourage physical activity. To achieve this we developed Rheumates@Work (R@W), a combined internet-based and in person instruction model, an interactive, educational, and cognitive behavioral program. The aim of this study is twofold: to describe the theoretical background and design of R@W based on Pender's Health Promotion Model, and to assess its acceptance. We enrolled 8 to 13-year-old JIA patients, from 3 outpatients clinics in The Netherlands, in R@W. Inclusion criteria were a low disease activity (VAS physician anonymous questionnaire concerning f.e. time investment and perceived benefits. Costs were monitored. Of the 64 patients we enrolled, 23 boys and 41 girls, 93.8 % completed the program. Participant-initiated interaction was seen in 10.7 %, 24.7 % send a mail because of technical problems. Eighty-two percent of the participants and 99 % of the parents liked the program, and 85 % of the participants indicated that they had learnt something, or quite a lot. Development costs of the program were low. The HPM is suitable for a behavioral intervention program such as R@W. Acceptance and satisfaction of R@W were high and the costs of the program were low. ISRCTN92733069.

  12. An Interactive Multimedia Based Instruction in Experimental Modelling

    DEFF Research Database (Denmark)

    Knudsen, Morten; Nielsen, J.N.; Østergaard, J.

    1997-01-01

    A CD-ROM based interactive multimedia instruction in experimental modelling for Danish Engineering School teachers is described. The content is based on a new sensitivity approach for direct estimation of physical parameters in linear and nonlinear dynamic systems. The presentation is inspired of...... of Solomans=s inventory of learning styles. To enhance active learning and motivation by real life problems, the simulation tool Matlab is integrated in the authoring program Medi8or....

  13. The effects of whole-class interactive instruction with single display groupware for triangles

    NARCIS (Netherlands)

    Caballero, D.; van Riesen, Siswa; Alvarez, S.; Nussbaum, M.; de Jong, Anthonius J.M.; Alario-Hoyos, C.

    2013-01-01

    Whole-class interactive instruction is an instructional approach in which all of the students in a class create knowledge together in an interactive way, mediated by the teacher. The current mixed-method study compared the effects of a specific implementation of whole-class interactive instruction,

  14. Resisting Technological Gravity: Using Guiding Principles for Instructional Design

    Science.gov (United States)

    McDonald, Jason K.

    2010-01-01

    Instructional designers face tremendous pressure to abandon the essential characteristics of educational approaches, and settle instead for routine practices that do not preserve the level of quality those approaches originally expressed. Because this pressure can be strong enough to affect designers almost as gravity affects objects in the…

  15. A Waterfall Design Strategy for Using Social Media for Instruction

    Science.gov (United States)

    Ahern, Terence C.

    2016-01-01

    Using social media can create a rich learning environment that crosses all content areas. The key to creating this environment is for instructors and designers to match appropriate social media software with the intended learning outcome. This article describes an instructional design strategy that helps educators create learning activities that…

  16. Instructional Design as Manipulation of, or Cooperation with, Learners?

    Science.gov (United States)

    Matthews, Michael T.; Yanchar, Stephen C.

    2018-01-01

    We present a qualitative study of the tension between manipulative and cooperative approaches to instructional design. We found that our participants struggled to resist manipulative tendencies in their work contexts. More specifically, our findings suggest that our participants sought to design with their learners in mind to foster a more…

  17. Preparing Instructional Designers for Game-Based Learning: Part 1

    Science.gov (United States)

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  18. Evaluation of iTunes University Courses through Instructional Design Strategies and m-Learning Framework

    Science.gov (United States)

    Tseng, Hung Wei; Tang, Yingqi; Morris, Betty

    2016-01-01

    As mobile learning technology promotes learning accessibility and flexibility, students benefit from social interactivity and connective learning process which will also foster students' performance and satisfaction on learning content. The primary purpose of this research was to evaluate iTunes U courses based on instructional design strategies…

  19. Teaching as Interaction: Challenges in Transitioning Teachers' Instruction to Small Groups

    Science.gov (United States)

    Wyatt, Tasha; Chapman-DeSousa, Brook

    2017-01-01

    Although small group instruction is often endorsed in teaching young children, teachers are rarely given explicit instruction on how to move instruction into small groups where effective adult-child interactions can take place. This study examines how 14 early childhood educators transitioned their instruction from whole to small group teaching…

  20. DESIGNING INSTRUCTION FOR THE TRADITIONAL, ADULT, AND DISTANCE LEARNER: A New Engine for Technology-Based Teaching

    Directory of Open Access Journals (Sweden)

    Lawrence A. Tomei

    2011-10-01

    Full Text Available Adult students demand a wider variety of instructional strategies that encompass real-world, interactive, cooperative, and discovery learning experiences.Designing Instruction for the Traditional, Adult, and Distance Learner: A New Engine for Technology-Based Teaching explores how technology impacts the process of devising instructional plans as well as learning itself in adult students. Containing research from leading international experts, this publication proposes realistic and accurate archetypes to assist educators in incorporating state-of-the-art technologies into online instruction.This text proposes a new paradigm for designing, developing, implementing, and assessed technology-based instruction. It addresses three target populations of today's learner: traditional, adult, and distance education. The text proposes a new model of instructional system design (ISD for developing effective technology-based education that involves a five-step process focusing on the learner, learning theories, resources, delivery modalities, and outcomes.

  1. AN INSTRUCTIONAL DESIGN MODEL FOR BLENDED HIGHER EDUCATION

    Directory of Open Access Journals (Sweden)

    George Hack

    2016-07-01

    Full Text Available Instructional design models that are used by many higher education institutions to guide course design are insufficient for the unique opportunities of blended learning. Many established models are not practical tools for college faculty to use independently in the design of courses. Models like A.D.D.I.E., use a linear approach that can translate more easily into practical stages of course design, yet are historically rooted in the rapid prototyping of educational technologies or for designing military training and are inadequate for the complex demands of higher education, where learning outcomes are geared toward higher order thinking, scientific/clinical reasoning, and a syntheses of ideas into new knowledge. Presented here is an instructional design model that strategically incorporates the nuances of higher education, yet is practically framed to assist faculty with design challenges.

  2. A comparison of student reactions to biology instruction by interactive videodisc or conventional laboratory

    Science.gov (United States)

    Leonard, William H.

    This study was designed to learn if students perceived an interactive computer/videodisc learning system to represent a viable alternative to (or extension of) the conventional laboratory for learning biology skills and concepts normally taught under classroom laboratory conditions. Data were collected by questionnaire for introductory biology classes at a large midwestern university where students were randomly assigned to two interactive videodisc/computer lessons titled Respiration and Climate and Life or traditional laboratory investigation with the same titles and concepts. The interactive videodisc system consisted of a TRS-80 Model III microcomputer interfaced to a Pioneer laser-disc player and a color TV monitor. Students indicated an overall level satisfaction with this strategy very similar to that of conventional laboratory instruction. Students frequently remarked that videodisc instruction gave them more experimental and procedural options and more efficient use of instructional time than did the conventional laboratory mode. These two results are consistent with past CAI research. Students also had a strong perception that the images on the videodisc were not real and this factor was perceived as having both advantages and disadvantages. Students found the two approaches to be equivalent to conventional laboratory instruction in the areas of general interest, understanding of basic principles, help on examinations, and attitude toward science. The student-opinion data in this study do not suggest that interactive videodisc technology serve as a substitute to the wet laboratory experience, but that this medium may enrich the spectrum of educational experiences usually not possible in typical classroom settings.

  3. Study of the 5E Instructional Model to Improve the Instructional Design Process of Novice Teachers

    Science.gov (United States)

    Hu, Jiuhua; Gao, Chong; Liu, Yang

    2017-01-01

    This study investigated the effects of 5E instructional model on the teaching processes of novice teachers. First, we conducted a teaching design training project based on the 5E model for 40 novice teachers, and compared pre-texts of the teachers' teaching process from before the training with post-texts obtained immediately following the…

  4. Incorporating Kansei Engineering in Instructional Design: Designing Virtual Reality Based Learning Environments from a Novel Perspective

    Science.gov (United States)

    Chuah, Kee Man; Chen, Chwen Jen; Teh, Chee Siong

    2008-01-01

    In recent years, the application of virtual reality (VR) technology in education is rapidly gaining momentum. The educational benefits offered by such technology have prompted many educators as well as instructional designers to investigate ways to create effective and engaging VR learning. Instructional designers have examined widely the…

  5. Service-Learning Instructional Design Considerations

    Science.gov (United States)

    Maddrell, Jennifer

    2014-01-01

    This paper explores the design of "service-learning" experiences to engage college students in the real-world application of course subject matter. Service learning is an educational approach that combines community service, academic coursework, and work-based applied learning. Based on data gathered during a series of recent interviews…

  6. A Critical Review of Instructional Design Process of Distance Learning System

    Science.gov (United States)

    Chaudry, Muhammad Ajmal; ur-Rahman, Fazal

    2010-01-01

    Instructional design refers to planning, development, delivery and evaluation of instructional system. It is an applied field of study aiming at the application of descriptive research outcomes in regular instructional settings. The present study was designed to critically review the process of instructional design at Allama Iqbal Open University…

  7. Identifying Instructional Strategies Used to Design Mobile Learning in a Corporate Setting

    Science.gov (United States)

    Jackson-Butler, Uletta

    2016-01-01

    The purpose of this qualitative embedded multiple case study was to describe what instructional strategies corporate instructional designers were using to design mobile learning and to understand from their experiences which instructional strategies they believed enhance learning. Participants were five instructional designers who were actively…

  8. Human Work Interaction Design

    DEFF Research Database (Denmark)

    Lopes, Arminda; Ørngreen, Rikke

    . The papers reflect many different areas and address many complex and diverse work domains, ranging from medical user interfaces, work and speech interactions at elderly care facilities, greenhouse climate control, navigating through large oil industry engineering models, crisis management, library usability...

  9. Issues in Software Engineering of Relevance to Instructional Design

    Science.gov (United States)

    Douglas, Ian

    2006-01-01

    Software engineering is popularly misconceived as being an upmarket term for programming. In a way, this is akin to characterizing instructional design as the process of creating PowerPoint slides. In both these areas, the construction of systems, whether they are learning or computer systems, is only one part of a systematic process. The most…

  10. The 5L Instructional Design For Exploring Legacies through Biography

    Science.gov (United States)

    Boulware, Beverly J.; Monroe, Eula E.; Wilcox, Bradley Ray

    2013-01-01

    People who have impacted generations have left legacies we can explore today through biographies. The 5L instructional design introduced in this article includes five components: Listen, Learn, Locate, Link, and Legacy. In the "Listen" section, teachers use storytelling and read-alouds to introduce individuals who shaped history. During…

  11. Instructional Design-Based Research on Problem Solving Strategies

    Science.gov (United States)

    Emre-Akdogan, Elçin; Argün, Ziya

    2016-01-01

    The main goal of this study is to find out the effect of the instructional design method on the enhancement of problem solving abilities of students. Teaching sessions were applied to ten students who are in 11th grade, to teach them problem solving strategies which are working backwards, finding pattern, adopting a different point of view,…

  12. Virtual Reality Hypermedia Design Frameworks for Science Instruction.

    Science.gov (United States)

    Maule, R. William; Oh, Byron; Check, Rosa

    This paper reports on a study that conceptualizes a research framework to aid software design and development for virtual reality (VR) computer applications for instruction in the sciences. The framework provides methodologies for the processing, collection, examination, classification, and presentation of multimedia information within hyperlinked…

  13. Instructional Design for the Future of Undergraduate Journalism Education

    Science.gov (United States)

    Farmer, Christopher J.

    2012-01-01

    In the face of communication changes brought on by technology, journalism curriculum needs restructuring while staying true to its core values. Using an instructional design framework, and a case study, this paper proposes a journalism education based on Esser's spheres of influence. Current practices and principles are discussed. A literature…

  14. Instructional Design and Project Management: Complementary or Divergent?

    Science.gov (United States)

    van Rooij, Shahron Williams

    2011-01-01

    This paper reports the results of a study to identify the extent to which organizations that develop educational/training products are committed to project management, as measured by their project management implementation maturity, as a methodology that is separate and distinct from the processes of instructional design. A Web survey was…

  15. Evaluating Online Dialogue on "Security" Using a Novel Instructional Design

    Science.gov (United States)

    Arora, Payal

    2008-01-01

    This paper explores evaluation strategies to gauge the impact of a novel instructional design on international community participation online. This is done by conceptualizing and devising indicators for measuring "engagement" online amongst marginalized adult communities worldwide. In doing so, a review of online evaluation literature is…

  16. Implementing Integrated Multicultural Instructional Design in Management Education

    Science.gov (United States)

    Schultz, Jennifer L.; Higbee, Jeanne L.

    2011-01-01

    This purpose of this paper is to summarize the principles of integrated multicultural instructional design (IMID; Higbee, Goff, & Schultz, in press; Higbee, Schultz, & Goff, 2010) and present specific strategies for incorporating IMID in management education. The primary goal of IMID is to promote the integration of multicultural content…

  17. What Should Instructional Designers Know about General Systems Theory?

    Science.gov (United States)

    Salisbury, David F.

    1989-01-01

    Describes basic concepts in the field of general systems theory (GST) and explains the relationship between instructional systems design (ISD) and GST. Benefits of integrating GST into the curriculum of ISD graduate programs are discussed, and a short bibliography on GST is included. (LRW)

  18. Designing Online Instruction for Postsecondary Students with Learning Disabilities

    Science.gov (United States)

    Simoncelli, Andrew; Hinson, Janice

    2010-01-01

    This research details the methodologies that could be used to better deliver online course content to students with learning disabilities. Research has shown how the design of the course affects the students' attitudes and performance. This article details the methodology and pedagogical side of the delivery including instructional methods that…

  19. Training in Japan: The Use of Instructional Systems Design.

    Science.gov (United States)

    Taguchi, Mina; Keller, John M.

    This study investigated the kinds of training conducted in Japanese companies and the degree to which instructional systems design (ISD) is implemented. A random sample of 12 Japanese companies in the banking, automobile manufacturing, electrical machinery, wholesale stores, insurance and securities, and transportation industries were surveyed; a…

  20. Instructional Design of a Programming Course

    DEFF Research Database (Denmark)

    Caspersen, Michael Edelgaard; Bennedsen, Jens

    2007-01-01

    We present a brief overview of a model for the human cognitive architecture and three learning theories based on this model: cognitive load theory, cognitive apprenticeship, and worked examples (a key area of cognitive skill acquisition). Based on this brief overview we argue how an introductory...... object-oriented programming course is designed according to results of cognitive science and educational psychology in general and cognitive load theory and cognitive skill acquisition in particular; the principal techniques applied are: worked examples, scaffolding, faded guidance, cognitive...

  1. Creativity Methods in Interaction Design

    DEFF Research Database (Denmark)

    Biskjaer, Michael Mose; Dalsgaard, Peter; Halskov, Kim

    2010-01-01

    The field of interaction design encompasses a variety of methods for fostering innovation and creativity. In this paper, we present a selection of such methods that scaffold ideation and concept development in the early phases of design. As a conceptual frame for discussing these methods, we...... introduce four aspects that are particularly salient in the field of interaction design: tradition and transcendence, convergence and divergence, degree of structure, and sources of inspiration. We then outline how the methods relate to each of these aspects. The paper contributes to design practitioners...

  2. Designing interactively with elastic splines

    DEFF Research Database (Denmark)

    Brander, David; Bærentzen, Jakob Andreas; Fisker, Ann-Sofie

    2018-01-01

    We present an algorithm for designing interactively with C1 elastic splines. The idea is to design the elastic spline using a C1 cubic polynomial spline where each polynomial segment is so close to satisfying the Euler-Lagrange equation for elastic curves that the visual difference becomes neglig...... negligible. Using a database of cubic Bézier curves we are able to interactively modify the cubic spline such that it remains visually close to an elastic spline....

  3. Observing the interactive qualities of L2 instructional practices in ESL and FSL classrooms

    Directory of Open Access Journals (Sweden)

    Michael Zuniga

    2016-03-01

    Full Text Available Discourse features that promote the generation of interactionally modified input and output, such as negotiation for meaning, have been shown to significantly enhance second language acquisition. Research has also identified several characteristics of instructional practices that render them more or less propitious to the generation of these discourse features. While various classroom observation studies have successfully measured the communicative orientation of classroom environments, most of the indicators of interactivity analyzed in those studies were obtained through micro-level discourse analyses and not through macro-level analyses of task-related factors shown to directly influence the interactivity of instructional practices. Such a macro-level scale has potential practical implications for teachers and administrators seeking an efficient tool for assessing and improving the interactivity afforded by a given curriculum. The objective of the present study was therefore to develop macro-level scale to determine the extent to which teachers of French and English as a second language use interaction-friendly instructional practices. Using an observation scheme designed to code data on factors shown to influence interactivity, 63 hours of FSL and ESL classes from secondary schools in the Montreal area were observed and analyzed. Results indicate clear differences between the two groups. While both ESL and FSL classes were less teacher-centered than those observed in previous studies, they were still rated as not-very-interactive. Target language differences showed that the FSL classes were more teacher-centered and characterized by fewer interaction-friendly tasks and activities than the ESL classes. Task characteristics, reasons for ESL and FSL differences and recommendations for improvement are discussed.

  4. Learning from instructional explanations: effects of prompts based on the active-constructive-interactive framework.

    Science.gov (United States)

    Roelle, Julian; Müller, Claudia; Roelle, Detlev; Berthold, Kirsten

    2015-01-01

    Although instructional explanations are commonly provided when learners are introduced to new content, they often fail because they are not integrated into effective learning activities. The recently introduced active-constructive-interactive framework posits an effectiveness hierarchy in which interactive learning activities are at the top; these are then followed by constructive and active learning activities, respectively. Against this background, we combined instructional explanations with different types of prompts that were designed to elicit these learning activities and tested the central predictions of the active-constructive-interactive framework. In Experiment 1, N = 83 students were randomly assigned to one of four combinations of instructional explanations and prompts. To test the active learning hypothesis, the learners received either (1) complete explanations and engaging prompts designed to elicit active activities or (2) explanations that were reduced by inferences and inference prompts designed to engage learners in constructing the withheld information. Furthermore, in order to explore how interactive learning activities can be elicited, we gave the learners who had difficulties in constructing the prompted inferences adapted remedial explanations with either (3) unspecific engaging prompts or (4) revision prompts. In support of the active learning hypothesis, we found that the learners who received reduced explanations and inference prompts outperformed the learners who received complete explanations and engaging prompts. Moreover, revision prompts were more effective in eliciting interactive learning activities than engaging prompts. In Experiment 2, N = 40 students were randomly assigned to either (1) a reduced explanations and inference prompts or (2) a reduced explanations and inference prompts plus adapted remedial explanations and revision prompts condition. In support of the constructive learning hypothesis, the learners who received

  5. Inclusive college teaching: universal design for instruction and diverse learners

    Directory of Open Access Journals (Sweden)

    Joan M. McGuire

    2011-11-01

    Full Text Available Shifts in enrollment patterns are affecting college classrooms and elements of teaching ranging from options for delivering course materials online to multiple methods of assessing learning. With the enrollment of more diverse college learners comes a call to intentionally design instruction that is more inclusive and responsive to multiple learning styles. The notion of Universal Design for Instruction (UDI is examined from its roots in the architectural field to its application as a model for teaching that anticipates diversity including students with disabilities. Principles of UDI are defined, and pedagogical examples are provided. Several implementation projects based on the UDI concept are described as are preliminary results regarding outcomes. Substantive issues are identified that have bearing on the direction this innovative idea will take over the next several years.

  6. Instructional Design Thought Processes of Expert Nurse Educators

    OpenAIRE

    Gross, Monty Dale

    2006-01-01

    This study explores how expert nurse educators design instruction. Six female expert nurse educators volunteered to participate. Each participant had over ten years experience teaching, and all were recognized for their teaching excellence. They also had master's or doctoral degrees. Participants worked in small private schools, community colleges, or large public universities. The methodology was based in developmental research. Qualitative data sources included interviews, think-aloud proto...

  7. Design of the RISC-V Instruction Set Architecture

    OpenAIRE

    Waterman, Andrew Shell

    2016-01-01

    The hardware-software interface, embodied in the instruction set architecture (ISA), is arguably the most important interface in a computer system. Yet, in contrast to nearly all other interfaces in a modern computer system, all commercially popular ISAs are proprietary. A free and open ISA standard has the potential to increase innovation in microprocessor design, reduce computer system cost, and, as Moore’s law wanes, ease the transition to more specialized computational devices.In this d...

  8. Interaction design in service compositions

    NARCIS (Netherlands)

    Dirgahayu, T.

    2010-01-01

    This thesis proposes a concept and transformations for designing interactions in a service composition at related abstraction levels. The concept and transformations are aimed at helping designers to bridge the conceptual gap between the business and software domains. In this way, the complexity of

  9. Making Design Decisions Visible: Applying the Case-Based Method in Designing Online Instruction

    Directory of Open Access Journals (Sweden)

    Heng Luo,

    2011-01-01

    Full Text Available The instructional intervention in this design case is a self-directed online tutorial that applies the case-based method to teach educators how to design and conduct entrepreneurship programs for elementary school students. In this article, the authors describe the major decisions made in each phase of the design and development process, explicate the rationales behind them, and demonstrate their effect on the production of the tutorial. Based on such analysis, the guidelines for designing case-based online instruction are summarized for the design case.

  10. Investigating Peer Review as a Systemic Pedagogy for Developing the Design Knowledge, Skills, and Dispositions of Novice Instructional Design Students

    Science.gov (United States)

    Brill, Jennifer M.

    2016-01-01

    This research investigated peer review as a contemporary instructional pedagogy for fostering the design knowledge, skills, and dispositions of novice Instructional Design and Technology (IDT) professionals. Participants were graduate students enrolled in an introductory instructional design (ID) course. Survey, artifact, and observation data were…

  11. Investigating Instructional Design Management and Leadership Competencies--A Delphi Study

    Science.gov (United States)

    Gardner, Joel; Chongwony, Lewis; Washington, Tawana

    2018-01-01

    Research in instructional design and educational technology journals typically focuses on the theories, technologies, and processes related to practice of instructional design. There is little research emphasis, however, on leadership and management of instructional design in higher education. Investigating the competencies associated with…

  12. Would Having a Lead Instructional Designer Position Encourage Change in a K-12 Educational Setting?

    Science.gov (United States)

    Morris, John

    2011-01-01

    Adding the position Lead Instructional Designer (LID) will help an educational company or school district to work with principals and instructional designers to implement better instructional design strategies. This type of change creates more jobs and takes added pressure away from schools. The vision is to create better customer service to the…

  13. The Modified Delphi Method to Analyze the Application of Instructional Design Theory to Online Graduate Education

    Science.gov (United States)

    Zeedick, Danielle Marie

    2010-01-01

    During the past several decades, the field of instructional design theory has experienced changes in what is mostly applied to traditional, on-ground education. While instructional design theory has been (and still is being) discussed, constructed, and deconstructed, there has been no agreement among prominent instructional design theory…

  14. Instructional Design Issues in a Distributed Collaborative Engineering Design (CED) Instructional Environment

    Science.gov (United States)

    Koszalka, Tiffany A.; Wu, Yiyan

    2010-01-01

    Changes in engineering practices have spawned changes in engineering education and prompted the use of distributed learning environments. A distributed collaborative engineering design (CED) course was designed to engage engineering students in learning about and solving engineering design problems. The CED incorporated an advanced interactive…

  15. Creativity, cooperation and interactive design

    DEFF Research Database (Denmark)

    Bødker, Susanne; Petersen, Marianne Graves; Brodersen, Ann Christina

    2000-01-01

    and its use.Based on different studies from a research project that we have been involved with over the past three years, we present specific examples of such tools and discuss how they inform design. We frame this discussion through the following (theoretical) considerations: a concern for the past......This paper focuses on ways and means of stimulating idea generation in collaborative situations involving designers, engineers, software developers, users and usability people. Particularly, we investigate tools of design, i.e. tools used in design to get ideas for a new interactive application...

  16. Case-Based Instructional Practices: A Multiple-Case Study from Torts, Marketing, and Online Instructional Design Classes

    Science.gov (United States)

    Jung, Ji yoon

    2017-01-01

    The purpose of this study is to provide a comprehensive account on case-based instructional practices. Semester-long participant observation records in torts, marketing, and online instructional design classes, instructor interviews, course syllabi and teaching materials were used to describe the within-class complexity of the practices in terms…

  17. Interactive computer-based instruction: Basic material control and accounting demonstration

    International Nuclear Information System (INIS)

    Keisch, B.

    1993-01-01

    The use of interactive, computer-based training (CBT) courses can be a time- and resource-saving alternative to formal instruction in a classroom milieu. With CBT, students can proceed at their own pace, fit the study course into their schedule, and avoid the extra time and effort involved in travel and other special arrangements. The demonstration given here is an abbreviated, annotated version of a recently developed course in basic material control and accounting designed for the MC and A novice. The system used is ''Quest'' which includes multi-media capabilities, individual scoring, and built-in result-reporting capabilities for the course administrator. Efficient instruction and training are more important than ever because of the growing numbers of relatively inexperienced persons becoming active in safeguards

  18. Magical Realities in Interaction Design

    DEFF Research Database (Denmark)

    Rasmussen, Majken

    2013-01-01

    The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid-air, ...... to reflect upon the magical realities constructed by technological artefacts......The field of interaction design is littered with examples of artefacts, which seemingly do not adhere to well-known physical causalities and our innate expectations of how artefacts should behave in the world, thereby creating the impression of a magic reality; where things can float in mid...

  19. Design Studios in Instructional Design and Technology: What Are the Possibilities?

    Science.gov (United States)

    Knowlton, Dave S.

    2016-01-01

    Design studios are an innovative way to educate Instructional Design and Technology (IDT) students. This article begins by addressing literature about IDT design studios. One conclusion from this literature is that IDT studios have been theoretically conceptualized. However, much of this conceptualization is insular to the field of IDT and only…

  20. Interactional instruction in the teaching of driver education.

    Science.gov (United States)

    1972-01-01

    This project was designed to test both the short-term (through the use of standardized tests) and long-term (by an analysis of subsequent driving records) effects of small group interaction sessions on the driving attitudes and behavior of high schoo...

  1. The Interaction of Principal and Teacher Instructional Influence as a Measure of Leadership as an Organizational Quality

    Science.gov (United States)

    Jackson, Karen M.; Marriott, Christine

    2012-01-01

    Purpose: This article presents the design and test of a measure of school leadership as an organizational quality through the interaction of principal and teacher instructional influence. The Organizational Leadership Model hypothesizes four distinct conditions of school leadership, and the analysis investigates the relationship between teacher,…

  2. Haptic and Audio Interaction Design

    DEFF Research Database (Denmark)

    This book constitutes the refereed proceedings of the 5th International Workshop on Haptic and Audio Interaction Design, HAID 2010 held in Copenhagen, Denmark, in September 2010. The 21 revised full papers presented were carefully reviewed and selected for inclusion in the book. The papers are or...

  3. Applying Case-Based Method in Designing Self-Directed Online Instruction: A Formative Research Study

    Science.gov (United States)

    Luo, Heng; Koszalka, Tiffany A.; Arnone, Marilyn P.; Choi, Ikseon

    2018-01-01

    This study investigated the case-based method (CBM) instructional-design theory and its application in designing self-directed online instruction. The purpose of this study was to validate and refine the theory for a self-directed online instruction context. Guided by formative research methodology, this study first developed an online tutorial…

  4. Experiencing Security in Interaction Design

    DEFF Research Database (Denmark)

    Mathiasen, Niels Raabjerg; Bødker, Susanne

    2011-01-01

    Security is experienced differently in different contexts. This paper argues that in everyday situations, users base their security decisions on a mix of prior experiences. When approaching security and interaction design from an experience approach, tools that help bring out such relevant...... experiences for design are needed. This paper reports on how Prompted exploration workshops and Acting out security were developed to target such experiences when iteratively designing a mobile digital signature solution in a participatory design process. We discuss how these tools helped the design process...... and illustrate how the tangibility of such tools matters. We further demonstrate how the approach grants access to non-trivial insights into people's security experience. We point out how the specific context is essential for exploring the space between experience and expectations, and we illustrate how people...

  5. Technology-enhanced instruction in learning world languages: The Middlebury interactive learning program

    Directory of Open Access Journals (Sweden)

    Cynthia Lake

    2015-03-01

    Full Text Available Middlebury Interactive Language (MIL programs are designed to teach world language courses using blended and online learning for students in kindergarten through grade 12. Middlebury Interactive courses start with fundamental building blocks in four key areas of world-language study: listening comprehension, speaking, reading, and writing. As students progress through the course levels, they deepen their understanding of the target language, continuing to focus on the three modes of communication: interpretive, interpersonal, and presentational. The extensive use of authentic materials (video, audio, images, or texts is intended to provide a contextualized and interactive presentation of the vocabulary and the linguistic structures. In the present paper, we describe the MIL program and the results of a mixed-methods survey and case-study evaluation of its implementation in a broad sample of schools. Technology application is examined with regard to MIL instructional strategies and the present evaluation approach relative to those employed in the literature.

  6. The Cost-Effectiveness of Interactive Radio Instruction for Improving Primary School Instruction in Honduras, Bolivia and Lesotho.

    Science.gov (United States)

    Tilson, Thomas D.; And Others

    Findings are presented from studies on the use of radio for teaching primary school children mathematics in Honduras and Bolivia and English as a Second Language in Lesotho. Interactive radio instruction (IRI) is so called because of the active participation of the students. Although lessons are presented by conventional radio, scripts are written…

  7. Monkeys on the Screen?: Multicultural Issues in Instructional Message Design

    Directory of Open Access Journals (Sweden)

    Debbie McAnany

    2009-09-01

    Full Text Available With the shift in numbers between Canadian-born students in the university classroom and the increased number of international students, it is a primary concern for instructors and instructional designers to know and understand learner characteristics in order to create effective instructional messages and materials. Recognizing how culture might shape cognition and learning, we can value and design for the diversity of students and maximize their learning while improving the learning environment for all students. To celebrate cultural diversity and meet the challenges associated with designing for diverse learning styles and educational experiences, this paper offers a review of the literature and proposes a systematic three-fold approach to the creation and evaluation of multicultural instructional messages and materials: first, “Do no harm”; second, “Know your learner”; and third, “Incorporate global concepts and images into instructional messages.” Résumé Avec le renversement des proportions d’étudiants nés au Canada et d’étudiants internationaux qui sont de plus en plus nombreux dans nos universités, connaître et comprendre les caractéristiques des apprenants constitue maintenant une préoccupation majeure pour les instructeurs et les concepteurs pédagogiques afin de créer des messages et du matériel pédagogiques efficaces. En prenant en considération la façon dont la culture peut influencer la cognition et l’apprentissage, nous pouvons tenir compte de la diversité des étudiants lors de la conception et ainsi maximiser leur apprentissage tout en améliorant l’environnement d’apprentissage pour tous les étudiants. Dans le but de célébrer la diversité culturelle tout en relevant les défis associés à la conception pour divers styles d’apprentissage et d’expériences éducatives, le présent article présente un examen de la documentation et propose une approche systématique en trois volets pour

  8. OER Usage by Instructional Designers and Training Managers in Corporations

    Directory of Open Access Journals (Sweden)

    Anat Cohen

    2015-12-01

    Full Text Available Since the development of Open Educational Resources (OERs, different models regarding the usage of these resources in education have appeared in the literature. Wiley’s 4-Rs model is considered to be one of the leading models. Research based on Wiley’s model shows that using materials without making changes is the most common use. Compared to the extensive literature regarding OER usage in education, the literature barely deals with OER usage by instructional designers or training managers in corporations. The purpose of this research is to examine the OER usage of these two stakeholders, distinguishing between Little and Big OER repositories, in which Little OER repositories such as YouTube and Wikipedia aren’t necessarily designed to fulfill educational purposes. Findings show that these stakeholders almost use only Little repositories and that their usage level is higher than what is documented in the literature: they mostly Revise–modify the form of the resource, and Remix–combine different resources to create new ones. These differences can be explained by the fact that materials from Little OER repositories are raw materials, requiring further editing and adjustment. Significant differences between instructional designers’ and training managers’ usage of OERs were found regarding the Reuse level of resources from internal repositories and the Google Images repository, and the frequency of this Reuse.

  9. Authenticity in the process of learning about Instructional Design

    Directory of Open Access Journals (Sweden)

    Jay R. Wilson

    2010-05-01

    Full Text Available Authentic learning is touted as a powerful learning approach, particularly in the context of problem-based learning (Savery, 2006. Teaching and learning in the area of instructional design appears to offer a strong fit between the tenets of authentic learning and the practice of instructional design. This paper details the efforts to broaden and deepen the understanding of instructional design through a service learning approach to teaching, emphasizing authentic learning and assessment. Students are teamed and assigned to an actual contract with an external client under the supervision of the instructor who acts as project manager for the group. Contracts are negotiated to deliberately offer instructional design services to clients who would not otherwise be able to afford them, such as community-based non-profit groups. The reasons are two fold: first, we want to avoid competing for contracts that would interfere with the business of commercial instructional design groups and contractors; second, we want to impress on our students the idea that instructional design has social importance beyond the profit/loss and cost/effectiveness orientation of many instructional design businesses. In this way, we promote the idea that instructional designers are agents of social change, and their influence crosses interpersonal, professional, institutional and societal dimensions of change (Schwier, Campbell and Kenny, 2007.  Résumé : L’apprentissage authentique est présenté comme une approche efficace en apprentissage, en particulier dans le contexte de l’apprentissage par problèmes (Savery, 2006. Enseigner et apprendre la conception pédagogique semble offrir une correspondance étroite entre les principes de l’apprentissage authentique et la pratique de la conception pédagogique. Cet article présente de manière détaillée les efforts visant à élargir et à approfondir la compréhension qu’ont les étudiants de la conception p

  10. Designing learning environments to teach interactive Quantum Physics

    Science.gov (United States)

    Gómez Puente, Sonia M.; Swagten, Henk J. M.

    2012-10-01

    This study aims at describing and analysing systematically an interactive learning environment designed to teach Quantum Physics, a second-year physics course. The instructional design of Quantum Physics is a combination of interactive lectures (using audience response systems), tutorials and self-study in unit blocks, carried out with small groups. Individual formative feedback was introduced as a rapid assessment tool to provide an overview on progress and identify gaps by means of questioning students at three levels: conceptual; prior knowledge; homework exercises. The setup of Quantum Physics has been developed as a result of several loops of adjustments and improvements from a traditional-like type of teaching to an interactive classroom. Results of this particular instructional arrangement indicate significant gains in students' achievements in comparison with the traditional structure of this course, after recent optimisation steps such as the implementation of an individual feedback system.

  11. Instructional Design for Accelerated Macrocognitive Expertise in the Baseball Workplace

    Directory of Open Access Journals (Sweden)

    Peter J. Fadde

    2016-03-01

    Full Text Available The goal of accelerating expertise can leave researchers and trainers in human factors, naturalistic decision making, sport science, and expertise studies concerned about seemingly insufficient application of expert performance theories, findings and methods for training macrocognitive aspects of human performance. Video-occlusion methods perfected by sports expertise researchers have great instructional utility, in some cases offering an effective and inexpensive alternative to high-fidelity simulation. A key problem for instructional designers seems to be that expertise research done in laboratory and field settings doesn’t get adequately translated into workplace training. Therefore, this article presents a framework for better linkage of expertise research/training across laboratory, field, and workplace settings. It also uses a case study to trace the development and implementation of a macrocognitive training program in the very challenging workplace of the baseball batters’ box. This training, which was embedded for a full season in a college baseball team, targeted the perceptual-cognitive skill of pitch recognition that allows expert batters to circumvent limitations of human reaction time in order to hit a 90 mile-per-hour slider. While baseball batting has few analogous skills outside of sports, the instructional design principles of the training program developed to improve batting have wider applicability and implications. Its core operational principle, supported by information processing models but challenged by ecological models, decouples the perception-action link for targeted part-task training of the perception component, in much the same way that motor components routinely are isolated to leverage instructional efficiencies. After targeted perceptual training, perception and action were recoupled via transfer-appropriate tasks inspired by in situ research tasks. Using NCAA published statistics as performance measures

  12. Instructional Design for Accelerated Macrocognitive Expertise in the Baseball Workplace.

    Science.gov (United States)

    Fadde, Peter J

    2016-01-01

    The goal of accelerating expertise can leave researchers and trainers in human factors, naturalistic decision making, sport science, and expertise studies concerned about seemingly insufficient application of expert performance theories, findings and methods for training macrocognitive aspects of human performance. Video-occlusion methods perfected by sports expertise researchers have great instructional utility, in some cases offering an effective and inexpensive alternative to high-fidelity simulation. A key problem for instructional designers seems to be that expertise research done in laboratory and field settings doesn't get adequately translated into workplace training. Therefore, this article presents a framework for better linkage of expertise research/training across laboratory, field, and workplace settings. It also uses a case study to trace the development and implementation of a macrocognitive training program in the very challenging workplace of the baseball batters' box. This training, which was embedded for a full season in a college baseball team, targeted the perceptual-cognitive skill of pitch recognition that allows expert batters to circumvent limitations of human reaction time in order to hit a 90 mile-per-hour slider. While baseball batting has few analogous skills outside of sports, the instructional design principles of the training program developed to improve batting have wider applicability and implications. Its core operational principle, supported by information processing models but challenged by ecological models, decouples the perception-action link for targeted part-task training of the perception component, in much the same way that motor components routinely are isolated to leverage instructional efficiencies. After targeted perceptual training, perception and action were recoupled via transfer-appropriate tasks inspired by in situ research tasks. Using NCAA published statistics as performance measures, the cooperating team

  13. Teaching for physical literacy: Implications to instructional design and PETE

    Directory of Open Access Journals (Sweden)

    Stephen Silverman

    2015-06-01

    Full Text Available Physical education teachers play an important role in helping students' development of the motor skills needed to be physically literate individuals. Research suggests that teacher made instructional design decisions can lead to enhanced motor skill learning. After presenting a model of evidence-based research this paper presents information that will help teachers plan and execute lessons designed to improve students' motor skills. Variables that impact motor skill learning in physical education including time, type of practice, content, presentation and organizational strategies, and student skill level are presented and discussed. A brief section on student attitudes, their relation to motor skill learning and to physical literacy is included. Motor skills are needed for physically literate people to enjoy lifelong physical activity. Physical education teachers and the decisions they make contribute to students' learning and whether the goal of physical literacy is met.

  14. Learning physics: A comparative analysis between instructional design methods

    Science.gov (United States)

    Mathew, Easow

    The purpose of this research was to determine if there were differences in academic performance between students who participated in traditional versus collaborative problem-based learning (PBL) instructional design approaches to physics curricula. This study utilized a quantitative quasi-experimental design methodology to determine the significance of differences in pre- and posttest introductory physics exam performance between students who participated in traditional (i.e., control group) versus collaborative problem solving (PBL) instructional design (i.e., experimental group) approaches to physics curricula over a college semester in 2008. There were 42 student participants (N = 42) enrolled in an introductory physics course at the research site in the Spring 2008 semester who agreed to participate in this study after reading and signing informed consent documents. A total of 22 participants were assigned to the experimental group (n = 22) who participated in a PBL based teaching methodology along with traditional lecture methods. The other 20 students were assigned to the control group (n = 20) who participated in the traditional lecture teaching methodology. Both the courses were taught by experienced professors who have qualifications at the doctoral level. The results indicated statistically significant differences (p traditional (i.e., lower physics posttest scores and lower differences between pre- and posttest scores) versus collaborative (i.e., higher physics posttest scores, and higher differences between pre- and posttest scores) instructional design approaches to physics curricula. Despite some slight differences in control group and experimental group demographic characteristics (gender, ethnicity, and age) there were statistically significant (p = .04) differences between female average academic improvement which was much higher than male average academic improvement (˜63%) in the control group which may indicate that traditional teaching methods

  15. Towards an Understanding of Instructional Design Heuristics: An Exploratory Delphi Study

    Science.gov (United States)

    York, Cindy S.; Ertmer, Peggy A.

    2011-01-01

    Evidence suggests that experienced instructional designers often use heuristics and adapted models when engaged in the instructional design problem-solving process. This study used the Delphi technique to identify a core set of heuristics designers reported as being important to the success of the design process. The overarching purpose of the…

  16. Strategic and Interactive Writing Instruction: An Efficacy Study in Grades 3-5

    Science.gov (United States)

    Wolbers, Kimberly; Dostal, Hannah; Graham, Steve; Branum-Martin, Lee; Kilpatrick, Jennifer; Saulsburry, Rachel

    2018-01-01

    A quasi-experimental study was conducted to examine the impact of Strategic and Interactive Writing Instruction on 3rd-5th grade deaf and hard of hearing students' writing and written language compared to a business-as-usual condition (treatment group N = 41, comparison group N = 22). A total of 18 hours of instruction was provided for each of two…

  17. Designing Technology-Enabled Instruction to Utilize Learning Analytics

    Science.gov (United States)

    Davies, Randall; Nyland, Robert; Bodily, Robert; Chapman, John; Jones, Brian; Young, Jay

    2017-01-01

    A key notion conveyed by those who advocate for the use of data to enhance instruction is an awareness that learning analytics has the potential to improve instruction and learning but is not currently reaching that potential. Gibbons (2014) suggested that a lack of learning facilitated by current technology-enabled instructional systems may be…

  18. Designing Instructional Strategies which Facilitate Learning for Mastery.

    Science.gov (United States)

    Anderson, Lorin W.; Jones, Beau Fly

    The "state of the craft" of instruction within the context of the mastery learning model is discussed. Little has been said in the past about specific instructional strategies that are applicable to particular instructional units or objectives, or to the daily classroom life of teachers. This paper is organized into six major sections. The first…

  19. The Design of an Instructional Model Based on Connectivism and Constructivism to Create Innovation in Real World Experience

    Science.gov (United States)

    Jirasatjanukul, Kanokrat; Jeerungsuwan, Namon

    2018-01-01

    The objectives of the research were to (1) design an instructional model based on Connectivism and Constructivism to create innovation in real world experience, (2) assess the model designed--the designed instructional model. The research involved 2 stages: (1) the instructional model design and (2) the instructional model rating. The sample…

  20. Interactive Design of Developable Surfaces

    KAUST Repository

    Tang, Chengcheng

    2016-01-15

    We present a new approach to geometric modeling with developable surfaces and the design of curved-creased origami. We represent developables as splines and express the nonlinear conditions relating to developability and curved folds as quadratic equations. This allows us to utilize a constraint solver, which may be described as energy-guided projection onto the constraint manifold, and which is fast enough for interactive modeling. Further, a combined primal-dual surface representation enables us to robustly and quickly solve approximation problems.

  1. Interactive Design of Developable Surfaces

    KAUST Repository

    Tang, Chengcheng; Bo, Pengbo; Wallner, Johannes; Pottmann, Helmut

    2016-01-01

    We present a new approach to geometric modeling with developable surfaces and the design of curved-creased origami. We represent developables as splines and express the nonlinear conditions relating to developability and curved folds as quadratic equations. This allows us to utilize a constraint solver, which may be described as energy-guided projection onto the constraint manifold, and which is fast enough for interactive modeling. Further, a combined primal-dual surface representation enables us to robustly and quickly solve approximation problems.

  2. Applying Instructional Design Theories to Bioinformatics Education in Microarray Analysis and Primer Design Workshops

    Science.gov (United States)

    Shachak, Aviv; Ophir, Ron; Rubin, Eitan

    2005-01-01

    The need to support bioinformatics training has been widely recognized by scientists, industry, and government institutions. However, the discussion of instructional methods for teaching bioinformatics is only beginning. Here we report on a systematic attempt to design two bioinformatics workshops for graduate biology students on the basis of…

  3. Muon collider interaction region design

    Directory of Open Access Journals (Sweden)

    Y. I. Alexahin

    2011-06-01

    Full Text Available Design of a muon collider interaction region (IR presents a number of challenges arising from low β^{*}<1  cm, correspondingly large beta-function values and beam sizes at IR magnets, as well as the necessity to protect superconducting magnets and collider detectors from muon decay products. As a consequence, the designs of the IR optics, magnets and machine-detector interface are strongly interlaced and iterative. A consistent solution for the 1.5 TeV center-of-mass muon collider IR is presented. It can provide an average luminosity of 10^{34}  cm^{-2} s^{-1} with an adequate protection of magnet and detector components.

  4. Interactive Environment Design in Smart City

    Science.gov (United States)

    Deng, DeXiang; Chen, LanSha; Zhou, Xi

    2017-08-01

    The interactive environment design of smart city is not just an interactive progress or interactive mode design, rather than generate an environment such as the “organic” life entity as human beings through interactive design, forming a smart environment with perception, memory, thinking, and reaction.

  5. Instructional Design Briefing A Brief Overview in Relation to the China COE

    Energy Technology Data Exchange (ETDEWEB)

    Osburn, Laura Ann [Los Alamos National Laboratory; Glasco, Bethany Lynn [Los Alamos National Laboratory

    2016-11-10

    This introduction provides a roadmap and guidance for the work that will be done by SMEs to prepare NDA course material to be transitioned from LANL to the China COE. It will cover the definition of instructional design; why instructional design is important; role of instructional designer vs an instructor and how they work together; and how this relates to our work in the China COE project.

  6. Design articulation for Aesthetics of Interaction

    DEFF Research Database (Denmark)

    Krogh, Peter; Graves Petersen, Marianne

    2009-01-01

    In this paper we present three categories of design articulations addressing the characteristic qualities of aesthetics of interaction. By aesthetics of interaction we point to the process in which interactive technology brings about aesthetic experience in the use of interactive technology......-designers. In this case the categories of design articulations frame intended aesthetic experiences. Our mission is that of using aesthetic theory to inform the design of interactive technology, which shapes aesthetic experiences in everyday use....

  7. Design Heuristics in Academic, Corporate, and Military Instruction: More Similar than Different

    Science.gov (United States)

    York, Cindy S.; Ertmer, Peggy A.

    2013-01-01

    Despite the fact that the practice of instructional design (ID) began in the U. S. military (Branson et al., 1975; Jeffrey & Bratton-Jeffrey, 2004; Reiser, 2102), there is little known regarding which design and development heuristics military instructional designers deem important to the ID process. The study reported in this article was…

  8. A Design Study of a Multimedia Instructional Grammar Program with Embedded Tracking

    Science.gov (United States)

    Koehler, Natalya A.; Thompson, Ann D.; Phye, Gary D.

    2011-01-01

    This is a design study meant to demonstrate the feasibility of integrating three rather different theoretical perspectives for future efforts in multimedia instructional design. A multimedia instructional grammar program contextualized within the teaching of English as a Second Language (ESL) was developed and evaluated. The program design was…

  9. The Implementation of Service-Learning in Graduate Instructional Design Coursework

    Science.gov (United States)

    Stefaniak, Jill E.

    2015-01-01

    This paper describes the design of service-learning experiences with a graduate-level instructional design course. Service-learning provides students with real-life experiences in a situated-learning environment. Students were tasked with working on an instructional design project in a real-world setting to gain consultative experience. This paper…

  10. From Paper to PDA: Design and Evaluation of a Clinical Ward Instruction on a Mobile Device

    Science.gov (United States)

    Kanstrup, Anne Marie; Stage, Jan

    Mobile devices with small screens and minimal facilities for interaction are increasingly being used in complex human activities for accessing and processing information, while the user is moving. This paper presents a case study of the design and evaluation of a mobile system, which involved transformation of complex text and tables to digital format on a PDA. The application domain was an emergency medical ward, and the user group was junior registrars. We designed a PDA-based system for accessing information, focusing on the ward instruction, implemented a prototype and evaluated it for usability and utility. The evaluation results indicate significant problems in the interaction with the system as well as the extent to which the system is useful for junior registrars in their daily work.

  11. Effectiveness of computer-assisted interactive videodisc instruction in teaching rheumatology to physical and occupational therapy students.

    Science.gov (United States)

    Sanford, M K; Hazelwood, S E; Bridges, A J; Cutts, J H; Mitchell, J A; Reid, J C; Sharp, G

    1996-01-01

    A computer-assisted interactive videodisc instructional program, HP-RHEUM was designed to teach clinical findings in arthritis to occupational and physical therapy students. Using the Rheumatology Image Library videodisc produced by the National Library of Medicine, HP-RHEUM consists of instructional modules which employ advance organizers, examples/nonexamples, summaries, and immediate feedback. To see if HP-RHEUM would be as effective as traditional classroom instruction, control data were collected in 1991 from 52 OT and PT students. Treatment data were collected from 61 students in 1992 when HP-RHEUM entirely replaced lectures. Identical pre- and post-tests consisted of 70 multiple choice questions, with 24 matched to slides. On the slide questions the HP-RHEUM group had significantly higher scores. Otherwise, there was no significant difference in performance between groups. HP-RHEUM provided an independent learning method and enhanced visual comprehension of rheumatologic disease concepts.

  12. Designing interfaces patterns for effective interaction design

    CERN Document Server

    Tidwell, Jenifer

    2005-01-01

    This convenient resource offers advice on creating user-friendly interface designs--whether they're delivered on the Web, a CD, or a smart" devices like a cell phone. Solutions to common UI design problems are expressed as a collection of patterns--each one containing concrete examples, recommendations, and warnings. Intended for designers with basic UI design knowledge

  13. PROPOSAL FOR A MOOC INSTRUCTIONAL DESIGN BASED ON THE THEORY DEVELOPMENT AND MASTERY LEARNIG

    Directory of Open Access Journals (Sweden)

    José Emilio Sánchez-García

    2016-07-01

    Full Text Available The first massive open online courses cMOOC lacked an instructional design and have now shifted to models that have an instructional design called xMOOC. This document makes a proposal instructional design for MOOC using the simplified adaptive method SAM inspired by the theory development and strategy of Mastery Learning as part of the research method based on the design of the qualitative paradigm. The results explain and justify the procedure used for the preparation of instructional design. The conclusion that has been reached is that both SAM and strategy Mastery Learning has allowed the instructional design for MOOC easily with emphasis in practice but supported with theoretical, personalized basis by tracking post and considering the learning strategy for the domain.

  14. Changing learning with new interactive and media-rich instruction environments: virtual labs case study report.

    Science.gov (United States)

    Huang, Camillan

    2003-01-01

    Technology has created a new dimension for visual teaching and learning with web-delivered interactive media. The Virtual Labs Project has embraced this technology with instructional design and evaluation methodologies behind the simPHYSIO suite of simulation-based, online interactive teaching modules in physiology for the Stanford students. In addition, simPHYSIO provides the convenience of anytime web-access and a modular structure that allows for personalization and customization of the learning material. This innovative tool provides a solid delivery and pedagogical backbone that can be applied to developing an interactive simulation-based training tool for the use and management of the Picture Archiving and Communication System (PACS) image information system. The disparity in the knowledge between health and IT professionals can be bridged by providing convenient modular teaching tools to fill the gaps in knowledge. An innovative teaching method in the whole PACS is deemed necessary for its successful implementation and operation since it has become widely distributed with many interfaces, components, and customizations. This paper will discuss the techniques for developing an interactive-based teaching tool, a case study of its implementation, and a perspective for applying this approach to an online PACS training tool. Copyright 2002 Elsevier Science Ltd.

  15. Design of Learning Objects for Concept Learning: Effects of Multimedia Learning Principles and an Instructional Approach

    Science.gov (United States)

    Chiu, Thomas K. F.; Churchill, Daniel

    2016-01-01

    Literature suggests using multimedia learning principles in the design of instructional material. However, these principles may not be sufficient for the design of learning objects for concept learning in mathematics. This paper reports on an experimental study that investigated the effects of an instructional approach, which includes two teaching…

  16. Content Analysis of Research Trends in Instructional Design Models: 1999-2014

    Science.gov (United States)

    Göksu, Idris; Özcan, Kursat Volkan; Çakir, Recep; Göktas, Yuksel

    2017-01-01

    This study examines studies on instructional design models by applying content analysis. It covers 113 papers published in 44 international Social Science Citation Index (SSCI) and Science Citation Index (SCI) journals. Studies on instructional design models are explored in terms of journal of publication, preferred model, country where the study…

  17. Operationalising elaboration theory for simulation instruction design: a Delphi study.

    Science.gov (United States)

    Haji, Faizal A; Khan, Rabia; Regehr, Glenn; Ng, Gary; de Ribaupierre, Sandrine; Dubrowski, Adam

    2015-06-01

    , thereby advancing the agenda of theoretically based instruction design in health care simulation. © 2015 John Wiley & Sons Ltd.

  18. Design Principles for Interactive Software

    DEFF Research Database (Denmark)

    The book addresses the crucial intersection of human-computer interaction (HCI) and software engineering by asking both what users require from interactive systems and what developers need to produce well-engineered software. Needs are expressed as...

  19. Integrating Virtual Reality (VR) into traditional instructional design ...

    African Journals Online (AJOL)

    PROF. OLIVER OSUAGWA

    2015-12-01

    Dec 1, 2015 ... this technology and presented how to integrat VR with traditional instructional ... training has forced organizations to adopt new .... skills in a safe, controlled environment ... phone charger battery pack [B] connected to.

  20. Framing Behaviours in Novice Interaction Designers

    Science.gov (United States)

    Lotz, Nicole; Sharp, Helen; Woodroffe, Mark; Blyth, Richard; Rajah, Dino; Ranganai, Turugare

    2015-01-01

    Framing design problems and solutions has been recognised in design studies as a central designerly activity. Some recent findings with expert designers relate framing practices to problem-solution co-evolution and analogy use, two further widely recognised design strategies. We wanted to understand if interaction design novices also use…

  1. Developing Exemplar Interactive Multimedia Instruction for Unmanned Aircraft System Repairers

    Science.gov (United States)

    2017-08-01

    one IMI that is controlled by the learners (freedom to choose the order of modules) and the other IMI that is controlled by the designers (in a lock ...their progress through the training modules and the designer-controlled design is built so the learner progresses 2 in a lock -step manner...differences between the learner- and designer-controlled IMI with regard to performance. Both of these control designs contained identical

  2. Designing Preclinical Instruction for Psychomotor Skills (II)--Instructional Engineering: Task Analysis.

    Science.gov (United States)

    Knight, G. William; And Others

    1994-01-01

    The first step in engineering the instruction of dental psychomotor skills, task analysis, is explained. A chart details the procedural, cognitive, desired-criteria, and desired-performance analysis of a single task, occlusal preparation for amalgam restoration with carious lesion. (MSE)

  3. A multimedia adult literacy program: Combining NASA technology, instructional design theory, and authentic literacy concepts

    Science.gov (United States)

    Willis, Jerry W.

    1993-01-01

    be the most effective or most desirable way to use computer technology in literacy programs. This project is developing a series of instructional packages that are based on a different instructional model - authentic instruction. The instructional development model used to create these packages is also different. Instead of using the traditional five stage linear, sequential model based on behavioral learning theory, the project uses the recursive, reflective design and development model (R2D2) that is based on cognitive learning theory, particularly the social constructivism of Vygotsky, and an epistemology based on critical theory. Using alternative instructional and instructional development theories, the result of the summer faculty fellowship is LiteraCity, a multimedia adult literacy instructional package that is a simulation of finding and applying for a job. The program, which is about 120 megabytes, is distributed on CD-ROM.

  4. A Physical Approach to Tangible Interaction Design

    DEFF Research Database (Denmark)

    Jensen, Mads Vedel

    2007-01-01

    The field of tangible interaction is growing in rich and diverse directions calling for new forms of understanding. In this paper I will present a view on tangible interaction that has a strong focus on movement and interaction qualities. I will describe a design exercise that transfers interaction...... qualities identified from user observations made in particular contexts to the design of new interaction modalities. The exercise was completed with 16 graduate students and resulted in a set of interactive sculptures that aim to convey particular interaction experiences. I will introduce the process...

  5. About face the essentials of interaction design

    CERN Document Server

    Cooper, Alan; Cronin, David; Noessel, Christopher

    2014-01-01

    The essential interaction design guide, fully revised and updated for the mobile ageAbout Face: The Essentials of Interaction Design, Fourth Edition is the latest update to the book that shaped and evolved the landscape of interaction design. This comprehensive guide takes the worldwide shift to smartphones and tablets into account.  New information includes discussions on mobile apps, touch interfaces, screen size considerations, and more. The new full-color interior and unique layout better illustrate modern design concepts.  The interaction design profession is blooming with the success o

  6. Determining the Effect of Interactive Invention Instructional Strategy ...

    African Journals Online (AJOL)

    First Lady

    females and 94 males from six colleges of education in South Western. Nigeria which ... learner variables such as gender stereotype in physics and lack of confidence .... strategies provide opportunities for students to work in small interactive.

  7. A Conceptual Model for the Design and Delivery of Explicit Thinking Skills Instruction

    Science.gov (United States)

    Kassem, Cherrie L.

    2005-01-01

    Developing student thinking skills is an important goal for most educators. However, due to time constraints and weighty content standards, thinking skills instruction is often embedded in subject matter, implicit and incidental. For best results, thinking skills instruction requires a systematic design and explicit teaching strategies. The…

  8. Interactive Design of Accelerators (IDA)

    International Nuclear Information System (INIS)

    Barton, M.Q.

    1987-01-01

    IDA is a beam transport line calculation program which runs interactively on an IBM PC computer. It can be used for a large fraction of the usual calculations done for beam transport systems or periods of accelerators or storage rings. Because of the interactive screen editor nature of the data input, this program permits one to rather quickly arrive at general properties of a beam line or an accelerator period

  9. Using instructional design process to improve design and development of Internet interventions.

    Science.gov (United States)

    Hilgart, Michelle M; Ritterband, Lee M; Thorndike, Frances P; Kinzie, Mable B

    2012-06-28

    Given the wide reach and extensive capabilities of the Internet, it is increasingly being used to deliver comprehensive behavioral and mental health intervention and prevention programs. Their goals are to change user behavior, reduce unwanted complications or symptoms, and improve health status and health-related quality of life. Internet interventions have been found efficacious in addressing a wide range of behavioral and mental health problems, including insomnia, nicotine dependence, obesity, diabetes, depression, and anxiety. Despite the existence of many Internet-based interventions, there is little research to inform their design and development. A model for behavior change in Internet interventions has been published to help guide future Internet intervention development and to help predict and explain behavior changes and symptom improvement outcomes through the use of Internet interventions. An argument is made for grounding the development of Internet interventions within a scientific framework. To that end, the model highlights a multitude of design-related components, areas, and elements, including user characteristics, environment, intervention content, level of intervention support, and targeted outcomes. However, more discussion is needed regarding how the design of the program should be developed to address these issues. While there is little research on the design and development of Internet interventions, there is a rich, related literature in the field of instructional design (ID) that can be used to inform Internet intervention development. ID models are prescriptive models that describe a set of activities involved in the planning, implementation, and evaluation of instructional programs. Using ID process models has been shown to increase the effectiveness of learning programs in a broad range of contexts. ID models specify a systematic method for assessing the needs of learners (intervention users) to determine the gaps between current

  10. Interactive Simulations to Support Quantum Mechanics Instruction for Chemistry Students

    Science.gov (United States)

    Kohnle, Antje; Benfield, Cory; Hahner, Georg; Paetkau, Mark

    2017-01-01

    The QuVis Quantum Mechanics Visualization Project provides freely available research-based interactive simulations with accompanying activities for the teaching and learning of quantum mechanics across a wide range of topics and levels. This article gives an overview of some of the simulations and describes their use in an introductory physical…

  11. The Vesalius Project: Interactive Computers in Anatomical Instruction.

    Science.gov (United States)

    McCracken, Thomas O.; Spurgeon, Thomas L.

    1991-01-01

    Described is a high-resolution, interactive 3-D atlas of human/animal anatomy that students will use to learn the structure of the body and to understand their own bodies in health and disease. This system can be used to reinforce cadaver study or to serve as a substitute for institutions where it is not practical to use cadavers. (KR)

  12. A Quest for Increased Interactivity in the Print Instructional ...

    African Journals Online (AJOL)

    Distance learning in Africa has however, for the most part been delivered by the operating institutions as part-time learning especially with the increase in required contact hours. This is obviously a quest for the learners to have a dose of the interactivity that is missing in the pseudo-conventional 'textbooks' instead of SIMs, ...

  13. A Comprehensive Rubric for Instructional Design in E-Learning

    Science.gov (United States)

    Debattista, Martin

    2018-01-01

    Purpose: The recognition of practice in online instruction is still subject to interpretation and different approaches as a result of the rapid changes in technology and its effect on society. The purpose of this paper is to address these differences through a synthesis that can be easily accessed and consulted by educators in the field of…

  14. Three Principles of Perception for Instructional Interface Design.

    Science.gov (United States)

    Lohr, Linda L.

    2000-01-01

    Discusses graphical user interfaces used for instructional purposes in educational environments, which promote learning goals, and in support environments, which promote performance goals. Explains three key principles of perception and gives guidelines for their use, including the figure/ground principle, the hierarchy principle, and the gestalt…

  15. Designing Interactive Technology for Teens

    DEFF Research Database (Denmark)

    Read, Janet; Iversen, Ole Sejer; Horton, Matthew

    2012-01-01

    This half-day workshop builds upon previous work by the authors in understanding and designing for teenagers where the initial concern was to understand cool. Expanding out from this work, the workshop proposers now seek to better understand all the activities around designing for teenagers – the...

  16. Usability and Interaction Design in West Africa

    DEFF Research Database (Denmark)

    Sørensen, Jannick Kirk

    Good usability is important in all ICT solutions. To achieve good usability, a good praxis for interaction design is needed. Usability and interaction design have however emerged and established itself in a North European and US context. The ICT industry in Africa do not have the same resources...... for user-involvement and participatory design be directly transferred? How can interaction design and usability be cared for in African ICT development context, given the resources available? This paper aims to initiate a discussion of the conditions for interaction design and usability in West Africa...... in the field of interaction design as in the developed world. While good usability and good user experiences are important to all users of ICT, the question is whether the methods and techniques that were mainly developed in Scandinavia, Europe and US are suitable for ICT development in Africa? Can ideals...

  17. Fashion sketch design by interactive genetic algorithms

    Science.gov (United States)

    Mok, P. Y.; Wang, X. X.; Xu, J.; Kwok, Y. L.

    2012-11-01

    Computer aided design is vitally important for the modern industry, particularly for the creative industry. Fashion industry faced intensive challenges to shorten the product development process. In this paper, a methodology is proposed for sketch design based on interactive genetic algorithms. The sketch design system consists of a sketch design model, a database and a multi-stage sketch design engine. First, a sketch design model is developed based on the knowledge of fashion design to describe fashion product characteristics by using parameters. Second, a database is built based on the proposed sketch design model to define general style elements. Third, a multi-stage sketch design engine is used to construct the design. Moreover, an interactive genetic algorithm (IGA) is used to accelerate the sketch design process. The experimental results have demonstrated that the proposed method is effective in helping laypersons achieve satisfied fashion design sketches.

  18. Applying Universal Instructional Design to Course Websites by Using Course Evaluations

    Science.gov (United States)

    Carter, Irene; Leslie, Donald; Kwan, Denise

    2012-01-01

    The authors explore their use of learner-centred teaching strategies and Universal Instructional Design (UID) on course websites. UID is based on universal design, the design of products and environments intended to be usable by all people to the greatest extent possible (Burgstahler & Cory, 2008). UID applies universal design to instructional…

  19. The Impact of an Instructional Intervention Designed to Support Development of Stochastic Understanding of Probability Distribution

    Science.gov (United States)

    Conant, Darcy Lynn

    2013-01-01

    Stochastic understanding of probability distribution undergirds development of conceptual connections between probability and statistics and supports development of a principled understanding of statistical inference. This study investigated the impact of an instructional course intervention designed to support development of stochastic…

  20. An approach to participatory instructional design in secondary education: an exploratory study

    NARCIS (Netherlands)

    Könings, Karen; Brand-Gruwel, Saskia; Van Merriënboer, Jeroen

    2010-01-01

    Könings, K. D., Brand-Gruwel, S., & Van Merriënboer, J. J. G. (2010). An approach to participatory instructional design in secondary education: an exploratory study. Educational Research, 52(1), 45-59.

  1. Evaluating Online Dialogue on “Security” Using a Novel Instructional Design

    NARCIS (Netherlands)

    P.A. Arora (Payal)

    2008-01-01

    textabstractAbstract: This paper explores evaluation strategies to gauge the impact of a novel instructional design on international community participation online. This is done by conceptualizing and devising indicators for measuring “engagement” online amongst marginalized adult communities

  2. Explicit Instructional Interactions: Exploring the Black Box of a Tier 2 Mathematics Intervention

    Science.gov (United States)

    Doabler, Christian T.; Clarke, Ben; Stoolmiller, Mike; Kosty, Derek B.; Fien, Hank; Smolkowski, Keith; Baker, Scott K.

    2017-01-01

    A critical aspect of intervention research is investigating the active ingredients that underlie intensive interventions and their theories of change. This study explored the rate of instructional interactions within treatment groups to determine whether they offered explanatory power of an empirically validated Tier 2 kindergarten mathematics…

  3. A Case Study: Implementing an Interactive Video Instruction System in Teaching Electronics and Industrial Maintenance.

    Science.gov (United States)

    Shipe, Ron; And Others

    A study examined the development and implementation of an interactive video instruction system for teaching electronics and industrial maintenance at the University of Tennessee. The specific purposes of the study were to document unusual problems that may be encountered when this new technology is implemented, suggest corrective actions, and…

  4. Analysis of Attitude and Achievement Using the 5E Instructional Model in an Interactive Television Environment

    Science.gov (United States)

    Cherry, Gamaliel R.

    2011-01-01

    The purpose of this quasi-experimental study was to examine attitude and achievement among fifth grade students participating in inquiry and lecture-based forms of instruction through interactive television. Participants (N = 260) were drawn from registered users of NASA's Digital Learning Network[TM]. The first three levels of Bloom's Revised…

  5. An Investigation of Interactive, Dialogue-Based Instruction for Undergraduate Art History

    Science.gov (United States)

    Gioffre, Penelope

    2012-01-01

    This paper explores the feasibility and efficacy of incorporating an interactive, discussion-based instructional approach into an undergraduate art history survey course and investigates effects of the new pedagogic strategy on students' demonstrated comprehension and retention of required content. The action research project follows a systematic…

  6. The Writing Performance of Elementary Students Receiving Strategic and Interactive Writing Instruction

    Science.gov (United States)

    Wolbers, Kimberly A.; Dostal, Hannah M.; Graham, Steve; Cihak, David; Kilpatrick, Jennifer R.; Saulsburry, Rachel

    2015-01-01

    Strategic and Interactive Writing Instruction (SIWI) has led to improved writing and language outcomes among deaf and hard of hearing (DHH) middle grades students. The purpose of this study was to examine the effects of SIWI on the written expression of DHH elementary students across recount/personal narrative, information report, and persuasive…

  7. Establishing a Multidimensional Interaction in Science Instruction: Usage of Mobile Technology

    Science.gov (United States)

    Yilmaz, Özkan; Sanalan, Vehbi Aytekin

    2015-01-01

    The aim of this study is to examine the effect of mobile technology use in university science instruction on students' academic achievement and self-regulation skills. An experimental study is conducted to test the use of mobile in-class interaction system (M-CIS) and to determine the change in students' academic achievement and self-regulation…

  8. Instructional Coaching through Dialogic Interaction: Helping a Teacher to Become Agentive in Her Practice

    Science.gov (United States)

    Haneda, Mari; Teemant, Annela; Sherman, Brandon

    2017-01-01

    We investigate the instructional coaching interactions between a kindergarten teacher and an experienced coach using the analytic lens of dialogic teaching. The data were collected in the context of a US professional development project that supports urban elementary school teachers in enacting critical sociocultural teaching practices. We…

  9. A Performance Enhanced Interactive Learning Workshop Model as a Supplement for Organic Chemistry Instruction

    Science.gov (United States)

    Phillips, Karen E. S.; Grose-Fifer, Jilliam

    2011-01-01

    In this study, the authors describe a Performance Enhanced Interactive Learning (PEIL) workshop model as a supplement for organic chemistry instruction. This workshop model differs from many others in that it includes public presentations by students and other whole-class-discussion components that have not been thoroughly investigated in the…

  10. The GALAXY Classroom: An Interactive, Thematic Approach to Literacy Instruction.

    Science.gov (United States)

    Lewison, Mitzi

    The GALAXY Classroom, developed as a nation-wide reform effort, was designed to make a significant positive difference in the educational lives of elementary school students who have traditionally been labeled "at-risk." As part of a 2-year demonstration and research phase, 39 elementary schools across the United States (and one school…

  11. Contraception and Hormones within Interaction Design

    DEFF Research Database (Denmark)

    Homewood, Sarah

    2017-01-01

    investigating the implications of the new form of contraception from an interaction design perspective before introducing my current research area; hormones within interaction design and describes how this research is relevant to the workshop Hacking Women’s Health. Finally, this paper describes my personal...

  12. Interactive Learning for Graphic Design Foundations

    Science.gov (United States)

    Chu, Sauman; Ramirez, German Mauricio Mejia

    2012-01-01

    One of the biggest problems for students majoring in pre-graphic design is students' inability to apply their knowledge to different design solutions. The purpose of this study is to examine the effectiveness of interactive learning modules in facilitating knowledge acquisition during the learning process and to create interactive learning modules…

  13. Design for Engaging Experience and Social Interaction

    Science.gov (United States)

    Harteveld, Casper; ten Thij, Eleonore; Copier, Marinka

    2011-01-01

    One of the goals of game designers is to design for an engaging experience and for social interaction. The question is how. We know that games can be engaging and allow for social interaction, but how do we achieve this or even improve on it? This article provides an overview of several scientific approaches that deal with this question. It…

  14. How to use Gagne's model of instructional design in teaching psychomotor skills.

    Science.gov (United States)

    Khadjooi, Kayvan; Rostami, Kamran; Ishaq, Sauid

    2011-01-01

    Gagne's model of instructional design is based on the information processing model of the mental events that occur when adults are presented with various stimuli and focuses on the learning outcomes and how to arrange specific instructional events to achieve those outcomes. Applying Gagne's nine-step model is an excellent way to ensure an effective and systematic learning program as it gives structure to the lesson plans and a holistic view to the teaching. In this paper, we have chosen a routine practical procedure that junior doctors need to learn: insertion of a peritoneal (ascitic) drain and we use Gagne's "events of instruction" to design a lesson plan for this subject.

  15. Bodystorming for Movement-Based Interaction Design

    Directory of Open Access Journals (Sweden)

    Elena Márquez Segura

    2016-11-01

    Full Text Available After a decade of movement-based interaction in human–computer interaction, designing for the moving body still remains a challenge. Research in this field requires methods to help access, articulate, and harness embodied experiences in ways that can inform the design process. To address this challenge, this article appropriates bodystorming, an embodied ideation method for movement-based interaction design. The proposed method allows for early consideration of the physical, collocated, and social aspects of a designed activity as illustrated with two explorative workshops in different application domains: interactive body games and interactive performances. Using a qualitative methods approach, we used video material from the workshops, feedback from participants, and our own experience as participants and facilitators to outline important characteristics of the bodystorming method in the domain of movement-based interaction. The proposed method is compared with previous ones and application implications are discussed.

  16. Children Can Learn New Facts Equally Well From Interactive Media Versus Face to Face Instruction

    OpenAIRE

    Kwok, Kristine; Ghrear, Siba; Li, Vivian; Haddock, Taeh; Coleman, Patrick; Birch, Susan A. J.

    2016-01-01

    Today’s children have more opportunities than ever before to learn from interactive technology, yet experimental research assessing the efficacy of children’s learning from interactive media in comparison to traditional learning approaches is still quite scarce. Moreover, little work has examined the efficacy of using touch-screen devices for research purposes. The current study compared children’s rate of learning factual information about animals during a face-to-face instruction from an ad...

  17. Instructional Design for Accelerated Macrocognitive Expertise in the Baseball Workplace

    OpenAIRE

    Fadde, Peter J.

    2016-01-01

    The goal of accelerating expertise can leave researchers and trainers in human factors, naturalistic decision making, sport science, and expertise studies concerned about seemingly insufficient application of expert performance theories, findings and methods for training macrocognitive aspects of human performance. Video-occlusion methods perfected by sports expertise researchers have great instructional utility, in some cases offering an effective and inexpensive alternative to high-fidelity...

  18. Aligning the Quantum Perspective of Learning to Instructional Design: Exploring the Seven Definitive Questions

    Directory of Open Access Journals (Sweden)

    Katherine J. Janzen

    2011-11-01

    Full Text Available This paper builds upon a foundational paper (under review which explores the rudiments of the quantum perspective of learning. The quantum perspective of learning uses the principles of exchange theory or borrowed theory from the field of quantum holism pioneered by quantum physicist David Bohm (1971, 1973 to understand learning in a new way. Bohm proposes that everything exists as wholes, rather than as parts, and that everything is connected. Similarly, the quantum perspective of learning proposes that individuals learn in holistic ways as they interact with temporal and in infinitely extending virtual worlds. Further, according to the quantum perspective of learning, learners have infinite potential. In this paper, the quantum perspective of learning is examined utilizing a combination of Schunk’s (1991 and Ertmer and Newby’s (1993 definitive questions for aligning learning theory with instructional design. These seven definitive questions focus on how learning happens, influential factors in learning, the role of memory, transfer of knowledge, modalities of learning that can best explain the quantum perspective of learning, applicable assumptions, and a discussion of how instruction can be organized to optimize learning. Examples of strategies that facilitate the quantum perspective of learning are provided.

  19. Mathematical design of a novel input/instruction device using a moving acoustic emitter

    Science.gov (United States)

    Wang, Xianchao; Guo, Yukun; Li, Jingzhi; Liu, Hongyu

    2017-10-01

    This paper is concerned with the mathematical design of a novel input/instruction device using a moving emitter. The emitter acts as a point source and can be installed on a digital pen or worn on the finger of the human being who desires to interact/communicate with the computer. The input/instruction can be recognized by identifying the moving trajectory of the emitter performed by the human being from the collected wave field data. The identification process is modelled as an inverse source problem where one intends to identify the trajectory of a moving point source. There are several salient features of our study which distinguish our result from the existing ones in the literature. First, the point source is moving in an inhomogeneous background medium, which models the human body. Second, the dynamical wave field data are collected in a limited aperture. Third, the reconstruction method is independent of the background medium, and it is totally direct without any matrix inversion. Hence, it is efficient and robust with respect to the measurement noise. Both theoretical justifications and computational experiments are presented to verify our novel findings.

  20. Growing grass: a smart material interactive display, design and construction history

    NARCIS (Netherlands)

    Minuto, A.; Nijholt, Antinus

    2012-01-01

    In this paper we will present the design process and development of "Follow the Grass", our smart material interactive pervasive display, with related technical detailed explanation. We will present the design steps and prototypes with instructions for the use of smart materials (NiTiNOL) to create

  1. Interactive Higher Education Instruction to Advance STEM Instruction in the Environmental Sciences - the Brownfield Action Model

    Science.gov (United States)

    Liddicoat, J. C.; Bower, P.

    2015-12-01

    The U.S. Environmental Protection Agency estimates that presently there are over half a million brownfields in the United States, but this number only includes sites for which an Environmental Site Assessment has been conducted. The actual number of brownfields is certainly in the millions and constitutes one of the major environmental issues confronting all communities today. Taught in part or entirely online for more than 15 years in environmental science, engineering, and hydrology courses at over a dozen colleges, universities, and high schools in the United States, Brownfield Action (BA) is an interactive, web-based simulation that combines scientific expertise, constructivist education philosophy, and multimedia to advance the teaching of environmental science (Bower et al., 2011, 2014; Liddicoat and Bower, 2015). In the online simulation and classroom, students form geotechnical consulting companies with a peer chosen at random to solve a problem in environmental forensics. The BA model contains interdisciplinary scientific and social information that are integrated within a digital learning environment that encourages students to construct their knowledge as they learn by doing. As such, the approach improves the depth and coherence of students understanding of the course material. Like real-world environmental consultants and professionals, students are required to develop and apply expertise from a wide range of fields, including environmental science and engineering as well as journalism, medicine, public health, law, civics, economics, and business management. The overall objective is for students to gain an unprecedented appreciation of the complexity, ambiguity, and risk involved in any environmental issue, and to acquire STEM knowledge that can be used constructively when confronted with such an issue.

  2. Hybrid Design Tools Intuit Interaction

    NARCIS (Netherlands)

    Wendrich, Robert E.; Kyvsgaard Hansen, P.; Rasmussen, J.; Jorgensen, K.A.; Tollestrup, C.

    2012-01-01

    Non-linear, non-explicit, non-standard thinking and ambiguity in design tools has a great impact on enhancement of creativity during ideation and conceptualization. Tacit-tangible representation based on a mere idiosyncratic and individual approach combined with computational assistance allows the

  3. Temporal form in interaction design

    DEFF Research Database (Denmark)

    Vallgårda, Anna; Winther, Morten Trøstrup; Mørch, Nina

    2015-01-01

    temporal forms by letting a series of expert designers reflect upon them. We borrow a framework from Boorstin’s film theory in which he distinguishes between the voyeuristic, the vicarious, and the visceral experience. We show how to use rhythms, complexity, gentle or forceful behavior, etc., to create...

  4. A CRITICAL REVIEW OF INSTRUCTIONAL DESIGN PROCESS OF DISTANCE LEARNING SYSTEM

    Directory of Open Access Journals (Sweden)

    Muhammad Ajmal CHAUDRY

    2010-07-01

    Full Text Available Instructional design refers to planning, development, delivery and evaluation of instructional system. It is an applied field of study aiming at the application of descriptive research outcomes in regular instructional settings. The present study was designed to critically review the process of instructional design at Allama Iqbal Open University (AIOU. It was survey study. Population of the study consisted of 120 academicians of different academic department of AIOU. Survey was conducted through questionnaire for academic staff. It was revealed that need assessment is not done before conceiving the outlines of a course. Also the course did not contain sufficient activities, picture and illustrations. It was also found that did not confirm the course objectives. The study recommended that proper of the course writers for distance learning may be arranged.

  5. Asthma in the community: Designing instruction to help students explore scientific dilemmas that impact their lives

    Science.gov (United States)

    Tate, Erika Dawn

    School science instruction that connects to students' diverse home, cultural, or linguistic experiences can encourage lifelong participation in the scientific dilemmas that impact students' lives. This dissertation seeks effective ways to support high school students as they learn complex science topics and use their knowledge to transform their personal and community environments. Applying the knowledge integration perspective, I collaborated with education, science, and community partners to design a technology enhanced science module, Improving Your Community's Asthma Problem. This exemplar community science curriculum afforded students the opportunity to (a) investigate a local community health issue, (b) interact with relevant evidence related to physiology, clinical management, and environmental risks, and (c) construct an integrated understanding of the asthma problem in their community. To identify effective instructional scaffolds that engage students in the knowledge integration process and prepare them to participate in community science, I conducted 2 years of research that included 5 schools, 10 teachers, and over 500 students. This dissertation reports on four studies that analyzed student responses on pre-, post-, and embedded assessments. Researching across four design stages, the iterative design study investigated how to best embed the visualizations of the physiological processes breathing, asthma attack, and the allergic immune response in an inquiry activity and informed evidence-based revisions to the module. The evaluation study investigated the impact of this revised Asthma module across multiple classrooms and differences in students' prior knowledge. Combining evidence of student learning from the iterative and evaluation studies with classroom observations and teacher interviews, the longitudinal study explored the impact of teacher practices on student learning in years 1 and 2. In the final chapter, I studied how the Asthma module and

  6. An Alternative View of the Instructional Design Process: A Response to Smith and Boling

    Science.gov (United States)

    Gibbons, Andrew S.; Yanchar, Stephen C.

    2010-01-01

    A recent literature review by Smith and Boling (2009) critically examines the received view of instructional design in educational technology. Smith and Boling conclude that the foundational literature characterizes design in a way that leads to a constrained understanding of design, especially by novices. They suggest that as a field we move…

  7. Instructional Designers' Media Selection Practices for Distributed Problem-Based Learning Environments

    Science.gov (United States)

    Fells, Stephanie

    2012-01-01

    The design of online or distributed problem-based learning (dPBL) is a nascent, complex design problem. Instructional designers are challenged to effectively unite the constructivist principles of problem-based learning (PBL) with appropriate media in order to create quality dPBL environments. While computer-mediated communication (CMC) tools and…

  8. Critique of PEP interaction building design

    International Nuclear Information System (INIS)

    1988-01-01

    This note reviews the design of the interaction region 2, 8 and 12 buildings from the viewpoint of shielding adequacy, available space and amenities provided. Conclusions are drawn that the present design is not the best way to satisfy the requirements. An alternative design is proposed which, it is claimed, is a better solution to the problems without an increase in cost

  9. Teaching Scandinavian Interaction Design in West Africa

    DEFF Research Database (Denmark)

    Sørensen, Jannick Kirk

    2016-01-01

    Methods for interaction design have emerged and established themselves first in a Scandinavian context, later in US context and in the rest of the developed world. While good usability and good user experiences are important to all users of ICT, the question is whether the methods and techniques ...... Scandinavian Participatory design can be used to localize the learning process and make interaction design methods sensitive to the West African context. The paper is based on the author’s reflection on his experiences teaching interaction design in West Africa.......Methods for interaction design have emerged and established themselves first in a Scandinavian context, later in US context and in the rest of the developed world. While good usability and good user experiences are important to all users of ICT, the question is whether the methods and techniques...

  10. Themes in human work interaction design

    DEFF Research Database (Denmark)

    Ørngreen, Rikke; Mark Pejtersen, Annelise; Clemmensen, Torkil

    2008-01-01

    Design (name HWID) through the last two and half years since the commencement of this Working Group. The paper thus provides an introduction to the theory and empirical evidence that lie behind the combination of empirical work studies and interaction design. It also recommends key topics for future......Abstract. This paper raises themes that are seen as some of the challenges facing the emerging practice and research field of Human Work Interaction Design. The paper has its offset in the discussions and writings that have been dominant within the IFIP Working Group on Human Work Interaction...

  11. Children Can Learn New Facts Equally Well From Interactive Media Versus Face to Face Instruction.

    Science.gov (United States)

    Kwok, Kristine; Ghrear, Siba; Li, Vivian; Haddock, Taeh; Coleman, Patrick; Birch, Susan A J

    2016-01-01

    Today's children have more opportunities than ever before to learn from interactive technology, yet experimental research assessing the efficacy of children's learning from interactive media in comparison to traditional learning approaches is still quite scarce. Moreover, little work has examined the efficacy of using touch-screen devices for research purposes. The current study compared children's rate of learning factual information about animals during a face-to-face instruction from an adult female researcher versus an analogous instruction from an interactive device. Eighty-six children ages 4 through 8 years (64% male) completed the learning task in either the Face-to-Face condition ( n = 43) or the Interactive Media condition ( n = 43). In the Learning Phase of the experiment, which was presented as a game, children were taught novel facts about animals without being told that their memory of the facts would be tested. The facts were taught to the children either by an adult female researcher (Face-to-Face condition) or from a pre-recorded female voice represented by a cartoon Llama (Interactive Media condition). In the Testing Phase of the experiment that immediately followed, children's memory for the taught facts was tested using a 4-option forced-choice paradigm. Children's rate of learning was significantly above chance in both conditions and a comparison of the rates of learning across the two conditions revealed no significant differences. Learning significantly improved from age 4 to age 8, however, even the preschool-aged children performed significantly above chance, and their performance did not differ between conditions. These results suggest that, interactive media can be equally as effective as one-on-one instruction, at least under certain conditions. Moreover, these results offer support for the validity of using interactive technology to collect data for research purposes. We discuss the implications of these results for children's learning

  12. Secondary School Students’ English Literacy: Use of Interactive Read Aloud Instructional Strategy

    Directory of Open Access Journals (Sweden)

    Mutiara Ayu

    2017-10-01

    Full Text Available The Global era has had a great impact on the existence of English as a global language which requires students to be good at its every skill. It is believed that students’ English could be enhanced well with the use of certain strategies, one of which is Interactive Read Aloud Instructional Strategy (IRAIS. This study was aimed at examining the efficacy of IRAIS to help students to improve their English literacy achievements. Forty five out of 746 students were selected randomly as sample based on their grade levels (7th, 8th, 9th and their levels of comprehension. By using time series design, these students were given interventions for three months using IRAIS and their English achievements were obtained from pre- and post-tests of four English literacy skills. During the interventions, the progress of the students was also monitored regularly by using three formative tests.The results showed consistent progress on the students’ achievement during the interventions and upon their total English literacy achievement after the interventions. Among the four English literacy skills, the most significant improvement was in listening followed by writing, reading, and speaking. In terms of aspects of each literacy skill, the highest achievement scores were in inference of listening, narrative techniques of writing, vocabulary of reading, and vocal expression of speaking. These findings lead to the conclusion that IRAIS  is an effective strategy in helping students to improve their level of English proficiency.

  13. Design Mining Interacting Wind Turbines.

    Science.gov (United States)

    Preen, Richard J; Bull, Larry

    2016-01-01

    An initial study has recently been presented of surrogate-assisted evolutionary algorithms used to design vertical-axis wind turbines wherein candidate prototypes are evaluated under fan-generated wind conditions after being physically instantiated by a 3D printer. Unlike other approaches, such as computational fluid dynamics simulations, no mathematical formulations were used and no model assumptions were made. This paper extends that work by exploring alternative surrogate modelling and evolutionary techniques. The accuracy of various modelling algorithms used to estimate the fitness of evaluated individuals from the initial experiments is compared. The effect of temporally windowing surrogate model training samples is explored. A surrogate-assisted approach based on an enhanced local search is introduced; and alternative coevolution collaboration schemes are examined.

  14. What Is This Thing Called "Design" in Design Research and Instructional Design

    Science.gov (United States)

    Cronje, Johannes

    2013-01-01

    This paper will consider the phenomenon of design research. It will then consider four research positions in social science research. The paper will show how the design perspectives map onto the research paradigms and how by rotating through these paradigms, a design research cycle is formed. Finally, the paper will discuss four research questions…

  15. Designing Empowering Vocal and Tangible Interaction

    OpenAIRE

    Andersson, Anders-Petter; Cappelen , Birgitta

    2013-01-01

    Our voice and body are important parts of our self-experience, and our communication and relational possibilities. They gradually become more im portant for Interaction Design due to increased development of tangible interaction and mobile communication. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musica...

  16. Blended Interaction Spaces for Collaborative Design

    DEFF Research Database (Denmark)

    Dalsgaard, Peter; Halskov, Kim; Klokmose, Clemens Nylandsted

    During the past five years, we have explored the use, potentials and challenges of Blended Interaction spaces. In addition, we have a long background in developing and exploring methods for collaborative design. In this workshop paper, we give an overview of our work and present our visions...... and ongoing research in developing Blended Interaction spaces for collaborative design. We then identify key themes and challenges pertinent for the workshop....

  17. Instruction by Design, A Report on the Conference on New Instructional Materials in Physics (University of Washington, Seattle, June 21-August 21, 1965).

    Science.gov (United States)

    Commission on Coll. Physics, College Park, MD.

    This review has a section devoted to each of the following conference topics: Monographs, Film, Experiment Sequences, Computer-assisted Instruction, Designing a Unit of Instruction, and Toward New Solutions. Each section contains background discussion on the rationale, philosophy, and importance for improvements in the area being considered. The…

  18. The effects of 3D interactive animated graphics on student learning and attitudes in computer-based instruction

    Science.gov (United States)

    Moon, Hye Sun

    Visuals are most extensively used as instructional tools in education to present spatially-based information. Recent computer technology allows the generation of 3D animated visuals to extend the presentation in computer-based instruction. Animated visuals in 3D representation not only possess motivational value that promotes positive attitudes toward instruction but also facilitate learning when the subject matter requires dynamic motion and 3D visual cue. In this study, three questions are explored: (1) how 3D graphics affects student learning and attitude, in comparison with 2D graphics; (2) how animated graphics affects student learning and attitude, in comparison with static graphics; and (3) whether the use of 3D graphics, when they are supported by interactive animation, is the most effective visual cues to improve learning and to develop positive attitudes. A total of 145 eighth-grade students participated in a 2 x 2 factorial design study. The subjects were randomly assigned to one of four computer-based instructions: 2D static; 2D animated; 3D static; and 3D animated. The results indicated that: (1) Students in the 3D graphic condition exhibited more positive attitudes toward instruction than those in the 2D graphic condition. No group differences were found between the posttest score of 3D graphic condition and that of 2D graphic condition. However, students in the 3D graphic condition took less time for information retrieval on posttest than those in the 2D graphic condition. (2) Students in the animated graphic condition exhibited slightly more positive attitudes toward instruction than those in the static graphic condition. No group differences were found between the posttest score of animated graphic condition and that of static graphic condition. However, students in the animated graphic condition took less time for information retrieval on posttest than those in the static graphic condition. (3) Students in the 3D animated graphic condition

  19. An Assessment of Need for Instructional Professional Development for Middle School Science Teachers Using Interactive Lessons

    Science.gov (United States)

    Burton, Amanda

    Numerous studies on the impact of interactive lessons on student learning have been conducted, but there has been a lack of professional development (PD) programs at a middle school focusing on ways to incorporate interactive lessons into the science classroom setting. The purpose of this case study was to examine the instructional practices of science teachers to determine whether the need for an interactive lessons approach to teaching students exists. This qualitative case study focused on teachers' perceptions and pedagogy to determine whether the need to use interactive lessons to meet the needs of all students is present. The research question focused on identifying current practices and determining whether a need for interactive lessons is present. Qualitative data were gathered from science teachers at the school through interviews, lesson plans, and observations, all of which were subsequently coded using an interpretative analysis. The results indicated the need for a professional development (PD) program centered on interactive science lessons. Upon completion of the qualitative study, a detailed PD program has been proposed to increase the instructional practices of science teachers to incorporate interactive lessons within the science classroom. Implications for positive social change include improved teaching strategies and lessons that are more student-centered resulting in better understanding and comprehension, as well as performance on state-mandated tests.

  20. Developing Instructional Design to Improve Mathematical Higher Order Thinking Skills of Students

    Science.gov (United States)

    Apino, E.; Retnawati, H.

    2017-02-01

    This study aimed to describe the instructional design to improve the Higher Order Thinking Skills (HOTS) of students in learning mathematics. This research is design research involving teachers and students of class X MIPA 1 MAN Yigyakarta III, Special Region of Yogyakarta, Indonesia. Data collected through focus group discussions and tests. Data analyzed by quantitative descriptive. The results showed that the instructional design developed is effective to improving students’ HOTS in learning mathematics. Instructional design developed generally include three main components: (1) involve students in the activities non-routine problem solving; (2) facilitating students to develop the ability to analyze and evaluate (critical thinking) and the ability to create (creative thinking); and (3) encourage students to construct their own knowledge.

  1. Interactivity, Game Creation, Design, Learning, and Innovation

    DEFF Research Database (Denmark)

    This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art......, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted...

  2. Independent Interactive Inquiry-Based Learning Modules Using Audio-Visual Instruction In Statistics

    OpenAIRE

    McDaniel, Scott N.; Green, Lisa

    2012-01-01

    Simulations can make complex ideas easier for students to visualize and understand. It has been shown that guidance in the use of these simulations enhances students’ learning. This paper describes the implementation and evaluation of the Independent Interactive Inquiry-based (I3) Learning Modules, which use existing open-source Java applets, combined with audio-visual instruction. Students are guided to discover and visualize important concepts in post-calculus and algebra-based courses in p...

  3. Design and evaluation of interactive instruction as communicative dialogue

    NARCIS (Netherlands)

    Bouwhuis, D.G.; Elsendoorn, B.A.G.; Coninx, F.

    1993-01-01

    Throughout history hearing people have been puzzled about the difficulty to communicate with deafpeople; a puzzlementperhaps strengthened by the fact that hearing is only one of the human sensory faculties. Apparently loss of hearing affects human communication far more than any other sensory

  4. Designing Interactive Multimedia Instruction to Address Soldiers’ Learning Needs

    Science.gov (United States)

    2014-12-01

    combat leader follow this sequence. 3 See Soldier’s Manual of Common Tasks, Warrior Leader Skills Level 2, 3, 4 ( STP 21-24-SMCT), September 2008... market segment for these companies is very competitive, so they have strong incentive to innovate new features and capabilities. The version of... market , or supported in current versions of the software. Similar compatibility problems can arise when existing IMI is extracted from an LMS.6

  5. Design Models as Emergent Features: An Empirical Study in Communication and Shared Mental Models in Instructional

    Science.gov (United States)

    Botturi, Luca

    2006-01-01

    This paper reports the results of an empirical study that investigated the instructional design process of three teams involved in the development of an e-­learning unit. The teams declared they were using the same fast-­prototyping design and development model, and were composed of the same roles (although with a different number of SMEs).…

  6. A Simulation-Based LED Design Project in Photonics Instruction Based on Industry-University Collaboration

    Science.gov (United States)

    Chang, S. -H.; Chen, M. -L.; Kuo, Y. -K.; Shen, Y. -C.

    2011-01-01

    In response to the growing industrial demand for light-emitting diode (LED) design professionals, based on industry-university collaboration in Taiwan, this paper develops a novel instructional approach: a simulation-based learning course with peer assessment to develop students' professional skills in LED design as required by industry as well as…

  7. Using Importance-Performance Analysis to Guide Instructional Design of Experiential Learning Activities

    Science.gov (United States)

    Anderson, Sheri; Hsu, Yu-Chang; Kinney, Judy

    2016-01-01

    Designing experiential learning activities requires an instructor to think about what they want the students to learn. Using importance-performance analysis can assist with the instructional design of the activities. This exploratory study used importance-performance analysis in an online introduction to criminology course. There is limited…

  8. Development and Implementation of an Instructional Design for Effective Teaching of Ecosystem, Biodiversity, and Environmental Issues

    Science.gov (United States)

    Yucel, Elif Ozata; Ozkan, Muhlis

    2015-01-01

    This study aims to develop an instructional design whereby ecosystem, biodiversity, and environmental issues are addressed with a holistic approach that provides more efficient teaching as well as to test the effectiveness of this design. A literature review was carried out and need-assessment was firstly made using the Readiness Test. This review…

  9. Towards Cognitive Load Theory as Guideline for Instructional Design in Science Education

    Science.gov (United States)

    Meissner, Barbara; Bogner, Franz X.

    2013-01-01

    We applied cognitive load theory in an heuristic out-of-school science lesson. The lesson comprises experiments concerning major attributes of NaCl and was designed for 5th to 8th grade students. Our interest focused on whether cognitive load theory provides sufficient guidelines for instructional design in the field of heuristic science…

  10. Interactive Graphics Analysis for Aircraft Design

    Science.gov (United States)

    Townsend, J. C.

    1983-01-01

    Program uses higher-order far field drag minimization. Computer program WDES WDEM preliminary aerodynamic design tool for one or two interacting, subsonic lifting surfaces. Subcritical wing design code employs higher-order far-field drag minimization technique. Linearized aerodynamic theory used. Program written in FORTRAN IV.

  11. Human work interaction design meets international development

    DEFF Research Database (Denmark)

    Campos, P.; Clemmensen, T.; Barricelli, B.R.

    2017-01-01

    opportunity to observe technology-mediated innovative work practices in informal settings that may be related to the notion of International Development. In this unique context, this workshop proposes to analyze findings related to opportunities for design research in this type of work domains: a) human......Over the last decade, empirical relationships between work domain analysis and HCI design have been identified by much research in the field of Human Work Interaction Design (HWID) across five continents. Since this workshop takes place at the Interact Conference in Mumbai, there is a unique...

  12. The Effects of Instructional Design on Student Engagement with Video Lectures at Cyber Universities

    Directory of Open Access Journals (Sweden)

    Jamie Costley

    2017-05-01

    Full Text Available Aim/Purpose: The number of students enrolled in online courses that use video lectures is on the rise. However, research shows that the number of students watching video lectures is low, and the number watching videos to completion is even lower. Background: This paper seeks to understand this problem by looking for correlations between instructional design and student engagement with video lectures. Methodology: Students at a cyber-university in South Korea (n=1801 were surveyed on their perception of the instructional design used in the courses they took and their engagement with online video lectures. Contribution: This paper contributes to the body of knowledge by demonstrating positive correlations between instructional design, watching, and finishing video lectures. Findings: While most other research has found low levels of online lecture viewership, this paper found significantly higher numbers watching and finishing videos. Other major findings of the paper are that five key elements of instructional design for online learning environments (designing methods, setting the curriculum, establishing time parameters, establishing netiquette, and utilizing the medium effectively all correlated positively with students watching and finishing video lectures. Recommendations for Practitioners\t: Based on findings in this paper, it is recommended that practitioners consider taking actions when designing their instruction for online courses. These include batching their video lectures together by topic, devoting greater resources to helping students utilize the medium, and communicate time parameters in a way that encourages students to view video lectures in a timely manner. Recommendation for Researchers: As the watching of video lectures in this study was mandatory for learners, an interesting area of further research would be to examine whether that decision led to higher numbers of students watching them. Future Research: It is important for

  13. Designing persuasive interactive environments : a hands-on workshop to explore interactivity and persuasion in design

    NARCIS (Netherlands)

    Rozendaal, Marco; Bekker, Tilde; Vermeeren, Arnold; Kanis, Marije; Aprile, Walter; van der Helm, Aadjan; Middendorf, Wouter

    2012-01-01

    Ambient Intelligent environments are interactive environments that sense human behaviour and can respond intelligently. This workshop explores how interactive environments can be designed with persuasive quality, influencing human experience and behaviour. The workshop follows a

  14. Impacts of Teacher-Child Managed Whole-Group Language and Literacy Instruction on the Depth of Preschoolers' Social Interaction

    Science.gov (United States)

    Lin, Tzu-Jung; Justice, Laura M.; Emery, Alyssa A.; Mashburn, Andrew J.; Pentimonti, Jill M.

    2017-01-01

    Research Findings: This study examined the potential impacts of ongoing participation (twice weekly for 30 weeks) in teacher-child managed whole-group language and literacy instruction on prekindergarten children's social interaction with classmates. Teacher-child managed whole-group instruction that provides children with opportunities to engage…

  15. User-Centered Design through Learner-Centered Instruction

    Science.gov (United States)

    Altay, Burçak

    2014-01-01

    This article initially demonstrates the parallels between the learner-centered approach in education and the user-centered approach in design disciplines. Afterward, a course on human factors that applies learner-centered methods to teach user-centered design is introduced. The focus is on three tasks to identify the application of theoretical and…

  16. Click, Clack, Moo: Designing Effective Reading Instruction for Children in Preschool and Early Primary Grades

    Science.gov (United States)

    Barclay, Kathy

    2009-01-01

    As teachers have struggled to implement scientifically based instructional practices in reading, some researchers have begun to focus on ways to "boost the value of reading aloud to young children". Such studies seek ways to promote oral language as well as comprehension and vocabulary through read-aloud experiences. Interactive read-alouds…

  17. The effects of the interaction between cognitive style and instructional strategy on the educational outcomes for a science exhibit

    Science.gov (United States)

    Knappenberger, Naomi

    This dissertation examines factors which may affect the educational effectiveness of science exhibits. Exhibit effectiveness is the result of a complex interaction among exhibit features, cognitive characteristics of the museum visitor, and educational outcomes. The purpose of this study was to determine the relative proportions of field-dependent and field-independent visitors in the museum audience, and to ascertain if the cognitive style of visitors interacted with instructional strategies to affect the educational outcomes for a computer-based science exhibit. Cognitive style refers to the self-consistent modes of selecting and processing information that an individual employs throughout his or her perceptual and intellectual activities. It has a broad influence on many aspects of personality and behavior, including perception, memory, problem solving, interest, and even social behaviors and self-concept. As such, it constitutes essential dimensions of individual differences among museum visitors and has important implications for instructional design in the museum. The study was conducted in the spring of 1998 at the Adler Planetarium and Astronomy Museum in Chicago. Two experimental treatments of a computer-based exhibit were tested in the study. The first experimental treatment utilized strategies designed for field-dependent visitors that limited the text and provided more structure and cueing than the baseline treatment of the computer program. The other experimental treatment utilized strategies designed for field-independent visitors that provided hypothesis-testing and more contextual information. Approximately two-thirds of the visitors were field-independent. The results of a multiple regression analysis indicated that there was a significant interaction between cognitive style and instructional strategy that affected visitors' posttest scores on a multiple-choice test of the content. Field-independent visitors out- performed the field

  18. Effects of interactive instructional techniques in a web-based peripheral nervous system component for human anatomy.

    Science.gov (United States)

    Allen, Edwin B; Walls, Richard T; Reilly, Frank D

    2008-02-01

    This study investigated the effects of interactive instructional techniques in a web-based peripheral nervous system (PNS) component of a first year medical school human anatomy course. Existing data from 9 years of instruction involving 856 students were used to determine (1) the effect of web-based interactive instructional techniques on written exam item performance and (2) differences between student opinions of the benefit level of five different types of interactive learning objects used. The interactive learning objects included Patient Case studies, review Games, Simulated Interactive Patients (SIP), Flashcards, and unit Quizzes. Exam item analysis scores were found to be significantly higher (p < 0.05) for students receiving the instructional treatment incorporating the web-based interactive learning objects than for students not receiving this treatment. Questionnaires using a five-point Likert scale were analysed to determine student opinion ratings of the interactive learning objects. Students reported favorably on the benefit level of all learning objects. Students rated the benefit level of the Simulated Interactive Patients (SIP) highest, and this rating was significantly higher (p < 0.05) than all other learning objects. This study suggests that web-based interactive instructional techniques improve student exam performance. Students indicated a strong acceptance of Simulated Interactive Patient learning objects.

  19. The influence of previous subject experience on interactions during peer instruction in an introductory physics course: A mixed methods analysis

    Science.gov (United States)

    Vondruska, Judy A.

    Over the past decade, peer instruction and the introduction of student response systems has provided a means of improving student engagement and achievement in large-lecture settings. While the nature of the student discourse occurring during peer instruction is less understood, existing studies have shown student ideas about the subject, extraneous cues, and confidence level appear to matter in the student-student discourse. Using a mixed methods research design, this study examined the influence of previous subject experience on peer instruction in an introductory, one-semester Survey of Physics course. Quantitative results indicated students in discussion pairs where both had previous subject experience were more likely to answer clicker question correctly both before and after peer discussion compared to student groups where neither partner had previous subject experience. Students in mixed discussion pairs were not statistically different in correct response rates from the other pairings. There was no statistically significant difference between the experience pairs on unit exam scores or the Peer Instruction Partner Survey. Although there was a statistically significant difference between the pre-MPEX and post-MPEX scores, there was no difference between the members of the various subject experience peer discussion pairs. The qualitative study, conducted after the quantitative study, helped to inform the quantitative results by exploring the nature of the peer interactions through survey questions and a series of focus groups discussions. While the majority of participants described a benefit to the use of clickers in the lecture, their experience with their discussion partners varied. Students with previous subject experience tended to describe peer instruction more positively than students who did not have previous subject experience, regardless of the experience level of their partner. They were also more likely to report favorable levels of comfort with

  20. Computerized video interaction self-instruction of MR imaging fundamentals utilizing laser disk technology

    International Nuclear Information System (INIS)

    Genberg, R.W.; Javitt, M.C.; Popky, G.L.; Parker, J.A.; Pinkney, M.N.

    1986-01-01

    Interactive computer-assisted self-instruction is emerging as a recognized didactic modality and is now being introduced to teach physicians the physics of MR imaging. The interactive system consists of a PC-compatible computer, a 12-inch laser disk drive, and a high-resolution monitor. The laser disk, capable of storing 54,000 images, is pressed from a previously edited video tape of MR and video images. The interactive approach is achieved through the use of the computer and appropriate software. The software is written to include computer graphics overlays of the laser disk images, to select interactive branching paths (depending on the user's response to directives or questions), and to provide feedback to the user so that he can assess his performance. One of their systems is available for use in the scientific exhibit area

  1. Espoused Theory and Theory-in-Use of Instructional Designers in the Use of Constructivism in Online Writing Instruction Programs

    Science.gov (United States)

    Merrell, Cheryl

    2013-01-01

    Online Writing Instruction (OWI) has become a viable educational alternative in online instruction in the K-12 educational community. To continue to effectively compete in a global society, educators have identified a necessity for instruction that replicates real-world situations and problem-solving tasks which is consistent with constructivism.…

  2. Improving leadership training at the United States Naval Academy by utilizing Interactive Multimedia Instruction (IMI)

    OpenAIRE

    Kawane, Shannon E.

    1999-01-01

    This thesis addresses several issues identified in the analysis and design phases of the Instructional Systems Development process to develop an IMI leadership program for the Naval Academy. The overarching goal is to provide the Naval Academy with a study that uses current research and existing innovative leadership programs to answer questions that need to be resolved in developing a program consistent with the Naval Academy's leadership training philosophy. The results suggest that an IMI ...

  3. Instructional Design, Facilitation, and Perceived Learning Outcomes: An Exploratory Case Study of a Human Trafficking MOOC for Attitudinal Change

    Science.gov (United States)

    Watson, Sunnie Lee; Loizzo, Jamie; Watson, William R.; Mueller, Chad; Lim, Jieun; Ertmer, Peggy A.

    2016-01-01

    This exploratory case study describes the design and facilitation of a massive open online course (MOOC) for attitudinal change regarding human trafficking. It examines the course from the learners', instructor's, and instructional designer's perspectives. Two interviews with the instructor and instructional designer were conducted, and data from…

  4. Cockpit design and evaluation using interactive graphics

    Science.gov (United States)

    Evans, S. M.

    1975-01-01

    A general overview of the characteristics of an interactive graphics system which was developed to assist cockpit engineers design and evaluate work stations was presented. The manikin used in this COMputerized BIomechanical MAN-model (COMBIMAN) was described, as are provisions for generating work stations and assessing interactions between man and environment. The applications of the present system are explained, and critiques of COMBIMAN are presented. The limitations of the existing programs and the requirements of the designers necessitate future revisions and additions to the biomechanical and erogonomic properties of COMBIMAN. Some of these enhancements are discussed.

  5. Universal Design for Learning: Guidelines for Accessible Online Instruction

    Science.gov (United States)

    Rogers-Shaw, Carol; Carr-Chellman, Davin J.; Choi, Jinhee

    2018-01-01

    Universal Design for Learning (UDL) is a framework for the teaching-learning transaction that conceptualizes knowledge through learner-centered foci emphasizing accessibility, collaboration, and community. Given the importance of access to achieving social justice, UDL is a promising approach to meeting all learners' needs more effectively. In…

  6. Children can learn new facts equally well from interactive media versus face to face instruction

    Directory of Open Access Journals (Sweden)

    Kristine Kwok

    2016-10-01

    Full Text Available Today’s children have more opportunities than ever before to learn from interactive technology, yet experimental research assessing the efficacy of children’s learning from interactive media in comparison to traditional learning approaches is still quite scarce. Moreover, little work has examined the efficacy of using touch-screen devices for research purposes. The current study compared children’s rate of learning factual information about animals during a face-to-face instruction from an adult female researcher versus an analogous instruction from an interactive device. Eighty-six children ages 4 through 8 years (64% male completed the learning task in either the Face-to-Face condition (n = 43 or the Interactive Media condition (n = 43. In the Learning Phase of the experiment, which was presented as a game, children were taught novel facts about animals without being told that their memory of the facts would be tested. The facts were taught to the children either by an adult female researcher (Face-to-Face condition or from a pre-recorded female voice represented by a cartoon Llama (Interactive Media condition. In the Testing Phase of the experiment that immediately followed, children’s memory for the taught facts was tested using a 4-option forced-choice paradigm. Children’s rate of learning was significantly above chance in both conditions and a comparison of the rates of learning across the two conditions revealed no significant differences. Learning significantly improved from age 4 to age 8, however, even the preschool-aged children performed significantly above chance, and their performance did not differ between conditions. These results suggest that, interactive media can be equally as effective as one-on-one instruction, at least under certain conditions. Moreover, these results offer support for the validity of using interactive technology to collect data for research purposes. We discuss the implications of these results

  7. Rappresentare il progetto di interaction Design

    Directory of Open Access Journals (Sweden)

    Michele Zannoni

    2013-03-01

    Full Text Available ItQuesto saggio indaga le conseguenze che, nel mutato contesto del progetto contemporaneo del design, implica la forte convergenza della disciplina del progetto nei temi legati all'interaction design. L'evidenza di questo mutamento mette in luce come nell'iter progettuale il ruolo centrico del disegno e della rappresentazione è messo in crisi da una trasformazione dei contenuti del progetto. Il rapporto tra il progetto dell'interfaccia e il product design, la dematerializzazione dei feedback tattili e visivi, la sempre più diffusa digitalizzazione delle superfici di interazione degli oggetti, mostrano come il design del prodotto non è immune alla trasformazione che ha cambiato i media della comunicazione negli ultimi dieci anni e gli strumenti della rappresentazione si devono adeguare per poter prefigurare una sempre maggior complessità del percorso progettuale.EnIn the changing context of contemporary design, this essay explores the consequences entailed by the significant convergence of the discipline of design towards the themes relative to action design. The evidence of this change highlights how the central role of drawing and representation in the design process is challenged by the transformation in the contents of design. The relationship between the design of the interface and product design, the dematerialization of tactile and visual feedback, the increasingly widespread digitalization of the interaction surfaces of objects, prove that product design is not immune to the transformation that has changed communication media over the past ten years and the tools of representation must adapt to maintain the capacity to prefigure the growing complexity of the design process.

  8. Designing Gestural Interfaces Touchscreens and Interactive Devices

    CERN Document Server

    Saffer, Dan

    2008-01-01

    If you want to get started in new era of interaction design, this is the reference you need. Packed with informative illustrations and photos, Designing Gestural Interfaces provides you with essential information about kinesiology, sensors, ergonomics, physical computing, touchscreen technology, and new interface patterns -- information you need to augment your existing skills in traditional" websites, software, or product development. This book will help you enter this new world of possibilities."

  9. Writing and Rewriting the Instructional Design Case: A View from Two Sides

    Directory of Open Access Journals (Sweden)

    Craig D. Howard, Rodney Myers

    2011-01-01

    Full Text Available This article analyzes five problem areas educators grapple with when writing designs cases about learning interventions. The article is written from the vantage point of IJDL’s assistant editor who edited, reviewed, and coordinated the reviews of design cases over a period of two years while also writing his own design case (Howard & Myers, 2010: International Journal of Designs for Learning. The knowledge building genre of the instructional design case is viewed from the perspective of commonalities between articles published in a Tech Trends feature, the Instructional Design Portfolio, and this venue. The areas of concern common among reviews for these publications shed light on how the design case is developing into a rigorous form of educational inquiry. The areas of concern brought up in reviews of cases are discussed in light of the author’s first hand experiences of satisfying reviewers’ concerns and, in turn, coaching other educators through the process of a finalized design case. Those common areas are: (1 situating the design, (2 describing the design, (3 depicting the experience of the design, (4 developing trustworthiness through transparency, analysis, and reflection (5 removing aspects of design cases which confound their purpose. Specific examples from design cases that have gone through peer review describe how author-educators may approach the dissemination of design precedent through the careful documentation of pedagogical designs.

  10. Efficacy of the Technological/Engineering Design Approach: Imposed Cognitive Demands within Design-Based Biotechnology Instruction

    Science.gov (United States)

    Wells, John G.

    2016-01-01

    Though not empirically established as an efficacious pedagogy for promoting higher order thinking skills, technological/engineering design-based learning in K-12 STEM education is increasingly embraced as a core instructional method for integrative STEM learning that promotes the development of student critical thinking skills (Honey, Pearson,…

  11. Is the Flipped Classroom Model for All? Correspondence Analysis from Trainee Instructional Media Designers

    Science.gov (United States)

    Pellas, Nikolaos

    2018-01-01

    The educational potentials and challenges of "flipping" a classroom are today well-documented. However, taking into account the contradictory results, literature on the benefits in using the flipped model as a socially inclusive technology-supported instructional design model is still in its infancy. This study seeks to investigate the…

  12. Designing Reading Instruction for Cultural Minorities: The Case of the Kamehameha Early Education Program.

    Science.gov (United States)

    Calfee, Robert C.; And Others

    This is a report on the Kamehameha Early Education Program (KEEP), a research and development project designed to find ways of improving the school performance of educationally disadvantaged Hawaiian children. The project, implemented in a laboratory school setting and continuously monitored, is described as a reading instruction program for…

  13. The Teacher as Instructional Designer: A Search Through the Curriculum Maze.

    Science.gov (United States)

    Jacko, Carol M.; Garman, Noreen M.

    The vast amount of literature on curriculum and instructional design does not establish a clear frame of reference to help teachers utilize and operationalize concepts and information. Four specific problem areas are of special concern in the literature: (1) the terminology and definitions are confusing; (2) the place of the classroom teacher is…

  14. Blended/Hybrid Courses: A Review of the Literature and Recommendations for Instructional Designers and Educators

    Science.gov (United States)

    Helms, Samuel A.

    2014-01-01

    This article explores some of the literature on blended/hybrid learning and identifies recommendations for instructional designers and faculty. Terminology and definitions are discussed first including the debate between the words "blended" and "hybrid." A working definition for the article is discussed but the article does not…

  15. Using Diffusion of Innovation Theory to Promote Universally Designed College Instruction

    Science.gov (United States)

    Scott, Sally; McGuire, Joan

    2017-01-01

    Universal Design applied to college instruction has evolved and rapidly spread on an international scale. Diffusion of Innovation theory is described and used to identify patterns of change in this trend. Implications and strategies are discussed for promoting this inclusive approach to teaching in higher education.

  16. Elementary Students' Learning of Materials Science Practices Through Instruction Based on Engineering Design Tasks

    Science.gov (United States)

    Wendell, Kristen Bethke; Lee, Hee-Sun

    2010-12-01

    Materials science, which entails the practices of selecting, testing, and characterizing materials, is an important discipline within the study of matter. This paper examines how third grade students' materials science performance changes over the course of instruction based on an engineering design challenge. We conducted a case study of nine students who participated in engineering design-based science instruction with the goal of constructing a stable, quiet, thermally comfortable model house. The learning outcome of materials science practices was assessed by clinical interviews conducted before and after the instruction, and the learning process was assessed by students' workbooks completed during the instruction. The interviews included two materials selection tasks for designing a sturdy stepstool and an insulated pet habitat. Results indicate that: (1) students significantly improved on both materials selection tasks, (2) their gains were significantly positively associated with the degree of completion of their workbooks, and (3) students who were highly engaged with the workbook's reflective record-keeping tasks showed the greatest improvement on the interviews. These findings suggest the important role workbooks can play in facilitating elementary students' learning of science through authentic activity such as engineering design.

  17. Designing Online Instruction for Success: Future Oriented Motivation and Self-Regulation

    Science.gov (United States)

    Schmidt, Joel T.; Werner, Christian H.

    2007-01-01

    Given the high rate of student drop-out and withdrawal from courses and programs using an online learning format, it is important to consider innovative ways to foster and encourage student success in online environments. One such way is to incorporate aspects of student future orientation into the design of online instruction. This paper presents…

  18. Lights, Camera, Action: Facilitating the Design and Production of Effective Instructional Videos

    Science.gov (United States)

    Di Paolo, Terry; Wakefield, Jenny S.; Mills, Leila A.; Baker, Laura

    2017-01-01

    This paper outlines a rudimentary process intended to guide faculty in K-12 and higher education through the steps involved to produce video for their classes. The process comprises four steps: planning, development, delivery and reflection. Each step is infused with instructional design information intended to support the collaboration between…

  19. The Implementation and Evaluation of an Instructional Design Based on the Interdisciplinary Approach: Conscious Consumer Education

    Science.gov (United States)

    Karakus, Memet; Uyar, Melis Yesilpinar

    2018-01-01

    The aim of this study was to implement and evaluate the instructional design prepared as consumer-oriented and based upon interdisciplinary curriculum. In this study, case study approach, which is one of the qualitative research patterns, was employed. Observations, interviews and document analysis were used to collect data. For analyzing the…

  20. Instructional Design of Entrepreneurship Courses: Interview Research of Wyoming BRAVO! Entrepreneurs

    Science.gov (United States)

    Kolb, Belinda J.

    2010-01-01

    This qualitative study investigated the opportunity recognition process of Wyoming BRAVO! Entrepreneur (WBE) Award winners or nominees, in order to better inform the learner analysis and organizational strategy components of instructional design, specifically with respect to entrepreneurship courses. This study may be of significance to post…

  1. Using the DSAP Framework to Guide Instructional Design and Technology Integration in BYOD Classrooms

    Science.gov (United States)

    Wasko, Christopher W.

    2016-01-01

    The purpose of this study was to determine the suitability of the DSAP Framework to guide instructional design and technology integration for teachers piloting a BYOD (Bring Your Own Device) initiative and to measure the impact the initiative had on the amount and type of technology used in pilot classrooms. Quantitative and qualitative data were…

  2. STEM Teachers' Planned and Enacted Attempts at Implementing Engineering Design-Based Instruction

    Science.gov (United States)

    Capobianco, Brenda M.; Rupp, Madeline

    2014-01-01

    This study investigates grades 5 and 6 science, technology, engineering, and mathematics (STEM) teachers' planned and actualized engineering design-based instruction, the instruments used to characterize their efforts, and the implications this work has for teachers' implementations of an integrated approach to STEM education.…

  3. Scaffolded Instruction Improves Student Understanding of the Scientific Method & Experimental Design

    Science.gov (United States)

    D'Costa, Allison R.; Schlueter, Mark A.

    2013-01-01

    Implementation of a guided-inquiry lab in introductory biology classes, along with scaffolded instruction, improved students' understanding of the scientific method, their ability to design an experiment, and their identification of experimental variables. Pre- and postassessments from experimental versus control sections over three semesters…

  4. Instructional Control of Cognitive Load in the Design of Complex Learning Environments

    NARCIS (Netherlands)

    Kester, Liesbeth; Paas, Fred; Van Merriënboer, Jeroen

    2010-01-01

    Kester, L., Paas, F., & Van Merriënboer, J. J. G. (2010). Instructional control of cognitive load in the design of complex learning environments. In J. L. Plass, R. Moreno, & Roland Brünken (Eds.), Cognitive Load Theory (pp. 109-130). New York: Cambridge University Press.

  5. Cognitive Load Theory, Educational Research, and Instructional Design: Some Food for Thought

    Science.gov (United States)

    de Jong, Ton

    2010-01-01

    Cognitive load is a theoretical notion with an increasingly central role in the educational research literature. The basic idea of cognitive load theory is that cognitive capacity in working memory is limited, so that if a learning task requires too much capacity, learning will be hampered. The recommended remedy is to design instructional systems…

  6. An Instructional Design Framework to Improve Student Learning in a First-Year Engineering Class

    Science.gov (United States)

    Yelamarthi, Kumar; Drake, Eron; Prewett, Matthew

    2016-01-01

    Increasingly, numerous universities have identified benefits of flipped learning environments and have been encouraging instructors to adapt such methodologies in their respective classrooms, at a time when departments are facing significant budget constraints. This article proposes an instructional design framework utilized to strategically…

  7. Instructional Design in Job Skills Training for Welfare Recipients and Displaced Workers

    Science.gov (United States)

    Richardson, Arline; Storberg-Walker, Julia

    2006-01-01

    Scully-Russ (2005) described the low-wage labor market issue and the tendency in academic literature to view the problem as "fixing" the skills of low wageworkers. However, the article does not address instructional design issues surrounding low-wage employee training interventions. This manuscript attempts to discover the key factors surrounding…

  8. Color Research and Its Application to the Design of Instructional Materials.

    Science.gov (United States)

    Pett, Dennis; Wilson, Trudy

    1996-01-01

    Reviews color research and considers its implications for the design of instructional materials. Topics include physiological and psychological effects; color and learning, including attention, search tasks, retention and other objective measures, and non-objective measures; color and the cathode ray tube (CRT); and further research needs.…

  9. A Framework for Aligning Instructional Design Strategies with Affordances of CAVE Immersive Virtual Reality Systems

    Science.gov (United States)

    Ritz, Leah T.; Buss, Alan R.

    2016-01-01

    Increasing availability of immersive virtual reality (IVR) systems, such as the Cave Automatic Virtual Environment (CAVE) and head-mounted displays, for use in education contexts is providing new opportunities and challenges for instructional designers. By highlighting the affordances of IVR specific to the CAVE, the authors emphasize the…

  10. Design and Implementation of Instructional Videos for Upper-Division Undergraduate Laboratory Courses

    Science.gov (United States)

    Schmidt-McCormack, Jennifer A.; Muniz, Marc N.; Keuter, Ellie C.; Shaw, Scott K.; Cole, Renée S.

    2017-01-01

    Well-designed laboratories can help students master content and science practices by successfully completing the laboratory experiments. Upper-division chemistry laboratory courses often present special challenges for instruction due to the instrument intensive nature of the experiments. To address these challenges, particularly those associated…

  11. Metacognition and transfer within a course or instructional design rules and metacognition

    NARCIS (Netherlands)

    Vos, Henk

    2006-01-01

    A metacognitive strategy for doing research, included transfer, was taught in a course of nine afternoons. The success of this course raised some questions. How do the students learn? How does metacognition play a role? The course was designed in accordance with several instructional principles. The

  12. Elementary Students' Learning of Materials Science Practices through Instruction Based on Engineering Design Tasks

    Science.gov (United States)

    Wendell, Kristen Bethke; Lee, Hee-Sun

    2010-01-01

    Materials science, which entails the practices of selecting, testing, and characterizing materials, is an important discipline within the study of matter. This paper examines how third grade students' materials science performance changes over the course of instruction based on an engineering design challenge. We conducted a case study of nine…

  13. Fellowship Program in the Design and Development of Instructional Materials. Final Report.

    Science.gov (United States)

    Fleming, Malcolm; Pett, Dennis

    A two-year graduate program leading to a specialists's degree was administered to train individuals in the design of instructional materials for elementary, secondary, vocational and special education curricula. The program sought to achieve a multiplier effect by placing its graduates in positions in which they could help other educators to…

  14. OBE EAP-EOP Model: A Proposed Instructional Design in English for Specific Purposes

    Science.gov (United States)

    Hernandez, Hjalmar Punla

    2016-01-01

    Outcome-Based Education (OBE) demands innovative Instructional Designs (ID) in the 21st century. Being a descriptive-qualitative research, this paper aimed to (1) identify the ID used in the English language curricula of a private tertiary level institution in the Southern Luzon, Philippines, (2) determined the elements that the ID of the English…

  15. Social Ecology and Worksite Training and Development: Introducing the Social in Instructional System Design

    Science.gov (United States)

    Weinstein, Marc G.; Shuck, Brad

    2011-01-01

    Human resource development (HRD) is recognized as an interdisciplinary field covering the breadth of behavioral and social sciences. However, since its inception, instructional systems design (ISD), a methodology widely used in the HRD field, has been based on a narrow range of behavioral science. Grounded in general system's theory, the ISD…

  16. An Anthropological Move Towards Tangible Interaction Design

    DEFF Research Database (Denmark)

    Jensen, Mads Vedel

    2005-01-01

    User interaction design has for many years been concerned with the skills required in operating computers and machines. For keyboard and mouse operated, screen-based user interfaces the main focus has been on the cognitive skills of humans. This paper takes as a basic preamble that a shift from...

  17. Design of a Solar Tracking Interactive Kiosk

    Science.gov (United States)

    Greene, Nathaniel R.; Brunskill, Jeffrey C.

    2017-01-01

    A two-axis solar tracker and its interactive kiosk were designed by an interdisciplinary team of students and faculty. The objective was to develop a publicly accessible kiosk that would facilitate the study of energy usage and production on campus. Tracking is accomplished by an open-loop algorithm, microcontroller, and ham radio rotator. Solar…

  18. Interaction Design as a Bricolage Practice

    DEFF Research Database (Denmark)

    Vallgårda, Anna; Fernaeus, Ylva

    2015-01-01

    With this paper we propose bricolage as an interaction design practice. We make the case that bricolage promotes design qualities that are specifically tuned to tangible and material computing practices in that it is highly sensible towards the unstable physical world and proposes a non......-hierarchical negotiation of forms. We further show how bricolage can aid design results with strong and rich cultural and material grounding. Finally, we argue how bricolage and mythical thinking can be proponents for new ways of thinking and using technology....

  19. Defining Interactions and Interfaces in Engineering Design

    DEFF Research Database (Denmark)

    Parslov, Jakob Filippson

    documents of legal matter and must therefore be unambiguously and completely described. Following this observation, a comprehensive and systematic literature review has been performed in order to investigate the definition and perception of an interface. The review resulted in a classification revealing 13......This PhD thesis focuses on the understanding and definition of interactions and interfaces during the architectural decomposition of complex, multi-technological products. The Interaction and Interface Framework developed in this PhD project contribute to the field of engineering design research...... the framework, it has been possible to arrive at a classification of interaction mechanism, which is mutually exclusive (no overlap) and collectively exhaustive (no gaps). This contribution changes the existing paradigm of reasoning about interactions and allows for an unambiguous architectural decomposition...

  20. Designing Interactive Applications to Support Novel Activities

    Directory of Open Access Journals (Sweden)

    Hyowon Lee

    2013-01-01

    Full Text Available R&D in media-related technologies including multimedia, information retrieval, computer vision, and the semantic web is experimenting on a variety of computational tools that, if sufficiently matured, could support many novel activities that are not practiced today. Interactive technology demonstration systems produced typically at the end of their projects show great potential for taking advantage of technological possibilities. These demo systems or “demonstrators” are, even if crude or farfetched, a significant manifestation of the technologists’ visions in transforming emerging technologies into novel usage scenarios and applications. In this paper, we reflect on design processes and crucial design decisions made while designing some successful, web-based interactive demonstrators developed by the authors. We identify methodological issues in applying today’s requirement-driven usability engineering method to designing this type of novel applications and solicit a clearer distinction between designing mainstream applications and designing novel applications. More solution-oriented approaches leveraging design thinking are required, and more pragmatic evaluation criteria is needed that assess the role of the system in exploiting the technological possibilities to provoke further brainstorming and discussion. Such an approach will support a more efficient channelling of the technology-to-application transformation which are becoming increasingly crucial in today’s context of rich technological possibilities.

  1. Elementary science teachers' integration of engineering design into science instruction: results from a randomised controlled trial

    Science.gov (United States)

    Maeng, Jennifer L.; Whitworth, Brooke A.; Gonczi, Amanda L.; Navy, Shannon L.; Wheeler, Lindsay B.

    2017-07-01

    This randomised controlled trial used a mixed-methods approach to investigate the frequency and how elementary teachers integrated engineering design (ED) principles into their science instruction following professional development (PD). The ED components of the PD were aligned with Cunningham and Carlsen's [(2014). Teaching engineering practices. Journal of Science Teacher Education, 25, 197-210] guidelines for ED PD and promoted inclusion of ED within science teaching. The treatment group included 219 teachers from 83 schools. Participants in the control group included 145 teachers from 60 schools in a mid-Atlantic state. Data sources, including lesson overviews and videotaped classroom observations, were analysed quantitatively to determine the frequency of ED integration and qualitatively to describe how teachers incorporated ED into instruction after attending the PD. Results indicated more participants who attended the PD (55%) incorporated ED into instruction compared with the control participants (24%), χ2(1, n = 401) = 33.225, p .05) through ED lessons. In ED lessons, students typically conducted research and created and tested initial designs. The results suggest the PD supported teachers in implementing ED into their science instruction and support the efficacy of using Cunningham and Carlsen's (2014) guidelines to inform ED PD design.

  2. An examination of student attitudes and understanding of exponential functions using interactive instructional multimedia

    Science.gov (United States)

    Singleton, Cynthia M.

    The purpose of this study was to examine students' attitudes and understanding of exponential functions using InterAct Math, a mathematics tutorial software. The researcher used a convenience sampling of a total of 78 students from two intact pre-calculus classes; the students in the experimental group totaled 41 and the control group totaled 37. The two groups were exposed to the same curriculum content taught by the same instructor, the researcher. The experimental group used the mathematics tutorial software as an integral part of the instructional delivery. The control group used traditional instruction without integration of the educational technology. Data were collected during a two week span using a mixed-methodology to address the major research questions: (1) Is there a statistically significant difference in the mean achievement test scores between the experimental and the control groups? (2) Is there a statistically significant difference in students' attitudes toward learning mathematics between the experimental group and the control group? The researcher utilized paired t-tests and independent t-tests as statistical methods to evaluate the effectiveness of the intervention and to establish whether there was a significant difference between the experimental and control groups. Based on the analyses of the quantitative data, it was established that the students who received the InterAct Math tutorial (experimental group) did not perform better than the control group on exponential functions, graphs and applications. However, the quantitative part of the study (Aiken-Dreger Mathematics Attitude Scale) revealed that, while students in the experimental and control groups started with similar attitudes about mathematics and the integration of technology, their attitudes were significantly different at the conclusion of the study. The fear of mathematics was reduced for the experimental group at the end of the study, and their enjoyment of the subject matter

  3. Identifying Multimedia Production Competencies and Skills of Instructional Design and Technology Professionals: An Analysis of Recent Job Postings

    Science.gov (United States)

    Sugar, William; Hoard, Brent; Brown, Abbie; Daniels, Lee

    2012-01-01

    In an effort to document necessary multimedia production competencies of Instructional Design and Technology graduates, a recent analysis of over 7 months' worth of Instructional Design and Technology job advertisements (n = 615) were conducted. Specific job skills from these postings were categorized and analyzed. The data set includes three job…

  4. History of Science and Instructional Design: The Case of Electromagnetism

    Science.gov (United States)

    Seroglou, Fanny; Koumaras, Panagiotis; Tselfes, Vassilis

    , leads the research subjects to differentiate electrostatic and electrodynamic phenomena. Our proposition is to provide pupils with: a) electrostatic and magnetic experiments where they can observe the similarities and differences as Gardano and Gilbert listed them and b) electrostatic and electrodynamic tasks, inspired by Faraday''s experiments, which provide them with the opportunity to observe the same electric effects produced either by friction or by using a battery or a high-voltage supplier. The trial of these experiments in a number of individual investigations with pupils shows that educational material with strong perceptual features and a design based on certain historical experiments, actually help pupils overcome their alternative ideas.

  5. Is it Possible to Design a Math-Art Instructional Practice? Cases of Pre-service Teachers

    Directory of Open Access Journals (Sweden)

    Işıkhan UĞUREL

    2013-10-01

    Full Text Available To many people, establishing relationships between mathematics and art is difficult or surprising. However, these two disciplines are quite interrelated. Today, the literature of mathematics reveals that there has been an increasing interest in interaction between these two disciplines. As also observed in our country, the studies on relationships between mathematics and art have gained more popularity in mathematics education. There is a course entitled, “Mathematics and Art” offered as one of elective courses and taught for ten years to juniors of the Department of Secondary Mathematics Education, Dokuz Eylül University. The course covers a wide range of activities derived from relationships between mathematics and music to activities derived from those between mathematics and handicraft. In this study, cases of pre-service teachers attending this course were analysed. They were asked to do an instructional design integrating mathematics into art at secondary education level. Their designs were analyzed based on the use of art in which contexts and for what purposes. Furthermore, their designs were analyzed in terms of whether they enhance learning. This qualitative study had a case study design. The participants were 43 pre-service mathematics teachers voluntarily selected from students taking the course. Descriptive analysis was done to analyze the data. As a consequence of the analysis, math-art instructional practices developed by pre-service teachers were clustered under three primary categories (good, average and inadequate. The majority of math-art instructional practices were categorized under the average category. In the study, these categories were described and cases in each category were discussed.

  6. AGILE, a tool for interactive lattice design

    CERN Document Server

    Bryant, P J

    2000-01-01

    AGILE is a program that works in the IBM-PC, MS-Windows environment and is dedicated to the interactive design of alternating-gradient lattices for synchrotrons and transfer lines. The program was originally intended as a teaching tool, but has been used mostly for professional design work and is subject to continuous development. It contains original algorithms for coupling, scattering and eddy currents, and some slightly unusual algorithms for off-axis orbits and space charge. There are also additional features such as engineering design aids, calculators for relativistic and synchrotron radiation parameters, expert routines for optimising slow extraction, fitting and matching, and the internal storage of constants for over 1000 stable and quasi-stable charged particles. The program is object-oriented and fully integrated into the Windows environment - it is not a shell. Apart from office work, AGILE is ideal for home use, design workshops and when travelling. It is particularly suited to practical problems...

  7. Applied CAL on Problem Based Learning Using Gagne’s Instructional Design

    Directory of Open Access Journals (Sweden)

    Sri Sundari Purbohadi

    2014-10-01

    Full Text Available Abstract— In the Problem-Based Learning (PBL model, students are expected to study independently. One of the methods that can improve the ability or skill of learners is using Computer Assisted Learning (CAL. Implementation of CAL in PBL should be able to create Self-Directed Learning (SDL culture through appropriate instructional design and interesting modules. In this paper, the CAL software is developed using multimedia learning principles, convenient appearance, and user-friendly navigation. The CAL’s learning content is designed using Gagne's instructional design. The experiment proved the CAL was able to give effect size 0.89 and developed self-directed learning culture. From the interviews, students were very glad and interested to use the CAL modules because they can learn anytime and can reach the course objectives without a lecturer.

  8. DECOUPLER DESIGN FOR AN INTERACTING TANKS SYSTEM

    Directory of Open Access Journals (Sweden)

    Duraid F. Ahmed

    2013-05-01

    Full Text Available The mathematical model forthe two interacting tanks system was derived and the dynamic behavior of thissystem was studied by introducing a step change in inlet flow rate. In thispaper, the analysis of the interaction loops between the controlled variable(liquid level and manipulated variable (inlet flow rate was carried out usingthe relative gain array. Also decoupling technique is applied to eliminate theeffect this interaction by design suitable decouplers for the system. Theresults show that the gain of each loop is cut in half when the opposite loopis closed and the gain of other loop changes sign when the opposite loop isclosed. The decoupling method show that the liquid level of tank one isconstant when the second inlet flow changes and to keep the liquid level oftank two constant the first inlet flow must be changed.

  9. Interactive Reliability-Based Optimal Design

    DEFF Research Database (Denmark)

    Sørensen, John Dalsgaard; Thoft-Christensen, Palle; Siemaszko, A.

    1994-01-01

    Interactive design/optimization of large, complex structural systems is considered. The objective function is assumed to model the expected costs. The constraints are reliability-based and/or related to deterministic code requirements. Solution of this optimization problem is divided in four main...... tasks, namely finite element analyses, sensitivity analyses, reliability analyses and application of an optimization algorithm. In the paper it is shown how these four tasks can be linked effectively and how existing information on design variables, Lagrange multipliers and the Hessian matrix can...

  10. Teacher interaction in psychosocial learning environments: cultural differences and their implications in science instruction

    Science.gov (United States)

    Khine, Myint Swe; Fisher, Darrell L.

    2004-01-01

    The purpose of this study was to examine interpersonal behaviour in psychosocial learning environments and to determine the associations between science students' perceptions of their interactions with their teachers, the cultural background of teachers and their attitudinal outcomes. A sample of 1188 students completed the Questionnaire on Teacher Interaction instrument. The responses to two subscales of Test of Science-related Attitudes were used as attitudinal measures. Significant associations between students' perceptions of teacher interpersonal behaviour and the cultural background of teachers were detected. The results showed that students perceived a more favourable interpersonal relationship with Western teachers in the secondary science classrooms. The students in the classes of Western teachers indicated that they enjoyed science lessons more than those in the classes of Asian teachers. Some implications for science instruction in this context are discussed.

  11. FCJ-129 Interaction Designs for Ubicomp Cultures

    Directory of Open Access Journals (Sweden)

    Ulrik Ekman

    2011-12-01

    Full Text Available This is a journal issue invested in remarking more than once upon the undecidability hovering today around our getting into contact with ‘ubiquity’ or ‘pervasiveness’ as a potential to be further actualized in the fields of human-computer interaction (HCI, interaction design, and the cultural life worlds of information societies more generally. Affirming this undecidability is a necessity – since both of these alternatives are currently at stake, and since ‘ubiquity’ and ubicomp remain potentialities of whose actualization we are not yet sure, whether this is matter of an explicit articulation of the principal ideas or of the concrete lines of development and research making of this so many hands-on facts inherent in the interactions in our contemporary life worlds. In other words, the focus and special merit of this issue is not least to enter into the set of questions surrounding the notion of ‘interaction designs for ubicomp cultures’ – as something partaking of that which Michel Foucault would have called ‘a history of the present.’ This introduction gives a comprehensive account of current thinking and practice in this contemporary field of research in order to make a difference that makes a difference while the cultural and technical developments at stake are still undecidable, multiple, and emergent – at a fast pace, too.

  12. Instructional design in mathematics for undergraduate students based on learning by mistakes approach utilizing scilab assistance

    Science.gov (United States)

    Kartika, H.

    2018-03-01

    The issue related to making mistake while learning such as negative emotion is found while students learn mathematics with the aid of a computer. When the computer output showed a mistake message, the students considered it as a computer software malfunction. Based on this issue, the writer designs an instructional model based on learning by mistake approach and which is Scilab assisted. The method used in this research is research design involving undergraduate students in matrix algebra courses. The data collected throught survey with questionnaire to gain feedback about the approach implemented. The data analyzed using quantitative descriptive. The instructional design proposed is the student act as a mistake corrector while the teacher acts as a mistake maker. Teacher deliberately makes mistakes with the help of Scilab software. On the other hand, students correct, analyze and explain errors resulting from Scilab software. The result of this research is an ICT based instructional design which is expected to be applicable as an alternative learning in directing students to think positively about mistakes in learning. Furthermore, students are also expected to improve their ability in understanding and thinking critically while solving problems and improving themselves in learning mathematics.

  13. Declarative language design for interactive visualization.

    Science.gov (United States)

    Heer, Jeffrey; Bostock, Michael

    2010-01-01

    We investigate the design of declarative, domain-specific languages for constructing interactive visualizations. By separating specification from execution, declarative languages can simplify development, enable unobtrusive optimization, and support retargeting across platforms. We describe the design of the Protovis specification language and its implementation within an object-oriented, statically-typed programming language (Java). We demonstrate how to support rich visualizations without requiring a toolkit-specific data model and extend Protovis to enable declarative specification of animated transitions. To support cross-platform deployment, we introduce rendering and event-handling infrastructures decoupled from the runtime platform, letting designers retarget visualization specifications (e.g., from desktop to mobile phone) with reduced effort. We also explore optimizations such as runtime compilation of visualization specifications, parallelized execution, and hardware-accelerated rendering. We present benchmark studies measuring the performance gains provided by these optimizations and compare performance to existing Java-based visualization tools, demonstrating scalability improvements exceeding an order of magnitude.

  14. The Experimental Research on E-Learning Instructional Design Model Based on Cognitive Flexibility Theory

    Science.gov (United States)

    Cao, Xianzhong; Wang, Feng; Zheng, Zhongmei

    The paper reports an educational experiment on the e-Learning instructional design model based on Cognitive Flexibility Theory, the experiment were made to explore the feasibility and effectiveness of the model in promoting the learning quality in ill-structured domain. The study performed the experiment on two groups of students: one group learned through the system designed by the model and the other learned by the traditional method. The results of the experiment indicate that the e-Learning designed through the model is helpful to promote the intrinsic motivation, learning quality in ill-structured domains, ability to resolve ill-structured problem and creative thinking ability of the students.

  15. A National Study Assessing the Teaching and Learning of Introductory Astronomy; Part I: The Effect of Interactive Instruction

    Science.gov (United States)

    Prather, E. E.; Rudolph, A. L.; Brissenden, G.; Schlingman, W. M.

    2011-09-01

    We present the results of a national study on the teaching and learning of astronomy taught in general education, non-science major, introductory astronomy courses (Astro 101). Nearly 4000 students enrolled in 69 sections of Astro 101 taught at 31 institutions completed (pre- and post- instruction) the Light and Spectroscopy Concept Inventory (LSCI) from Fall 2006 to Fall 2007. The classes varied in size from very small (N 4-year colleges and universities. To study how the instruction in different classrooms affected student learning, we developed and administered an Interactivity Assessment Instrument (IAI). This short survey, completed by instructors, allowed us to estimate the fraction of classroom time spent on learner- centered, active-engagement instruction such as Peer Instruction and collaborative tutorials. Pre-instruction LSCI scores were clustered around ˜25% (24 ± 2%), independent of class size and institution type; however, the gains measured varied from about (-)0.07-0.50. The distribution of gain scores indicates that differences were due to instruction in the classroom, not the type of class or institution. Interactivity Assessment Scores (IAS's) ranged from 0%-50%, showing that our IAI was able to distinguish between classes with higher and lower levels of interactivity. A comparison of class-averaged gain score to IAS showed that higher interactivity classes (IAS > 25%) were the only instructional environments capable of reaching the highest gains ( > 0.30). However, the range of gains seen for both groups of classes was quite wide, suggesting that the use of interactive learning strategies is not sufficient by itself to achieve high student gain.

  16. An Instructional Design Framework to Improve Student Learning in a First-Year Engineering Class

    Directory of Open Access Journals (Sweden)

    Kumar Yelamarthi

    2016-12-01

    Full Text Available Increasingly, numerous universities have identified benefits of flipped learning environments and have been encouraging instructors to adapt such methodologies in their respective classrooms, at a time when departments are facing significant budget constraints. This article proposes an instructional design framework utilized to strategically enhance traditional flipped methodologies in a first-year engineering course, by using low-cost technology aids and proven pedagogical techniques to enhance student learning. Implemented in a first-year engineering course, this modified flipped model demonstrated an improved student awareness of essential engineering concepts and improved academic performance through collaborative and active learning activities, including flipped learning methodologies, without the need for expensive, formal active learning spaces. These findings have been validated through two studies and have shown similar results confirming that student learning is improved by the implementation of multi-pedagogical strategies in-formed by the use of an instructional design in a traditional classroom setting.

  17. Cognitive Tutoring based on Intelligent Decision Support in the PENTHA Instructional Design Model

    Science.gov (United States)

    dall'Acqua, Luisa

    2010-06-01

    The research finality of this paper is how to support Authors to develop rule driven—subject oriented, adaptable course content, meta-rules—representing the disciplinary epistemology, model of teaching, Learning Path structure, and assessment parameters—for intelligent Tutoring actions in a personalized, adaptive e-Learning environment. The focus is to instruct the student to be a decision manager for himself, able to recognize the elements of a problem, select the necessary information with the perspective of factual choices. In particular, our research intends to provide some fundamental guidelines for the definition of didactical rules and logical relations, that Authors should provide to a cognitive Tutoring system through the use of an Instructional Design method (PENTHA Model) which proposes an educational environment, able to: increase productivity and operability, create conditions for a cooperative dialogue, developing participatory research activities of knowledge, observations and discoveries, customizing the learning design in a complex and holistic vision of the learning / teaching processes.

  18. A Review of What Instructional Designers Do: Questions Answered and Questions Not Asked

    Directory of Open Access Journals (Sweden)

    Richard Kenny

    2005-02-01

    Full Text Available The purpose of this literature review was to determine what evidence there is that instructional designers apply ID Models, as well as to establish what other activities and processes they might use in their professional activities. Only ten articles were located that directly pertained to this topic: seven reporting on empirical research and three case descriptions recounting development experiences. All ten papers pertained to process-based ID models. Results showed that, while instructional designers apparently do make use of process-based ID models, they do not spend the majority of their time working with them nor do they follow them in a rigid fashion. They also engage in a wide variety of other tasks that are not reflected in ID models.

  19. Affective loop experiences: designing for interactional embodiment.

    Science.gov (United States)

    Höök, Kristina

    2009-12-12

    Involving our corporeal bodies in interaction can create strong affective experiences. Systems that both can be influenced by and influence users corporeally exhibit a use quality we name an affective loop experience. In an affective loop experience, (i) emotions are seen as processes, constructed in the interaction, starting from everyday bodily, cognitive or social experiences; (ii) the system responds in ways that pull the user into the interaction, touching upon end users' physical experiences; and (iii) throughout the interaction the user is an active, meaning-making individual choosing how to express themselves-the interpretation responsibility does not lie with the system. We have built several systems that attempt to create affective loop experiences with more or less successful results. For example, eMoto lets users send text messages between mobile phones, but in addition to text, the messages also have colourful and animated shapes in the background chosen through emotion-gestures with a sensor-enabled stylus pen. Affective Diary is a digital diary with which users can scribble their notes, but it also allows for bodily memorabilia to be recorded from body sensors mapping to users' movement and arousal and placed along a timeline. Users can see patterns in their bodily reactions and relate them to various events going on in their lives. The experiences of building and deploying these systems gave us insights into design requirements for addressing affective loop experiences, such as how to design for turn-taking between user and system, how to create for 'open' surfaces in the design that can carry users' own meaning-making processes, how to combine modalities to create for a 'unity' of expression, and the importance of mirroring user experience in familiar ways that touch upon their everyday social and corporeal experiences. But a more important lesson gained from deploying the systems is how emotion processes are co-constructed and experienced

  20. Gaming the System: Video Games as a Theoretical Framework for Instructional Design

    OpenAIRE

    Beatty, Ian D.

    2014-01-01

    In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four layers, all sharing similar structural elements and dynamics: a micro-level game focused on immediate problem-solving and skill development, a macro-level game focused on the experience of the game world and story and identity development, and two meta-level...

  1. Application of Instructional Design Principles in Developing an Online Information Literacy Curriculum.

    Science.gov (United States)

    Mi, Misa

    2016-01-01

    An online information literacy curriculum was developed as an intervention to engage students in independent study and self-assessment of their learning needs and learning outcomes, develop proficiency in information skills, and foster lifelong learning. This column demonstrates how instructional design principles were applied to create the learning experiences integrated into various courses of the medical curriculum to promote active learning of information skills and maximize self-directed learning outcomes for lifelong learning.

  2. Design Approach and Implementation of Application Specific Instruction Set Processor for SHA-3 BLAKE Algorithm

    Science.gov (United States)

    Zhang, Yuli; Han, Jun; Weng, Xinqian; He, Zhongzhu; Zeng, Xiaoyang

    This paper presents an Application Specific Instruction-set Processor (ASIP) for the SHA-3 BLAKE algorithm family by instruction set extensions (ISE) from an RISC (reduced instruction set computer) processor. With a design space exploration for this ASIP to increase the performance and reduce the area cost, we accomplish an efficient hardware and software implementation of BLAKE algorithm. The special instructions and their well-matched hardware function unit improve the calculation of the key section of the algorithm, namely G-functions. Also, relaxing the time constraint of the special function unit can decrease its hardware cost, while keeping the high data throughput of the processor. Evaluation results reveal the ASIP achieves 335Mbps and 176Mbps for BLAKE-256 and BLAKE-512. The extra area cost is only 8.06k equivalent gates. The proposed ASIP outperforms several software approaches on various platforms in cycle per byte. In fact, both high throughput and low hardware cost achieved by this programmable processor are comparable to that of ASIC implementations.

  3. Interaction Design in a Context of Rehabilitation

    DEFF Research Database (Denmark)

    Høgn, Pia; Lykke, Marianne; Missel, Pernille

    2016-01-01

    Information and communication technology(ICT) mediated learning processes for people suffering from aphasia after an acquired brain injury are a relatively uncovered area of research. Helmer-Nielsen et al. (2014)[1] report about projects that study the effect of ICT-mediated speech therapists...... suffering from aphasia, with the purpose of increasing their possibilities for living independent and active lives. In the project, we design a digital environment for communication and learning for people with aphasia who require special learning processes for rebuilding language after a brain injury...... of a combination of learning theory, theories on the brain function and human-computer interaction. The user study showed the needs for collaborative learning processes with communication and social interaction as their focus, tools to support multimodality expressions and customised teaching materials...

  4. [Participants-centered Design of Annual Meeting: From the Perspectives of Instructional Systems].

    Science.gov (United States)

    Suzuki, Katsuaki

    2018-01-01

     This paper examines the reform experience of the 10th Annual Meeting of the Japanese Society for Pharmaceutical Palliative Care and Sciences from Instructional Systems perspectives, to check whether it was effective, efficient, and appealing for participants. "Instructional Systems" has been a research area in educational technology for the past 50 years, and has also been applied to training and human resource development in healthcare domains. If an annual meeting is to be designed for participants' learning, then perspectives of Instructional Systems can be applied to interpret the effort of the reform. First, fill in the gaps of participants' knowledge, using before-and-after comparison. Design a conference to meet the needs of its participants by checking why they attend (expectations) and what they bring in (starting status). Second, design the conference as a process of innovation. The bigger the expected changes, the more carefully participants should be prepared to accommodate them. Third, follow plan-do-check-action cycles with data for confirming and revising the new ways of running the meeting. Plan to check "exportability" of the new ways, to assess whether it can be generalized to future meetings.

  5. A Classification Model and an Open E-Learning System Based on Intuitionistic Fuzzy Sets for Instructional Design Concepts

    Science.gov (United States)

    Güyer, Tolga; Aydogdu, Seyhmus

    2016-01-01

    This study suggests a classification model and an e-learning system based on this model for all instructional theories, approaches, models, strategies, methods, and technics being used in the process of instructional design that constitutes a direct or indirect resource for educational technology based on the theory of intuitionistic fuzzy sets…

  6. Interaction region design driven by energy deposition

    Science.gov (United States)

    Martin, Roman; Besana, Maria Ilaria; Cerutti, Francesco; Langner, Andy; Tomás, Rogelio; Cruz-Alaniz, Emilia; Dalena, Barbara

    2017-08-01

    The European Strategy Group for High Energy Physics recommends to study collider designs for the post-LHC era. Among the suggested projects there is the circular 100 TeV proton-proton collider FCC-hh. Starting from LHC and its proposed upgrade HL-LHC, this paper outlines the development of the interaction region design for FCC-hh. We identify energy deposition from debris of the collision events as a driving factor for the layout and draft the guiding principles to unify protection of the superconducting final focus magnets from radiation with a high luminosity performance. Furthermore, we offer a novel strategy to mitigate the lifetime limitation of the first final focus magnet due to radiation load, the Q1 split.

  7. Interaction region design driven by energy deposition

    Directory of Open Access Journals (Sweden)

    Roman Martin

    2017-08-01

    Full Text Available The European Strategy Group for High Energy Physics recommends to study collider designs for the post-LHC era. Among the suggested projects there is the circular 100 TeV proton-proton collider FCC-hh. Starting from LHC and its proposed upgrade HL-LHC, this paper outlines the development of the interaction region design for FCC-hh. We identify energy deposition from debris of the collision events as a driving factor for the layout and draft the guiding principles to unify protection of the superconducting final focus magnets from radiation with a high luminosity performance. Furthermore, we offer a novel strategy to mitigate the lifetime limitation of the first final focus magnet due to radiation load, the Q1 split.

  8. Using innovative instructional technology to meet training needs in public health: a design process.

    Science.gov (United States)

    Millery, Mari; Hall, Michelle; Eisman, Joanna; Murrman, Marita

    2014-03-01

    Technology and distance learning can potentially enhance the efficient and effective delivery of continuing education to the public health workforce. Public Health Training Centers collaborate with instructional technology designers to develop innovative, competency-based online learning experiences that meet pressing training needs and promote best practices. We describe one Public Health Training Center's online learning module design process, which consists of five steps: (1) identify training needs and priority competencies; (2) define learning objectives and identify educational challenges; (3) pose hypotheses and explore innovative, technology-based solutions; (4) develop and deploy the educational experience; and (5) evaluate feedback and outcomes to inform continued cycles of revision and improvement. Examples illustrate the model's application. These steps are discussed within the context of design practices in the fields of education, engineering, and public health. They incorporate key strategies from across these fields, including principles of programmatic design familiar to public health professionals, such as backward design. The instructional technology design process we describe provides a structure for the creativity, collaboration, and systematic strategies needed to develop online learning products that address critical training needs for the public health workforce.

  9. Android design patterns interaction design solutions for developers

    CERN Document Server

    Nudelman, Greg

    2013-01-01

    Master the challenges of Android user interface development with these sample patterns With Android 4, Google brings the full power of its Android OS to both smartphone and tablet computing. Designing effective user interfaces that work on multiple Android devices is extremely challenging. This book provides more than 75 patterns that you can use to create versatile user interfaces for both smartphones and tablets, saving countless hours of development time. Patterns cover the most common and yet difficult types of user interactions, and each is supported with richly illustrate

  10. Implications of Two Well-Known Models for Instructional Designers in Distance Education: Dick-Carey versus Morrison-Ross-Kemp

    Science.gov (United States)

    Akbulut, Yavuz

    2007-01-01

    This paper first summarizes, and then compares and contrasts two well-known instructional design models: Dick and Carey Model (DC) and Morrison, Ross and Kemp model (MRK). The target audiences of both models are basically instructional designers. Both models have applications for different instructional design settings. They both see the…

  11. A tabletop interactive storytelling system: designing for social interaction

    NARCIS (Netherlands)

    Alofs, Thijs; Theune, Mariet; Swartjes, I.M.T.

    This paper presents the Interactive Storyteller, a multi-user interface for AI-based interactive storytelling, where stories emerge from the interaction of human players with intelligent characters in a simulated story world. To support face-to-face contact and social interaction, we position users

  12. Measuring lip force by oral screens Part 2: The importance of screen design, instruction and suction.

    Science.gov (United States)

    Wertsén, Madeleine; Stenberg, Manne

    2017-10-01

    The aim of this study was to find a reliable method for measuring lip force and to find the most important factors that influence the measurements in terms of magnitude and variability. The hypothesis tested was that suction is involved and thus the instruction and the design of the oral screen are of importance when measuring lip force. This is a methodological study in a healthy population. This study was conducted in a general community. The designs of the screens were soft and hard prefabricated screens and 2 semi-individually made with a tube allowing air to pass. The screens and the instructions squeeze or suck were tested on 29 healthy adults, one at a time and on 4 occasions. The test order of the screens was randomized. Data were collected during 4 consecutive days, and the procedure was repeated after 1 month. The participants were 29 healthy adult volunteers. The instruction was an important mean to distinguish between squeezing and sucking. The design of the screen affected the lip force so that it increases in relation to the projected area of the screen. A screen design with a tube allowing air to pass made it possible to avoid suction when squeezing. By measuring with and without allowing air to pass, it was possible to distinguish between suction related and not suction related lip force. The additional screen pressure when sucking was related to the ability to produce a negative intraoral pressure. In conclusion lip force increases in relation to the projected area of the screen, sucking generally increases the measured lip force and the additional screen pressure when sucking is related to the ability to produce a negative intraoral pressure.

  13. The Creativity Dimension of Instructional Materials Designed by Prospective Teachers: The Comparison across Domains

    Directory of Open Access Journals (Sweden)

    Ersoy Esen

    2017-01-01

    Full Text Available This study aims at revealing the creativity dimension of the materials designed and developed by the second year students studying at the department of Computer Education and Instructional Technology. A part of the participants has completed the process by designing materials in their own field, information technologies; while some of them have done so by designing materials in the field of mathematics. The data have been retrieved from an experimental study of 13 weeks. “Teaching Material Creativity Rubric” developed by the researchers, has been used as the data collection tool. The rubric has been developed in order to evaluate the creativity dimensions of products. While developing the rubric, the creative product evaluation dimensions of [14] have been a source of inspiration. The products developed by the students have been evaluated through the retrieved data, in terms of their creativity. The rubric developed includes Originality, Practicality & Sensibility, Productivity & Flexibility, Feasibility, Inclusiveness, and Insightfulness dimensions. In this research, the data of the aforementioned dimensions and sub-dimensions have been evaluated. The results present that the creativity level of the products on teaching information technologies, which have been developed by Computer Education and Instructional Technology (CEIT students, is high. It has been argued that the creativity of domain-specifically developed materials is higher, through literature. Keywords: Material Design in Computers, Mathematics Teaching, Originality, Applicability, Creativity, Creativity and Domainswords.

  14. Instructional Design "Postpartum Fitness” for Midwife Staff of Shemiranat (Tehran, Iran Health Network

    Directory of Open Access Journals (Sweden)

    Rita Rahmati Roodsari

    2018-01-01

    Full Text Available Background: One of the postpartum cares lives is supporting and encouraging them more to exercise after delivery and monitoring them. Health care workers, particularly midwives have a great role in the promotion of sport activity. Purpose of this study is Designed training for "postpartum fitness" by Roth well approach for midwives at health network in Shemiranat.Materials and Methods: This research is kind of Instructional design. Sampling was done by using census method Data collection was done by multiple choice tests for knowledge and attitudes of questionnaire and practical assessment exercise was part. After assessment and instructional design and was done Roth well model and Ganyh strategies.Results: Average response to questions in the cognitive domain was 49%. In this study 92% of the employees have positive attitude to importance and impact of the study. The result of the data related to the workplace of participants is health centers (53.3%. Most frequency is for who has less than 5 years’ work experience (50%and most frequency is for official staff (43.3%, most educational level related to bachelors (83.3% and the highest age rate is between 30-40 years old (40%.Conclusion: Positive attitude towards this issue and earn score below %80 indicates a need for staff to learn and raise awareness about the above topic. Create knowledge, training, counseling mothers about this issue are the midwife duties. This reflects a greater emphasis on design education.

  15. Integrating conceptualizations of experience into the interaction design process

    DEFF Research Database (Denmark)

    Dalsgaard, Peter

    2010-01-01

    From a design perspective, the increasing awareness of experiential aspects of interactive systems prompts the question of how conceptualizations of experience can inform and potentially be integrated into the interaction design process. This paper presents one approach to integrating theoretical...

  16. Instruction to Help Young Children Develop Language and Literacy Skills: The Roles of Program Design and Instructional Guidance

    Science.gov (United States)

    Gunn, Barbara; Vadasy, Patricia; Smolkowski, Keith

    2011-01-01

    This article discusses the kinds of instructional activities that young children need to develop basic language and literacy skills based on recent research and program evaluations. This includes approaches to develop alphabetic understanding, phonological awareness, vocabulary, and oral language. Activities and materials from the Pre-kindergarten…

  17. Second Language Listening Instruction: Comparing a Strategies-Based Approach with an Interactive, Strategies/Bottom-Up Skills Approach

    Science.gov (United States)

    Yeldham, Michael

    2016-01-01

    This quasi-experimental study compared a strategies approach to second language listening instruction with an interactive approach, one combining a roughly equal balance of strategies and bottom-up skills. The participants were lower-intermediate-level Taiwanese university EFL learners, who were taught for 22 hours over one and a half semesters.…

  18. The influence of instructional interactions on students’ mental models about the quantization of physical observables: a modern physics course case

    Science.gov (United States)

    Didiş Körhasan, Nilüfer; Eryılmaz, Ali; Erkoç, Şakir

    2016-01-01

    Mental models are coherently organized knowledge structures used to explain phenomena. They interact with social environments and evolve with the interaction. Lacking daily experience with phenomena, the social interaction gains much more importance. In this part of our multiphase study, we investigate how instructional interactions influenced students’ mental models about the quantization of physical observables. Class observations and interviews were analysed by studying students’ mental models constructed in a modern physics course during an academic semester. The research revealed that students’ mental models were influenced by (1) the manner of teaching, including instructional methodologies and content specific techniques used by the instructor, (2) order of the topics and familiarity with concepts, and (3) peers.

  19. LHC interaction region quadrupole cryostat design

    International Nuclear Information System (INIS)

    Nicol, T.H.; Darve, Ch.; Huang, Y.; Page, T.M.

    2002-01-01

    The cryostat of a Large Hadron Collider (LHC) Interaction Region (IR) quadrupole magnet consists of all components of the inner triplet except the magnet assembly itself. It serves to support the magnet accurately and reliably within the vacuum vessel, to house all required cryogenic piping, and to insulate the cold mass from heat radiated and conducted from the environment. It must function reliably during storage, shipping and handling, normal magnet operation, quenches, and seismic excitations, and must be able to be manufactured at low cost. The major components of the cryostat are the vacuum vessel, thermal shield, multi-layer insulation system, cryogenic piping, and suspension system. The overall design of a cryostat for superconducting accelerator magnets requires consideration of fluid flow, proper selection of materials for their thermal and structural performance at both ambient and operating temperature, and knowledge of the environment to which the magnets will be subjected over the course of their expected operating lifetime. This paper describes the current LHC IR inner triplet quadrupole magnet cryostats being designed and manufactured at Fermilab as part of the US-LHC collaboration, and includes discussions on the structural and thermal considerations involved in the development of each of the major systems

  20. A Design-Based Research Case Study Documenting a Constructivist ID Process and Instructional Solution for a Cross-Cultural Workforce

    Science.gov (United States)

    Tracey, Monica W.; Unger, Kelly L.

    2012-01-01

    As the need for instructing a globalized workforce increases, instructional designers must embrace the constraints and the opportunities these projects provide in order to move the field of cross-cultural instructional design (ID) forward. Cross-cultural projects offer multiple avenues for growth in ID practice, overcoming cultural barriers, and a…

  1. Instructional design in the development of an online course on Basic Life Support.

    Science.gov (United States)

    Tobase, Lucia; Peres, Heloisa Helena Ciqueto; Almeida, Denise Maria de; Tomazini, Edenir Aparecida Sartorelli; Ramos, Meire Bruna; Polastri, Thatiane Facholi

    2018-03-26

    To develop and evaluate an online course on Basic Life Support. Technological production research of online course guided by the ADDIE (Analysis, Design, Development, Implementation, Evaluation) instructional design model based on Andragogy and the Meaningful Learning Theory. The online course was constructed in the platform Moodle, previously assessed by a group of experts, and then presented to the students of the Nursing School of the University of São Paulo, who assessed it at the end of the course. The course was evaluated by the experts and obtained a mean score of 0.92 (SD 0.15), considered as good quality (between 0.90-0.94), and by the students, with a mean score of 0.95 (SD 0.03), considered as high quality (0.95-1.00). The instructional design used was found to be appropriate to the development of the online course. As an active educational strategy, it contributed to the learning on Basic Life Support during cardiac arrest-related procedures in adults. In view of the need for technological innovations in education and systematization of care in cardiopulmonary resuscitation, the online course allows the establishment of continuous improvement processes in the quality of resuscitation in the care provided by students and professionals.

  2. Instructional design in the development of an online course on Basic Life Support

    Directory of Open Access Journals (Sweden)

    Lucia Tobase

    2018-03-01

    Full Text Available ABSTRACT Objective To develop and evaluate an online course on Basic Life Support. Method Technological production research of online course guided by the ADDIE (Analysis, Design, Development, Implementation, Evaluation instructional design model based on Andragogy and the Meaningful Learning Theory. The online course was constructed in the platform Moodle, previously assessed by a group of experts, and then presented to the students of the Nursing School of the University of São Paulo, who assessed it at the end of the course. Results The course was evaluated by the experts and obtained a mean score of 0.92 (SD 0.15, considered as good quality (between 0.90-0.94, and by the students, with a mean score of 0.95 (SD 0.03, considered as high quality (0.95-1.00. Conclusion The instructional design used was found to be appropriate to the development of the online course. As an active educational strategy, it contributed to the learning on Basic Life Support during cardiac arrest-related procedures in adults. In view of the need for technological innovations in education and systematization of care in cardiopulmonary resuscitation, the online course allows the establishment of continuous improvement processes in the quality of resuscitation in the care provided by students and professionals.

  3. Wicked ID: Conceptual Framework for Considering Instructional Design as a Wicked Problem

    Directory of Open Access Journals (Sweden)

    Katrin Becker

    2007-02-01

    Full Text Available The process of instructional design has parallels in other design disciplines. Software design is one that has experienced intense attention in the last 30 or so years, and many lessons learned there can be applied to ID. Using software design as a springboard, this concept paper seeks to propose a new approach to ID. It suggests that instructional design is almost always a Wicked Problem. The connection is formed between Wicked Problems as first described by Rittel and Webber in 1973, and the models in and processes of instructional design. The areas of social planning, organizational management and software design all posses some accepted and tested approaches to the solution of Wicked Problems. These will be described, and how they can be applied to ID will be explained. Finally, this paper will propose a meta-model for ID and explain how it can be used in the current context. Résumé : Le processus de conception pédagogique a des similitudes avec d’autres disciplines. La conception de logiciels a fait l’objet d’une grande attention dans les trente dernières années et de nombreuses leçons tirées peuvent s’appliquer à la conception pédagogique. En se basant sur la conception de logiciels, cet article cherche à proposer une nouvelle méthode à la conception pédagogique. Il laisse entendre que la conception pédagogique constitue presque toujours un problème épineux. Le lien est formé entre les problèmes épineux tels que décrits par Rittel et Webber en 1973 et les modèles et processus de la conception pédagogique. Les secteurs de l’organisation sociale, de la gestion des organisations et de la conception de logiciels comptent des méthodes acceptées et validées à la résolution de problèmes épineux. Nous les décrirons et expliquerons comment ils peuvent servir à la conception pédagogique. Enfin, l’article proposera un meta-modèle de la conception pédagogique et expliquera comment il peut servir dans le

  4. Improvement of Organizational Performance and Instructional Design: An Analogy Based on General Principles of Natural Information Processing Systems

    Science.gov (United States)

    Darabi, Aubteen; Kalyuga, Slava

    2012-01-01

    The process of improving organizational performance through designing systemic interventions has remarkable similarities to designing instruction for improving learners' performance. Both processes deal with subjects (learners and organizations correspondingly) with certain capabilities that are exposed to novel information designed for producing…

  5. Designing and Evaluating Tutoring Feedback Strategies for Digital Learning Environments on the Basis of the Interactive Tutoring Feedback Model

    Science.gov (United States)

    Narciss, Susanne

    2013-01-01

    This paper describes the interactive tutoring feedback model (ITF-model; Narciss, 2006; 2008), and how it can be applied to the design and evaluation of feedback strategies for digital learning environments. The ITF-model conceptualizes formative tutoring feedback as a multidimensional instructional activity that aims at contributing to the…

  6. Interactive design for self-study and developing students’ critical thinking skills in electromagnetic radiation topic

    Science.gov (United States)

    Ambarwati, D.; Suyatna, A.

    2018-01-01

    The purpose of this research are to create interactive electronic school books (ESB) for electromagnetic radiation topic that can be used for self-study and increasing students’ critical thinking skills. The research method was based on the design of research and development (R&D) model of ADDIE. The research procedure is used limited the design of the product has been validated. Data source at interactive requirement analysis phase of ESB is student and high school teacher of class XII in Lampung province. The validation of interactive ESB designs is performed by experts in science education. The data of ESB interactive needs were collected using questionnaires and analyzed using quantitative descriptive. The results of the questionnaire obtained by 97% of books that are often used in the form of printed books from schools have not been interactive and foster critical thinking of students, and 55% of students stating physics books are used not meet expectations. Expectations of students in physics learning, teachers must use interactive electronic books. The results of the validation experts pointed out, the design of ESB produced is interactive, can be used for self-study, and increasing students’ critical thinking skills, which contains instruction manuals, learning objectives, learning materials, sample questions and discussion, video illustrations, animations, summaries, as well as interactive quizzes incorporating feedback exam practice and preparation for college entrance.

  7. Instructions for submittal and control of FFTF design documents and design related documentation

    International Nuclear Information System (INIS)

    Grush, R.E.

    1976-10-01

    This document provides the system and requirements for management of FFTF technical data prepared by Westinghouse Hanford (HEDL), and design contractors, the construction contractor and lower tier equipment suppliers. Included in this document are provisions for the review, approval, release, change control, and accounting of FFTF design disclosure and base documentation. Also included are provisions for submittal of other design related documents for review and approval consistent with applicable requirements of RDT-Standard F 2-2, ''Quality Assurance Program Requirements.''

  8. Interaction in Balanced Cross Nested Designs

    Science.gov (United States)

    Ramos, Paulo; Mexia, João T.; Carvalho, Francisco; Covas, Ricardo

    2011-09-01

    Commutative Jordan Algebras, CJA, are used in the study of mixed models obtained, through crossing and nesting, from simpler ones. In the study of cross nested models the interaction between nested factors have been systematically discarded. However this can constitutes an artificial simplification of the models. We point out that, when two crossed factors interact, such interaction is symmetric, both factors playing in it equivalent roles, while when two nested factors interact, the interaction is determined by the nesting factor. These interactions will be called interactions with nesting. In this work we present a coherent formulation of the algebraic structure of models enabling the choice of families of interactions between cross and nested factors using binary operations on CJA.

  9. Developing Elementary Math and Science Process Skills Through Engineering Design Instruction

    Science.gov (United States)

    Strong, Matthew G.

    This paper examines how elementary students can develop math and science process skills through an engineering design approach to instruction. The performance and development of individual process skills overall and by gender were also examined. The study, preceded by a pilot, took place in a grade four extracurricular engineering design program in a public, suburban school district. Students worked in pairs and small groups to design and construct airplane models from styrofoam, paper clips, and toothpicks. The development and performance of process skills were assessed through a student survey of learning gains, an engineering design packet rubric (student work), observation field notes, and focus group notes. The results indicate that students can significantly develop process skills, that female students may develop process skills through engineering design better than male students, and that engineering design is most helpful for developing the measuring, suggesting improvements, and observing process skills. The study suggests that a more regular engineering design program or curriculum could be beneficial for students' math and science abilities both in this school and for the elementary field as a whole.

  10. Salt bridges: geometrically specific, designable interactions.

    Science.gov (United States)

    Donald, Jason E; Kulp, Daniel W; DeGrado, William F

    2011-03-01

    Salt bridges occur frequently in proteins, providing conformational specificity and contributing to molecular recognition and catalysis. We present a comprehensive analysis of these interactions in protein structures by surveying a large database of protein structures. Salt bridges between Asp or Glu and His, Arg, or Lys display extremely well-defined geometric preferences. Several previously observed preferences are confirmed, and others that were previously unrecognized are discovered. Salt bridges are explored for their preferences for different separations in sequence and in space, geometric preferences within proteins and at protein-protein interfaces, co-operativity in networked salt bridges, inclusion within metal-binding sites, preference for acidic electrons, apparent conformational side chain entropy reduction on formation, and degree of burial. Salt bridges occur far more frequently between residues at close than distant sequence separations, but, at close distances, there remain strong preferences for salt bridges at specific separations. Specific types of complex salt bridges, involving three or more members, are also discovered. As we observe a strong relationship between the propensity to form a salt bridge and the placement of salt-bridging residues in protein sequences, we discuss the role that salt bridges might play in kinetically influencing protein folding and thermodynamically stabilizing the native conformation. We also develop a quantitative method to select appropriate crystal structure resolution and B-factor cutoffs. Detailed knowledge of these geometric and sequence dependences should aid de novo design and prediction algorithms. Copyright © 2010 Wiley-Liss, Inc.

  11. Towards the design of 3D multiscale instructive tissue engineering constructs: Current approaches and trends.

    Science.gov (United States)

    Oliveira, Sara M; Reis, Rui L; Mano, João F

    2015-11-01

    The design of 3D constructs with adequate properties to instruct and guide cells both in vitro and in vivo is one of the major focuses of tissue engineering. Successful tissue regeneration depends on the favorable crosstalk between the supporting structure, the cells and the host tissue so that a balanced matrix production and degradation are achieved. Herein, the major occurring events and players in normal and regenerative tissue are overviewed. These have been inspiring the selection or synthesis of instructive cues to include into the 3D constructs. We further highlight the importance of a multiscale perception of the range of features that can be included on the biomimetic structures. Lastly, we focus on the current and developing tissue-engineering approaches for the preparation of such 3D constructs: top-down, bottom-up and integrative. Bottom-up and integrative approaches present a higher potential for the design of tissue engineering devices with multiscale features and higher biochemical control than top-down strategies, and are the main focus of this review. Copyright © 2015 Elsevier Inc. All rights reserved.

  12. Contextual Interaction Design Research: Enabling HCI

    OpenAIRE

    Murer , Martin; Meschtscherjakov , Alexander; Fuchsberger , Verena; Giuliani , Manuel; Neureiter , Katja; Moser , Christiane; Aslan , Ilhan; Tscheligi , Manfred

    2015-01-01

    International audience; Human-Computer Interaction (HCI) has always been about humans, their needs and desires. Contemporary HCI thinking investigates interactions in everyday life and puts an emphasis on the emotional and experiential qualities of interactions. At the Center for Human-Computer Interaction we seek to bridge meandering strands in the field by following a guiding metaphor that shifts focus to what has always been the core quality of our research field: Enabling HCI, as a leitmo...

  13. Use of interactive graphics in bridge analysis and design.

    Science.gov (United States)

    1983-01-01

    This study evaluated the role of computer-aided design (CAD), including interactive graphics, in engineering design applications, especially in the design activities of the Virginia Department of Highways and Transportation. A review of the hardware ...

  14. Towards Generic Interaction Styles for Product Design

    DEFF Research Database (Denmark)

    Buur, Jacob; Stienstra, Marcelle

    2008-01-01

    a wider range of interactive products. In this paper we report on five years of continued research into interaction styles for telephones, kitchen equipment, HiFi products and medical devices, and we show how it is indeed possible and beneficial to formulate a set of generic interaction styles....

  15. Interactive Storytelling: Opportunities for Online Course Design

    Science.gov (United States)

    Baldwin, Sally; Ching, Yu-Hui

    2017-01-01

    Compelling interactive stories can be used to get and keep learners' interest in online courses. Interactive storytelling presents information in a manner that involves learners by allowing them to connect with the content. Incorporating interactive storytelling into online education offers the potential to increase student interest and knowledge…

  16. Between Design and Anthropology: Improvising Embodied Interaction

    DEFF Research Database (Denmark)

    Halse, Joachim

    2013-01-01

    ). It is only against this background that the complex anthropological dimension of Design Culture can be understood, extending far beyond the horizon of a design science concept of design, industry-near design thinking and marketing, or a product-oriented concept of manufacture. «Design Anthropology...

  17. Instructional Design as Resource for the Strengthening of the Regional Identity

    Directory of Open Access Journals (Sweden)

    Carol del Carmen Terán González

    2017-05-01

    Full Text Available The present investigation takes as a fundamental goal, the elaboration of an instructional digital design that contributes to the strengthening of the regional identity of the students. The study is based on the theoretical postulates of: UNESCO (2004, CBN (1997, Ausubel (1983, Vygotsky, Rodríguez (2001, Careaga (2001, Galvis (1992, Pastorini, (2000, Salazar (2008, Rosario (2005, Bernice McCarthy (1987, among others. The same one, adopted the type of descriptive investigation, with a field design placed in the modality of viable project. The population is constituted by 12 teachers, and 40 students of the sixth degree. For the diagnostic phase a questionnaire will be applied with 14 items for teachers and students, the validation will be of content across the experts' judgment. In conclusion, there exists weakness for the constitutive elements of the historical memory as part of the regional identity.

  18. Evaluation of Interactive Website Design Indicators for e-Entrepreneurship

    OpenAIRE

    Chih-Chao Chung; Li-Chung Chao; Chin-Hui Chen; Shi-Jer Lou

    2016-01-01

    Using an analytic network process (ANP) as an analytical tool, this study aims to construct an ANP evaluation model of interactive website design indicators. Through a review of the literature, interactive website design of e-entrepreneurship is generalized to the following dimensions: (1) Design; (2) Checking; (3) Service; (4) Interactive; and (5) Promotion, including 19 design indicators. The research is conducted for a case company. According to the findings, the model helps the case compa...

  19. Comparisons between students' learning achievements of their conventional instruction and the science, technology and social conceptual instructional design on digestion system issue of secondary students at the 10th grade level

    Science.gov (United States)

    Wichalek, Supattra; Chayaburakul, Kanokporn; Santiboon, Toansakul

    2018-01-01

    The purposes of this action research study were 1) to develop learning activities according to the instructional designing model of science, technology, and social (STS) on Digestion Issue, 2) to compare students' learning achievements between their learning activities with the conventional instructional (CIM) and conceptual instructional designing methods of science, technology, and social (STS) on digestion system of secondary students at the 10th grade level with a sample size of 35 experimental student group of their STS learning method, and 91 controlling group in two classes in the first semester in academic year 2016. Using the 4-Instructional Innovative Lesson Plans, the Students' Learning Behaviour Observing Form, the Questionnaire on Teacher Behaviour Interaction (QTBI), the Researcher's Recording Form, the Learning Activity Form, and the Parallel Learning Achievement Test (LAT) were assessed. The results of this research have found that; the Index of Item Objective Congruence (IOC) value ranged from 0.67 to 1.00; the difficulty values were 0.47 and 0.79 for the CIM and STS methods, respectively, the discriminative validity for the LAT was ranged from 0.20 to 0.75. The reliability of the QTBI was 0.79. Students' responses of their learning achievements with the average means scores indicted of the normalized gain values of 0.79 for the STS group, and 0.50 and 0.36 for the CIM groups, respectively. Students' learning achievements of their post-test indicated that of a higher than pre-test, the pre-test and post-test assessments were also differentiated evidence at the 0.05 levels for the STS and CIM groups, significantly. The 22-students' learning outcomes from the STS group evidences at a high level, only of the 9-students' responses in a moderate level were developed of their learning achievements, responsibility.

  20. Interactive design for new media and the web

    CERN Document Server

    Iuppa, Nick

    2001-01-01

    In an age where digital technology makes just about anything possible, Interactive Design for New Media and the Web demonstrates how to realize that promise through the creation of outstanding interactive programs. This hands-on, practical book examines the ever-expanding capabilities of all forms of digital presentation for increasing interactivity, and the design principles and interface guidelines needed to deliver the required message or story with this technology.Interactive Design for New Media and the Web covers the technology as well as the tools and practices of interactive design, in

  1. Applying Instructional Design Strategies and Behavior Theory to Household Disaster Preparedness Training.

    Science.gov (United States)

    Thomas, Tracy N; Sobelson, Robyn K; Wigington, Corinne J; Davis, Alyson L; Harp, Victoria H; Leander-Griffith, Michelle; Cioffi, Joan P

    Interventions and media campaigns promoting household disaster preparedness have produced mixed results in affecting behaviors. In large part, this is due to the limited application of instructional design strategies and behavior theory, such as the Transtheoretical Model (TTM). This study describes the development and evaluation of Ready CDC, an intervention designed to increase household disaster preparedness among the Centers for Disease Control and Prevention (CDC) workforce. (1) Describe the instructional design strategies employed in the development of Ready CDC and (2) evaluate the intervention's impact on behavior change and factors influencing stage progression for household disaster preparedness behavior. Ready CDC was adapted from the Federal Emergency Management Agency's (FEMA's) Ready campaign. Offered to CDC staff September 2013-November 2015, it consisted of a preassessment of preparedness attitudes and behaviors, an in-person training, behavioral reinforcement communications, and a 3-month follow-up postassessment. Ready CDC employed well-accepted design strategies, including presenting stimulus material and enhancing transfer of desired behavior. Excluding those in the TTM "maintenance" stage at baseline, this study determined 44% of 208 participants progressed at least 1 stage for developing a written disaster plan. Moreover, assessment of progression by stage found among participants in the "precontemplation" (n = 16), "contemplation" (n = 15), and "preparation" (n = 125) stages at baseline for assembling an emergency kit, 25%, 27%, and 43% moved beyond the "preparation" stage, respectively. Factors influencing stage movement included knowledge, attitudes, and community resiliency but varied depending on baseline stage of change. Employing instructional strategies and behavioral theories in preparedness interventions optimizes the potential for individuals to adopt preparedness behaviors. Study findings suggest that stage movement toward

  2. Designing flexible instructional space for teaching introductory physics with emphasis on inquiry and collaborative active learning

    Science.gov (United States)

    Bykov, Tikhon

    2010-03-01

    In recent years McMurry University's introductory physics curriculum has gone through a series of significant changes to achieve better integration of traditional course components (lecture/lab/discussion) by means of instructional design and technology. A system of flexible curriculum modules with emphasis on inquiry-based teaching and collaborative active learning has been introduced. To unify module elements, a technology suite has been used that consists of Tablet PC's and software applications including Physlets, tablet-adapted personal response system, PASCO data acquisition systems, and MS One-note collaborative writing software. Adoption of the new teaching model resulted in reevaluation of existing instructional spaces. The new teaching space will be created during the renovation of the McMurry Science Building. This space will allow for easy transitions between lecture and laboratory modes. Movable partitions will be used to accommodate student groups of different sizes. The space will be supportive of small peer-group activities with easy-to-reconfigure furniture, multiple white and black board surfaces and multiple projection screens. The new space will be highly flexible to account for different teaching functions, different teaching modes and learning styles.

  3. Slowing Entropy: Instructional Policy Design in New York City, 2011-12. Policy Brief #14-3

    Science.gov (United States)

    Supovitz, Jonathan

    2014-01-01

    How do policymakers craft policies, particularly centered on the Common Core State Standards, to be more resilient and less likely to disintegrate during enactment? Researcher Jonathan Supovitz in "Slowing Entropy: Instructional Policy Design in New York City, 2011-12" examines the design of a New York City Department of Education policy…

  4. Effectiveness of Facebook Based Learning to Enhance Creativity among Islamic Studies Students by Employing Isman Instructional Design Model

    Science.gov (United States)

    Alias, Norlidah; Siraj, Saedah; Daud, Mohd Khairul Azman Md; Hussin, Zaharah

    2013-01-01

    The study examines the effectiveness of Facebook based learning to enhance creativity among Islamic Studies students in the secondary educational setting in Malaysia. It describes the design process by employing the Isman Instructional Design Model. A quantitative study was carried out using experimental method and background survey. The…

  5. Rethinking Instructional Technology to Improve Pedagogy for Digital Literacy: A Design Case in a Graduate Early Childhood Education Course

    Science.gov (United States)

    Langub, Lee Woodham; Lokey-Vega, Anissa

    2017-01-01

    Digital literacy is an important aspect to consider within teacher education as a way to address twenty-first century learner needs, particularly in early childhood contexts where developmental concerns should be paramount in making instructional design decisions. This article is a design case of a graduate level early childhood education…

  6. A Model of Research Paper Writing Instructional Materials for Academic Writing Course: "Needs & Documents Analysis and Model Design"

    Science.gov (United States)

    Ghufron, M. Ali; Saleh, Mursid; Warsono; Sofwan, Ahmad

    2016-01-01

    This study aimed at designing a model of instructional materials for Academic Writing Course focusing on research paper writing. The model was designed based on the Curriculum at the English Education Study Program, Faculty of Language and Art Education of IKIP PGRI Bojonegoro, East Java, Indonesia. This model was developed in order to improve…

  7. Interactive urban design using integrated planning requirements control

    NARCIS (Netherlands)

    Vries, de B.; Tabak, V.; Achten, H.H.

    2005-01-01

    Urban planning and urban design are separated disciplines. As a consequence, there is hardly any feedback from the urban design process to the urban planning process. To improve interaction between these two, an interactive urban design (IUD) tool has been developed. The tool is implemented in a

  8. Quality and rules for mechanical aspects of tangible interaction design

    NARCIS (Netherlands)

    Broekhuijsen, M.J.; Delbressine, F.L.M.; Feijs, L.M.G.

    2011-01-01

    This paper describes the application of Exact Kinematic Constraint Design to designs meant for tangible interaction with users. The paper gives rules for generating high quality mechanical designs for tangible interactions. Each rule is explained using examples made in LEGO and real world examples.

  9. Interactive design computation : A case study on quantum design paradigm

    NARCIS (Netherlands)

    Feng, H.

    2013-01-01

    The ever-increasing complexity of design processes fosters novel design computation models to be employed in architectural research and design in order to facilitate accurate data processing and refined decision making. These computation models have enabled designers to work with complex geometry

  10. Video Games: A Human Factors Guide to Visual Display Design and Instructional System Design

    Science.gov (United States)

    1984-04-01

    Abstract K Electronic video games have many of the same technological and psychological characteristics that are found in military computer-based...employed as learning vehicles, the especially compelling characteristics of electronic video games have not been fully explored for possible exploitation...new electronic video games . !? Accordingly, the following experiment was designed to determine those m dimensions along which electronic

  11. Short Paper: Design Tools, Hybridization Exploring Intuitive Interaction

    NARCIS (Netherlands)

    Wendrich, Robert E.; Kuhlen, Torsten; Coquillart, Sabine; Interrante, Victoria

    2010-01-01

    Design and Design Engineering is about making abstract representations often based on fuzzy notions, ideas or prerequisite requirements with the use of various design tools. This paper introduces an interactive hybrid design tool to assist and support singular design activity or multiple

  12. Designing Online Interaction to Address Disciplinary Competencies: A Cross-Country Comparison of Faculty Perspectives

    Directory of Open Access Journals (Sweden)

    Elena Barberà

    2014-04-01

    Full Text Available This study was conducted at colleges in three countries (United States, Venezuela, and Spain and across three academic disciplines (engineering, education, and business, to examine how experienced faculty define competencies for their discipline, and design instructional interaction for online courses. A qualitative research design employing in-depth interviews was selected. Results show that disciplinary knowledge takes precedence when faculty members select competencies to be developed in online courses for their respective professions. In all three disciplines, the design of interaction to correspond with disciplinary competencies was often influenced by contextual factors that modify faculty intention. Therefore, instructional design will vary across countries in the same discipline to address the local context, such as the needs and expectations of the learners, faculty perspectives, beliefs and values, and the needs of the institution, the community, and country. The three disciplines from the three countries agreed on the importance of the following competencies: knowledge of the field, higher order cognitive processes such as critical thinking, analysis, problem solving, transfer of knowledge, oral and written communication skills, team work, decision making, leadership and management skills, indicating far more similarities in competencies than differences between the three different applied disciplines. We found a lack of correspondence between faculty’s intent to develop collaborative learning skills and the actual development of them. Contextual factors such as faculty prior experience in design, student reluctance to engage in collaborative learning, and institutional assessment systems that focus on individual performance were some of these reasons.

  13. Competencies and Interactions in Design Management

    Directory of Open Access Journals (Sweden)

    Cláudia de Souza Libânio

    2016-01-01

    Full Text Available The inclusion of design in corporate strategies has been a recurring research theme, and organizations are using it as strategic element for gaining competitive advantage in the long term. Thus, it becomes evident the need to manage design activities, making use of concepts related to competencies, learning, dynamic capabilities and other aspects. Therefore, this paper aims at investigating what experts think about design management and competencies, joints and intervenient factors in Brazilian fashion industry. In addition, this ar ticle aimed at knowing how design teams are structured and the relationship of these with the organization. The methodology was exploratory, qualitative, through in - depth interviews with ten designers working in Brazilian firms in the fashion industry and four specialists in fashion design. We identify phases and activities of design professional, which are decisive for the design management occurrence in enterprises in apparel industry, identifying the coworkers at each stage of this process.

  14. Developing the conceptual instructional design with inquiry-based instruction model of secondary students at the 10th grade level on digestion system and cellular degradation issue

    Science.gov (United States)

    Rotjanakunnatam, Boonthida; Chayaburakul, Kanokporn

    2018-01-01

    The aims of this research study was to develop the conceptual instructional design with the Inquiry-Based Instruction Model (IBIM) of secondary students at the 10th grade level on Digestion System and Cellular Degradation issue using both oxygen and oxygen-degrading cellular nutrients were designed instructional model with a sample size of 45 secondary students at the 10th Grade level. Data were collected by asking students to do a questionnaire pre and post learning processes. The questionnaire consists of two main parts that composed of students' perception questionnaire and the questionnaire that asked the question answer concept for the selected questionnaire. The 10-item Conceptual Thinking Test (CTT) was assessed students' conceptual thinking evaluation that it was covered in two main concepts, namely; Oxygen degradation nutrients and degradation nutrients without oxygen. The data by classifying students' answers into 5 groups and measuring them in frequency and a percentage of students' performances of their learning pre and post activities with the Inquiry-Based Instruction Model were analyzed as a tutorial. The results of this research found that: After the learning activities with the IBIM, most students developed concepts of both oxygen and oxygen-degrading cellular nutrients in the correct, complete and correct concept, and there are a number of students who have conceptual ideas in the wrong concept, and no concept was clearly reduced. However, the results are still found that; some students have some misconceptions, such as; the concept of direction of electron motion and formation of the ATP of bioactivities of life. This cause may come from the nature of the content, the complexity, the continuity, the movement, and the time constraints only in the classroom. Based on this research, it is suggested that some students may take some time, and the limited time in the classroom to their learning activity with content creation content binding and

  15. CANDU fuel : design/manufacturing interaction

    International Nuclear Information System (INIS)

    Graham, N.A.

    1999-01-01

    The design of CANDU fuel has been the product of intense cooperation among fuel designers and fuel manufacturers. The developments of some of the novel processes in fuel manufacture are outlined. These include the brazed-split-spacer design, the resistance welded endcap and CANLUB coatings. (author)

  16. Optimize scientific communication skills on work and energy concept with implementation of interactive conceptual instruction and multi representation approach

    Science.gov (United States)

    Patriot, E. A.; Suhandi, A.; Chandra, D. T.

    2018-05-01

    The ultimate goal of learning in the curriculum 2013 is that learning must improve and balance between soft skills and hard skills of learners. In addition to the knowledge aspect, one of the other skills to be trained in the learning process using a scientific approach is communication skills. This study aims to get an overview of the implementation of interactive conceptual instruction with multi representation to optimize the achievement of students’ scientific communication skills on work and energy concept. The scientific communication skills contains the sub-skills were searching the information, scientific writing, group discussion and knowledge presentation. This study was descriptive research with observation method. Subjects in this study were 35 students of class X in Senior High School at Sumedang. The results indicate an achievement of optimal scientific communication skills. The greatest achievement of KKI based on observation is at fourth meeting of KKI-3, which is a sub-skill of resume writing of 89%. Allmost students responded positively to the implication of interactive conceptual instruction with multi representation approach. It can be concluded that the implication of interactive conceptual instruction with multi representation approach can optimize the achievement of students’ scientific communication skill on work and energy concept.

  17. The Effect of Interactive Instruction in the Astro 101 Classroom: Report on a National Study

    Science.gov (United States)

    Rudolph, Alexander L.; Prather, E. E.; Brissenden, G.; Consiglio, D.; Schlingman, W. M.; Gonzaga, V.; Collaboration of Astronomy Teaching Scholars CATS

    2011-01-01

    We have conducted a national research study designed to determine the effect of interactive learning strategies on students' conceptual learning in general education astronomy courses (Astro 101). Nearly 4000 students at 31 institutions, (4-year and 2-year) around the country participated in the study. Our results show dramatic improvement in student learning with increased use of interactive learning strategies independent of institution type or class size, and after controlling for individual student characteristics. In addition, we find that the positive effects of interactive learning strategies apply equally to men and women, across ethnicities, for students with all levels of prior mathematical preparation and physical science course experience, independent of GPA, and regardless of primary language. These results powerfully illustrate that all categories of students can benefit from the effective implementation of interactive learning strategies. This material is based upon work supported by the National Science Foundation under Award No. 0715517, a CCLI Phase III Grant for the Collaboration of Astronomy Teaching Scholars (CATS) Program, and Award No. 0847170, a PAARE grant funding the California-Arizona Minority Partnership for Astronomy Research and Education (CAMPARE). Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.

  18. Maximizing the Production of Biogas in an Instructional Manipulative Designed to Teach Energy Concepts to High School Students

    Science.gov (United States)

    McCall, Shakira Renee

    In an effort to stress the benefits of the application of renewable energy to the next generation of science, technology, engineering, arts, and mathematics (STEAM) professionals, instructional modules on energy and biogas were integrated into a summer camp curriculum that challenged students to apply STEAM concepts in the design and development of chain reaction machines. Each module comprised an interactive presentations and a hands-on component where students operated a manipulative relevant to the content. During summer 2013, this camp was implemented at two high schools in Arizona and one in Trinidad and Tobago. Assessments showed that the overall modules were effective in helping students learn and retain the information presented on energy and biogas production. To improve future implementations of these modules, specifically the module on biogas production, the anaerobic digester was redesigned. In addition, a designed experiment was conducted to determine how to optimize the influent and operational environment that is available in an average high school classroom to generate maximum biogas yield. Eight plug-flow anaerobic digesters made of PVC piping and fixtures were used in a 2x3 factorial design assessing: co-digestion (20mL or 50mL) used cooking oil, temperature (25°C or 40°C), and addition of inoculum (0mL or 200mL). Biogas production was captured at two intervals over a 30-day period, and the experiments were replicated three times. Results showed that temperature at 40°C significantly increased biogas production and should be used over 25°C when using anaerobic digesters. Other factors that may potentially increase biogas production are combination of temperature at 40°C and 50mL of used cooking oil. In the future, the improvements made in the design of the anaerobic digester, and the applications of the finding from the experimental design, are expected to lead to an improved manipulative for teaching students about biogas production.

  19. The importance of the instructional guide in the design of virtual learning environments

    Directory of Open Access Journals (Sweden)

    Aida Mercedes Gomez-Suarez

    2017-07-01

    Full Text Available The appropriation of information and communication technologies (ICTs in the processes of teaching and learning is one of the main challenges of educational institutions and teachers in the current society of knowledge, as responsible for a use Rational and meaningful use of its digital educational resources (RED. This involves developing competencies in the implementation of ICT in the classroom to enrich the learning environments. This article presents a reflection on the instructional guide as a didactic tool in the elaboration of RED that facilitates the design of these resources to support the activities of the classroom in these processes. This reflection is the result of a research on the subject carried out in a context of university teaching

  20. Evaluation of Interactive Website Design Indicators for e-Entrepreneurship

    Directory of Open Access Journals (Sweden)

    Chih-Chao Chung

    2016-04-01

    Full Text Available Using an analytic network process (ANP as an analytical tool, this study aims to construct an ANP evaluation model of interactive website design indicators. Through a review of the literature, interactive website design of e-entrepreneurship is generalized to the following dimensions: (1 Design; (2 Checking; (3 Service; (4 Interactive; and (5 Promotion, including 19 design indicators. The research is conducted for a case company. According to the findings, the model helps the case company review its current execution of interactive website design indicators and the experts’ opinions of the importance of interactive website design indicators. In addition, by comprehensive comparison, it confirms key design indicators and analyzes the managerial implications to help the case company set up precise strategic planning and resource distribution to enhance corporate operational performance and competitiveness.

  1. Toolkit Design for Interactive Structured Graphics

    National Research Council Canada - National Science Library

    Bederson, Benjamin B; Grosjean, Jesse; Meyer, Jon

    2003-01-01

    .... We describe Jazz (a polylithic toolkit) and Piccolo (a monolithic toolkit), each of which we built to support interactive 2D structured graphics applications in general, and Zoomable User Interface applications in particular...

  2. The Effects of a Computer-Assisted Teaching Material, Designed According to the ASSURE Instructional Design and the ARCS Model of Motivation, on Students' Achievement Levels in a Mathematics Lesson and Their Resulting Attitudes

    Science.gov (United States)

    Karakis, Hilal; Karamete, Aysen; Okçu, Aydin

    2016-01-01

    This study examined the effects that computer-assisted instruction had on students' attitudes toward a mathematics lesson and toward learning mathematics with computer-assisted instruction. The computer software we used was based on the ASSURE Instructional Systems Design and the ARCS Model of Motivation, and the software was designed to teach…

  3. Interactive Room Support for Complex and Distributed Design Projects

    DEFF Research Database (Denmark)

    Grønbæk, Kaj; Gundersen, Kristian Kroyer; Mogensen, Preben Holst

    2001-01-01

    We are investigating the design of digital 3D interaction technology embedded in a physical environment. We take as point of departure cemplex, collaborative industrial design projects involving heterogeneous sets of documents, and physical as well as digital 3D models. The paper introduces our...... interaction devices being experimented with in the interactive room environment. The interactive room technologies have all been designed with the requirement that they must seamlessly integrate both into the physical and into the digital work environment while providing new affordances for industrial design...

  4. Learning how the electron transport chain works: independent and interactive effects of instructional strategies and learners' characteristics.

    Science.gov (United States)

    Darabi, Aubteen; Arrastia-Lloyd, Meagan C; Nelson, David W; Liang, Xinya; Farrell, Jennifer

    2015-12-01

    In order to develop an expert-like mental model of complex systems, causal reasoning is essential. This study examines the differences between forward and backward instructional strategies' in terms of efficiency, students' learning and progression of their mental models of the electronic transport chain in an undergraduate metabolism course (n = 151). Additionally, the participants' cognitive flexibility, prior knowledge, and mental effort in the learning process are also investigated. The data were analyzed using a series of general linear models to compare the strategies. Although the two strategies did not differ significantly in terms of mental model progression and learning outcomes, both groups' mental models progressed significantly. Mental effort and prior knowledge were identified as significant predictors of mental model progression. An interaction between instructional strategy and cognitive flexibility revealed that the backward instruction was more efficient than the conventional (forward) strategy for students with lower cognitive flexibility, whereas the conventional instruction was more efficient for students with higher cognitive flexibility. The results are discussed and suggestions for future research on the possible moderating role of cognitive flexibility in the area of health education are presented.

  5. Animal computer interaction (ACI) & designing for animal interaction (AXD)

    DEFF Research Database (Denmark)

    Morrison, Ann Judith; Turner, Jane; Farley, Helen

    2017-01-01

    This workshop invites researchers and practitioners from HCI and related fields who work in some capacity with animals and who recognise the sentient nature of their being. We call for those who want to better understand how to work with animals and learn from them. We are a small team looking...... to build an Australian chapter of the Animal Computer Interaction Community. The workshop will elicit discussion, forge new partnerships and head up a new group on the state of the art within this field in Australia, including comparative international studies. For more information see http://www.ozaci.org/...

  6. Backward Instructional design for an educational open resource in Spanish Vocational Training: The case of the Web Apps Project

    Directory of Open Access Journals (Sweden)

    Cristian Jorge GARCÍA MARCOS

    2017-07-01

    Full Text Available The article is concerned with the instructional design process used to elaborate an educational media developing the Web Applications module curriculum of Microcomputer Systems and Networks Intermediate Level Training Cycle, which belongs to the professional family of Computing and Communications within the studies of Vocational Education and Training. A backward model is followed as instructional design to create the educational media, starting with the learning outcomes and ending with the contents, in a reverse way to the procedure used in other instructional designs. The educational media has been designed based on constructivism as pedagogical principle and it has been used to create projects for the student to be actively involved in the development of their knowledge. The result is an open educational resource composed of six didactic sequences, where the student is expected to achieve higher order thinking skills. In addition to openness in access, use, adaptation and redistribution of material, the article provides a detailed view of the process that has been followed in each phase of instructional design. In this way, the educational resource evolves from being not only open in its content, but also in its design, so that the latter becomes accessible, reusable, adapted and redistributed by others. The full open educational resource can be found at the following link: http://www.cristiangarcia.org/WebAppsProject/index.html

  7. Designing for social interaction through physical play

    NARCIS (Netherlands)

    Bekker, M.M.; Sturm, J.A.; Barakova, E.I.; Sturm, J.A.; Bekker, M.M.

    2008-01-01

    Nine very interesting position papers were submitted to our workshop on Design for Social Interactioll and Physical Play. The papers, present.ed in these proceedings, cover design concepts for very diverse user groups and eontexts of use. Creating novel concepts is often done using theories about

  8. Experimental designs for cross-cultural interactions

    DEFF Research Database (Denmark)

    Rehm, Matthias

    2012-01-01

    Culture is not the first aspect that comes to mind when discussing human robot interaction. But our cultural upbringing does to a large degree influence our patterns of behavior and interpretation. Thus, culture is present in the development of robotic systems right from the start, unconsciously...... influencing how robots look like, what we envision with them to do, and how they are programmed to interact with the user. In this paper we argue that is is beneficial to make this unconscious influence explicit and take it into account during the development (and evaluation). To this end we present...

  9. The Effects of a Computer-Assisted Teaching Material, Designed According to the ASSURE Instructional Design and the ARCS Model of Motivation, on Students’ Achievement Levels in a Mathematics Lesson and Their Resulting Attitudes

    OpenAIRE

    Hilal Karakış; Ayşen Karamete; Aydın Okçu

    2016-01-01

    This study examined the effects that computer-assisted instruction had on students’ attitudes toward a mathematics lesson and toward learning mathematics with computer-assisted instruction. The computer software we used was based on the ASSURE Instructional Systems Design and the ARCS Model of Motivation, and the software was designed to teach fractions to fourth-grade students. The skill levels of these students were gauged before and after receiving the computer-assisted instruction. We str...

  10. Designing Networked Adaptive Interactive Hybrid Systems

    NARCIS (Netherlands)

    Kester, L.J.H.M.

    2008-01-01

    Advances in network technologies enable distributed systems, operating in complex physical environments, to coordinate their activities over larger areas within shorter time intervals. In these systems humans and intelligent machines will, in close interaction, be able to reach their goals under

  11. Designing Engaging Interactions with Digital Products

    NARCIS (Netherlands)

    Rozendaal, M.C.

    2007-01-01

    This thesis aims to investigate how the experience of engagement in interaction can be explained by examining the experiences of richness and control and how these experiences are influenced by the features of a product, the expertise of a person and the type of task. This research is carried out

  12. Toolkit Design for Interactive Structured Graphics

    National Research Council Canada - National Science Library

    Bederson, Benjamin B; Grosjean, Jesse; Meyer, Jon

    2003-01-01

    .... We compare hand-crafted custom code to polylithic and monolithic toolkit-based solutions. Polylithic toolkits follow a design philosophy similar to 3D scene graphs supported by toolkits including Java3D and OpenInventor...

  13. An Arts-Based Instructional Model for Student Creativity in Engineering Design

    Directory of Open Access Journals (Sweden)

    Brian Laduca

    2017-02-01

    Full Text Available Over the past twenty years, nearly all job growth in the United States has emerged from new companies and organizations with assumedly innovative products, services, and practices. Yet, the nurturing of student creative thinking and problem solving is infrequent in engineering education. Inherent to developing these creativity skills and attributes is the need to be exposed to difference — in people and environment. Engineering education rarely offers such opportunities. Additionally, engineering students are rarely presented opportunities to develop designs responding to real human problems. This paper puts forth a new instructional model to address these needs by utilizing arts processes and practices as catalysts for both creativity development in students and transdisciplinary collaboration on problems addressing deep human needs. This model is premised on the substantiated role of the arts in developing creativity and growing understanding of the human condition. This art-based instructional model was piloted as exploratory pedagogical research during the summers of 2015 and 2016 as a partnership between the Arts Nexus (IAN and the School of Engineering at the University of Dayton. In each year, this program supported twelve student interns from engineering, business, science, the arts, and the humanities to develop innovative technologies and services meeting client needs. Student growth in creative problem-solving and transdisciplinary collaboration, as well as the success of the completed innovation technology prototype were assessed by the project mentors and participating students via survey evaluations and narrative responses. The assessment results revealed substantial student growth in student creativity and transdisciplinary collaboration and a remarkably strong evaluation of the success of the students’ innovations. Also realized for all students was a transformation in their perception of their place in the world as

  14. How to design for transformation of behavior through interactive materiality

    NARCIS (Netherlands)

    Stienstra, J.T.; Bruns, M.; Wensveen, S.A.G.; Kuenen, C.D.

    2012-01-01

    This paper presents a design approach tackling the transformation of behavior through ‘interactive materiality’ from a phenomenological perspective. It builds upon the Interaction Frogger framework that couples action to reaction for intuitive mapping in intelligent product interaction. Through the

  15. Designing Interaction Spaces for Rich Internet Applications with UML

    DEFF Research Database (Denmark)

    Dolog, Peter; Stage, Jan

    2007-01-01

    In this paper, we propose a new method for designing rich internet applications. The design process uses results from an object-oriented analysis and employs interaction spaces as the basic abstraction mechanism. State diagrams are employed as refinements of interaction spaces and task models...

  16. Interdisciplinarity in Medialogy with applications to Sonic Interaction Design

    DEFF Research Database (Denmark)

    Nordahl, Rolf; Serafin, Stefania

    2009-01-01

    Medialogy is a novel education developed in Denmark since 2002, whose goal is to combine technology and creativity in the design, contextualization and evaluation of media technology. In this paper we describe the progression of the sonic interaction design curriculum in the Medialogy education, ......, stressing the importance of a transdisciplinary training for engineers working on interactive sound....

  17. Statistically designed experiments to screen chemical mixtures for possible interactions

    NARCIS (Netherlands)

    Groten, J.P.; Tajima, O.; Feron, V.J.; Schoen, E.D.

    1998-01-01

    For the accurate analysis of possible interactive effects of chemicals in a defined mixture, statistical designs are necessary to develop clear and manageable experiments. For instance, factorial designs have been successfully used to detect two-factor interactions. Particularly useful for this

  18. Theoretical Framework for Interaction Game Design

    Science.gov (United States)

    2016-05-19

    evaluation of a virtual basketball game, investigation of the effect of back imitation, a method for inducing intentional stance in HAI (Human-Agent...Interaction), using physiological indices for discriminating intrinsic and extrinsic stress, and SES (Synthetic Evidential Study). Project had to be...evaluation of a virtual basketball game, investigation of the effect of back imitation, a method for inducing intentional stance in HAI (Human-Agent

  19. Evil by design interaction design to lead us into temptation

    CERN Document Server

    Nodder, Chris

    2013-01-01

    How to make customers feel good about doing what you want Learn how companies make us feel good about doing what they want. Approaching persuasive design from the dark side, this book melds psychology, marketing, and design concepts to show why we're susceptible to certain persuasive techniques. Packed with examples from every nook and cranny of the web, it provides easily digestible and applicable patterns for putting these design techniques to work. Organized by the seven deadly sins, it includes: Pride - use social proof to position your product in line with your visitor

  20. Designing Interactive Electronic Module in Chemistry Lessons

    Science.gov (United States)

    Irwansyah, F. S.; Lubab, I.; Farida, I.; Ramdhani, M. A.

    2017-09-01

    This research aims to design electronic module (e-module) oriented to the development of students’ chemical literacy on the solution colligative properties material. This research undergoes some stages including concept analysis, discourse analysis, storyboard design, design development, product packaging, validation, and feasibility test. Overall, this research undertakes three main stages, namely, Define (in the form of preliminary studies); Design (designing e-module); Develop (including validation and model trial). The concept presentation and visualization used in this e-module is oriented to chemical literacy skills. The presentation order carries aspects of scientific context, process, content, and attitude. Chemists and multi media experts have done the validation to test the initial quality of the products and give a feedback for the product improvement. The feasibility test results stated that the content presentation and display are valid and feasible to be used with the value of 85.77% and 87.94%. These values indicate that this e-module oriented to students’ chemical literacy skills for the solution colligative properties material is feasible to be used.

  1. The Impact of Ideology on the Interaction between Tutors and Students in the Education of Industrial Design: A Case Study in Taiwan

    Science.gov (United States)

    Hsiao, Hsi-Chi; Cheng, Yung-Shin

    2006-01-01

    This paper applies the concept of ideology to the field of design education. Specifically, this study explores the potential impact of ideology on the interaction between tutors and students involved in the education of industrial design in Taiwan. Particular emphasis is placed upon the instruction of the core curriculum. The present investigation…

  2. Developments of an Interactive Sail Design Method

    OpenAIRE

    S. M. Malpede; M. Vezza

    2000-01-01

    This paper presents a new tool for performing the integrated design and analysis of a sail. The features of the system are the geometrical definition of a sail shape, using the Bezier surface method, the creation of a finite element model for the non-linear structural analysis and a fluid-dynamic model for the aerodynamic analysis. The system has been developed using MATLAB(r). Recent sail design efforts have been focused on solving the aeroelastic behavior of the sail. The pressure dis...

  3. Learning strategy preferences, verbal-visual cognitive styles, and multimedia preferences for continuing engineering education instructional design

    Science.gov (United States)

    Baukal, Charles Edward, Jr.

    A literature search revealed very little information on how to teach working engineers, which became the motivation for this research. Effective training is important for many reasons such as preventing accidents, maximizing fuel efficiency, minimizing pollution emissions, and reducing equipment downtime. The conceptual framework for this study included the development of a new instructional design framework called the Multimedia Cone of Abstraction (MCoA). This was developed by combining Dale's Cone of Experience and Mayer's Cognitive Theory of Multimedia Learning. An anonymous survey of 118 engineers from a single Midwestern manufacturer was conducted to determine their demographics, learning strategy preferences, verbal-visual cognitive styles, and multimedia preferences. The learning strategy preference profile and verbal-visual cognitive styles of the sample were statistically significantly different than the general population. The working engineers included more Problem Solvers and were much more visually-oriented than the general population. To study multimedia preferences, five of the seven levels in the MCoA were used. Eight types of multimedia were compared in four categories (types in parantheses): text (text and narration), static graphics (drawing and photograph), non-interactive dynamic graphics (animation and video), and interactive dynamic graphics (simulated virtual reality and real virtual reality). The first phase of the study examined multimedia preferences within a category. Participants compared multimedia types in pairs on dual screens using relative preference, rating, and ranking. Surprisingly, the more abstract multimedia (text, drawing, animation, and simulated virtual reality) were preferred in every category to the more concrete multimedia (narration, photograph, video, and real virtual reality), despite the fact that most participants had relatively little prior subject knowledge. However, the more abstract graphics were only slightly

  4. An Instructional Design Model for Developing a Computer Curriculum To Increase Employee Productivity in a Pharmaceutical Company.

    Science.gov (United States)

    Stumpf, Mark R.

    This report presents an instructional design model that was developed for use by the End-Users Computing department of a large pharmaceutical company in developing effective--but not lengthy--microcomputer training seminars to train office workers and executives in the proper use of computers and thus increase their productivity. The 14 steps of…

  5. Investigating Peer Review as an Intentional Learning Strategy to Foster Collaborative Knowledge-Building in Students of Instructional Design

    Science.gov (United States)

    Brill, Jennifer M.; Hodges, Charles B.

    2011-01-01

    Peer review has been advocated for as an intentional strategy to support the knowledge and skill attainment of adult learners preparing for professional practice, including those students preparing for instructional design and technology practice. The purposes of this article are to discuss the practical application of peer review as an…

  6. Using Web-Based Instruction to Teach Music Theory in the Piano Studio: Defining, Designing, and Implementing an Integrative Approach

    Science.gov (United States)

    Carney, Robert D.

    2010-01-01

    This dissertation rationalizes the best use of Web-based instruction (WBI) for teaching music theory to private piano students in the later primary grades. It uses an integrative research methodology for defining, designing, and implementing a curriculum that includes WBI. Research from the fields of music education, educational technology,…

  7. Elementary Science Teachers' Integration of Engineering Design into Science Instruction: Results from a Randomised Controlled Trial

    Science.gov (United States)

    Maeng, Jennifer L.; Whitworth, Brooke A.; Gonczi, Amanda L.; Navy, Shannon L.; Wheeler, Lindsay B.

    2017-01-01

    This randomised controlled trial used a mixed-methods approach to investigate the frequency and how elementary teachers integrated engineering design (ED) principles into their science instruction following professional development (PD). The ED components of the PD were aligned with Cunningham and Carlsen's [(2014). "Teaching engineering…

  8. Tech Select Decision Aide: A Mobile Application to Facilitate Just-in-Time Decision Support for Instructional Designers

    Science.gov (United States)

    Dabbagh, Nada; Fake, Helen

    2017-01-01

    With the ubiquitous use of mobile technologies and the increasing demand for just-in-time training, there is a need to prepare and support instructional designers and educators to meet the pedagogical and technological development requirements of their target audience in the most effective and efficient way. This paper reviews the iterative…

  9. Project-Based Learning with an Online Peer Assessment System in a Photonics Instruction for Enhancing LED Design Skills

    Science.gov (United States)

    Chang, Shu-Hsuan; Wu, Tsung-Chih; Kuo, Yen-Kuang; You, Li-Chih

    2012-01-01

    This study proposed a novel instructional approach, a two-stage LED simulation of Project-based learning (PBL) course with online peer assessment (OPA), and explored how to apply OPA to the different structured problems in a PBL course to enhance students' professional skills in LED design as well as meta-cognitive thinking. The participants of…

  10. Comparative effectiveness of instructional design features in simulation-based education: systematic review and meta-analysis.

    Science.gov (United States)

    Cook, David A; Hamstra, Stanley J; Brydges, Ryan; Zendejas, Benjamin; Szostek, Jason H; Wang, Amy T; Erwin, Patricia J; Hatala, Rose

    2013-01-01

    Although technology-enhanced simulation is increasingly used in health professions education, features of effective simulation-based instructional design remain uncertain. Evaluate the effectiveness of instructional design features through a systematic review of studies comparing different simulation-based interventions. We systematically searched MEDLINE, EMBASE, CINAHL, ERIC, PsycINFO, Scopus, key journals, and previous review bibliographies through May 2011. We included original research studies that compared one simulation intervention with another and involved health professions learners. Working in duplicate, we evaluated study quality and abstracted information on learners, outcomes, and instructional design features. We pooled results using random effects meta-analysis. From a pool of 10,903 articles we identified 289 eligible studies enrolling 18,971 trainees, including 208 randomized trials. Inconsistency was usually large (I2 > 50%). For skills outcomes, pooled effect sizes (positive numbers favoring the instructional design feature) were 0.68 for range of difficulty (20 studies; p simulation-based education.

  11. Interactive Effects of Working Memory Self-Regulatory Ability and Relevance Instructions on Text Processing

    Science.gov (United States)

    Hamilton, Nancy Jo

    2012-01-01

    Reading is a process that requires the enactment of many cognitive processes. Each of these processes uses a certain amount of working memory resources, which are severely constrained by biology. More efficiency in the function of working memory may mediate the biological limits of same. Reading relevancy instructions may be one such method to…

  12. Applications of Augmented Reality-Based Natural Interactive Learning in Magnetic Field Instruction

    Science.gov (United States)

    Cai, Su; Chiang, Feng-Kuang; Sun, Yuchen; Lin, Chenglong; Lee, Joey J.

    2017-01-01

    Educators must address several challenges inherent to the instruction of scientific disciplines such as physics -- expensive or insufficient laboratory equipment, equipment error, difficulty in simulating certain experimental conditions. Augmented reality (AR) can be a promising approach to address these challenges. In this paper, we discuss the…

  13. The Integration of Digital Tools during Strategic and Interactive Writing Instruction

    Science.gov (United States)

    Kilpatrick, Jennifer Renée; Saulsburry, Rachel; Dostal, Hannah M.; Wolbers, Kimberly A.; Graham, Steve

    2014-01-01

    The purpose of this chapter is to gain insight from the ways a group of elementary teachers of the deaf and hard of hearing chose to integrate digital tools into evidence-based writing instruction and the ways these technologies were used to support student learning. After professional development that exposed these teachers to twelve new digital…

  14. Distance Education in a Cost Accounting Course: Instruction, Interaction, and Multiple Measures of Learning Outcomes

    Science.gov (United States)

    Chen, Clement C.; Jones, Keith T.; Moreland, Keith

    2010-01-01

    Students in online and traditional classroom sections of an intermediate-level cost accounting course responded to a survey about their experiences in the course. Specifically, several items related to the instruction and learning outcomes were addressed. Additionally, student examination performance in the two types of sections was compared. The…

  15. Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments

    Science.gov (United States)

    Dickey, Michele D.

    2006-01-01

    The purpose of this conceptual analysis is to investigate how contemporary video and computer games might inform instructional design by looking at how narrative devices and techniques support problem solving within complex, multimodal environments. Specifically, this analysis presents a brief overview of game genres and the role of narrative in…

  16. Designing Software-Based Interactive Installations

    DEFF Research Database (Denmark)

    Andreasen, Troels; Juul, Niels Christian; Rosendahl, Mads

    2014-01-01

    of the installation using tools like sketching or storyboarding. The design involves a clarification of available and appropriate building blocks, as well as the linking of these blocks to provide an architectural framework comprising the intended external behavior. The construction phase takes a component...

  17. Sound design and perception in walking interactions

    DEFF Research Database (Denmark)

    Visell, Yon; Fontana, Federico; Giordano, Bruno

    2009-01-01

    of walking, and the design, engineering, and evaluation of interfaces that utilize them. Much of this expertise has accumulated in recent years, although many questions remain to be explored. We highlight past work and current research directions in this multidisciplinary area of investigation, and point...

  18. Discriminative Chemical Patterns: Automatic and Interactive Design.

    Science.gov (United States)

    Bietz, Stefan; Schomburg, Karen T; Hilbig, Matthias; Rarey, Matthias

    2015-08-24

    The classification of molecules with respect to their inhibiting, activating, or toxicological potential constitutes a central aspect in the field of cheminformatics. Often, a discriminative feature is needed to distinguish two different molecule sets. Besides physicochemical properties, substructures and chemical patterns belong to the descriptors most frequently applied for this purpose. As a commonly used example of this descriptor class, SMARTS strings represent a powerful concept for the representation and processing of abstract chemical patterns. While their usage facilitates a convenient way to apply previously derived classification rules on new molecule sets, the manual generation of useful SMARTS patterns remains a complex and time-consuming process. Here, we introduce SMARTSminer, a new algorithm for the automatic derivation of discriminative SMARTS patterns from preclassified molecule sets. Based on a specially adapted subgraph mining algorithm, SMARTSminer identifies structural features that are frequent in only one of the given molecule classes. In comparison to elemental substructures, it also supports the consideration of general and specific SMARTS features. Furthermore, SMARTSminer is integrated into an interactive pattern editor named SMARTSeditor. This allows for an intuitive visualization on the basis of the SMARTSviewer concept as well as interactive adaption and further improvement of the generated patterns. Additionally, a new molecular matching feature provides an immediate feedback on a pattern's matching behavior across the molecule sets. We demonstrate the utility of the SMARTSminer functionality and its integration into the SMARTSeditor software in several different classification scenarios.

  19. Developments of an Interactive Sail Design Method

    Directory of Open Access Journals (Sweden)

    S. M. Malpede

    2000-01-01

    Full Text Available This paper presents a new tool for performing the integrated design and analysis of a sail. The features of the system are the geometrical definition of a sail shape, using the Bezier surface method, the creation of a finite element model for the non-linear structural analysis and a fluid-dynamic model for the aerodynamic analysis. The system has been developed using MATLAB(r. Recent sail design efforts have been focused on solving the aeroelastic behavior of the sail. The pressure distribution on a sail changes continuously, by virtue of cloth stretch and flexing. The sail shape determines the pressure distribution and, at the same time, the pressure distribution on the sail stretches and flexes the sail material determining its shape. This characteristic non-linear behavior requires iterative solution strategies to obtain the equilibrium configuration and evaluate the forces involved. The aeroelastic problem is tackled by combining structural with aerodynamic analysis. Firstly, pressure loads for a known sail-shape are computed (aerodynamic analysis. Secondly, the sail-shape is analyzed for the obtained external loads (structural analysis. The final solution is obtained by using an iterative analysis process, which involves both aerodynamic and the structural analysis. When the solution converges, it is possible to make design modifications.

  20. There Is More Variation "within" than "across" Domains: An Interview with Paul A. Kirschner about Applying Cognitive Psychology-Based Instructional Design Principles in Mathematics Teaching and Learning

    Science.gov (United States)

    Kirschner, Paul A.; Verschaffel, Lieven; Star, Jon; Van Dooren, Wim

    2017-01-01

    In this interview we asked Paul A. Kirschner about his comments and reflections regarding the idea to apply cognitive psychology-based instructional design principles to mathematics education and some related issues. With a main focus on cognitive psychology, educational psychology, educational technology and instructional design, this…

  1. Interactive design of generic chemical patterns.

    Science.gov (United States)

    Schomburg, Karen T; Wetzer, Lars; Rarey, Matthias

    2013-07-01

    Every medicinal chemist has to create chemical patterns occasionally for querying databases, applying filters or describing functional groups. However, the representations of chemical patterns have been so far limited to languages with highly complex syntax, handicapping the application of patterns. Graphic pattern editors similar to chemical editors can facilitate the work with patterns. In this article, we review the interfaces of frequently used web search engines for chemical patterns. We take a look at pattern editing concepts of standalone chemical editors and finally present a completely new, unpublished graphical approach to pattern design, the SMARTSeditor. Copyright © 2013 Elsevier Ltd. All rights reserved.

  2. Electro fluido dynamic techniques to design instructive biomaterials for tissue engineering and drug delivery

    Energy Technology Data Exchange (ETDEWEB)

    Guarino, Vincenzo, E-mail: vguarino@unina.it; Altobelli, Rosaria; Cirillo, Valentina; Ambrosio, Luigi [Institute for Polymers, Composites and Biomaterials, Department of Chemical Sciences & Materials Technology, National Research Council of Italy, V.le Kennedy 54, Naples (Italy)

    2015-12-17

    A large variety of processes and tools is continuously investigated to discover new solutions to design instructive materials with controlled chemical, physical and biological properties for tissue engineering and drug delivery. Among them, electro fluido dynamic techniques (EFDTs) are emerging as an interesting strategy, based on highly flexible and low-cost processes, to revisit old biomaterial’s manufacturing approach by utilizing electrostatic forces as the driving force for the fabrication of 3D architectures with controlled physical and chemical functionalities to guide in vitro and in vivo cell activities. By a rational selection of polymer solution properties and process conditions, EFDTs allow to produce fibres and/or particles at micro and/or nanometric size scale which may be variously assembled by tailored experimental setups, thus giving the chance to generate a plethora of different 3D devices able to incorporate biopolymers (i.e., proteins, polysaccharides) or active molecules (e.g., drugs) for different applications. Here, we focus on the optimization of basic EFDTs - namely electrospinning, electrospraying and electrodynamic atomization - to develop active platforms (i.e., monocomponent, protein and drug loaded scaffolds and µ-scaffolds) made of synthetic (PCL, PLGA) or natural (chitosan, alginate) polymers. In particular, we investigate how to set materials and process parameters to impart specific morphological, biochemical or physical cues to trigger all the fundamental cell–biomaterial and cell– cell cross-talking elicited during regenerative processes, in order to reproduce the complex microenvironment of native or pathological tissues.

  3. KEEFEKTIFAN PEMBELAJARAN MODEL DESIGNED STUDENT-CENTERED INSTRUCTIONAL TERHADAP KEMAMPUAN REPRESENTASI PESERTA DIDIK

    Directory of Open Access Journals (Sweden)

    Ajeng Alisa Narulita

    2013-11-01

    Full Text Available Tujuan dari penelitian ini adalah untuk mengetahui (1 apakah kemampuan representasi matematika peserta didik kelas VIII yang diberi pembelajaran dengan model Designed Student-Centered Instructional (DSCI pada mencapai ketuntasan belajar atau tidakdan (2 apakah kemampuan representasi matematika peserta didik kelas VIII yang diberi pembelajaran dengan model DSCI lebih baik dibandingkan dengan pembelajaran dengan model ekspositori. Hal tersebut yang akan menentukan apakah model DSCI efektif digunakan dalam meningkatkan kemampuan representasi matematika atau tidak.Penelitian ini merupakan penelitian eksperimen dengan populasi seluruh peserta didik kelas VIII SMP Negeri 3 Cilacap tahun ajaran 2012/2013. Sampel diambil secara acak melalui teknik area (cluster sampling sehingga diperoleh kelas VIII A sebagai kelompok eksperimen dan dan kelas VIII B sebagai kelompok kontrol. Setelah dilakukan penelitian diperoleh simpulan bahwa (1 rata-rata kemampuan representasi peserta didik kelas VIII yang diberi pembelajaran dengan model DSCI mencapai ketuntasan belajar dan (2 rata-rata kemampuan representasi peserta didik kelas VIII yang diberi pembelajaran dengan model DSCI lebih baik dibandingkan dengan pembelajaran dengan model ekspositori.

  4. Electro fluido dynamic techniques to design instructive biomaterials for tissue engineering and drug delivery

    International Nuclear Information System (INIS)

    Guarino, Vincenzo; Altobelli, Rosaria; Cirillo, Valentina; Ambrosio, Luigi

    2015-01-01

    A large variety of processes and tools is continuously investigated to discover new solutions to design instructive materials with controlled chemical, physical and biological properties for tissue engineering and drug delivery. Among them, electro fluido dynamic techniques (EFDTs) are emerging as an interesting strategy, based on highly flexible and low-cost processes, to revisit old biomaterial’s manufacturing approach by utilizing electrostatic forces as the driving force for the fabrication of 3D architectures with controlled physical and chemical functionalities to guide in vitro and in vivo cell activities. By a rational selection of polymer solution properties and process conditions, EFDTs allow to produce fibres and/or particles at micro and/or nanometric size scale which may be variously assembled by tailored experimental setups, thus giving the chance to generate a plethora of different 3D devices able to incorporate biopolymers (i.e., proteins, polysaccharides) or active molecules (e.g., drugs) for different applications. Here, we focus on the optimization of basic EFDTs - namely electrospinning, electrospraying and electrodynamic atomization - to develop active platforms (i.e., monocomponent, protein and drug loaded scaffolds and µ-scaffolds) made of synthetic (PCL, PLGA) or natural (chitosan, alginate) polymers. In particular, we investigate how to set materials and process parameters to impart specific morphological, biochemical or physical cues to trigger all the fundamental cell–biomaterial and cell– cell cross-talking elicited during regenerative processes, in order to reproduce the complex microenvironment of native or pathological tissues

  5. Electro fluido dynamic techniques to design instructive biomaterials for tissue engineering and drug delivery

    Science.gov (United States)

    Guarino, Vincenzo; Altobelli, Rosaria; Cirillo, Valentina; Ambrosio, Luigi

    2015-12-01

    A large variety of processes and tools is continuously investigated to discover new solutions to design instructive materials with controlled chemical, physical and biological properties for tissue engineering and drug delivery. Among them, electro fluido dynamic techniques (EFDTs) are emerging as an interesting strategy, based on highly flexible and low-cost processes, to revisit old biomaterial's manufacturing approach by utilizing electrostatic forces as the driving force for the fabrication of 3D architectures with controlled physical and chemical functionalities to guide in vitro and in vivo cell activities. By a rational selection of polymer solution properties and process conditions, EFDTs allow to produce fibres and/or particles at micro and/or nanometric size scale which may be variously assembled by tailored experimental setups, thus giving the chance to generate a plethora of different 3D devices able to incorporate biopolymers (i.e., proteins, polysaccharides) or active molecules (e.g., drugs) for different applications. Here, we focus on the optimization of basic EFDTs - namely electrospinning, electrospraying and electrodynamic atomization - to develop active platforms (i.e., monocomponent, protein and drug loaded scaffolds and µ-scaffolds) made of synthetic (PCL, PLGA) or natural (chitosan, alginate) polymers. In particular, we investigate how to set materials and process parameters to impart specific morphological, biochemical or physical cues to trigger all the fundamental cell-biomaterial and cell- cell cross-talking elicited during regenerative processes, in order to reproduce the complex microenvironment of native or pathological tissues.

  6. Designing behavior in interaction : using aesthetic experience as a mechanism for design

    NARCIS (Netherlands)

    Ross, P.R.; Wensveen, S.A.G.

    2010-01-01

    As design moves into the realm of intelligent products and systems, interactive product behavior becomes an ever more prominent aspect of design, raising the question of how to design the aesthetics of such interactive behavior. To address this challenge, we developed a conception of aesthetics

  7. Program MASTERCALC: an interactive computer program for radioanalytical computations. Description and operating instructions

    International Nuclear Information System (INIS)

    Goode, W.

    1980-10-01

    MASTERCALC is a computer program written to support radioanalytical computations in the Los Alamos Scientific Laboratory (LASL) Environmental Surveillance Group. Included in the program are routines for gross alpha and beta, 3 H, gross gamma, 90 Sr and alpha spectroscopic determinations. A description of MASTERCALC is presented and its source listing is included. Operating instructions and example computing sessions are given for each type of analysis

  8. Virtual teamwork - Panoptic or Interactive Work design

    DEFF Research Database (Denmark)

    Rasmussen, Lauge Baungaard

    2012-01-01

    The emergence of virtual teamwork represents a dynamic response to globalization, the growth of communication technologies and dismantling of industrial based organizational hierarchies. These developments pose new challenges as the completion of the distributed tasks must be integrated across th...... the barriers of cultural differences, and with fewer face-to-face clues, Virtual teamwork involves demands regarding communication, trust and knowledge. The implications for future work design are immense, and still open for clarification and discussion.......The emergence of virtual teamwork represents a dynamic response to globalization, the growth of communication technologies and dismantling of industrial based organizational hierarchies. These developments pose new challenges as the completion of the distributed tasks must be integrated across...

  9. Interacting Effects of Instructions and Presentation Rate on Visual Statistical Learning

    Directory of Open Access Journals (Sweden)

    Julie eBertels

    2015-11-01

    Full Text Available The statistical regularities of a sequence of visual shapes can be learned incidentally. Arciuli et al. (2014 recently argued that intentional instructions only improve learning at slow presentation rates as they favor the use of explicit strategies. The aim of the present study was (1 to test this assumption directly by investigating how instructions (incidental vs. intentional and presentation rate (fast vs. slow affect the acquisition of knowledge and (2 to examine how these factors influence the conscious vs. unconscious nature of the knowledge acquired. To this aim, we exposed participants to four triplets of shapes, presented sequentially in a pseudo-random order, and assessed their degree of learning in a subsequent completion task that integrated confidence judgments. Supporting Arciuli et al.’s claim, participant performance only benefited from intentional instructions at slow presentation rates. Moreover, informing participants beforehand about the existence of statistical regularities increased their explicit knowledge of the sequences, an effect that was not modulated by presentation speed. These results support that, although visual statistical learning can take place incidentally and, to some extent, outside conscious awareness, factors such as presentation rate and prior knowledge can boost learning of these regularities, presumably by favoring the acquisition of explicit knowledge.

  10. An Abstract Interaction Concept for Designing Interaction Behaviour of Service Compositions

    NARCIS (Netherlands)

    Dirgahayu, T.; Quartel, Dick; van Sinderen, Marten J.; Mertins, Kai; Ruggaber, Rainer; Popplewell, Keith; Xu, Xiaofei

    2008-01-01

    In a service composition, interaction behaviour specifies an information exchange protocol that must be complied with in order to guarantee interoperability between services. Interaction behaviour can be designed using a top-down design approach utilising high abstraction levels to control its

  11. Designing interactive technology for crowd experiences - beyond sanitization

    DEFF Research Database (Denmark)

    Veerasawmy, Rune

    2014-01-01

    This dissertation concerns the topic on designing interactive technology for crowd expe- riences. It takes the outset in the experience-oriented design approach within interaction design, exploring the research question how can we conceptually understand and design interactive technology for crowd...... experiences? Through theoretical studies of sociological crowd theory and pragmatist perspectives on experience combined with design exper- iments at sporting events this dissertation establishes an conceptual understanding of crowd experience. The outcome of this work is furthermore synthesized...... in a conceptual model of social experiences that presents crowd experiences as a distinct type of social experience. This is different from what previously have been explored within experi- ence-oriented design. This dissertation is composed of four research papers framed by an overview that summarizes...

  12. Designing and Developing Game-Like Learning Experience in Virtual Worlds: Challenges and Design Decisions of Novice Instructional Designers

    Science.gov (United States)

    Yilmaz, Turkan Karakus; Cagiltay, Kursat

    2016-01-01

    Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…

  13. Learning Designs using Flipped Classroom Instruction | Conception d’apprentissage à l’aide de l’instruction en classe inversée

    Directory of Open Access Journals (Sweden)

    Amber Danielle Mazur

    2015-05-01

    Full Text Available The flipped classroom is an instructional model that leverages technology-enhanced instruction outside of class time in order to maximize student engagement and learning during class time. As part of an action research study, the authors synthesize reflections about three learning designs and how the flipped classroom model can support teaching, learning and assessment through: (1 guided collaborative discussion, (2 tabletop white boarding and (3 the development of augmented reality auras. Principles for teaching effectiveness are used as a lens to guide the reflection on the benefits and challenges with each of the learning designs. Findings suggest that flipped classroom models that emphasize collaborative learning, group work and accessibility can enable and support inquiry-based learning. Recommendations are provided for educators interested in designing learning using a flipped classroom instructional model, as well as suggestions for future action research agendas. La classe inversée est un modèle pédagogique qui met à profit l’apprentissage hors des heures en classe et qui est rehaussé par la technologie pour maximiser l’engagement et l’apprentissage des apprenants en classe. Dans le cadre de cette étude de recherche-action, les auteurs résument les réflexions sur la façon dont le modèle de la classe inversée peut appuyer l’enseignement, l’apprentissage et l’évaluation par la mise en œuvre de trois conceptions d’apprentissage par investigation : 1 discussion collaborative guidée, 2 tableau blanc de table et 3 développement d’auras en réalité augmentée. Les principes d’enseignement de l’efficacité sont utilisés comme optique guidant la réflexion sur les avantages et les défis de chacune des conceptions d’apprentissage. Les conclusions suggèrent que les modèles de classes inversées qui mettent l’accent sur l’apprentissage collaboratif, le travail en groupe et l’accessibilité peuvent

  14. Challenges in designing interactive systems for emergency response

    DEFF Research Database (Denmark)

    Kristensen, Margit; Kyng, Morten; Nielsen, Esben Toftdahl

    2007-01-01

    and visions as ways to bridge between fieldwork and literature studies on the one hand and the emerging computer based prototypes on the other. Our case concerns design of innovative interactive systems for support in emergency response, including patient identification and monitoring as well as construction......This paper presents research on participatory design of interactive systems for emergency response. We present the work by going through the design method with a focus on the new elements that we developed for the participatory design toolkit, in particular we emphasize the use of challenges...

  15. Interactive design of probability density functions for shape grammars

    KAUST Repository

    Dang, Minh; Lienhard, Stefan; Ceylan, Duygu; Neubert, Boris; Wonka, Peter; Pauly, Mark

    2015-01-01

    A shape grammar defines a procedural shape space containing a variety of models of the same class, e.g. buildings, trees, furniture, airplanes, bikes, etc. We present a framework that enables a user to interactively design a probability density

  16. Designing an Interactive Multimedia Environment for Learning and Aiding Troubleshooting

    National Research Council Canada - National Science Library

    Kolodner, Janet

    1997-01-01

    .... However troubleshooting is a complex process both to learn and perform. This report examines the prospects for designing an interactive learning environment that helps users acquire and engage in effective troubleshooting...

  17. Time, Interaction, and Design in Support of a Good Life

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Laaksolahti, Jarmo Matti; Witzner Hansen, Dan

    development. Our ongoing investigation of Interaction Design for a Good Life (http://itu.dk/IxDLab/) has uncovered a broad diversity of perspectives on how to unpack ‘a good life’ through research and design, and indeed what constitutes a good life to begin with. Through our investigations, time has surfaced...... as pivotal to our budding understanding of elements of a good life and a useful framing for future investigations. Time is also an important topic for interaction design, because it is at the core of interaction, the practice of design, and, in many ways, our use and relationships with technological......This position paper outlines a research program for the IxD Research Group at the IT University of Copenhagen. As such, it presents a range of questions addressing different corners of the question of time in IxD from the point of view of HCI, social interaction, material expressions, and software...

  18. Impact of Maple(TM) on the design, instruction and performance in an undergraduate physics mathematical methods course

    Science.gov (United States)

    Runge, Alan Paul

    1997-10-01

    A traditional undergraduate physics course on mathematical methods has been redesigned to incorporate the use of Maplesp{sc {TM}}, a computer algebra program, during all aspects of the course. Topics covered were: complex number theory; series approximations; matrix theory; partial differentiation; vector algebra; and vector calculus. Five undergraduate students were enrolled, from sophomore to senior in academic class standing. A qualitative case study methodology was used to describe the changes in the course design resulting from the incorporation of Maplesp{sc {TM}} and their impact on the instruction of the course, and to determine the effects on the students' learning and development of problem solving skills in physics using Maplesp{sc {TM}} as a problem solving tool. The impact of using Maplesp{sc {TM}} on the number and types of interactions is presented. The entire semester long course was included in this study. Each class session is described in detail. Examples of the Maplesp{sc {TM}} materials used are given. The use of the Maplesp{sc {TM}} program was allowed on all homework and exams with each student having their own computer during class. Constraints were made so that the assessment emphasis remained on the mathematics and the conceptual understanding of the problem solving methods. All of the students demonstrated some level of proficiency in using Maplesp{TM} to solve the assigned problems. Strategies for effectively using Maplesp{TM} were presented and were individualized by the students. The students reported positive and negative impacts of using Maplesp{sc {TM}}. All of the students satisfactorily completed the course requirements, receiving final course grades from B to A+. All of them continued to voluntarily use Maplesp{sc {TM}} during the following semester. Instructional methods used included various lecture techniques without Maplesp{sc {TM}} assistance, lectures and demonstrations using only Maplesp{sc {TM}}, and student tasks

  19. Educational Modelling Language and Learning Design: new challenges for instructional re-usability and personalized learning

    NARCIS (Netherlands)

    Hummel, Hans; Manderveld, Jocelyn; Tattersall, Colin; Koper, Rob

    2003-01-01

    Published: Hummel, H. G. K., Manderveld, J. M., Tattersall, C.,& Koper, E. J. R. (2004). Educational Modelling Language: new challenges for instructional re-usability and personalized learning. International Journal of Learning Technology, 1, 1, 110-111.

  20. Human Factors Considerations in the Design of Systems of Computer Managed Instruction

    Science.gov (United States)

    Bozeman, William C.

    1978-01-01

    The findings of this study indicate that a significant portion of the wide variance in the success of the implementation of the Wisconsin System for Instructional Management is attributable to the psychological type of the user. (Author/IRT)

  1. A SVM bases AI design for interactive gaming

    OpenAIRE

    Jiang, Yang; Jiang, Jianmin; Palmer, Ian

    2008-01-01

    Interactive gaming requires automatic processing on large volume of random data produced by players on spot, such as shooting, football kicking, boxing etc. In this paper, we describe an artificial intelligence approach in processing such random data for interactive gaming by using a one-class support vector machine (OC-SVM). In comparison with existing techniques, our OC-SVM based interactive gaming design has the features of: (i): high speed processing, providing instant response to the pla...

  2. Design of a decentralized detection of interacting LTI systems

    Directory of Open Access Journals (Sweden)

    Shamanth Shankar

    2002-01-01

    Full Text Available In this paper, the problem of designing a decentralized detection filter for a large homogeneous collection of LTI systems is considered. The collection of systems considered here draws inspiration from platoons of vehicles, and the considered interactions amongst systems in the collection are banded and lower triangular, mimicking the typical “look-ahead” nature of interactions in a platoon of vehicles. A fault in a system propagates to other systems in the collection via such interactions.

  3. Designing for social interaction in open-ended play environments

    NARCIS (Netherlands)

    de Valk, L.; Bekker, T.; Eggen, J.H.

    2015-01-01

    Interactive technology is becoming more strongly integrated in innovative play solutions. As play is often a social experience, understanding the dynamic social context in which such play takes place is an essential step in designing new interactive play environments. In this paper, we explore the

  4. Multimodal interaction design in collocated mobile phone use

    NARCIS (Netherlands)

    El-Ali, A.; Lucero, A.; Aaltonen, V.

    2011-01-01

    In the context of the Social and Spatial Interactions (SSI) platform, we explore how multimodal interaction design (input and output) can augment and improve the experience of collocated, collaborative activities using mobile phones. Based largely on our prototype evaluations, we reflect on and

  5. Design and Evaluation of Health Literacy Instructional Video for Pharmacy Students

    OpenAIRE

    Catherine Santanello, PhD; Lakesha M Butler, PharmD, BCPS; Radhika Devraj, PhD

    2013-01-01

    Objectives: 1) To describe the development of a health literacy video tailored for pharmacy students. 2) To compare the use of a health literacy video as an instructional method to a previously used health literacy instructional strategy by using both and: a) assessing pharmacy students' perceptions of their ability to communicate with low health literacy patients and b) assessing pharmacy students' perceptions of their overall understanding of the role of health literacy in a pharmacy settin...

  6. Design sensitivities for interactive sport-training games

    DEFF Research Database (Denmark)

    Jensen, Mads Møller; Rasmussen, Majken Kirkegård; Grønbæk, Kaj

    2014-01-01

    and reflected upon. Based on the experiences gained from the design and development process, as well as examples from the existing field and skill acquisition theory, we present three areas of interest to consider for interactive sport-training game designers: Context Characteristics, Movement Patterns...... and Perceptual Reaction. From a discussion of these areas, we derive eight design sensitivities that emphasize issues, challenges and opportunities, important for the design, development and analysis of interactive sport-training games in general.......This paper presents the design and development process of an interactive football-training game that aims to improve players' ball-handling skills, and their ability to simultaneously survey the playing field. A small-scale experiment was conducted to test the game, and the results are presented...

  7. Designing interaction, voice, and inclusion in AAC research.

    Science.gov (United States)

    Pullin, Graham; Treviranus, Jutta; Patel, Rupal; Higginbotham, Jeff

    2017-09-01

    The ISAAC 2016 Research Symposium included a Design Stream that examined timely issues across augmentative and alternative communication (AAC), framed in terms of designing interaction, designing voice, and designing inclusion. Each is a complex term with multiple meanings; together they represent challenging yet important frontiers of AAC research. The Design Stream was conceived by the four authors, researchers who have been exploring AAC and disability-related design throughout their careers, brought together by a shared conviction that designing for communication implies more than ensuring access to words and utterances. Each of these presenters came to AAC from a different background: interaction design, inclusive design, speech science, and social science. The resulting discussion among 24 symposium participants included controversies about the role of technology, tensions about independence and interdependence, and a provocation about taste. The paper concludes by proposing new directions for AAC research: (a) new interdisciplinary research could combine scientific and design research methods, as distant yet complementary as microanalysis and interaction design, (b) new research tools could seed accessible and engaging contextual research into voice within a social model of disability, and (c) new open research networks could support inclusive, international and interdisciplinary research.

  8. Design patterns for instructional materials that foster proficiency at analyzing and interpreting complex geoscience data

    Science.gov (United States)

    Kastens, K. A.; Krumhansl, R.

    2016-12-01

    The Next Generation Science Standards incorporate a stronger emphasis on having students work with data than did prior standards. This emphasis is most obvious in Practice 4: Analyzing and Interpreting Data, but also permeates performance expectations built on Practice 2 when students test models, Practice 6 when students construct explanations, and Practice 7 when student test claims with evidence. To support curriculum developers who wish to guide high school students towards more sophisticated engagement with complex data, we analyzed a well-regarded body of instructional materials designed for use in introductory college courses (http://serc.carleton.edu/integrate/teaching_materials/). Our analysis sought design patterns that can be reused for a variety of topics at the high school or college level. We found five such patterns, each of which was used in at least half of the modules analyzed. We describe each pattern, provide an example, and hypothesize a theory of action that could explain how the sequence of activities leverages known perceptual, cognitive and/or social processes to foster learning from and about data. In order from most to least frequent, the observed design patterns are as follows: In Data Puzzles, students respond to guiding questions about high-value snippets of data pre-selected and sequenced by the curriculum developer to lead to an Aha! inference. In Pooling Data to See the Big Picture, small groups analyze different instances of analogous phenomenon (e.g. different hurricanes, or different divergent plate boundaries) and pool their insights to extract the commonalities that constitute the essence of that phenomenon. In Make a Decision or Recommendation, students combine geoscience data with other factors (such as economic or environmental justice concerns) to make a decision or recommendation about a human or societal action. In Predict-Observe-Explain, students make a prediction about what the Earth will look like under conditions

  9. An analysis of program planning in schools with emerging excellence in science instructional design

    Science.gov (United States)

    Carroll, Karen Marie

    Science educators agree on many of the program elements that characterize exemplary science instructional programs, but it has not been clear how the processes of planning and implementation lead to excellence in program design. This study focuses on two K--12 school clusters located in unified school districts and one K--12 school cluster spanning two non-unified districts that are in the midst of building new science programs. The clusters were selected for support by an organization of educators, scientists, and businesspersons because they were recognized as likely to produce good programs. The investigation centers on three research questions: (1) To what extent have schools engaged in science education reform achieved excellence? (2) How did schools engaged in science program improvement go about achieving their goals, and (3) What contextual factors are most closely related to the realization of quality program elements? The degree to which each program studied met indicators of quality suggested by the National Science Education Standards (NSES) are described according to an Innovation Configuration (IC) Chart. Using a Stream Diagnostic method of analysis, levels of practice were associated with contextual factors categorized as Social, Organizing, and Resource. Findings reveal the importance of a balanced and synchronized function of all components, including administrative commitment, teacher participation, and favorable logistical aspects. Individual reform projects were more likely to be successful if they included exemplary program elements and mechanisms for program managers to access district personnel and procedures needed to implement programs. A review of the cluster case histories also revealed the positive impact of cooperation between the funding organization and the project, the degree to which professional development is directly related to the new program, and the availability of resources and support for each exemplary program element.

  10. Interactive methods to involve users into workspace design process

    DEFF Research Database (Denmark)

    Souza da Conceição, Carolina; Broberg, Ole; Banke, Palle

    2013-01-01

    This paper addresses the question of whether the use of a combination of interactive methods involving workers can lead to a useful input to the (re)design of their workspace. The workbook and the layout design game methods were tested, and a comparison between their use and the ergonomic analysi...

  11. Teaching interaction design & children within diverse disciplinary curricula.

    NARCIS (Netherlands)

    Gilutz, S.; Bekker, M.M.; Fisch, S.; Blikstein, Paulo

    2011-01-01

    This one-day workshop will bring together instructors who teach Interaction Design & Children at a university level from a wide spectrum of disciplines and research communities (HCI, Engineering, Design, education, Psychology and Communications). Our goal is to explore the various current ways IDC

  12. GaussStudio: designing seamless tangible interactions on portable displays

    NARCIS (Netherlands)

    Liang, R.-H.; Kuo, H.-C.; Bruns Alonso, M.; Chen, B.-Y.

    2016-01-01

    The analog Hall-sensor grid, GaussSense, is a thin-form magnetic-field camera technology for designing expressive occlusion-free, near-surface tangible interactions on conventional portable displays. The studio will provide hands-on experiences that combine physical designs and the GaussSense

  13. Designing interaction behaviour in service-oriented enterprise application integration

    NARCIS (Netherlands)

    Dirgahayu, T.; Quartel, Dick; van Sinderen, Marten J.

    In this paper we present an approach for designing interaction behaviour in service-oriented enterprise application integration. The approach enables business analysts to actively participate in the design of an integration solution. In this way, we expect that the solution meets its integration

  14. CHI 2013 Human Work Interaction Design (HWID) SIG

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Campos, Pedro F.; Katre, Dinesh S.

    2013-01-01

    In this SIG we aim to introduce the IFIP 13.6 Human Work Interaction Design (HWID) approach to the CHI audience. The HWID working group aims at establishing relationships between extensive empirical work-domain studies and HCI design. We invite participants from industry and academia with an inte...

  15. Teaching Interaction Design and Children: Understanding the Relevance of Theory for Design

    Directory of Open Access Journals (Sweden)

    Tilde Bekker

    2014-08-01

    Full Text Available In this paper we address the challenge of teaching interaction design for children’s products especially pertaining to bridging the gap between child development theories and interaction design issues. We describe our experiences from developing a one-week course on interaction design and children, that is part of a competency based Masters program in design. We conclude that key elements in this course, to support learning how to incorporate theoretical knowledge in design, are a providing design tool that covers a child developmental model of four domains (cognitive, social, emotional and physical , such as the Developmentally Situated Design cards for creating child personas and design concepts b using a design exercise c giving students the possibility to work on several iterations d giving students more than one age-group to work with in the project, and e providing the students with an evaluation protocol.

  16. Using interactive model simulations in co-design : An experiment in urban design

    NARCIS (Netherlands)

    Steen, M.G.D.; Arendsen, J.; Cremers, A.H.M.; Vries, A. de; Jong, J.M.G. de; Koning, N.M. de

    2013-01-01

    This paper presents an experiment in which people performed a co-design task in urban design, using a multi-user touch table application with or without interactive model simulations. We hypothesised that using the interactive model simulations would improve communication and co-operation between

  17. Enhancing Human-Computer Interaction Design Education: Teaching Affordance Design for Emerging Mobile Devices

    Science.gov (United States)

    Faiola, Anthony; Matei, Sorin Adam

    2010-01-01

    The evolution of human-computer interaction design (HCID) over the last 20 years suggests that there is a growing need for educational scholars to consider new and more applicable theoretical models of interactive product design. The authors suggest that such paradigms would call for an approach that would equip HCID students with a better…

  18. The Instructional Design of Case Method Combined With Role-Playing in the Soil and Groundwater Training Courses

    Directory of Open Access Journals (Sweden)

    Mei-Yin Hwa

    2013-12-01

    Full Text Available Almost all environmental problems are caused by human. Besides being good at environmental engineering theory and technology, to enhance the ability to solve environmental problems, the environmental practitioners need a closer understanding of the stance of different stakeholders. This study is an instructional design combining both "case method" and "role-playing" into the “Soil and Groundwater Talent Training Courses” in Taipei. The curriculum is based on the hexavalent chromium pollution case in Yunlin County. Each group of students is encouraged to play four roles, inculding leather factory owners, farmers, environmental officials, and soil testing professionals. Each group of students has to propose solution strategies after discussion and consultation. The study adopts a single group posttest design. The qualitative data were analyzed using content analysis. The quantitative data were analyzed through proportion and Pearson correlation. Results were as follows: (1 The solution strategies identified by the students include: “mutual communication”, “consensus-building”, and “the formation of an environmental committee". (2 More than 80% of students were satisfied with the instruction, and they found it helpful in terms of knowledge and skills in doing surveying. A moderate positive correlation exists between students’ participation and learning satisfaction. A reflection concerning this instruction design along with some recommendations are provided.

  19. The Identification, Implementation, and Evaluation of Critical User Interface Design Features of Computer-Assisted Instruction Programs in Mathematics for Students with Learning Disabilities

    Science.gov (United States)

    Seo, You-Jin; Woo, Honguk

    2010-01-01

    Critical user interface design features of computer-assisted instruction programs in mathematics for students with learning disabilities and corresponding implementation guidelines were identified in this study. Based on the identified features and guidelines, a multimedia computer-assisted instruction program, "Math Explorer", which delivers…

  20. Acquiring Science and Social Studies Knowledge in Kindergarten through Fourth Grade: Conceptualization, Design, Implementation, and Efficacy Testing of Content-Area Literacy Instruction (CALI)

    Science.gov (United States)

    Connor, Carol McDonald; Dombek, Jennifer; Crowe, Elizabeth C.; Spencer, Mercedes; Tighe, Elizabeth L.; Coffinger, Sean; Zargar, Elham; Wood, Taffeta; Petscher, Yaacov

    2017-01-01

    With national focus on reading and math achievement, science and social studies have received less instructional time. Yet, accumulating evidence suggests that content knowledge is an important predictor of proficient reading. Starting with a design study, we developed content-area literacy instruction (CALI) as an individualized (or personalized)…

  1. Design, development, and evaluation of an interactive simulator for engineering ethics education (SEEE).

    Science.gov (United States)

    Chung, Christopher A; Alfred, Michael

    2009-06-01

    Societal pressures, accreditation organizations, and licensing agencies are emphasizing the importance of ethics in the engineering curriculum. Traditionally, this subject has been taught using dogma, heuristics, and case study approaches. Most recently a number of organizations have sought to increase the utility of these approaches by utilizing the Internet. Resources from these organizations include on-line courses and tests, videos, and DVDs. While these individual approaches provide a foundation on which to base engineering ethics, they may be limited in developing a student's ability to identify, analyze, and respond to engineering ethics situations outside of the classroom environment. More effective approaches utilize a combination of these types of approaches. This paper describes the design and development of an internet based interactive Simulator for Engineering Ethics Education. The simulator places students in first person perspective scenarios involving different types of ethical situations. Students must gather data, assess the situation, and make decisions. This requires students to develop their own ability to identify and respond to ethical engineering situations. A limited comparison between the internet based interactive simulator and conventional internet web based instruction indicates a statistically significant improvement of 32% in instructional effectiveness. The simulator is currently being used at the University of Houston to help fulfill ABET requirements.

  2. Online simulation of classical inorganic analysis - interactive, self instructive simulations give more lab-time

    DEFF Research Database (Denmark)

    Josephsen, Jens

    2005-01-01

    Laboratory exercises, investigations, and experiments are invariably included in university chemistry teaching. The learning of empirical facts, chemical procedures and methods in chemistry depends heavily on the experience, which may be obtained from such teaching activities [1]. Experimental work...... in teaching is, however, both expensive and time consuming, and should therefor effectively benefit from the allotted student time, money, and staff time. If the instructions are too ambitious regarding what the students can manage to do and are overloaded with information [2,3] it may result in the students...... (and in university programmes it often isn’t), but rather to give them experience with chemicals and methods, a computer-based laboratory simulation may function as a cheap and fast extension of student lab time. Virtual investigations seem to be a promising kind of tool [6,7,8] for several reasons...

  3. CAI多媒體教學軟體之開發模式 Using an Instructional Design Model for Developing a Multimedia CAI Courseware

    Directory of Open Access Journals (Sweden)

    Hsin-Yih Shyu

    1995-09-01

    Full Text Available 無This article outlined a systematic instructional design model for developing a multimedia computer-aided instruction (CAI courseware. The model illustrated roles and tasks as two dimensions necessary in a CAI production teamwork. Four major components (Analysis, Design, Development, and Revise/Evaluation following by totally 25 steps are provided. Eight roles with each competent skills were identified. The model will be useful in serving as a framework for developing a mulrimedia CAI courseware for educators, instructional designers and CAI industry developers.

  4. The impact of design-based modeling instruction on seventh graders' spatial abilities and model-based argumentation

    Science.gov (United States)

    McConnell, William J.

    Due to the call of current science education reform for the integration of engineering practices within science classrooms, design-based instruction is receiving much attention in science education literature. Although some aspect of modeling is often included in well-known design-based instructional methods, it is not always a primary focus. The purpose of this study was to better understand how design-based instruction with an emphasis on scientific modeling might impact students' spatial abilities and their model-based argumentation abilities. In the following mixed-method multiple case study, seven seventh grade students attending a secular private school in the Mid-Atlantic region of the United States underwent an instructional intervention involving design-based instruction, modeling and argumentation. Through the course of a lesson involving students in exploring the interrelatedness of the environment and an animal's form and function, students created and used multiple forms of expressed models to assist them in model-based scientific argument. Pre/post data were collected through the use of The Purdue Spatial Visualization Test: Rotation, the Mental Rotation Test and interviews. Other data included a spatial activities survey, student artifacts in the form of models, notes, exit tickets, and video recordings of students throughout the intervention. Spatial abilities tests were analyzed using descriptive statistics while students' arguments were analyzed using the Instrument for the Analysis of Scientific Curricular Arguments and a behavior protocol. Models were analyzed using content analysis and interviews and all other data were coded and analyzed for emergent themes. Findings in the area of spatial abilities included increases in spatial reasoning for six out of seven participants, and an immense difference in the spatial challenges encountered by students when using CAD software instead of paper drawings to create models. Students perceived 3D printed

  5. The cognitive impact of interactive design features for learning complex materials in medical education.

    Science.gov (United States)

    Song, Hyuksoon S; Pusic, Martin; Nick, Michael W; Sarpel, Umut; Plass, Jan L; Kalet, Adina L

    2014-02-01

    To identify the most effective way for medical students to interact with a browser-based learning module on the symptoms and neurological underpinnings of stroke syndromes, this study manipulated the way in which subjects interacted with a graphical model of the brain and examined the impact of functional changes on learning outcomes. It was hypothesized that behavioral interactions that were behaviorally more engaging and which required deeper consideration of the model would result in heightened cognitive interaction and better learning than those whose manipulation required less deliberate behavioral and cognitive processing. One hundred forty four students were randomly assigned to four conditions whose model controls incorporated features that required different levels of behavioral and cognitive interaction: Movie (low behavioral/low cognitive, n = 40), Slider (high behavioral/low cognitive, n = 36), Click (low behavioral/high cognitive, n = 30), and Drag (high behavioral/high cognitive, n = 38). Analysis of Covariates (ANCOVA) showed that students who received the treatments associated with lower cognitive interactivity (Movie and Slider) performed better on a transfer task than those receiving the module associated with high cognitive interactivity (Click and Drag, partial eta squared = .03). In addition, the students in the high cognitive interactivity conditions spent significantly more time on the stroke locator activity than other conditions (partial eta squared = .36). The results suggest that interaction with controls that were tightly coupled with the model and whose manipulation required deliberate consideration of the model's features may have overtaxed subjects' cognitive resources. Cognitive effort that facilitated manipulation of content, though directed at the model, may have resulted in extraneous cognitive load, impeding subjects in recognizing the deeper, global relationships in the materials. Instructional designers must, therefore, keep in

  6. Design of Feedback in Interactive Multimedia Language Learning Environments

    Directory of Open Access Journals (Sweden)

    Vehbi Türel

    2012-01-01

    Full Text Available In interactive multimedia environments, different digital elements (i. e. video, audio, visuals, text, animations, graphics and glossary can be combined and delivered on the same digital computer screen (TDM 1997: 151, CCED 1987, Brett 1998: 81, Stenton 1998: 11, Mangiafico 1996: 46. This also enables effectively provision and presentation of feedback in pedagogically more efficient ways, which meets not only the requirement of different teaching and learning theories, but also the needs of language learners who vary in their learning-style preferences (Robinson 1991: 156, Peter 1994: 157f.. This study aims to bring out the pedagogical and design principles that might help us to more effectively design and customise feedback in interactive multimedia language learning environments. While so doing, some examples of thought out and customized computerised feedback from an interactive multimedia language learning environment, which were designed and created by the author of this study and were also used for language learning purposes, will be shown.

  7. Embodied Cognition and the Magical Future of Interaction Design

    Directory of Open Access Journals (Sweden)

    David Kirsh

    2013-09-01

    Full Text Available The theory of embodied cognition can provide HCI practitioners and theorists with new ideas about interaction and new principles for better designs. I support this claim with four ideas about cognition: (1 interacting with tools changes the way we think and perceive – tools, when manipulated, are soon absorbed into the body schema, and this absorption leads to fundamental changes in the way we perceive and conceive of our environments; (2 we think with our bodies not just with our brains; (3 we know more by doing than 3by seeing – there are times when physically performing an activity is better than watching someone else perform the activity, even though our motor resonance system fires strongly during other person observa tion; (4 there are times when we literally think with things. These four ideas have major implications for interaction design, especially the design of tangible, physical, context aware, and telepresence systems.

  8. Using Heuristic Task Analysis to Create Web-Based Instructional Design Theory

    Science.gov (United States)

    Fiester, Herbert R.

    2010-01-01

    The first purpose of this study was to identify procedural and heuristic knowledge used when creating web-based instruction. The second purpose of this study was to develop suggestions for improving the Heuristic Task Analysis process, a technique for eliciting, analyzing, and representing expertise in cognitively complex tasks. Three expert…

  9. Towards a framework for attention cueing in instructional animations: Guidelines for research and design

    NARCIS (Netherlands)

    B.B. de Koning (Björn); H.K. Tabbers (Huib); R.M.J.P. Rikers (Remy); G.W.C. Paas (Fred)

    2009-01-01

    textabstractThis paper examines the transferability of successful cueing approaches from text and static visualization research to animations. Theories of visual attention and learning as well as empirical evidence for the instructional effectiveness of attention cueing are reviewed and, based on

  10. The Use of a Well-Designed Instructional Guideline in Online MBA Teaching

    Science.gov (United States)

    Duesing, Robert J.; Ling, Juan; Yang, Jiaqin

    2016-01-01

    This study investigated the positive impact of a teaching practice on student learning outcomes in an online MBA program. An instructional project guideline was developed to help online students enhance their achieving required learning objectives corresponding to five categories of Bloom's Taxonomy. The course learning objectives are based on…

  11. Three worlds of instructional design: State of the art and future directions

    NARCIS (Netherlands)

    Merriënboer, J.J.G. van; Kirschner, P.A.

    Three worlds of ID are distinguished. The World of Knowledge stresses the analysis of learning outcomes in knowledge structures and the selection of instructional strategies for particular outcomes; the World of Learning focuses on particular learning processes and the synthesis of strategies that

  12. Meeting 2020 Workforce Goals: The Role of Industry-College Collaboration and Goals for Instructional Design

    Science.gov (United States)

    Yarnall, Louise

    2014-01-01

    Since the 1990s, federal programs for workforce training have aimed to transform the role of community colleges from narrow contract training to a broader role that encompasses strategic instructional program planning and innovation to support lifelong learning for a changing workforce and economic development (Jacobs & Teahen, 1996). Yet, to…

  13. Making It Happen: Using Differentiated Instruction, Retrofit Framework, and Universal Design for Learning

    Science.gov (United States)

    Stanford, Barbara; Reeves, Stacy

    2009-01-01

    When children of diverse disabilities and students with ELL rulings are included in traditional classrooms, regular education teachers face a dilemma: How to teach the standard curriculum and teach the new inclusion students? How do they teach students with different heritages and linguistic backgrounds? Differentiated Instruction (DI) is content,…

  14. Applying the Science of Learning: Evidence-Based Principles for the Design of Multimedia Instruction

    Science.gov (United States)

    Mayer, Richard E.

    2008-01-01

    During the last 100 years, a major accomplishment of psychology has been the development of a science of learning aimed at understanding how people learn. In attempting to apply the science of learning, a central challenge of psychology and education is the development of a science of instruction aimed at understanding how to present material in…

  15. Playing, Debugging, Learning: A Proposal between Game and Instructional Designs via Extended Prototyping

    Science.gov (United States)

    Gandolfi, Enrico

    2018-01-01

    This article investigates the phenomenon of open and participative development (e.g. beta testing, Kickstarter projects)--i.e. extended prototyping--in digital entertainment as a potential source of insights for instructional interventions. Despite the increasing popularity of this practice and the potential implications for educators and…

  16. Improving the development of instructional software : Three building-block solutions to interrelate design and production

    NARCIS (Netherlands)

    Boot, E.W.; Merrienboer, J.J.G. van; Theunissen, N.C.M.

    2008-01-01

    Currently, there is a focus on authentic tasks as the driving force for learning in integrated e-learning systems. This sets new criteria for instructional software, which should become much more flexible and allow for domain modeling and pedagogical modeling. A theoretical analysis and a survey (n

  17. A Study in Instructional Design: A Multi-Modal Approach to Business Logistics.

    Science.gov (United States)

    Griffin, Robert E.; And Others

    Pennsylvania State University provided financial grants and support services to faculty members for improvement of instruction. Funds were provided for released time for faculty, audiovisual production materials, and research and evaluation. An extension course in business logistics was developed using these funds. Lecture presentations were…

  18. Promoting Students' Emotions and Achievement--Instructional Design and Evaluation of the ECOLE-Approach

    Science.gov (United States)

    Glaser-Zikuda, Michaela; Fuss, Stefan; Laukenmann, Matthias; Metz, Kerstin; Randler, Christoph

    2005-01-01

    Emotions such as interest and anxiety are part of the learning process as well as cognition and motivation. In view of this, educational science should take emotional aspects of instruction into account. The "ECOLE"-approach ("Emotional and Cognitive Aspects of Learning") presented in this paper is a theoretically guided…

  19. Software Design for Interactive Graphic Radiation Treatment Simulation Systems*

    Science.gov (United States)

    Kalet, Ira J.; Sweeney, Christine; Jacky, Jonathan

    1990-01-01

    We examine issues in the design of interactive computer graphic simulation programs for radiation treatment planning (RTP), as well as expert system programs that automate parts of the RTP process, in light of ten years of experience at designing, building and using such programs. An experiment in object-oriented design using standard Pascal shows that while some advantage is gained from the design, it is still difficult to achieve modularity and to integrate expert system components. A new design based on the Common LISP Object System (CLOS) is described. This series of designs for RTP software shows that this application benefits in specific ways from object-oriented design methods and appropriate languages and tools.

  20. Explore the interactive design of touch interface Webpage

    Directory of Open Access Journals (Sweden)

    JIANG Zhen

    2014-12-01

    Full Text Available With the arrival of the era of mobile touch,website HTML,CSS and JavaScript building have been changed.Especially the functional development of hypertext markup language HTML5 and touch interface not only enhances the speed of the Website,but also creates amazing user experiences.Therefore,now Webpage design focus on the transmission of information at the same time,more concerns itself about the personalized and interactive design of users,including visual experience,browsing expect and psychological interaction,etc.

  1. Workshop on cultural usability and human work interaction design

    DEFF Research Database (Denmark)

    Clemmensen, Torkil; Ørngreen, Rikke; Roese, Kerstin

    2008-01-01

    it into interaction design. The workshop will present current research into cultural usability and human work interaction design. Cultural usability is a comprehensive concept, which adheres to all kinds of contexts in which humans are involved (private family, work, public and private organizations, nature......, Workplace observation, Think-Aloud Usability Test, etc. These techniques often give - seemingly - similar results when applied in diverse cultural settings, but experience shows that we need a deep understanding of the cultural, social and organizational context to interpret the results, and to transform...

  2. General aviation design synthesis utilizing interactive computer graphics

    Science.gov (United States)

    Galloway, T. L.; Smith, M. R.

    1976-01-01

    Interactive computer graphics is a fast growing area of computer application, due to such factors as substantial cost reductions in hardware, general availability of software, and expanded data communication networks. In addition to allowing faster and more meaningful input/output, computer graphics permits the use of data in graphic form to carry out parametric studies for configuration selection and for assessing the impact of advanced technologies on general aviation designs. The incorporation of interactive computer graphics into a NASA developed general aviation synthesis program is described, and the potential uses of the synthesis program in preliminary design are demonstrated.

  3. Modeling, Designing, and Implementing an Avatar-based Interactive Map

    Directory of Open Access Journals (Sweden)

    Stefan Andrei

    2016-03-01

    Full Text Available Designing interactive maps has always been a challenge due to the geographical complexity of the earth’s landscape and the difficulty of resolving details to a high resolution. In the past decade or so, one of the most impressive map-based software application, the Global Positioning System (GPS, has probably the highest level of interaction with the user. This article describes an innovative technique for designing an avatar-based virtual interactive map for the Lamar University Campus, which will entail the buildings’ exterior as well as their interiors. Many universities provide 2D or 3D maps and even interactive maps. However, these maps do not provide a complete interaction with the user. To the best of our knowledge, this project is the first avatar-based interaction game that allows 100% interaction with the user. This work provides tremendous help to the freshman students and visitors of Lamar University. As an important marketing tool, the main objective is to get better visibility of the campus worldwide and to increase the number of students attending Lamar University.

  4. Designing Interactive Storytelling: A Virtual Environment for Personal Experience Narratives

    OpenAIRE

    Ladeira , Ilda; Marsden , Gary; Green , Lesley

    2011-01-01

    Part 1: Long and Short Papers; International audience; We describe an ongoing collaboration with the District Six Museum, in Cape Town, aimed at designing a storytelling prototype for preserving personal experience narratives. We detail the design of an interactive virtual environment (VE) which was inspired by a three month ethnography of real-life oral storytelling. The VE places the user as an audience member in a virtual group listening to two storytelling agents capable of two forms of i...

  5. Browsing while reading: effects of instructional design and learners' prior knowledge

    Directory of Open Access Journals (Sweden)

    Theimo Müller-Kalthoff

    2006-12-01

    Full Text Available One of the key reasons that multimedia, and particularly hypertext systems, are gaining in importance is that they inspire hopes of optimizing learners' processes of knowledge construction. The present study is concerned with the respective influence of individual learner variables (i.e. particularly domain-specific prior knowledge on the use of different design attributes. Thirty-six university students worked through a hierarchically structured two-part hypertext about the psychology of memory under two experimental browsing conditions (reduced versus free browsing. Results show that deeper-level comprehension (i.e. structural knowledge was predicted by the interaction of experimental condition and prior knowledge, but that simply retaining facts was not. Participants with low prior knowledge performed better on the comprehension test if they had worked on the version with reduced access. Moreover, the version with reduced access helped to reduce feelings of disorientation. The measure of disorientation also appeared to be closely linked with the individual's computer experience, self-concept of computer ability and subject-related interest. The main implications for educational practice relate to the design of an adaptive multimedia and hypertext learning system and the successful learning with it.

  6. DESIGN AND DEVELOPMENT OF AN INTELLIGENT INSTRUCTIVE SYSTEM: Scholastic Tutor (St*

    Directory of Open Access Journals (Sweden)

    Adebiyi MARION O.

    2011-10-01

    Full Text Available Intelligent Tutoring Systems (ITS is an act of impacting knowledge while computer teaches or acts as the tutors which is a supplement to human teachers. The ability to teach each student based on their individual abilities a major advantage posed by ITS and that is why it is being embraced in this work. This work describes the design of an Intelligent Tutoring System that was tagged Scholastic tutor (St*, which has the individual learning and collaborative problem-solving modules. The individual tutoring module was designed to provide appropriate lessons to individuals based on his/her background knowledge level, interest, and learning style and assimilation rate prior to using the tutoring system. A software agent is used to monitor and process these parameters, arrange the learning topic, and exercises, for each individual. The collaborative problem-based tutoring module was designed to present tutorial problems and provides facilities to assist learners with some useful information and advice for problem solving. This is because the present lecturing methodology which is the conventional teaching methodology provides an interactive classroom setting that promotes the open exchange of ideas and allows for the lecturer to communicate directly with the students but has a great disadvantage of not teaching all the students according to their own learning rate and pace. The intelligent tutor solves this problem by providing individualised learning for each student where they can learn according to their own pace and learning abilities it will provide remedy and advice when learners encounter difficulties during learning session. The classical model of ITS architecture has four main modules; domain model, student model, tutoring model and the user interface model.

  7. Laser Pointers: Low-Cost, Low-Tech Innovative, Interactive Instruction Tool

    Science.gov (United States)

    Zdravkovska, Nevenka; Cech, Maureen; Beygo, Pinar; Kackley, Bob

    2010-01-01

    This paper discusses the use of laser pointers at the Engineering and Physical Sciences Library, University of Maryland, College Park, as a personal response system (PRS) tool to encourage student engagement in and interactivity with one-shot, lecture-based information literacy sessions. Unlike more sophisticated personal response systems like…

  8. Strategy Instruction Shifts Teacher and Student Interactions during Text-Based Discussions

    Science.gov (United States)

    Boardman, Alison G.; Boelé, Amy L.; Klingner, Janette K.

    2018-01-01

    This study examined how teacher and student interactions were influenced by a multistrategy reading model, Collaborative Strategic Reading (CSR), where students learn to apply before-, during-, and after-reading strategies in small cooperative learning groups. Five middle school English language arts teachers and their students (N = 184)…

  9. Are Noncovalent Interactions an Achilles Heel in Chemistry Education? A Comparison of Instructional Approaches

    Science.gov (United States)

    Williams, Leah C.; Underwood, Sonia M.; Klymkowsky, Michael W.; Cooper, Melanie M.

    2015-01-01

    Intermolecular forces (IMFs), or more broadly, noncovalent interactions either within or between molecules, are central to an understanding of a wide range of chemical and biological phenomena. In this study, we present a multiyear, multi-institutional, longitudinal comparison of how students enrolled in traditional general chemistry courses and…

  10. Two-Way Interactive Television: An Emerging Technology for University Level Business School Instruction.

    Science.gov (United States)

    Heiens, Richard A.; Hulse, Deborah B.

    1996-01-01

    An organizational behavior course was delivered via two-way interactive television to a campus site (71 students) and three remote locations (48 students). Remote students were slightly older and predominantly female. There were no significant differences in academic performance between on-campus and remote students. (SK)

  11. ASIE Model: An Innovative Instructional Design Model for Teachers in Enhancing and Sustaining the Quality of the 21st Century Learning

    OpenAIRE

    Ismail Md Zain

    2017-01-01

    An effective and systematic design of instruction will determine the quality of learning and teaching practices. Hence, instructional design models are required, to move from just adopting a standard approach to developing models that have an impact on learners' profiles, creating a much better learning experience, skills, and knowledge both in the classroom and online. The 21st Century Learning Framework requires learners to develop their thinking skills, communication skills, collaborating ...

  12. Use of Second Life for interactive instruction and distance learning in nuclear physics and technology

    Science.gov (United States)

    Amme, Robert C.

    2009-05-01

    The developing nuclear power renaissance, coupled with related environmental consequences, is forcing a re-examination of the manner in which nuclear science and technology is (or is not) being taught in the United States. The 20-year hiatus of the nuclear power industry has been a decided factor in the relatively stagnant growth of nuclear physics and nuclear technology instruction, from middle school to graduate education. Furthermore, the general public remains fairly ignorant of the various features of nuclear power, at best having been briefly exposed to the subject only in a middle-school course in Physical Science. Essential to this renaissance is the capacity to deal with the regulatory environment and safety standards that must be addressed prior to new plant certification. Regrettably, too few individuals who are trained in environmental science are adequately prepared in the basic concepts of nuclear physics to deal with such issues as radioactive waste storage and transportation, biological effects of ionizing radiation, geological repositories, nuclear fuel reprocessing, etc. which are of great concern to the Nuclear Regulatory Commission. We are developing a master's degree, to be taught online, in the area of environmental impact assessment as it relates to these and other issues. To accommodate the need for laboratory exercises, we have adopted the virtual world developed by Linden Laboratory entitled Second Life; it is here that the student, as an avatar, will gain knowledge of the nature of ionizing radiation, radioactive half-lives, gamma and beta ray spectroscopy, neutron activation, and radiation shielding, using virtual apparatus and virtual radiation sources. Additionally, a virtual Generation III+ power reactor has been constructed on an adjoining Second Life island (entitled Science School II) which provides the visitor with a realistic impression of its inner workings. This presentation will provide the details of this construct and how it

  13. Professionality of Junior High School (SMP) Science Teacher in Preparing Instructional Design of Earth and Space Sciences (IPBA)

    Science.gov (United States)

    Marlina, L.; Liliasari; Tjasyono, B.; Hendayana, S.

    2017-02-01

    The teacher is one important factor in the provision of education in schools. Therefore, improving the quality of education means we need to enhance the quality and the professionalism of teachers. We offer a solution through education and training of junior high school science teachers in developing the instructional design of Earth and Space Sciences (IPBA). IPBA is part of the science subjects which is given to students from elementary school to college. This research is a preliminary study of junior high school science teacher professionalism in creating instructional design IPBA. Mixed method design is used to design the research. Preliminary studies conducted on junior high school science teacher in one MGMPs in South Sumatera, and the respondent are 18 teachers from 13 schools. The educational background of science teachers who teach IPBA not only from physical education but also biology and agriculture. The result of preliminary study showed that the ratio of teachers who teach IPBA are 56% from physic education, 39% from biology, and 5% from agriculture. The subjects of IPBA that considered difficult by teachers are the distribution of sun, moon, and satellite motion; specific processes in lithosphere and atmosphere; and the correlation between lithosphere and atmosphere with the environment. The teachers also face difficulty in preparing media, choosing the right methods in teaching IPBA.

  14. Russian HyperTutor: Designing Interactive Multimedia for the Macintosh.

    Science.gov (United States)

    Mitrevski, George

    1995-01-01

    Describes an interactive, multimedia computer program designed to teach Russian grammar, and accompany a commercial textbook. Each of the 35 lessons integrates graphics, sound, and animation. A dictionary and extensive vocabulary exercises are also included. Tutorials provide simple but concise grammar explanations that the teacher can edit or…

  15. Design, testing, and delivery of an interactive graphics display subsystem

    Science.gov (United States)

    Holmes, B.

    1973-01-01

    An interactive graphics display system was designed to be used in locating components on a printed circuit card and outputting data concerning their thermal values. The manner in which this was accomplished in terms of both hardware and software is described. An analysis of the accuracy of this approach is also included.

  16. The ZAP Project: Designing Interactive Computer Tools for Learning Psychology

    Science.gov (United States)

    Hulshof, Casper; Eysink, Tessa; de Jong, Ton

    2006-01-01

    In the ZAP project, a set of interactive computer programs called "ZAPs" was developed. The programs were designed in such a way that first-year students experience psychological phenomena in a vivid and self-explanatory way. Students can either take the role of participant in a psychological experiment, they can experience phenomena themselves,…

  17. An Agenda for Designing Natural Interaction in a Museum Context

    DEFF Research Database (Denmark)

    Lund, Morten

    2012-01-01

    to the design of digitally based interaction. The digital nature of these technologies enables convergense and new combinations of existing objects and contexts, but also the establishment of new objects and contexts. This potential of digital technologies is very well illustrated by the Multiverse model...

  18. Design And Implementation Of An Interactive Website; A Case Study ...

    African Journals Online (AJOL)

    An interactive website has been designed for the Department of Physics, University of Uyo, using Hypertext Markup Language (HTML) involving structuring, coding, and testing. This will enable the Department to gather, process, store and disseminate an up- to- date information to the whole world on the academic ...

  19. The Design of Tools for Sketching Sensor-Based Interaction

    DEFF Research Database (Denmark)

    Brynskov, Martin; Lunding, Rasmus; Vestergaard, Lasse Steenbock

    2012-01-01

    , flexibility and cost, aimed at wearable and ultra-mobile prototyping where fast reaction is needed (e.g. in controlling sound), and we discuss the general issues facing this category of embodied interaction design tools. We then present the platform in more detail, both regarding hard- ware and software...

  20. Map-based mobile services design, interaction and usability

    CERN Document Server

    Meng, Liqiu; Winter, Stephan; Popovich, Vasily

    2008-01-01

    This book reports the newest research and technical achievements on the following theme blocks: Design of mobile map services and its constraints; Typology and usability of mobile map services; Visualization solutions on small displays for time-critical tasks; Mobile map users; Interaction and adaptation in mobile environments; and Applications of map-based mobile services.