strategies for computer- enhanced learning encounters
-
Upload
khangminh22 -
Category
Documents
-
view
0 -
download
0
Transcript of strategies for computer- enhanced learning encounters
University of WollongongResearch Online
University of Wollongong Thesis Collection University of Wollongong Thesis Collections
2000
Learners as actors: strategies for computer-enhanced learning encountersRod SimsUniversity of Wollongong
Research Online is the open access institutional repository for theUniversity of Wollongong. For further information contact ManagerRepository Services: [email protected].
Recommended CitationSims, Rod, Learners as actors: strategies for computer-enhanced learning encounters, Doctor of Philosophy thesis, University ofWollongong. Faculty of Education, University of Wollongong, 2000. http://ro.uow.edu.au/theses/1781
LEARNERS AS ACTORS:
STRATEGIES FOR COMPUTER-ENHANCED LEARNING ENCOUNTERS
A thesis submitted in fulfilment of the
requirements for the award of the degree
DOCTOR OF PHILOSOPHY
from
UNIVERSITY OF WOLLONGONG
by
Roderick Sims BA, MA, DipEd
Faculty of Education
2000
SUMMARY
The extent to which interactivity represents an implicit characteristic of computer-based
learning environments has been increasingly scrutinised. Investigating the question as to
which aspects of interactivity contribute to the engagement and focus of the learner
during such encounters, a research study was devised to examine the ways in which
learners both perceive and work with interactive constructs. Working with a total group
of 70 participants from an undergraduate program in multimedia studies, a qualitative
methodology was employed to examine, through survey and observation, those
elements of computer-based interactive environments that impact on the overall
effectiveness of, and subsequent engagement with, content material.
Considering the array of approaches to computer-based learning, such as instructivist
and constructivist, the theoretical paradigms contributing to design and implementation
and the contemporary proposals advocating metaphors of theatre and narrative, the
outcomes of the research supported an extended focus for design. Whereas learners
appear to have clear expectations of what an interactive learning environment will
provide, the actual experience of that environment can appear confused through
conflicting messages and missing information. Conceptualising the learner-computer
relationship as a series of encounters, and positioning the learner as an integral character
or actor within that encounter, can enhance the user-centred design approach and extend
the design focus beyond that of content and interface.
Adopting such an approach will potentially assist in making computer-based
educational technology work more consistently and result in even more effective and
engaging encounters.
ACKNOWLEDGEMENTS
A number of individuals and departments provided generous assistance in the course of
this project. Support from m y Head of School, Barry Wilks, enabled m e to undertake a
6-month Study Leave program during which I was able to complete the thesis. Southern
Cross University, through an Internal Research Grants scheme, awarded m e two grants
which provided the funding for the purchase of video equipment and consumables as
well as the employment of a research assistant, Yvonne Taynton. Yvonne assisted with
the video taping, copying of tapes and transcription of the articulated responses.
Suzanne Britt also assisted with the transcription of the articulated responses. Their
support is gratefully acknowledged.
In total, 70 students participated in the project and I would like to extend my thanks to
each of them for their cheerful and generous contributions.
Special acknowledgment is also due to my two supervisors, Professor John Hedberg and
Associate Professor Barry Harper who, when the time was right, provided m e the
encouragement and insights necessary to complete this work.
To my two children, Geoff and Elle, my love for your ceaseless ability to explain the
world w e are passing on to you. To m y mother Alison, m y gratitude for your insistence
on grammar and spelling accuracy and to m y colleagues throughout the world, thank
you for the camaraderie and intellectual stimulation.
And last, but by no means least, I find difficulty expressing in words the support
provided by Johanna, m y partner. Without her tireless encouragement, challenge,
motivation and editorial assistance, I could not imagine having written these words.
TABLE OF CONTENTS
LIST OF TABLES iii
LIST OF FIGURES iv
PROLOGUE: A PERSONAL ODYSSEY Introduction P-l
From Pompeii to PLATO P-l
Promises - Practices - Realities P-3
From Classroom to Theatre P-6
Overview of the Study P-7
The Journey Continues P-10
CHAPTER 1: THE PROMISE OF INTERACTIVITY Introduction 1-11
What is Interactivity? 1-11
A Rationale for StudyingInteractivity 1-17
Contemporary Positions 1-34
Conclusions 1-36
CHAPTER 2: THE CONDITIONS OF mTERACTTVTrV Introduction 2-3 7
Approaches to Learning 2-37
Human-Computer Interaction 2-46
Design and Development 2-53
Individualisation 2-58
Communication 2-65
Conclusion 2-69
CHAPTER 3: THE PRACTICE OF INTERACTIVITY
Introduction 3-70
Issues of Interactivity 3-71
Interactivity and Narrative 3-91
Interactivity on Stage 3-97
Conclusion 3-101
CHAPTER 4: RESEARCH METHODOLOGY
Introduction 4-102
Research Issues 4-103
Using a Qualitative Framework 4-108
Delimitations of the Study 4-113
Participants . 4-114
Conclusion 4-119
II
CHAPTER 5: EXPECTATIONS OF INTEI__CTrVTrY
Introduction 5-121
Methodology 5-122
Question 1: What makes an educational multimedia product interactive? 5-129
Question 2: What do you see as the major characteristics of interactivity? 5-139
Question 3: What do you see as the major benefits of interactivity to the learning process? 5-148
Conclusion 5-159
CHAPTER 6: INTERACTIVITY AND LEARNING
Introduction 6-162
Methodology 6-163
Results 6-170
Interactivity and Learning 6-173
Conclusion 6-186
CHAPTER 7: WORKING WITH INTERACTIVITY
Introduction 7-187
Participants 7-188
Instruments 7-188
Process 7-190
Video Taping 7-191
Analysis 7-192
Software Analysis 7-195
Summary 7-199
Title 1: Convict Fleet to Dragon Boat 7-200
Title 2: Dispossessed, Diggers and Democrats 7-217
Title 3: Frontier 7-234
Title 4: Australian Stamps 7-249
Title 5: New Zealand Stamps 7-267
Title 6: Real Wild Child 7-274
Title 7: Voodoo Lounge 7-287
Conclusion 7-300
CHAPTER 8: INTERACTIVITY ON STAGE Introduction 8-306
The Phenomenon of Interactivity 8-307
Interference and Interactivity 8-311
Interactive Balance 8-312
Learners in Control 8-313
Interactivity as Negotiation 8-317
Interactive Encounters 8-320
The Learner as Actor 8-323
Conclusion 8-326
REFERENCES 328
APPENDICES
LIST OF TABLES
CHAPTER 1: THE PROMISE OF INTERACTIVITY
Table 1.1: A Taxonomy for Educational Technology 1-14
Table 1.2: Human-Human Interactivity (expandedfrom Rackman & Morgan, 1977) 1-16
CHAPTER 2: THE CONDITIONS OF INTERACTIVITY Table 2.1: Interactive Constructs and Learners 2-40
Table 2.2: Interactive Constructs and Content 2-40
Table 2.3: Interactive Constructs and Pedagogy 2-41
Table 2.4: Interactive Constructs and Context 2-42
Table 2.5: Learning Outcome and Instructional Tactics 2-42
CHAPTER 3: THE PRACTICE OF INTERACTIVITY
Table 3.1: Dimensions of Interactivity (Gery, 1987) 3-81
Table 3.2: Classifications of Interactivity 3-86
CHAPTER 4: RESEARCH METHODOLOGY Table 4.1: Roles in Computer-Enhanced Learning 4-117
CHAPTER 6: INTERACTIVITY AND LEARNING Table 6.1: Examples of Interactivity Assigned to User-Control 6-164
Table 6.2: Examples of Interactivity Assigned to Program Control 6-165
Table 6.3: Representative Data Collection for Example 1 6-168
Table 6.4: Examples of Program Controlled Interactivity Allocated to Supporting Learning 6-175
Table 6.5: Examples of User Controlled Interactivity Allocated to Supporting Learning 6-177
Table 6.6: User Control - Hinders Learning by Groups 6-180
Table 6.7: User Control Examples Allocated as Potentially Hindering Learning 6-181
Table 6.8: Program Control Examples Allocated to Hindering Learning 6-183
Table 6.9: Program Control Example Potentially Hindering Learning 6-185
CHAPTER 7: WORKING WITH INTERACTIVITY Table 7.1: Titles and Participants 7-189
Table 7.2: Interaction Types 7-194
Table 7.3: Sample Data for Interactive Profiles 7-197
Table 7.4: Interactive Options in Convict Fleet to Dragon Boat 7-201
Table 7.5: Interactive Options Dispossessed, Diggers and Democrats 7-218
Table 7.6: Interactive Options in Frontier 7-235
Table 7.7: Interactive Options in Australian Stamps 7-250
Table 7.8: Interactive Options in New Zealand Stamps 7-262
Table 7.9: Interactive Options in Real Wild Child 7-275
Table 7.10: Interactive Options in Voodoo Lounge 7-288
LIST OF FIGURES
CHAPTER 1: THE PROMISE OF INTERACTIVITY Figure 1.1: Typical Tutorial Flow (Alessi & Trollip, 1991:18) 1-12
Figure 1.2: Early PLA TO Courseware - Distillation Set-up 1-20
Figure 1.3: Early PLATO Courseware - Distillation Manipulation 1-21
CHAPTER 3: THE PRACTICE OF INTERACTIVITY
Figure 3.1: Forms of Interaction (Rhodes &Azbell, 1985:31) 3-76
Figure 3.2: Interaction of Teacher, Learner and Group Influences (Gilbert & Moore, 1998:34) 3-85
Figure 3.3: Narrative, Play and Interactivity 3-95
CHAPTER 4: RESEARCH METHODOLOGY Figure 4.1: Major Research Events 4-107
Figure 4.2: Data Collection and Analysis 4-108
Figure 4.3: Age and Gender (Group A) 4-115
Figure 4.4: Age and Gender (Group B) 4-115
Figure 4.5: Experience Studying/Working with Instructional Technology 4-116
Figure 4.6: Occasions Learning with Technology 4-118
Figure 4.7: Occasions Designing Educational Technology 4-118
Figure 4.8: Occasions Developing Educational Technology 4-119
CHAPTER 5: EXPECTATIONS OF mTERACTTVTTY
Methodology
Figure 5.1: Preparing Response for analysis with NUDVST 5-124
Figure 5.2: Node Hierarchy - Initial Structure 5-725
Figure 5.3: Node Hierarchy - Final Structure 5-727
Figure 5.4: Distribution of Responses for Each Question by Theme 5-725
Survey Question 1
Figure 5.5: Percentage Responses by Gender and Theme to Question 1 5-729
Figure 5.6:Percentage Responses by Experience and Theme to Question 1 5-750
Figure 5.7: Percentage Allocation of Responses to Engagement for Question 1 5-737
Figure 5.8: Percentage Allocation of Responses to Communication for Question 1 5-732
Figure 5.9: Percentage Allocation of Responses to Control for Question 1 5-734
Figure 5.10: Percentage Allocation of Responses to Design for Question 1 5-735
Figure 5.11: Percentage Allocation of Responses to Individual for Question 1 5-737
Survey Question 2
Figure 5.12: Percentage Responses by Gender and Theme to Question 2____ 5-739
Figure 5.13: Percentage Responses by Experience and Theme to Question 2 5-140
Figure 5.14: Percentage Allocation of Responses to Engagement for Question 2 5-141
Figure 5.15: Percentage Allocation of Responses to Communication for Question 2 5-742
Figure 5.16: Percentage Allocation of Responses to Control for Question 2 5-144
Figure 5.17: Percentage Allocation of Responses to Design for Question 2 5-145
Survey Question 3
Figure 5.18: Percentage Responses by Gender and Theme to Question 3 5-148
Figure 5.19: Percentage Responses by Experience and Theme to Question 3 5-749
Figure 5.20: Percentage Allocation of Responses to Engagement for Question 3 5-750
Figure 5.21: Percentage Allocation of Responses to Communication for Question 3 5-752
Figure 5.22: Percentage Allocation of Responses to Communication for Question 3 5-753
Figure 5.23: Percentage Allocation of Responses to Learning for Question 3 5-757
CHAPTER 6: INTERACTIVITY AND LEARNING
Figure 6.1: Layout for Allocation of Interactivity Examples 6-166
Figure 6.2: Cards distributed across each quadrant 6-167
Figure 6.3: Cards piled in each quadrant 6-167
Figure 6.4: Combined Data for Example 1 6-769
Figure 6.5: Allocation of Examples by Control 6-770
Figure 6.6: Allocation of Examples by Experience 6-7 72
Figure 6.7: Allocation of Examples by Gender 6-773
Figure 6.8: Allocation of Example 32 by Experience and Gender 6-7 76
Figure 6.9: Differential Allocation of Examples to the UC-SL Quadrant 6-775
Figure 6.10: Allocation for Example 20 by Gender and Experience 6-750
Figure 6.11: Allocation for Example 17 by Experience and Gender 6-752
Figure 6.12: Allocation for Example 32 by Gender and Experience 6-184
Figure 6.13: Allocation for Example 48 by Experience and Gender 6-755
CHAPTER 7: WORKING WITH INTERACTIVITY
Methodology
Figure 7.1: Video and Observation Set-Up 7-797
Figure 7.2: Digraph (Andris & Stueber, 1994) 7-793
Figure 7.3: Sample Content/Interactivity Audit Trail 7-796
Figure 7.4: Interactivity Profile - Percentage Over Time 7-795
Figure 7.5: Cumulative Percentage by Interaction Type 7-795
Title 1: From Convict Fleet to Dragon Boat
Figure 7.6: From Convict Fleet to Dragon Boat 7-200
Figure 7.7: Content Audit Trail for David 7-207
Figure 7.8: Content Audit Trail for Chris 7-202
Figure 7.9: Content Audit Trail for Mark P. 7-203
Figure 7. JO: Interactive Option Not Accessed 7-203
Figure 7.11: Interactivity Profile for David 7-205
Figure 7.12: Cumulative Percentage by Interactivity Type for David 7-205
Figure 7.13: Interactivity Profile for Chris 7-206
Figure 7.14: Cumulative Percentage by Interactivity Type for Chris 7-207
Figure 7.15: Interactive Profile for Mark P. 7-207
Figure 7.16: Cumulative Percentage by Interactivity Type for Chris Mark P. 7-205
Figure 7.17: Interactive Confusion? 7-209
Title 2: Dispossessed, Diggers and Democrats
Figure 7.18: Dispossessed, Diggers and Democrats 7-277
Figure 7.19: Content Audit Trail for Allan 7-275
Figure 7.20: Content Audit Trail for Richard 7-279
Figure 7.21: Content Audit Trail for Kate 7-279
Figure 7.22: Interactivity Profile for Allan 7-220
Figure 7.23: Cumulative Percentage by Interactivity Type for Allan 7-220
Figure 7.24: Interactivity Profile for Richard 7-227
Figure 7.25: Cumulative Percentage by Interactivity Type forRichard_ 7-227
Figure 7.26: Interactivity Profile for Kate 7-222
Figure 7.27: Cumulative Percentage by Interactivity Type for Kate 7-223
Title 3: Frontier
Figure 7.28: Frontier 7-234
Figure 7.29: Content Audit Trail for Anna 7-235
Figure 7.30: Content Audit Trail for Khali 7-236
Figure 7.31: Content Audit Trail for Nicholas 7-236
Figure 7.32: Interactivity Profile for Anna 7-237
Figure 7.33: Cumulative Percentage by Interactivity Type for Anna 7-235
Figure 7.34: Interactivity Profile for Kahli 7-235
Figure 7.35: Cumulative Percentage by Interactivity Type for Kahli 7-239
Figure 7.36: Interactivity Profile for Nicholas 7-239
Figure 7.37: Cumulative Percentage by Interactivity Type for Nicholas 7-240
Figure 7.38: Communication- Understanding the Purpose 7-243
Figure 7.39: Interface and Perception 7-245
Title 4: The Wonderful World of Australian Stamps
Figure 7.40: The Wonderful World of Australian Stamps 7-249
Figure 7.41: Content Audit Trail for Solveig 7-257
Figure 7.42: Content Audit Trail for Nancy 7-257
Figure 7.43: Interactivity Profile for Solveig 7-252
Figure 7.44: Cumulative Percentage by Interactivity Type for Solveig 7-252
Figure 7.45: Interactivity Profile for Nancy 7-253
Figure 7.46: Cumulative Percentage by Interactivity Type for Nancy _ 7-253
Figure 7.47: Controls or Links: Intuitive or Non-Intuitive? 7-256
Figure 7.48: Interface to Access Six Discrete Images 7-257
Title 5: New Zealand Stamps Virtual Album
Figure 7.49: New Zealand Stamps Virtual Album 7-267
Figure 7.50: Content Audit Trail for Tiago 7-263
Figure 7.51: Content Audit Trail for Dusk 7-264
Figure 7.52: Interactivity Profile for Tiago 7-264
Figure 7.53: Cumulative Percentage by Interactivity Type for Tiago 7-265
Figure 7.54: Interactivity Profile for Dusk 7-265
Figure 7.55: Cumulative Percentage by Interactivity Type for Dusk 7-266
Figure 7.56: The Collecting Stamps Activity __ 7-265
Title 6: Real Wild Child
Figure 7.57: Real Wild Child 7-274
Figure 7.58: Content Audit Trail for Linda 7-276
Figure 7.59: Content Audit Trail for Mark H. 7-276
Figure 7.60: Interactivity Profile for Linda 7-277
Figure 7.61: Cumulative Percentage by Interactivity Type for Linda 7-277
Figure 7.62: Interactivity Profile for Mark H. 7-278
Figure 7.63: Cumulative Percentage by Interactivity Type for Mark H. 7-275
Figure 7.64: Two Rooms and an Information Screen from Real Wild Child 7-253
Title 7: Voodoo Lounge
Figure 7.65: Voodoo Lounge 7-257
Figure 7.66: Content Audit Trail for Jon 7-255
Figure 7.67: Content Audit Trail for Trevor 7-259
Figure 7.68: Interactivity Profile for Jon 7-259
Figure 7.69: Cumulative Percentage by Interactivity Type for Jon 7-290
Figure 7.70: Interactivity Profile for Trevor 7-290
Figure 7.71: Cumulative Percentage by Interactivity Type for Trevor 7-297
Conclusion
Figure 7.72: Sample Interactivity Profile 7-302
CHAPTER 8: mTERACTIVITY ON STAGE Figure 8.1: An Interactive Negotiation ___^ 8-318
PROLOGUE: A PERSONAL ODYSSEY
INTRODUCTION
This thesis is about computers and learners, about the use of software to enhance
learning and about the ways learners and computers interact. Producing this thesis has
not simply been a matter of completing a rigorous, academic research process, but is
better seen as a product of a journey that began in m y childhood and has yet to end.
From m y first encounters with computers, m y experience in developing and teaching
computer-based learning and m y research focus on computer-based interactive learning,
I have maintained a belief and optimism in the value learners can gain from educational
material delivered by and accessed from computer-based applications. This brief
introduction expresses how that optimism has been maintained, why the research is
important for our field and the direction I, and others, might take from here.
FROM POMPEII TO PLATO
As a young child in the early 1960s I emigrated from Great Britain to Australia. As we
sailed from Southampton on a cold night in late November, I began a journey that was
to expose m e to new and different places. I can still recall the rough voyage through the
Bay of Biscay and our first port of call at Gibraltar, where I watched monkeys
scrambling up the famous rock, not cowering behind bars. Then the smooth blue of the
Mediterranean and our journey from Naples to the silent homes and temples of Pompeii
- where small figures were captured in their final attempt for escape, encased in stone
forever - with a smoking Vesuvius towering above.
But it was in Port Said where I first encountered a glimpse of the magic our world can
offer. O n a balmy evening, strolling through the sandy grey-brown streets, our family
was confronted by two men in long flowing robes, one of w h o m proceeded to pull an
egg out of m y ear! The magic fascinated me, but as he tried the same trick with m y
more conservative father, he was given a few pieces of change and we moved on.
P-2
Over the ensuing years, m y wonder at the magic open to us has not diminished.
Towards the end of high school, I can vividly recall the amazing sights of inland
Australia and an emu-dance performed by a local Aborigine. Here was a man in old
baggy pants, a jacket festooned in badges, a tilted army hat and a weathered, bristly face
who transformed almost instantly into a desert bird hunting and pecking through the
scrub. Not long after, as an undergraduate in the early 1970s, I encountered m y first
computer. While writing a Computerised Crook Catching program, a simulated exercise
to compare witness descriptions with the characteristics of known criminals to identify
likely suspects, I learned much about both the power and simplicity of this technology.
In the same way that a person could, from m y cultural perspective, almost magically
transform into a bird, so too the computer could transform data into valuable
information.
Then after working as both a teacher and computer programmer, I was fortunate to view
a presentation by the designer of P L A T O (Programmed Learning for Automated
Teaching Operations) to the 1976 Australian Computer Society conference in Perth. Of
particular fascination was the moment when Dr Bitzer was, by touching the display,
moving bees from one screen location to another. During this demonstration he paused
to make observations to the audience but was interrupted by the computer saying "Dr
Bitzer - you still have a bee on your finger"! This was a defining moment for me, as I
perceived a potential for communication and interaction between computer and human
that could engage, humour and educate.
In the same way that these images of entombed figures, street magician and desert
impersonator have engaged m y senses, so has that initial magic of P L A T O provided m e
with a context to understand computers as a learning tool. This is the magic of surprise,
like an egg appearing from nowhere, or the magic of awareness when links between
people and the land emerge, or the magic of delight seeing animals in their natural
habitat. Perhaps more accurately, it is simply the magic of our dynamic, living planet.
However it is this magic which we have the capability to harness and expose through
computer-based learning experiences.
Over the past twenty years I have endeavoured to apply this analogy of magic through
m y work as a computer-based learning analyst, courseware developer and teacher of
educational technology. However, as the challenge to make educational technology
P-3
work better remains (Reeves, 1999), I wonder whether the potential of computer-based
learning technology has in some way been constrained - has its magic been
compromised?
PROMISES - PRACTICES - REALITIES
Over much the same period as I was discovering this form of magic, so computers and
Computer-Based Learning (CBL) were emerging and evolving. W h e n first conceived,
computer-based learning was manifested as a teletypewriter terminal linked to a
mainframe computer - input was by keyboard and output through printed responses.
Since then computer technology has changed remarkably - from the introduction of
stand-alone personal computers to the development and rise of the internet and world
wide web, and from monochrome displays to high-resolution colour images enhanced
with audio, video, graphics and animation. Likewise, C B L has evolved from question
and answer tutorials to exciting micro-worlds and information landscapes. Learners
from pre-school to the workplace have been confronted with a vast array of tutorials,
drills, simulations, tests, games and performance-support systems. As the technology
developed, so did the complexity of the displays and the activities and choices made
available to the learner.
Nevertheless, while many CBL developments were presented to demonstrate the
effectiveness of the technology, research studies and reports have continued to debate
the overall efficacy of the technology in terms of adding value to the learning process
(Kulik, Bangert & Williams 1983; Juchau, 1999). This on-going debate has been
paralleled with new releases of computer hardware and software, frequently promoted
as providing the necessary enhancements to add such value to computer-based learning.
In the past four decades this technological imperative has seen coloured displays,
hypertext, multimedia and the world wide web boldly paraded as solutions for effective
education. Not so long ago it was the multimedia C D - R O M that was touted as being
able to truly enhance the learning process, now it is the internet and web-based learning.
However, it is m y perception that it will only be through the endeavours of specialised
development teams with expertise in education and technology that consistently
effective computer-based learning will be achieved. Computer technology will enable
the implementation of applications designed to represent contemporary approaches to
teaching and learning.
P-4
The promise of computer-based learning was of one where the individual learner could
access educationally structured content, control the pace and sequence of its
presentation and, through this interaction, learn from questions, answers and
manipulation of objects. This individualised and adaptive environment, it was predicted,
would change the traditional teacher-learner relationship to a learner-centred and
teacher-facilitated environment. Learning would not only be faster, but better.
The interactive nature of computer-based environments - that is one in which the
computer could respond to a user's input - was perceived as integral to the learning
process (Alessi & Trollip, 1991). It was assumed that in the same way a teacher
responded to and communicated with students, so too the computer could provide
individual responses and feedback. The interaction embedded within this human-
computer encounter was promoted as comparable to the teacher-learner interaction.
In order to achieve this promise, a range of practices designed to support the
implementation of effective educational software applications have also evolved. These
embrace a combination of contemporary software development methodologies (ranging
from systems analysis to rapid prototyping), instructional systems development
techniques and learning or instructional theories (spanning behavioural, instructional,
cognitive and constructive approaches). One's philosophical approach to learning and
training influence the way in which content is presented to the learner and the
opportunities provided to the learner to interact during that presentation.
The software tools created specifically to support the development of computer-based
learning resources have ranged from complex programming languages to fill-in-the-box
templates; the former often too complex for educators, the latter too rigidly structured to
take advantage of the power of computer technology. Having worked as a developer of
educational software, it is m y experience that implementing interactivity is especially
difficult if one does not have a comprehensive understanding of both the computer and
pedagogy. It is m y perception that the recurrent criticisms of this technology may partly
be due to developing educational software without an appropriate skill combination, as
the level of computer programming skills will to some extent determine the
effectiveness of the presentation and interactions (Sims, 1997a). As w e stand today, this
is the role of a development team with complementary knowledge and skills.
P-5
Outputs from these development practices have been manifested through a diverse
range of computer-based learning applications, from the commercial educational games
directed primarily at the schools' market, to those produced in-house for the workplace.
The school environment has generally seen an emphasis on constructivist aspects of
learning, with the computer used as a tool, whereas the work environments have
evolved a more traditional instructivist approach, with the computer more frequently
taking the role of trainer. Recently however, applications embodying performance
support systems and just-in-time training have become more widespread. In the
university sector, developments have evolved from those of individual enthusiasts and
student-driven applications to one where centralised management of educational
technology initiatives is more commonplace.
The practice of computer-based learning has also been influenced by the research
culture, focusing on issues such as learning outcomes, individual differences, learning
styles and learner control. The operation of learner control has been one of the more
frequent objects of research, and while findings have been ambivalent, the overall
quality of the research has also been criticised (Reeves, 1993). Other research efforts
have focused on the achievement of desired learning from specific applications.
However, in a field with learners ranging from pre-school to adults, topics as diverse as
elementary mathematics and theatre and outcomes varying from knowledge to skills to
attitudes, it is not feasible to generalise when specific operational attributes of the
technology will work effectively. However, as computer technology has an increasing
impact on our day-to-day environment, the challenge remains to maintain a research
agenda to focus on making computer-based learning work better (Reeves, 1999).
The field of educational technology has also been subjected to rigorous and contentious
debate. From the design perspective, the argument has focused on the means by which
material should be structured to maximise instructional or educational effectiveness,
typified by the instructivist-constructivist arguments (Merrill, Drake & Pratt, 1996). The
alternatives described by Taylor (1980), where the computer can be either tutor (doing
the teaching), tool (helping the learner) or tutee (learning from the learner), also reflect
the complexity of applying computer technology to the educational context. The extent
to which the media itself impacts learning outcomes has also received considerable
attention (Clarke, 1983; Kozma, 1991), challenging the assumption that new computer
technology will de facto provide enhanced learning opportunities.
P-6
The notion of interactivity, considered an implicit attribute of the technology, has also
undergone analysis and critique. Early analyses of interactivity (Rhodes & Azbell,
1985; Hannafin, 1989) proposed a hierarchical structure in which more interactivity was
considered more desirable. Taxonomies constructed by Jonassen (1985), Schwier &
Misanchuk (1993) and Borsook & Higginbotham-Wheat (1991) extended the
complexity of interactivity, although focusing on more being better. Sims (1997a)
described interactivity from a development perspective, suggesting the different types of
learner-computer interaction would enable more engaged learning and Aldrich, Rogers
& Scaife (1998) introduced the cognitive aspects of the interactive process.
Nevertheless, over this period the concept of interactivity has been regarded as difficult
to define to the extent that Rose (1999) queried its role in the computer-based learning
process. As the field evolves and changes, so must our interpretation of what constitutes
an interactive learning environment.
One of the intriguing aspects about this evolutionary process is that it in some ways
represents an attempt to use the computer to support a range of learning experiences by
imposing existing educational artefacts, such as a classroom, book or teacher. But is the
computer merely a mirror for our existing artefacts, or is it in some way an independent
different device that w e must understand better in order to maximise its effectiveness
and application within educational environments? Rather than trying to model the
computer after existing artefacts, constructing totally new models on which to base
applications for education and learning m a y enhance the structure and effectiveness of
computer-based interactivity.
FROM CLASSROOM TO THEATRE
From the more formal prescriptions of instructional design and behaviourism have
emerged new expectations of computer-based learning that address this issue of h o w the
computer should best be used. Jonassen (1996) emphasises the importance of the
computer as a tool, introducing the concept of Mind Tools as a means to express the
relationship between learner and computer. Work has also been undertaken to assess the
extent to which computer-based applications might be compared to theatre (Laurel,
1991) and the role narrative plays in supporting understanding and engagement
(Plowman, 1996a). What these analyses suggest is that computer-based technology,
especially in the learning environment, is not simply an animated, multimedia text, but a
P-7
complex and intricate relationship between the learner and those responsible for
creating the application itself. Using the theatre analogy, w e can imagine the learner as
actor and the developer as author and director; the actor interprets their role, but under
the guidance of the director and with give and take from both. With the narrative
analogy, the learner is best served when they become part of the story and take on the
role of a lead character in that narrative.
The importance of these approaches is that communication between learner and
computer is not simply one of transmission, but one that should be dynamic, adaptive
and individual. H o w this can be achieved using computer technology is not necessarily
a technical issue, but rather one where developers are challenged to establish with the
learner the roles they can adopt and the possibilities available to them within the
particular application.
The essence of this shift from classroom to theatre can be expressed as an attempt to
redefine the relationship between computer and learner. The analogy of computer as
teacher has not produced the hoped-for results and the instructional design and software
development procedures have failed to generate consistently good material. In contrast,
the positioning of the learner as actor and character is a relatively new concept in the
area of computer-based learning. This then suggests that computer technology is in need
of its o w n set of design and development structures, rather than adapting to those
originally designed for other media or environments.
OVERVIEW OF THE STUDY
Despite the research, the technology and the applications, the promise of computer
based learning technology has not been consistently realised. I maintain m y belief in the
power and potential of this technology as a learning resource and consider it timely to
examine the field from a different perspective. Rather than assess a single application
on its ability to impact learning outcomes, this study was designed to focus on the very
aspect that defines the field - interactivity. If w e can better understand the ways in
which learners communicate and interact with computer-based learning applications,
then w e should be able to provide a more flexible and comfortable environment in
which to undertake that learning. More importantly, if w e can better understand the way
learners wish to communicate and learn with computer-based material, then
P-8
developments in both computer technology and learning practice may also be
accommodated through enhanced learner-inclusive design strategies.
This study examines the interactive nature of computers in the context of applications
where the user is working independently with content material structured to support a
learning process or training function. While the technology has been demonstrated with
all levels of learner - from pre-school to adult - the prime focus group for this study is
the adult learner. And while there are many ways in which interaction and interactivity
might be considered (for example learner-content, learner-instructor, learner-learner and
learner-interface), the study is specifically interested in the interactions and associated
interactivity that take place with the independent learner. In brief, the study is focusing
on the ways in which individuals, in a learning context, process and understand material
presented by the computer.
Computer-based learning has experienced promises of its value as a learning resource,
debates on its educational effectiveness, variations in h o w people learn and an almost
diffuse understanding of the nature of interactivity. Given this environment, this study
explores the extent to which a deeper understanding of the interactive process might
better enable the success of computer-based learning applications.
The following summary of the chapters describes how these questions were derived, the
methods used to collect data and respond to these questions and the implications for the
ongoing development of effective computer-based learning applications.
Chapter 1 explores the promises of educational technology and the elements within the
field that have prescribed the importance of interactivity in this form of learning
environment. From this, the first major research question is posed:
What expectations do people have from interactive learning
environments?
Chapter 2 examines in detail the relevant theories and research that describe the
conditions of computer-based learning. These include Human-Computer Interaction,
Individual Differences, Learner Control, Learning Theory, Instructional Design,
Courseware Development, Communication and contemporary approaches. From this
analysis the second research question is derived:
P-9
In what ways are interactive elements considered to impact on
the learning process?
Chapter 3 focuses on the practice of interactivity and the various ways in which it has
been understood in the context of computer-based learning. This focus provides a
context for the third research question:
In what ways do elements of interactivity affect product
useability and effectiveness?
Chapter 4, covering the research methodology, provides a context for employing an
essentially qualitative approach to the collection and analysis of the data. The chapter
also introduces the participants involved in the study and the importance of their
characteristics and experience.
Chapter 5 details the methodology and results associated with the expectations of
interactivity as described by the participants, providing a context from which to assess
the perceived impact of an interactive application on learning.
Chapter 6 describes the methodology and results in terms of the way in which
participants identified the relationship between a set of examples of interactivity and the
extent to which they are considered to support or hinder the learning process. The
analysis provides a framework to reassess the links between interactivity and learning.
Chapter 7 provides an extensive analysis of seven separate CD-ROM titles and
documents the methodology and results in terms of the way in which participants
responded to the design, interface and interactive elements embedded in those products.
The data analysis provides input on the way people interact and the subsequent success
and effectiveness of those interactions.
Chapter 8 details the outcomes of the research with respect to directions in which the
design and development of computer-based learning applications might be enhanced,
including directions for future research.
P-10
THE JOURNEY CONTINUES
This however is by no means an end point. H o w w e learn within our particular
environment will continue to be a dynamic process because our environments are
continually changing and the performance demands placed on individuals within those
environments will also change. The technology, which even now plays such a critical
role in our social infrastructure, will continue to develop and change. H o w w e access
learning resources through that technology will also change.
Whatever the learning paradigm or technology, interaction of some form will take place
between the learner and the computer. Developing an understanding of the processes
taking place during these interactions will ultimately assist the development of more
consistently effective learning resources. More importantly, it may help release that
certain magic which has often been missing from computer-based learning resources.
CHAPTER 1:
THE PROMISE OF INTERACTIVITY
INTRODUCTION
This study focuses on the relationship between the learner and the computer, and the
means by which that relationship or interaction can be structured to maximise the
engagement with content, the extraction of meaning from that engagement and the
subsequent transfer and generalisation of that meaning to specific tasks or performance.
Successful learning can be achieved through combinations of independent study with
resource material, collaboration with peers and classroom interactions with teacher or
trainer. The creation of these interactive forms in computer-based learning applications
has been one of the challenges facing the educational technology community. Despite
extensive investment and research into the development of these products, w e continue
to be encouraged to determine ways in which computer-based learning experiences can
be made more effective.
This chapter examines the promise of interactivity in terms of those issues that have had
most impact on its understanding and implementation. It will firstly examine the
meaning of interactivity, secondly develop a rationale for studying interactivity as a
concept and finally identify contemporary approaches relevant to human-computer
interaction. Through this analysis a context is provided to assess the extent to which the
promise of human-computer interaction in learning environments has been realised.
WHAT is INTERACTIVITY?
Defining the concept
Computer technology has been applied to a diversity of functions within educational
environments. These range from the provision of drawing applications for kindergarten
activities to the extensive range of reading and mathematical games for primary
students, and from the elaborate discovery and exploratory resources designed to
support high school and tertiary learning to the skill and performance specific
applications for business, government and defence. This technology has also been used
3 0009 0325023
1-12
in a range of administrative functions such as recording student progress and managing
student access to, and delivery of, learning materials.
Across these diverse environments, the concept of interactivity has been understood as
both an inherent and beneficial attribute of the technology. According to the Macquarie
Dictionary (1998), the word interactive can refer to both having to do with things or
persons which act on each other and, with specific reference to computers, being
immediately responsive to commands, data etc, as opposed to systems arranged for
batch processing. While the latter definition is a useful means to differentiate forms of
computer processing, in the context of learning the significant function of interactivity
relates to things or persons acting on each other and the outcomes of that interaction. It
is this aspect of the interactive process that is crucial to, and the substance of, this study.
Initial interpretations of interactivity in computer-based learning tended to focus on the
responsiveness of the computer rather than the interaction between objects, as typified
by Gery (1987:6):
A n interactive learning experience between a learner and a computer in which the computer provides the majority of the stimulus, the learner must respond, and the computer analyzes the response and provides feedback to the learner.
One of the most common implementations of this facility was in the form of a Tutorial
structure (Figure 1.1).
Introductory Section
Present Information
V JL Judge
Response
Closing Section
Figure 1.1: Typical Tutorial Flow (after Alessi & Trollip, 1991:18)
1-13
The diagram represents a basic learner-computer interaction where information is
presented and a prompt generated to which the learner must respond; the feedback
provided is conditional on the interpretation or analysis of the response by the
computer. This information-prompt-response-feedback cycle was repeated until the
program or computer halted the process. The extent to which the learner gains meaning
from these interactions is crucial to the overall effectiveness of computer-based
interactive learning.
An interactive paradox
As computer-based learning has developed, so has input on the nature of the interactive
environment. However, early optimism has been countered by recent debate on the very
nature of interactivity, as these conflicting accounts indicate:
Computer-based instruction provides greater potential for truly interactive instruction than any mediated teaching device to date, excluding in many instances, the human tutor. (Jonassen, 1988:97)
In denying the possibility of difference and in elucidating differance, deconstruction essentially reveals interactivity to be not a conceptual unity, defined in terms of clear distinctions between antithetical terms, but as a fragmented, inconsistent, and rather messy notion encompassing both privileged and marginalised binaries, and the range of meanings in between. (Rose, 1999:48)
Given the current interest in interactive constructs such as levels (Sims, 1997a),
cognitive aspects (Aldrich, Rogers & Scaife, 1998) and measurement (Stouppe, 1998)
contrasted by the argument that interactive and interactivity lack "denotive value"
(Rose, 1999), it is important to reassess not only the notion of interactivity but its role in
enhancing the learning process in its various forms.
Using this aim as a working concept, an examination of a series of contributing factors
enables the true complexities associated with applying computer-based interactions to
learning to be better understood. The following sections provide a context for studying
interactivity and the essential factors that have helped define its characteristics.
A context for the study
To develop a specific focus for this study, I have extended a taxonomy proposed by
Gery (1987) to incorporate more recent implementations of educational technology as
well as definitions of the terms applied (see Table 1.1). While the taxonomy is designed
1-14
to demonstrate the range of terms associated with computer applications in teaching and
learning, I have also included descriptions (Macquarie Dictionary, 1998) for each
element to more specifically focus on the purpose of the implementation. By
differentiating the device (a computer or other technology), its function in the learning
process and the intended outcome of that function, a more accurate focus can be placed
on interactivity and its projected impact on the desired outcome. The extensions to the
taxonomy are the inclusion of the mediation function and the communication outcome,
arising from the development of web-based applications.
DEVICE
Computer
Technology
an apparatus for performing mathematical computations electronically according to a series of stored instructions called a program
the branch of knowledge that deals with science or engineering and its practice, as applied to industry
FUNCTION
Assisted
Based
Enhanced
Facilitated
Managed
Mediated
to give support, help or aid to in some undertaking or effort
a fundamental principle or groundwork; foundation: basis
to raise to a higher degree; intensify; magnify
to make easier or less difficult; help forward
to take charge or care of
to act between parties to effect an agreement
OUTCOME
Communication
Education
Instruction
Learning
Training
the imparting or interchange of thoughts, opinions, or information by speech, writing or signs
the imparting or acquisition of knowledge, skill etc
knowledge or information imparted
knowledge acquired by systematic study
the development in oneself or another of certain skills, habits and attitudes
Table 1.1: A Taxonomy for Educational Technology
Although the capabilities of computer technology have changed significantly over the
past four decades, the actual function and outcomes derived from its use remain largely
unchanged. A n assessment of interactivity and learning is not so much about what can
be achieved technologically, but rather its relevance to knowledge and skill acquisition.
As detailed in Chapter 4: Research Methodology, the participants contributing to this
study fall into the category of adult learners. Determining how they might best work
with computer technology to learn and apply some new skill or knowledge suggests a
function and outcome mix such as Computer Enhanced/Assisted Learning (CEAL) or
1-15
Computer Enhanced/Assisted Training (CEAT). To provide a general term to reflect
this focus, the concept of Computer Enhanced Learning (CEL) will be used throughout
the study - that is, knowledge acquired, and raised to a higher degree, by systematic
study from an apparatus for performing mathematical computations according to a
series of stored instructions. Where appropriate, the term C B E (Computer Based
Education) will be used to refer to the general field of computer technology being
applied to the overall educational process.
The importance of using such a descriptive device for assessing the technology can be
seen in the different ways such terms have been used. For example, the literature from
American studies tends to refer to Computer Assisted Instruction (CAI) whereas those
from Britain and Australia often refer to Computer Assisted Learning (CAL). The
implications for interactivity when the computer is designed as an instructor to impart
knowledge (CAI) compared to a tool for learning to acquire knowledge (CAL) are
significant in terms of the learner's role. Is the learner interacting in response to
information presentation (CAI), or by manipulation of objects to develop understanding
(CAL)? The answer to this lies as much with the designer's approach to teaching and
learning as with that of learners themselves.
By identifying which aspect of computer technology is being applied to the learning
process, a more exact assessment of learning can be made. This is especially important
as there have been periods when terms like intelligent have been included in the
taxonomy, such as Intelligent Computer Assisted Instruction, in an attempt to
demonstrate that advanced software engineering practices may result in more effective
and adaptive learning (Kearsely, 1987). In practice however this intelligence has been
difficult to achieve. A more attainable objective may be to implement educational
software where the learner believes (is under the illusion) that they are engaging with an
intelligent entity rather than the software demonstrating intelligence from the
perspective of computer science.
Illusions of interactivity
Within the framework of an information-prompt-response-feedback cycle, C E L
interactivity came to be understood. This concept developed because of the acceptance
within educational environments that interaction between teacher and learner as well as
1-1
learner and learner was one of the essential components of the educational process. If
such human-human interactions could be transformed into a computer environment then
education itself could be embodied in the computer medium. While the responsiveness
of the computer was one dimension of this interactivity, its success as an educational
device meant that it had also to provide the user with an illusion of interactivity in terms
of objects acting upon one another.
INTERACTIVE BEHAVIOURS
Propose Puts forward a new concept suggestion or course of action
Creates a query for analysis by the application
Build Extends or develops a proposal made by another person
Based on computer-generated information, creates or extends the concept for other learners to consider
Support Conscious or direct declaration of support or agreement with another person
Indicating agreement with computer-generated information (which could be stored for subsequent access by other learners)
Disagree Conscious, direct and reasoned declaration of disagreement or criticism of another person's concepts Indication that the current proposition is not supported (with the expectation that the application acknowledges this position and makes the information available to other learners)
Defend/ Attack
Attack another person's position or defensively strengthen one's own (value judgements and emotional overtones) Expresses d/sagreemenf by a meter which indicates level of disagreement.
Block Place block in path of a proposal or concept without alternative or reasoned disagreement Suggest no further presentation of material as it is incorrect or inconsistent
Open Expose self to risk or ridicule through admission of mistakes or inadequacies.
Indicating that the content presented is not understood.
Test Seek to establish whether an earlier contribution understood
Request confirmation that input has been recorded and processed.
Summarise Summarise or restate in compact form content of previous discussion or consideration
Opportunity to record individual summaries of material.
Seek Seek facts, opinions or clarification from other individuals. Request additional information from other sources (knowledge base, internet, other users)
Give Offer facts, opinions or clarification
Option to enter additional information.
Shut Out Exclude or attempt to exclude another group member.
Opportunity to delete existing material.
Bring In Direct attempt to involve another group member
Option to request additional information from other sources or concurrent users.
Table 1.2: Human-Human Interactivity (expandedfrom Rackman & Morgan, 1977)
To understand the importance of this illusion, it is necessary to examine some of those
characteristics implicit in human-human interactions and establish the implications for
human-computer interactions. For example, Rackman & Morgan (1977) provide a list
of such interactions (Table 1.2) which I have annotated with the potential implication
for CEL, as indicated by the observations italicised. For example, while the interactive
1-17
behaviour of seeking can be implemented relatively easily in a computer environment,
that of proposing would only be effective if the application were programmed to
address learner-initiated queries. O f course, these interactions are implicit in computer-
mediated communication applications, but not necessarily in human-computer products.
The importance of interactivity to the educational environment is also evidenced in a
recent analysis where social and instructional interactivity are identified as two major
elements to be considered in education (Gilbert & Moore, 1998). This distinction is
important as it highlights two separate processes of interaction - interpersonal and
educational. Being able to implement representations of these in a C E L environment is
one of the challenges of achieving its promise.
Interactivity as a concept can be viewed as either a function of computer systems or as a
process between two people. Given the definitions of Gery (1987) and Jonassen (1988)
it appears that the interactive functionality of computers was anticipated to be able to
replicate human-human interactions in some form. However, interactivity in terms of
human communication is a complex issue and has yet to be concisely defined in terms
of C E L applications (Rose, 1999). To achieve the promise in the C E L context
interactivity must be assessed with more focus on creating an illusion of human-human
relationships and communication.
A RATIONALE FOR STUDYING INTERACTIVITY
Features and benefits
While defining the concept of interactivity provides a context to interpret its meaning in
terms of this study, valuable insights into the nature of interactivity in the context of
computer-based learning can also be gained from its perceived features and benefits. In
other words, the extent to which interactivity is implicit in the prescribed benefits of
computer-based learning environments. One means to achieve this is to review the
different technological devices that have been used to support the design, development
and/or implementation of teaching and learning materials.
The origins of these audiovisual devices can be traced to the early 1900s, with research
on their effect on learning originating at least in the 1920s (Russell, 1999), and now
continuing from the use of educational television to current computer-based and internet
1-18
applications (Reiser, 1987). The major features emerging with C E L were seen through
individualised and mastery-based learning in terms of pacing and control, where "due to
its interactive capabilities, the computer can be programmed to adapt instruction to the
needs of the individual learner" Reiser (1987:38). As will be demonstrated in Chapter
3: The Practice of Interactivity, the achievement of truly adaptive C E L environments
has continued to vex development initiatives. Because it is an extremely complex
process to write a computer application that will effectively adapt to an individual
learner and provide a set of interactive learning experiences that will enable that learner
to develop knowledge and skills, few products have been able to demonstrate truly
adaptive functionality. One recently produced application, Stage Struck (National
Institute of Dramatic Art, 1998), allows individual learners to create and manipulate
their o w n performances, adapting the presentation to their o w n interests. However, its
range of options does not extend to adaptation to the individual learner.
In essence, it was recognised that the communication facilities between keyboard and
computer could be applied to an educational or instructional format; a student or trainee
could enter into a question and answer dialogue with a computer. The impetus for this
came from the developers of programmed instruction texts, which were based on the
early behaviourist principles of stimulus-response (e.g. Skinner, 1950). If the computer
could be used to analyse responses and provide an answer, then instructional or training
material could be embedded in a computer program and accessed by the learner or
trainee at appropriate times. One of the earliest implementations of this was in the form
of text-based questions presented on a teletypewriter terminal to which the learner
responded with a typed answer. Analysis of this response followed with feedback on the
accuracy of the answer, often in terms of a simple correct or incorrect, reinforcing the
interactive structures proposed by Gery (1987) and Alessi & Trollip (1991), which were
considered to provide the learner with individualised and self-paced learning.
This perspective on the benefits of computer-based education relates to the individual in
terms of access, control and individualisation. This is based on the assumption that all
the necessary content material and associated resources can be contained within a
technological environment and that the individual learner need not go beyond the
bounds of the technology. A different perspective views the benefits in terms of
learning activities being available through the technology that would otherwise be
unavailable in a traditional- educational environment. The debate on benefits and
1-19
effectiveness continues and some contemporary discussions are reassessing the roles
and functions of teacher, learner and curriculum (International Forum of Educational
Technology & Society - IFETS, 1999).
However, given a CEL resource that has been developed for use by a particular
audience, in a particular environment and using a clear rationale, a range of educational
benefits can be identified. Millheim (1996) identifies outcomes such as increased
student interest, higher cognitive processing, teacher involvement and cooperative
learning skills as particular benefits of an interactive learning experience. However, to
achieve this condition considerable design effort must be applied to the development of
the courseware, which will also impact the level of control available to the learner and
the subsequent generation of self-paced and individualised learning.
In essence, the interactivity inherent in a human-computer encounter is perceived to
provide the control necessary for an individual to construct their own path through a set
of learning materials. This individualised and self-paced facility is the foundation on
which learning and computers are linked. The extent to which this control can also elicit
effective communication and engagement continues to be investigated through research
and development initiatives.
Technological factors
At the time computer-based education was initially contemplated, the computer
technology supporting the applications was mainframe, with teletypewriter terminals.
This meant that prospective learners could only communicate with text-based systems,
relying on communication links between their workplace and the location of the
mainframe. Alessi & Trollip (1991) cite two major United States government funded
ventures that heralded the commercial introduction of CEL. The first, P L A T O , was
designed and developed at the University of Illinois during the early 1960s and the
second, TICCIT was developed in conjunction with the Mitre Corporation during the
1970s. Both of these were founded on philosophies that had their basis in educational
psychology.
By the time the PLATO system was introduced commercially, the technology had
evolved to high-resolution touch-screen monitors with communication facilities
allowing synchronous viewing and communication in a geographically independent
1-20
environment. However, the cost of accessing this system was prohibitive for all but the
wealthiest organisations, although some courseware demonstrated high levels of
interactivity and engagement. The screen displays shown in Figure 1.2 and Figure 1.3
represent two applications from the P L A T O system which illustrate the involvement
(interactivity) expected from the user in order to complete the learning activity. These
two displays illustrate the type of activity a learner could expect from C E L applications
in the late 1970s.
f\
Her* ere the parts to » distillation apparatus. r_t th* apparatus together by touching a pieca and than touching _h_r_ it goes «n th* column.
0
___:
^r
For help press HELP
Figure 1.2: Early PLATO Courseware - Distillation Set-up
There was the facility to move objects (in this case the apparatus for fractional
distillation) and create a still; correct placement of the objects resulted in another piece
being added to the still, while incorrect placement resulted in the object being returned
to its original screen position.
On completion (as shown in Figure 1.3), learners could adjust a Bunsen burner to
activate the distillation. In addition, objects placed in the correct location but in the
incorrect sequence were also returned. Programming this activity meant modelling the
apparatus construction process, defining the individual objects, allowing these objects to
1-21
be moved, identifying the location in which they had been placed and providing
feedback depending on that placement.
Touch COOL or MPW1 to chare* bath temperature. To 4solleet • fraction touch tha receiver.
Distillation tawparattire vs volume
7a ••
6* ••
s* • •
3* -+-•C -?•
To change bath tenperature
TOUCH
COOL
• 21 4* M a* IM
Mil Iiliters distilled
Figure 1.3: Early PLATO Courseware - Distillation Manipulation
Over the past four decades the technology has developed from monochrome displays to
those capable of displaying millions of colours. The speed and capacity of computer
technology has increased significantly to the extent that a single desktop device is
capable of storing and playing any combination of text, graphics, animations, audio and
video in what has become known as a multimedia environment. Because of these huge
changes in computer technology, and the growth of network-based communications on
a global scale, the challenge is now to integrate effective interactions using a
combination of both desktop and on-line facilities. This will only be achieved through
rigorous design of materials to be used in a computer environment and understanding of
the ways in which media elements can be applied and integrated to form a motivational,
engaging and meaningful learning environment.
As technology developed into the 1990s the concept of multimedia became vogue with
computers having the facility to process and display a combination of media elements
including text, graphics, digital audio, digital video and animation. Through this
1-22
convergence, and with the ability of the user to interact or control these elements, the
multimedia computer was seen as providing higher levels of interaction and therefore
better learning experiences. The emergence of on-line materials where individuals can
access computer-based information using networks linked world wide has extended the
notion of interactivity- the simple human-computer interaction of the desktop computer
has evolved into human-human interaction and communication in a computer-mediated
environment. Even so, because the technology is capable of providing certain facilities
does not necessarily translate into educational benefits, despite the increasing volume of
promises made especially by the adventurous manufacturers.
For example, Boyle (1997) highlights the progression from early CAI applications to
the L O G O work of Papert (1980) to the Minimalist approach of Carroll (1990) and the
subsequent expansion into hypertext and hypermedia applications. Each of these
advances in technology was often equated with greater potential for computer-based
learning. For example, the ability of hypertext to allow users to jump from one location
to another was promoted as simulating the random direction learners often took when
seeking information. O n the other hand, multimedia applications were positioned as
providing another important layer in C E L as better learning would result by working in
a multi-sensory environment. The most recent layer added to the technology of C E L is
web-based learning, characterised by the opportunity for learners to communicate and
collaborate in their o w n time and geographic space.
It can be argued that much of the motivation to use technology in education has been
driven by the manufacturing sector rather than a case of educational demand. The
technological deterministic nature of educational technology, rather than being driven
by educational need, may largely be responsible for the many reports of its lack of
success. This is well illustrated by a recent advertisement that promotes a new form of
learning for the commercial enterprise:
M o v e ahead faster with e-Learning. e-Learning: It's how you build a smart force. In today's Internet economy, the single biggest competitive advantage is a well-trained work force. A knowledge-force. A smart force. Because people are the infrastructure upon which market dominating enterprises are built. And knowledge is the currency of the future. Introducing SmartForce™ e-Learning. Like e-Business, SmartForce e-Learning is total reinvention. Not just a better mouse-trap. 14 types of learning events in a single, web-linked environment. Personalised by each learner. Customised by each company. The total integration of multimedia, instructor-led, and real-time training. In a human, collaborative community. e-Learning is easy to manage. Fun to use. And as current and available as the Internet. (SmartForce, 1999:10).
1-23
In this example, a new software development tool is marketed as providing all the
necessary features and benefits to enable a corporation to embark on on-line (internet
based) learning, without the need for specific technical skills. A n organisation might be
attracted by such optimism, but m y experience has witnessed a different reality - one
where such visions are only achieved through identifying a need for such an
intervention, careful planning and an appropriate mix of personnel.
Nevertheless, computer-based technology does provide a set of unique features that, if
applied carefully and appropriately to an educational environment, can support effective
skill development. While technology continues to evolve, it will be the challenge of the
educational sector to refine and develop the ways in which that technology can be
successfully applied to learning activities. This is well demonstrated by the changing
methods employed in universities to take advantage of internet communications. As
learners in technologically advanced countries make more and more use of the
computer facilities, maximising the effectiveness of these encounters will be paramount.
Implementation options
The understanding of interactivity can also be affected by the various ways in which the
technology can been applied to learning. Using the dimensions of Taylor (1980), three
clear examples can be identified for educational technology - the computer as tutor,
tool, or tutee. The computer as tutor will see material being presented to the learner, and
the learner required to demonstrate understanding of the material through questions and
answers, manipulation or testing. With the computer as tool, the learner may be
undertaking one or more educational activities in which the computer is used for tasks
such as data storage and analysis, information retrieval or design. Where the computer
takes on the tutee function, there is intent and potential for a more dynamic relationship
between learner and teacher. In this case, the computer may be set up to "learn" new
information by which subsequent instructional decisions can be made.
A more recent analysis by Schwier & Misanchuk (1993) provides a classification that
can be used to determine the methods by which learners approach their computer-based
education experience as well as the potential for including effective interactive events.
The classification consists of three attributes of the educational environment, which are
reviewed briefly in the following discussion.
1-24
Prescriptive
In the prescriptive mode, the learning material is defined or prescribed by the instructor
with the assumption that the learner must proceed through a series of pre-defined steps,
often linked to learning objectives, in order to complete an instructional component.
Exemplars of the prescriptive mode of education, according to Schwier & Misanchuk,
(1993) are the Drill & Practice, Tutorial, Instructional G a m e and Simulation formats. In
these cases, the concept of control is almost exclusively with the instructor or teacher
and the variation in individual differences in learners might be catered for through
access to content depending on performance. The issue of control is inherently linked to
the concept of interactivity, as the prescriptive nature of the process will limit the type
of feedback and response received by the learner.
Democratic
As an alternative to the prescriptive environment, the democratic condition is one where
"structured learning strategies are not imposed on the learner ... permitting the learner
to influence what is learned, or h o w it is learned, or at least the order in which it is
learned" (Schwier & Misanchuk, 1993:23). Examples of the democratic environment
include information repositories and hypermedia applications through which the learner
can browse, depending on their particular and current needs.
This state of user or learner control introduces the concept of a more open form of
interactivity in which the learner receives responses based on their particular location in
an electronic database, rather than their location in a pre-defined course. However, this
form of interactivity does not necessarily enhance the learning process, as the learner
constantly has to determine whether the material chosen is relevant to their specific
interests. While assigning this level of freedom to the learner, there is no attempt to
provide interactive learning options once the information goal has been reached.
Cybernetic
From the perspective of Schwier & Misanchuk (1993), the ultimate form of C E L will be
that presented by cybernetic environments which embody elements of artificial
intelligence through expert systems and heuristics. The development of computer
systems which attempt to mimic the reality of the natural environment, such that
interactions appear to be similar to those which might be undertaken with people, are
1-25
very much in their infancy. However, it is important to note that with the human-
computer interaction, the computer is providing no body-language or other cues to assist
with the user's understanding of what is being presented. The sole interaction is with the
material being presented and it is h o w the learner perceives that presentation and
processes the various media elements displayed which will determine the ultimate
success of the interactivity.
Audience characteristics
Another factor critical to understanding interactivity is the learner's distinguishing
characteristics. The adult or post-secondary learner can have quite different motivations
and demands than those demonstrated by younger learners. Knowles (1990) emphasises
the importance of an adult's personal goals in choosing to learn compared to younger
learners w h o are in the process of acquiring knowledge, skills and abilities. The
different levels of experience, motivation and knowledge will impact the design of
human-computer interactions, the means individuals use to interact with the content and
the effect on the overall learning process. In addition to these developmental factors,
attributes relating to culture, gender and literacy are inextricably bound up with the
interactive experience.
Another facet of the audience is the form of interaction in which they can participate.
Moore (1989) distinguishes three types of interaction: learner-content, learner-instructor
and learner-learner. A n additional interaction, that of learner-interface, is suggested by
Hillman, Willis & Gunawardena (1994). While these were presented in the context of
distance education, they provide a useful model by which the interactivity between
learners and computers can be considered. There is clearly distance between the
designer of the educational software and the learner w h o experiences it, which Moore
(1991:2) labels the transactional distance - "the physical separation that leads to a
psychological and communications gap, a space of potential misunderstanding between
the inputs of the instructor and those of the learner". If, as Wagner (1994) suggests,
these interactions can change learners and move them toward achieving goals, what
barriers are imposed by this transactional distance where the learner is working with
computer-based content?
1-26
Learning environments
The benefits perceived with computer-based educational applications can be classified
according to both the educational environment and the technology. The educational
environment encompasses the range from formal schooling (kindergarten to year 12) to
tertiary education and continuing to job skill training in the workplace. In the school,
technology has often succeeded where it has been used as a tool to support the teaching
and learning process, with little evidence of the success of computers as a surrogate
teacher. In the university sector, technology plays a significant role in research and
teaching, although largely as a support mechanism. In Australia there has been
significant government support for the development of computer-based teaching
resources in universities. However, there is evidence that many of the funded projects
did not achieve their objectives (Alexander & MacKenzie, 1998) from the perspective
of project planning, product capabilities or learning outcomes.
In the business sector the scenario is quite different, as many projects have been funded
on a cost-justification basis. In simple terms, if an organisation can measure the costs
associated with traditional (trainer-classroom) delivery of training and compare them
with the development of a computer-based module covering the same content, it is
relatively simple to determine which is the cheaper. In many cases, organisations have
been able to identify traditional costs for a three-year period in the order of $1,000,000
and comparable technology-based training at $100,000; when expressed in financial
terms, the savings represent the rationale for C E L as a training solution. However, one
area which has received little attention is the effectiveness of such programs: granted
the technology-based solution will demonstrate a return on investment, but at what cost
in terms of quality of job performance?
Design protocols
In parallel with the development of technology has been the consolidation of design
theories associated with the development of instructional materials. W h e n computers
were first being introduced as instructional tools, Instructional Design techniques such
as those introduced by Gagne, Briggs & Wager (1988) and Dick & Carey (1990) were
in vogue. These techniques conformed to the behavioural approach to teaching,
focusing on instruction as the delivery of knowledge, and were the basis for the
structure of many computer-based learning applications.
1-27
Over the last twenty-five years the dominant educational philosophy has evolved from a
behavioural (instructivist) to a cognitive (constructivist) paradigm such that the locus of
control has been transferred from the teacher to the learner. While this cannot be
generalised, it does confirm that educational approaches are dynamic and ever
changing. Similarly, it is also argued (for example Jonassen, 1996) that the computer is
more effective as a tool than a teacher and thus the application of instructional strategies
will not be as effective. At the same time, the interactions associated with an
instructional approach can be quite different from those in a constructivist approach.
Jonassen & Tessmer (1996) provide an extensive prescription of instructional strategies
and learning activities linked to desired outcomes, which if applied by C E L developers
would create a much wider range of presentation styles. However, as will be
demonstrated in the following section on research, consistent results are yet to be
achieved with C E L implementations. This is another reason to examine the human-
computer interaction process to determine if additional elements are required to ensure
that full advantage of the activities provided is achieved.
Development tools
One of the arguments I a m presenting in this introduction is that while technology has
advanced in terms of its capability, there has been comparatively little work undertaken
on learner-computer communication in terms of maximising the effectiveness of the
interactions. At the same time, as will be discussed below, the overall effectiveness of
C E L continues to be questioned. One of the contributing factors to this situation may
well be the development tools made available for the production of educational software
(courseware).
When CEL was originally conceptualised, the development team was designated as the
subject matter expert (SME), instructional designer (ID) and programmer - three
separate individuals or groups. The ED structured the content into a learning context
which was then programmed for delivery by computer. Implicit in this structure was the
passing of content from S M E to ED and the delivery specifications from ED to
programmer, without necessarily creating a team environment in which arising issues
could be discussed. The scenario of the ID having little knowledge of software
development procedures or computer capabilities, and the programmer little notion of
1-28
instructional strategy, was quite possible. There is evidence to suggest that this barrier
between education and technology continues to the present day (McNaught, 1999).
Recognising the problems with this condition, software manufactures created
development tools known as authoring systems designed specifically for educators to
create their o w n courseware, without requiring the knowledge or resources of a
programmer. However, the structure of these tools was often so restrictive that the
courseware created did not include the type of interactions that would be effective in the
learning situation. Unless the developer also had some programming expertise, the
products often resembled little more than electronic books.
Nevertheless, the power of the computer is in its ability to process data quickly and to
interpret instructions resulting from the execution of computer programs. In particular,
the ability to conditionally process information is one of its major functions. Unless
strategies are maintained to ensure an effective dialogue between instructional designer
and programmer, the quality of the resulting product will likely be degraded in terms of
its interactivity and effectiveness as a learning tool.
While contemporary tools are becoming more complex, and therefore more open to the
development of more complex applications, from m y observation of a range of C D -
R O M and web-based applications1, too many continue to demonstrate glitz rather than
quality, reinforcing the need for additional skills in the design process. What is often
presented is evidence of skills in animation and web-based delivery, but the underlying
content continues to be presented as if in a textbook, occasionally enhanced by
multimedia elements.
Interactivity is a product not only of the software development tools but also the
learning strategy devised by the teacher or instructional designer. However, one element
often missing is the creation of materials in which the learner is conceived not as a
passive observer or remote manipulator but as an active experimenter, controller and
creator of learning materials. The extent to which the current theory and research
approaches this option is considered in the following sections.
These applications were submitted to the 1998 and 1999 ASCILITE Awards, an annual competition conducted by the Australasian Society for Computers in Learning in Tertiary Education (ASCILITE). During this period I was convenor of the judging panel and was privy to the documentation, products, judging process and selection of award winners.
1-29
Theoretical Factors
The theoretical base for computer-based education has its foundation in educational
psychology and learning theory. In many instances it would appear that the novelty of
technology as a teaching tool, and the overall naivety of the development team, have
meant a mismatch between the mode of application developed and the learning for
which it was designed. There have been many prescriptive design theories that state the
type of activity which might be undertaken to support a particular learning objective;
however, there have been few prescriptions or recommendations for the development of
interactive human-computer communication systems to support that design.
Alessi & Trollip (1991) identify eight elements from the domain of cognitive
psychology, which have a significant impact on the creation of C E L applications. The
following summary assesses the extent to which these elements impact on the ways in
which interactivity is used.
Perception and Attention
The ways in which the learner perceives the material presented on screen and maintains
their attention (engagement) with that content is critical, as there is an initial interaction
based on the way in which the user views the content (related to Gagne's (1985)
condition of learning of Gaining Attention). The initial presentation and layout of both
content material and supplementary controls will impact the way in which the learner
continues to interact with the learning material. Recent advances in information design
and interaction design (Shedroff, 1994) have done much to address the issue of
presentation. However, the underlying assumptions that propose that good screen and
interface design will translate to effective learning experiences, have yet to be firmly
established with respect to consistency and interactivity. It would appear therefore that
more attention needs to be applied to the ways in which a learner can maintain an
appropriate level of attention during their encounter with a C E L application.
Memory
It is memory that is used to extract information and knowledge in order to recall a
process or perform a skill. H o w this information and knowledge is stored is beyond the
scope of this study, however research such as that undertaken by Craik & Lockhart
(1972) have demonstrated that different strategies will effect whether deep or surface
1-30
learning occurs. It is argued that the structure of interactions will influence the way in
which content material is processed and subsequently stored for future reference. More
importantly, the learner's ability to engage with these interactions will also be critical in
determining the depth of learning.
Comprehension
Alessi &Trollip (1991:12) suggest that "the type of learning desired must determine the
type of presentation and activities of a lesson". This demonstrates that the matching of
learning outcome with the presentation of content and the related interactions
(activities) are significant factors in the generation of meaning or comprehension from a
computer-based application. This notion is covered in extensive detail by Jonassen &
Tessmer (1996) in a detailed taxonomy of instructional strategies and associated
learning outcomes. The extent to which a learner can interpret the material compared to
their comprehension and application of that material is the significant aspect of CEL.
Whereas group-learning environments facilitate other people being used to provide
input to problem solving, an independent learner does not necessarily have those
resources and comprehension may therefore be limited.
Learning
H o w w e learn has been the subject of ongoing research for centuries. The developments
in an understanding of learning are intermixed with socio-cultural conditions.
Underlying much of contemporary thinking is that w e learn by doing, and this
interaction "not only maintains attention but creates and stores new knowledge and
skills" (Alessi & Trollip, 1991:12). Trilling & Hood (1999) propose five elements of
modern learning theory: Context (environmental learning), Construction (mental model
building), Caring (intrinsic motivation), Competence (multiple intelligences) and
Community (learning communities of practice). Other approaches, such as the
preliminary specification of Engagement Theory (Kearsley & Shneiderman, 1999),
provide a context by which interactivity can be assessed. Is the doing of answering
questions sufficient to demonstrate an interactive environment in which learning will
occur? Chapter 2: The Conditions of Interactivity provides a more detailed analysis of
the implications for interactive environments as a consequence of approaches to
learning.
1-31
Motivation
The motivation of an individual student to undertake a learning activity is paramount to
its ultimate success, although the teacher also has a role to elicit that motivation.
Malone & Lepper (1987) proposed that challenge, curiosity, control and fantasy are four
elements which can elicit motivation and while these are independent of a computer
environment, there is no reason why a computer application designed for learning
activities cannot provide such choices. From a different perspective, Keller & Suzuki
(1988) determined that maintenance of attention, relevance of material, student
confidence and student satisfaction are also essential for motivation. Comparing these
two options it is interesting to note that while Malone & Lepper (1987) focus
exclusively on the factors required for a learner to be motivated, those of Keller &
Suziki (1988) include an element of instructor influence on the presence of motivation.
This reinforces one of the major dilemmas in Computer-Based Learning - should the
instructor be the sole designer or can the learner also provide a significant level of
input? For interactivity, the question arises as to h o w a computer program might
provide interactive experiences to enhance an individual's motivation.
Locus of Control
This latter comment links to where Locus of Control is situated - with the program or
with the learner. The creation of control is largely a function of the particular
educational philosophy adopted by the design team and depending on their access to
research data will impact the way in which interactions are included within the
application. Santiago & Okey (1992:52) conclude that:
it is the use of information more than the use of options ... that could be considered as the more immediate concern of designers of CBI when dealing with locus of control orientation of learners.
This is particularly important as the level to which the learner is able to feel in control
of the learning process will partly determine their motivation to continue working with
the material.
Transfer of Learning
One of the goals of learning is that the knowledge and skills considered in the
application will be transferred to another specific performance area or even generalised
1-32
to a range of similar skill applications. B y implementing interactions that enable transfer
of learning, it is argued that more successful use of the technology will result.
Individual Differences
Another critical element is that students all approach the learning environment with a
range of cultural, social and motivational characteristics. While educational
environments to date have not always catered for these differences, there is
acknowledgment that different tasks should be provided depending on a learner's
unmediate abilities and background. For this reason schools have implemented
accelerated and remedial programs for selected students. However, computer
technology is not as sophisticated to be able to identify the specific learning
characteristics of an individual and consequently many of the applications produced
have not been able to demonstrate functions enabling adaptation to individual needs.
Nevertheless, the use of a range of interactive experiences, optionally generated by
learner specifications, may provide a method by which individual differences are at
least considered as a component of any C E L application.
How and why we learn is influenced by a complex set of social, economic, personal and
cultural factors (Jonassen & Grabowski, 1993). The application of computer technology
to the learning process must not only take these aspects into account but also assess how
computer-presented information and tools might facilitate that process.
Research outcomes
Over the past 30 years there have been many thousands of research studies examining a
range of factors associated with the application of computer technology to teaching and
learning. These can be classified into case studies, empirical research and meta
analyses.
The case studies typically examine a complete software (courseware) application and
describe its features and implementation characteristics, but rarely focuses on any
failures or inadequacies. A recent Australian project (Alexander & Mckenzie, 1998)
examined a range of projects which had been sponsored by Federal Government
funding and concluded that outcomes were often not achieved because of naive
expectations or inadequate evaluation protocols. Determining the extent to which the
1-33
interactive elements contributed to the success of these types of application will lead to
a better understanding of the importance of this construct. While many case studies
have been presented as exemplars of good practice, the diversity of learning
environments means that successful applications in one situation may not be as effective
in others. Developing a better understanding of learner-computer interactivity m a y help
in developing models of implementation that can be applied across learning sectors.
Research studies have frequently examined a discrete domain area and assessed the
benefits of using computer technology in terms of comparative and learner control
factors. The comparative studies, where traditional delivery has been matched with
computer-based delivery have produced a wide range of findings that have been the
subject of rigorous debate (Clarke, 1983; Kozma, 1991). M y perception is that success
will come not from replication of materials but from invention of more effective
learning resources. The use of learner control over variables such as content and
sequence has received perhaps the greatest percentage of research attention, although
the validity of the findings has been criticised by Reeves (1993). While providing the
learner with control is clearly critical in terms of their making selections or decisions,
control from the program's perspective is also useful if the learner's performance is
analysed as requiring intervention. Rather than control being considered from a binary
Y E S : N O perspective, it may better be implemented if considered in terms of human-
human communication.
The meta-analyses have examined a range of research studies to assess the overall
effectiveness of using computer-based technology in education and training. Overall,
these analyses have failed to show any consistent evidence of significant benefits of
using such technology (Kulik et al, 1983; Russell, 1999).
One of the conclusions that can be generated from this overview is that much is still to
be learned about the user's response to technology and how people deal with an
environment which is intrinsically different from the traditional modes of information
presentation and access.
Summary
The ability of computers to respond provides an environment in which humans can
operate in an interactive manner. The development of the field and the perceived
1-34
benefits of interactivity are closely tied to theoretical, design and development issues.
However, research has also continued to be inconclusive. It is therefore valuable to
identify those contemporary contributions that may assist developing a new or different
interpretation of the ways in which the interactive experience might be enhanced to
maximise the likelihood of the learning outcomes being achieved.
Kearsley (1977:8) commented that "CAI is well beyond the feasibility stage of
demonstrating that it works and should be seriously concerned with h o w to improve the
product" which was also echoed by Reeves (1999). W e continue to maintain that w e
know h o w to use Computer Enhanced Learning applications, but acknowledge there is
still much to learn about making the technology work better. This environment is partly
responsible for the direction taken by this thesis - to examine interactivity to provide
new insights and partial solutions to the challenge to make it work better. It may well be
that these insights come from new ways of looking at the human-computer relationship
such as those introduced in the following section, rather than emphasising the variables
which impact learning.
CONTEMPORARY POSITIONS
The factors that impact the effectiveness of the interactive learning experience are
diverse, complex and dynamic. The technology continues to develop at an astounding
rate, providing new opportunities for educational innovation. The strategies for
designing, and the techniques for developing, courseware applications are changing as a
result of both technology and theory. The ways in which people teach and leam are
evolving as a result of social, cultural and economic changes. Our understanding of the
overall learning process is also developing. At the same time, research is continuing to
report ambivalent results on the effectiveness of computer based learning.
Within this dynamic and changing environment the interactive experience is not being
realised. Perhaps if the concept of working interactively in computer-based
environments is considered from a different perspective, the way in which interactive
experiences are implemented may become more independent from technology, theory
and practice. If w e can better understand the process of human-computer interaction in
the learning context then these changes can take place without necessarily affecting the
interactive process.
1-35
The following analysis introduces three possible candidates, which will be elaborated in
Chapter 3: The Practice of Interactivity, and identifies the ways in which they might
enhance the interactive experience.
Computers as theatre
Laurel (1991) introduced the concept of computers as theatre in which the theatre is
used as a metaphor for understanding the human-computer relationship. This has been
adopted by a number of developers, especially in the context of interactive narrative
(Barrett & Redmond, 1995; Murray, 1997). While focusing on human-computer
interaction in relation to information processing applications, the implications for C E L
products are equally intriguing. If the courseware is constructed as a play, what role
does the learner take - one of audience or actor - and if the latter, what form of actor:
improviser, performer or under-study? Given the challenge to make C E L work better,
such considerations deserve attention.
Narrative, play and interactivity
A second aspect related to theatre is that of narrative, and the way in which the learner
interprets the story embedded within the courseware. With specific reference to
educational applications, Plowman (1996a) examined the ways in which children
explored interactive videodisk products, determining that those where narrative was
evident provided a better learning experience. In m y experience with the development
of courseware applications for training environments, while attempts have been made to
engage the learner as active observer, the notion of giving the learner a specific role to
play, or script to follow, was not explicitly considered. The reconstruction of the
learner's role in C E L environments appears to be a relevant factor in working towards
making it work better.
The magic of software
Tognazzini (1999) proposes a different approach whereby the characteristics of the
magician are assessed in terms of making the human-computer interface more
accessible. In representing the magic act as 9 0 % performance and 1 0 % skill, it is
suggested that more focus be placed on the illusions that can be presented to the user to
maximise the effectiveness of the application. Translated to the learning environment,
1-36
this suggests a role for the designer as one of magician presenting a performance, with
the learner taking the role of audience or assistant to not only passively observe but
actually experience the magic!
CONCLUSIONS
Interactivity, as an implicit component of computer technology, continues to be
perceived as a viable means of communication (Kristof & Satran, 1995:121):
In the end, interactivity is people using new media to communicate ideas, knowledge, and art in much the same way that people have always communicated. The core of good interactive communication is still a strong message and a clear presentation. The design process still calls for research, creativity, and skilful execution. The one new variable is the element of audience choice. And choice can take users in unpredictable directions and combine elements of the design in unpredictable ways. That's why interactivity calls for a greater commitment to planning, to useability, and to making the pieces work together than communication has ever demanded before.
However, in the context of computer-enhanced learning, there remains a paradox
whereby interactivity does not appear to be generating the educational outcomes
predicted. The promise that computer-based interactive learning will provide a range of
benefits to the overall learning process has not been consistently realised.
To develop a better understanding of the state-of-the-art of interactivity, a research
question is proposed to reassess the extent to which people have understood the promise
of interactivity:
What expectations do people have from interactive learning
environments?
To develop the issues raised by this question, the following chapter examines the
significant disciplines in the field that have contributed to the practice of computer-
enhanced learning and the consequent impact on implementations of interactivity. The
outcome of this discussion provides the rationale for the statement of the second
research question and sets the scene for continuing the analysis of interactivity.
CHAPTER 2:
THE CONDITIONS OF INTERACTIVITY
INTRODUCTION
Chapter 1 established a case for interactivity being a promise not yet fully realised. This
chapter expands on those issues by exploring the major disciplinary factors provided
through the literature that have informed the practice of computer-based learning with
specific respect to the provision of a set of conditions for interactivity.
This analysis of interactivity is covered from five perspectives. The first analyses the
diverse range of approaches to learning to provide a context for interpreting interactivity
in the computer-based context. The second perspective is that of human-computer
interaction (HCI) and the implications for the learner and their use of computer-based
systems. Third, the issues associated with the design and development of educational
software applications are assessed in terms of the ways these activities impact the
successful implementation of interactivity to support the learning process. The fourth
perspective to be addressed is that of individualisation and the contribution of
interactivity to meeting the various needs of the individual and independent learner.
Finally, the links between human-human communication and interactivity are
introduced to focus on the ways in which people receive and interpret information.
The dynamic nature of CBE is a function of both the rapidly developing technology and
changes in teaching and learning paradigms, and this in turn impacts the conditions for
implementing effective interactive C E L environments. This setting provides the
background for Chapter 3, which focuses on the various ways in which interactivity has
come to be understood in practice and finalises the framework on which this study is
predicated.
APPROACHES TO LEARNING
Overview
This section focuses on the diversity of approaches to learning and their implications for
applying interactivity in a computer-based learning environment. The literature is
2-38
reviewed from two aspects; the first in terms of established learning theories and
paradigms and the second with respect to contemporary ideas of teaching and learning.
The purpose of this analysis is to demonstrate that interactivity is not simply a feature of
all forms of computer-based learning but a multi-faceted construct who's form,
attributes and affects are conditional upon the particular educational position adopted.
Implications from Learning Theory
The study of the relationship between h o w w e learn and the interactions which support
that learning can be traced as far back into history as w e might wish to pursue.
However, if w e focus specifically on the current century, there are numerous, varied and
evolving approaches to learning which can be assessed in terms of their implications for
C E L environments and the associated interactive constructs.
Texts based generally on learning theories separate the work of behavioural, cognitive
and contemporary theorists (eg. Bower & Hilgard, 1981) and from the perspective of
educational technology, similar distinctions are made. For example, Romiszowski
(1986) acknowledges that one's particular philosophical position will influence the
structure of learning activities, differentiating the Humanist (with an emphasis on useful
content), Behaviourist (emphasising outcomes), Cognitivist and Developmental
(emphasising the process) and Cybernetic (emphasising the system) approaches. More
recently, Kearsley (1997) compiled a Theory into Practice database, documenting an
extensive range of learning theories, concepts and domains. Using this database, I
undertook a synthesis of the material, identifying the major focus of the theoretical
position, the means by which it might be implemented in a learning environment and
the likely interactive constructs that would be manifested in a C E L environment. From
this synthesis I derived four dimensions linking the prescriptions of interactivity from
the various theoretical positions,
In summary, the four major dimensions identified can be characterised by:
• Learners - the who of the learning process
• Content - the what of the learning process
• Pedagogy - the how of the learning process
• Context - the when and where of the learning process
2-39
These four dimensions provide a context by which the complex nature of interactivity
for learning in computer-based environments can be understood. More importantly, this
framework reinforces the assumptions made by early implementations of C E L that
interactivity would support learning. In presenting these dimensions, I do not wish to
suggest that learning should or can be linked to any single strategy or intervention.
Rather it is better viewed as a complex interaction between circumstances, conditions,
environment, motivation and culture. While no one theory or paradigm can explain
learning completely, these dimensions provide a framework and foundation for
considering the constructs of interactivity in the context of C E L environments.
The following discussion examines each of these dimensions, identifying the focus of
the learning prescription, the form of interactivity (in the context of computer-based
applications) that might be derived from the focus and the source of the related
theoretical position.
Interactivity and Learners
The details provided in Table 2.1 suggest ways that placing an emphasis on the learner
will influence the ways in which interactions might be created. For example, if a
developer were to subscribe to the Goal Navigation and Exploration prescriptions for
learning, then the application might be created with an emphasis on the learner making
decisions on which paths to take in order to achieve a particular (learner or designer
prescribed) goal. Alternately, designers who focused on the benefits of Scaffolding
might implement extensive and dynamic support facilities to enable the program to
adapt to the responses of individual users.
Interactivity and Content
The content or subject matter presented to users is the focus of the second dimension
which, impacts on the way interactivity and learning can be linked, as indicated in Table
2.2. While structuring of the content sequences is closely associated with the
pedagogical dimension, the level and depth of content as well as the underlying
information and presentation design is critical to the overall interactive experience.
2-40
Focus
Goal Navigation; Exploration
Making Selections
Tools
Control: to Construct or Deconstruct
Prompt for engagement Scaffolding; Modelling
Interactive Constructs
• Select navigational paths
• Retrieve appropriate content
• Move within a simulated environment
• Explore conditions of rule operation
• Compare results
• Access manageable pieces of material
• Modify content structure
• Access help or support tools
• Construct or modify properties of and/or relationships between learning objects
• Create personal narratives
• Generate original responses
• Assemble or disassemble support tools as required
• Adapt dynamic scaffolding according to individual schema
• Access exemplars to support knowledge acquisition
Related Theories
Sign Learning (Tolman, 1932); Constructivist (Bruner, 1966); Information Pick-Up (Gibson, 1966); Structural Learning (Scandura, 1973); Androgogy (Knowles, 1984); Adult Learning (Cross, 1981); Soar (Newell, 1990)
Information Processing (Miller, 1956)
Cognitive Dissonance (Festinger, 1957)
Gestalt (Wertheimer, 1959); Lateral Thinking (de Bono, 1967); Experiential (Rogers, 1969); Dual Coding (Paivio, 1986); Levels of Processing (Craik & Lockhart, 1972); Script (Schank, 1982); Component Display (Merrill, 1983); Cognitive Flexibility (Spiro, Feltovich, Jacobson & Coulson, 1992) Originality (Maltzman, 1960); Constructivist (Bruner, 1966); Constructivist (Bruner, 1966); Social Learning (Bandura, 1971); Script (Schank, 1982)
Table 2.1: Interactive Constructs and Learners
Focus
The more the better Essential
Engagement
Content Dependent
Multimedia
Minimalist
Interactive Constructs
• Present questions frequently
• Ensure interactions implemented
• Integrate meaningful engagement through access to different content representations
• Enable the means to control displayed media elements
• Vary structural presentation as a function of content domain
• Enable learner elaboration of epitomes
• Enable the means to select media used to display content structures
• Enabling access to and manipulation of content
• Include only necessary content
Related Theories
Connectionism (Thorndike, 1913)
Contiguity (Guthrie, 1930); Drive Reduction (Hull, 1943) Dual Coding (Paivio, 1986), Levels of Processing (Craik & Lockhart, 1972)
Algo-Heuristic (Landa, 1974); Component Display (Merrill, 1983); Elaboration (Reigeluth, 1992)
Symbol Systems (Salomon, 1979); Dual Coding (Paivio, 1986); Cognitive Flexibility (Spiro etal, 1992)
G O M S (Card, Moran & Newell, 1983); Minimalist (Carroll, 1990)
Table 2.2: Interactive Constructs and Content
Interactivity and Pedagogy
The pedagogical dimension is used to demonstrate that apart from the learner and
content, the way in which the material is structured and delivered will also impact the
interactivity. A s detailed in Table 2.3, the pedagogical structures associated with a C E L
2-41
application also suggest certain interactive constructs. This dimension too is critical, as
it will determine the extent to which the learner is able to move (navigate), test
(explore) and manoeuvre (self-pace) through the product. It will also focus on what
measures will represent completion; if based on a teaching (instructivist) model, then
some form of assessment might be required. If based on a learner (constructivist) model,
then completion of the task might be the measure of success. The design process must
also be extended to adapt for interactivity to maximise engagement, as the learner may
be operating in an independent environment without access to teacher support.
Focus
Vary according to learner
Question-Answer-Feedback Self-pacing
Problem Based
Interactive Constructs
• Vary as a function of developmental stage
• Vary according to individual skills
• Integrate contextual and socio-cultural elements
• Adopt a cyclic question (stimulus), answer (response) and feedback loop
• Enable learner control
• Enable self-testing of achievement (mastery)
• Enable assessment of individual success
• Enable testing and problem-solving of currently held beliefs or concepts
• Provide tools to solve problems
Related Theories C
Genetic Epistemology (Piaget, 1929); Conditions of Learning (Gagne, 1985); Subsumption (Ausubel, 1963); General Problem Solver (Newell & Simon, 1972); Androgogy (Knowles, 1984); Adult Learning (Cross, 1981); A C T (Anderson, 1990); ATI (Cronbach & Snow, 1977); Triarchic (Sternberg, 1977); Operant Conditioning (Skinner, 1950)
Mathematical (Atkinson, 1972); Criterion-Referenced (Mager, 1988)
Experiential (Rogers, 1969); General Problem Solver (Newell & Simon, 1972); Double-Loop (Argyris & Schon, 1974); Repair (Brown & Van Lehn, 1980); Mathematical Problem Solving (Schoenfeld, 1985
Table 2.3: Interactive Constructs and Pedagogy
Interactivity and Context
The fourth dimension by which learning theories and interactivity may be examined
relates to the context in which learning is undertaken, as represented in Table 2.4. In the
classroom, learning can range from the abstract to the laboratory and simulated
conditions, which can be replicated on a computer if appropriate. However, attempting
to provide a context for learning demands not only the integration of knowledge and
information into a specific situation, but also the learner being able to position
themselves in that context in order to understand the situation and purpose of that
information. For example, while a group of army specialists may be taken to a bombing
range to practice disarming explosives, recreating the same scenario on a computer is
complex because time and space constraints exist. One of the challenges therefore, if
2-42
attempting to develop a C E L environment incorporating a contextual metaphor, is to
provide learners with adequate visual cues and support tools to establish realistic and
meaningful learning experiences.
Focus
Contextual, Situated
Learning Styles
Interactive Exemplars
Enable access to people (real or simulated) to provide assistance Focus on action-consequence model
Relate contextual controls (tools) to support facilities Enable social operations
Enable learner and program adaptation strategies
Related Theories
Functional Literacy (Sticht, 1976); Social Development (Vygotsky, 1962); Symbol Systems (Salomon, 1979); Phenomenography (Marton, Hounsell & Entwistle, 1984); Cognitive Flexibility (Spiro et al, 1982); Situated (Lave & Wenger, 1990)
Modes of Learning (Rumelhart & Norman, 1978); Multiple Intelligences (Gardner, 1993)
Table 2.4: Interactive Constructs and Context
The learning theories identified above reinforce the complex and varied ways in which
the learner and learning have been conceptualised. This is well illustrated by Jonassen
& Tessmer (1996) w h o focused on the outcomes of learning and developed links with
specific instructional tactics. Their analysis derived a total of 34 learning outcomes and
86 instructional tactics within 22 categories. For example, a learning outcome to use a
procedure was classed in terms of cognitive components, measured by demonstrating
algorithms or procedures under criteria of accuracy, speed or authenticity and with an
instance of installing a butterfly valve into a carburettor. The tactics associated with this
single outcome are shown in Table 2.5 following.
Outcome
Using procedures
Tactics '-::. < ..'. . ':l ..
Comparative - relate to content familiar to learner
Present facts, concept/rule/principle definitions and attributes
Prototypical examples/demonstrations
Worked problem examples Divergent examples/demonstrations
Describe key aspects of information
Distributed practice session
Apply in real world or simulated situations (near transfer)
Corrective and remedial feedback
Correct/incorrect solution models
Deductive sequence (RULEG) Procedural, job sequence; information processing sequence (path sequencing)
Table 2.5: Learning Outcome and Instructional Tactics
2-43
In addition to the required tactics, a set of recommended tactics was also included,
further reinforcing the complexity of structuring effective learning environments. W h e n
considered in the context of C E L applications, this single example illustrates the range
of instructional activities that can extend from presentation to simulation of content and
for both passive and active learner responses. Jonassen & Tessmer (1996:23) claim that
"learning taxonomies embedded in classical instructional design models do not
adequately address important outcomes and requirements of newer, more constructivist
environments". While interactivity can be ascribed to the many different approaches to
learning, as theories develop and evolve, so must our approach to structures of
interactivity within the C E L environment.
Contemporary Considerations
Understanding h o w people learn in the contemporary context is also critical, as the
ever-changing social and cultural environments in which w e live impact on both the
delivery of education and our concept of the learner. As I write, the tertiary education
environment in Australia is heavily committed to the use of web-based or on-line
learning activities, resulting from a combination of reasons such as the current
economic climate and a better understanding of the way in which post-secondary adults
choose to learn. In the context of CEL, if its promise is to be realised then the
environment provided for the learner becomes a significant factor, not only in terms of
the conceptualisation and structure of the content material but also with respect to the
design strategies implemented. This is well illustrated by Trilling & Hood (1999:8),
who describe seven contributing factors pertinent to learning in the knowledge age:
• Critical Thinking and Doing - problem-solving, research, analysis and project
management.
This focus on the individual and independent learner suggests that any interactive
constructs must enable the learner to operate in a problem-based environment with
appropriate resources to be in control of the direction of their learning activities.
e Creativity - new knowledge creation, 'best fit' design solutions and artful
storytelling.
This factor points to the learner as a creative individual, and learning activities
should take advantage of this. Enabling the learner to define their o w n objectives
2-44
will assist in the way their education is provided. The use of concepts of narrative
and storytelling might also enhance the way content is received by the learner.
• Collaboration - cooperation, compromise, consensus and community-building.
The notion of on-line learning communities is now commonplace and well
facilitated by internet structures (Palloff & Pratt, 1999). While a C E L environment
tends to be aimed at an independent learner, there are few, if any, technical barriers
to prevent an individual's responses and solutions being used to inform other users
of the product.
• Cross-cultural Understanding - across diverse ethnic, knowledge and
organisational cultures.
This element is receiving particular focus in the computer-based learning field (for
example, IFETS, 1999). Developing educational resources and delivering them to an
entire population could be perceived as disregarding the complexity of
characteristics (gender, cultural) of which that population consists. Appreciating the
individual's contribution to learning and the meanings they impart onto the content
is one way of addressing these issues.
• Communication - crafting messages and using media effectively.
A major focus of this thesis is related to better understanding the ways in which we
can communicate with people, through computer technology, in a learning context.
Our understanding of communication is changing and placing more emphasis on the
individual meanings ascribed to messages. The challenge for developing educational
software products is to enable those meanings to be an integral component of the
learning process.
• Computing - effective use of electronic information and knowledge tools.
As discussed previously, many tertiary institutions are relying on computer
technology to support on-line teaching and learning initiatives. This places an
increasing burden on the user to make effective use of this technology, from both
the designer's and the learner's perspective.
2-45
• Career & Learning Self-reliance - managing change, lifelong learning and
career redefinition.
This factor suggests that enabling the learner to cope within such a dynamic world is
one of the challenges for education. Within the micro-world of CEL, the learner can
also be given the opportunity to take control of their world and develop better
understandings of their current and potential contributions to their environment.
Overall, these seven factors reinforce the extent to which the focus of education is
moving towards h o w the learner is participating in the learning process, and highlights
the importance of situated and contextual learning approaches - those where the learner
is operating in a familiar and relevant environment. If developing C E L applications, the
conditions of interactivity are influenced not only by the particular learning approach
but also by the overall environment in which the learner is operating.
With respect to the training environment specifically, Landamatics (Educational
Technology, 1993) is one which places emphasis not only on the knowledge to be
learned but also the strategies used by learners in interpreting that knowledge. With
specific reference to the corporate training, Landa comments:
Companies' complaints... are typically the same: the training time is too long and, more importantly, upon completion of training novices cannot do the job as required. The error rate is high, the pace of performing tasks (productivity) is low, the ability to make decisions - and their quality - is poor ... the cause of problems is often not the lack of substantive knowledge but the lack of operational knowledge, i.e. the lack of knowledge as to what to mentally do with the knowledge in order to successfully solve problems and make decisions (Educational Technology 1993:10).
While this comment may have been designed to enhance business prospects, it
nevertheless highlights the perceived need to change focus from the content to the
learner - from h o w w e structure and present material to the way in which it is
interpreted, understood and applied by the learner. This is supported by a study of
authenticity in the learning environment (Shaffer & Resnick, 1999), where learning can
be conceived as being personally meaningful and related to the real world outside the
school environment. In addition, this notion of authenticity provides an opportunity to
think in the modes of a particular discipline and where the means of assessment reflect
the learning process.
2-46
These latter examples again highlight the changes that occur in approaches to learning,
and emphasise the importance of assessing the impact of these changes on the ways
interactivity might be applied. The study of learning and computers cannot be
considered the subject of a static set of assumptions and prescriptions, but as a dynamic
and complex set of interconnected variables positioned within the context of
contemporary thinking and practice (Wilson, 1999).
HUMAN-COMPUTER INTERACTION
Overview
The study of human-computer interaction (HC1) is itself a diverse field, examining
factors such as the user, interface, mental models, adaptation, experience and useability
(for example, Booth, 1989; Ackerman & Tauber, 1990; Laurel, 1990; Preece, 1994;
Pemberton, 1997). The study of the communication between human and computer is
focused on the relationship between what the computer and user do and the subsequent
interpretation or action. Although the H C I focus tends to be on the completion of
successful operations rather than the provision of a learning environment, there is a
similar focus on the communication that takes place between user and computer. Dix,
Finlay, Abowd, & Beale (1993:44) express this aspect succinctly:
W e should be aware of individual differences so that w e can account for them as far as possible within our designs. These differences may be long term, such as sex, physical capabilities and intellectual capabilities. Others are shorter term and include the effect of stress or fatigue on the user. Still others change through time such as age.
This emphasis on individualisation as a critical factor in the implementation of
interactive dialogue between computer and human is also a function of the extent to
which the interface effectively translates the actions of user and system (Dix et al,
1993). This also highlights a second element of the interaction process, the interface,
which refers to the environment presented on the computer display to which the user
must react, respond, interpret and communicate. H o w people understand and
conceptualise human-computer operations is likely therefore to impact on the way
computer-based systems are designed and developed for learning.
2-47
Generic Approaches to HCI
Human-computer interaction has been considered from a range of perspectives, such as
Eberts (1994), who identifies four alternative approaches to human-computer
interaction:
• Empirical - where the computer system is querying the user and the design of
the interface will depend on experimental results.
In this instance, data provided by the user (or learner) can be used to modify the
interface. As will be discussed in Chapter 8, this is typically achieved through
maintenance and revision activities after the human-computer contact has
completed. However, it will also be considered whether this might become more a
dynamic function of human-computer interactions.
• Cognitive - where the aim is to make the processing of information by the
computer and human more efficient.
Consistent with the comments made above, this approach also "views the human as
an adaptive, flexible and actively involved in interacting with the environment to
solve problems or make decisions" (Eberts, 1994:50). If human-computer interaction
is about problems to be solved, then the role of the problem-solving theories of
cognitive psychology become relevant to C E L design and development.
• Predictive modelling - where the performance of humans interacting with
computers is predicted.
Related also to the comments for the Empirical approach, this option will enable
more efficient interfaces to be implemented. It also is consistent with the means by
which adaptive systems (as discussed later in this Chapter) can be applied to
computer-based educational environments.
• Anthropomorphic - where "the designer uses the process of human-human
communication as a model for human-computer interaction" (Eberts, 1994:55).
The extent to which this can be achieved is a major focus for this study and some of
the implications in the C E L environment are considered through the work of Kirsch
(1997) and Bardini (1997) as presented in Chapter 3.
2-48
The Execution-Evaluation Cycle
Given these approaches, it is also valuable to examine some of the specific elements of
a human-computer interaction, to extend the means by which these may also link to
better understanding interactivity in the context of CEL. With reference to developing
an understanding of individualisation and the interface, Norman (1986) introduced the
concept of the Execution-Evaluation Cycle that describes an interaction in terms of the
goals and actions of the user. As interpreted by. Dix et al (1993:92):
The purpose of an interactive system is to aid a user in accomplishing goals from some application domain. A domain defines an area of expertise and knowledge in some real-world activity ... Tasks are operations to manipulate the concepts of a domain. A goal is the desired output from a performed task ... A n intention is a specific action required to meet the goal.
In developing the concept of the Execution-Evaluation cycle, Norman (1986) identified
seven stages that succinctly integrate both the program and user elements of the
interactive process. The following provides an overview of these stages, and identifies
their potential relationship with interactive learning environments.
• Establishing the goal - where both the program and the user must reach some
for of agreement as the goal of the interaction.
In educational terms this could be described in terms of program stating the learning
objective or outcome. However, it also suggests through the word agreement the
need for some level of negotiation. The extent to which the learner might be in a
position to work towards such an agreement is consistent with the Empirical
approach identified by Eberts (1994) and is further explored in Chapter 8.
• Forming the intention - which refers to the decisions being made to achieve the
goal.
In a learning application this places emphasis on the user to take a controlling role in
how that goal is achieved and the program to be responsive to the directions a user
wishes to travel.
2-49
• Specifying the action sequence - whereby the user must come to understand
what activities must be performed to achieve the goal.
In educational terms this can involve a range of activities including responses
associated with navigation, support or assistance and task engagement.
• Executing the action - where the user performs some psychomotor task in order
to progress the process.
In terms of C E L applications, the association between the overt actions and the
intrinsic engagement with the content material is the critical element of the complete
interaction.
• Perceiving the system state - which relates to those effects the action has on the
information being displayed, initiating at least visual responses and subsequent
perception on the impact of the action performed.
Within a learning context this has specific significance as it represents the feedback
provided to the user. This can range from a confirmation that a particular action has
been successful to a reconstruction of screen elements to provide an indication of
progress on a task, as identified by Hannafin (1989).
• Interpreting the system state - whereby the user must determine whether their
action has helped attain the original goal.
Within the interactive C E L environment, this interpretation provides the user with
an opportunity to assess whether or not their actions have assisted goal acquisition,
as detailed in the following stage.
• Evaluating the system state with respect to goals and intentions - to determine
the extent to which the overall learning process has progressed.
While Norman's (1986) analysis was focused on the use of applications software, in
the learning context the effect relates to both the micro aspects of a single execution
as well as the macro aspects of the overall learning program.
Although these stages focus specifically on human-computer interactions with
applications software, they do not fully cater for the complex set of interactions that
2-50
take place when the activity is associated with a learning task. Norman (1987:329)
commented that:
Yes, each of the seven stages corresponds to some subfield of psychology ... But this analysis of stages of action still misses much of the complexity of real behaviour. What about interruptions? What about social demands?
This observation highlights the need to address additional facets of the interactive
process, such as those identified by Plowman (1996a) in terms of the foci of
interactivity and their potential to interfere with the flow.
The interpretation of these Execution-Evaluation stages into the links between user and
computer were expressed in terms of a gulf between user and computer which had to be
spanned by two "bridges", addressing issues from both the user and computer position
(Norman, 1986). In explaining these gulfs, Dix et al (1993:94) observe:
The gulf of execution ... refers to the difference between the user's formulation of the actions to reach the goal, and the actions allowed by the system. If the actions allowed by the system correspond to those intended by the user, the interaction will be effective. The interface should therefore aim to reduce this gulf. Van gulf of evaluation is the distance between the physical presentation of the system state and the expectation of the user. If the user can readily evaluate the presentation in terms of his goal, the gulf of evaluation is small. The more effort that is required on the part of the user to interpret the presentation, the less effective the interaction.
Given that the individual will have their own particular understanding of the way in
which the computer system operates, and their role and options within that
understanding, being unable to perform an action simply when attempting to achieve a
goal will impact on the successful completion of the interaction. Similarly, if the
information presented to the user is inconsistent with their interpretation or evaluation,
then achieving the goal may also be problematic. If the proposed gulfs can be
eliminated, or at least minimised, through a combination of appropriate interface and
low effort, then a successful interaction is likely. In the context of learning, this suggests
that any manifestation of either execution or evaluation gulfs will potentially interfere
with the overall learning process. Ensuring the design process addresses these gulfs is
therefore a pre-requisite for the successful implementation of CEL.
As computer systems develop, it is becoming apparent that one goal is to use the
technology in such a way that it enhances human-human communication in contrast to
operating as a substitute human. This is currently of critical interest as many
organisations are turning to web-based applications to enhance learning and training
2-51
opportunities. However, the introduction of these innovations has the potential to
confront the user with the very gulfs identified by Norman (1986). For example, at
Southern Cross University (where I a m employed) a trial on-line learning course
adopted the Lotus™ Learning Space® product as a template for delivery and
communication. One of the initial problems encountered was not the enthusiasm of the
teachers and students, but an inability to understand the computer-based operations,
such as saving files (Carroll, 1999). It was not Learning Space® that was problematic,
but the ability of the users to adapt to the technical requirements for operation.
So while the focus of collaborative work is on the group, the level of expertise of the
individual members together will influence the actual success of that group. As
expressed by Preece (1994:62):
Instead of conceptualising an individual's cognitive tasks when interacting with an individual computer, the distributed cognition approach attempts to characterise the computer-mediated, cognitive activities of a group of people working together in a given setting.
And where this expertise is insufficient to effectively operate the system in terms of the
tasks required to participate in the group activities, the collaborative experience will be
denigrated, at least for some of the members.
Interaction Styles
In addition to the issues associated with resolving the potential gulfs or conflicts
between execution and evaluation, the study of human-computer interaction has also
focused on the different physical interactions possible. From the perspective of
applications software, the tasks undertaken by users are contextually different from
those typically used within learning applications.
Using the interactive tasks classified by Shneiderman (1993), which included reference
to the skill levels required to complete these tasks, provides an additional perspective on
interactivity. The combination of task and experience level may impact on the outcome
of the interaction, and specifically from a learning perspective, affect the achievement
of learning goals. The following discussion examines h o w this assessment can be linked
to better understanding interactivity for CEL.
2-52
• Menu Selection - the novice or intermittent user is required to read from a list
and select an item appropriate to the task. The system must then apply syntax to
indicate selection, confirm the choice and initiate an action. Finally the user can
observe the effect.
In the computer-based educational environment, this form is manifested in the
selection of content topics and was recognised as a foundational element of
interactivity (Milheim, 1990).
• Form Fillin - requires a user to enter data in desired fields, typified by
commercial financial or insurance transactions. Shneiderman (1993) suggests
this task is suitable for knowledgeable intermittent users or frequent users.
With respect to C E L environments, the development of interactions that are
provided only to users with some level of experience, that is interactions presented
only when the user can be classified as knowledgeable, is the realm of adaptive and
intelligent systems, as discussed later in this chapter. However, if this activity is
important to completion of the task and a novice user is operating the system, the
challenge then is to provide a means by which their experience can be enhanced.
• Command Language - provides locus of control and initiative for frequent users;
error rates are high, training is required, retention is poor; designed for expert
frequent users.
While the frequent user may be able to use such commands, in a learning context the
likelihood of errors would conflict with the learning sequence. This may also link to
the concepts of cognitive load (Chandler & Sweller, 1991) and the impact of
complex interactions on successful learning.
• Natural Language - providing little context for the next command and requires a
clarification dialogue.
This remains one of the complex elements to achieve in C E L environments,
especially if the development team has more of an educational rather than computer
programming background. However, the notion of dialogue (communication or
conversation) being enabled between application and learner is considered in detail
in the data analysis sections of this study.
2-53
• Direct Manipulation - visual representations, where keyboard entry is replaced
by cursor-motion; it is appealing to novices, is easily remembered by frequent
users and provides rapid access for frequent users.
This is typical of contemporary interactive training devices, although the extent to
which the learner can successfully perceive and interpret those representations will
be critical to their understanding the way in which the interactions are meant to
operate and the meaning being conveyed. The ability to manipulate objects is
however recognised as critical to successful interaction (Aldrich et al, 1998).
Implications from HCI Research
This brief summary of a very diverse field of study has identified three issues. First,
HCI can be studied from a number of perspectives, each of which can impact our
understanding of CEL. Second, successful H C I can be confounded by gulfs of
execution and evaluation, which impact the overall success of the interaction. Third, the
range of tasks or interactions identified with HCI may differ from those of CEL, but the
impact of experience is a c o m m o n variable.
The implication of these observations is that the use and success of CEL will be
confounded by a potential lack of communication between learner and interface. The
extent to which the user is able to comfortably work with and understand the application
will help reduce any difficulties interpreting the purpose of the application. To achieve
this places responsibility on the team undertaking the design and development activities,
which is the object of the following discussion.
DESIGN AND DEVELOPMENT
Overview
Given the above discussion on issues of learning and human-computer interaction the
following analysis focuses on the way interactivity is catered for in the design and
development process. H o w the theoretical prescriptions for successful learning can be
transformed into a computer-based interactive environment remains one of the major
challenges for the field today.
2-54
Hardware and Software
The combinations of computer hardware and software technologies are the enabling
factors for the conceptualisation and implementation of computer-based learning
applications. As introduced in Chapter 1, this hardware has evolved from the
teletypewriter of the 1960s to the complex multimedia and internet environments
available today. Any discussion of interactivity must therefore take into account the
facilities of the technology, as these constructs will determine and enable the overt
human-computer interactions. For example, the current hardware and software
technologies provide a multimedia world of audio, video, text, graphics and animation
(Tannenbaum, 1998), which require design teams to integrate these elements and
thereby demonstrate state-of-the-art compliance.
The hardware of a multimedia developer now includes the computer equipped with
appropriate components to produce sound, present video segments and present high-
resolution images. They also have access to the digital camera and video to capture
images or scenes, scanners to create images from printed material and large storage
devices including disks and C D - R O M s . The software of multimedia includes
programming languages, graphics manipulation tools, audio and video programs as well
as the operating systems and networking software which enable the software to control
the hardware and produce the desired outcome. The inexorable development of
technology has seen the ability to transmit multimedia elements over the internet using
streaming protocols, such that various news events or performances can be viewed from
the desktop computer. For example, a concert held in California on the weekend of
October 30/31 1999 was webcast, which meant viewers around the world could watch
the live performance on their own computer. Similar developments are being considered
in the on-line collaboration area, where the traditional text-based communications are
being challenged by "messaging systems that support the creation and posting of media-
rich messages and graphical display of the messages" (Bellamy, Woolsey, Cooper &
Kerns, 1999:149).
The software and hardware technology therefore enable the user to view and control a
media-rich environment that has been constructed to communicate some form of
information. The software tools which enable the creation of these controls and the
integration of media elements are generally referred to as authoring systems,
2-55
emphasising the role of the developer in the overall production process. The outputs of
this process also create the interactivity made available to the user. The development
tools create the facilities by which the user can navigate through the material presented,
select aspects of the content to view in detail and interrupt the presentation sequence.
However the interaction between user and content, and the resultant communication, is
dependent upon the strategies and concepts produced by the design team. W h e n
considered in terms of a learning experience, interactivity becomes not just the overt
options available to access and control the material but the underlying engagement and
meaning that is generated by these facilities. The options provided to guide design
teams in this endeavour are discussed in the following section.
Instructional Development Systems
The design and development approaches to computer-based applications, whether for
education or information processing, also have an impact on the interactivity
implemented. From the perspective of software development, methodologies have
evolved from the strict systems approaches of the early 1970s to the current rapid-
prototyping paradigms, especially with respect to multimedia applications
(Tannenbaum, 1998). However, unlike software applications where programming skills
are the pre-requisite for creating the applications, with educational applications the
instructional specialist has often been the person responsible for this task.
Models of Design
Dick & Carey (1990) identified a model which conformed to a general format of
Analysis, Design, Development, Implementation and Evaluation - a staged approach
which focused on the structuring of content according to defined learning objectives.
This model, and others of a similar genre, conforms to an instructional philosophy
where the designer is the central figure in the way content is sequenced, structured and
presented. The application of these models to C E L environments has been widespread,
although as they were originally designed for classroom delivery of instructional
material, I have often conjectured as to whether the computer can or should be
perceived as a medium onto which these same constructs can be applied. Based on the
previous discussion, which identifies the focus of the individual learner and the role
they might play in the learner process, a potential problem with these design strategies
2-56
emerges. It is not so much their deconstruction of content that could be reassessed, but
in their assumptions that a designer can deconstruct content in such a way to make it
generically useful and meaningful to a specific group of learners. It is not so much the
instructional design process that may be at fault, but its interpretation and translation
into the interactive medium and subsequent impact on the individual learner.
To address this issue, new concepts of the design process for interactive learning
environments have been proposed. For example, Hedberg & Harper (1997) proposed a
three-layered model identifying learners, interaction and presentation as major elements
of the design process, and describing the way in which content material would fit into
these layers. A different approach by Sims (1997b) identified the outputs, techniques
and skills associated with a development project and the extent to which each of these
had impact at different stages of the process. Both of these represent methods to
enhance those design models on which the creation of C E L materials has traditionally
been based.
Perhaps the issue with instructional design and development processes for CEL is that
they involve a diverse range of skills. Those skills necessary to take advantage of the
interactive medium such as metaphor, interface, communication, information and
interactive design (Shedroff, 1994) have yet to be clearly specified as requisite
components of the design and development team. A good computer programmer, a
good instructional designer and a knowledgable content expert may not create the
appropriate synergy to develop effective and truly interactive C E L environments if they
do not have additional skills understanding interactivity and its component elements.
Contemporary Issues
The extent to which the computer-based medium continues to provide challenges for
representing information in a digital and interactive format is well illustrated by the
creative efforts from people with little formal background in educational computing.
For example Flick & Goodall (1998), adopting the new digital media for recording of
oral histories, describe their project to use technology as a resource for Aboriginal
community history:
In describing new media, a widespread approach relates interface design to spatial metaphors, and it is an indication of the complex ambiguities of this issue that... I M M is often described using the colonial language of exploration, discovery and capture.
2-57
W e used what looked like overlays to attempt to explain the co-existence of various types of knowledge mapped onto the land for different cultural and historical contexts. ... However, w e became concerned that the metaphor of place was too static to give full expression to what w e saw as the striking dominant characteristic of the history w e were engaged in. The form of oral traditions and oral performance of memory is strongly narrative and dramatic. ... So w e shifted focus to explore the ways in which storytelling can become a more fundamental part of the structure and form of our program, rather than just the content. (Flick & Goodall, 1998:426.)
The importance of this reflection on the development of multimedia lies in the problems
which confront both the user and the means by which content is represented. It appears
that as we gather knowledge about the way in which people work with computer-based
systems, more emphasis needs to be placed on creating content that is consistent with
the way people can interact with the technology. It is not simply a case of reproducing
materials in a computer environment, but of restructuring and reconceptualising the
relationship between user and content when that relationship is computer-based. The
complexity of factors which contribute to an understanding of the condition of
interactivity are well summarised, with specific reference to the design environment, by
Yeamen, Hlynka, Anderson, Damarin & Muffoletto (1996:285) who suggest a set of
ideas for postmodern instructional design:
Accept that there are probably several workable solutions to every instructional design problem, not just one ideal solution.
Expect diversity in the way students and trainees understand and what they understand. This increasingly comes from the teaching of English, and related subjects, where commonsense understandings of media are being replaced by analysis and interpretation. Advocate this way of understanding as superior to the myth of the linear, pipeline transmission of knowledge.
Examine and learn from instruction that supposedly fails as well as instruction that succeeds as predicted.
Be cautious: all media are metaphorical and never mean exactly what they seem to convey. It is not possible to escape from language but metaphors, symbols and models should be used with care
Look for self-contradictions in your own messages and in other people's messages.
Break away from the tradition of communication that assigns power to the creators of instructional messages and denies it to learners. Its authoritarian approach is its failing.
Evaluate technological fixes, not only to see if the original problem has been solved but to see what else has been changed. Have new problems been created?
Avoid idealism suggesting there is a perfect meeting of minds. Although people are engaged in communication all their lives, there is seldom an absolute correspondence in understandings.
Plan by considering needs and not just technologies. Your task is to solve real world problems and not to advocate mythical solutions such as computers.
2-58
As with all aspects of software design and development, the interaction of social,
cultural, pedagogical and technological factors will impact the way in which the overall
production process is implemented. These observations provide a context for assessing
current practices with contemporary thinking. The resultant impact on interactivity will
be manifested in the way the content is structured and presented, and the means by
which the user or learner can work with that content.
INDIVIDUAUSATION
Overview
The argument to date has posited that new approaches to the way the learner is
understood within the learning process are critical to the success of CEL. More
importantly, this approach is consistent with the changing role of the teacher, from
delivering knowledge to one who can assist interpret and develop knowledge in the
learner. Within that context it is important to examine the various factors that impact on
the learner as an individual, as one w h o m can determine the success or failure of an
educational encounter. In relation to this, the following section considers the focus or
target group of instructional materials and the learning environment in which they are
located. In addition, the discussion addresses what I perceive to be the major research
areas that have had an impact on developing an understanding of interactivity, including
learner control, learning style, cognitive load, adaptation and perception.
Target Groups
The people for w h o m a computer-based learning application is directed determine both
its structure and its acceptance. At a basic level, a product aimed at children will look
and behave differently from one directed at adults. However, that does not mean that
adult applications should be bland and conservative while children's software manifests
flair and colour. Rather, the characteristics of the different groups should be carefully
considered when developing the software. More importantly, as w e are currently
placing more emphasis on the role of the learner, the means they have for working with
the content needs to be carefully considered. In this study m y major interest is in the use
of C E L with adult learners, as this is one group for w h o m large investments are still
being made in the development of C D - R O M applications. The following provides a
brief summary of the differentiating characteristics of this specific group.
2-59
Learners
The role of the adult learner has been considered as being quite different from that of a
child. Knowles (1990) differentiates between pedagogy (the art and science of teaching
children) and andragogy (the art and science of helping adults to learn). While there is
no argument that people undertake learning in different environments which then
impact on the ways in which delivery and evaluation is conducted, it would appear that
it is the experience of the learner that is critical, rather than their particular
developmental stage. There is no reason why younger learners should be afforded any
less choices and advantages than the adult learner.
From my experience, working with a number of Australian organisations in the
development of C E L resources to specifically cater for training programs, there has
often been a tendency to develop materials using assumptions on the role of computer
and learner from the teacher rather than the learner perspective. H o w the learner is
conceptualised by the design team is therefore an integral element in the success of the
application. Given that many applications will continue to be developed for use by
learners in an independent setting, the way in which they approach the learning
experience and their expectations for having different levels of control and outcomes
will significantly impact on the way in which interactions implemented are understood.
It is this view of education and learning being more contextual and more dependent on
the learner that I believe will impact on the nature of learning with computers. The
contemporary approaches to working with adult learners will eventually filter to the
workplace and replace the current practices that, from the perspective of the writers in
Foley (2000), are inappropriate for the current environment. By focusing on the ways in
which computer-based interactive learning environments might emulate this view of
learning, w e may get closer to more successful and consistently effective applications.
As Foley (2000:21) contends, adult educators and trainers must develop frameworks
that are:
holistic - they comprehensively account for the contextual and ethical factors which shape adult education; coherent - they give a clear account of the ways in which these different factors interact in particular situations; and strategic - they help adult educators act at both the micro (classroom) and macro (social-movement) level.
2-60
The responsibility of the educator (teacher) is developing into one who has increased
responsibility for the structural, social and cultural characteristics of the course content,
thereby enabling an environment in which the adult learner may effectively operate.
Learning Environments
Increasingly, the concept of the on-line learning community is gaining prominence,
essentially as a result of the growth of the internet, with implications on the ways in
which non-physical human relationships can be established and the resulting effects of
changes to those relationships (Palloff & Pratt, 1999). While perhaps more specific to
the formal educational institution, there is growth (or perhaps regrowth) in this form of
education in the training environment and adult education, as evidenced by commercial
conferences on topics such as "Harnessing eLearning and Technology Assisted
Training" (International Quality & Productivity Centre, 2000). While a number of texts
are now appearing to support the design and development of Web-Based Training (for
example, Hall, 1997), there remains a tendency to focus on the how of development
rather than the who (or object) of the development.
Learning environments, when applied to CEL, introduce elements such as contextual
and situated learning (Lave & Wenger, 1990), which promote the positioning of the
learner into real-world situations to maximise the effectiveness of the learning. In many
ways this ties into the value of the simulation described in detail by Alessi & Trollip
(1991) and the extent to which the accuracy or fidelity of the environment matches
reality (Alessi, 1988). A n example of this was cited previously under Interactivity and
Context, page 2-41) with reference to a simulated bomb-disposal activity.
Control
There have been many and diverse studies undertaken on the extent to which interactive
learning applications enhance the learning process. The underlying assumption of these
has been that privileges afforded to either the program or learner in the computer-based
learning environment will increase performance. From m y analysis of these studies over
the past twenty years, one element appears to have often been omitted from the
discussion and that is the effect of the application itself (in terms of structure, design
and interface) on the overall findings. While the focus of such studies was on variables
2-61
such as control, style or load, the effect of the communication, interactivity and design
has received consideration only recently (for example, Szabo & Kanuka, 1999).
Studies such as Milheim's (1990) identification of choice of pace, sequence and content
as typical of learner control and Kinzie, Sullivan & BerdeFs (1988) findings of
continued motivation for learner control, have demonstrated various facets of the
benefits of learner control. The underlying question being explored by these research
studies was that control, manifested through a range of interactions, provides an
individualised and therefore desirable learning environment. However, these findings
have in some ways been confounded by Reeves' (1993) analysis that was roundly
critical of the research conducted in the field of computer-based learning and especially
that of learner control, a criticism extending to its being labelled as pseudoscience.
There seems no doubt that learner control is critical to the interactive process, but to
what extent does learner control, the learner's ability to move through pre-defined
instructional sequences, impact on the overall success of the interactive experience? As
a person w h o has developed C E L applications, the controls made available to the
learner are only those provided in the design and subsequent programming. The extent
to which these controls add to the learner's motivation and engagement are an issue that
continue to be analysed, especially given the dynamic state of learning theory as well as
hardware and software technologies.
Adaptation
The ability of both program and learner to have access to control of particular
components of the learning sequence provides the potential for the program or learner to
adapt the process according to their particular specifications or requirements. Park
(1996:634) introduces a discussion of adaptive systems with the observation that:
A central and persisting issue in educational technology is the provision of instructional environments and conditions that can comply with individually different educational goals and learning abilities.
The creation of CEL applications that can adapt to the individual learner are perceived
as solutions to this situation, and this individualisation is often characterised by the
learner being able to control the pace and sequence of their learning. Park (1996) offers
three approaches to assessing adaptive instruction:
2-62
• on the macro level by enabling alternatives such as goals or content,
• using aptitude-treatment interaction (Cronbach & Snow, 1977) to address
individual learning characteristics, or
• on the micro level by diagnosing specific learning needs.
One of the issues emerging from this concept is the person responsible for the
adaptation - is it based on algorithmic prescriptions of the designer or the immediate
needs of the learner? Learners being able to adapt the learning to their own needs may
be equally appropriate as those where the program makes judgements on the learner's
individual performance or progress and making presentation decisions based on that
judgement. Again, this level of program and learner control is based on the design
strategy employed and the perspective of the design team on the teaching and
knowledge acquisition process.
Style
Another area linked to C E L and which has received considerable research attention has
been that of learning styles, and the various approaches people bring to the learning
environment. Based on the assumption that individuals will manifest a preferred style of
learning (cf. Kolb; 1976, 1984; Honey & Mumford, 1992), it was understood that
developing C E L applications that could adapt to these different styles would be
advantageous to the individual learner. Burger (1985) found no statistically significant
relationship between learning style (on field dependency) and academic achievement,
although indicating that the program used was essentially tutorial in nature and
therefore limited in adaptive functionality. Given the range of options for delivering
CEL, the tutorial is possibly the most conservative, and may be inappropriate for
adapting to an individual's learning style. Similarly, Larsen (1992) found that
effectiveness and acceptance of C E L was independent of learning style. However, more
recent research reports variation in performance as a function of learning style and its
relationship to learner control (Rasmussen & Davidson-Shivers, 1998). In this case the
development of courseware to accommodate learner preferences was advocated, with
the implication that more effective control would be implicit in this form of application.
2-63
Perception and Load
The way in which w e perceive information will impact on the success of the
communication and our ability to extract meaning from that information. The
contemporary user is faced not only with an array of text fonts, sizes and colours but
also with graphics, animations, video and audio representations. Additionally, many of
these presentation objects also provide links or controls by which the user is expected to
access and manipulate the associated content. The complexity of these stimuli is
attracting greater attention in terms of the effectiveness of their use, especially in the
learning context.
For example, Reiber (1994) differentiates three forms of image:
• representational - where the graphic resembles the content being discussed,
• analogical - where the graphic implies similarity with the content, and
• arbitrary - where graphics share no similarity with what is being represented)
forms of image.
His analysis also identifies the issues of perception and memory as integral to the
research on the use of both static and animated graphics. With reference to static
images, Rieber (1994:142) suggested that "too much or too little detail may be
detrimental to learning ... learners prefer aesthetically pleasing graphics, but they do not
contribute to learning per se". Similar findings were derived from assessing animated
graphics, with variables such as target group and familiarity with content. Rieber (1994)
identifies the dilemma faced by developers - resisting using animation without a
rationale or being creative and using the features of the computer medium. From m y
experience in both development and evaluation, applications too frequently use very
effective animations, but often demonstrating the skills of the developer rather than
providing learners with meaningful information.
A recent analysis of the way in which graphical representations work (Scaife & Rogers,
1996), in which they suggest little is understood about their operation, reinforces the
findings of Rieber (1994). They highlight the assumption that as the technology enables
more complex and realistic images to be displayed, the extent of their value to
interactivity remains unclear. In addition, one area that has received little attention is the
2-64
effect of culturally or gendered inappropriate or misunderstood images. This further
emphasises the importance of the individual learner, and their particular preferences and
characteristics, in the C E L environment.
In relation to the way in which we perceive information is the impact those
representations have on our ability to process the information. Sweller (1988) and
Chandler & Sweller (1991) analysed this issue in terms of the cognitive load
experienced, specifically examining the effect of the ways in which w e integrate
different information sources, such as text and diagrams, when they refer to the same
information. Their findings identified the importance of pictorial elements in the
communication process and their impact on reducing cognitive load.
The implications of perception for interactivity relate to the effect of material presented
on the communicative nature of the learning experience. If the sequence and continuity
of the process is affected because the learner becomes distracted by a graphical display,
or the arrangement of the media elements causes the learner to redirect their attention
from the task, there m a y be interruption to the interaction, and to the learning.
Summary
One of the major objectives for an educational environment is for the learners to
become engaged with the learning activities and motivated to continue working with the
content. In a C E L environment this is even more critical because a teacher or facilitator
may not be present. The preceding discussion has identified a range of factors that
impact on the way in which interactions might be considered and the potential
implications for achieving engaging and motivating experiences.
The adult learner can be portrayed as being self-directed, and therefore needs to be
granted autonomy and control over the learning process. The style of the individual
learner m a y also affect their interpretation of material. Enabling them to determine
presentation aspects may assist addressing their individual style. Creating programs that
adapt or are adaptable will also enhance the control and address the individual's
learning style. A n d within the context of learning environments, the presentation and
use of media elements can impact the way in which the learner is integrated into the
learning process. Minimising an external load will maximise the chances of their
remaining focused on the learning task.
2-65
The individual learner is the critical component of an educational endeavour, and with
C E L this individualisation will be supported by the interactive elements incorporated by
the design and development effort. The issues associated with this form of
communication are discussed in the following section.
COMMUNICATION
Overview
The following discussion examines the field of communication and its relevance to
learners and computers. As learning practices have developed and computer-
technologies changed, so too have approaches to communication. From the transmission
model of Shannon & Weaver (1949) to concepts of interpersonal, mass communication
and the inter-relationships of culture and communication, all such approaches provide
inputs relating to the ways in which interactivity and C E L can be better understood.
To add to the complexity, the term communication is not only used to refer to the way
people exchange messages and the meanings assigned to those exchanges, but also as a
label for the physical wiring associated with telecommunications facilities within an
organisation. As with the various ways in which interactivity can be interpreted, I am
focusing this study not on the facility of technology to transmit data from one location
to another, but on the extent to which understanding the way people communicate might
lead to more effective ways of implementing interactive C E L products.
Interactivity and Communication
Apart from the growing use of the internet for message transmission and information
access, the use of multimedia elements can be considered state-of-the-art in terms of
presentation mode. Tannenbaum (1998) perceives that the development of multimedia
applications is founded on the sciences of computing and communication. More
explicitly, and in terms of interactivity, he concludes that:
The ultimate form of interactivity in communication is achieved in face-to-face, human communication. Computers are not human, and communication between a user and a computer is not the same as communication between people. However, as artificial intelligence, natural language processing, and virtual reality become more sophisticated and advanced, computers will be able to emulate interpersonal reactions to a greater and greater extent. All evidence now seems to indicate that drawing the human-computer interface closer to interpersonal communication improves the effectiveness, acceptance, and enjoyment of multimedia productions. (Tannenbaum, 1998:301-302)
2-66
This notion that the ultimate form of interactivity is human-human is in one sense
accurate, and success in making the computer replicate human behaviour and
communication patterns is unlikely in the foreseeable future. However, from m y
perspective there is no reason why learners and computers should not continue to
interact, with the challenge being to develop a means by which computers communicate
with the learner to develop within themselves a sense of accomplishment.
By focusing on the range of approaches to communication, it is suggested that a more
comprehensive understanding of interactivity will emerge and therefore assist in the
creation of a broader set of prescriptions and guidelines that designers and developers of
educational software can utilise.
In an analysis of interactivity and its relationship to computer-based instruction,
Borsook & Higginbotham-Wheat (1991) commence their discussion by examining
elements of interpersonal communication. Using Berlo's (1960) levels of
communicative interdependence and Selnow's (1988) features of interaction, they
argued that these positions hold lessons for designers of instructional software. More
explicitly, Borsook & Higginbotham-Wheat (1991:12) compare the lack of interactivity
of page-turning applications to those where the program "allows the learner to become a
part of its world, where the computer seems to disappear and is replaced by an entity
whose o w n responses are highly related to the user's input". This notion of the user
entering into a partnership with the computer is echoed by the mutual environments
proposed by Schwier & Misanchuk (1993) and will be explored in more detail in
Chapter 3. Interestingly however, the following comparison between books and
interactivity tells a different story:
Consider an ordinary textbook. These normally offer at least five kinds of interaction: they may be read sequentially, they have a hierarchical structure, they have an index for accessing by content and they have page numbers. In addition, learners can and do make marks in them. Very, very little software offers all 5 of these modes of interaction: computers have not in the main yet caught up with print as an interactive medium. (Draper, 1996:2).
It is not so much that page-turning applications offer limited interactivity and little
communication, but that the page turning applications do not offer the degree of
interactivity expected with such a metaphor.
2-67
Identifying similarities between interactivity and interpersonal communication is
important because it provides a means to focus on the effects that the learner and
instructional material (originating from a designer) have on each other. One example of
this was presented by Heeter (1989), w h o proposed six aspects of interactivity that
provide a useful means to conceptualise these associations:
• Choice and Selectivity - providing more choices and the ability to make
selections from those choices increases the interactivity.
This position implies that the doing of something increases the interactivity. While
this is correct in a sense, the doing should also be meaningful to the learner and a
component of both the design and learning strategies.
• Effort - the higher the ratio between user and computer activity, the greater the
interactivity.
Again it can be argued that this effort must be productive rather than interfering -
there is little use in making the effort if all the energy is placed into trying to
understand the learning environment being presented.
• Responsiveness - the extent to which a computer responds appropriately to
human input affects the interactivity.
The determinant of 'what is appropriate to who' is critical in this context, and
reinforces the previous discussion on individualisation.
• Monitoring - greater interactivity is provided when more sophisticated forms of
user tracking and record keeping are maintained.
The implication therefore is that the more data an application maintains about user
performance and navigation the more adaptive it will be.
• Addition of Information - when users are able to add material to the knowledge
base, the more interactive the system becomes.
In many instances this has not been a feature of C E L applications, where the content
has been structured explicitly by the development team.
2-68
• Facilitation of Interpersonal Communication - the extent to which a computer
emulates and/or enables interpersonal communication will impact the
effectiveness of the interactivity.
If the learner believes that they are engaging in a meaningful dialogue, then some
form of communication will be taking place. The extent to which this has to emulate
a human-human conversation, in comparison to the learner's comfort level with the
give and take of information, is one of the questions being address in this study.
While these elements are important, the language used to specify the characteristics of
these dimensions can be limiting. For example, the responsiveness component alludes to
an appropriate response being made by the computer - but what is appropriate and for
whom? Is it the designer's assumption of appropriate responses to predetermined inputs,
or responses perceived by the user to be appropriate to their input? It is the latter aspect
that has become the focus of contemporary communication studies and requires
acknowledgment in the study of C E L and interactivity.
Communication and Culture
More recent approaches to communication, particularly in the academic sector, have
examined the way people interact under the banner of cultural studies. These more
recent interpretations also provide a means by which to compare past, present and future
implementations of computer-based interactive environments. As an example, Schirato
& Yell (1996:1) identify communication in terms of its interdependence with culture,
noting that:
Meanings are not to be found or understood exclusively in terms of acts of communication, but are produced within specific cultural contexts. Moreover, communication can be understood as the practice of producing meanings. Communication practices refer to the ways in which systems of meaning are negotiated by participants in a culture and culture can be understood as the totality of communication practices and systems of meaning.
The importance of this approach to communication is that it places emphasis on the
recipient and the meanings they will place on information received, which in turn will
be based on their particular cultural, gendered and social background and experiences.
The implication for the design and development of C E L applications is significant, as
this perspective suggests that material designed for learning may not be interpreted as
such by the intended audience, especially if there are differences in the way the designer
2-69
and learner interpret the meanings of the content material. This assessment can be
expanded to include the cultural, gender or organisational biases that may be placed on
content material and the different ways in which the learner might interpret them.
However, this does not mean that C E L projects will fail unless all individuals are
catered for in some way. O n the contrary, what is required are new ways in which to
implement the content such that individual learners will be able to gain value by being
able to apply their o w n meanings and interpretations to the content.
The way that understandings of learning and communication have evolved are highly
pertinent to the debates that have surrounded educational technology paradigms. For
example, rather than attempting to validate Merrill et al's (1996) claim that instructional
technology is a science compared to the speculation of constructivism, from m y
perspective it may be more appropriate to place more emphasis on the individual and
their interpretations of meaning. Re-emphasising the learner in the overall process, and
how they might wish to deal with and interpret the content, may be the next phase in
coming to better understand the ways in which value can be obtained from creating
educational environments where learners interact with computers.
CONCLUSION
Understanding interactivity is a complex framework of learning theory, human-
computer interaction, design processes, research outcomes and communication. While it
is clear that interactivity is perceived as providing a range of benefits, there remains a
level of uncertainty about which component of interactivity affects the various elements
of learning. Given that C E L is a legitimate form of educational presentation, the
following research question provides a second focus by which to examine the current
understanding of interactivity.
In what ways are interactive elements considered to impact on
the learning process?
The following chapter extends this framework of interactivity by providing a detailed
examination of the way in which interactivity as a concept has been interpreted, the
extent to which more research into its effect on learning is essential, and h o w its overall
impact is critical to the future production of effective C E L applications.
CHAPTER 3 :
THE PRACTICE OF INTERACTIVITY
INTRODUCTION
The analysis to date has identified the major elements which have contributed to our
current understanding of the interactive multimedia learning environment and the
various contributions made by theories of learning to the benefits of implementing
interactive aspects into computer-based learning applications. This chapter focuses
specifically on the nature and practice of interactivity and the different ways in which it
has been characterised in computer-based educational environments. More importantly,
it demonstrates that interactivity is a multi-faceted construct and its value to learning is
dependent largely on its interpretation by designers and developers.
The first section of this chapter identifies the issues that currently confront an
examination of interactivity in the context of computer-based learning. This is
supported by an overview of the various perspectives by which interactivity has been
addressed, from the overt physical to the covert cognitive and from taxonomy to
measure, demonstrating the variety of ways in which interactivity has come to be
understood and applied. The second section focuses on a comparatively recent
development in considering effective implementations of interactivity, that of narrative
and the ways in which elements of storytelling might enhance engagement in computer-
based learning. The extent to which the learner becomes integrated into a story line may
provide a more effective environment for taking advantage of the range of interactions
available. The final section relates the elements of interactivity and narrative to that of
performance and theatre, assessing the concept of computers as theatre (Laurel, 1991)
as a metaphor to support the design and development of C E L applications.
By examining these aspects of the practice of interactivity, this chapter aims to develop
a better understanding of the factors which inhibit or enhance content engagement, and
the communication or transfer of knowledge which results in deep processing and
consequential learning.
3-71
ISSUES OF INTERACTIVITY
Overview
Interactivity refers to the facilities provided by a computer-based application to provide
the user with both control of the process and communication with content. This
communication involves both the user initiating an action and the computer responding
to that action. The computer's role with interactivity is to provide the necessary
processing power to interpret and respond to a user's action, thereby generating a form
of human-computer dialogue. This section demonstrates that while interactivity as a
concept has retained a high profile throughout the history of computer-based learning,
its interpretation has undergone a metamorphosis and continues to be regarded as
complex and difficult to define.
The discussion commences with an overview of the contemporary approaches to the
concept of interactivity and the issues that have been considered relevant to its
understanding. W h e n viewed in conjunction with the various ways in which
interactivity has been conceptualised, it becomes clearer that rather than there being a
problem with the definition of interactivity, it is more that its complexity and
implementation formats have yet to be contextualised comprehensively.
Contemporary Issues
Interactivity is often portrayed as the distinguishing factor of the new media, with the
assumption that "interactivity in a computer product means that the user, not the
designer, controls the sequence, the pace, and most importantly, what to look at and
what to ignore" (Kristof & Satran, 1995:35). Holmes (1995:1-2) describes the essence
of interactivity, which succinctly highlight the popular understanding of interactivity:
Interactivity is the ability of a new media program, web site, kiosk or multimedia presentation, to allow its user to control the content in some manner . Interactivity must involve, engage, and motivate the user to explore the product... Bad interactivity happens. The user can be frustrated by muddled organization, too much information or poor instructions ... Interactive properties of new media should provide opportunities for the user: exploration, discovery, and collaboration. Well conceived interactivity knows its audience, understands their knowledge base, and uses terms and phrases that are commonly understood by the audience. Good interactivity also takes into account the situation of the audience.
Examining this perception reveals a number of major factors. First, the user or learner
must be able to control the application and the application must be designed to engage
3-72
the user. Second, the user must have some freedom in working with the application and
third, the product should be designed for a specific target audience. Interactivity, at least
from this perspective, is partly about what the user does and partly about h o w the
application is designed. However, such ideas contrast with the developing notion of the
user as individual - are w e as designers in a position to create an application that will
suit a specific, homogenous target group? It can be argued that such a group cannot
exist because of the extensive set of individual characteristics and interpretations, and
therefore h o w learners perceive the design process is dependent on the ways in which
the design team perceives teaching and learning. This suggests that the extent to which
educational effectiveness is understood in terms of the teacher or learner might
contribute to aspects of ineffective computer-based interactivity.
A contrasting view highlights the ways in which the term interactivity is used
semantically - and one which results in "at best confusion and at worst deception"
(Heath, 1996:1). While acknowledging that computers can support an interactive
experience, Heath (1996) concludes that it is ostensibly a function of human-human
communication. This is supported to some extent by Outing (1998) who sees access to
content through web-sites as a basic form of interactivity, whereas the major form is
manifested where communication is facilitated between humans -computer-mediated
communication.
In a conversation reported by Brand (1988), the question of interactivity was raised. The
respondent, Andrew Lippman, replied that it referred to "mutual and simultaneous
activity on the part of both participants, usually working toward some goal, but not
necessarily" and identified five corollaries of interactivity - intestability; graceful
degradation, limited look-ahead, no default and impression of an infinite database
(Brand, 1988:46). These elements combine many of the issues identified above and
extend the notion to the computer program having responsibility for some of the
interaction, as would be expected in a two way process.
These corollaries also highlight the extent to which current approaches are emphasising
a movement from teacher-centred to learner centred environments, where the learner
has more involvement in the overall process. Jaspers (1991:21) considered this
relationship between interactivity, teacher and learner in suggesting that:
3-73
In fact, the expression of "interactive delivery is contradicto in terminis from the viewpoint of interaction and emancipation. Delivery implies a unidirectional relationship. In full interaction there can be no one-sided relation; the student is not just at the end of a chain but also at its beginning.
In proposing a nascent theory of interactivity Jaspers (1991) identified different levels
ranging from the linear (information delivery) to the communicative (student initiated).
The issue is whether a theory can be used to predict h o w specific interactions might
work or whether the learner largely determines the successful of an interaction. If this
latter option holds true, then there is a case for emphasising learner-centred design,
where the learner is not only the major focus of the design activity but also involved and
integrated with the design team.
Another issue relates to developing some common form of meaning for the concept of
interactivity. Schwier & Misanchuk (1993) refer to the levels defined in the literature as
arbitrary and non-descriptive, Aldrich at el (1998) refer to the term interactivity as
ubiquitous and Plowman (1996b) considers the excesses of physical interactions as
gratuitous. The importance of working towards a resolution or better understanding of
these interpretations is clearly supported by Hannafin, Hannafin, Hooper, Rieber & Kini
(1996:385):
Though lauded by many for its ability to handle user inputs, there is little consensus with regard to the design of human computer interactions. Indeed, disagreement even exists about the meaning of the terms interactive as applied to emerging technologies. Researchers have described fundamentally different perspectives on the roles of interactions, ranging from facilitating lesson navigation to supporting encoding of specific lesson context... Research on interaction methods may be among the most critical... The domain of possibilities has broadened substantially, yet little research has been advanced which might guide their design.
Interestingly, Bartolomd (1998:1) cites a colleague who claimed "Interactivity?
Computers are not interactive, they can only be reactive. To be interactive they must be
intelligent." In assuming that computers did not possess the intelligence to maintain a
useful interaction, this comment becomes crucial for educational technology. The extent
to which true interactivity, rather than reactive presentation, can be implemented will
ultimately determine the effectiveness and success of C E L applications.
A different approach to assessing interactivity was undertaken by Rose (1999) who,
given the various taxonomies of interactivity, set about a deconstruction of established
understandings. Critical of the "good" versus "bad" mentality that pervades the field
3-74
(active not passive, learner control not program control, constructivism not
instructivism, hypermedia not linear delivery), Rose (1999:45) portrays an interesting
scenario:
Texts addressing the subject of interactivity ... privilege representations of highly motivated learners exploring the wonderful worlds of interactive instructional programs and making exciting discoveries. However, it is by virtue of a deconstructive reading that w e can begin to see the shadowy figure of the disavowed other lurking behind these wide-eyed adventurers: the shadow of a child sitting mesmerised and immobile before the computer, only her index finger on the mouse moving occasionally as a stream of images passes in a more or less predetermined sequence before her eyes.
In extending this comparison of learners, Rose (1999) emphasises that the advent of
web-based applications has been used to demonstrate new levels of interactivity,
specifically referring to the navigation and control of links between various web sites.
While these modes of interaction do represent the means required to work with much
web-based material, they are by no means new, as comparable interactive options have
been widely used in C E L applications (Alessi & Trollip, 1991; Schwier & Misanchuk,
1993; Boyle, 1997). In continuing this critique, Rose (1999) focuses explicitly on the
notion of learner control, the variable perhaps most researched and yet most criticised in
the field (Reeves, 1993). Her observation is that while the words "learner control" have
come to be accepted as control by the learner, syntactical comparisons (for example
crowd control, weight control) tend to imply the opposite - control of the learner. This
comment on control provides reinforcement for maintaining and extending research into
making interactive learning work better, as advocated by Rose (1999:48):
That the field of educational computing is in need of... internal critique is surely suggested by the fact that the very quality which is said to make computers unique and to justify their instructional use continues to defy definition.
Interactivity, in the context of computer-based learning, can range from simple
navigation through web pages to the immersion in interactive virtual worlds with access
to alternate realities. While the many dimensions of interactivity are well documented,
there remains considerable uncertainty about h o w best to design and implement
interactions to achieve the desired learning goals. While in the educational technology
field there has been a distinct shift from interactivity as overt physical reactions to
internal cognitive processing, the forms of interactivity reflected in the media associated
with the emerging digital culture have not consistently followed this shift.
3-75
One reason why the implementation of interactivity may not have maintained
consistency with educational directions may be a result of the different ways in which it
has come to be understood. In the following analysis, a series of constructs are
identified by which interactivity has been contextualised, extending the discussion of
the interactive conditions presented in Chapter 2. These constructs provide a means to
differentiate the various ways in which the concept of interactivity has been addressed
in the field of educational technology.
Interactivity as CONTROL
Developing an understanding of interactivity was given much attention when computer
technology was linked to the control of video devices - either videotape or videodisc.
Specifically, the extent to which the learner had control over the playing of the video
sequences was considered to represent the quality or level of the interactions, as
introduced by Iuppa (1984). The interpretation of these levels varies somewhat between
commentators (for example, compare Alessi & Trollip, 1991; Schwier & Misanchuk,
1993), but have the following characteristics:
• Level 0 - linear playback with no intervention by the learner.
• Level I - linear playback with learner intervention through a remote controller.
• Level II - learner-controlled access to pre-defined segments with frame-accurate
access as well as speed, direction, freeze frame, search and scanning control.
• Level III - provides links between computer and videodisc; the program
characteristics enable the learner to request video sequences or for specific
sequences to played as a result of learner responses.
The extent to which the learner has control over the technology and the learning
materials was also considered by Rhodes & Azbell (1985) in proposing three forms of
interaction design strategies for computer-assisted interactive video - reactive, proactive
and coactive - which integrated the control of content and structure. As shown in Figure
3.1, as more control is provided to the learner the more they become proactive in
determining the presentation forms of the content material.
3-76
User Control of
Structure
Extended
Limited
COACTIVE
REACTIVE
PROACTIVE
COACTIVE
Limited Extended
User Control of
Content
Figure 3.1: Forms of Interaction (Rhodes &Azbell, 1985:31)
Nevertheless, these dimensions were considered possibly "useful for interactive video
and training applications but too narrow for education and development applications"
(Rhodes & Azbell, 1985:32). This resulted in a fourth form of interaction being
proposed - transactive - where users would communicate using a wide range of media
to devise problem definitions, procedures and solutions. This appears to be a prescient
acknowledgment of where technology might go through illustrating the perceived
advantages of multimedia and web-based communication technologies.
The use of learner control and program control in CEL as research variables has
received extensive coverage, specifically in terms of their impact on learning (Williams,
1993). For example, an examination of the effects of different forms of interactivity on
interactive video instruction concluded that "an improvement in learning may be
expected in proportion to the amount and type of interactivity provided" (Schaffer &
Hannafin (1986:94). Another study determined that students had a preference for being
able to control an interactive videodisc compared to a video presentation (Summers,
1990).
The benefits of the control dimension were also addressed by the observation that
learners could "adjust the instruction to conform to their needs and capabilities. The
learner becomes an active participant, rather than passive observer, making significant
decisions and encountering their consequences" (Weller, 1988:23). However, the value
of these consequences emerges from the way in which the application responds or
adapts to the learner's actions.
Interactivity as ADAPTATION
The extent to which the computer-based learning application responds to a user's input
is often referred to as adaptation. This adaptation can range from the program
3-77
responding to a user's choice (such as a menu selection) to presenting material
specifically structured according to the learner's prior responses or options. As
described by Jonassen (1985:7), adaptation is part of the overall process of learner-
computer interaction:
Interactive lessons are those in which the learner actively or overtly responds to information presented by the technology, which in turn adapts to the learner, a process more commonly referred to as feedback. The point is that interactive lessons require at least the appearance of two-way communication. (Jonassen 1985:7)
In this instance the adaptive capacity of the program is viewed in terms of a
combination of the learner response and computer feedback, which in turn provides a
form of communication. This process of question-response-feedback has been perceived
by many writers as the essence of interactivity for computer-based learning. For
example, Steinberg (1991:100) observes that "question-response-feedback sequences
help learners attain higher cognitive skills as well as factual information" and links the
two elements of control and adaptation to the mechanics of interacting with the system
(navigation) and the acquisition of knowledge and skills (learning).
Another element of adaptation is the concept of branching, the paths selected by the
learner or program subsequent to or conditional upon a learner's response. Weller
(1988:4) stated that "branching is the crux of interactivity", which was also taken up in
terms of the extent to which branching is a conditional outcome, and a critical element
of achieving the promise of educational technology:
The conditional branching capability of the computer is one of the most important components of interactivity ... the ability to conditionally branch a learner's progress based on knowledge, preference, performance, or given conditions is the very promise of C B T . (Gery, 1987:25-26).
The elements of both control and adaptation were also identified by Borsook &
Higginbotham-Wheat (1991) as essential ingredients for successful interactivity. These
elements, consistent with the corollaries cited by Brand (1988), are characterised by:
• Immediacy of response - h o w rapidly the learner can receive information as a
result of an action.
• Non-sequential access of information - thereby enabling the learner to choose
information to be presented.
3-78
• Adaptability - a sequence of teacher-learner responses, guided by either
participant.
• Feedback - the information on which adaptations are made.
• Options - the alternatives made available to the learner.
• Bi-directional communication - where the computer is limited in the amount of
information presented without learner intervention.
• Grain-size - the time between learner inputs, with the option for learner
interruption being important.
By applying these ingredients to the development of CEL applications, Borsook &
Higginbotham-Wheat (1991) suggest that a form of optimal interactivity can be
achieved, where there is a balance of control between the learner and computer. This
approach was also advocated for the training environment as Gery (1987,14-15)
concludes:
A CBT interaction is either a course-initiated or learner-initiated stimulus-and-response cycle with the added dimension of having either the learner or course evaluate the response and then take another action that requires some response ... interactivity is the incorporation of repetitive, frequent, and meaningful iterations of a stimulus-response-analysis-feedback cycle into material that is presented in a medium that permits it. ... creating an interactive learning experience is the process of structuring and sequencing variations of this cycle into a series that, when experienced by the learner, results in progress toward knowledge or skill acquisition.
Overall, these descriptions clearly identify two major components of interactivity -
those which are program-initiated and tell the learner what to do and those which are
learner-initiated, such as requests for help, information or explanation. This balance is
also perceived as a means to achieve the goal of emulating human-human interaction in
the computer medium, and thereby enhancing participation in the learning process.
Interactivity as PARTICIPATION
In comparison to the overt actions of controlling the pace and sequence of the learning
or entering into a dialogue, the extent to which a learner is actually participating in and
engaging with the content material focuses on the outcomes of the learning process. For
example, Fenrich (1997:175) comments that:
Interactivity, or instructional features that promote active learning, provides critical support for increases in learning and retention in all educational activities ... Interaction
3-79
implies active learner participation in the learning process ... an essential condition for effective learning ... failure to build interactivity into your program will reduce learning and retention.
This position further reflects the shift in emphasis from the overt nature of interactivity
to the extent to which internal learning is facilitated. The extent to which the learner not
only participates by doing but also by engaging and communicating with the content
material is essential to the success of the C E L experience. In providing a set of
guidelines for interactivity, Fenrich (1997) suggests the following set of options that
emphasise both the role of the application and the user creating and enhancing the
overall interactive experience:
• Thought provoking questions to enable the user to mentally process information.
• Active participation in a simulation or an educational game.
• Providing feedback, both detailed and elaborative.
• Building on current knowledge and experience, allowing learners to compare
predictions and solutions.
• Learner control of pace and sequence.
• Student comments and annotations, for later analysis and comparison.
• Learner modifications to the computer program, by including their o w n material.
The way in which these options extend the control and adaptive constructs to maximise
the learner's purposeful activity would appear to be critical for on-going design and
development initiatives.
Interactivity as INDIVIDUALISED
In combination, the elements of control, adaptation and participation emphasise the
potential for computer-based technology to provide individualised learning experiences.
Hannafin & Peck (1988) include options such as identifying the learner by name,
assigning a name to the computer, using relevant examples and integrating background
information as strategies for making the experience meaningful to the learner. A n
additional element to consider is that of the experience level of the individual learner,
and the extent to which the program caters for this experience (Weller, 1988).
3-80
Applications that attempt to cater for the needs and experience of the individual learner
are to be lauded; however it is also important to consider the extent to which the learner
believes that they are being treated as an individual, and this leads to additional
considerations and concepts of interactivity. To provide a computer-based learning
environment with an appropriate combination of these interactive elements requires a
set of guidelines that focus on the design and development of the application and the
overall production process.
Interactivity as PRODUCTION
The success of interactivity can also be considered as a function of the overall software
production process. Where producers are well informed of the function of interactivity
in the learning context, the interactions are likely to be closely associated to the learning
process. Where the production team is less informed, the resulting interactions might be
more navigational than pedagogic. The creation of C E L applications involves the
conceptualisation and design of computer-based learning sequences, characterised by a
range of interactive options to facilitate that learning. With specific reference to the
development of training resources, (Gery, 1987) proposed five elements for
consideration, which are similar in many ways to those defined by Alessi & Trollip
(1991):
• Interactive practice exercises to incorporate a skill.
• Interactive case studies simulating situations in which the learner applies
previously acquired knowledge.
• Interactive role-plays in which people can practice new behaviours, approaches
or techniques.
• Interactive drills in which learners can improve mastery levels
• Interactive tests.
To provide a context for the design and development of such materials, Gery (1987)
proposed a series of interactive dimensions and a set of associated decision points
(Table 3.1). These further demonstrate the extent to which the design and development
process, where the interactive options are conceptualised and implemented, is critical to
the success of those interactions when encountered by the learner.
3-81
Nature of Interactions
Complexity
Response Analysis
Feedback
Branching
Learner Control
Questions; Choices or Decision Points
No. of fixed vs open-ended options for the learner
Inherent complexity of the stimulus-response required
Whether learners must "think" or react
Anticipated responses programmed
Unanticipated responses programmed
Tolerance for input
Nature (consequence or comment)
Depth
Number of conditional responses
Amount
Conditional vs non-conditional
Amount
Nature (mobility, options, inquiry, pathing)
Table 3.1: Dimensions of Interactivity (Gery, 1987)
Other elements of interactivity which were perceived as crucial to the training process,
and which also provided indicators for the development team on the complexity of the
production task, were defined by Gery (1987) as:
• The Nature and Frequency of Interactions - in terms of both the course and the
learner, including their intrinsic appropriateness to the educational process.
• Placement and Repetition of Interactions - as a function of the instructional
design strategy.
• Interrelationship of the Interactions - "complex interactions demanding
integration by the learner are difficult to develop, but the learner still needs
them" (Gery, 1987: 21), highlighting the choices which face those development
teams which do not have a high level of programming expertise.
• Complexity of the Interactions - based on the number of options (fixed or open-
ended), the inherent difficulty in making response, the number of variables a
learner must consider in making response and the nature of the cognitive activity
required to respond.
• Response Analysis - "the more possibilities the C B T accepts and appropriately
handles, combined with the relevance and complexity of the feedback to the
learner, the more interactive the program appears to be" (Gery, 1987:22). O f
importance is to w h o m the program appears to be interactive - the developer or
the learner?
3-82
• Feedback - based on its nature, depth, conditional responses and quality, which
supports the position that the value of any interaction is increased as a function
of feedback.
• Learner Control - the extent to which the learner can make decisions on the
pace and structure of the process.
• Branching - "the conditional branching capability of the computer is one of the
most important components of interactivity ... the ability to conditionally branch
a learner's progress based on knowledge, preference, performance, or given
conditions is the very promise of C B T " (Gery, 1987:25-26).
Interactivity as MEANINGFUL
Another aspect of research in the field of computer-based learning has been the
association of interactivity and the generation of meaning for the learner; this section
examines the ways in which interactivity can be linked to meaningful learning
experiences. Hannafin (1989:167) observed that while rapidly developing technologies
had "empowered instructional researchers and designers with unparalleled tools for
manipulating instructional strategies" little of that potential had been exploited. In
considering the concept of engagement, he suggested that "we are concerned with the
manner in which instruction fosters cognitive engagement - the intentional and
purposeful processing of lesson content" (Hannafin, 1989:170). To achieve this means
focusing less on the physical, overt aspects of interaction and more on the cognitive,
thinking activities of the embedded learning resource.
To provide a context for meaningful learning, Hannafin (1989) identified a set of five
interactive functions (navigation, query, verification, elaboration, procedural control)
and suggested a set of engaging activities to support these functions - fault free
questions, queries, real-time responding, note-taking, predicting/hypothesising,
hypertext and cooperative dialogue. Although published over a decade ago, Hannafin's
(1989:178) conclusions provide a useful guide for understanding interactivity:
It is no longer adequate to simply describe interactions in terms of either input technology employed or the physical characteristics of the responses made ... W e need a richer understanding of the psychological requirements associated with instructional tasks and responses, and a sense for h o w to extend design science beyond the methods that have evolved through the years.
3-83
One approach by which this may be understood can be seen through a recent analysis of
the benefits of interactivity to learning that was based on the schema model of human
memory, one where information is stored in a web of interconnected nodes. "The
strength of knowledge relies not simply on the number of nodes that exist, but more on
the quality and number of interconnections between the nodes" (Parrish, 1996:2). In
consolidating this idea, the schema model of human memory is adopted that enables a
multi-dimensional web of interconnected nodes of information. However, it is
acknowledged that to progress towards a meaningful interactive experience requires the
interconnections as well as a contextual learning environment, as detailed in the
following relationship between interactivity and interconnections (Parrish, 1996:2):
Interconnections are built by using information to solve problems in unfamiliar situations and by comparing new information to existing information. In the context of instruction, interactivity encourages deeper cognitive processing that builds interconnections ... What the computer contributes is the ability to create interactions that will be consistent for all learners, and yet individualised for each learner.
However, Parrish (1996:4) also suggests that the interaction must be linked to the
instructional design process and the respective learning objectives or outcomes:
It is important that the level of interaction match the level of instructional objective, and also ... that objectives that call for more complex tasks are met by performing interactions that engage deep processing ... However, interactions requiring lower levels of processing can be useful to achieve so called sub-objectives of the instruction, those that build to the more complex main objectives. (Parrish, 1996:4).
Given the complex nature of the individual learner, this argument appears inconsistent
as an objective-based lesson is prescribing from the teacher's perspective what should
be learned, which may not enable a learner to developing their own knowledge through
experimentation and construction. Nevertheless, Parrish (1996) provides a description
of the character of an interaction, which emphasises its link between the learner and a
meaningful experience:
• Level of cognitive processing in learning - remembering, organising, analysing,
generating, integrating and evaluating.
• Format (structure) of the interaction - at the micro-level, this relates to objective
questions, open-ended questions, note making and navigation. At the macro-
level advanced strategies such as drill & practice, tutorial, games and
simulations can be integrated.
3-84
• Mode of interaction (method or medium) - for the user-fo-computer, this
includes click, text entry, click & drag and drawing on screen. For the computer-
to-user, this can include (at the micro level) text, graphics, audio, video and
animation and (at the macro level) tutoring, coaching and tracking.
These characteristics of interactivity intersect with those proposed by a number of
analysts, including Gery (1987), Alessi & Trollip (1991), Schwier & Misanchuk (1993)
and Boyle (1997). Linking the elements of control, production and meaning, Parrish
(1996:5) concludes that:
Choice of format and mode do not necessarily constrain the level of cognitive processing that can be demanded by the interaction. For instance, while objective question formats and button clicking modes are easier to develop, interactions that employ them can require even the deepest levels of cognitive processing if well designed ... designers of instruction will want to consider their mix of modes, formats and levels of interactivity in order to make judicious use of their resources.
Continuing to emphasise the importance of learning styles in the learning process,
Schmeck (1988) suggested that learning is experiential (or phenomenological), defined
by individuals engaged in learning, and categorised in different ways because
everyone's experience of learning is not the same. Schmeck's (1988) notion of
conceptions of learning focuses on the variation in students' interpretations of their
experiences of learning, where "learning strategies are combinations of cognitive
(thinking) skills implemented when a situation is perceived as one demanding learning"
(Schmeck, 1988:17).
The concept that interactivity is a process by which knowledge is encoded is also
supported by the benefits arising from the developments in computer-mediated
communication and the facilitation of collaborative activities between individuals
and/or groups of learners.
Interactivity as COLLABORATION
Gilbert & Moore (1998) focus their discussion on the growth of web-based or on-line
learning. In identifying possible types of instruction as directive, content interactive,
directed collaboration, collaborative and social they portray the various influences that
impact on the learning process, as illustrated in Figure 3.2.
3-85
Directive Content Directed Collaborative Interactive Collaboration
Instruction Type
Social
•Teacher Control "••Learner Control Group Influence
Figure 3.2: Interaction of Teacher, Learner and Group Influences (Gilbert & Moore, 1998:34)
Where the environment involves teacher control, its influence has effectiveness where
collaboration is limited; where the learner has control, the influence of that control
increases with collaborative forms of learning but decreases, as the group becomes
larger. A s the course designer relinquishes teacher and/or learner control, the
collaborative, group influence begins to increase. Overall, interactivity becomes a
dynamic entity dependent on teacher, learner and group characteristics.
Gilbert & Moore (1998) also identify the need to be able to use software development
tools to create these environments as an important issue in adding value to computer-
based collaborative learning. However, they note that these tools are growing in
complexity and therefore taking advantage of the potential of the technology to enable
forms of interactive learning continues to be problematic. This issue reflects the
problems facing teachers and trainers in the early days of C A I and C B T , where
enthusiastic developers were restricted by a lack of programming skills. A range of
template-based tools was provided to simplify the development process, but those very
tools limited the structure and performance of the interactions created.
Another aspect of collaborative learning is the extent to which distance plays a role in
the success of the overall process. Moore (1991) developed the concept of transactional
distance theory that proposed the more a teacher and student were separated the less
effective the learning experience. More recently, this concept received significant
3-86
discussion on the 1FETS on-line discussion list (1FETS, 1999). W h e n considered in
relation to C E L , it is possible this transactional distance can be an issue. While learner
and computer are in close physical proximity, the extent to which there is distance
between teacher, content and learner will diminish the effectiveness of the interactions.
A recent research study also suggested that attitudes towards usage of web-sites are
positively related to the perceived interactivity of that site (Center for Interactive
Advertising, 1999). While this particular examination was addressing issues of web
marketing and advertising, there is an indication that users have an expectation of being
able to interact. Matching that expectation with appropriate interactions is one of the
challenges facing designers and developers of educational technology applications.
Interactivity as TAXONOMY
Another important construct of interactivity is the different ways in which it can be
interpreted or classified and the extent to which these differences impact on the
effectiveness of C E L applications. This section addresses the various taxonomies of
interactivity that have been derived and their impact on understanding the affects of
interactivity. One of the initial taxonomies was derived by Jonassen (1985), with a
specific focus on adaptive lesson designs. Structured in three dimensions (levels of
interactivity, internal adaptations and external adaptations), the success of these was
predicted to result from pedagogical rather than technological considerations.
Taxonomy of Interactivity
(Schwier & Misanchuk, 1993)
Levels
Reactive
Proactive
Mutual
Functions
Confirmation
Pacing
Navigation
Inquiry
Elaboration
Transactions
Keyboard, Touch Panel
Pointing Device
Voice
Levels of Interactivity
(Sims, 1997 a)
Levels
Object
Linear
Hierarchical
Support
Update
Construct
Reflective
Simulation
Hyperlinked Non-Immersive Contextual
Immersive Virtual
Dimensions of Interactivity
(Aldrich etal, 1998)
Visibility & Accessibility
Visualise content in different
ways Access content in different
Manipulatability & Annotatability
Construct content
Make notes Creativity & Combinability
Create new content by combining media
Experimentation & Testing
Run a simulation
Build a model
Table 3.2: Classifications of Interactivity
3-87
More recent classifications have integrated various aspects of interactivity, using
terminology such as functions (Schwier & Misanchuck, 1993), levels (Sims, 1997a) and
dimensions (Aldrich et al, 1998), to describe the features of interactivity. These latter
taxonomies are expanded in Table 3.2.
Schwier & Misanchuk (1993) combined the reactive-coactive forms proposed by
Rhodes & Azbell (1985) with the five basic functions identified by Hannafin (1989) and
the physical transactions available through computer technology. They also added a
third form or level of mutual interactivity, to represent:
Artificial intelligence or virtual reality designs, where the learner becomes a fully franchised citizen in the instructional environment... the learner and system are mutually adaptive ... capable of changing in reaction to encounters with the other. (Schwier & Misanchuk, 1993:12).
This vision of interactivity is problematic because the potential of artificial intelligence
or intelligent tutoring systems have yet to be realised, perhaps because of the
complexity of the software development, or perhaps because technology will have
difficulty replicating the human condition. However the idea of mutual adaptation is
consistent with the link between communication and interactivity and is further
considered in Chapter 8.
Sims (1997a) undertook a different analysis of interactivity from the perspective of both
the programmer and instructional designer. The levels of interactivity identified were
designed to demonstrate h o w more complex interactivity required more complex
understandings of programming, with the factors of engagement and control determined
as significant attributes of the overall interactive process. Schaffer & Hannafin (1986)
also suggested that more complex interactivity is likely to produce better learning
outcomes. This further emphasises the need for the design and development team to
include an appropriate mix of educational, media and programming skills to enable both
complex and effective interactions. Nevertheless, these levels focused on observable
aspects of the interactive process, and as Draper (1996) observed in relation to an earlier
version of Sims' (1997a) taxonomy, the important issue for learning may be with the
unobserved, cognitive process resulting from the interaction rather than those readily
observable.
3-88
Aldrich et al (1998) took up this option in developing a framework by which educators
could assess the educational value of C D - R O M applications. Their methodology
involved asking a group of teachers to identify aspects of interactivity considered
important for primary school teaching, which were classified on dimensions of
motivation/engagement, learning style and media comparisons. As a result of their
analysis they derived a set of dimensions of interactivity (see Table 3.2) that emphasise
similar conclusions to those of Hannafin (1989):
.. moving the emphasis away from the level of physical interactivity (ie. button presses and mouse clicks) to a consideration of cognitive activity (ie. the learning activities which are supported when interacting with the software). (Aldrich et al, 1998:331).
One of the interesting aspects of this study and classification is the perspective from
which it was derived - that of the teacher. While it is vital that teachers feel confident in
the resources they plan to use in classroom activities, if there is an emphasis on
cognitive processes and the individual then it is difficult to predict the learning benefits
that might accrue from a seemingly "ineffective" C E L application. To what extent will
the teacher's attitude to the product affect the learner's response to the material
delivered and the interactions generated?
This observation pertains to how we view the educational process - is it one where the
teacher provides the knowledge or one where the learner constructs knowledge?
Independent of age or environment, these issues will perhaps play the major role in the
success of C E L applications. They are designed ostensibly for independent use, and
therefore the learner often has no additional resources other than those provided in the
application. Enabling learners to gain maximum benefit is the goal, but who can best
determine what form of interaction will be preferable - the learner or the teacher?
Nevertheless, for people working to support the educational process, whether in primary
schools, universities or business, there remains a need for assessing and interpreting the
worth of CEL. The ability to measure these products for interactivity and their potential
impact on learning is one means to achieve this.
Interactivity as MEASURE
In the training environment, and from the perspective of the commercial development
company, "a good interaction offers students the opportunity to perform a required task;
3-89
frequent (60 interactions per hour of C B T ) and meaningful interactions make C B T
effective and efficient" (InterCom, 1992). In suggesting that boredom and frustration
result from rigidity of responses or lack of navigational flexibility, Gery (1987: 23)
declares that "there's an optimum number of alternatives that has yet to be established,
somewhere between one and ten. Experimentation and evaluation of learner reactions
will tell us more".
Conversely, an observation cited by Filipczak (1996) suggests that users should do
something every 15 to 30 seconds, which equates to 120 to 240 actions per hour. The
same observer also advocated limiting video clips to 30 seconds, otherwise the learner's
attention may be lost. The difficulty with this form of design criteria is that they can be
taken as prescriptions for successful training, rather than guidelines, resulting in
interactivity for its o w n sake not for the particular learning task. More importantly, it is
quite possible a learner could passively watch a video or display without physically
interacting and yet be engaged with the content and developing knowledge and skills.
However, the application must also provide the necessary options for the learner to
interrupt that process and continue with their learning task.
Rather than accepting this form of prescribed interactivity, Stouppe (1998) set about
investigating the meaning of interactivity, specifically in the context of training
applications and selecting the appropriate off-the-shelf courses. Using Hannafin's
(1992) continuum of user activity and Clark's (1989) guidelines for training-transfer, he
differentiated the following categories for classifying and scoring interactivity.
Analysing each display of an application using these categories creates an action score
where "the higher the number, the stronger the course's emphasis on interactions that
truly involve the learner" (Stouppe, 1998:22).
• Content-Specific Constructive - interactions where learners actively construct
content (organise and m a p their o w n knowledge) score 7 points.
• Content-Specific Conveyance - interactions where learners make content-related
decisions (try out their o w n knowledge) scores 5 points.
• Content-Specific Supportive - interactions where learner actions reinforce the
message (assists their understanding) score 3 points.
3-90
• Content-Specific Enriching - interactions where the learner makes selections
(information access options) score 1 point.
• Baseline - interactions providing enriching or supporting navigational buttons
score 0 points.
However, these concepts reflect a content-driven approach to the delivery of training
and subjective decisions by the trainer, presupposing that the information provided on
the screen by the designer/trainer will be interpreted by the learner/trainee in a particular
and desirable manner. If the learner has not entered into a dialogue and does not have
overall control of the learning process, the perceived benefits of this activity m a y not be
realised, and the score not as accurate a predictor of success.
So while Stouppe (1998) provides a means by which trainers can assess the potential
effectiveness of third-party C B T applications, the extent to which this potential will be
realised with the target group of trainees can only be determined through evaluation of
the extent to which learning outcomes were achieved. A missing element in this
instance would appear to be the ways in which the individual learner will interpret the
application as a whole and respond to the interactions in particular. Rather than just the
trainer scoring the product, the learner's observations could also be included.
This example also highlights some of the issues confronting the various educational
providers. Whereas the teachers discussed by Aldrich et al (1998) were examining
resources to support their classroom activities, the trainers in the above environment had
to make choices on purchasing training software. Other organisations may be involved
with the creation of C D - R O M training materials whereas tertiary institutions m a y be
integrating web-based resources with on-line teaching initiatives. Interactivity is in one
sense constant to all environments, in terms of the human-computer interaction, but in
terms of generating meaningful, cognitive interactions it is a separate issue requiring
ongoing evaluation and investigation.
Summary
The issues identified in the previous discussion included the control provided to the
learner, the extent to which the program might adapt to an individual learner and means
by which interactions support both participation and the creation of meaning. In
3-91
generating environments for individual or collaborative learning, issues of producing
and measuring effective interactions were also considered. Embracing these issues and
demonstrating the complexity of interactivity are the different and evolving taxonomies
that have been developed to provide a context for better understanding its position in
C E L environments. Nevertheless, the argument has presented a case that interactivity
has yet to reach its potential in consistently providing effective learning encounters, and
the following analysis considers additional factors which may contribute to the
resolution of this dilemma.
INTERACTIVITY AND NARRATIVE
Overview
Interactivity is perceived as both a function and outcome of the learning experience. It
can be a manifestation of answering questions or an ingredient for successful learning.
However, the complexity and sometimes-fractured descriptions of interactivity continue
to provoke debate as to its essence. Because interactivity involves, at least theoretically,
an interchange between learner and content, a relationship can be predicted between the
effectiveness of computer-based interactive experiences and a design strategy focusing
on storytelling, play and narrative (Plowman, 1996a). Whitby (1998) reinforces this
position by claiming:
Storytelling and narrative lie at the heart of all successful communication. Crude, explicit, button pushing interaction breaks the spell of engagement and makes it hard to present complex information that unfolds in careful sequence.
In this scenario, the problems confronting educational technology developers are clearly
defined - h o w do you develop computer-based environments to engage the learner with
effective instructional communication without generating what might be termed
interactive interference! Identifying the concepts of storytelling and narrative as critical
determinants of communication, and consequently narrative, may provide a context in
which to assess the impact of narrative on both engagement and learning.
Interactive Challenges
In noting that complexity comes with the freedom associated with learner control,
Kirsch (1997) asserts that additional restrictions result from the scripting or
3-92
programming of applications which require the user to adapt to their structure. Kirsch
(1997:81) observed that:
Since interactive interfaces ought to foster this type of coordination between improvisation and planning w e need to discover better theories of what is involved in the dynamic control of inquiry, line of thought, and action more generally. W e need to discover more open-ended models of coherence and narrative structure.
While acknowledging that one solution is to scaffold a learning environment to support
rather than direct, Kirsch (1997) argued for an analysis of the nature of interactivity in
terms of reciprocity between the two parties, designer and user, which is reminiscent of
the mutual interactivity proposed by Schwier & Misanchuk (1993). However, achieving
this continues to be a challenge as "computer interfaces are rarely interactive because
the programs that drive them are rarely intelligent enough to behave as tacit partners"
(Kirsch, 1997:83).
From a different perspective, Bardini (1997) compared the concepts of association and
connection in relation to interaction with hypertext and hypermedia environments,
observing that most implementations to date have been associationist, extending the
argument to consider the relationship of the main protagonists (agents) in the interactive
process. Ascribing the process of delegation and inscription to both the designer and
user, "the degree of interactivity of the interface can be seen as the relative opportunity
for both user and designer to take part in the two dimensions of the representation
process" (Bardini, 1997:12). This focus on the two major parties in the C E L
environment - designer and learner - also links to the gulfs of execution and evaluation
considered in relation to human-computer interaction (Norman, 1986). H o w this
relationship might be linked with the ideal of the interface as a socially constructed
narrative (Bardini, 1997) leads to considerations of the user and designer operating in
mutual engagement.
These observations suggest that developing applications in such a way that the learner is
integrated into some form of narrative may lead to implementations that reduce the gulf-
potential between user and designer.
The Impact of Narrative
As a continually evolving field, educational technology is often subject to creativity and
experimentation as the most legitimate means by which its potential can be realised. At
3-93
the same time there is considerable evidence to support the conclusion that w e do not
yet fully understand its similarity to, or differences from, current means of educational
communication (Plowman, 1996b; Kirsch, 1997). M u c h of the development has
assumed that the technology is a means to automate forms of current practice, and this
may in part be responsible for the assessment that educational technology has failed to
live up to its original promise. In other words, should the implementation of educational
resources on a computer-based medium be a replication of current media, or are we
dealing with a new environment that has not yet been fully explored in terms of
interface to, and interaction with, its human users?
There is a growing body of literature and discussion which supports the latter position,
pointing to the need to reassess the way in which w e conceptualise the use of
interactivity in educational multimedia applications. One of the most interesting aspects
of this research is the comparison of traditional story-telling techniques (narrative and
play) with those presented through the technological medium. While the complex
framework which surrounds the study of narrative and story telling should not be
trivialised, in the context of the growing demand for technology-based solutions to
learning, the possibilities provide a novel and refreshing perspective.
Narrative can be viewed from a simplistic context of representing a linear storyline
(Plowman, 1996a). It can also be perceived in the way it is deconstructed in terms of
how the story is told, the way it is received, what meanings it can have and the specific
social, cultural, gendered and technological context in which it is told (Humphreys,
1997a). A n additional facet of this analysis is the assertion that narrative enables
construction of mental models of the situation and environment (Bower & Morrow,
1990). Therefore it is suggested that narrative may assist meaning, reduce the impact of
interactive interference and provide the necessary framework to promote learning
amongst diverse groups of learners.
But in what way can narrative, as currently understood, relate (or integrate) with the
values of an interactive world? Josephson (1997) suggests that w e are still learning to
define new media literacy, and by defining it w e are also creating it. If w e can define an
effective interactive narrative, then w e can begin to project what will happen to that
narrative as the audience moves from being "actively engaged on an interpretive level to
3-94
actively intervening in its representation" (Humphreys, 1997a). In a comprehensive
analysis of narrative and interactivity, Plowman (1996a:92) observes that:
Narrative coherence is identified here with a lack of redundancy and a fixed sequence. Interactive multimedia ( I M M ) programmes challenge these traditional definitions of narrative because it can be suspended or altered at discrete decision points, the foci of interactivity, and a rearrangement of discrete elements gives rise to new text and new meanings. While the concepts of wholeness, unity and coherence of meanings are not fashionable in a post-modern world, in educational multimedia... the notion of multiple interpretations has different implications, particularly for comprehension and cognition.
While "narrative isn't just a shaping device: it helps us think, remember, communicate,
and make sense of ourselves and the world" (Plowman, 1996a:3), when contrasted with
its implementation in an interactive environment, its efficacy is uncertain. So can
narrative and interactivity co-exist? Plowman (1996b) argues that interactivity is at odds
with our expectations of traditional narrative forms and communication. However, by
examining techniques for measuring interactivity, and comparing these with the basic
narrative structures, the potential for the new media to combine and incorporate
effective narrative was shown, with young learners at least, to provide meaningful
narrative as well as being beneficial to learning.
In a contrasting view of interactivity, Hilf (1996:7) states that "through the interrupted
narrative, the learner learns more about the story and characters through their own
interaction". Whereas Plowman (1996a, 1996b) observed that interactivity interrupted
the narrative flow, Hilf (1996) declares the opposite. Clearly there are disparate views
on narrative and interactivity, and their combined impact on the communication of
content. Whether an interactive device contributes to engagement and meaning or
generates an interruption to that process is the underlying reason for considering the
potential of narrative to enhance the overall C E L process.
To differentiate the options for narrative, Hilf (1996) described four discrete structures:
• Linear - where the user is guided from beginning to middle to end.
• Interrupted - where the narrative is halted while problems, tests or some other
form of interaction is implemented).
• Branching - where the user has the option to choose from a range of paths.
• Object-oriented - where elements within the narrative can be controlled or
defined by the user, thereby impacting on other users within the system.
Comparing these with interactive learning environments, the branching form of
narrative is consistent with menu selection and the interrupted narrative with the tutorial
model, where pre-designed sequences incorporate interactivity in a question-response-
feedback loop. The object-oriented narrative conforms to the simulation and game
format and is consistent with the delegation-inscription factors, at least in terms of the
user, as proposed by Bardini (1997).
From Narrative to Play
So does narrative interfere with or promote engagement during an interactive learning
session? Humphreys (1997a) suggests that giving the audience (or user) choices can
disrupt the sequence of events, affecting the final closure of the narrative. From another
perspective, "as the level of interactivity increases and the amount of agency for the
user structured into the piece increases, the amount of 'retelling' done decreases"
(Humpherys, 1997a:6).
To provide a solution to this disruption, Humpherys (1997b) explored the concept of
play and play theory, which she suggests are closely related to narrative, noting that to
maximise audience engagement through interactivity requires consideration of agency,
narrative structure, emotional engagement and construction of meaning. To illustrate
this relationship between narrative and play interactivity, I prepared Figure 3.3.
Narrative
Interaction Interaction as Play
Figure 3.3: Narrative, Play and Interactivity
The left-hand sample of an interactive sequence represents a narrative regularly
intersected or interrupted by an interaction whereas the right-hand sample depicts a
constant interaction between user and story. Although play in terms of the instructional
game has long been recognised as a valid model for educational technology (eg. Alessi
& Trollip, 1991), its implementation has not often been contextualised in a narrative
3-96
structure. B y integrating play elements such as friendship, risk, problem solving,
competition and creativity, Humpherys (1997b:9) suggests that "play theory offers a
framework which accommodates the audience or user into the process of engagement
with interactive media in ways that narrative theory finds difficult". More importantly,
in the context of educational applications using multimedia, Humpherys (1997b: 11)
speculates that:
Interactivity produces for the user of media a different relationship to story. This shift in relationship may be able to be framed as a shift from narrative, as an experience of recounting a story, to play, as an experience of enacting a story.
The notion that multimedia applications for learning should focus on either narrative or
play to enhance engagement implies that the interactivity provided to users must
therefore be integrated in such a way that it not only provides opportunity to reinforce
the specific learning objectives, but also to maintain the user's participation in the story.
Multilinear Narrative
Johnson & Olivia (1998) use the term multi-linear to differentiate the traditional linear
narrative with non-linear interactive multimedia, which implies a range of equally
plausible paths that m a y be taken through an application. It was also suggested, with
respect to internet sites specifically, that the notion of beginnings and endings should be
replaced with the concepts of entrance and exit. In discussing the relationship between
the content and the medium, Johnson & Olivia (1998) cite the work of Liestol
(1994:105):
The screen occupies a third position, between the three dimensions of space and the one dimension of time. The screen and what it presents is a manifestation of the present, between past and future. Therefore the movement from space to time and the reduction from three dimensions to one both halt at the position of the screen and its flatland of two dimensions. Obviously the design and composition of elements on the screen are of central importance to any critical study of hypermedia texts.
This introduces a further variable to the equation of effective interaction, where the user
has to develop the skill to either adapt to these changing dimensions or create a new
dimension by which they interpret the technology interface.
Beyond Narrative?
Interactivity is often portrayed as the crucial element of the new technology, and yet
recent research has demonstrated that there is still much to understand about the ways in
3-97
which the interactive process facilities access to technology, especially in the context of
computer-based learning applications. As Plowman (1996a: 102-103) states:
disruption of the narrative is strongest at the foci of interactivity... (which) should be considered in terms of h o w they can be integrated into the overall narrative and h o w they can be used as a way of stimulating interest in the unfolding narrative ... by considering the interrelationship of narrative, linearity and interactivity and their design implications w e can help learners to make sense of interactive multimedia.
It is therefore our challenge to develop applications that minimise the potential for
interactive interference. B y relating the concepts of narrative and play in association
with the links between the designer and user, a model of adaptive applications that cater
for both designer and user is proposed as a means to enhance the interactive process.
The link between narrative, memory and comprehension has been studied extensively
(Thorndyke, 1977; Bower & Morrow, 1990). However, apart from the initial work by
Plowman (1996a, 1997) on narrative, there has been little research on the consequences
of its impact on computer-based learning applications, although acknowledged as an
important area (Waraich, 1998). Plowman (1997) does demonstrate that people working
in group activities can be impeded by the structure of the accompanying educational
software. Laurillard (1998) also reports that the degree of narrative structure affects the
learner's comprehension, given that when such structures are absent from applications
the learner's interpretation of the material can be affected.
Narrative would therefore appear to be a significant element in addressing interactivity
and CEL. In developing this idea, the benefits accruing from a narrative perspective
have also been linked to the metaphor of theatre as a means to better understand the
computer, and the ways in which w e can interact with it. The rationale for identifying an
association between theatre and interactivity is considered next.
INTERACTIVITY ON STAGE
The advantages for linking the concept of narrative to interactivity can be associated
with other aspects of performance, such as theatre, illusion and magic, as introduced in
Chapter 1. The following discussion identifies selections of work relevant to this area
and the implications for developing more effective interactive encounters.
The notion of linking education to the world of theatre is by no means novel. In
suggesting that w e all take on roles and masks, Hodgkinson (1967:3) argues that:
As w e develop as persons, w e develop a sophistication and sensitivity to what is the "proper" role behaviour for various groups w e must meet... W e are in a sense able to predict the consequences of various behaviour alternatives on others without actually performing them, and can select the best role and performance ... This process is seen as "dramatic rehearsal" ... and is as complex as the relationship of actor and audience on stage.
In the context of education and social change, these concepts of performance, roles,
identity and cues provide a focus for the learning environment:
As on stage, w e are constantly sending out signals to those around us telling them how w e wish to behave ... education at all levels is constantly faced with the problem of correcting misunderstood or unintentional cues" (Hodgkinson, 1967:22).
To what extent therefore do the CEL applications provide learners with a set of
confusing cues, and in what ways are learners allowed to play a role when working with
educational technology? Hodgkinson (1967) argues that being unaware of role playing
can damage educational goals because learners may not be able to participate in the
learner process effectively. The concept of roles, cues, theatre and performance hold
some clues to taking advantage of computer-based technology for learning.
The major force for linking computer-based narrative with elements of theatre comes
from Laurel (1991), w h o cast the computer in the role of theatre, with the user as either
an active member of an audience, or participating as an actor. From the learning
perspective the task of integrating the learning with the narrative may better be
understood by focusing on the learner as an active participant in the performance. For
example, this process was seen as beneficial in the context of language learning:
By explicitly casting the language learner as actor (or other), a more playful and reflexive context for taking performative risks becomes possible. At the same time, the learner is pressed to assume responsibility for communicative acts that involve skill building at multiple levels of performance (phonological, kinetic, pragmatic), and that include but go beyond propositional knowledge. (Quinn, 1997:1).
In relation to this, Piesk & Trogemann (1998) examined the inclusion of virtual actors
within non-linear narrative structures. In this case, the concept appeared more related to
the integration of agents, where a 'virtual' character is used to provide a personality for
the computer and to enhance the communication with learners. While this was
considered in the context of school-based education, the issue remains as to what role it
might play in more content-specific training applications. Is it sufficient to provide an
3-99
agent to support the learner, maintaining an active-teacher (agent) and passive-learner
environment, or are there techniques and strategies by which the learner can adapt to a
more integrated and active role in the overall interactive experience?
Continuing with the theme of performance and theatre, Tognazzini (1999) highlighted
the work of magicians who, as illusionists and performers, might provide a means to
better understand the software development process. Citing Fitzkee (1943) he identified
the following important elements Tognazzini (1999:3):
Character. N o chef would prepare a dish without seasoning. Character is the seasoning which makes your entertainment dish palatable. Everything has character, even though the character be weak and uninteresting. Your job is to develop a quality of character in your routine that makes it tasty to the spectator. Otherwise you have a mere assembly of ingredients-tasteless, unsavory, unappetizing, lacking zest.
Smoothness: Perfect smoothness is necessary to any routine. In no other way will your act seem finished to the spectators. Smoothness, which is a word meaning you have planned thoroughly and well, gives confidence both to the performer and to his
audience.
Get to the point. B e Brief. Keep interesting them. Quit before they've had enough.
In terms of interactive learning, these elements place the onus on the designer and
developer to produce a performance that is more than just a set of ingredients. It must
be planned so well that the audience (learner) is engaged and captivated and the
performer (program) should not prolong the delivery or give the audience a chance to
get bored. In extending this idea, Tognazzini (1999:4) addresses the concept of illusion
in the software production process and the role of the design team:
I propose that there is a "threshold of believability," a point at which careful design and meticulous attention to detail have been sufficient to arouse in the spectator or user a belief that the illusion is real. The exact point will vary by person and even by mood, so
w e must exceed it sufficiently to ensure believability.
If the learner believes the illusion created by the educational environment, then the
interactions will become an integral component of that illusion rather than being
manifested as external controls for an environment being observed. Depending on the
ideas of the developer, this could extend to the learner becoming part of the
performance - an assistant to the magician. This concept is confirmed by the remark of
Crockford (1988: 272) - "interaction should have more to do with taking part than
making decisions". It would appear then that interactivity as taking part is not simply
about making choices but through the learning in some way becoming part of the
narrative, story or illusion.
3-100
However, in an interesting comparison, and reminiscent of the comments cited by
Bartolome (1998), Cameron (1998:1) challenges the association of interactivity and
narrative, suggesting that the linear story with narrator authority contradicts the
intervention possibilities of interactivity:
The consequences may be far-reaching and profound. Can a simulator, or an interactive construct, usefully adopt a narrative form? Will there be a general transformation from a culture of stories to a culture which expresses its truths through an immersive, interactive medium, - the shared experience of the simulator?
The issue here is whether the computer-based, interactive application can take the form
of various traditional, culturally determined narratives or whether other forms of
structure (such as play, performance or magic) are better metaphors for the human-
computer interactive experience. Even so, Cameron (1998:10) argues that
Like any other form of representation, interactivity is an illusion. It puts itself in the place of something that isn't there. What is the absent referent of interactivity? If interactivity promises the spectator freedom and choice, it is precisely the lack of such freedom and choice that interactivity conceals.
This suggests that interactivity, despite claims to the contrary, is disguising the control
and adaptation that it is purported to provide, especially in the educational environment.
More importantly, it highlights the ongoing difficulty that people working within the
interactive development field have with the very concept of interactivity.
Shedroff (1994) also emphasised the importance of linking theatre with effective
interactivity, specifically in relation to the way interactive multimedia technology had
been implemented within the commercial sector. After identifying similar issues to
those addressed in this discussion relating to the nature and effectiveness of
interactivity, he concluded that:
About the only people who are explicitly trained in the skills of interaction are those in the performing arts: dancers, actors, singers, comedians, improvisational actors, and musicians. However, these fields are hardly seen as complementary or valid courses of study in computer science, multimedia, and even design programs. Yet the experience and knowledge that performers can bring to these disciplines are exactly the answers to the questions that should be asked. Grants for programs that try to explore these issues with the help of many different disciplines would help speed the development of answers badly needed in this industry. (Shedroff, 1994:10)
The use of concepts such as narrative, play, theatre and performance are a potential
source for addressing the complex nature of interactivity. From the design perspective
this might involve rethinking the way the learner is positioned within the learning
3-101
environment presented. From the learner's perspective the way in which they relate to
the environment and other objects within that environment may change in such a way to
provide them with more participation through taking on a role within the interactive
performance. Developing an understanding of h o w this might be achieved and its
potential for enhancing interactivity within C E L is the challenge being confronted by
this study.
CONCLUSION
Interactivity can be perceived from the learner's perspective in terms of control,
participation, collaboration, adaptation, individualisation and meaning. From the design
and development perspective it can be viewed as a production element, a taxonomy or a
measure of success. At the same time, this multifaceted nature of interactivity continues
to be debated in terms of its impact on the learner and the learning process.
The potential of narrative structures to enhance the overall effectiveness of interactivity
is one possible solution. Introducing the metaphor of theatre and performance to
computer-based interactive learning provides an additional dimension for examining the
interactive experience.
The ways in which contemporary applications have addressed these constructs of
interactivity and the extent to which narrative and performance might impact on the
effectiveness of interactivity is the focus of the third research question:
How do elements of interactivity affect product useability and
effectiveness?
The following chapter introduces the research methodology appropriate to focus on this
research question in addition to those questions posed in Chapter 1 and Chapter 2.
CHAPTER 4: RESEARCH METHODOLOGY
INTRODUCTION
The research for this study was conducted using three discrete procedures - a survey, a
modified pile-sort and an observation - to address each of the research questions posed,
and these are discussed in detail in Chapters 5, 6 and 7 respectively. This chapter
provides the background and framework by which the methods, results and conclusions
for each of these three procedures can be interpreted.
As described in the preceding chapters, a range of theoretical and technological
conditions influence computer-based learning. In particular, the interactive nature of
this learning resource has been subjected to scrutiny as both a function of technology
and a determinant of learning. The first section of this chapter focuses on the major
research issues that impact on a study of interactivity, ranging from the external
physical actions associated with learner control and navigation to structures of the
application that enable effective interactive experiences. This analysis includes the
impact of changes in educational practice and computer technology on interactivity.
Based on this discussion, the need to develop our understandings of the role played by
interactivity in computer-based learning resources is detailed. This provides the
background for the research questions being addressed, which focus on individual
expectations of interactivity, the perceived impact of interactive elements on learning
and the extent to which interactive constructs support engagement and communication
with the learner.
The second section of this chapter provides the rationale for adopting a primarily
qualitative approach for this study of interactivity. This involves identifying the
characteristics of the research problem that are peculiar to a qualitative approach and the
associated techniques adopted within this specific study. This is supported by an
overview of the research process and the activities undertaken during the study. In
addition, the boundaries of the study are discussed with respect to the implications for
interpretation and future investigations.
4-103
Because the research was conducted in three segments, the background of the
participants w h o contributed to these segments is presented in the third section of this
chapter. This analysis focuses on their characteristics and the subsequent implications
for data analysis and interpretation within the study.
RESEARCH ISSUES
Background
Interactivity in the context of computer-assisted learning remains somewhat of an
enigma. The word interactive has been adopted to denote value in computer-based
applications - whether C D - R O M or web focused, and is n o w regularly used to describe
developments in television. I recently heard one commentator observe that with
interactive television, people would only be limited by their imagination - the same
phrase used to advocate computer-based learning only a few years ago. W e therefore
have a paradox whereby interactivity is shown to be an integral part of the learning
process and yet unable to be adequately described in computer-based environments.
Since the initial realisation that computers might play a role in the educational process,
research projects have been undertaken to assess the various benefits that computer
technology had or would have on the educational process. Some of the early studies
included public funded evaluations of the P L A T O and TICCIT Computer-Based
Education systems (eg. Magidson, 1978). While significant investments were made in
the development of computer-based teaching materials (courseware), these evaluations
found little evidence that computer-based educational resources made a significant
difference to the overall effectiveness of education. Subsequent meta-analyses of
individual research studies also supported the position that while C E L applications
could reduce the time to complete a set piece of work, there was little evidence to show
significant affects on learning (eg. Kulik et al, 1983).
While the field has been examined extensively, interactivity as a concept has not. Using
the descriptor computer assisted instruction, a search of the ERIC database identified
over 19,000 articles and reports, of which 46 used the word interactivity in the title. A
similar percentage of research into interactivity is demonstrated by the educational
technology dissertations reported by Caffarella (1999); of the 2689 documented, only 2
used interactivity in the title. While many of the different interpretations of interactivity
4-104
have been considered (learner control, individualisation, adaptation), there remains a
dearth of research specifically directed at interactivity as a concept in itself.
Overall the research studies have reported ambivalent findings amidst criticism and
debate on the way in which media has been studied and the validity of the research itself
(Clark, 1983; Kozma, 1991; Reeves, 1993). More recently, Russell (1999) identified a
series of studies reporting no-significant difference where technology was used as an
intervention in the educational process. Nevertheless, C E L has developed a niche in a
range of educational and training environments, and the development of the Internet and
World Wide W e b as the de facto communication and business medium for many
institutions and corporations has seen the perceived value of on-line learning
acknowledged throughout all learning environments.
In a recent reappraisal of the research condition, Reeves (1999:19) maintained his
earlier position that "much of the research and evaluation of the effectiveness of CBI
and other forms of interactive learning continues to be plagued by fundamental flaws
that render much of this literature little more than pseudoscience". His proposed strategy
to make interactive learning work better is for a research paradigm focusing on
developmental research that incorporates a mix of quantitative, qualitative and critical
methods. This is consistent with the approach used in this study.
More specific to the research undertaken in CEL are the assumptions made concerning
both the interactive nature and the intrinsic interactivity of the applications used as the
object of study. For example, research studies that develop a computer-based
application to be used as a component of the research process do not explicitly address
the validity of the applications as a learning resource. These applications are developed
with specific characteristics such as different branching structures (Paolucci, 1998),
discrete introductory displays (Cavalier & Klein, 1998) or as the content delivery
medium (Jakobsottir & Hooper, 1995). However, the effectiveness of the interactive
experience is not included in an assessment of contributing factors to the results.
My purpose here is not to criticise these studies or query their findings, but to highlight
that few studies, to m y knowledge, have used interactivity as either the focus or as one
of the dependent variables. The various reactive, proactive or possibly coactive
interactive facilities built into the product were not explicitly identified as influencing
4-105
the learning outcomes. The importance of this observation is based on a literature that
clearly projects interactivity as the central and significant element of applying
computer-technology to learning, and yet has done little to examine it as a construct in
its o w n right within the research agenda.
This focus is especially significant given the on-going investment by educational and
business organisations in developing stand-alone computer-based learning resources.
For example, the Australian A r m y is currently investing in excess of $1,000,000 in the
development of C D - R O M training resources as components within their broader
training operations (Reinbott, 2000). Investigating the ways people have come to
understand the concept of interactivity and its implementation will not only enhance our
understanding of its impact but also provide a framework for its effective design,
development, implementation and, commercially, return on investment.
The Research Problem
From the literature reviewed, a number of conditions can be identified that justify
ongoing research into the concept of interactivity. These include technological
developments that enable new forms of human-computer interaction, shifts in the way
interactivity is understood, recent research studies focusing specifically on interactivity,
the recognition that interactivity is difficult to define and the challenge to make
interactive C E L resources work more effectively.
First, technological developments have meant that overt physical interactions have
moved from entering responses via keyboard to using a pointing device. And software
advances have allowed a range of visual and multimedia elements to be integrated into
information presentation and responses. With these new forms of physical interaction,
the impact on the resulting interactivity as a form of communication becomes critical.
Maintaining research on the impact of interactivity will continue to be paramount, as
technology continues to develop. Being able to separate the effects of technological
change from the impact on human-computer interaction would enable designers to focus
more on the learning than the computer program.
Understandings of interactivity have shifted from the external physical actions made
available to the learner (based primarily on learner control and adaptation) to the
structures into which those actions have been implemented to create more effective
4-106
learning environments (such as contextual and narrative forms). And apart from
Plowman (1996a) w h o describes the advantages of a narrative structure and Aldrich et
al (1998) who describe factors by which teachers should assess the benefits of C E L
applications, few formal experimental studies have focused on interactivity and
computer based learning. A s both these cases focused on applications designed for
children, an understanding of interactivity for adult learners is also warranted. Because
interactivity has continued to be identified as difficult to define, this study also aims to
develop a contemporary understanding of its implementation.
These instances suggest that a critical factor associated with interactivity is the meaning
ascribed to its many and varied manifestations by the user. If w e can understand the
range of meanings more concisely, then the production of C E L applications will be
better informed. To extract these meanings requires the input from people who use or
may use interactive products, which supports the use of qualitative models that allow
such meanings to be extracted.
This research study was designed to examine the ways in which adult learners interpret
and use the constructs of interactivity that have been identified in the literature. To
achieve this, the research focused on these three questions, as defined in Chapters 1-3:
• W h a t expectations do people have from interactive learning environments?
• In what ways are interactive elements considered to impact on the learning
process?
• How do elements of interactivity affect product useability and effectiveness?
The focus of the first question is on the ways people expect interactivity to supporting
computer-based learning and the second on the perceptions of discrete examples of
interactivity and their perceived impact on learning. The third question considers the
impact of interactivity on participants as they worked through a range of applications,
articulating their response to that experience. Each of the above questions are examined
in Chapters 5,6 and 7 respectively, including the underlying methodology, the data
subsequently obtained and an analysis of the results.
4-107
Research Process
This research study took place between mid-1995 and early 2000. However, m y
research focus on interactivity had its genesis in 1994 when I described a set of seven
levels of interactivity (Sims, 1994), based on m y experience as a courseware developer.
The time-line shown in Figure 4.1 illustrates the periods over which the activities
associated with the research were undertaken. During this time, I have regularly
reported on developments associated with theoretical aspects of the research (Sims
1997b, 1998, 1999) as well as experiencing interruptions to the process as a result of
employment commitments. The final stage of data analysis and preparing the thesis was
completed during the second half of 1999 during a Study Leave period granted by m y
employers.
ACTIVITY
Doctoral Work
Literature Research
Data Collection
Data Analysis
Writing
Outputs
ITFORUM Paper
Sims (1997a)
Sims (1998)
Sims (1999)
Contributing Factors
Change of Job
Course Development
1995
1995
1995
1996
1996
1996
1997
1997
1997
1998
1998
1998
1999
1999
1999
2000
2000
2000
Figure 4.1: Major Research Events
The process of data collection and analysis (illustrated in Figure 4.2 following) involved
three discrete procedures focusing on the expectations participants have on interactivity,
the relationship of examples of interactivity to learning and the experience of working
with interactive products.
With respect to the first procedure, a survey was created to collect both demographic
information from the participants as well as their expectations of interactivity. It was
designed, tested and revised during July and August of 1998. For the second procedure,
the derivation and finalisation of examples of interactivity, which participants were
asked to link to effects on learning, was undertaken in August and September of 1998.
4-108
For the third procedure, the set-up for the video taping of participants working with
interactive products was finalised during December 1998 and January 1999. The
detailed methodology and data analysis for each of these three procedures is
documented in Chapters 5, 6 and 7 respectively.
ACTIVITY
Pilot Testing
Survey
Interactivity & Learning
Using Interactivity
Survey
Group A
Group B
Interactivity & Learning
Group A
Group B
Using Interactivity
Group A
Group B
1998
1998
1998
1998
1999
1999
1999
1999
Figure 4.2: Data Collection and Analysis
As described in the final section of this chapter, two groups of participants were used in
the data collection process. The process of completing the survey and allocating the
examples of interactivity was undertaken in one session; Group A completed this in
December 1998 and January 1999 and Group B in March and April of 1999. The video
recording of participants working with interactive multimedia products was completed
in February 1999 (Group A ) and April/May 1999 (Group B). Data recording and
analysis for the survey and allocation of examples was completed following each
participant's session. The videotapes were viewed and assessed in July 1999; the final
transcriptions were produced over the period June to November 1999. Complete details
of the respective processes can be found in the Chapters 5,6 and 7 following.
USING A QUALITATIVE FRAMEWORK
In this study, a predominantly qualitative approach has been employed because
interactivity and the structures used to provide interactivity have been subjected to little
prior study. As a construct that is complex and problematic to define, the qualitative
approach provides a means to examine the way people interpret and create meaning
from their experiences in order to gain a better understanding of the phenomenon of
4-109
interactivity within computer-based learning environments. Conducting the research
with both rigour and method is as critical with qualitative as quantitative approaches.
In the field of educational technology, experimental methods have been applied
extensively (Ross & Morrison, 1996) and qualitative inquiry more sparsely (Savenye &
Robinson, 1996). Debate surrounding the value of quantitative and qualitative research
methodologies has been rigorous. Trochim (1999) argues that it is not a choice of
whether to follow the deductive statistical approach of quantitative research or the
inductive approach of qualitative research, but rather one of philosophy:
Many qualitative researchers operate under different epistemological assumptions from quantitative researchers. ... Many qualitative researchers also operate under different ontological assumptions about the world. ... There is no point in trying to establish "validity" in any external or objective sense. All that w e can hope to do is interpret our view of the world as researchers. (Trochim, 1999).
Given the uncertainty about interactivity, developing an appreciation of how people
respond to interactive environments in conjunction with their perceptions will provide
additional information of what interactivity is all about. This is especially important as
interactivity has different meanings for each user - assuming C E L resources will
continue to be developed, methods to maximise the effectiveness for larger numbers of
people will be critical. Whereas prescriptions have been fiercely argued for the delivery
of learning (Merrill et al, 1996), the complexity of the individual make it problematic to
devise similar prescriptions for interactive learning environments.
Phenomenological Research
One of the characteristics of computer-based interactive environments is that
individuals are expected to operate independently, therefore there is no guarantee of
consistent behaviours or operations. The ways in which individuals have come to
understand the concept and use of interactivity will provide a different perspective on its
meaning in the context of achieving learning outcomes. Within the qualitative paradigm
the phenomenological approach provides a method for investigating the lived
experience of people (Holloway, 1997). It is from these experiences of interactivity that
we may be able to derive forms of meaning about learning, computers and the
associated interactivity.
4-110
In supporting the use of qualitative methodologies to help discover levels of meaning
Burns (1997:11) observes:
The phenomenological field of educational action embraces the host of personal meanings that are derived from the context of direct experiencing. Perceptions and interpretations of reality are linked with these meaning structures. Thus the 'reality' of a given educational setting may be seen not as a fixed and stable entity but as a type of variable that might be discerned only through an analysis of these multiple forms of understanding.
Examining the behaviours of groups of people is also the practice of ethnographers, and
the techniques used with this methodology are relevant to investigate the phenomenon
of interactivity. Adopting an ethnographic position involves examining processes in a
preferably naturalistic setting and understanding the outcomes in terms of a wider,
holistic setting (Burns, 1997). The extent to which the interpretations of interactivity
determined from this study can be generalised to the field of computer-based learning
will be a measure of its success.
Integral to the qualitative form of research is the use of observation, which was
employed in the third procedure of this study, where participants worked through a
number of interactive titles. A full rationale for the form of observation and the
collection of spoken interpretations as well as video records are detailed in Chapter 7.
Meanings assigned to the term interactivity are disparate, ranging from those of physical
human-computer interaction to the emulation of human-human communication. The
investigative nature of this research is such that new understandings of the underlying
theories of learner-computer interaction may arise. The study is therefore consistent
with the precepts of grounded theory, where the aim is not to prove or reinforce an
existing theory but rather derive outcomes from the phenomenon (in this case
interactivity) being investigated (Strauss & Corbin, 1990).
The research being reported in this study is exploratory in nature, given the ill-defined
nature and effect of interactivity in the C E L environment. As such it embodies a
qualitative methodology designed to collect data from participants in relation to their
experience with interactivity. T o maximise the value of this data, issues of reliability
and validity also need to be addressed.
4-111
Reliability
Reliability, within the quantitative research paradigm, involves being able to
demonstrate consistency and replicability such that repeated instances of the
methodology would elicit the same data. Within the qualitative paradigm however, this
is difficult to achieve because the relationship between researcher and participant is
unique and could never be completely replicated (Holloway, 1997). However,
Silverman (1993) believes that reliability can be achieved through ensuring that the
methods and data can be accessed, and that this can be achieved through the
maintenance of accurate records. For this study, all procedures have been documented
(see Chapters 5,6 and 7 following) and all data collected has been archived. More
importantly, the details provided are explicit enough to enable follow-up studies to be
conducted to compare outcomes and pursue new research areas.
Validity
According to Holloway (1997:159) validity "is the scientific concept of the everyday
notion of truth" and for this study, the importance of validity lies in both the internal
validity (representing the reality of the participants) and external validity
(generalisation) of the findings. Silverman (1993:155, citing Hammersley, 1990)
identifies three conditions for validity:
• the plausibility of the claim, given existing knowledge;
• the credibility of the claim, given the nature of phenomena, circumstances of the
research and
• the characteristics of the researcher.
To achieve this, Silveman (1993) suggests two methods, triangulation (comparing
different kinds of data and different methods) and respondent validation (taking findings
back to the participants). Lincoln & Guba (1985) expressed validity in terms of two
factors, trustworthiness (credibility, transferability, dependability and confirmability)
and authenticity (fairness, ontological, educative, catalytic and tactical). Using these
latter factors as a framework, the following details the way in which the current research
methodology can be validated.
4-112
Trustworthiness
Credibility of the data has been established through a form of triangulation, whereby the
constructs of interactivity were evaluated from three different perspectives.
Transferability has been focused on by employing seven different C E L titles to enable
comparison of responses between and within those titles. Dependability is demonstrated
by the detailed description of the research and decision making processes.
Confirmability can be established by reference to the original data and participant
transcripts and verified by viewing the original survey responses and videotapes.
Authenticity
Fairness can be demonstrated by participants giving their consent for data to be used in
the study. A n ontological approach is supported by participant reflection on their
experience, and is revealed through a wide range of comments that highlight their
change in appreciation of the interactive environment. The educative, catalytic and
tactical issues are addressed by the expectation that results from the research will play a
significant role in the educational process associated with both teaching the skills of
educational software development as well as the design and development process itself.
More importantly, one of the elements of qualitative research is that it encourages the
development of ideas as the research progresses (Holloway, 1997). In this study, the
process began by collecting data using three different procedures to investigate
interactivity that created a form of triangulation, considered integral to validating
qualitative endeavours. A s the data was collected, the themes that emerged from the
expectations of interactivity, assignment of interactive statements and experiences
working with interactive materials began to form a picture of interactivity that
supported its use from a learning perspective but that was at odds with its
implementation. A s I explored these themes it became evident that the structures around
which these interactions were built and the role of the program as active communicator
were critical to the effective implementation of interactivity. With this information, the
development of constructs by which designers and developers might consider the
computer-based interactive experience was developed, as detailed in Chapter 8.
4-113
DELIMITATIONS OF THE STUDY
As with any research study, the findings are constrained and bounded by a range of
variables such as the characteristics of the participants, the instruments used for data
collection and the environment in which the study was undertaken. In this research on
the phenomenon of interactivity, the following issues are considered relevant to the
interpretation of the data and the instigation of follow-up research.
First, the participants were all students enrolled at a university that, at least from an
Australian perspective, was conditional upon achieving an appropriate level of
performance in their secondary studies. Consequently, the ability to interpret and
articulate the various aspects of interactivity investigated may have been different had
the participants had a different educational background. From another perspective, the
cultural background of participants was not considered in this study; however, the
participants were not an homogenous group of Anglo-Australians and the cultural
diversity of people using this form of communication may also be an important area to
investigate in future studies of interactivity.
Second, the multimedia products used in the third procedure (described in Chapter 7)
were selected for their representation of the range of interactive constructs and
presentation metaphors available with contemporary development techniques. However
they represent only a small fraction of the total products produced in the area of CEL.
Subsequent research of interactivity would benefit by assessing a different set of
products to determine whether similar responses are obtained.
Third, interactivity in computer-based applications will evolve and change as the
software and hardware develops. This study has investigated the effectiveness of
interactivity at the close of the twentieth century. A s new forms of human-computer
interaction emerge w e shall continue to require understanding of the techniques that can
be employed to maximise the effectiveness of that interaction.
Finally, the data collected from the three research procedures was assessed using a
qualitative framework in order to develop a better understanding of interactivity as a
phenomenon. Further studies in this field may benefit by examining the trends identified
from a quantitative perspective.
4-114
PARTICIPANTS
Sampling
To obtain an informed set of responses on the nature of interactivity, the knowledge and
understanding of participants becomes critical. In this case, working in a tertiary
program where students were studying the field of multimedia and interactive learning,
their interest and knowledge (evidenced by their choice to enrol in the program) made
them appropriate participants for the study. The use of participants in this way is known
as judgemental or purposive sampling, where the researcher chooses those "who can
provide the best information to achieve the objectives of the study" (Kumar, 1996:162).
Approval for the use of human participants in this study was received from the Southern
Cross University Ethics Committee and all participants consented to their responses
being used for research purposes (see Appendix A. 1).
The Environment
The participants were students enrolled in the first, second and third year of the
Bachelor of Multimedia program offered by Southern Cross University. Participation
was voluntary, and those who elected to provide responses were awarded a percentage
of course marks. A total of 70 people contributed to the data presented in this study
which was conducted with two groups of participants. The first, Group A, consisted of
students enrolled in a summer school unit and completing their first, second or third
year of study (n=22); the second, Group B, comprised students commencing their first
year of study (n=48).
Age and Gender
The participants from Group A were distributed as shown in Figure 4.3. A small
proportion of this group (18% and n=4) were in the 16-24 age group, and all were male.
The majority of Group A participants (78%) were in the 25-44 age group. Overall the
gender balance was biased towards the males (68%). In comparison, the participants
from Group B were younger (as illustrated in Figure 4.4) and with a relatively equal
gender balance (52% males and 4 8 % females).
4-115
Group A
16-24 25-34 35-44 45-54
Age Range
55+
• Male • Female
Figure 4.3: Age and Gender (Group A)
Group B
16-24 25-34 35-44 45-54
Age Range
55+
IMale •Female
Figure 4.4: Age and Gender (Group B)
In total, the two groups consisted of 5 7 % males (n=40) and 4 3 % females (n=30) with
7 2 % aged under 35 (n=50). Given this distribution, the majority of participants
represent a generation who have grown up with computer technology and whose
observations on the value of interactivity are likely to be pertinent to its future success.
4-116
As a variable, gender has received attention in terms of its effect on performance with
computer technology (for example Spender, 1995; Teh & Fraser, 1995; Dugdale,
DeKoven & Ju, 1998). For this study, the gender of the participants will be used as a
variable to compare responses and approaches across the three different procedures used
to address the interactivity phenomenon.
Experience
The more time people spend working with particular forms of technology will move
them from a novice to experienced status. The relative experience of the participants
would provide a means to assess whether concepts of interactivity vary with experience,
in the same way that attitudinal studies have demonstrated more favourable responses to
C E L from people with prior experience (eg. Last, O'Donnell & Kelly, 1998).
To assess the experience level for these participants involved in this study, data was
collected in terms of both their overall background using instructional technology as
well as their specific experience in learning with, designing and developing C E L
applications. Figure 4.5 represents the range of experience expressed by both groups in
studying and/or working with instructional technology (Question 1.1 in the survey).
80%
70%
60%
50%
40%
30%
20%
10%
0%
A
Experience
I I 1
r___i __•> ___>/ 1-5 5-10
Years
10-15 15+
Q Group A • Group B
Figure 4.5: Experience Studying/Working with Instructional Technology
4-117
As Group A consisted of students who had completed at least one year of study, the
8 0 % indicating between 1 and 5 years experience is not unexpected. Similarly, the 4 5 %
of Group B students indicating no prior experience reflects the number of school leavers
entering the program. Only 1 4 % of the members of Group A (n=4) and 1 1 % from
Group B (n=5) indicated more than 5 years experience, which had been gained through
work in the teaching or training environments. W h e n considered in terms of the follow-
up question that asked participants to indicate their current role in applying technology
to teaching and learning, very few respondents indicated any additional experience
other than that of student. As detailed in Table 4.1, the 4 participants from Group A had
additional experience in web-related activities and the 5 participants from Group B
indicated experience across a range of activities.
Role
Instructional Designer
Interactive Designer
Graphics Designer
W e b Page Developer
Interactive Developer
Audio/Video Specialist
Network Support
On-Line Learning
Web-Page Designer
Teacher
Research
Content Expert
Group A
0
0
0
3
1
0
0
0
3
1
0
0
Group B
1
4
4
5
1
4
0
0
5
0
2
0
Table 4.1: Roles in Computer-Enhanced Learning
However, when compared in conjunction with the three questions asking for prior
experience in learning with, designing or developing educational technology (Questions
2.1,2.2 and 2.3 in the survey), a different picture emerged. With respect to Learning
with Technology (Figure 4.6), all of the participants from Group A who responded
(n=21) indicated that their experience originated from their university studies. In
comparison, of the 38 Group B participants who indicated having used educational
technology as a learner, 6 6 % (n=25) had gained that experience from either School or
University. In this case the applications used ranged from Encarta and Typing Tutorials
to the study of c o m m o n multimedia development tools such as Authorware, Director
and Photoshop. These responses demonstrate that the majority of participants had prior
experience in using various forms of educational technology.
4-118
Learning with Technology
100%^
80%-
60% -
40%
20%
.
-laP n n i ____
<—A
1 P None 1-4 5-9 10+
Ni
•
imber of Occasions
Group A • Group B
Figure 4.6: Occasions Learning with Technology
The second question in this series focused on the experience of participants in designing
educational technology applications. As shown in Figure 4.7, over 9 0 % (n=43) of
Group B indicated no experience in this area of the field. In comparison, the participants
from Group A indicated a higher degree of experience, which again was gained
primarily through their university studies.
I
__\ 100%-f
80%
60%
40%
20%
UTO
;
Designing Educational Technology
•
V=9 1 Y=9 •L None 1-4 5-9 10+
h
Ii
umber of Occasions
] Group A • Group B
Figure 4.7: Occasions Designing Educational Technology
This trend is repeated for the responses associated with participants' experience in
developing educational technology applications (Figure 4.8). In this case, 9 0 % (n=43)
of Group B participants indicated no prior experience whereas Group A participants had
gained their experience through their university studies.
Developing Educational Technology
100%
80%
60%
40%
20%
0%
/
I *=a_
•/ A
¥=V f=im* \—/ None 1-4 5-9
Number of Occasions
10+
D Group A • Group B
Figure 4.8: Occasions Developing Educational Technology
In summary, while members of Group A had more experience with the process of
design and development of interactive educational applications, the participants from
Group B indicated very little background in this area, as might be expected from a
group of first-year students. For discussion and comparison purposes therefore, the
participants from Group A (those with at least one year of formal study in interactive
technologies) will be considered as experienced and those from Group B (those with no
formal study of interactive technologies) as inexperienced or novice.
CONCLUSION
Interactivity has been shown to be a diffuse concept and one which has received little
attention as a research focus. The use of a qualitative approach with a purposive group
of participants provides a context in which the research questions can be considered
while maintaining the necessary research rigour. The characteristics of the participants
are such that the data obtained from the research can be assessed in terms of the
participants as a group, as well as with respect to their gender and prior experience.
4-120
The following chapters examine the methodology and results for each of the three
procedures considered in relation to interactivity and learning.
Chapter 5 uses data collected from the survey to examine the expectations of
interactivity - that is, the understanding participants have of the value interactivity adds
to the computer-based learning process.
Chapter 6 focuses on the range of interactive constructs themselves, and the extent to
which they are considered to provide the learner with control over, as well as support of,
the learning process.
Chapter 7 provides an extensive examination of the ways in which participants work
with computer-based applications, their reaction to the interactivity provided and the
means by which that interactivity supports their involvement in the overall learning
process.
Chapter 8 builds on the findings from the three sets of data collection activities and
examines these in the context of the performance and theatre metaphor, considering the
implications and benefits for the design and development of computer-based learning
and the achievement of effective, engaging and meaningful interactions.
CHAPTER 5:
EXPECTATIONS OF INTERACTIVITY
INTRODUCTION
Interactivity has been shown to be integral to the research and development of
educational software, but at the same time somewhat of an enigma in terms of the
success of these applications. Given that computer-enhanced learning (CEL) resources
have yet to realise their potential, it may be that the interactivity being employed is not
meeting the needs of the user. To investigate this, the way in which people perceive
interactivity to operate, and its effectiveness with learning, was the focus of the first
research question:
What expectations do people have from interactive learning
environments?
The procedure associated with addressing this question is reported in this chapter. The
research data was collected from the written responses made by participants from both
groups to three questions presented in a survey (see Appendix B. 1 for the cover letter
and Appendix B.2 for the survey form). The survey was designed for completion and
submission electronically; however, limitations with the server technology meant that
the responses had to be undertaken manually.
The responses were coded and analysed using the NUD*IST qualitative research
software, which enabled the specification of a series of themes by which the responses
to each question could be classified. These themes are considered in terms of the
participants' experience (comparing Groups A and B ) and their gender, as well as a
combined group. The themes identified, which are consistent with the range of
conditions and constructs of interactivity identified in Chapters 2 and 3, suggest that the
participants had a clear expectation of interactivity in terms of its characteristics and
impact on the learning process. In addition, there was evidence to suggest that the trends
in responses were consistent with the contemporary approaches of cognitive aspects of
interactivity.
5-122
METHODOLOGY
The Survey Questions
The field of educational multimedia (the term given to computer-based learning in the
university program being studied by the participants) is clearly diverse and complex,
and as has been demonstrated, the concept of interactivity appears equally open to
different levels of interpretation and understanding. One means to gather information
about the ways people understand a concept is through the questionnaire or survey,
which was used in this component of the research to elicit written responses about
interactivity. A written response was considered appropriate as it enabled the participant
to record their understandings in a considered and non-pressured environment as well as
in confidence. In this study, the written responses to the questions were provided during
the same session at which the demographic information was collected and the allocation
of interactive statements completed (as documented in Chapter 6). A time limit was not
imposed upon participants and the responses ranged from a few words to a paragraph.
The questions posed focused on three specific aspects of the relationship between
interactivity and learning - functionality, characteristics and effects. The open-ended
syntax of each question was designed to elicit a wide range of responses and was
implemented in the following manner:
• What makes an educational multimedia product interactive?
This question was designed to give participants the opportunity to reflect on their
understanding of the word interactive in the context of CEL. It was intended that
the range and distribution of responses would enable comparisons with the formal
interpretations of interactivity identified and discussed in Chapters 1,2 and 3.
• What do you see as the major characteristics of interactivity?
This question was designed to focus on the indicators of interactivity and the
operational characteristics of its implementation - what makes something
interactive? While the literature has considered interactivity from a theoretical
perspective, w e have little data from the users of the technology.
5-123
• What do you see as the major benefits of interactivity to the learning process?
This question was designed to provide input into the way interactivity is perceived
to advantage learning in computer-based environments. Interactivity has been
considered to be the significant element in providing an enhanced learning
environment with computer-based learning resources. But what do the users think?
Overall, the analysis of responses enabled comparisons between the theoretical and
practical, a reflection on the experiences of users and the way the term interactivity has
been understood within a more public space. Participants (n=70) were asked to answer
each of the questions when completing the survey form. One participant from Group A
and one from Group B did not complete the answers, resulting in responses being
collected from 68 participants, 21 from Group A and 47 from Group B.
Process
This section describes the process by which responses to each of the three questions
were analysed and the classification system derived by which the distribution of
responses could be reported effectively.
Manual analysis of survey responses can be complex and time-consuming. To support
this process I used the N U D * I S T (Non-numerical Unstructured Data * Index, Searching
and Theorising) software application, designed specifically to support the recording and
analysis of qualitative data (Gahan & Hannibal, 1998). N U D * I S T was designed to link
documentary materials to themes (referred to as nodes, which are structured
hierarchically or independently) and I used this facility to provide a structure in which
to record and present the responses to each of the three questions. Being able to use the
indexing and search techniques provided a means to assess the responses and the
differences exhibited between questions. To achieve this, N U D * I S T requires the
researcher to define units within their research data, which may be words, lines,
sentences, paragraphs, pages or whole documents depending on the analysis required.
To use the processing and analysis features of NUD*IST, each response was first word-
processed and then stored in a text format. The following example of a single response
illustrates the sequence necessary to achieve this (Figure 5.1).
5-124
STEP1
[SIMONE]: Basically (or most importantly) the engagement of the user, more specifically the user participating or engaging in a conversation with the computer. A type of spiral effect of the computer reacting to the user's input and then the user reacting to computer's output... and so it goes!
STEP 2
[Simone]: Basically (or most importantly) the engagement of the user, more specifically the user participating or engaging in a conversation with the computer. A type of spiral effect of the computer reacting to user's input and then the user reacting to computer's output ... and so it goes!
STEP 3
*Simone_
Basically (or most importantly) the engagement of the user,_
more specifically the user participating or engaging in a conversation with the computer. A type of spiral effect of the computer reacting to user's input and then the user reacting to computer's output ... and so it goes!„
Figure 5.1: Preparing Response for analysis with NUD*IST
First, the response was entered, including the first name of the participant for
identification purposes. Second, the response was converted to a text-only format and
third, re-formatted to conform to the requirements of NUD*IST. As shown in Step 3,
each text unit to be used for the analysis is separated with a hard carriage-return (f).
The first text unit *simone_ represents a sub-header that provides a context for
retrievals and divides the text into sections - in this case each sub-header (identified by
the *) is the name of the respondent. The second text unit
Basically (or most importantly) the engagement of the user!
was assigned to a node titled Engagement and the third to a node titled Communication.
This process was repeated with each response to each question, using one text file for
each question for each group, a total of 6 text files. Using the report functions within
NUD*IST, a total of 384 individual text units were coded to nodes, 153 from Group A
and 231 from Group B.
For this exercise, because respondents often included more than one exemplar of
interactivity in a single response, I decided on a text unit that would represent an
5-125
individual exemplar of interactivity. Once a unit has been created it can be assigned to a
label (or node) and by assigning the various text units to a hierarchy of nodes results in
responses of like kind being grouped and accessible for analysis.
The overall process of allocating text units to nodes was conducted over a number of
sessions. The first series of these involved working through each text unit and assigning
it to a node, and in the process creating a hierarchy of themes based on the constructs of
interactivity identified in Chapter 3. The structure created after each of the six files was
processed on the first occasion is shown in Figure 5.2.
NODE HIERARCHY
(1) GENDER
-(1 1)Male
- (1 2) Female
(2) ENGAGEMENT
(2 1) Participation
• (2 2) Attention - (2 3) Manipulation
- (2 4) Motivation
- (2 5) Interest
- (2 6) Fun - (2 7) Involvement
(2 8) Exploration
(2 9) Experimentation
- (2 10) Intervention
-(2 11) Challenge
-(2 12) Imagination
-(3) COMMUNICATION
-(3 1) Conversation
-(31 1)Two-Way
- (3 1 2) Potential
(3 2) Understand Purpose
- (3 3) Feedback
(3 3 1) Immediacy
(3 3 2) Loops
(3 3 3) Alternatives
- (3 4) Product Information
(3 5) Input-Response
- (3 6) Variation
- (4) C O N T R O L
(41) Navigation
- (4 2) Self-Pacing
(4 3) Choices
(4 4) Levels
(4 5) Outcomes
- (4 6) Content Display
- (4 7) In Control
(4 8) Searching
(4 9) Exit
(4 10) Branching
- (5) DESIGN
(51) Interface
(-(51 1) Exciting
• (5 2) Text Density
- (5 3) Multimedia
- (5 4) Constant Exit
- (5 5) Clickable Objects
- (5 6) Alternatives
-(5 61) Paths
-(5 6 2) Content
(5 7) Easy-to-Use
(5 8) Flexibility
(5 9) Non-linear
-(5 10) Pedagogy
-(5 11) Balanced
(512) Audience
(5 13) Expense
(5 14) Simulation
-(5 15) Currency
-(6) INDIVIDUAL
(6 1) Experience
(6 2) Knowledge Building
(6 3) Ownership
(6 4) Relevance
(6 5) Supportive
(6 6) Communication
(6 7) Lateral Thinking
(6 8) Self Development
- (6 9) Enjoyable (6 10) Non-Threatening
(7) ADAPTATION
(7 1) Outcomes
(7 2) Sequencing
\- (7 3) Learning Styles
(8) MANIPULATION
(8 1) Construction
(8 2) Activity
-(9) LEARNING
-(91) Easier
(9 2) Information Coding
(9 3) Meaningful
(9 4) Knowledge Transfer
(9 5) Retention
(9 6) Understanding
(9 7) Self-Directed
(9 8) Assessmement
(& §) Faster
(9 10) Distance
(9 11) Collaboration
(9 12) Developmental
(9 13) Anywhere
Figure 5.2: Node Hierarchy - Initial Structure
5-126
The numbers assigned to each of the nodes are used by N U D * I S T for allocation of
codes. For example, coding a text unit to the Fun node is achieved by linking the
respective text unit to node (2 6). The assignment of text-units to nodes was based on
either the terminology used by participants in the response or by interpretation of the
complete text response.
On completion of this first coding process, the nodes and text units assigned were
examined and, where appropriate, moved or combined, using the following procedure:
a) reviewing nodes coded with few text units
b) reviewing nodes with similar concepts
c) merging nodes
d) re-coding and removing coding
e) allocating codes from a higher (parent) level to a lower (child) level
This iterative process meant that text-units assigned to a particular node in the first
instance were moved to or merged with other nodes. Using N U D * I S T enabled the
reworking of both the node hierarchy and coding of units to be undertaken efficiently.
For example, node (2 9) Experimentation was merged with node (2 8) Exploration and
node (2 II) Challenge was merged with node (2 4) Motivation as they were both
consistent with the levels proposed by Aldrich et al (1998). Similarly, node (8 1)
Construction was moved to node (2) and merged with node (2 3) Manipulation and
node (8 2) Activity moved to node (2) and merged with node (2 7) Involvement
resulting in node (8) Manipulation having no text units assigned and being removed
from the hierarchy. Other merges and movements were implemented on a similar basis.
The final tree-structure of nodes is shown in Figure 5.3 following, with the original
numbers for nodes maintained for consistency. These six themes represent the major
categories of response that emerged and the sub-themes associated with each major
node represent the range and form of responses within that node. The association
between the text-nodes derived from responses and their allocation to sub-themes are
more fully described in the analysis of responses for each of the three questions reported
on pages 5-129 to 5-158 following.
It should be noted that while NUD*IST enables node hierarchies of much greater depth
and complexity, the structure presented was considered appropriate to enable concise
reporting on the themes and groupings of the responses with respect to perceptions and
expectations of the various aspects of interactivity.
-0)
NODE HIERARCHY
GENDER -(1 1)Male
- (1 2) Female
-(2 ENGAGEMENT -(21) Participation
- (2 2) Attention
- (2 3) Manipulation
- (2 4) Motivation
- (2 5) Interest
-(4] CONTROL -(4 1) Navigation
- (4 2) Self-Pacing
- (4 3) Choices
- (4 6) Content Display
- (4 7) In Control
-(4 10) Branching
-(4 11) Learner
•(5]
- (2 8) Exploration
-(2 12) Imagination
(3! COMMUNICATION -(3 1) Conversation
- (3 2) Understand Purpose
- (3 3) Feedback
- (3 5) Input-Response
- (3 7) Two-Way
DESIGN
-(6) INDIVIDUAL
- (6 2) Knowledge Building
- (6 4) Relevance
- (6 5) Supportive
- (6 6) Adaptation
- (6 7) Thinking
- (6 9) Sequencing
-(611) Learning Styles
• 0
-(51) Interface
- (5 3) Multimedia
- (5 6) Alternatives
- (5 8) Flexibility
- (5 9) Non-linear
-(5 10) Pedagogy
-(511) Balanced
LEARNING
-(91) Easier
- (9 2) Information Coding
- (9 3) Meaningful
- (9 7) Self-Directed
- (9 8) Assessment
-(9 10) Distance
i-(912) Developmental -(5 12) Audience
-(5 13) Expense
Figure 5.3: Node Hierarchy - Final Structure
Expectations of Interactivity?
What do people expect from interactivity? H o w do people perceive interactivity? What
is their understanding of its advantages in the human-computer environments? To what
extent are these perceptions consistent with the theoretical position of interactive
environments? In the following sections of this chapter, the themes emerging from the
responses are presented and discussed in terms of each of the three questions and their
potential impact on the development of C E L applications. As detailed in Figure 5.3, the
six major themes used to provided a context for the range of responses are Engagement,
Communication, Control, Design, Individual and Learning.
To represent the distribution of responses across themes and sub-themes and provided a
context for their discussion and analysis, a graphical format similar to that illustrated in
Figure 5.4 will be used.
5-128
Themes by Question
50% -,
40%
30%
20%
10% 7^=7\
Engagement Communication Control Design Individual Learning
Theme
• Q1 _|Q2 Q Q 3
Figure 5.4: Distribution of Responses for Each Question by Theme
In this example, the responses to the first question (Ql) were predominantly allocated to
the Communication (28%) and Control (32%) themes. For the second question (Q2), the
major theme identified was Communication (32%) followed by Engagement (21%),
Design (21%) and Control (19%). For the third question (Q3), the responses were
primarily allocated to the Engagement (31%), Control (20%) and Learning (20%)
themes. This form of distribution enables comparisons between the expectations of
participants and existing understandings of interactivity within C E L environments.
The following analysis examines the responses to each question in relation to their
allocation to the six themes and their associated sub-themes. The analysis includes
consideration of the variation in responses to each question based on gender and
experience, with Group A being considered as being experienced and Group B as less
experienced, as detailed in Chapter 4.
In reporting this data, selected responses made by participants are included to
demonstrate their allocation to the node or sub-theme being discussed. Where this
occurs, only the text allocated to the particular sub-theme (node) is presented.
5-129
QUESTION 1: WHAT MAKES AN EDUCATIONAL MULTIMEDIA PRODUCT INTERACTIVE?
Overview
The identification of factors that contribute to a product's interactivity will demonstrate
the extent to which the various conditions of interactivity, as discussed in Chapters 2
and 3, are associated with C E L applications. The distribution of responses by gender
and experience are represented in Figure 5.5 and Figure 5.6 respectively. While there
was little gender variation in the responses to this question, the emphasis on both
Control (the user expecting to be able to perform activities) and Communication (the
user expecting that the application will respond in some manner) highlights the
importance of these elements or conditions within interactive C E L products.
Figure 5.5: Percentage Responses by Gender and Theme to Question 1
When considered from the experience perspective (Figure 5.6), those with more
experience with interactive design and development (Group A ) emphasise
Communication over Control, Design and the Individual whereas those with less
experience (Group B ) emphasise Control over Communication. These variations
suggest that those with more understanding or prior experience of the field of
interactivity perceive the important aspects of interactivity as being those where there is
more involvement or communication as well as a focus on the individual learner.
5-130
Engagement Communication Control Design Individual Learning
• Group A • Group B
Figure 5.6:Percentage Responses by Experience and Theme to Question 1
The following discussion focuses on each of the five themes to which responses were
allocated for the first question. For each of these themes (see Figure 5.6), the range of
sub-themes is identified and selected responses representing those themes included for
discussion. Where necessary, minor editorial modifications have been made to the
responses to maintain grammatical continuity. A s no responses to this question were
allocated to the Learning theme, it is not included in the presentation and discussion.
Engagement
According to Aldrich et al (1998), the ability to manipulate aspects of the learning
environment and take an active and involved role in the learning process are critical
aspects of interactivity, and are consistent with both the mutual (Schwier & Misanchuk,
1993) and non-immersive (Sims, 1997a) levels of ineractivity. With this level of
involvement the user becomes engaged with the content material, focusing their
attention on the learning and working towards deep learning (Craik & Lockhart, 1972).
The information presented in Figure 5.7 illustrates the percentage of responses (15% or
17 responses) that were coded to the Engagement node for Question 1. In this case,
factors such as Participation, Attention, Manipulation and Motivation were the major
sub-themes identified. The following discussion reports on responses allocated to each
of these sub-themes identified under the broader theme of Engagement.
5-131
Participation Attention Manipulation Motivation Interest Exploration Imagination
Figure 5.7: Percentage Allocation of Responses to Engagement for Question 1
Participation
The majority of responses allocated to this theme (7%) focused on terms such as
participation, activity and involvement. This acknowledes that for C E L titles to be
interactive, the learner is expected to be taking on an active role.
[Ruth]: W h e n the person using it can interact with the product. The person can actively
participate in the learning.
[Paul]: It would be a good idea to have a video or movie that talk to the users thus give the
user a feeling of participation.
[Sam]: Being able to actively participate in the learning experience.
[Natasha]: Being able to participate, getting involved in the learning process.
Attention
A second attribute of interactivity linked to engagement was that of attention. The way
this particular response is phrased places emphasis on the program providing the user
with engaging activities, and consequently on the design team to create the appropriate
interactions necessary to achieve this.
[Anna]: It engages user's attention by forcing a cognitive, proactive response, as distinct from low level, reactive actions. Interactivity can range from point & click to immersive virtuality, however used with discretion, higher interactivity levels are relative to greater
educational merit.
5-132
Manipulation
This response was distinguished from control, as the word manipulate places emphasis
on the user being able structure the content according to their own particular
requirements, as emphasised by Aldrich et al (1998).
[Michael]: An interactive educational multimedia product is achieved when the user is able to directly manipulate the content within the software application.
Interest and Exploration
Another aspect of interactivity as engagement is that learners might expect the program
to be organised in such a way that they can explore and seek information, and
consequently become more interested in the activity. The extent to which the program is
involved in this process would appear to be integral to its success.
[Joel]: Involves the individual seeking information on their own accord, causing them to take interest
[Brea]: The user is able to explore the product and learn simultaneously.
Communication
One of the primary themes to emerge from the responses was that of Communication,
where there was a very clear expectation that there should be a two-way flow of
information between computer and user. This emphasises the emulation of human-
human interaction in the learner-computer activities.
Conversation Purpose Feedback Input Loop Two-way
Figure 5.8: Percentage Allocation of Responses to Communication for Question 1
5-133
Feedback is also identified as one of the critical aspects of the communication process,
as it provides the user with information on the application's interpretation of their
action. From Hannafin's (1987) perspective, this can range from a simple confirmation
to a complex elaborative process. The allocations of responses to the Communication
theme for Question 1 are shown in Figure 5.8. A n issue to consider therefore in the
design of applications is the extent to which a form of conversation takes place - and the
ways in which the computer software is able to play an active role in that process.
Conversation
[Andi]: The possibility of immediate response and therefore the potential for communication.
Purpose
[Suzanne]: Understanding what is required.
Feedback
[David], Getting good feedback. Seeing something happen when you do something.
Input Loop
[Danny]: Requirement for the user to apply an input (mouse click, drop & rag) with the program responding to the input.
[Darren]: The ability of the product to allow the user to respond to questions/activities and for the product to react to that.
Two-Way
[Elizabeth]: Two-way communication between the user and the computer program.
From these responses it is apparent that the user expects the application to engage them
in some form of dialogue, of which user input and computer feedback are integral
components. A question to emerge from this is what constitutes communication during
a user's encounter with an application - is it the mere presence of the information or is it
achieved by more explicit forms of user and computer activity? The importance of
feedback to the learning process cannot be underestimated (Dempsey & Sales, 1993)
and the way in which it is employed to maintain ongoing communication appears
critical to the success of C E L applications.
Control
During the analysis of responses to Question 1, a recurring theme of navigation, self-
pacing, control and choices was identified. As these relate to actions a user can
undertake, they were allocated under the general theme of Control, as shown in Figure
5.9. The following responses illustrate the ways in which participants identified the
various attributes of control.
_7 /—-y /—y Navigation Self-Racing Choices Content In Control Branching Learner
Figure 5.9: Percentage Allocation of Responses to Control for Question 1
Navigation
[Kathy]: Interactivity enables the user to navigate and map the direction they wish to follow.
[Cheryl]: The user can move or work through the environment created by the product.
[Matt]: The product needs to allow the user to navigate his/her way around, at least to a certain extent, for example through options.
Self-Pacing
[David]: Being able to learn at one's own pace.
[Nicholas]: The ability of the product to allow the user to choose what educational path to take and consequently determine the speed at which they learn.
[Kahli]: You can progress through a program at your own pace
Choices
[Scott]: The ability of the user to choose paths and methods to take.
[Tatiana]: W h e n information is presented in such a way that the user is able to choose subjects at their leisure and go through the information in whatever order they wish.
5-135
Learner
[Andrew]: This is determined by h o w much control the user has over the application. L o w interactivity: forward and back button; high interactivity: user involvement. For example, set the parameters of the product to see an outcome.
[Philip]: The multimedia product becomes interactive when the user has some say in what takes place in the program.
The importance of Control in interactive applications is demonstrated by the number of
responses allocated to this theme ( 3 2 % and n=39). A s will be discussed throughout this
study, the extent to which the learner is in control compared to being provided with
control options is another aspect of interactivity that appears to be critical to the overall
effectiveness of CEL.
Design
While the analysis in Chapters 1, 2 and 3 suggests that design elements are critical to
interactivity and the learning process, only a small percentage of responses were
allocated to this theme (16% and n-19). This may reflect the overall low experience
level of participants with respect to working in product development activities. The
allocation of responses to the Design theme is illustrated in Figure 5.10, and the
responses selected demonstrate h o w participants made the associations between design
and interactivity.
A
/
1TLT €3 0 __Z7 / '"S t_3 _3 --Z-^ ./'' Interface Multmedia Options Flexibility Non-Linear Pedagogy Balance Audience Expense
Figure 5.10: Percentage Allocation of Responses to Design for Question 1
5-136
Interface
[Adam]: Limiting the amount of information to be presented to the viewer. W h e n interested in a specific topic, the viewer can zoom in and get more in depth information on it.
Multimedia
[Katie]: The product should have pictures/video/music/text facts that the user can easily view and possibly a game. Rather than just a page of information - that doesn't allow the audience to interact.
Options
[Luke]: Having an exponential amount of information on demand beyond the interface.
Flexibility
[Kelle]: W h e n it's easy to use, readable and answers the questions you need answering.
[Tiago]: Being able to interact with the product in different ways
Balance
[Travis]: A balanced approach which lets the user work amongst the products and systems. For example 50/50 theory and practice.
Audience
[Kelle]: It must be directed at the correct audience in order to be successfully interactive.
Individual
Two of the recurring themes in the discourse of educational software are those of
individualisation and adaptation. This however becomes a very confused area when
commentaries on the field are considered. For example, Misanchuk & Schwier
(1992:356) contend that "in the most basic structure - a linear one - all learners
necessarily go through the same experiences". But while an external observer might
witness learners going through the same set of materials, we cannot conclude that they
have undergone the same experiences individually. Similarly, more complex structures
where learners have more choices is in one sense more individualised. However, if the
user does not feel in control, those choices may be misguided or misdirected in terms of
the underlying instructional framework and strategy.
An adaptive system suggests that the application will maintain a record of an
individual's responses and conditionally adjust aspects of the presentation based on an
5-137
analysis of those responses. However, this needs to be accomplished with the full
awareness of the individual involved to ensure communication is maintained. As shown
by the following allocation of responses to the Individual theme (Figure 5.11),
participants expect this form of interaction in a number of different ways.
Figure 5.11: Percentage Allocation of Responses to Individual for Question 1
Relevance
[Graham]: The ability or opportunity for users to engage with the content in such a manner
that allows for a unique experience.
[Georgia]: A product is interactive if the user can understand its purpose, can navigate
through the program easily and can relate to the product.
Adaptation
[Allan]: The product can also be designed to respond to the user's participation. For example, if the user takes more than say 5 attempts to proceed to the next stage, the following clues m a y be presented in such a way that the user may find them a bit easier.
[Scott]: Variable paths and responses based on user-selections. Various ways to achieve
outcomes.
[Bryn]: The ability of a user to effect a program's direction or outcome as well as the
program directing the user.
Although only 16 responses (7%) were coded to the sub-themes associated with the
individual, it provides some evidence that the specific characteristics of the learner will
impact on the overall effectiveness of the interactive experience.
5-138
Summary
From the responses provided by participants to the first question, the Control and
Communication themes were identified as major contributors to interactivity in
educational multimedia applications, with Design and Engagement to a lesser extent.
While control has been identified as a significant component of successful learner-
computer interaction and subject to considerable research attention, the communication
factors are less explicit in the literature. The extent to which this form of
communication or conversation is embedded in the program reactions to learner actions
is one that continues to require investigation. More importantly, it m a y be critical if the
narrative, performance and theatre metaphors introduced in Chapter 3 are found to be
important attributes of effective and successful interactivity.
5-139
QUESTION 2: WHAT DO YOU SEE AS THE MAJOR CHARACTERISTICS OF INTERACTIVITY?
Overview
The second question asked participants to consider the specific attributes of interactivity
to provide a means to identify discrepancies between practical expectations and
theoretical prescriptions. The distribution of responses by gender and experience are
illustrated in Figure 5.12 and Figure 5.13 respectively.
Figure 5.12: Percentage Responses by Gender and Theme to Question 2
As with the responses to Question 1, those provided for this question were similar for
both male and female participants, with Communication, Design, Engagement and
Control the dominant themes emerging. With respect to interactivity specifically, the
important observation is that it is the ability of the application to operate in some form
of two-way, conversational mode that participants recognised as characteristic of the
interactive environment. In addition, no responses to this question were coded to the
Learning theme.
However, small variations are apparent where the male respondents gave priority to
Communication and Design while the female respondents favoured Communication and
Engagement. Further investigation of gender differences and interactivity may provide
5-140
insights into the ways in which C E L applications can be developed to cater for such
differentiation within the target population.
When the responses to Question 2 are considered in relation to experience (Figure 5.13),
those with more background in the field (Group A ) focused on a range of factors,
emphasising Engagement, Control and Communication. In comparison, the less
experienced participants from Group B identified Communication as the major theme
by which interactivity could be characterised. This would suggest that novice or
inexperienced users of computer-based products may require more input from the
program, in the form of conversation and feedback, than those with a higher degree of
confidence.
50%
40%
30%
20%
10%
Engagement Communication Control Design Individual Learning
• Group A • Group B
Figure 5.13: Percentage Responses by Experience and Theme to Question 2
The following presentation details each of these themes in terms of the sub-themes to
which responses were allocated, including representative responses from the
participants.
Engagement
Factors associated with engagement were identified by 2 1 % (n=28) of all participants in
response to Question 2, which reaffirms the importance of the learner being actively
involved with the material being presented. Samples of the responses are provided to
5-141
demonstrate the w a y in which participants identified Engagement as a characteristic of
interactivity, with the distribution of responses illustrated in Figure 5.14
Figure 5.14: Percentage Allocation of Responses to Engagement for Question 2
Participation
[Jessmyn]: Being able to participate in activities that the product offers. For example, listen to music, play a game, view graphics and maybe even ask questions for the product to answer.
Attention
[Anna]: Engagement between the program and the learner.
Manipulation
[Graham]: Users can change outcomes based on their decisions.
[Matt]: To be able to 'manipulate' your way through an application.
Motivation
[Kelle]: Being challenged by the educational multimedia product.
[Cheryl]: Providing thought provoking stimulus in a variety of ways which will make the user want to continue.
Interest
[Mike]: Most importantly, elements to keep the user interested in the subject.
5-142
The response by Jessmyn emphasises the importance for learner-initiated activity and
that from Mike the responsibility of the program to maintain the learner's interest. Both
reinforce the requirement for designers to ensure that the learner has access to relevant
options and the importance of the program being proactive in communication and
facilitating the learner's engagement with the content.
Communication
The distribution of responses for this theme followed a similar trend to those provided
for Question 1 where, as illustrated in Figure 5.15, participants identified the Feedback
and Two-Way sub-themes as characteristic of the interactive process. The following
examples highlight the way in which these responses were expressed.
15%
12%
Conversation Purpose Feedback Input Loop Two-Way
Figure 5.15: Percentage Allocation of Responses to Communication for Question 2
Conversation
[Allan]: As with human interactivity, the user should be able to converse with the computer
via the product.
Purpose
[Suzanne]: Understanding of what is expected by having a clear interface and good instructions or directions if necessary.
[Kevin]: The ability to communicate and function within different mediums that complement and enhance each own sense of purpose and usefulness.
5-143
Feedback
[Aspasia]: T o give feedback.
Input-Loop
[Danny]: A relationship between user and program with the process being initiated by the user input. The program responds to the input by providing feedback, branching etc with the cycle repeating upon the user responding with further input.
[Sam]: Being told a piece of information then being able to communicate to the computer and receive a specific response.
[Emma]: Information is relayed between the user and the computer; there is input and output from both.
[Philip]: The user has input into the program and the program has an appropriate reaction. Input from the user that creates output is the major characteristic.
Two-Way
[Nick]: Interactivity means it must work both ways. Instead of the information simply being presented on the screen the user should be able to fiddle around, look at certain things in depth.
As illustrated in Figure 5.15, the theme of Communication is characterised by elements
of feedback, input-loops or two-way processes. Some of these responses reference
particularly important terms such as relationship (Danny) and input (Phillip), as they
reinforce the position or role the learner takes in the process and their ability to interact
in an individual manner. At the same time, the program must respond appropriately; this
issue will be considered in more detail in an assessment of the way participants worked
with interactive titles (Chapter 7).
Control
For Question 2,19% of responses (n=26) were coded to the Control node and as
detailed in Figure 5.16 the majority of responses focused on the sub-themes of choices,
then navigation and content.
5-144
Navigation Self-Pacing Choices Content In Control Branching Learner
Figure 5.16: Percentage Allocation of Responses to Control for Question 2
Navigation
[Nicholas]: The user being able to move back and forth throughout the product at their will.
Self-Pacing
[Brad]: Freedom to choose path or rate of the activity.
Choices
[Paul]: While allowing the user to make up their own mind on which way to do things in
the package.
[Scott]: A non-linear lesson or progression - ability to move freely through the program at will and do what you want when you want. Even how you want.
[Adam]: The ability to select the information the viewer wishes to see at any given time.
Content
[Adam]: Limiting the amount of information to be presented to the viewer and when the viewer is interested in a specific topic can zoom in and get more in depth information on it.
Learner
[Andrew]: User control.
Overall, the responses emphasise the notion of freedom, where the user is able to make
choices or choose directions depending on their particular requirements. However, on
interesting issue arising from this relates to the instructional paradigm underlying the
application. If it is learner-centred, then this form of control is consistent, but if teacher-
centred it is possible that set paths or sequences are considered the best way for learning
to be achieved. Balancing program and learner control so that both elements can be
achieved is yet another challenge for the design and development of C E L products.
Design
A s illustrated in Figure 5.17, 2 1 % of the responses (n=28) were coded to this theme,
with the Flexibility sub-theme being allocated the majority of responses. The
importance of the response distribution is that even though interactivity is primarily
perceived as characterised by Control and Communication, the Design of an application
is also a major attribute in the implementation of interactive elements. The response
examples provided represent the w a y in which these issues were identified.
15%
interface MuKmedia Options Flexibility Non-Linear Pedagogy Balance Audience Expense
Figure 5.17: Percentage Allocation of Responses to Design for Question 2
Interface
[Mike]: Good clear interface.
Multimedia
[Nick]: It should also include visual and sound characteristics.
[Adam]: Using an amalgamation of interesting media to soften the impact of just solid text information.
[Melissa]: Visual, audio, sound sensations
Flexibility
[Brett]: Flexibility of content to allow the product to react to user choices.
[Fleur]: Versatility
5-146
Non-Linear
[Trevor]: Non-linear; changing from minute to minute;
Pedagogy
[Anna]: More constructivist than instructivist.
Balance
[Kelle]: Making sure that there is a balance between the consumer and the computer - (the product) in order to keep thexonsumer interested.
Audience
[Nancy]: Audience can get the right and clear information.
Expense
[Fiona]: Its expensive, not readily available, not portable.
[Adam]: Tb.e_ ability to select the information the viewer wishes to see-atany given-time. Limiting the amount of information to be presented to the viewer and when the viewer is interested in a specific topic can zoom in and get more in depth information on it. Using an amalgamation of interesting media to soften the impact of just solid text information.
The inclusion of the final response under the Expense sub-theme is to illustrate that the
design and development of products that support this form of individual preference can
be time-consuming and therefore expensive. From the design perspective specifically it
reinforces the need to undertake extensive analysis of the product structure and
interactive options prior to its being programmed.
Individual
Only 3 % of the responses (n~4) related interactivity to the ability of the program to
provide facilities for the individual learner and adaptation of content based on the
individual's needs and responses. The following responses are representative of the
answers provided by participants.
Support
[Martin]: Making the user feel like they have learned or achieved something.
Sequence
[Graham]: Program sequencing is flexible and individualistic. Actively change program parameters to change outcomes.
Style
[Elizabeth]: The user is able to makes choices within the computer program. The program adjusts to the user's requirements and assesses the user's learning capabilities.
Summary
The purpose of the second question was to help in developing a better understanding of
interactivity by requesting participants to identify what they considered to be the major
characteristics of interactivity. A s with the first question, the themes of Control,
Communication, Engagement and Design emerged as the dominant features of
interactivity. However, whereas the responses for Question 1 clearly favoured the
Control and Communication themes, these four themes together were more evenly
distributed (Figure 5.12 and Figure 5.13) suggesting a wider range of expectations for
the general concept of interactivity than when linked explicitly to educational
applications.
When considered in terms of the specific responses offered, it is apparent that
participants have a clear expectation that interactive products will provide users with
control over the product. In addition, users are expected to be able to operate in an
environment that both enables an engaging experience with the program responsible for
at least some of the communication. The extent to which this is a function of the design
process rather than the individual's ability to interpret an interactive environment is a
critical question, as it is the ability of the user to believe they are working in a
communicative relationship that appears to be an important expectation. This is not only
confirmed by these particular responses but by the relationship with elements such as
narrative (Plowman, 1996a) and manipulation (Aldrich et al, 1998).
The following section examines the responses to Question 3, focusing specifically on
the benefits of interactivity to learning.
QUESTION 3: WHAT DO YOU SEE AS THE MAJOR BENEFITS OF INTERACTIVITY TO THE LEARNING PROCESS?
Overview
The first two questions examined the functionality and characteristics of interactivity;
this question focuses on the outcomes of interactivity in the context of C E L
environments. The following distributions (Figure 5.18 and Figure 5.19) represent the
range of responses by gender and experience.
Figure 5.18: Percentage Responses by Gender and Theme to Question 3
W h e n the allocation of responses are compared by gender, the female participants
placed more emphasis on the Control theme whereas the males perceived the
Engagement as being the predominant benefit of interactivity for learning. In
comparison to the responses given to the first two questions, where little variation by
gender was apparent, these responses show more inconsistency between males and
females. This again underlies the potential importance of gender differences with
interactive applications and one that deserves greater emphasis in the research agenda
with respect to the design and development of C E L applications.
The variation between responses again reflects the different expectations and
perceptions based on experience. The Group A participants, having studied at least a
year of interactive technology subjects, identified the importance of the Engagement
5-149
and Learning themes, while those less experienced (Group B participants) identified the
Control, Engagement and Learning themes as the major benefits of interactivity to
learning. This in some way supports the notion that the individual characteristics of the
learner will have an impact on the effectiveness of the interactive experience and further
emphasises the importance of the design function.
Figure 5.19: Percentage Responses by Experience and Theme to Question 3
The following presentation examines each of the six major themes, and the related sub-
themes, with specific reference to the responses provided by the participants.
Engagement
With respect to the responses allocated to the Engagement theme, the benefits to
learning from interactivity were represented by the Participation, Interest, Motivation
and Exploration sub-themes, as illustrated in Figure 5.20.
Overall, 31% (n=39) of responses were allocated to this theme and samples of the range
of responses provided are included below to illustrate the ways in which participants
identified the themes.
5-150
Participation Attention Manipulation Motivation Interest Exploration Imagination
Figure 5.20: Percentage Allocation of Responses to Engagement for Question 3
Participation
[Mike]: That the learner is part of the learning process and feels involved and comfortable in working with the interactivity.
[Surian]: I think it is a better way to learn as you can take part in the learning process rather than just being told about it from a lecturer/teacher.
[Joel]: For school students it allows the individual to become involved in the information they are learning, whether through sound, visual or interaction with equipment such as a
mouse.
[Natasha]: It is an easier method of learning because it requires input, rather than sitting back and listening to someone speak the user has to get involved and think about what they're doing so they would understand more simply because it is a more interesting way
of learning.
Attention
[Graham]: Include user engagement rather than passivity.
[Melissa]: The user is not simply passive, they interact and engage and get a response.
Manipulation
[Simone]: Construction - it allows user to actively construct experience and add to control pace (to build confidence) and give sense of participation in o w n learning process and
possible skills to continue construction unaided.
Motivation
[Andi]: Enhanced motivation, ttaining, cognitive processing.
5-151
Interest
[Trevor]: The user would not be just passively absorbing facts, the program they are using would be more interesting and would provide a means of applying one's knowledge.
Exploration
[Scott]: Hopefully greater user involvement and understanding through greater exploration if the topic.
[Cheryl]: W h e n the learner can do or experiment with the concepts given then learning is more likely to occur because they did it themselves, were interested to follow the concepts to a conclusion, were free to experiment in a safe enviroment.
Imagination
[Peter]: It teaches communication skills, requires imagination, helps develop lateral thinking.
Engagement was one of the stronger themes to emerge and emphasises the expectations
of users that they will become involved in the learning process. While a computer-
mediated human.human interaction can emphasise this aspect learning, implementation
in C D - R O M and Internet web-sites for the independent learner is more complex. Based
on these responses however, it would appear users expect some form of active facility
with any humamcomputer interaction, rather than just being presented with information
which then has to be interpreted. In other words, there is an expectation that the
computer will provide some means to deconstruct the information according to a user's
particular requirements. While this can be achieved technically, the time and materials
required may be beyond those normally available to the educational profession.
Communication
The importance of communication in the interactive process is demonstrated by its
featuring in the responses to each of three questions. However, with respect to this
question on interactivity and learning it did not feature as highly (11% or 14 of the
responses). A possible reason for this might relate to users being more focused on their
own learning and therefore Engagement and Control were perceived as being more
important. Given this condition, it may be that it is the underlying communication
provided by the application which enables both effective control and subsequent
engagement.
5-152
One of the areas that will be covered in more detail in the following chapters is the
extent to which communication and conversation can be successfully embedded in the
interactive medium. The following diagram (Figure 5.21) illustrates the distribution of
responses and is followed by exemplar responses.
Figure 5,21: Percentage Allocation of Responses to Communication for Question 3
Feedback
[David]: To get instant feedback, right or wrong. Keeping the user interested in the product.
Making learning easier.
[Darren]: The feedback gained by both product and user aids in targeting main areas of
learning.
Input Loop
[Sam]: You are able to ask questions and receive some sort of answer instantly which can
be very specific for an individual's learning needs.
Two-Way
[Emma]: It allows the user to ask questions, or if a message is not understood the user can specify this. W h e n learning by simply reading information it is not possible to do this. Most
people find it a necessity to ask questions when learning.
Closely associated with communication and conversation is the control theme. The
difference between the learner controlling the application and being in control may be a
critical element in determining the success of the communication and two-way flow of
information. This issue is the focus of the following section.
5-153
Control
W h a t is particularly interesting about these responses (see Figure 5.22), and those
described in the two chapters following, is the w a y in which users clearly want to be in
control of the interactive process, but have no objection to being guided or directed
towards certain gaols. Given the amount of research on Control, which has typically
undertaken a binary comparison of Program vs. Learner Control, the responses and
observations obtained from this section of the study suggest that control is a m u c h more
subtle aspect of the overall interactive process. With respect to this question, 2 0 %
(n=26) of responses were allocated to the Control theme and the following examples
present a selection of these responses.
15%
12%
9%
6%
3%
0%
/
s >J
—9
/
_ _ • _ •
9 Z=7 Pr-p /
_z ~~* s Navigation Self-Pacing Choices Content In Control Branching Learner
Figure 5.22: Percentage Allocation of Responses to Communication for Question 3
Navigation
[Allan]: The user has the freedom to navigate through the product, which can be designed to respond to the requirements of the user.
Self Pacing
[Suzanne]: The ability to learn at your own pace. Feeling in control of your own learning. Being able to access a wide range of information to build your own level of knowledge and understanding.
[Elizabeth]: The user is able to learn at their own pace.
[Tatiana]: Substantial, as the learner is able to proceed at his/her own pace. Is able to determine what he can go through quickly and what he needs to spend more time on.
[Nicholas]: The fact that users can determine how and how fast they learn are the major benefits of interactive learning - we all learn at different paces.
5-154
Choices
[Ivy]: More "hands-on" experience; being able to select categories at will hence making the program(s) more user friendly.
In Control
[Kathy]: Enables the user to be in control of their own learning through a more enjoyable medium with the possibility of immediate feedback.
[Sushila]: User can work at own pace; learning paths can be retraced and reassessed; User can abort process at any time; no time limits to learning.
[Simon]: Student can tailor learning to personal needs - (to some extent); variety of system responses makes for more interesting experience; potential to include more information without it needing to be relevant to all, or most students; feeling of control over the learning experience may increase student's acceptance and enthusiasm.
Branching
[Solveig]: Another benefit would be that a stage could be repeated when the user was unsure of a stage just completed; repetition is a good learning process.
[Adam]: The user can learn at his/her own pace; the user doesn't feel as though they're looking at a dictionary; the user branches off into his/her own direction in the learning process via interactivity; younger users feel more comfortable using graphically intensive programs that interact with them.
Learner
[Elizabeth]: The user can control what they want to learn.
Users need to be able to choose a menu item, move to another display or control the
playing of a movie. However, they need to have that control in the context of the
learning strategy being employed and, more importantly, be aware of when that control
can be used. It is not so much that the user has to have overall control, but rather
understanding and control of their role in the learning process. Of course, this cannot be
achieved without a suitable form of communication having been established.
Design
For this theme, 8% (n=10) of the responses emphasised issues of particular importance
to the design theme, as detailed in the following.
Interface
[Sushila]: User can abort process at any time.
5-155
Multimedia
[Anthony]: Easier to understand the messages via sight and sound, not just text.
Alternatives
[Robert]: To enable the user to obtain efficiently information about what they are researching and/or learning.
Non-Linear
[Allan]: Moving away from sequential (chapter l...n) type learning.
Balanced
[Travis]: Establishes a balance in the learning process which allows the student to achieve to a high level.
Currency
[Kelle]: Y o u can usually rely on the fact that it has been updated recently and is correct at the time, therefore your interactivity is current and positive.
When considered in terms of the question - the benefits of interactivity to learning -
these responses indicate that underpinning the overall interactive experience of the
learner are the structures and strategies implemented by the designer. The extent to
which the learner effectively processes these will be critical to the overall success of the
interactive experience.
Individual
The value of an adaptive and individualised encounter with a C E L application would
appear to be manifested when the user is fully aware of the extent to which they can
pursue content and investigate ideas. If the application has not provided them with this
orientation and sense of purpose, then the ability of the user to control that individual
experience will be diminished. For this theme, 1 1 % (n=14) of responses were coded to
this theme and its related sub-themes and a selection of responses are shown below.
Knowledge Building
[Suzanne]: Being able to access a wide range of information to build your own level of knowledge and understanding
[Luke]: There are no set patterns in the acquisition of knowledge. You can see many differing points of view and come to your o w n conclusions.
Ownership
[Graham]: Users get a sense of ownership in their own learning process.
[Richard]: To have the opportunity to concentrate on their strengths and weaknesses.
Relevance
[Bryn]: relevance of instruction to specific users.
Supportive
[Martin]: It gives every student the chance to get personal attention that they may not get from the teacher while in class.
Thinking
[Linda]: Better thinking skills, to learn h o w to interact with a different medium, not usually used.
[Brea]: Forces user to think about subject and actively choose where to go within the product
Sequencing
[Simon]: Student can tailor learning to personal needs (to some extent).
Non-Threatening
[Fiona]: It would also introduce people to the technology without it being threatening.
Learning Styles
[Allan]: The ability of the product to custom-make itself each time it is being used depending on the requirements of the user.
[Josef]: Different people interpret different information in different ways depending on the information presented or presentation style. Interactivity allows the user to guide the way information is presented in order to make the learning most efficient.
The ability of the application to cater for individual requirements is closely linked to the
control provided to the learner and the subsequent engagement and communication.
Ultimately it is the learning outcomes that are important, and the benefits of
interactivity to this are presented in the following section.
5-157
Learning
For this question, 2 0 % (n=25) responses were allocated to the broad theme of Learning,
as illustrated in Figure 5.23. This reinforces the ideas introduced in Chapter 1 that the
promise of interactivity is one where learning is enhanced. As demonstrated by the
following set of exemplar responses, learning is understood to be one of the major
benefits of working with interactive C E L products.
Easier Information Meaningful Self-Directed Assessment Distance
Coding
Develop mental
Figure 5.23: Percentage Allocation of Responses to Learning for Question 3
Easier [Andrew]: More exciting therefore easy to remember; It's not boring text book learning;
Information Coding
[Ruth]: Makes learning more active, allows for better active coding of information to take place through the student's activity with the program. Makes learning more meaningful
hence student should maintain more knowledge, longer - (hopefully).
[Philip]: Interactivity can prevent learning from becoming boring because the user must stay alert and play an active role. The absence of boredom allows for better retention of
information by the learner.
Meaningful
[Anna]: Greater understanding gained from a more constructivist experience.
Knowledge Transfer
[Georgia]: Y o u actually put your education into practice.
5-158
Self-Directed
[Mark P]: It can be done wherever a computer is available.
Faster
[Kelle]: It is a much faster process of learning where you can ask questions and gain insight into the product quickly and efficiently.
Distance
[Nancy]: Getting benefits with other people with the computer - for example, link with the rest of world.
Developmental
[Kahli]: M o v e up levels as your skill increases. Save your progress and see in charts how you are going
Summary
This question focused on the benefits to learning that might be expected from
interactivity. In comparison to the functions (Question 1) and characteristics (Question
2) of interactivity, the responses provided by participants to this question were spread
across each of the six major themes (see Figure 5.3). Nevertheless, aspects such as
Communication, Control and Engagement were predominant components of the
responses reinforcing their importance as outcomes of computer-based learning
interactions. A distinction with this set of responses was that variations by gender were
more evident, suggesting that such differences in learner characteristics may impact
their interpretation and subsequent engagement with interactive products. Variations
between responses based on experience were also evident, and were consistent with
those identified by the first two questions.
Overall, the responses reinforce the need for designers to be aware of individual
differences, to maximise the level of two-way communication between learner and
application and to support the learner being in control of their learning activities.
The following conclusion provides an integrative summary of the responses to each of
the three questions.
5-159
CONCLUSION
Addressing the Research Question
This chapter focused on the expectations that people have from interactivity in the
context of computer-based learning environments. Using a survey instrument,
participants were asked to respond to three questions focusing on the structure,
characteristics and benefits of interactivity. The results were analysed and allocated to
themes (or nodes) using the N U D * I S T qualitative research software and discussed in
terms of their overall distribution as well as in relation to variations manifested as a
result of the gender and prior experience of participants.
Based on the responses provided, participants were able to concisely articulate their
expectations of what interactivity should offer in the context of C E L environments.
With respect to these expectations, the responses were classified in terms of six themes
-Engagement, Control, Communication, Design, the Individual and Learning, which
were consistent with both the conditions of interactivity discussed in Chapter 2 and the
practice of interactivity discussed in Chapter 3. However, an issue which arose from a
comparison of the survey data and the literature review is that the implementation of the
interactivity, the output of the design and development process, has not consistently
delivered the functionality expected by the learner. There are concise classifications of
interactivity in the literature with which the participants' expectations are comparable,
and yet interactivity, as a concept, continues to be regarded as complex construct and
difficult to define (eg. Rose, 1999).
This discrepancy between expectations of participants, the theoretical benefits of
interactivity and its vague or multifaceted definition suggests that different forms of
interactivity m a y support its resolution. Given the benefits of narrative identified by
Plowman (1996a, 1997), the potential of theatre and performance as one projection of
narrative (Laurel, 1991) m a y provide such a means and warrants ongoing investigation.
If interactive learning environments can be created where the learner takes on a more
participatory role and becomes an active player in the performance, then the interactive
constructs m a y better match the expectations of the user. Achieving this places
additional onus on the design and development team to conceptualise and implement
5-160
the ways in which the product can enable the active, participating learner. Strategies to
achieve this are considered in Chapter 8.
Gender and Experience
The responses were also considered with respect to variations between both gender and
experience. For the first two questions, there was little variation in gender on
expectations of its structure or characteristics. However, when examined in terms of
benefits to learning, there were more marked differences between the responses from
male and female participants (Figure 5.18). The way in which the responses were coded
suggests that the priorities of learners with respect to interactive constructs might vary
based on their gender, indicating a need for further research in this area.
This may also be true for other variables such as culture, which was not addressed in the
current study. With respect to the prior experience of participants, the responses showed
a degree of variation (Figure 5.6, Figure 5.13 and Figure 5.19), and the distributions are
consistent with research on learner control that has indicated that increased control
becomes more useful as the user's experience increases (eg. Alessi & Trollip, 1991).
People with different levels of experience may expect different forms of interactivity to
support their learning.
As has been emphasised in the presentation and analysis of the survey responses, these
variations between groups suggest that the characteristics of the individual learner are
essential determinants of the success of C E L environments. Creating products that are
more flexible and adaptable to the characteristics and preferences of the individual user
is consequently paramount.
The Next Step
The responses to these questions highlight the expectations and perceptions which users
have in relation to computer-based educational technology. Presentation of information
is clearly an important aspect of any C E L application, but without effective interactivity
manifested through communication, involvement, control and adaptation learners
believe its ultimate success can be diminished.
5-161
As will be demonstrated in the following chapters, this theme is reinforced through the
different interpretations of the various constructs of interactivity. To extend the analysis
of the way in which people interpret interactivity, Chapter 6 focuses on h o w people link
specific exemplars of interactivity to support of the learning process.
CHAPTER 6:
INTERACTIVITY AND LEARNING
INTRODUCTION
The word interactive, when used to describe a computer-based learning resource, has
come to be understood to represent some form of advantage to the user - better
communication, more active learning, quicker achievement of objectives. However, the
research documented in Chapters 1,2 and 3 presents a different picture - one in which
the affects of computer-based interactive environments have been indeterminate and a
challenge remaining to make these applications work better. The procedure presented in
this chapter is designed to examine the micro aspects of interactivity, to extend our
understanding of h o w people perceive the relationship between interactivity and
learning, and address the research question derived in Chapter 2:
In what ways are interactive elements considered to impact on
the learning process?
The methodology detailed in this chapter involved a procedure whereby participants
were asked to indicate whether or not a set of 66 interactive examples supported
learning, based on the dimensions of Learner-Control and Program-Control. Participants
were asked to consider each of the examples and allocate it to one of 4 categories on a
2x2 matrix, with Program-Control and User-Control on one dimension and Supports-
Learning and Hinders-Learning on the second dimension. The number of times an
example was allocated to each category was recorded and compared in terms of
experience, gender and in total. W h e n considered as a single group, the majority of
examples were allocated to the Support-Learning dimension. However, specific
examples were either rated as hindering the learning process or their impact on learning
was split between hindering and supporting.
In comparing the allocation of examples, differences were observed between the
participants as a whole, and when viewed in terms of experience and/or gender. This
reinforces the variations in gender and experience identified in Chapter 5 and highlights
the issue of individual preferences with using interactivity for computer-based learning.
6-163
While interactivity can appear appropriate and effective in terms of a large group of
users, when smaller groupings are considered the variations in effectiveness can
increase. Therefore a challenge for designers is to produce software applications that not
only demonstrate accepted forms of interactivity, but also cater in some way to those
who react to interactions in individual ways. This challenge may be met by reassessing
the way in which the learner is conceptualised within the overall computer-based
learning process.
METHODOLOGY
Derivation of Statements
The procedure documented in the following was designed to examine the different ways
people link interactivity and learning. The extent to which the user acts (learner control)
and the application reacts (program control) are integral to computer-based interactions.
There are many means by which interactivity can be implemented for the learner, such
as choosing a menu option, navigating a virtual environment or assigning meaning to a
content domain. Similarly, program control can range from the type of response made to
user actions to adapting the presentation based on user responses.
To provide participants with a wide range of interactive examples, the interactive
prescriptions associated with learning theory (Chapter 2) and the taxonomies of Schwier
& Misanchuk (1993) and Sims (1997a) were used to inform the creation of a set of
examples of interactivity. In effect, I linked the many ways in which interactivity has
been implemented within the theoretical framework to generate a set of examples based
on learner-control and program-control. This provided a context by which the two-way
aspects of communication (the learner and the program) could be assessed in terms of
the interactive process.
The following two sections detail the examples of interactivity assigned to the user and
program control dimensions. Because interactivity and learning are being considered,
the term User-Control was adopted to differentiate the action from the outcome. The
examples were written in such a way that participants could interpret them subjectively,
as if they were using an application. The final syntax of each statement was determined
6-164
after a process of refining the words used with members of the student population and
academic staff who did not participate in the study.
User Control
The user-control dimension of interactivity includes actions such as navigation to a
different part of the application, choice about the display of content and adaptation of
the material to suit current learning requirements. Table 6.1 details the examples created
for each of these actions; the number identifying each example corresponds to the
sequence in which it was presented to participants.
Action
Navigation
Choice
Adaptation
Example of Interactivity
1. Choosing to move forward through a sequence of displays 2. Choosing to move forward to a new display 3. Choosing to move backward to a previous display 4. Choosing to move backward through a sequence of displays 5. Choosing to jump to a new display 6. Choosing to jump to a previous display 21. Accessing additional content through hyperlinks 35. Pacing myself through a learning task 39. Navigating through a "virtual" learning environment 45. Using a map of the lesson structure to choose which topic to study 7. Controlling the speed at which information is displayed 8. Using a scroll-bar to control the display of text information 9. Controlling the presence or absence of audio 10. Controlling the volume of audio 11. Accessing video controls 12. Moving graphical objects on a display 16. Choosing help or assistance to explain the content 17. Choosing help or assistance to answer a question 18. Selecting a topic from a menu 19. Posing a question about the content 20. Taking notes during the instructional sequence 22. Communicating with other learners 26. Choosing m y own learning path 27. Choosing m y own learning goals 40. Choosing m y own level of participation 41. Evaluating m y own progress in a set of learning tasks 42. Choosing different ways to represent content 43. Exploring the reasons behind feedback to answers 46. Determining the sequence in which the learning tasks are completed 30. Rearranging content to suit m y current learning needs 33. Being able to vary the type of interaction depending on my current learning task 47. Testing m y current level of knowledge at any time 49. Planning m y own learning 50. Manipulating objects in a realistic environment 55. Being able to vary the way I approach a learning task 57. Selecting the media elements used to display a single learning concept 58. Selecting the amount of content for a learning task 59. Choosing when to progress to another level of complexity 60. Selecting the context in which learning tasks are presented 61. Controlling all facets of the learning task 62. Choosing from multiple representations of content 66 Modifying the sequence to include my own learning experiences _| Table 6.1: Examples of Interactivity Assigned to User-Control
6-165
Program Control
The concept of program control refers to the extent to which the program determines
what the user can do, the way in which material is presented or the responses provided
to user actions. In Table 6.2 these actions are represented by the concepts of response,
delivery and design. It was decided to include examples 13,14 and 15 under program
control, as the form of response is a function of the program design. As with the learner
control examples, the expression was intended to reflect the interactivity as it would be
encountered during the learning process.
Action
Response
Delivery
Design
Example of Interactivity
13. Responding to a question with a text response 14. Responding to a question with a mouse click 15, Responding to a question by moving objects on the display 23. Frequently required to answer computer-generated questions 24. Having content displayed based on m y current level of understanding 25. Not being able to respond to material being presented 28. Having the frequency of interactions varied according to m y ability 31. Receiving prompts and assistance with an interaction 32. Being presented with similar interactions for different learning tasks 34. Having the structure of an interaction varied according to my performance 36. Varying presentation of content to meet m y current learning stage 44. Having lesson structure individualised to my current learning needs 48. Having the learning sequence dependent on m y mastery of content 51. Receiving constant feedback on m y progress 52. Receiving content in pre-determined "chunks" 53. Providing new learners with frequent interactions 54. Varying the frequency of interactions for experienced learners 63. Having interactions varied according to the current learning task 64. Having the system adapt pacing based on m y previous choices 65. Having the system advise on appropriate choices 29. Having tools available to support m y current learning task 37. Working in a "virtual" environment 38. Using a metaphor to provide meaning for the learning tasks 56. Using a range of multimedia elements to display a single learning concept
Table 6.2: Examples of Interactivity Assigned to Program Control
Process
Devising a means by which participants could indicate their interpretation and
understanding of this set of interactive examples meant developing a procedure by
which the control and learning dimensions could be differentiated easily. To achieve
this, a form of the Pile-Sort technique was adopted, where participants are asked to sort
cards according to criteria that have particular meaning for them (Holloway, 1997).
6-166
For this procedure, each of the interactivity examples was reproduced on a small card
and a 2-dimensional grid represented on cardboard, as shown in Figure 6.1. Participants
could then place each of the cards onto the grid according to their interpretation.
Program Control
Supports Learning
r L n J
Hinders Learning
\
y
User Control
Figure 6.1: Layout for Allocation of Interactivity Examples
Pilot testing with three non-participants showed that without restricting placement
conditions, cards would be positioned on all areas of the board, including the central
and border lines. T o simplify the decision-making process, the instructions were
modified so that participants were asked to position the cards in one of the four
quadrants only. Prior to commencing the task, participants were given the opportunity
to ask questions to clarify or confirm the requirements of the task.
To complete the task, participants were asked to read a set of instructions (see Appendix
C.l) and then allocate each example to one of the four quadrants. Each participant
received the set of cards in the same sequence and placed each example in:
• Quadrant 1 if they perceived it best represented interactivity under program
control and supporting learning;
• Quadrant 2 if they perceived it best represented interactivity under user control
and supporting learning;
6-167
• Quadrant 3 if they perceived it best represented interactivity under user control
and hindering learning; or
• Quadrant 4 if they perceived it best represented interactivity under program
control and hindering learning.
The cards were typically placed in two basic ways; participants either put each card in
an available space in the quadrant (Figure 6.2) or placed the cards in a pile (Figure 6.3).
Figure 6.2: Cards distributed across each quadrant
Figure 6.3: Cards piled in each quadrant
6-168
After each participant had completed the task, each card was assigned a number (1-4)
corresponding to its allocated quadrant position, and the data entered into a spreadsheet
format using Microsoft Excel (see Appendix C.2 for a sample of the raw data). Of the
69 participants who undertook this activity, one set of data from Group B was lost due
to a computer malfunction during data entry. Consequently, 68 sets of data were used
for this component of the study.
Data Representation
To report on the data in terms of how each of the examples were allocated, a metric was
devised to represent the extent to which the responses were directed to each of the
quadrants. First, the total number of allocations to each quadrant was calculated for each
example and then represented as a percentage of the total number of examples. To
determine a trend for this data, a single score was calculated for the X (control) and Y
(learning) axis using the following formula, where Q n represents the different quadrant:
X = (Q2 + Q4) - (Qi + Q3)
Y = (Q, + Q2) - (Q3 + CU)
The resultant data for Example 1 is shown in Table 6.3 below.
1. Choosina to move forward through a sequence of displays
Quadrant
Data fn=68)
Percentage
X (Control)
Y (Learning)
1: PC-SL
13 0.19
0.56
0.62
2: UC-SL
42 0.62^
3: UC-HL
11 0.16
4: PC-HL
2 0.03
Table 6.3: Representative Data Collection for Example 1
To provide a direct link between the data and the quadrants, I specified the X- and Y-
axes as ranging from -1 to +1, and created a set of X/Y coordinates for each of the
quadrants. Using the data in Table 6.3, the following coordinates were calculated, and
then graphically represented using the layout shown in Figure 6.4:
Q1X -0.19 Q1y +0.19
Q2X +0.62 Q2y +0.62
Q3x +0.16 Q3y -0.16
Q4„ -0.03 Q4y -0.03
1. Choosing to move forward through a sequence of displays!
Program CONTROL • Learner
• Combined Groups • Trend
Figure 6.4: Combined Data for Example 1
The red diamonds represent the percentage weighting (expressed as a decimal) within
each quadrant and the blue circle the trend. From this set of responses, the interactive
example Choosing to move forward through a sequence of displays is considered to
Support Learning from the perspective of User Control. Even so, based on the data in
Table 6.3 and the representation in Figure 6.4, Example 1 was rated as Hindering
Learning by 1 7 % (n=13) of the participants. This is an important reminder that
individuals will interpret interactive conditions according to their particular needs and
abilities. Being able to cater for this is a challenge for educators regardless of the
learning environment.
The form of data representation described above is used in the following sections to
provide a comprehensive analysis of the ways in which the allocation of examples was
made. This form of graphical presentation also enables comparisons to be made based
on the experience and gender of participants.
6-170
RESULTS
This section presents the results of this procedure in terms of the combined groups as
well as by experience (Group A and Group B ) and gender.
Control
The distribution shown in Figure 6.5 illustrates the trend for each of the examples in
terms of their original assignment to either Program Control (red indicators) or User
Control (blue indicators) as described in Table 6.1 and Table 6.2. The distribution
shows that apart from three of the examples, participants allocated each of the examples
to its corresponding half of the matrix. The three red circles, relating to responding to
questions by text, mouse or object actions (Examples 13,14 and 15), were created as
program control examples but positioned by participants in the user-control segment.
Program
o Responding A Delivery o Design o Navigation + Choice X Adaptation
Figure 6.5: Allocation of Examples by Control
6-171
This outcome suggests that participants consider that the type of response is under their
control and the ability to make such responses supports the learning process, even
though the form of response is actually a characteristic of the program. Nevertheless, a
number of examples were also considered to hinder or affect the learning process. With
reference to Figure 6.5, four of the examples were considered to hinder the learning
process and those below the green line represent an additional 9 examples that were
rated by at least 3 0 % of participants as hindering learning. This phenomenon is also
manifest in the distribution by experience and gender.
The finding that individual participants rated selected examples as hindering the
learning process adds support to the discussion from Chapter 5, which identified the
characteristics of the individual learner as important to the success of CEL. It is not so
much that computer-based learning packages provide individualised learning, but that
they can potentially provide the individual learner with effective learning experiences.
Experience
The participants, as discussed in Chapter 4, could be divided into groups of experienced
(Group A ) and less experienced (Group B ) in the context of the design and development
of educational technology applications. The way in which the examples were allocated
based on experience is illustrated in Figure 6.6 on the following page.
These present a similar pattern to the combined groups (Figure 6.5), although the
allocation from the more experienced participants (Group A ) was directed towards the
limits of the quadrant. This suggested they were had a clearer perspective on the extent
to which the examples would hinder or support the learning process.
In terms of the extent to which these examples might hinder learning, 7 were rated by
Group A in this category and 5 by Group B. Examples rated by at least 3 0 % of
participants as hindering learning are located between the horizontal axis and the green
line. Group A identified 9 examples in this area, the same number allocated by
participants from Group B.
With reference to Figure 6.6, it should be noted that some examples received the same
X/Y scores, and are therefore represented by a single position on the diagram, and the
proximity of individual points do not necessarily identify the same examples
Program -CONTROL • User
i Group A • Group B
Figure 6.6: Allocation of Examples by Experience
Gender
The distribution illustrated in Figure 6.7 (on the following page) represents the way in
which the examples of interactivity were allocation by gender. A s with the distribution
by experience, the majority of examples were rated within the Supports-Learning
quadrants whereas a small number were rated as Hindering Learning. Those examples
positioned between the horizontal axis and the green line represent those where there
was a degree of uncertainty on their effect on learning.
For this analysis, the male and female participants both allocated 5 examples primarily
to the Hinder Learning quadrants. With respect to examples that might potentially
hinder learning, 7 were allocated by the male participants and 12 by the female
participants. This indicates a tendency for the female participants to be more
differentiated in the way interactivity was perceived to influence the learning process.
0) •c
o a a. co
O
z z a: ifi
(A
cu ~_ if
-1
• • • • • * * •
• • •»
• . ' * • • • • •
• *••• • •
• _ • • •
TT"« IT
• • •
•
Program -
0
-CONTROL User
• Male • Female
Figure 6.7: Allocation of Examples by Gender
INTERACTIVITY AND LEARNING
As shown in the above distributions, the majority of the examples assessed by the
participants were considered to support learning. However, a number of examples were
consistently rated as hindering learning and others were considered by at least 3 0 %
(n=20) of the participants to hinder the learning process. The following discussion
examines more specifically the ways in which the examples were allocated and, where
appropriate, provides an illustration of the allocations for the individual examples.
With reference to the distributions in Figure 6.5, Figure 6.6 and Figure 6.7 and to
provide a context for the discussion, the examples are considered in terms of six discrete
patterns. The first four focus on those examples, based on the X/Y score, that were
allocated to each of the quadrants. The remaining two patterns focus on those which
suggested a split between supporting and hindering learning from the program and user
6-174
control perspective - those examples that were allocated by at least 3 0 % of participants
to one of the Hinders-Learning quadrants.
As the data was being collected and analysed it became apparent that while the
examples were allocated in the same way by the majority of participants, each example
was allocated to each quadrant by at least one participant. Because computer-based
learning is very much an individual experience, I felt that it would be advantageous to
examine the extent to which individual examples were allocated across quadrants in
addition to their allocation by the majority of participants. Using the X/Y coordinates
detailed previously, a division was made where 7 0 % allocated the example as
supporting learning and 3 0 % as hindering learning, meaning that the trend location
would be at or below the 0.4 point on the grid, as shown in each of the following
distributions. The characteristics therefore for each of the six patterns are as follows:
• Program Control - Supports Learning (PC/SL): those examples allocated by at
least 7 0 % of participants (n=48) to quadrant 1;
• User Control - Supports Learning (UC/SL): those examples allocated by at least
7 0 % of participants (n=48) to quadrant 2;
• User Control - Hinders Learning (UC/HL): those examples allocated by at least
7 0 % of participants (n=48) to quadrant 3;
• User Control - Possibly Hinders Learning (UC/7HL): those examples allocated
by at least 3 0 % of participants (n=20) to quadrant 3;
• Program Control - Hinders Learning (PC/HL): those examples allocated by at
least 7 0 % of participants (n=48) to quadrant 4;
• Program Control - Possibly Hinders Learning (PC/7HL): those examples
allocated by at least 3 0 % of participants (n=20) to quadrant 4;
The following provides details of the findings and interpretation for each of these six
categories. It should be noted that the examples attributed to each of the categories are
those which were allocated by all participants.
6-175
Program Control - Supports Learning
The examples detailed in Table 6.4 are those which were rated by at least 7 0 % of
participants as representing Program Control and Supporting Learning. In brief, these
perceptions confirm the user expectations that the program plays an integral and
supportive role in the learning process.
Action
Response
Delivery
Design
Example of Interactivity
** No Allocation **
24. Having content displayed based on m y current level of understanding 28. Having the frequency of interactions varied according to m y ability 31. Receiving prompts and assistance with an interaction 32. Being presented with similar interactions for different learning tasks 34. Having the structure of an interaction varied according to my performance 36. Varying presentation of content to meet m y current learning stage 44. Having lesson structure individualised to m y current learning needs 48. Having the learning sequence dependent on my mastery of content 51. Receiving constant feedback on m y progress 54. Varying the frequency of interactions for experienced learners 63. Having interactions varied according to the current learning task 64. Having the system adapt pacing based on m y previous choices 65. Having the system advise on appropriate choices 29. Having tools available to support m y current learning task 37. Working in a "virtual" environment 38. Using a metaphor to provide meaning for the learning tasks 56. Using a range of multimedia elements to display a single learning concept
Table 6.4: Examples of Program Controlled Interactivity Allocated to Supporting Learning
The recognition by participants that program control of delivery is likely to support the
learning process acknowledges the value of applications adapting to the learner. The
extent to which this adaptation is generic or individualised will also impact the
effectiveness of the application, as these responses support the expectation by learners
that the program will interpret their individual status.
Nevertheless, the responses to these examples varied depending on the group, as
illustrated in the allocations detailed in Figure 6.8. Example 32 - Being presented with
similar interactions for different learning tasks was considered to be less supportive to
learning by the experienced participants of Group A and the females participants. The
reason that m e n and w o m e n show variation is unclear. However, the fact that there was
a difference, even when compared to those with or without experience, indicates the
need for a more detailed analysis regarding gender differences and interactivity in future
research.
X -1
-1
Program - -CONTROL
1
User
o Group A • Trend-A o Group B • Trend-B
_ o Q. Q. _ CO _
a: < UJ
•o c
-1 0 1
Program CONTROL User
: Male • Trend-Male o Female • Trend-Female
Figure 6.8: Allocation of Example 32 by Experience and Gender
With respect to the experienced group, it is probable that their exposure to the
development of multimedia applications, through university studies, enabled them to
consider variations in development as appropriate. Group A had at least one year
exposure to multimedia applications, and may have rejected the idea of frequent
interactions because they did not perceive themselves as new learners. This highlights
an important issue in terms of developing effective learning - the way the application is
structured will affect learners of different experience levels - and supports the
observations made in Chapter 5 with respect to variations in expectations of
interactivity based on experience.
In the same way that individualisation and adaptation were perceived as significant
indicators of interactivity, a C E L application needs to be able to adjust or adapt to the
learner's demand, and this may well have to be controlled by the learner. Such
observations also highlight the extent to which development of applications must focus
on the individual learner in addition to the content and interface.
User Control - Supporting Learning
Of the 42 examples of user control, 23 were rated by all participants as supporting
learning, as detailed in Table 6.5. In the same way that participants expect the program
(or application) to play an active role in the learning process, there is also an
6-177
expectation that they have equal access to control options to maximise the learning
experience. In comparison to the Program Control - Supports Learning pattern, these
examples tended to he more widely dispersed (see Figure 6.9 following), suggesting
that participants were less able to differentiate their effect on learning.
Action
Navigation
Choice
Adaptation
Example of Interactivity
2. Choosing to move forward to a new display 5. Choosing to jump to a new display 21. Accessing additional content through hyperlinks 35. Pacing myself through a learning task 39. Navigating through a "virtual" learning environment 45. Using a map of the lesson structure to choose which topic to study 7. Controlling the speed at which information is displayed 9. Controlling the presence or absence of audio 10. Controlling the volume of audio 11. Accessing video controls 16. Choosing help or assistance to explain the content 18. Selecting a topic from a menu 22. Communicating with other learners 26. Choosing my own learning path 27. Choosing my own learning goals 42. Choosing different ways to represent content 43. Explorinq the reasons behind feedback to answers 30. Rearranging content to suit m y current learning needs 33. Being able to vary the type of interaction depending on my current learning task 47. Testing my current level of knowledge at any time 50. Manipulating objects in a realistic environment 55. Being able to vary the way I approach a learning task 66. Modifying the sequence to include m y own learning experiences J
Table 6.5: Examples of User Controlled Interactivity Allocated to Supporting Learning
This polarisation of responses reinforces the complex issues which surround the
"learner control" debate (Reeves, 1993). While many of the research studies focused on
whether Learner Control or Program Control was conducive to learning, the
distributions represented here demonstrate that both are critical - as would be expected
in an environment where communication is considered as integral to the underlying
framework. The learner requires control, but the program is expected to respond to that
control and the effectiveness of that response is perceived to impact learning.
The variation in the allocation of examples is represented in Figure 6.9. The red circles
(UC-SL) indicate the 23 examples that were allocated to the User-Control - Supports-
Learning quadrant by all participants. However those classified under "Other" represent
the distribution of the same examples, but based from the perspective of either the
gender or experience groups. In other words, while the allocation by all participants is
in one quadrant, when examined by different groupings the distribution of allocations
becomes more varied.
6-178
Program -CONTROL • User
• Other • UC-SL
Figure 6.9: Differential Allocation of Examples to the UC-SL Quadrant
Overall this distribution illustrates the different perceptions that individuals have in the
way in which interactivity will or will not support their learning process. The personal
nature of learning is therefore emphasised and the strategies by which computer-
technology is applied to the learning process is one means by which these differences
might be catered for, and is to some extent possibly expected by the users. The idea that
interactivity in itself is a means to individualisation, as discussed in Chapter 3, is not
borne out by these allocation of interactive examples.
To illustrate this, Example 27 - Choosing my own learning goals, was considered by all
participants to support the learning process and confirms that learners and users believe
they have a concise understanding of what they might wish to achieve. For the designer,
this suggests providing the learner with a clear idea of what they can expect to achieve
from the application and h o w they might best achieve that goal. In essence, it is the
responsibility of the developer to produce a profile of the user to maximise the benefits
of their encounters with the content material. While this is manifested in the internet
6-179
environment with cookies1 and similar devices, it has yet to become an element in C E L
environments. However, as with all the examples assessed in this phase of the study,
some participants rated Example 27 as hindering learning and this might reflect a lack
of experience or confidence in self-directed learning.
Interesting however, Example 40 - Choosing my own level of participation was rated
less consistently and suggests that while users are confident with their learning goals -
that is, they know what they want to achieve from an interactive encounter - they are
less certain of determining their level of participation. The importance of these two
examples is that they highlight the variance in allocation between individual
participants. The following discussion continues the analysis with consideration of
examples interpreted as Hindering Learning.
User Control - Hinders Learning
The third quadrant used for the allocation of interactive examples referred to those that
were considered to hinder learning. Table 6.6 represents the allocations made by all
participants (C), by experience (Groups A and B ) and gender (Male and Female). The
tick (•) indicates which group of participants allocated the particular example to the
UC/HL quadrant. A s detailed in Table 6.6 only Example 61 - Controlling all facets of
the learning task was considered to fall into this category by the participants as a
combined group. This provides another interesting reflection on the notion of learner
control - too much is perceived to be detrimental to the learning process. Given the
expectation (see Chapter 5) of communication as an integral component of interactivity,
participants may be acknowledging that excessive control, without feedback or
response, is not what is expected or desired. The issue therefore is what roles should the
program and the learner be assigned to ensure that the learner is able to work through
the material in an informed manner, while the program remains supportive and
communicative. It m a y be that access to control balances are required that are
negotiated and modified by both learner and program, as proposed by Kirsch (1997).
1 Cookies are computer-generated files that store information about users and particular web-sites. The files are stored on the client machine and when the user accesses that web-site, the client is interrogated for a cookie and, if found, is used to present information consistent with the user's previous visit.
6-180
Example
20. Taking notes during the instructional sequence
46. Determining the sequence in which the learning tasks are completed
49. Planning my own learning
58. Selecting the amount of content for a learning task
61. Controlling all facets of the learning task
C
•
A
•
•
•
B
•
•
M
•
•
F •
•
Table 6.6: User Control - Hinders Learning by Groups
When considered by experience and group, particular patterns emerge. The distribution
for Example 20 - Taking notes during the instruction sequence illustrated in Figure 6.10
shows a difference between the male (n=39) and female (n=29) participants. As detailed
in the left-hand diagram, females allocated this form of interactivity to Hindering
Learning whereas males did not.
_ ' o o. a _ CO _
z
1 o _ -J
_ (0 •o
c if
•
-1
Program —
0
-CONTROL
1
User
O Male • Trend-Male O Female • Trend-Female
_ o Q. Q.
_ CO
i z z a. < _ i
_ 0)
c I -1 -1
Program -
0 1
-CONTROL User
o Group A • Trend-A o Group B • Trend-B
Figure 6.10: Allocation for Example 20 by Gender and Experience
W h e n compared with the distribution by experience (the right hand distribution), a
possible explanation for this response is revealed. The less experienced participants
from Group B allocated Example 20 as potentially hindering learning, as there were
more females in Group B this may imply that the less experienced female participants
were less inclined to take notes during CEL activities. While only indicative, it would
6-181
reinforce the argument that gender differences might play a role in the success of
interactive C E L applications.
User Control - Possibly Hinders Learning
One of the outcomes of the allocation of interactive examples was that selected
examples were allocated in such a way that, while tending towards the Supports
Learning quadrant, were allocated by enough participants as Hindering learning that
further analysis was warranted. Table 6.7 provides details of those groups w h o
suggested certain examples might hinder the learning process.
Example
1. Choosing to move forward through a sequence of displays
3. Choosing to move backward to a previous display
4. Choosing to move backward through a sequence of displays
6. Choosing to jump to a previous display
8. Using a scroll-bar to control the display of text information
12. Moving graphical objects on a display
17. Choosing help or assistance to answer a question
19. Posing a question about the content
20. Taking notes during the instructional sequence
40. Choosing my own level of participation
41. Evaluating my own progress in a set of learning tasks
46. Determining the sequence in which the learning tasks are completed
49. Planning my own learning
57. Selecting the media elements used to display a single learning concept
58. Selecting the amount of content for a learning task
59. Choosing when to progress to another level of complexity
60. Selecting the context in which learning tasks are presented
62. Choosing from multiple representations of content
C
•
•
•
• • •
•
•
A •
•
•
•
•
•
•
B
• •
• • •
•
•
•
Wl
•
•
• • •
• •
F
• • •
• •
• •
• • • •
Table 6.7: User Control Examples Allocated as Potentially Hindering Learning
To illustrate this, Example 8 - Using a scroll bar to control the display of text
information was rated inconsistently between groups, which is particularly interesting
given the amount of scrolling information found on internet pages. This suggests that
learners want visible access to all information, and furthermore provides a context for
assessing under what conditions scrolling text is considered beneficial to the learning
process. A n extended research activity might be to focus specifically on each statement
and interview users as to their perception of the statement and the reasons they would
choose to assign it to a Supporting or Hindering quadrant, and under what conditions.
6-182
Example 12 - Moving graphical objects on a display was rated by 2 9 % of Group B as
Hindering Learning. The level of inexperience and lack of confidence in manipulating
the learning environment m a y attribute to this result. W h y Example 17 - Choosing help
or assistance to answer a question was considered to potentially hinder the learning
process is unclear, although perhaps reflects prior experience with uninformative help
sequences. While the distribution shown in Figure 6.11 indicates this was only a trend,
it can be related to the themes extracted from the interactive expectations discussed in
Chapter 2, which did not explicitly identify access to a help system in the responses
provided. What is interesting is h o w this allocation differs from the preceding statement
"Choosing help or assistance to explain the content" (Example 16, Table 6.5), which
was consistently rated as supporting learning.
_ o Q. CL
_ CO _
z z
_ •o
C
I -1
Program CONTROL
CO
o Q.
a. _ CO
I z z •a c 1 -1
O O
-1
Program CONTROL
1
User
o Group A • Trend-A o Group B • Trend-B o Male • Trend-Male o Female • Trend-Female
Figure 6.11: Allocation for Example 17 by Experience and Gender
From another perspective, Example 17 was allocated to the Supports Learning quadrant
by Group A but towards the Hindering Learning quadrant by Group B, as illustrated in
the left-hand distribution in Figure 6.11. This m a y have been a result of the greater
experience with educational technology for Group A. However, it does suggest that the
role of help systems in interactive applications is open to various interpretations and
acceptance by different individuals. This tendency was evident only with Group B
participants and, given that many of this group were recent school leavers, might reflect
6-
their prior educational and classroom environment, and possibly a reluctance to manage
the learning process.
In conjunction, these two sets of responses highlight and support the general finding
that Learner Control is best appreciated by the experienced user. For the interactive
developer, the strategies to enable a user to move from inexperienced to experienced is
clearly a design issue. Overall, both experience and gender groups were split on whether
this element of the interactive process would support or hinder learning. This suggests a
lack of confidence in some learners in assessing their own learning and again highlights
the problem with implementing specific instructional strategies that will address the
needs of a wide range of learner characteristics.
Program Control - Hindering Learning
Of the examples linked to program control, three were consistently allocated to quadrant
4 (PC/HL) and one was allocated by Group A only, as detailed in Table 6.8. As Group
A represented participants with a higher level of experience, this allocation is likely to
result from a notion that too much interactivity is not welcomed by the novice user of
C E L applications.
Example
23. Frequently required to answer computer-generated questions
25. Not being able to respond to material being presented
52. Receiving content in pre-determined "chunks"
53. Providing new learners with frequent interactions
C
•
•
•
A
•
•
•
•
B
•
•
•
M
•
•
•
F
•
•
•
Table 6.8: Program Control Examples Allocated to Hindering Learning
The fact that participants demanded the ability to be able to respond (by rejecting
Example 25) has significant ramifications for the development of on-line materials as
there is the indication here that a lack of interactivity will denigrate the learning process.
Figure 6.12 illustrates the distribution of responses for Example 23. This suggests that
even when the computer is perceived as being in control, it may not necessarily be
conducive to learning. The perceived notion of control appears therefore to be a critical
element in an application, as statements in the study which refer to other aspects of the
questioning process were recognised as being program-control but supporting learning.
It m a y also be that the structure of the statement itself biased the response; had the
words 'computer-generated' been removed it may have made a difference in the way
the example was allocated.
_
a Q. 3 CO
_ z z
1 _ (V
c I
<P
-1 0 1
Program CONTROL User
0 Male • Trend-Male o Female • Trend-Female
_ o Q.
a. CO
z < UJ
_ _ c
Q>
©
-1
•
-1 0 1
Program CONTROL User
O Group A • Trend-A o Group B • Trend-B
Figure 6.12: Allocation for Example 23 by Gender and Experience
In addition, the distributions shown in Figure 6.12 also illustrate the variation in
responses - while the tendency was towards Program Control and Hindering Learning,
a number of respondents perceived the example differently. B y examining the
differences based on the characteristics of the participants, a picture of complexity
arises. In principle interactivity supports learning, but to what extent will this
interactivity support the individual learner and generate consistent educational benefits?
This demonstrates a recurring theme whereby the user is reacting to the notion of the
program doing the controlling. While participants appear to favour having access to
information that is well designed and constructed, the notion that the system
predetermines this information size is rejected. It might also be the case that the concept
of "pre-determined" is considered an aspect of control over which the user will have no
control throughout the lesson, and therefore requires the necessary control to monitor
and negotiate that pre-determination.
6-185
Program Control - Possibly Hindering Learning
Only one example of interactivity was allocated to this category, as represented in Table
6.9. The distributions for this example, which were rated as Hindering Learning by
between 3 3 % and 5 0 % of participants, are represented in Figure 6.13.
Example
48. Having the learning sequence dependent on my mastery of content
C •
A B •
M F •
Table 6.9: Program Control Example Potentially Hindering Learning
_ o Q. Q. _ CO
6 z z
SE in _ c
-1 -1 0 1
Program CONTROL User
<> Group A • Trend-A o Group B • Trend-B
(0
_ o Q. Q.
_ CO
< UJ
c
-1 -1 0 1
Program CONTROL User
C Male • Trend-Male o Female • Trend-Female
Figure 6.13: Allocation for Example 48 by Experience and Gender
From these distributions, the less experienced and female participants were divided on
the extent to which the adaptation of sequence dependent on mastery would support
learning. Given the distribution, the main outcome from these observations is that more
focus needs to be placed on the implications of the interactive constructs devised in
terms of their effect on the target population. More importantly is the extent to which
the program initiates a conversation with the learner to gain some understanding of the
impact of the proposed interactions and whether the learner might wish to modify then-
operation in any manner.
6-186
CONCLUSION
This chapter reported on a procedure that asked participants to indicate whether
examples of interactivity supported or hindered the learning process. W h e n these
allocations were considered in terms of the total group of participants, interactivity was
generally assessed as supporting learning. However, when considered by experience or
group, or in terms of the distribution of allocations to a single example, a more complex
picture emerged. What the data revealed was a marked differentiation in allocation over
a range of the examples, reinforcing the observation that the individual learner's
characteristics m a y be the essential component in achieving successful interactive
encounters.
These observations also leave more questions than answers, and emphasise the role that
individual preferences and differences, such as experience or gender, play in the
adoption of interactive practices. If the interactive constructs commonly integrated into
C E L products are not achieving consistently desired results, as argued in Chapters 1,2
and 3, h o w can designers cater for the wide range of characteristics that individuals
bring to an interactive learning environment?
Perhaps the most significant outcome from this analysis is that the participants believed
interactivity may, in some circumstances, hinder the learning process. A possible reason
for this is through the combination of application design, content, learner characteristics
and motivation that impact working with an interactive product. For example, if a
design team wished to use a set of reflective strategies (Sims, 1997a) whereby users can
assess their o w n learning, based on the allocation of examples presented, it will also be
necessary to confirm a learner's confidence in using this approach prior to commencing
the task. If a low level of confidence is noted, then the application has to implement a
series of strategies to develop that confidence.
The following chapter extends this analysis of interactivity to that of practice, and the
extent to which interactions built into products support the expectations of
communication, control, engagement and subsequent learning.
CHAPTER 7:
WORKING WITH INTERACTIVITY
INTRODUCTION
Chapter 5 presented the responses to three questions that asked participants to indicate
their expectations of interactivity in the context of computer-enhanced learning (CEL),
and Chapter 6 reported the extent to which participants associated a range of interactive
exemplars with support of the learning process. In combination, the findings from these
two procedures presented a scenario in which participants demonstrated consistent
expectations of interactivity and its effectiveness on learning. In addition, the possibility
of variation between participants based on either experience or gender suggested
additional variables by which interactivity might be investigated. To extend this
analysis of interactivity, this chapter describes the methodology, results and discussion
associated with the third research question:
H o w do elements of interactivity affect product useability and
effectiveness?
The focus of this discussion is the way in which participants respond to the interactivity
embedded within products designed to support the learning and information
dissemination process. B y examining the ways in which participants actually use
interactive products, a comparison between expectations (identified in Chapters 5 and 6)
and implementation can be presented. The gaps or discrepancies that emerge in this
comparison provide a context to consider the ways in which design strategies might be
enhanced to resolve these differences, and maximise the useability of the product, as
discussed in the final chapter of this study.
To provide a means to examine the use of interactivity by participants, seven different
C D - R O M titles were selected based on their range of design, interface and interactive
elements. Participants were randomly allocated to one of the titles and asked to work
through the title, speaking out loud their interpretations of, and responses to, the
interactivity being presented. All participants were videotaped during this process and
7-188
each video sequence was analysed to generate the following three sets of data for each
of the titles considered:
• the major sections and/or content areas accessed, and the duration of that access,
• the types of interaction undertaken by the participant during that access, and
• a transcript of the session, including observer comments.
The data relating to content and interaction types were processed using a custom-built
software application that not only generated graphical and numerical information for
reporting purposes, but also enabled a dynamic view of the participants' interactive
experienced working with that title. The transcripts were assessed in terms of the
responses made by participants to the interaction presented by the various titles, and
comprehensive results are presented for each of the seven titles. The trends in the data
produced indicate that participants spent more time exploring a title compared to
engaging with, and manipulating, its content, reinforcing the need for the application
software to engage the learner in a two-communicative process. W h e n considered in
terms of the transcribed comments, it became apparent that while participants were
quite competent in using the physical interactions provided, there was little overt
evidence of their being consistently involved in the form of communication necessary to
maintain effective engagement.
PARTICIPANTS
The 46 participants for this section of the study (10 from Group A and 36 from Group
B) were also enrolled in the Bachelor of Multimedia program. Again, participation was
voluntary and each was awarded a percentage of course marks. While all participants
from the first two sections of the study were given the opportunity to complete this
component, factors such as enrolment changes, work commitments and non-attendance
at allocated sessions reduced the numbers.
INSTRUMENTS
Participants were randomly allocated to one of seven commercial interactive C D - R O M
multimedia titles (Table 7.1), and none of the participants had worked with their
allocated title previously. This provided an environment in which participants would be
7-189
encountering the presentation and interactive formats for the first time. Given the
smaller numbers in Group A, only the three titles associated with Australian History
were used. The seven titles were selected to provide participants with as wide a range of
interactions as possible in terms of the taxonomies of Schwier & Misanchuk (1993),
Sims (1997a) and Aldrich et al (1998) (as detailed in Table 3.2, page 3-86). The names
of each title and the number of participants from each group who worked with that title
are presented in Table 7.1.
Title and Topic Area
Australian History
1. Convict Fleet to Dragon Boat
2. Diggers, Dispossessed and Democrats
3. Frontier
Philatelic
4. The Wonderful World of Australian Stamps
5. New Zealand Stamps: Virtual Album
Contemporary Music
6. Real Wild Child
7. Voodoo Lounge
A
4
3
3
B
4
5
5
5
5
6
6
Table 7.1: Titles and Participants
The titles were selected from a library of over 100 such products used to support the
Bachelor of Multimedia teaching program. The selection represents a set of
contemporary titles (1995-1998) incorporating a range of multimedia elements and a
wide variety of interface concepts and metaphors including virtual environments and
traditional menu structures. The applications were also created using a diversity of
production teams and development software. This variety in format and content was
chosen to ensure participants would be working with a diverse range of interactive
experiences. The specific structure, interface and interactive characteristics of each of
the titles used is presented in detail in the following seven sections.
Using the different structures within each title also enabled the interactivity of
participants to be assessed over a range of environments and content. The structure of
the study also allowed for comparisons to be made between participants working with
the same title and participants working with different titles. The number of participants
working with each product was small (ranging between 5 and 8) and explicit
comparisons based on experience or gender were not a major focus of the analysis.
7-190
However, in the analysis of the transcribed comments, instances were identified where
such differences became manifest, and these are discussed in the context of the title.
The titles were installed on a Macintosh G3 with a 17" monitor set to display thousands
of colours, and participants were asked to start the application by selecting the
appropriate icon or alias on the desktop. The case for each title, with any accompanying
documentation, was placed next to the keyboard.
In analysing the observations made by participants during the videotaping, a wide range
of comments was offered relating to various design, interface and interactive elements
of the titles. The presentation of these comments is not meant as a reflection on the
effectiveness of the learning potential of these titles, but as a representation and analysis
of the way in which participants interpreted their interactive constructs.
PROCESS
Observation of people working in the environment being investigated is characteristic of
the qualitative research paradigm as well as ethnographic studies, although the latter is
typically associated with social groups and communities. To further investigate h o w
people approach and interpret interactive products, the observation technique was
employed to record the way in which participants worked with an application and
developed a better understanding of its operation. To achieve this, each participant was
requested to work through the interface and content presented and to complete four
specific activities under observed participation conditions:
• to reflect on their interpretation of the function and outcome of the interactive
constructs presented,
• to activate these constructs, work through the title and articulate the consistency
of outcome with their initial interpretations,
• to complete a short search task to provide a focused activity for their
interactions, and
• to reflect on the overall interactive experience with the title.
7-
To support this sequence of activities, each participant was provided with a set of
instructions (see Appendix D.l) which were identical except for specification of the
search task, which was particular to the title being used.
Throughout the exercise, each participant was videotaped using similar protocols to
those proposed by Harmon (1992) and Hart (1996) and where necessary, prompted to
verbalise their interpretations and reflections of the interactive experience. Each
participant's interactions were recorded and classified in terms of Exploratory,
Navigational, Presentational, Involving, Manipulation or Accidental activities, as
detailed in Table 7.2 on 7-194 following. In addition, the time taken by participants to
discuss and reflect on their experiences was also recorded to ensure all elements of the
interactive process were recorded. These strategies are consistent with those adopted by
the Australian Multimedia Testing Centre (2000), which is contracted by commercial
organisations to test the useability and functionality of multimedia products.
VIDEO TAPING
To ensure the observer had suitable views of both the interactivity with the application
and recording of participant observations, a pre-observational trial established a
preferred location for the camera, monitor and participant. This ensured that both the
monitor and the participant could be seen and heard to enable subsequent transcription
of commentary and interactivity. The system was set up as shown in Figure 7.1.
Observer
CD
Case Monitor
" • " ' ' mw
o Participant
Figure 7.1: Video and Observation Set-Up
7-192
ANALYSIS
O n completion of this exercise, each video sequence was reviewed and the following
items produced for each participant from the resultant data:
• an audit trail of the major content areas visited;
• an audit trail of the interactivity; and
• a transcript of the spoken observations.
To record this information as accurately as possible, each video session was reviewed
on four occasions. The first viewing was designed to gain an overview of the way each
participant worked with the title and to observe the content areas and types of
interactions being undertaken. The second viewing focused on recording the time at
which each content area was being accessed and in what manner. The third session
undertook the transcription of the words spoken during the activity and the fourth
session to confirm the records of transcripts, content areas and interaction types.
Observations on the ways in which participants worked with the title and the
implications of their spoken comments were also recorded and included in the
transcripts to enable comparisons with other data collected.
Audit Trails
The term audit trail, in the context of this study, refers to a record of a user's path
through a C E L application. Misanchuk & Schwier (1992:360) presented an analysis of
the ways in which audit trails can be used to represent these applications:
To date, w e have identified four distinct purposes to which audit trails can be put: as data-collection devices for formative evaluation of instructional design; as tools for basic research into the instructional design of CBI and hypermedia; as a means of auditing usage of mediated presentations in a public forum; and as the basis for counselling or advising learners as they progress through multimediated or hypermediated instruction or information.
This aspect of Misanchuk & Schwier (1993) was also considered by Andris & Stueber
(1994) who used a record of user-paths through a C E L application to develop what they
termed a digraph of the path, as illustrated in Figure 7.2.
Olivine
Pyru*vne
Amphibole Biotite Muscovite Quart?
Orthoclafo
Plogiool-asc
Clay Miner Ualcite
Halite Gypsum
Figure 7.2: Digraph (Andris & Stueber, 1994)
In this case, the arrows show a directional component of the encounter between user and
application, moving from one content section to another, either in a sequential path or
by jumping from one section to another. This method for reviewing user access to
materials was also employed by Fritze (1994) and Fritze & McNaught (1996) in
assessing h o w such data could be used to enhance the evaluation of C E L applications.
The analysis of interactivity in terms of useability focuses on the design and
development issues associated with this form of application, which is consistent with
the second aspect of Misanchuk & Schwier's (1994) audit trail analysis. However, the
digraph technique adopted by Andris & Stueber (1994) represents only the navigational
and location aspects of the contact whereas with this study the different forms of
interaction were also critical. To address this difference the representation employed by
Fritze (1994) was used as a basis to create an audit trail of the user's interactions with
the product. The following discussion details the process necessary to calculate and
present these trails.
Interactions
As has been identified throughout this study, the type of interactivity undertaken with
C E L applications can range from the overt action of selecting a menu item to internal
cognitive processing and engagement with the content material. To record the diversity
of interactions undertaken by participants, and to take into account the many different
ways in which certain tasks could be performed, the conditions of interactivity
*
%
H
I
7-194
presented in Chapter 3 were restructured to reflect the intent of the interaction, as
detailed in Table 7.2.
Interactivity
Exploratory
Navigational
Presentational
Involved
Manipulative
Reflective
Accidental
om$mm Where the participant is exploring the "information landscape" for details of application structure and operation. Where the participant chooses to move from one location to another or selects a menu option Where the participant is watching the dynamic presentation of material Where the participant is purposefully involved in following a set of actions to achieve a goal or assessing the static content being displayed Where the participant is actively manipulating content objects to achieve a goal Where the participant is discussing aspects of their overall experience with the observer Where the participant initiates an interaction for which there is no program response
Code
1
2
3
4
5
6
7
Table 7.2: Interaction Types
Recognising that to record all the various forms of interactivity would complicate the
reporting of data, these seven categories were designed to reflect the interactions
available to, and being acted on, by users. A s an example of the rationale for this
classification, the following compares similar interactions from two of the titles.
The navigation provided in Voodoo Lounge was based on moving the pointer to the
right or left of the display, and the presented image would adjust automatically. In
comparison, navigating from one location to another using the Frontier title required the
user to select an arrow button. Similar variations were also evident in the other titles
used by participants. While the physical action required to navigate was different
(pointer position compared to button-click), the intent was identical - to navigate to
another section of the application. In this case, the Navigational construct of
interactivity shown in Table 7.2 was used to record the interactions.
Interactivity, Time and Content
To record these interactions, the video segments were viewed and each action
undertaken by the participants during the activity was coded in terms of content area,
time and interaction type. The following example shows the generic format and a
7-195
sample of the coding, and Appendix D.2 illustrates a complete set of audit data for one
participant.
Content Area, Time Started, Time Finished, Interaction Type
Menu, 1:56, 2:30, 3
In the generic example shown, content Area refers to the topic or topic area being
investigated by the participant. Time started and Time Finished refer to the time
(in minutes and seconds) from the start of the session during which the participant was
working with that content area, interaction Type defines the code for the interaction
being employed, as detailed in Table 7.2. The content areas were chosen to represent the
major sections that a participant could access, which involved a process of examining
the topics, sub-topics and sub-sub-topics for each title and determining the major
content sections. The recording of the interactions was based on a combination of
observation of the video and the spoken articulations of participants. As the titles used
were commercial productions, it was not possible to implement automated data
collection to produce the audit trails.
Each video sequence was scrutinised in terms of what the participant was doing
(watching content being presented, reading the screen, exploring the application,
navigating to different locations, scrolling through text, rolling-over objects) as well as
what they were articulating and the interactivity observed recorded. The graphical
representation of the audit trail was set to display over 600 pixels horizontally, each
pixel representing three seconds of interactivity (a total of 1800 seconds or 30 minutes).
During this observation of the video sequences, each interactivity type was noted and
transferred to the respective data file for that participant.
SOFTWARE ANALYSIS
Audit Trails: Content
To process and represent the content and interaction data, I developed a software
application specifically for this study using Macromedia Authorware® Attain™. A
selection of screen-captures of the design if this application may be found in Appendix
D.3. Apart from being able to represent the data statically for reporting in this
documentation, the program was structured to allow the progress of participants to be
7-196
displayed dynamically. Using the audit data illustrated in Appendix D.2, the execution
of this program created three separate graphical representations of the participant's
progress through the application. The first of these related to the content accessed by the
participant, as illustrated below.
Introduction Main M e n u People
Names Orioins
Nationalities Timeline Events
Q M Games Gold Freedom
Resources Search Research Bibliography Print/Save
Controls Music, Sound Introduction Exit
Help
1
1 1
1 1
1 1 III
1 1 1
I I 1
: - — — •
0 5 10 15 20 25 30 Minutes
INTERACTIVITY: •Presentation HNavi9ation •Exploration Onvolvement ^Manipulation ^Accidental •Reflection
Figure 7.3: Sample Content/Interactivity Audit Trail
The audit trail depicted in Figure 7.3 shows both the content and types of interaction
being undertaken while accessing that content. The value in this form of representation
is that it shows the ways in which a participant progressed through the application in
terms of both content and interactivity. A s will be discussed in the following sections, in
most instances only a small portion of the content was accessed. While this was partly
due to the time available to the participant within the study, it also appeared to be a
function of the their interpretation of the breadth of the application. The white sections
represent periods in which the participant directed comments to the observer, and was
not directly interacting with the application.
One of the issues raised by Reeves (1993) was that studies of learner control had
examined comparatively short encounters between learner and computer, with the
observation that much longer contact was necessary to determine the extent to which
learning was taking place. In the context of this study, the time allocated to participants
- up to 30 minutes - was considered appropriate to ascertain the different forms of
7-197
interactive behaviour. Given the amount of data collected on content and interactivity
and the comments transcribed, this time-period was appropriate.
Audit Trails: Interactive Profiles
O n execution, the application also created for each participant a data file (see Appendix
D.4) that was used to generate two profiles of the interactivity recorded during their
encounter with the title. This data file consists of a single record for each interaction
made, with the record containing the time spent using each interaction type, expressed
as a percentage of the total session time. The sample shown in Table 7.3 represents the
first, an intermediate and the last record for one of the participants.
Presentation
100.000
11.087
17.528
Navigation
0.000
3.838
4.120
Exploration
0.000
54.584
31.610
involvement
0.000
18.550
22.921
Manipulation
0.000
5.330
1.873
Accidental
0.000
4.478
1.573
Reflection
0.000
2.132
20.375
Table 7.3: Sample Data for Interactive Profiles
In this case, the first interaction was a presentation by the system and represented 1 0 0 %
of the interactivity. After a period of time the participant had attempted each of the
possible interactions, as shown in the second set of data. O n completion of the session,
the two major interactions undertaken were Exploration (31.610%) and Involvement
(22.921%). This set of data was also represented graphically as detailed in Figure 7.4 on
the following page.
In this example, which is representative of many of the interactive profiles, after the
initial presentation the participant began to explore the various options presented within
the application, becoming involved with some of the material at approximately the 10th
interaction. This data can be associated with the Content Audit Trail (Figure 7.3) where
the first interaction associated with the user being involved with the content occurs at
approximately the 4th minute of the overall encounter.
7-198
1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47 49 51
Interactions
Presentation — — Navigation Exploration
• Manipulation —Accidental Reflection
• Involvement
Figure 7.4: Interactivity Profile - Percentage Over Time
The profile depicted through plotting the percentage of interaction type over time
provides a visual representation of an individual's path through an application. In this
instance the participant was able to begin task-based activities relatively early in the
encounter and made few lengthy observations over this period, except in the final
session.
100,
90
80-
70,
§> 60 _ § 50 £ 40-a.
30 20-10-0-
y\ y A— i L __•_
s~ y\
' - ^
— ^ Interaction
/ 7
^ /
D Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
D Reflection
Figure 7.5: Cumulative Percentage by Interaction Type
7-199
A second representation of this data provides an overall view of the interactions by
plotting the final record in the profile data. For example, Figure 7.5 shows the last
record for the sample data shown in Table 7.3 and provided in full in Appendix D.4.
Transcripts
The transcripts of the participant's spoken comments as they worked with the title were
recorded, including the prompts or comments made by the observer. Each transcript was
verified for consistency, stored electronically and held by the author. Appendix D.5
illustrates a sample of one of these transcripts.
Analysis of the transcripts was based on the expectations of interactivity discussed in
Chapter 5 and summarised in Figure 5.3, page 5-127. A s a result, the comments
included from the transcripts in the following discussion of the individual titles are
classified under one of the six major nodes or themes identified - Engagement,
Conversation, Control, Design, Individual and Learning.
SUMMARY
This introductory section has detailed the methodology employed to examine the way in
which the participants involved in this study went about working with interactive titles.
The following sections in this chapter provided a detailed analysis of the data collected
for each of the seven titles. In these sections, each title is described in terms of its
production, content and interactivity after which three separate elements of the data are
considered. First, selected examples of the audit trails (as illustrated in Figure 7.3) are
discussed in relation to the content accessed by participants. Second, the related
interactive profiles, as illustrated in Figure 7.4 and Figure 7.5, are presented and
considered in terms of the type of interactivity employed by participants. Third, selected
components from the transcripts are identified to illustrate the different ways in which
participants reacted to their interactive experience.
The final conclusion to this chapter, presented after the seven sections identified above,
addresses the outcomes of the results in terms of interactivity, useability and the ways in
which learners might gain m a x i m u m benefit from working with interactive products.
TITLE 1: CONVICT FLEET TO DRAGON BOAT
About the Title
This product was produced under the Australian Federal Government's "Australia on
C D " project which provided funding for consortia to design and develop C D - R O M
applications for delivery in the educational market. According to the information
provided on the packaging, Convict Fleet to Dragon Boat:
takes a very personal and confronting look at Australia's immigration history and mumculturalism today ... from a wealth of information ... to an exploration of issues through the eyes of migrants themselves - the result is a collection of wide-ranging experiences and opinions, beautifully presented and easy to navigate (Ripple Media, 1998).
The packaging includes images from the application and details for installation on both
Apple and Windows operating systems.
Figure 7.6: From Convict Fleet to Dragon Boat
The opening screen, illustrated in Figure 7.6, follows an audio/video introduction and
provides users with a range of topics that can be accessed in any sequence from the key
words located at the bottom of the screen. Links are available from one section to
another and two adventure games provide animated 3 D characters involved in stories
revolving around convicts being transported to Australia and Chinese gold seekers.
Interactive Constructs
The application includes a range of options by which the user can initiate interactivity
and control the pace and sequence of the presentation. The following descriptions
(Table 7.4) identify the major interactive elements contained within the title.
interactivity
Roll-Over
Click-Drag
Video Controls
Hyperlink
Clickable-Objects
Description
Responds when user positions pointer over object on display User is able to drag an object from one display location to another User can stop, start and pause the presentation of digital video User can link to another location by clicking on a word User can click on a display object to activate specific responses
Example
Main Menu options Geographic areas on m a p Timeline Scroll Bar C a m e o presentations by emigrants to Australia Link from a person to their country of origin Forward and back arrows Objects within adventure game
Table 7.4: Interactive Options in Convict Fleet to Dragon Boat
Audit Trails
The following diagrams illustrate the paths taken through the content by three of the
eight participants during their encounter with Convict Fleet to Dragon Boat. Based on
these paths, a number of trends emerge.
Introduction Main M e n u People
Origins NstionaHHes
Timeline Events
Q M Game*
Gold Freedom
Resources Search Research Bibliography Print/Save
Controls Music, Sound Introduction Exit
Help
1
1
1 • i 1
1
1 0 5 10 15 20 25 30
Minutes
INTERACTIVITY: •Presentation ^Navigation • Exploration •involvement •Manipulation • Accidental DReflection
Figure 7.7: Content Audit Trail for David
7-202
First, it is apparent that each participant uses a different strategy to work through the
application. For example, David worked methodically through each of the content areas
using the menu labels as they appeared on the screen, in sequence from left to right
(Figure 7.7), while others like Chris tended to focus on each content area briefly before
jumping to another area (Figure 7.8). In contrast, Mark P. tended to remain in a single
content area, jumping backwards and forwards to linked items, as shown by the
numerous Navigation interactions (Figure 7.9).
Introduction Main M e n u People
Names Origins
Nationalities Timeline
Events Q M Games
Gold Freedom
Resources Search Research Bibliography PrintSave
Controls Music, Sound Introduction Exit
Help
___. 1 1
| | |
1 1 1 II
1 1
II 1 I I
1 1 1 1
0 5 10 15 20 25 30 Minutes
INTERACTIVITY: •Presentation • Navigation •Exploration •involvement H Manipulation •Accidental • Reflection
Figure 7.8: Content Audit Trail for Chris
Second, while participants tended to spend the early part of their encounter in an
exploratory role (represented by the light blue segments), there were few attempts by
the program to initiate some form of communication with them. It was not until the
participants focused on the assigned search task (for this title to seek out one of the
difficulties facing Chinese gold-seekers on their arrival to Australia) that they began to
engage with the content. This is consistent with the individualised nature of C E L
technology and illustrates that such applications do provide the means to choose their
own path through the content. However, the communication is only that resulting from a
participant's action, not through a proactive move initiated by the program. It is this
element that has been suggested is missing from interactive communication, and may be
an appropriate focus for future design strategies.
7-203
Introduction Main M e n u People
Names Origins
Nationalities
JJ_
Timeline Events
Q*A^ Games
Gold Freedom
Resources Search J L Research Bibliography PrinUSave
Controls Music, Sound Introduction Exit
_£__ 10 IS
Minutes 20 25 30
INTERACTIVITY: •Presentation ^Navigation •Exploration •involvement • Manipulation • Accidental •Reflection
Figure 7.9: Content Audit Trail for Mark P.
Third, in reviewing the audit trails of all participants, it was interesting to note that
particular interactive elements of the title were not used to enhance and simplify their
encounter. For example, accessing the People topic allowed the user to access one of
eight different screens, each with the faces of seven people; selecting one of these faces
generated a display such as that shown in the left hand part of Figure 7.10.
MBhel Al tintas
R_ma_an Al tin tas
Suranie Ahrts
Turkish
Turkish
Sri Lankan
Ted Anderson New Zealander
Chris Backhouse
Stove Bagaric
Ewse Bonuttn
Osvaldo Bonutto
Emmanuel fcrtncat
Carl*
English
Croatian
Italian
Italian
Maltese
Chilean
Cartas Cereceda-Rojas Chilean
W f B a m than
Steven Cheah
Nicholas Chin:op
Ks-Sing Chua
Scot Clifton- Smith
John Crvenkovic
Teresa Crvenkovk
Vera Ctvenkevk
Svettan* Emelianova
Boris reknstov
Hussein Rage
R u « e l Jack
Paulina JaneczeU
Flor-nra Jones
Maria Katsimedako*
Sovannalrand Kay
Chinese
Malaysian
Maltese
Chinese
Scottish
Croatian
Croatian
Croatian
Russian
Estonian
Lebanese
Chinese
Polish
Italian
Chilean
Greek
Cambodian
R-bbertKop
WeHlngton Lee
J»e Msftocha
R a m a n Marar
Renate Mayer
Elena Obermeier
Betty O'Connor
Stephen O'Connor
w H i a m Paterson
Wlliafn Pawa
Izabefle Ptcheta
Guenter Press
Elias Ralls
Predrag RancK
Irma Rudrinski
Hassan SaUeh
3on Sown»rjono
Wtlhelm Soens
Dutch
Chinese
Malaysian
Indian
German
Filipino
Irish
Irish
Scottish
Fijian
Polish
German
Greek
Serbian
Polish
Malaysian
Indonesian
German
Katertna StathopouJos Greek
Bhat-att Susaria
Tan None Vu
Mary Anne Tormal
judit Toth
MhanTran
F_rme Vaartijes
Tony Vu
A m y Vf attter
Por Heang Ta
Indian
Vietnamese
Hungarian
Hungarian
Vietnamese
Dutch
Vietnamese
Welsh
Cambodian
Figure 7.10: Interactive Option Not Accessed
However, none of the participants chose the names option (at the top of the screen) that
generated the list of names of all the people for w h o m information was available. W a s
7-204
this because they did not see that option or because they were simply exploring the title
in a research study? Based on the articulated comments of participants, it would appear
the former the more likely, that the menu option was not perceived. This reinforces
issues of design and interface into the construction of effective interactivity.
With respect to the potential for the application to offer proactive communication, in
this instance there was no strategy employed by the application to introduce the user to
the structure of the application and the means by which it could be accessed. For
example, there was no suggestion to the user that they might like to look through the list
of names; instead, it was left to them to discover this option or to have determined its
purpose from the help menu. With respect to this particular title, very few of the
participants used the Help options, and those w h o did were not able to demonstrate or
articulate having internalised the information. What appears to be happening is that
there is an assumption from the producers that users will access and interpret the
information provided. However, this was not demonstrated by participants using this
title and may have been partly the cause of the limited variation in interactivity
represented.
Interactivity Profiles
To complement these audit trails, which represent the sequence of content flow and the
form of interactivity being undertaken, the following pairs of data representations
(Figure 7.11 through to Figure 7.16) illustrate what I have termed the interactive
profiles for individual participants. These profiles include the percentage interactivity
over time (in terms of the number of interactions, from 1 to n) and the cumulative
percentage by interaction type. For this discussion, the profiles are presented for the
participants identified as David, Chris and Mark P.
A significant aspect of these profiles is the level of exploration carried out compared to
purposeful or manipulative interactivity (as defined by Aldrich et al., 1998). Although
exploration is considered an essential component of interactive applications and the
learning process, the applications appear to rely on the user's motivation to become
engaged, rather than developing motivation and interest within that user through a series
of interactive strategies. For example, by letting the user know of some unique piece of
information - h o w they might find it and w h y they might find it interesting.
7-205
100 T
90
80
O)
3 c 0)
o _ _ Q.
3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39
Interactions
Presentation
> Manipulation
• Navigation
•Accidental
• Exploration
Reflection
• Involvement
e o> ta
_ c e _ a a.
Figure 7.11: Interactivity Profile for David
/ 100n
90
80 J
70-
60-
50-
40
30
20 10
0-
___•___. s /
Inte raction
T ^~ t__J 2—^_-
^
/ //
• Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
• Reflection
Figure 7.12: Cumulative Percentage by Interactivity Type for David
While this restriction might be eliminated by people working in groups, or by receiving
scaffolding support from a teacher, many products are designed to be used by
individuals in an independent learning environment. It is under these conditions that the
products do not appear to be playing their role in the communication process. While
they provide access to the information, they do not appear to be effectively
communicating h o w to best use that access, including the structure or model around
which the content is implemented.
7-206
The percentage time David spent interacting with the application is shown in Figure
7.12. While there was some interaction where the user became involved with the
content material, the exploration time was always higher, in percentage terms. Ideally,
the exploration should decrease and the involvement and manipulation activities take
priority. That this did not occur might be an indication of limitations in the way the
application was able to integrate the learner into the overall process.
100
90
3 c _
1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47 49 51 53 55 57
Interactions
Presentation — — Navigation Exploration
• Manipulation Accidental Reflection
• Involvement
Figure 7.13: Interactivity Profile for Chris
In that part of the encounter where participants were asked to complete a search task, it
remains interesting that while users did focus on the task, there was no apparent attempt
to formulate a strategy to achieve the goal. This is illustrated in Figure 7.13, where
Chris' involvement began to increase after the 38th different interaction recorded. In
terms of these profiles, and the cumulative percentage shown in Figure 7.14, an
interesting question is h o w long should a user work with an application before the
exploration evolves into involvement with and manipulation of the content. It may be
that the profiles represented here are related to experiences with the internet and random
'web surfing' - random information seeking, rather than purposeful refinement.
7-207
• Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
• Reflection
Interaction
Figure 7.14: Cumulative Percentage by Interactivity Type for Chris
The following diagrams (Figure 7.15 and Figure 7.16) show the profiles for Mark P.
The involvement in this instance reflects Mark P.'s individual interest in one aspect of
the content and ability to move quickly between the various content areas. Whether
gender, experience or age were contributing factors in terms of the extent to which
people were able to navigate through the content is an area for further investigation.
100 -r
90 -
80 -
70 _ o> 60
2 g 50-u «5 40 Q.
30 -20 10 -o 1
f^^d ^ - v — v ^^ —~ w ^ - > ^
PV r^ ——-v
~~p~ r~—" ; ^
1 5 9 13 17 21 25 29 33 37 41 45 49 53 57 61 65 69 7
Interactions
Presentation Navigation Exploration Involvement
Manipulation Accidental Reflection _ _ _ _ _ _ _ _ _ _ — — — . •
I I
3 77 81
Figure 7.15: Interactive Profile for M a r k P.
7-208
Interaction
Figure 7.16: Cumulative Percentage by Interactivity Type for Chris Mark P.
Interactive Experiences
The following discussion examines the articulated comments of participants in relation
to working with Convict Fleet to Dragon Boat and identifies the implications of those
comments in terms of the implementation of effective interactive constructs. The
comments are presented according to and in the same sequence as the six themes and
related sub-themes of interactivity identified in Chapter 5 (Figure 5.3 and page 5-127).
Where I felt additional information was required to explain the context of the
comments, the explanation looks like this - [in square brackets and italicised].
Communication (Understanding the Purpose)
One of the issues raised by the participants was the extent to which they were able to
interpret the function and purpose of the application. At times participants demonstrated
confusion over what was being presented and h o w they were supposed to deal with it.
For example, despite having spent some minutes in the Help section, Suzanne and
Andrew had problems with the Q & A (Question & Answer) topic, as did Chris:
[Suzanne] I don't quite get what they want in this one. I expected Q & A to be you giving information that you've learned rather than them giving you information. It's definitely not what I expected at all.
[Andrew] Don't really get this bit.
[Chris] The Q&A, I don't really understand what it is all about. It doesn't really tell me about what you're meant to do.... Still don't understand Q & A page. They really need to put something in there so you know exactly what it is.
7-209
In relation to this, the participants also indicated this particular content area as
representing the most confusion in terms of its title ( Q & A ) and its content (a series of
records of unnamed individuals with answers to predetermined questions). The
participants expected this to be either a test section with multiple-choice questions
(Suzanne), a series of questions and answers about the site (Robert) or facts about the
period covered by the application (Mark P.). O n the other hand, Martin felt the
information in the Q & A topic was consistent with his expectation of "questions
presented by the computer".
Robert demonstrated a second area of confusion in making a link from the 1793 section
of the Timeline to settlers from England, as shown in Figure 7.17 below.
[Robert] Let's have a look at the Timeline. Let's go back to where I thought the year was, 1790s. O K , certain areas are greyed out, so they're not active. O K 1793 - let's see what happens there. Chirpy sounds - don't like them ... Free settlers ... Are we talking about 1790? But we've got a motor vehicle or something here - the Sydney Harbour Bridge 1920. This confused m e because I... go back again ... went to somewhere in 1793 - why would I
be getting a car?
In this instance Robert selected the link shown in red on the left-hand screen and
received the screen shown on the right.
Figure 7.17: Interactive Confusion!
7-210
Control (Navigation)
The availability of user control featured significantly in the comments of participants,
and reinforces the findings from Chapter 6 where it was demonstrated that being
confronted with little or no control was not considered conducive to the learning
process. For example, in commenting on the availability of the B A C K button, David
suggests that:
[David] And it could be easy to get lost in there, but what I did like was the fact that as soon as you hit the B A C K it took you back to where you started the search from. So that if you did get lost you just go back and you'd go back to the beginning which is good. But you'd probably get very easily lost in the amount of text information, if you followed all the hyperlinks through you could end up w h o knows where.
From a different perspective, Martin indicated the way in which some of the control
features of an application are revealed and Mark P. made observations on the
navigational aspects of the title:
[Martin] From what I first saw I thought it would be on the whole shaded area, but it breaks it down into smaller categories. Here on this list - if you look at another one I'm sure it's the same - yes.
[Mark P.] But this is really good -1 like this. From this actual topic of Chinese you can go to early migration and work out how to actually come around. It looks like it's got a lot of information. O h I see it's like a web page. ... It's easy to get around to actually view the content. You can either drag that or you can go to specific sections that you might want to look at [referring to the scroll bar and links].
In Robert's case however, the control of the scroll-bar was problematic, but not for
Andrew or Ivy. From the recorded observations, Robert's comments came during the 6
minute of his encounter Andrew's at the 11th minute and Ivy's at the 2nd minute.
[Robert] We've got something happening. A bit of a tug of war to get some more content on the screen [trying to use the scroll button]. The old scroll bar looks a little . perhaps they could have given you a little bit of an idea about dragging and pushing.
[Andrew] I like the scrolling system, that's good, pretty easy, pretty straightforward.
[Ivy] Pressing the People button you've got pictures of people of screen with names, controls you can actually select any of the people so I'll select a person. Gives you details, an interview with him ... Pressing the down arrow button ... get more information that way. Then you've got a links page if you're interested in it. Then it takes you to other people and you can get further information from them that you might be interested in.
This generates the question as to how long the program, as a product of a design
activity, gives the user to develop a level of competency in program operation? W h y did
some participants interpret the operation of the scroll bar intuitively and others with
difficulty? H o w can w e consistently bridge this execution/evaluation gulf? In this
7-211
instance, Andrew and Robert were Group A participants in the third year of their
undergraduate studies - where did the confusion in control operation originate?
Control (Choices)
Throughout this exercise, participants were asked to quit or exit the application at the
end of their session. In other cases, they found themselves in a location from which
exiting was also problematic:
[Chris] One problem I did have it didn't seem to let m e out of there without going to this [Exit] screen.
In this instance, Chris mistook the Exit button for 'exit controls' rather than the
alternative button that was placed at the top of the screen. This highlights the need for
consistency in the way options are presented to users between programs, or extended
user testing on interpretation and perception of icons and controls.
Control (Learner)
O n the other hand, during the adventure game, the program took control at various
stages, preventing the user from progressing to the next stage - this generated a number
of negative observations:
[Martin] Not quite sure what you've got to do - seems to be running itself.
[Robert] I've got no, the arrow on the screen means nothing ... it's locked until you have done something. Presume it's the slow loading of the audio, but I would have thought I could advance myself through this without waiting for it to complete. Everything seems very very controlled. I'm not sure whether it's the Mac, or whether it's just the way the instructions are coming out. This is annoying me, this arrow sitting there that I can't click.
Design (Interface)
There was a single comment on an issue with the interface, made during the search task,
which may have resulted from prior familiarity with search engines available through
the internet:
[Martin] I'm just typing in "what was one of the major issues confronting Chinese gold seekers on their arrival to Australia". Hard to hold the whole sentence. Bit hard to read what you're typing when it gets past the line because its actually down here [points to whre text has disappeared out of text-entry box]. So I don't know if I delete . Search doesn't seem to be working too well on this topic,
7-212
Design (Multimedia)
4 of the 8 participants who worked through this title made comments about the
background sounds employed within the title. Some were distracted and tried to link the
sound to the content, whereas others were simply annoyed. Ivy commented on the
distraction on four different occasions.
[Suzanne] I find the background sounds annoying.
[David] G o into the first button, People - the response to the button is a bit strange, somebody singing.
[Robert] That sound's irritating. That really is, that little high pitched sound as you rollover it... There's a sound - more of a convict sound than a Thai sound - that's not Thai singing!
[Ivy] Lovely noises in the background [sarcastic], people singing whatever it is. That's a terrible sound ... The singing in the background is really, really annoying ... I would be turning off the sound of the computer with that horrible singing in the background ... The thing I found worst about this was the music in the background. I find it highly annoying.
Why the negative reactions to this background sound? It is as if as we progress through
the history of educational media w e are provided with heuristic concepts such as 'gain
the learner's attention or 'one interaction every four screens'. Based on m y observations
of the participants' working with this title, it appeared that the background sound was
activated either in response to an interaction or to remind them that nothing was
happening - a form of prompting. What is an appropriate reminder however becomes
problematic, when in this case it seemed to be more distracting than useful. A possible
reason for this distraction is that the reminder was not part of the context - the interface
was essentially devoid of audio, apart from this interruption. Comparatively, the non
stop audio and animation of Real Wild Child continually reminded participants of their
location, but in this case it was an integral component of the interface or metaphor.
Only one of the 8 participants mentioned the value of combined media elements in
terms of information presentation:
[Andrew] Good - the video is different to text.
Individual (Relevance)
This sub-theme relates to the situation where participants demonstrated a particular
interest in a topic or concept, but did not receive information appropriate to their
demonstrated needs. If this information was unavailable in a human-human encounter, it
7-213
might be manifested through an apology - "I'm sorry, but I don't have that much
detailed information". In Convict Fleet to Dragon Boat the system was either silent or
responded with technically correct information, although irrelevant to the users request.
[Ivy] Actually I was having a look at it since I'm a child of a migrant. I was reading the questions trying to remember when m y mother arrived and her age etc. I'd liked to have been able to find out more information. For starters it isn't even listed .,. so it doesn't cover the full range of migrants that come to Australia.
Here we have a good illustration of the problem when interests relevant to an individual
are not catered for by the title. A solution would be to provide the user with an option to
seek for specific information and links to external sources. This particular observation
highlights problems inherent with a bounded ( C D - R O M ) title. If there was an in-built
'angel' (or what is sometimes termed an intelligent agent) then at least the user could
feel that while the product was unable to help, it was at least aware of their needs. So it
may be that a sympathetic response to an individual request is more important than an
answer, and the user can be made to feel more confident that the system is addressing
their individual needs. This strategy might also counter the perceived need for
intelligent systems - rather than the system being programmed to operate intelligently,
the users belief that the system is intelligent may be equally effective.
In another instance, the participant wanted to see whether his family name (from an
immigrant heritage) was listed in the application. After typing his name "Mark P "
he received a response and commented:
[Mark P.] It's come up with people and then it's got Teresa someone. I've no idea why it's brought up m y name though, unless she possibly has a relative that has a name of mine. I still don't know why it came up with her name when I put m y name in. It's got 26 matches for 'Mark'. Although 'Mark' could mean anything, she could have a birth mark ... it's probably just doing a text search.
Here was a clear lack of understanding what the search facility was doing. The
participant, by entering his name "Mark P ", was interested to see whether any of
his relatives were included in the C D . What the search system located was an entry in
the resources with the word "marked". A technical match, but not a logical match!
Although Mark P. guessed that the system was doing a text search, he was not
completely satisfied with the outcome of his inquiry. These two comments highlight a
challenge for designers and developers of C E L - h o w to meet the needs of individual
requests such as these, and satisfy these requests if the information is not immediately
available? Potential solutions to such a challenge are addressed in Chapter 8.
7-214
Individual (Supportive)
The confusion identified previously can also be linked to the expectations and
perceptions that people have about the application they are working with. Where those
expectations are not met, the interactive experience can be denigrated.
[David] Choice of different people - it doesn't tell you who they are, not even by rolling over them even though when you roll over them they light up. You've got to actually click on one of the people.
David's expectation in this instance was that there would be some information about
each of the people as he moved the pointer over their faces, to assist in deciding which
one to select. While Figure 7.10 clearly shows that the names of these people were
available, there was no specific obvious link between a screen item and the information
it contained. This theme also emerged for participants working with Real Wild Child,
where the objects displayed related to specific historical information. In this case,
support was provided through a short text explanation, which was not apparent unless
the Help materials had been accessed.
The support'required by individuals is also illustrated through the following comments
that demonstrate a mismatch between expected outcomes of interactive choices. I
believe this raises an issue of responsibility - if the user cannot interpret a particular
aspect of the program, does the responsibility to assist this development of meaning
reside with the program or the learner?
[Robert] This is what I would have expected to see, a cross section of the community -children, adults. A fairly heavy Chinese influence which would have been predominant of that era - this is identified on previous screens. More people. O K , we're bringing in children, we're not just dealing with adults ... a little bit confusing, because these people are actually in today's dress and I was expecting them to be in the period of colonisation.
This is in contrast to what the section is actually about - views of contemporary
immigrants, or children of immigrants. A similar discrepancy was revealed in Chris'
comments, where the expectation was for the People section to focus on the famous:
[Chris] From this [People] I'd expect famous people that have come over from England with convicts. ... As I expected, People is about the famous people in Australian history.
While one of the most important aspects of an encounter with an application is
understanding h o w to go about using the system, the support facilities may be available
but overwhelming, as illustrated by the following observations:
7-215
[Suzanne] The Help menu - its very full-on screen there, I'd prefer it to be more of a choice.
[Martin] There's a lot of information. Well it's a bit hard to get to the information you want to get to. The search didn't seem to help m e out too much.
[David] I'm not sure whether I liked the two, the split section on the controls up the top because it gave you two different things to look at. If you clicked on one it took you to a different area away from what you were looking at on the main end. I don't know whether that's a good idea or not, but you could either ignore it or you could get lost in it.
Here David found a problem with the way information was presented on the screen,
with menu selection available from both upper and lower sections of the display. In
general, the focus of his observations tended to be on the structural aspects of the title
rather than the content. While the individual can work through the application in their
preferred fashion, the interface itself may affect the success of their interaction with the
content and therefore the subsequent communication.
Impressions
As part of the process, participants were also asked to reflect on the overall interactive
experience. The following provide some of those impressions made with respect to
Convict Fleet to Dragon Boat:
[Robert] To m e the graphical interface took the whole presentation over. The interactivity, I felt as if I was being held back. I was only allowed to proceed at a certain pace. The arrow that was here - 1 should be able to press forward, I should be able to speed up the motion. Possibly because of the audio, a bit of an uncertainty. I felt all the way through that it was a controlled experience. Interactivity was not letting m e progress at m y pace.
[Chris] It was quite effective, it had a lot of information and it put it in different groups, so if you knew what you were looking for you could go straight to that area without worrying about looking through all the other information.
Based on the way Chris worked through the program and his final comments, he
seemed to interpret h o w the application worked, which was quite different to some of
the other participants, such as Robert. Perhaps more important are the individual
experiences people bring to the application, which influences their subsequent
interpretation and appreciation of the content. In this instance Robert was from the more
experienced Group A and Chris from Group B, although Chris was somewhat younger.
The issue of prior experience then becomes more complex as additional variables
potentially impact on the application of that experience. H o w do you cater therefore
with the different levels of experience or interpretation placed on the application by
different users? In this case the variations in experience identified in Chapters 5 and 6
7-216
may relate more to knowledge whereas this difference in response may result from prior
experience with different forms of interactive products.
Two additional comments provide further insights into the different responses that
individuals have to working with these types of product; one wanting more specialised
help and the other positive about the effectiveness of the game:
[[Martin] I thought the program's going to teach you something so they assume you don't know how to use it or anything to start off with. They could make it a bit easier to understand. The game was pretty hard to figure out. Basically just the lack of help, the only help that it gives you was for the screen, like what the buttons do and how to use the map.
[Andrew] It provided you with a lot of information of the background of immigrants coming into Australia. O n a whole range of topics, like transportation, it was explained well, I thought that was good. I think it was because it put you in the situation [referring to the game] they would have been in, like if I was Chinese I didn't know what they [the English] were saying, I thought I could do it on m y own and I couldn't. I didn't know what I was going to need or how far it was. So I think it engaged you lot, that was good.
Summary
This set of responses provided three major outcomes. First, as shown by the audit trails,
the content area covered was limited, even when the participant actually accessed each
of the menu selections. Second, based on the interactivity profiles, the participants spent
the majority of their time working with the product in exploratory activities. The
application took little responsibility to support the participants with interactions that
might provide involvement or the option to manipulate and experiment with content.
Third, the comments from these participants suggest a range of interactive aspects that
potentially interfere with the continuity of the interaction or create confusion in the
mind of the user. Supporting the user in understanding the purpose of the application
and catering for individual needs were two items that a more proactive application
might address in developing more effective communication between the learner (as
user) and the program (as the product of the designer).
7-217
TITLE 2: DISPOSSESSED, DIGGERS AND DEMOCRATS
About the Title
This application was designed to "introduce nineteenth century Australian history in an
interactive, user-friendly format" (University of Wollongong, 1997) to tertiary students
and is the product of an Australian tertiary institution.
The introductory screen (Figure 7.18) provides users with 17 different options, each of
which (apart from the Introduction) lead to a series of sub-sections that consist of a
series of screens presented in a linear sequence.
Figure 7.18: Dispossessed, Diggers and Democrats
Interactive Constructs
The Dispossessed, Diggers and Democrats application includes a range of interaction
types or constructs to enable users to navigate through and interact with the content.
These are summarised in Table 7.5 following
Interactivity
Clickable Objects
Drag and Drop
Text Entry
Hyperlink
Description
Responds when user clicks a screen object using the pointer
User is able to drag an object from one display location to another User is able to enter text of their own choosing User can link to another location by clicking on a word
Example
Main Menu options Reference information for images Forward and backward arrows Linking dates to gold-digging towns
Content search facility
Link from content display to text of original source
Table 7.5: Interactive Options in Dispossessed, Diggers and Democrats
Audit Trails
The audit trails generated from the interactions of the 8 participants illustrated a number
of notable features, including the extent to which they covered only fragmented aspects
of the content. For example, Allan (Figure 7.19) viewed 7 of the 17 content areas, six of
which were accessed only briefly. In contrast, Richard (Figure 7.20) visited only the
Introduction, Gold and Help sections, spending considerable time determining the likely
content contained within the single topic of Gold. While acknowledging that this was
due to the nature of the research study, I was also conscious that, as with the trends
demonstrated by the other audit trails generated from this study, the program itself did
not undertake any proactive communication to direct the user to potentially interesting
sections. That was left to the user's sole discretion.
Main Menu Introduction VMiy Botany Bay Early N S W Macquarie & Bjgge^ The Convict System The Squatters Wakefield Aboriginal Australia Gold Eureka Rebellion Australian Economy. Constitutions Selection Education Migration & Ethnicity Great White Walls Errant Sons
Help Library Index Find
1 1 1 L III ILL
11 [
11 [
| |
1 1 1 1 1 1 1 II 1 II 1
N T H I II
| 1 1 I |
0 5 10 15 20 25 30 Minutes
INTERACTIVITY: • Presentation ^Navigation DExploration Dlnvolvement [ Manipulation j_ Accidental DReflection
Figure 7.19: Content Audit Trail for Allan
7-219
Main Menu Introduction Why Botany Bay Early N S W Macquarie & Bigge Tine Convict System The Squatters Wakefield Aboriginal Australia Gold Eureka RebeBlon Australian Economy Constitutions Selection Education Migration & Bhniclty Great White W _ s Errant Sons
Help Library Index Find
{ | f— -' •J [~ -J 1 11
1 II 1 I I I 1
1 II 1 I I I 1 1 1 II 1 1 1
0 5 10 15 20 25 30 Minutes
INTERACTIVITY: • Presentation ^Navigation DExploration Onvolvement •Manipulation • Accidental DReflection
Figure 7.20: Content Audit Trail for Richard
In the third content audit trail illustrated (Figure 7.21), a quite different picture of a
participant's interaction emerges. In this instance Kate spent the majority of time in the
Help section, and based on her comments, was not aware that she was missing out on
the main content information available. Even when focused on completing the search
task (at approximately the 11th minute) she did not use the options to navigate to the
content, but chose the readily visible links to the Library. This identifies an additional
issue with interactive applications - h o w long should it take to "learn the interface?".
From m y observations, this was one of the major questions to emerge, as the
participants were not able to consistently demonstrate being "in control".
Main Menu Introduction Why Botany Bay Early N S W Macquarie & Bigge The Convict System The Squatters Wakefield Aboriginal Australia Gold Eureka RebeBlon
Constitutions Selection
Migration & Ethnicjty Great White Walls
Help Library Index
1 | |
_____
l i 4 • ' _____ I _ _ J — i — i * — - — j ;
0 5 10 15 20 25 30 Minutes
INTERACTIVITY' •Presentation ^Navigation •Exploration •Involvement • Manipulation • Accidental DReflection
Figure 7.21: Content Audit Trail for Kate
Interactivity Profiles
The interactive profiles for these three audit trails are illustrated in the following
graphical representations. The interactivity type most frequently recorded was that
associated with exploring the application and represented by the light blue.
—• (0
c « _ Q.
17 25 33 41 49 57 65 73 81 89 97 105 113
Interactions
Presentation
Manipulation
• Navigation
•Accidental
• Exploration
Reflection
• Involvement
Figure 7.22: Interactivity Profile for Allan
• Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
• Reflection
Interaction
Figure 7.23: Cumulative Percentage by Interactivity Type for Allan
The interesting trend with Allan's profile (Figure 7.22 and Figure 7.23) is the
convergence of the Exploration and Involvement interactivity. In Allan's case, this
7-
balance occurred at approximately the 110th interaction, after over 20 minutes of
working with the application. Perhaps a different measure of interactive effectiveness is
the time taken to reach such a balance.
25 29 33 37
Interactions
41 45 49 53 57 61
Presentation
Manipulation •
•Navigation
•Accidental
• Exploration
Reflectbn
• Involvement
Figure 7.24: Interactivity Profile for Richard
e a (0
c « if _ a
D Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
• Reflection
Interaction
Figure 7.25: Cumulative Percentage by Interactivity Type for Richard
In Richard's case (Figure 7.24 and Figure 7.25) this balance was achieved at
approximately the 27th interaction when he focused on linking dates of gold discovery to
locations in Victoria and N e w South Wales. His involvement with this activity ranged
7-222
from focus to frustration, but highlight the different ways in which an individual can
become focused on the interactive presentation of a product. In relation to this, Richard
had difficulty determining the purpose of the activity, as it was very structured and
sequenced. The issue was not with the instructional strategy, but that he had failed to
pick up the cues that this type of response would be required. Although this questioning
sequence was prefaced by a short statement indicating some questions would follow, it
was not internalised by Richard in this case.
This observation is consistent with experiences I have encountered while working with
students learning to use the Authorware™ application. In almost all of the dialog boxes
presented to developers, there are brief instructions on what to do. In most instances
however, users simply do not see this information. The assumption that users will read
and internalise each piece of information presented during and interactive sequence
cannot be made by the design team and additional strategies might be required to
confirm the user's understanding of the task required.
1 3 5 7 9 11 13 15 17 19 21 23 25 27 29
Interactions
Presentation ——- Navigation Exploration — — Involvement
— Manipulation — Accidental Reflection
Figure 7.26: Interactivity Profile for Kate
7-223
o ra 3 c o _ « Q.
Q Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
• Reflection
Interaction
Figure 7.27: Cumulative Percentage by Interactivity Type for Kate
The profiles for Kate (Figure 7.26 and Figure 7.27) are similar in many ways to those of
Richard, although the involvement in this case was with the Help system and also
completing the search task. However, Kate's total number of interactions (31 in 24
minutes compared to Richard's 60 in 24 minutes) resulted from her extended focus on
screen presentations rather than the more frequent navigation and links evidenced by
both Richard (Figure 7.20) and Allan (Figure 7.19).
Interactive Experiences
Analysis of the transcripts of participants working with this title also revealed a number
of themes that are relevant to understanding the ways in which people interact with C E L
environments. These also provide guidance as to how to maximise the effectiveness of a
learning experience in this context. The comments are presented using the themes and
sub-themes identified in Figure 5.3 on page 5-127.
Engagement (Participation)
As has been clearly indicated by the participants and the research literature, engagement
is recognised as one of the key precursors to learning. In Dispossessed, Diggers and
Democrats, a number of tasks were provided to users in the form of multiple-choice
questions and click and drag activities. However, the existence of these items is not the
key to successful engaging learning, as indicated by this response to the interactivity
presented by the application:
7-224
[Richard] I don't feel this was interactive at all really. Drag and Drop might have been an attempted interaction but it wasn't engaging m e and I was not feeling I was interacting with the information. Maybe a panoramic view of gold scapes where I could move different things around? That would have an affect and return things to me. This is a combination of page-turning and possibly complex search functions. ... The application is not interactive -it didn't engage m e at all.
Here Richard demonstrates the importance of feeling engaged, and its equivalence to
interaction. The desire for a more involving activity was indicated by a suggestion that a
virtual landscape may have provided a better means to focus on the content.
Communication (Conversation)
The variation between individual users becomes apparent when the responses relate to
the effectiveness of the communication. For example, the following illustrates a positive
interpretation:
[Peter] The buttons in this are very big and easy to read so ... it's pretty obvious what each one does. It's easy to use. Very clear. The text is all very clear and easy to read.
However, as demonstrated with the following comment, users experienced a degree of
difficulty with respect to receiving effective communication from the application:
[Allan] Selections [a main menu option] - ambiguous, that could mean anything. Basically I'd have to click around and find out where each of these lead to.
[Travis] It's letting me investigate further into what the 'Introduction' is going to show. It really hasn't told m e much about what's in the menu yet.
[Kate] I can use the navigation bar ... and go to the topic. I can follow the instructions by clicking on that button. I don't really understand what it's meant to be showing me. Click the arrows to continue. ... I didn't find it that easy to actually navigate around it even after going through the 'Help' section. I found it a little confusing.
This suggests the need for encounters that support the user, which is linked to a notion
of anticipation - either where the user expects something to happen and it does or where
the program anticipates (adapts successfully) to a user's needs. When this doesn't occur
it may generate frustration and cognitive dissonance (Festinger, 1957) - have I done
something wrong? In the real world, how often do we have difficulty understanding
what to do? In what way do assumptions, where the designer assumes we know what to
do, or alternatively we assume what will work or what will happen, affect the outcome?
This notion links closely with Norman's (1986) Gulf of Execution and Gulf of
Evaluation, and is aptly illustrated when Sam chose one of the menu options:
[Sam] I have no idea about 'Selection'. I don't know what it really meant and I don't know what to expect. It's giving m e a nice little graphic of outback Australia with a billabong and
7-225
a few animals but.... 'Irrigation Lake, Wimmera, 1950, Arthur Boyd' ... That is just ridiculous! I don't know what's going on here. 'Irrigation Lake, Wimmera, 1950, reproduced with permission of Bundanoon Trust, Bundanong Trust'. Is that an Arthur Boyd painting? Is that what this is? Might be. That's just silly if you ask me. I don't know what that's supposed to mean.
Even at the macro-level of menu options, the meanings of the icons or buttons has an
impact on the interpretation and presumably subsequent choices made by the user. If
such ambiguities existed in other research studies, what impact might they have had on
learner control or learning style outcomes? From a design perspective, how much
information should be provided to the user prior to them making choices? These
observations suggest that the messages conveyed by the opening screen would be
critical to any subsequent interactivity. In this title the content was explicitly "chunked",
but the meanings associated with these divisions were not immediately obvious to Sam,
as well as other participants. The issue of deriving meaning from menu topics was
constant with all seven titles examined in this study. Specific outputs from working with
Dispossessed, Diggers & Democrats are considered below.
Communication (Understand Purpose)
After selecting the Great White Walls option, which was assumed by Andi to be about
white society in Australia, the following comments were made:
[Andi] I'll have a look first at 'The Great White Walls' because I'd like to see what that is about. I just don't have a clue what it really is supposed to be about. N o w I come to a screen with a nice picture about, I guess, early settlement. Yes. Right here it says 'Travelling to Melbourne 1856', so it's still fairly early in the piece but again, it's a picture of the early white settlers in Australia, which is a type of Great White Wall. I can't see any interactive options really. There's a little red square which might be a button or might not but it still doesn't really tell m e any more than the button did before so I'll just try and move the mouse around and see whether I get a pointer somewhere.
Based on this it appears users expect to have information communicated to them on the
basis of their selection, and in this instance all that was presented was a single image
which did not convey to the user any additional information on the topic. While
progressing to the next screen did provide more details, it was the level of frustration
that was evident in Andi's comments, and this in turn could impact negatively on the
overall interactive experience. Sam experienced similar issues:
[Sam] 'Selection'? I don't know what 'selection' would mean. It's got m e baffled. Maybe it's selection of convicts to go to Australia. I don't know, it could mean anything. Selection of? I don't know. It doesn't really specify.
7-226
This inability to extrapolate the content 'behind' or 'contained within' each menu
option is an example of h o w the message designed to be conveyed by menu items may
not be interpreted as such by the user. While there maybe assumptions about the user's
prior knowledge and experience, these examples illustrate the extent to which user's
may be impeded or confused with respect to choice of appropriate topics.
From another perspective, user's expect to gain specific information from those topics
which have (to them at least) specific meanings, as shown in the following response to
selecting the Introduction to a topic:
[Travis] Further information is what the Introduction will show ... Really hasn't told m e about what's in the menu yet.
However, if the selection does not match the expectation, then the user is left trying to
determine where that information might reside.
Nevertheless, aspects of communication also have a positive impact:
[Pablo] Good. These [sub-topic buttons] light up to let you know where you are.
This demonstrates that simple techniques, such as colouring a menu button to indicate
the sub-topics completed, are important to the user. Providing almost sub-liminal cues
enables particular information to be communicated at all times. Interestingly, while the
status of sub-topics was displayed, there was no indication on the Main M e n u as to
which topics had been examined. As with all other titles examined in this study, no
communication by the program indicated which of the major topics had been previously
selected and/or completed. Given the reactions of participants, it would appear that this
form of communication is not a critical element of the design strategy, with the
assumption that the options provided would be self-evident. The structure and intent of
the content however is not always transparent, and requires adaptation by the program
in terms of informing the user of the structure of the content and the user's role in
accessing that content.
Control (Navigation)
Being able to navigate freely was also a priority:
[Andi] Can I go back from here to the 'Help' screen again? No. I can't go back from here. Maybe I can get back. No, I can't get out. I have to return to the lesson first.
7-227
[Peter] That's pretty easy to find [using desktop menu bar] if ever you get lost... if you don't know how to quit something. Shall I quit?
This latter comment was an interesting observation - once the Quit location had been
discovered it was seen as a useful option. However, in the way the application was
presented on the Macintosh, the Quit option was on a menu bar physically attached to
the desktop rather than the application, and some participants found this difficult to
locate. To what extent therefore should all the user options be embedded in the
application so that the options are integrated with the interface and metaphor?
Control (Choices)
A related issue is that of consistency across applications; for example, if it's clickable
the cursor should change to reflect this. In this example, Richard found that a Double-
Click produced a response and therefore assumed it was the correct response. In other
applications however a double-click takes the user through two menus (as discussed in
Title 5: Australian Stamps).
[Richard] So I was sitting there waiting for it to load. I heard the machine make a noise and so I was thinking, waiting for other things to pop up on the screen. I gave it some time, nothing happened - then I proceeded to press the only thing that appeared pressable, or clickable. ... There w e go, w e have a double-click thing happening. Here is the information I was expecting to happen. So now I know to do this, which is double-click on the image,
whereas before I didn't know.
Control (In Control)
Another issue recurring between titles considered in this study is the difference between
controlling and being in control.
[Peter] It's asking m e questions ... You can't go back though. Can I go back to the introduction? W a s I supposed to go there? ... Its very easy to get around, but still a bit funny with games and quizzes - how you can't really get around them, although you can
always find some way to get around them.
At this point, Peter had been presented with a quiz without any prior preparation, and he
was doing lots of random clicking - accepting of the responses being generated but with
no support, feedback or effort from the application to focus him on the content. As has
been observed previously, many titles appear to place all the effort on the user to gain
value from the interactive encounter, so what strategies might be adopted such that the
program adds value to that encounter? Similar observations are represented by the
following comments:
7-228
[Sam] I wanted to get back to the screen before this, where it was talking about a 'committee' and I went to this link here expecting something on Chinese and it's given m e quite a lengthy document about the restricted entry of Chinese into Australia. I went to press the 'source' button and I thought that would take m e back to the source of the whole block of information about the Chinese coming to Australia, but it didn't. It gave m e the source of this document here which wasn't what I was looking for.
[Travis] I have complete control. There's no time limit to how long I can study the image ... go back and forward if I like. And back to the menu if I'm sick and tired of looking at this.
This aspect of control is perceived in terms of self-pacing and selection. How do we
compare this to a book - are we in control of reading a text, are we in control when
watching a film? Even though Travis was able to state that he had control, it was a
temporary state:
[Travis] Can't go back for some reason. None of this is really specific so ... it's a pain that you can't go back to the sub-topics menu. You've got to go back to the original menu and go through it again.
Design (Interface)
How to resolve the consistency issue is problematic. In the Convict Fleet to Dragon
Boat title, Robert recognised that the information relating to People was presented
consistently, with an implication that alternative information elements may have been
useful. However, with respect to the Timeline option in the Dispossessed, Diggers &
Democrats title, its varying forms elicited the following comment from Andi:
[Andi] Timeline. Well let's have a look at it as to how many years it spans. I find that a bit disturbing. I expect a timeline and it just shows m e a picture. Clicking on the picture doesn't do anything. I have to actually go down to the arrow and continue there. And it's a different type of timeline too now. I don't know why that is. Consistency, I think that helps. But now I can see again the pointer changes to a hand so I expect all those are links which isn't otherwise easily visible. Oh! Here it says click on the dates for more information but it looks like you can click on the sentences as well.
In terms of the interactive encounter, Andi acknowledged the need for consistency,
where what happens on one display is anticipated to happen on the next. While Andi
was only browsing, he identified a range of issues with the interface that can effect the
ways in which material is interpreted and understood. Another of his observations
related to the extent to which material adds value to the experience:
[Andi] All it does is tell me where the picture is from and who painted it, and where it's being kept. Well, I can't say that was very informative.
7-229
W a s this a case of superfluous interactivity and content? In this case, the additional
information on the images could easily have been superimposed on the display without
the need to click. It also was time-controlled, disappearing after 10 seconds.
[Travis] Doesn't give m e any clues to where I should go next but I know from before you just click on the screen and it brings up this which is the same as in the Aboriginal one.
Here Travis is clearly anticipating what will happen, so there is an expectation of
continuity and consistency, much as w e expect people to behave in the same way. In
terms of the encounter, w e might think in terms of the convention. For example, in a
conversation a convention (explicit or implicit) may be to respond immediately to a
question; alternately, the convention might be for one person to respond only after a set
period of time. A s in different feedback protocols, it appears that the user needs to be
aware of the conventions - either by defining them or by being informed of them, or by
negotiating them. The extent to which these three aspects of convention are
implemented will of course be a function of the learning environment and community of
learners.
[Travis] I'll click this button to see if there's anything else and then it shows m e the rest of what I didn't see before ... which I feel should have been pointing down rather than to the side as before I was going across to a new screen whereas this is scrolling down and it's still got the arrow going to the side.
There are also expectations that applications should be consistent in terms of the way
controls are made available. This was also evident in Convict Fleet to Dragon Boat
where Robert took some time to determine the function of the scroll-buttons, initially
assuming they were ornamental. As with a number of the other titles used in this study,
participants had difficultly locating the exit button or function. Additionally, in some
instances the exit process included lengthy credit sequences while in others (such as
Dispossessed, Diggers & Democrats) it resulted in immediate termination.
The product used to create the application can also contribute to the effectiveness of
interactivity and communication:
[Kate] It's really hard to tell what each of the documents is about. They're sort of cut off.
This particular difficulty is a function of the operational characteristics of the authoring
system which allows the developer to set up a comparatively automated sequence by
which the user can enter a search term and the program will locate any text occurrence
of that term. However, when activated in this product, the results tended to be confused.
7-230
In this instance, the problem lay in the way the data was retrieved, as it presented the
whole sentence or paragraph found - and when displayed in the window there appeared
to be considerable overwriting. While the user was able to make a link to the actual text,
the overall presentation was interpreted as confusing by more than one participant,
resulting in some level of confusion and possible increased cognitive load (compare
Chandler & Sweller, 1991).
What aspects of the interactive experience interrupt or interfere with the narrative or
flow? What is the effect of a cognitive interruption? If the user is placed in a problem
solving situation, what role does the program need to play to provide the user with an
appropriate set of support tools. H o w much effort should be given to developing the
level of problem solving (agency) evidenced in applications such as Microsoft Word
(with the Office Assistant) or Lotus Word Pro?
Individual (Relevance)
W h y should the user be confused by the operation of a learning application? After
acknowledging uncertainty about some of the menu items, Allan selected Gold because
of an individual interest:
[Allan] Looking at a picture with no obvious direction to go anywhere from there. Not at all what I expected - one picture to cover the whole of gold-rush. N o idea how to get back to where I was. Hit the Esc key and have gone to more information on gold. Imagine Main Menu will take m e back. Yes. Pick a topic. Picture and text to explain. Library. Back to lesson. A lot of old pictures - not much else. I'd be interested to know how much gold came out of the goldfields, but its not telling m e that - yet. N o w I have a quiz - need to go back to look at pictures to get answers, but it won't let me.
Here Allan could not decide what to do, so he used a technique from another application
(pressing the Esc key), which was successful and repeated subsequently. H o w do you
cater for the user who may have some particular interest that is either embedded in the
application or not available? To facilitate these unknowns w e need an extension of the
Reflective level of interactivity (Sims, 1997a) to one of dynamic reflection and
collaboration, where other users are able to contribute to the material available in the
product. This of course implies a need to make the product perceived as one for
multiple-use, so that a return visit is seen as viable and likely to demonstrate different
materials. This also highlights the importance of a database of content materials that
could be modified by the designer based on user input, but independent of the user's
access to the system.
7-231
However, Allan was confused by the complexity of the presentation. Even so, he was
also put off by some of the assumptions made by the application, including the
presentation of a Help sequence on commencement, which may or may not have been
useful:
[Allan] This help screen comes up without you asking for help. You get it - are you new to this type of thing? That surprised m e getting it without asking for it. Matter of fact it's sort of like implying you're a bit dumb by giving you it without asking for it, you know.
[Kate] Didn't find that easy to navigate even after going through the Help section -1 found it a little confusing.
So selected users will react to certain assumptions being made by the program, again
supporting the notion that users do not respond well to unpredictable material being
presented by the application. H o w to predict the unpredictable, and prepare the user for
its display is perhaps one element of magic required by the developer!
Learning (Meaningful)
One of the expectations of interactivity (identified by participants in Chapter 5) is that it
should be meaningful to the learner. The following comment indicates how this
meaning can be compromised:
[Richard] I don't think its very instructional... because in the end I was just... due to this I'm aware that it is the town I'm looking for, but maybe they should have provided a map outlining these places prior to m e getting in so I would have had an idea of the location of the town ... because otherwise it was just like you saw, until I got the right one, which didn't require a lot of thought, just one after an other in a logical progression.
How can the program cater for encounters that are not anticipated by the user - if you
are not expecting something to come along, but which requires attention on current or
previous information, it may be scanned without being processing. Consequently, deep
processing of that material might not occur. This comment also suggests that interactive
encounters also require logic, in this case Richard had difficulty interpreting the
rationale for the exercise. This also highlights the link between the content and the
strategy - an interaction by itself is no use unless the tasks presented are relevant to the
knowledge required. In this case Richard could not see the overall value of the task,
Impressions
Representative of the overall impressions of Dispossessed, Diggers and Democrats
were the following comments:
7-232
[Andi] Yes. Its fairly inconsistent and I found it very hard working with it. Different things to what I expect come up and even from the same type of interaction and the same type of button I get different responses. And the other thing is that if I'm looking for information I don't want to have to answer a quiz in order to get on. And I would really like an index or something like that so I could get to the topics by different headings, not by fairly nondescript menu.
[Peter] It's easy to use. The back and forth aspect is good and easy to use ... takes you to all the documents. Overall I guess there's a couple of little things. I guess the main thing about this whole program was the little quizzes ... I couldn't find it, there may have been a way round it but I couldn't find m y way round it.
Here is a case where the operation is perceived as being easy and obvious - the
forward/back buttons take you to predictable locations. But how does ease of use relate
to effective engagement?
[Sam] Once I got into it, it was pretty good. Fairly well set out and the information is short and concise which is good. I couldn't scroll backwards and forwards through pages as easily as I thought you'd be able to. With some of these icons down here, it wasn't like I expected.
[Pablo] I like the nice graphics and they are clear. There's not too much mess anywhere. Good pictures - big pictures are good.
[Travis] The overall effectiveness of my experience is that it's easy to work your way through it, but to find specific information is quite difficult. As in the menu here , once you get into Constitutions it leads you all the way through and you can't really branch off and look at other information. You've got to keep happening along and trying to find it. You can't go back.
If the 'narrative' goes down one path that the user does not want to follow, they would
like the opportunity to remove themselves from that thread and take up another. A
program limiting this option would appear to restrict the user and therefore achieving
maximum benefit from working with the application.
Summary
This section of the analysis has focused on three sets of data collected as a result of 8
participants working with the Dispossessed, Diggers & Democrats title. With respect to
the content audit trails, the variation between the individual paths taken was manifested
in the different content areas accessed. While it was not anticipated that individual
participants would access all of the content available, the image of the audit trail linked
with the transcripts gave an impression that they had not developed an accurate internal
representation of the overall structure. The potential impact of this on the overall
effectiveness of the interactions is evidenced through limited communication and
subsequent generation of meaning.
7-233
The second area examined was that of the interactive profile. Those generated for this
group of participants introduced the notion of interactive balance, where the user
achieves a state of equity in the different interactions being used. In the examples cited,
a balance between exploratory and involving interactivity was achieved, but over
different periods of time.
Finally, selected extracts from the transcribed comments of the participants were
assessed in terms of the different themes of interactivity. The issues emerging, such as
Communication, Control and Design, were consistent with those demonstrated in
Convict Fleet to Dragon Boat as well as the titles discussed in the following sections.
The impact of these observations was to reinforce the notion of the interactive
experience being a form of encounter between the learner and the designer.
Implementing C E L to take advantage of such encounters is a strategy considered
worthy of on-going investigation.
The following section addresses the responses made by participants to the Frontier title,
providing additional material to focus on learners working with interactivity.
7-234
TITLE 3: FRONTIER
About the Title
Frontier, developed by the Australian Broadcasting Commission (1997) is a double C D -
R O M covering 'War' and 'Policy and Attitudes" in Australia's colonial history. The
first C D - R O M - 'War' was selected for this study. As illustrated in Figure 7.28, the
main menu provides the user with ten options as well as an information display and
contextual navigation options. While the Introduction provides an audio/visual
sequence, the remaining sections use a Table metaphor (see Figure 7.39) to allow the
user to explore various documents and information associated with the topic area.
Figure 7.28: Frontier
The navigation bar is placed on the bottom of the display and provides constant access
to different operations of the application. Interestingly, the word Frontier on this display
is also a hot spot, leading to an introduction to the application - but none of the
participants discovered this option. This introductory information provided an
orientation to the program and background to its structure - why participants did not
perceive it as an accessible option was not established in the course of the analysis.
7-235
Interactive Constructs
This title provided participants with a range of interactive constructs that were
consistent with the design and metaphor of the application but different from some of
those provided by other titles examined in this study. The major interactive types
employed by Frontier are detailed in Table 7.6:
Interactivity
Roll Over
Pop-Up
Click-Drag
Hyperlink
Clickable-Objects
Description
Graphical response when user positions the pointer over object on display List of options appears when a single screen location is selected User can stop, start and pause the presentation. User can link to another location by clicking on a word. User can click on a display object to activate specific responses
Example
A new graphic appears when the pointer is moved over each of the main menu options Main menu options appear when the navigation bar is clicked. Accessing different sections of a presentation using a sliding control. Jumping from a source reference to the source itself. Navigation from one screen to another.
Table 7.6: Interactive Options in Frontier
Audit Trails
As with the two titles discussed in the previous sections, the participants w h o worked
with Frontier also tended to access only limited areas of the material presented.
However, the difference between the interaction of Anna (Figure 7.29) and Kahli
(Figure 7.30) can be seen in the focus placed on the content material.
Introduction M a m Menu Frontier Introduction First Contact War Massacres Aboriginal Resistance Land Rights Settlers & Squatters The Army & Police Dissent & Remorse Settler Fear
Navigation Bar Ambient Interior Menu Frontier Menu Search Index Print Companion CD Timeline Exit
INTERACTIVITY:
|
i t - m i • i
i i i
M
... 1 11
- ' - -J 5 10 IS
Minutes
•Presentation |J Navigation •Exploration •Involvement
20 25
•Manipulation • Accidental
30
• Reflection
Figure 7.29: Content Audit Trail for Anna
7-236
Whereas Anna remained focused on specific content areas, Kahli tended to jump
backwards and forwards as indicated by the frequent navigation recorded. In contrast,
Nicholas remained focused on a few selected content areas (Figure 7.31).
Introduction Main M e n u Frontier Introduction First Contact War Massacres Aboriginal Resistance _______ Land Rights Settlers & Squatters The Army & Police Dissent & Remorse Settler Fear
Navigation Bar Ambient Interior Menu Frontier Menu Search Index Print Companion CD Timeline Exit
10 15 Minutes
20 25 30
INTERACTIVITY: •Presentation M M ^ S a * 1 0 0 •Exploration •involvement •Manipulation __ Accidental •Reflection
Figure 7.30: Content Audit Trail for Khali
Introduction Main M e n u Frontier Introduction First Contact War Massacres Aboriginal Resistance
_Landraghte_ Settlers & Squatters The Army 8 Police Dissent 8 Remorse Settler Fear
Navigation Bar Ambient Interior Menu Frontier Menu Search Index Print Companion CD TimeBne Exit
10 19 Minutes
20 25 30
INTERACTIVITY: •Presentation fjNavigation •Exploration •Involvement ^Manipulation MAccidental •Reflection
Figure 7.31: Content Audit Trail for Nicholas
As identified with Convict Fleet to Dragon Boat and Dispossessed, Diggers &
Democrats, the program did not evidence any integrated strategies to attract the
7-237
participants' attention. However, the video which accompanied the Introduction was
acknowledged as being extremely well presented and attracted the attention of those
participants w h o viewed the complete presentation. Given this focus, integrating voice-
overs with animated graphics might enhance the value of interactive titles for learning.
Interactive Profiles
A s with the profiles linked to participants working with the other titles, those illustrated
below represent the typical patterns exhibited by participants working with Frontier. In
Anna's case (Figure 7.32), the majority of interactivity involved exploration and
navigation, with the more explicit involvement commencing approximately at the 29th
interaction. In comparison with the profiles presented for Dispossessed, Diggers &
Democrats (for example, Figure 7.22), an interactive balance was not recorded by the
time Anna had completed the task. This is reflected in the percentage of interactive
types represented in Figure 7.33 following.
_ O)
n _ o
100
90
80
70
60
50
o> 40 0.
30 20
10 :E 0 I' i " 1 '
X
~
9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43
Interactions
Presentation
Manipulation
• Navigation
•Accidental
• Exploration
Reflection
Involvement
Figure 7.32: Interactivity Profile for Anna
-O)
3 c tt _ d> Q.
• Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
D Reflection
Interaction
Figure 7.33: Cumulative Percentage by Interactivity Type for Anna
In comparison, the profiles for Kahli show a different pattern (Figure 7.34 and Figure
7.35). While Kahli spent in excess of 5 0 % of the interactions exploring, there was a
tendency for the balance to be linked with the Presentation (yellow line) rather than
Involvement. However, she also demonstrated a small amount of manipulation that
related to controlling the display of content.
1 5 9 13 17 21 25 29 33 37 41 45 49 53 57 61 65 69 73
Interactions
R-esentation — — Navigation — — Exploration — — Involvement
Manipulation Accidental Reflection
Figure 7.34: Interactivity Profile for Kahli
7-239
• Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
• Reflection
Interaction
Figure 7.35: Cumulative Percentage by Interactivity Type for Kahli
The set of profiles for Nicholas (Figure 7.36 and Figure 7.37) show a different
interactive experience, where over the duration of the contact, approximately 5 0 % of
the interactions were exploratory and 2 0 % associated with audio-visual presentations.
Overall these observations reinforce the extent to which different individuals respond to
and interact with titles designed to support education and training.
_ 3 c -_ _ 0-
100
90
80 -
70
60
50
40
30
20
10
0
:::
1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47
Interactions
Presentation Navigation Exploration
Manipulation ——Accidental Reflection
• Involvement
Figure 7.36: Interactivity Profile for Nicholas
7-240
y
1001
90-
80-
70-
§) 60 (0
| 50n u % 40-_,
30-20 10-0-
/
j / \
v /
/
/ X
/-
__ ,
:? ^a—
Interaction
I ^
• Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
• Reflection
Figure 7.37: Cumulative Percentage by Interactivity Type for Nicholas
The following analysis presents details of selected comments made by the participants
as they worked with Frontier. Again, these are structured to reflect the themes and sub-
themes identified by participants and structured according to Figure 5.3 on page 5-127.
Interactive Experiences
A s with Convict Fleet to Dragon Boat and Dispossessed, Diggers & Democrats, the
themes emerging from the comments articulated by participants during their interaction
with Frontier shed light on some of the issues which, it is argued, have been partly
responsible for the lack of success in C E L environments. The following identifies those
themes and discusses them in relation to the comments offered by the participants.
Engagement (Participation)
A repeated issue that I believe has emerged from the analysis of working with
interactivity is that the programs provide an environment for exploration and
engagement, but that it is the learner's responsibility to take advantage of this. The
following reiterates the potential for the program (through the strategies implemented
by the designer) to take a more proactive role in the interaction.
[Joel] A lot of it is interesting when you first come into the program, but after a while it becomes less interactive and just more straightforward so there isn't anything new. There's no ... it's just all information and there's no interaction like in games that they could put in there or just stuff to get people involved more. Like solving puzzles. So I'd think I'd make it a bit more interactive that way.
7-241
Engagement (Attention)
While the graphic design of an interface or metaphor can present well (see Figure 7.39
following), it may not be successful in communicating the intent of those objects, and
break the attention of the user through a form of interactive interference:
[Anna] I can see by rolling over one [object on table] that I'd be curious to roll over the rest of them and find out how they fit into the story ... like the window, the jug, and the cup here. Otherwise they would be perhaps faded into the background. Obviously books equals further reading. There are clear computer elements in that but the window doesn't fit in. It's throwing me. It broke a strong link there.
[Danny] Oh! Right! That wasn't intuitive. I didn't see that happen at all. My attention was up here [at the top of screen]. It relies a lot on exploration.
On the other hand, the interface can support the demands of users, where both Elizabeth
and Sushila link an effective presentation with attention and subsequent learning.
[Elizabeth] Well, it's holding my attention. Impressive with its graphics. The layout is easy to read.
[Sushila] The Introduction gave you something straight away, so it was more like drawing you into the program and making you listen straight away. Usually, when you use the internet, you click on a button and it goes to another screen or site connected or something like that and all it does, is sit there and does not encouraging you to continue. But with this, ... there's no time to even think. I have to listen otherwise I won't get what they're talking about and I might not be able to go any further. So it draws you in, in that aspect and I think that's a really, really, good selling point, because by drawing you in, it's instantly grabbing your attention and then when you get to the end, you've learned something.
Engagement (Interest)
The interest of a participant can be lost if the application does not live up to
expectations (Elizabeth) or there is too much information (Joel). The extent to which the
learner and program might negotiate a presentation strategy is one option to consider in
enhancing such encounters, as the comment by Elizabeth above was more positive.
[Elizabeth] I would like to have seen something depicted behind it when you actually have a journal... with actual writing. I guess that's a little bit more of what I expected to see, using natural things and items of that time. Well, that loses m y interest [in the document] and I don't even want to go into it because I would have preferred to see actual replicas of the documents.
[Joel] There's a lot of information if you're looking up an area but there's a lot of reading involved as well. It's interactive, but it gets a bit dull after a while.
This latter comment is also quite telling, as it highlights the very issue plaguing
interactivity - it is clearly identified within applications, but its impact on sustained
engagement and interest is not always successful.
7-242
Communication (Understand Purpose)
From the comments made, it is clear that users have certain expectations on the
performance and presentation of CEL titles.
[Elizabeth] Well. I expected another voice section there [on the table menu]. With the Introduction it has some narration and some audio giving you some idea of what that area was about. At first I expected that to come up again and to give m e an overall view of this area. I discovered that I need to point into particular areas to get information. ... I expected to see perhaps an image of an article. That doesn't look consistent with the layout of the whole thing. It looks very odd. That just seems a pity. I think m y first impression is that just doesn't look like it fits in with the image of the whole C D .
[Kahli] I was clicking on this [description of the letter] and I didn't understand that this would be the actual thing ... the actual letter. It is pretty obvious really.
So in some way there is a responsibility to prepare the user for what is to come, without
compromising surprise and interest. In this case, Kahli had to repeat the process through
trial and error before she admitted it was obvious. By referring to the illusionists
(Tognazzini, 1999), their technique is to explain the dangers of the task and then to
surprise and delight the audience with the outcome - sawing a person in half, making a
plane disappear or pulling a rabbit from a hat! All of these are techniques to engage and
entrance an audience - in what way might these same strategies of magic and illusion be
used to engage the learner in the tasks to be performed, and make those tasks obvious?
This is not to trivialise educational process, but to suggest that if an interactive world is
to be effective then the invisible teacher or trainer responsible for the design must in
some ways perform the same magic as the illusionists. In this case the magic would be
designed to enthral and engage the learner to such an extent that they become a lead
player in the narrative of the content. The responses from the learners might then be
treated in the same was as those from actors in a play as they work through the script.
The responses to the section of the application where users were given a list of
documents to which they could link (illustrated in Figure 7.38 following), highlighted
particular issues with the interactive process, as shown by these comments:
[Anna] I can see that its intention is to be just a brief summary. They're not in point form or anything and it really doesn't imply ... the box implies that I can click on it and that there is something further to do there but I would have expected to see it more in point form.
[Joel] Well, there was a box around it but there were no instructions. Maybe a little tab underneath saying 'Click here' or something would have made it a little easier to follow. The icons, I didn't see it before, doesn't say forward or back on it which I was looking for
before.
7-243
________ _.
$
Kelly's evidence regarding the treatment ot A_orlglnol w o m e n by o m a n named Harrington. Governor King allows Potramatta settlers to use lorce In response to Aboriginal attacks on whites and their sheep. Governor Ttiomas Brisbane's proclamation of martial law following violence at Bathurst. Governor Darling deploys soldiers to the Argyle district. following the murder of white stock-keepers. Excerpts from the report of the Select Committee on Aborigines In the British Settlements. 1837. The Tasmanian Executive Council. 1828, warns of a bloody, private war between settlers and Aborigines. Excerpt from a speech by William Cox to a public meeting In Bathurst In 1824. A Bathurst petition demands the government protect settlers from Aboriginal aggression.
SETTLER* AND SQUATTERS
j_ . m
with them, founded on several instances of
their humanity and generosity, which shall be noticed in their proper places, has entirely reversed my opinion; and led me to conclude,
that the unprovoked outrages committed I upon them, by unprincipled individuals \jimong us, caused the evils we had I experienced.
_*%£"•' /,. St: 0,**^**+**,
Tench, w. (1793) A Complete Account ot the Settlement ot Port Jackson, in New south Wtales Including an Accurate Description ot the Situation ot the Colony: of the Natives, and ot Its Naturat Productions London p.3
-)4 £r -<«•— 'A
£ ffPST C-WTACT
u ] m W t_rUt___aa__tS_____
- " * * • _
Figure 7.38: Communication- Understanding the Purpose
Here Joel articulates a need for communication, which might be negotiated by the
learner setting their preferences for a particular session. As the learner begins to
successfully navigate and become involved with the content they can maintain the
original preference or modify it, dependent on their needs and support requirements. For
example, an 'angel' or intelligent agent might appear on the first occasion saying "The
orange box around the text means you can click on it for more information". O n the
following occasion the prompt might be "Remember to click on the text for more
information", and on subsequent occasions prompts would only be provided as a result
of the learner's request. This is an example of the system being designed and
programmed to adapt to the user, through a dynamic contextual help system. What this
highlights is the area of interactive design - those elements that are critical for the
communication, involvement and manipulating aspects of the title.
Communication (Feedback)
[Anna] Oh! Terrific! Graphics and effects. Roll-overs ... makes m e curious when I roll over
one.
[Danny] Seems pointless without clicking. I don't really know what the point of that was [roll-over on photo]. It's giving additional information [on roll-over of titles].
The above two comments reflect different reactions to the feedback available. Taynton
(1999) suggested that the faith designers place in roll-overs to alert users to possible
7-244
interactions is unjustified, being overridden by the click and find approach to
interactivity.
Control (Navigation)
Making navigation available is not necessarily the solution to successful control, as
shown by the following:
[Danny] Simple looping through pages. Hyperlinking. It's really basic in its interactivity level. It really relies on your going searching for something specific I guess. A general meandering through and just looking. I'd get bored with it very quickly I'd say.
[Joel] Well, once you know what the icons are, it's easy ... it's basic to follow where to go, but first you've got to find out what the icons are ... like scrolling the page and going to click on how to get the icons up.
Control (Choices)
Similarly, the options provided to users to control access to content may not match their
expectations or prior experience:
[Simon] Right! I was expecting to get a search request, a dialogue box where you type in words to search for. ... It's given m e an alphabetical listing of topics and it actually includes the topic that I had decided to look for.
Design (Interface)
Another aspect to emerge from the comments of participants relates to what they
perceived from the interface as presented. For example, David (working with Convict
Fleet to Dragon Boat) noted that he did not observe the way a screen had changed and a
similar response was made with the table interface used with Frontier (as shown in
Figure 7.39 following) and referenced by the following comments:
[Nicholas] I noticed that once you got past this first Main Menu, each of these [the table interface]... I haven't clicked the rest of them, but each of these one or two were the same format. Y o u had the same sort of materials to select which is good. If they changed around too much, it would be too hard to understand how to do it... like what things were there for selection. ... The only thing I didn't like ... it actually didn't have anything to do with the interaction ... when you go into these [MainMenu headings] it doesn't give you the headings of what they were. So ... you get lost, but the interaction was fine.
Panny] That 'Main Menu' is doubling up on this whole thing here [the navigation bar]. It could have gone straight into this and that would've given you all the information that you needed.
[Kahli] They could have changed the pictures here [the table interface]. That was pretty boring the way it was that same thing every time. Doesn't seem to have a lot of options there really. But I thought that was O K .
7-245
Figure 7.39: Interface and Perception
Even though the name of the topic was displayed on the navigation bar, few users
picked up its presence and function (if it was clicked, each of the main menu items were
displayed, enabling quick access between topics). This seems to highlight an issue with
communication and design - how much do you standardise and how much do you vary?
I suspect the answer lies in the extent to which the user has been integrated into the
narrative, because the user will either expect those objects to be there or, if unexpected,
be able to interpret their purpose or function. Given this option, a possible extension to
C E L will be applications where there are multiple players, some of w h o m may pass
through part of the interactive landscape, alter it and leave. W h e n another player returns
to that landscape they will encounter changes. This is quite usual in the real world, and
implementing this in a computer based environment will be a function of both pedagogy
and design.
Users also indicated a desire for consistency and variation - a complex issue, but one
also quite typical in the everyday world. Continuing the reference to the table metaphor
(see Figure 7.39), its intent was readily understood by each of the participants.
However, there was for Anna an expectation that the objects on the table would vary
according to topic area being investigated:
7-246
[Anna] Seeing the same menu for each of them was really disappointing. It could have been done better. Yes. Different things. And the 'table' metaphor -1 can see that it's a table because of the roll-overs and everything on the table. I'm not focussing on the table, I'm focussing on the icons so perhaps that's where this gets lost [icons at the bottom of the display] It's not a very tight metaphor. And I would have expected different things perhaps in a completely different picture.
If the application is going to present a table metaphor, then the user expects to be able to
select each of the objects shown. Why include some with no apparent purpose other
than graphical balance? Why not change the items on the table as the content changes?
Here again we have a conflict between content and application. While the content (from
an historical perspective) could be divided between Newspaper Articles, Letters,
Journals and Official Documents, analysis of the content revealed that the total number
of entries for these items ranged from 16 (relating to the First Contact area) to 45
(relating to the Settlers and Squatters area). So the design for the First Contact section
could have used a different set of objects to help indicate the different numbers of items
within each sub-category (letters, journals etc). The participants demonstrated the
capability to discriminate the source of documents, and the design could reflect this.
Design (Multimedia)
As with the comments made in relation to the background sounds generated in Convict
Fleet to Dragon Boat, sections of the audio-video presentation in this application
received a similar response:
[Anna] I'm trying to see if this is changing [another part of the screen]. It's a little confusing to see a video, hear a voice, and have to read text all at the same time. ... The sound effects are definitely irritating when you're actually trying to ... The sound [voice-over] is quite disturbing ... not really disturbing ... distracting.
Design (Audience)
Another aspect of design is the target audience of the product. In this example, Sushila
commented on a discrepancy between the menu item to control background sounds
(Ambience) and the target audience - tertiary and secondary students.
[Sushila] And the music note alone [in sound control] would probably be enough without the word to know what is happening but 'Ambience' sort of goes with the music but it depends what level of... what type of person you're focussing on, what level you're targeting the program towards because 'Ambience' is a word that not all people would be happy with. It wouldn't sit well with all people because it's a more formal word.
7-247
Individual (Learning Styles)
Two observations also related to the ways in which the learning styles of individual
learners might be affected during the interactive process. In the case of Sushila, the
mode of presentation was almost gripping:
[Sushila] I was just thinking as that was playing that I was expecting a video and someone narrating, but the pictures actually say more than a video could because a video wasn't around when these sorts of things were happening. A n interaction I would have been expecting would have been a video of someone explaining a little about the history or of an Aboriginal talking about his ancestors ... but the pictures say a lot more than that, because you can replay it and look into the detail of each of the pictures.
However, Danny became frustrated with some of the options available when performing
the search task:
[Danny] The addition of a text entry search would have made it a lot better, made the project a hell of a lot better. I just stumbled across the answer. Like I went through these [options from the table interface] and I had to cover a hell of a lot of information to actually get an answer.
Impressions
By way of conclusion to the analysis of Frontier, the following two observations are
representative of the participants' response to the product:
[Joel] I like the Overview. It's good. They give you an interaction with picture and sound. After you've seen the Overview you know to look into these other areas, but it's not in any particular order so you're not really sure what's best to look into first. And you don't know that it's sound and picture with the Overview because it doesn't say anything like that.
[Kahli] It's easy to navigate around. There's lots of pictures and you can go back and you can stop at any time, speed it up, and that's really good. It seems to have a fair bit of content, there's a lot of writing and a lot of words, if you read through every single one.
Summary
Working with the Frontier product, participants had access to more program-controlled
presentations than were evident in titles such as Dispossessed, Diggers & Democrats or
Australian Stamps. This was reflected in both the content audit trails and interactive
profiles, where the audio-visual presentation of material took a greater proportion of the
time interacting. One of the issues to emerge from this is the extent to which
participants were engaged during the presentation, or simply patient. Certainly
individuals like Sushila were highly impressed by the way the presentations identified
the major issues of the content area. As this product was developed by Australia's
public broadcaster, it is probable that expertise in producing confronting video footage
7-248
was responsible for the effectiveness of those sequences implemented within Frontier.
The extent to which C E L design teams can afford this level of expertise might be one of
the indicators of their ultimate success. Even so, as Joel observed, too much of a good
thing can potentially make the user bored.
With respect to the individual comments derived from the transcripts, one of the major
issues to arise was associated with the way in which the interface is presented and the
options made available to the user. In the case of the "Internal M e n u " used by Frontier,
which displayed the table metaphor for access to content, participants either did not
perceive that the navigation bar contained the name of the topic (Nicholas) or became
frustrated that it performed a similar function to the Main M e n u (Danny). The extent to
which the user is able to interpret the interface and be in control of the information
access will also impact on the success of the interactive environment.
The analysis in the following section addresses the Australian Stamps title, providing an
additional set of data on the link between interactivity and effective communication.
7-249
TITLE 4: AUSTRALIAN STAMPS
About the Title
Produced by A P T A (1997), this title was designed for the user to "explore the
wonderful world of Australian stamps and enjoy for hours the new multimedia C D -
R O M experience of discovering information about Australia and its former colonies".
Figure 7.40: The Wonderful World of Australian Stamps
The main menu, illustrated in Figure 7.40, provides the user with 7 different topic areas
and a vertical navigation bar for access to topic and sub-topics as well as glossary and
searching facilities. Each of the topics provides access to a wide range of sub-topics and
related information. Even from the brief description of the title above, two aspects of
this form of presentation emerge - that multimedia is an enjoyable experience and that
part of that experience is discovery. While there is clearly delight in discovering
something new and interesting, I suggest that discovery will not be effective unless the
user is able to navigate successfully and with meaning towards a goal.
An interesting observation with this particular title is that very few participants actually
got to view any stamps, as it often required the selection of a topic, a sub-topic, a
7-250
content area and a theme before a stamp was actually displayed. As with the other titles,
none of the participants examined the accompanying booklet, which provided additional
details that might have enabled more directed exploration and involvement.
Interactive Constructs
This title provided participants with a limited range of interactive constructs essentially
designed to support navigation from the main menu to related content areas. The major
interactive types employed by Australian Stamps axe detailed in Table 7.7:
interactivity
Clickable-Objects
Hyperlink
Text Entry
Description
User can click on a display object to activate specific responses
User can link to another location by clicking on a word or object. User is able to enter text of their own choosing
Example
Menu and sub-topic items Display of stamps Up/Down arrows for sub-topics Jump to content area from list Jump to different topic Content search facility
Table 7.7: Interactive Options in Australian Stamps
Audit Trails
Five participants worked with this title. The methods of access were similar to those
previously discussed, in terms of the limited amount of content visited, but differed with
respect to the increase in the Navigational interactivity recorded. I believe this was
essentially a function of the hierarchical nature of the application. The two Audit Trails
shown for Solveig (Figure 7.41) and Nancy (Figure 7.42) illustrate the ways in which
the content was accessed.
In the case of Solveig, she worked through 5 of the 7 content areas, but as shown in
Figure 7.41, her total contact time was approximately 15 minutes. In comparison,
Nancy spent most of her contact time within a single topic, and approximated 17
minutes, as shown in Figure 7.42. This lower access time (in comparison to those
recorded with the other titles) may be a reflection of the interface, which was text
oriented and provided little guidance for the user. After selecting a topic, the user was
presented with a series of questions which if selected and pursued, eventually reached a
set of content material and images of stamps that were designed to provide an answer to
the original question.
7-251
Main M e n u What Makes A Stamp History of Stamps H o w To Collect Famous & Desirable Investing Producing Stamps Using Stamps
Navigation Bar Credits Glossary Find Related htormatton From the Top To the Topics Go To
out
" I " T - II ! T — T — II " ~ ~
II 1 1
. .. 1
~ . - - . " • - - • ' '
1 • _ . '" 1 "
1 11 1 1 1
1 -
"
0 5 10 15 20 25 30 Minutes
INTERACTIVITY: •Presentation • Navigation DExploration •involvement •Manipulation •Accidental •Reflection
Figure 7.41: Content Audit Trail for Solveig
Main M e n u What Makes A Stamp History of Stamps H o w To Collect Famous a Desirable Investing Producing Stamps Using Stamps
Navigation Bar Crecfits Glossary Find Retete. Information From the Top To the Topics Go To Quit
1 1 1 1 i 1 1 1 1 1
1 1 1
I I I I 1
1 1
0 5 10 13 20 25 30 Minutes
INTERACTIVITY: •Presentation •Navigation •Exploration •involvement •Manipulation • Accidental •Reflection
Figure 7.42: Content Audit Trail for Nancy
The following section describes the interactive profiles for Solveig and Nancy in terms
of the implications for the effective use of C E L products.
Interactive Profiles
The profile of these interactions is consistent with many of those generated by
participants working with the other titles. A s mentioned above, of interest is the time
factor, as the contact times for these five participants averaged 17.6 minutes compared
to in excess of 23.7 minutes for titles such as Real Wild Child. However, within that
7-252
time frame these participants were still able to make a similar number of recorded
interactions. A s shown by the profiles for Solveig (Figure 7.43) and Nancy (Figure
7.45), a balance between involvement and exploration was not achieved at the
conclusion of the session. It is therefore possible that this concept of interactive balance
might provide a new indicator by which the effectiveness of C E L applications could be
measured.
1 3 5 7 9 11 13 15 17 19 21 23 25 27 29 31 33 35 37 39 41 43 45 47 49 51 53 55
Interactions
Presentation
Manipulation
• Navigation
•Accidental
• Exploration
Reflection
• Involvement
Figure 7.43: Interactivity Profile for Solveig
U^
• Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
• Reflection
Interaction
Figure 7.44: Cumulative Percentage by Interactivity Type for Solveig
7-253
21 25 29
Interactions
33 37 41 45
Presentation
• Manipulation
• Navigation
•Accidental
• Exploration
Reflection
• Involvement
Figure 7.45: Interactivity Profile for Nancy
a a 3 c e _ o OL
• Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
• Reflection
Interaction
Figure 7.46: Cumulative Percentage by Interactivity Type for Nancy
A n additional observation from the cumulative percentage diagrams (Figure 7.44 and
Figure 7.46) is that both Solveig and Nancy spent a reasonable proportion of their time
reflecting on various aspects of the product - 2 9 % and 3 3 % respectively. With this form
of observation, the extent to which users make comments about the application may
also provide a measure about the engaging qualities of the application. In the context of
these comments it should be noted that Solveig was interested and motivated to use the
product, but was restricted by a number of its interactive characteristics.
7-254
Interactive Experiences
To provide a context for explaining these trends the following examples demonstrate
the themes emerging from the spoken aloud comments made by the participants. These
comments are categorised according the to themes and sub-themes that were identified
in Chapter 5 and structured in Figure 5.3, page 5-127.
Engagement (Motivation)
In making a general observation about the Australian Stamps title, Solveig focused on a
range of issues that would impact on the engagement of a range of users.
[Solveig] It's ineffective. It interacts but it depends on what audience it's aimed for. Children wouldn't watch it because there's nothing there to excite them about stamps. It's very dead, there's no colour, no animation, nothing to make them want to go out and buy them. Perhaps I missed it, but there was nowhere they could obtain further information if they wanted. Where they could purchase stamps from catalogues? There was no excitement in it. Boring, just really boring.
Communication (Understanding the Purpose)
The structure of the main menu, in terms of visual communication, is critical to the
meaning conveyed through the combination of text and graphics. While there are many
examples of confusing symbols, the meaning we ascribe to these images is clearly
critical to developing an understanding of our role in the application. In commenting on
her expectations of the menu topics, as requested by the instructions for this activity
(Appendix D.l), Natasha made the following observations:
[Natasha] What Makes a Stamp: how it's made, the process of actually making it. History of Stamps: what they were like in the past and how they came about. H o w to Collect: just gives you instructions on how you go about collecting them. Oh! That's interesting! Producing Stamps: the process of making them and what makes a stamp. Using Stamps. What is that? I'm not quite sure what it means, but I presume it means desirable - the most popular stamps and which ones most people would like.
This range of meanings and expectations derived from the topic items displayed to the
user was consistently varied, and participants were sometimes clear, sometimes unclear,
as to the content associated with particular options. The following two observations
illustrate this difference in reaction to the visual cues presented from the main menu
(Mark K.) and sub-menu (Jessmyn):
[Mark K.] Judging by the graphics, it's probably the actual physical production of the stamp and how they actually look, what's involved using stamps.
7-255
[Jessmyn] It's given m e two questions that they are obviously going to answer in the next section. It's telling you that definitive stamps are available over an extended time, which basically means everyday stamps. It's answered the question completely. They're answering the questions, straight to the point.
Communication (Feedback)
Providing feedback to the user to support communication is recognised as essential to
interactive processes, but it is not always provided:
[Solveig] Y o u know the little topics at the side didn't really invite you, they just sat there. Some of them [in other applications] glow or flash or do something, but they just sat there doing nothing.
Here Solveig is expressing a need for visual feedback, an indication or response from
the system that an area is active, and that selecting it will initiate a response. Interesting,
some participants responded to the animated displays of Real Wild Child in similar
ways, expressing a desire for less animation. This is another example of the potential for
negotiation between user and program.
Control (Navigation)
Being able to move between locations within the application is essential, but it is not
always simple:
[Nancy] What are they [the buttons] - to go back to the interactions? In other software programs you just click twice and you go to the information you want. But in here, I found that you have to go back and then start all over.
This reliance on past experience seems important, as the web is in c o m m o n use,
especially with this group of participants. In terms of negotiation, this might be resolved
by developers enabling users to set preferences within the application. While this may
increase the development cost, a design well defined at the commencement of a project
does not necessarily increase the workload significantly.
Highlighting the variation in individual interpretations of content and interface is the
following comment. Natasha also indicated that she was "in control" of the process
which is important for the user to developing an understanding of the overall structure
of an application.
[Natasha] At the start it was fairly good. You had to click on that heading just to get to what you wanted to W h e n you first got into the G o To section, I wasn't quite sure to click on the topics given and I couldn't figure that out until they were asking questions. It's pretty good though It's easy to get back to the start and these [controls] are pretty self-explanatory.
Control (Choices)
The issue of control is also identified in terms of consistency between applications,
shown by Solveig's comment. However, what remains difficult to ascertain are the
characteristics of options that are intuitive compared to those that are not:
Figure 7.47: Controls or Links: Intuitive or Non-Intuitive?
The screen Solveig was referring to is illustrated in Figure 7.47, and it would appear
there is a mismatch between c o m m o n internet standards and those presented in this
applications. The user sees a list of topics but there is no c o m m o n indicator that these
are active links to additional content. Based on this group of participants, users will
discover this functionality relatively quickly, but if the application contains a number of
these inconsistencies, h o w much information may be missed?
Design (Interface)
Another aspect of the application was the way in which graphics were displayed and
accessed. The six black rectangles at the top-left of the display shown in Figure 7.48
represent six different images associated with the "Kangaroo on M a p " design, with the
7-
current image indicated by the red dot in top left rectangle. Clicking on one of the
rectangles would reveal the corresponding graphic This was one of the responses to this
screen:
[Mark K.] There's a red dot in this. D o you know what the red dot means? I'm not sure. It's the same one right through.
This did not appear to be an intuitive interface. More interestingly, the participants
working with this title rarely found an image of a stamp, which required some three
links to reveal. O f those w h o did, only Mark K. made the connection with this interface.
Figure 7.48: Interface to Access Six Discrete Images
Interference to the interactive process has resulted from information about the structure
and metaphor of the title not being communicated effectively to the user. While this
information was contained in the accompanying documentation, the booklet did not
seem to be recognised as a source of useful information. The development of a narrative
structure where the user becomes part of a story in which the images, activities and
interactions are consistent and transparent is one possible means to reduce such
interference to create meaningful interactions.
A separate issue associated with the interface occurred for both Solveig and Nancy,
with Solveig being concerned about the "flashing" of the screen:
[Solveig] W h y did that flick from one screen to another? [referring to a jump from a main menu topic to a sub-sub-topic]
7-258
In this case, both Solveig and Nancy double-clicked the main menu topic. The response
by the program was to interpret both clicks - the first to jump to the sub-topic and the
second to the sub-sub-topic. What was interesting is that, apart from the "flashing",
neither Solveig nor Nancy appeared aware that they had skipped a complete level of
content choices.
Individual (Knowledge Building)
Of all the participants, Mark K. was the only one to offer an admission of gaining new
knowledge:
[Mark K.] This is sort of interesting, describing what the collection would be like or will be like. O K ! They're talking about the actual structure of the collection. I'd not actually thought of that, I thought you just put stamps in a book.
This highlights the difference in approaches between participants and what happens
when you access an area that triggers an association. While this comment appears to
vindicate the promotional material associated with Australian Stamps, the question can
also be asked as to what mechanisms other than association might guide users to
discover aspects of individual interest in the content area.
Individual (Relevance)
In terms of the effect products have on the individual, issues such as prior experience in
the content area can also impact the overall effectiveness"
[Solveig] I used to collect stamps year ago - if they were going to write a section about mint or used stamps you would have thought that the headings would have been 'mint' and then 'used', rather than scattering them. It's a case of fragmented information. It's very hard to read and it's not classified in a very clear way.
Here there is a conflict between Solveig's expectation of how the content layout and
presentation should appear and the layout prescribed by the designer and subject expert.
In this particular application there appears to have been an attempt to include as much
information as possible in a relatively technical (ie. subject specific) format. While it
can be assumed to be accurate, it remains extremely dense. The issue of information
design comes to the fore here. What exactly should you present to maximise the
communication of information to the user, and what activities are there for them to be
able to respond? For example, rather than presenting the information all at once, why
not present a short segment and ask the user if they would like to see more, and in what
7-259
format. In this way the negotiation elements of the encounter can be continued
throughout the interaction,
Impressions
The final two observations from the participants provide an general overview of the
reactions to Australian Stamps.
[Nancy] I like the Introduction. I think it tells you straight away what you are looking for. But these functions [at the right of the screen] make m e think twice, If I want to go back to do something, I didn't know which one to click. I thought by clicking in there [pointing at screen] I might get some more things, but eventually I had to go back to the menu. I think it was useful, something very new for me. Very brief information, which is good because you may be looking at what you want.
This is an interesting observation as Nancy saw very little of the whole program and did
not actually view a single stamp, even though she explored areas where there were
further links to the actual stamp images. The application also consisted of extensive text
information over a wide range of topics that it appears Nancy also did not appreciate.
[Jessmyn] It was basically pretty straightforward. It gives you the topics and it covers them bit by bit as it presents the questions on the topic areas. Navigation is pretty simple. Everything's all there, accompanied by an icon. I didn't find any problems with it. Well if you're interested in this kind of thing I think it would be great. You have heaps of general information that would be essential for doing things properly with collecting.
This is a telling statement. While there is an underlying assumption that only people
interested in the content area would be using the application, it is at odds with the
hypermedia rhetoric that promotes the linking concept. This application, as with others
used for the study, did nothing to help the user become integrated into its narrative.
W h y should the developers not implement strategies to engage both the motivated and
casual user? It is as if the interactivity is simply a technique to move (navigate) from
one piece of information to another, with no attempt from the program to engage the
user once they access that information.
Summary
This section has focused on those participants w h o worked with the interactivity
embodied in the Australian Stamps title. As with the other titles considered, the
interactivity was considered in terms of the content audit trails, the interactive profiles
and the interactive experiences.
7-260
With respect to the audit trails, the two examples used to illustrate the access undertaken
by participants suggested that they did not uncover the depth of the content available, as
evidenced by the comparatively short time spent in each section. However, based on
their observations, the participants were able to navigate to main content areas
successfully, despite expressing uncertainty as to what that area might contain. The
discussion also noted that information provided by the producers, in the form of an
accompanying booklet, was not accessed by any of the participants. The reasons why
participants might not have availed themselves of this opportunity was not evident in
the transcribed comments.
The interactive profiles provided trends that reinforced the potential of interactive
balance as a means to assess the benefits of C E L applications. In addition, the extent to
which the structure of, and interactions embedded within, an application affects
useability was considered with respect to the comparatively high level of reflection by
the participants on their interactive experience. Finally, the extracts from the
participants' spoken observations provided additional support for assessing the means
by which a learner and user might negotiate the overall learning experience where C E L
is the educational medium.
The following section provides an analysis of the ways in which participants worked
with the interactivity associated with the second philatelic title, New Zealand Stamps,
7-261
TITLE 5: NEW ZEALAND STAMPS
About the Title
According to the developers (New Zealand Post, 1997), this product was designed for a
range of ages, allowing people to explore the philatelic history of N e w Zealand. The
initial screen, illustrated in Figure 7.49, shows each of the four menu items (Scapes,
Critters, Album and Information) fully extended from the left. The user can select either
of these and has short-cut access between sections, as detailed in the Help section. The
Scapes component includes a number of roll-overs and animations while the Critters
section includes three games. Within the Album section, users can either explore
information of stamps by a number of categories or create one or more "virtual" albums
of their own collections.
Figure 7.49: New Zealand Stamps Virtual Album
One of the interesting features of this title is that the menu items can either be selected
by clicking on the respective tab or by clicking-and-dragging the tab to the right. O n the
right of the screen are black and white images of stamps the user can collect within the
current Scape. In this application, unlike the others used in the study, there is no main
menu. Instead, users commence in the Kiwiana scape and from there can navigate to
7-262
any of the other topic areas. Information provided in the More Info section details
keyboard shortcuts to each of the various content areas; however, none of the
participants used or determined the availability of this option. "Doorways" from one
scape to another were also provided, but these too were not discovered.
Interactive Constructs
This title provided an extensive range of interactivity, as shown in Table 7.8 following.
While not specifically identified by the participants, I believe such a wide and possibly
complex set of options may degrade the operation of the product and the subsequent
engagement with the application.
Interactivity
Clickable-Objects
Hyperlink
Text Entry
Roll-Overs
Controlled Navigation
Click-Drag
Target Shooting
Automatic Scrolling
Keyboard Shortcuts
Description
User can click on a display object to activate specific responses
User can link to another location by clicking on a word or object. User is able to enter text of their own choosing Responds when user positions pointer over object on display
Program provides cues as to which direction to take
User is able to drag an object from one display location to another
User has to hit a moving abject by clicking it with the pointer
A list of information is scrolled automatically
Key combinations to navigate through the application
Example
Menu and sub-topic items Display of stamps Up/Down arrows for sub-topics Link from a year, theme or design to related stamps Content search facility
All the Scapes have hidden objects that appear when the pointer is over their screen location Within each Scape, positioning the pointer to the edge of the display activates an "Explore" prompt, including a directional arrow Stamps positioned at the right of each Scape display can be moved around the screen A series of stamps fall into a bowl of water and the user has to click those requested In the Album section, the list of years will scroll up or if the pointer is located at the top of the list Using Shift-Q will commence the exit routine
Table 7.8: Interactive Options in New Zealand Stamps
Audit Trails
The Audit Trails shown in the following figures suggest a more widespread access of
content as well as more focused activities in certain areas. A n interesting aspect of this
title was the extensive time spent coming to understand the initial screen (in the order of
5 minutes for each participant), reflecting a reaction to a different form of starting
screen. Rather than a clear set of topic options, the user had to discover the various
7-263
options available, including the interactions available within the Kiwiana scape as well
as the options accessible through the other menu tabs. However, this extensive
exploration compares with the time spent exploring the initial screens in Voodoo
Lounge, which also provided a virtual environment.
The interface for this title also required the user to interpret the labels on the menu tags.
As will be shown in the Interactive Experiences section, participants did not intuitively
interpret the Critters section to involve some simple games nor link the initial screen as
being within one of the four available scapes. Engaging the user at an early stage as to
the narrative structure would appear to be another critical element of the overall
interactive process.
The content audit trails presented show how Tiago tended to remain within a single
content area (Figure 7.50) for extended periods while Dusk was actively moving
backwards and forwards from one location to another (Figure 7.51).
Introduction Scapes Kiwiana Forest Metro Waterworld Quit
Critters Weta Tafcahe Tuatara
Album Select an Issue Year Themes Designer Printer Stamp Alburns
Hore Inf ot mation Help Glossary Phaatelic
1 1 1 1
] |
1
1 1 1 1
1 1
1 1
1
0 5 10 15 20 25 30 Minutes
INTERACTIVITY: •Presentation ^Navigation •Exploration •involvement • Manipulation • Accidental •Reflection
Figure 7.50: Content Audit Trail for Tiago
7-264
Introduction Scapes Kiwiana Forest Metro Waterworld Quit
Critters Weta Takahe Tuatara
Album Select an issue Year Themes Designer Printer Stamp Albums
More Information Help Glossary Philatelic
1 1 1 |
1 i 1 II
I | _j L_ 1 II 1 1
1 1 II • 1 1 1 1 1 1
1 I I II 1 1 1
L |
1 1 I M i i :
II i
0 5 10 15 20 25 30 Minutes
INTERACTIVITY: •Presentation ^Navigation •Exploration •Involvement ^Manipulation • Accidental •Reflection
Figure 7.51: Content Audit Trail for Dusk
Interactive Profiles
Despite the seemingly complex interface and broad range of interactive types, the
interactivity recorded from participants working with New Zealand Stamps revealed a
higher percentage of Involvement and Manipulation than was evident with the other
titles, apart from Voodoo Lounge.
Figure 7.52: Interactivity Profile for Tiago
7-265
For example, as shown in Figure 7.52, Tiago achieved a balance between involvement
and exploration at approximately the 14th interaction, which commenced after
approximately 6 minutes. This is reflected in percentages represented in Figure 7.53.
For Tiago, this involvement occurred when he became involved in one of the activities
to search for hidden stamps.
Figure 7.54: Interactivity Profile for Dusk
7-266
In comparison, the profiles for Dusk (Figure 7.54 and Figure 7.55) present a higher
degree of exploration with a balance, albeit lower, between Navigation, Involvement
and Manipulation.
_ ES
3 c • _ • a.
100 -, 90
80
70 •
60-
50
40-
30-
20-
10
0-
/ /
__3__l
y A • |
~~* / y\ i i
L ^ " "
7.375
Interaction
/ -?
/ /
D Presentation
• Navigation
• Exploration
• Involvement
• Manipulatbn
• Accidental
• Reflection
Figure 7.55: Cumulative Percentage by Interactivity Type for Dusk
Interactive Experiences
To provide further details on these trends, the following discussion focuses on the
comments made by the six participants w h o worked with New Zealand Stamps. A s with
the other titles, the comments are categorised according to themes and sub-themes
derived in Chapter 5 and displayed in Figure 5.3 on page 5-127.
Engagement (Motivation)
This theme focuses on the factors that impact on initiating and maintaining a user's
motivation. In this case Darren was not interested in the topic, but was able to articulate
h o w that the program might have activated interest:
[Darren] Well. I've basically got no interest in the program, in the topic. Could be handy if they had some sort of voice to say what's going on or something written on the screen telling you what you had to do but... some sort of screen to say what it's all about. It really didn't have that, it just went straight into it.
It is unlikely that every learner who is given access to an application will be interested
in it. So part of the role of the design team is to generate an environment that is
attractive to even the most disinterested student. These strategies are already part of
7-267
learning practice, but implementing them in C E L environments appears to be a more
complex issue, linked to developing our notion of human-computer interaction.
The extent to which the user becomes motivated to continue working with an
application is clearly critical. However the issues raised by Darren were not evident
with Dusk's experience:
[Dusk] My first impression of the home page was that it was a quite distracting graphic. But after moving the mouse and finding that a lot of the graphic is interactive, it didn't seem as distracting. ... The mapping of the site was quite logical. It does engage you in the content. You have to progress through steps to get to your answer.
The marked difference between participant responses highlights the need to investigate
further the extent to which interactive constructs can be implemented to support the
characteristics of the individual learner.
Engagement (Interest)
As identified with the other titles, most participants experienced conflict between the
content expected as a result of the topic names or section icons, and what resulted in the
actual presentation. The outcome can be a loss of interest:
[Richard] I'm not sure what Critters is. I think I'm probably going to get stamps with different types of critters on them. I imagine these are indigenous to N e w Zealand, these critters. No, I'm not quite clear as to what the purpose of this is actually. Maybe I'll come back a bit later on. No, I still don't really understand this. I do understand that you click here but I still don't understand how you associate Critters with this [the screen presented when one of the critters was selected]. No. At the moment, it's losing m y interest. I don't really like this.
Communication (Understanding the Purpose)
This application also provoked some comments that illustrate the frustration that can
result with unsuccessful interactions:
Parren] Everything I try seems to be a dead end! I guess the program is asking me to find
these postcards, these stamps.
The tone used when Darren made this comment indicated his frustrated and lack of
purpose or orientation in the activity. They users appear quite capable of undertaking
the activity (in this case collecting stamps) but were not able to complete the activity
because its role in terms of the whole application was unclear.
7-268
Communication (Feedback)
The following sequence illustrates a particular issue well established by the CEL
research - the expectation and need for feedback. While Tiago got immediate feedback
when a stamp was collected (see Figure 7.56 below), it was the lack of recognition that
the task had been completed which caused this response:
[Tiago] I'm really puzzled by what I'm supposed to be doing here. I'm just trying my luck to see what happens. I see it gives m e information on how I can click stamps. It doesn't say anything about what it's actually here for or what the themes are. I've actually just realised you have a little arrow with which you can explore. And by m y previous experiences I'm going to have to collect them, I'm going to have to find the other stamps somewhere around the screen. N o w , I'll see if I can actually finish the stamps to see if I actually get a reward system. Considering that it's about fish, it'll probably be a little movie or voiceover interaction about fishes. I was hoping to have something as a reward. I feel disappointed. I expected more than just clicking on these things.
The expectation for some kind of feedback (not necessarily a reward, but a response to
indicate a task is complete) is well represented by this response. As a critical component
of the prompt-response-feedback cycle, this exemplar suggests that had some feedback
been given there may have been the motivation to look at another of the scapes to
receive another reward. Regardless of age, it would appear users expect some indication
of success or completion.
Figure 7.56: The Collecting Stamps Activity
7-269
In a constructivist environment, this may be hard to rationalise as it is a user's choice as
to how tasks are employed. So even if using the computer as a tool to test some
hypothesis, there may still be the expectation for some confirmation that aspects of the
task have been undertaken correctly or completed successfully, as suggested by the
Reactive-Confirmation level of interactivity (Schwier & Misanchuk, 1993).
The stamp collecting activity (Figure 7.56) itself provides an excellent example of the
problems that can be encountered when there is a lack of communication between user
and application, despite the information being provided. In this case, each of the four
scapes displayed monochrome images of stamps at the right side of the screen. W h e n
the mouse is rolled over each stamp, it enlarges and the words "Find M e " are displayed.
When exploring the screens within the scape, the stamps remain visible and, as the
mouse rolls over the scenes in certain locations, an area enlarges as a stamp and the
words "Click to Collect" are displayed. W h e n the user click's the area, the
corresponding stamp at the right of the screen is coloured. Interestingly, if you click but
then leave the mouse in the same location, the words "Already Collected" appear, which
was quite confusing for Tiago.
Even though he managed to collect all the stamps within a scape, he did not perceive the
text on the coloured stamps which read "Double Click for the Encyclopaedia", which
took you straight to the information relating to that stamp in the Album section. This
may have been the result of the highly graphical screen, including background sounds
and animations, which distracted him from all the information being presented. While
this appears to be an engaging, complex activity, the cues and help provided did not
enable the necessary links to the tasks to be made. Perhaps having a prompt such as
"Explore this part of N e w Zealand and find as many stamps as you can. Once you have
found a stamp you can examine its details in the Album" would have assisted.
Interestingly, one of the activities within this application was creating your own stamp
album by identifying stamps of interest and dragging them to its "virtual" pages. N o one
discovered this option. Similarly, the application had a mix of simple object interactions
(Sims, 1997a) which were highly amusing to one child, who worked with the title in
between observations, but not to the adult participants. From the range of activities, it
appeared the application was designed for a mix of audiences, but did not provide the
appropriate entry points for those groups. A simple question at the beginning - would
7-270
you like to play "hunt the stamp or look for specific philatelic information" might have
given even these participants more purpose in their activities.
In contrast to Tiago's involvement with the stamp collecting activity, a different
response in terms of the level of communication established through various feedback
or response mechanisms is illustrated by the following:
[Darren] I still don't get this Find Me. It keeps saying Find Me. Do I look for a bird? Can I ask the computer to search for this stamp and it will come out with all the information about it? But it didn't work. I guess these [Scapes] are all going to be the same. These screens will come up with a background photo or scene and have a series of stamps on the side which you can move around, but I really don't see what the point is.
This is indeed what the application does, but only after the stamp has been found. It
would appear that the user could intuit the purpose but was not been given the tools to
implement that goal. The designers appear to have high expectations of the tasks a user
can undertake, with the assumption that the user will be able to determine the purpose
and functionality independently. This relates to creating some form of symbiotic or
negotiated relationship between the user and designer (Kirsch, 1997; Sims, 1998).
Communication (Two-Way)
The theme of communication can also be seen in the extent to which the application is
proactive in the communication process, possibly to the extent of initiating responses, as
detailed in the following.
[Darren] Well I really haven't got any idea of what's going on here. I guess if I click on that [stamp], it'll probably give m e a bigger version. You'd subscribe to some things. That one -Collect M e -1 guess you'd send away and get the stamp. I've go no idea of what I'd explore by clicking on that (the Explore indicator). What I'd do would be to go to More Information to see what's actually going on.
Here Darren is almost begging for some input as to the overall purpose of the
application and what they should do. This link between communication and frustration
is also shown by Melissa's comments. While she had little problem accessing the
controls, little engagement and resultant meaning was derived from the interactions.
[Melissa] I can't even see that [detail in interface]] I've got no idea if you'll explore it in categories. I don't know if it'll give you a history of N Z stamps. I have no idea what I'm getting myself into. Oh! [surprised by jangling Christmas tree]. That's interesting. Lots of fun. No, it's not clear exactly. I thought that when I go into these [roll-overs] it'd say what you're getting yourself into but it doesn't really. I don't even know where I clicked to get there. It's fairly fuzzy in outlining instructions and where you're going to go. I don't even know how to get out of it. Let m e out!!! It's very difficult. You'd think I'd know how to get
myself out!
7-271
Control (Navigation)
Developing control over the application and being able to navigate effectively is an
integral component of successful interactivity:
[Tiago] The navigation is pretty good. To look at the pictures of stamps by name and dates is pretty good but it doesn't actually tell you how to navigate. I just had to figure it out for myself, finding a screen and guessing what things are. At first I was actually a little stumped on what I had to do. Just having the screen with interaction. I had no idea what to do and I learned as I went along.
[Dusk] I just realised that these little buttons are navigation buttons. There are two main sections or sub-sections to the information section and within the Stamps Centre there are actually four buttons that take you into different sections as well. But also the navigation buttons on the sides of the box lead you to the same place, but it would be quicker using these. The Address Book seems to be the one that you defer to as soon as you open it.
An observation by Taynton (1999) during the transcribing of this session suggested that
this illustrated the way in which a user's experience of the instruction can be affected by
obscure navigation design, which in this case prevented the user from accessing a large
amount of the content. The extent to which the user is able to navigate effectively
through an application contributes to the success of the interactive constructs used to
support the overall learning process.
Control (Choices)
One of the common elements of the interactive process throughout New Zealand
Stamps, as well as the other titles used in the study, was the difficulty participants
experienced when attempting to exit the program.
[Dusk] That's not very well designed! To me, logic dictates that you'd actually have a Quit button to make it a lot more obvious for people like myself
Control (In Control)
Another issue of importance is the extent to which the learner feels they have control
over what is happening with their interaction:
[Tiago] I had this little section here [bottom left of screen] that I couldn't interact with at first - if I hadn't stumbled upon this and figured it out, I probably would have been stuck.
[Richard] And another thing ... if I want to quit out of a window, I don't like being told to
try again. I just want to get out.
[Darren] I'm a bit lost, so I'm just going to go through these things on the side and anything that interacts I'll just have a look at. Whoops! (Album) This was a bit of an accident.
7-272
There seems to be no difficulty with the overt use of the application, where these
participants were able, for example, to quickly interpret that a roll-over will produce a
noise or enlarge a stamp. The learner control provided is functional, however a missing
element would appear to be the learner being in control, actually being able to
determine the purpose and direction of their activities.
Design (Interface)
The link between communication and interface is demonstrated by Tiago's comment
while Melissa expressed a negative emotion to the presentation:
[Tiago] It's very hard to say what to do next. There's no instructions on the screen and things pop out and you can't really follow the instructions even if I could pick one [of the objects] up. There's a few sub-menus which relate to the Album. It doesn't explain anything. There's some interaction with the background which doesn't really help much.
[Melissa] It's interesting with the music going on in the background and the little effects and things like that, but I don't feel that the information is presented to m e in a way that I can navigate through it. It's not very user friendly. I didn't feel very good.
Design (Multimedia)
As with a number of the other titles, participants were acutely aware of discrepancies or
issues with the media used, especially audio:
[Richard] Isn't that the wrong noise for a jet plane [prop plane sound]1}
[Darren] I'll try another one and see what the lizard does. I might listen to that again. What sort of stamp was it? O h no! I didn't listen to the instructions very well! [Try again offered]. N o thanks!
Design (Audience)
Another issue to emerge related to language and communication differences.
[Richard I don't understand the association with critters and stamps. Maybe she told me but I just didn't understand the accent. Couldn't hear it. Fair enough, the graphics are good but there are no critters on page.
This would seem to illustrate the problem with creating something locally and then
hoping it will sell internationally - communication elements such as language and
accent can affect the overall interactive experience.
7-273
Impressions
The following comment provides an indication of the way in which participants reacted
to the New Zealand Stamps title:
[Dusk] Overall, to navigate through the site from the main buttons seems to be quite easy. But once you go into some of the areas, specifically the Scapes and the Critters area, it would be easy to assume that there's not a lot of content within it. Overall, it seems like it detracts from the overall learning process. Like it seems to m e that within these areas [Critters] the only content within it was to design their own stamps or actually just to paint in the colours of your own stamp, giving you a small history of stamps designing in N e w Zealand. That was with a narration ... but you had to go three pages in, on two of the Critters to actually get to that area.
Summary
In this section, the New Zealand Stamps title was considered with respect to the audit
trails, interactive profiles and interactive experience of 5 participants.
The audit trails reflected the variation between individual strategies, some focusing on
discrete content areas and others on jumping backwards and forwards between topics.
The extent to which a user remains within a content area may be a function of the
engagement, which in turn is based on the successful communication being established
through the interactive conditions.
The interactive profiles for two of the participants indicated that where a user
determines the function of the interactivity, achieving the balance between exploring
and being involved can occur more rapidly and after fewer interactions. The comments
provided by the participants again reinforced the issues of communication, feedback
and control as integral to successful interactivity. O f particular interest was the
expressed need for feedback after completion of a set task, and the implications of being
made to feel worthy.
The following section continues the analysis of working with interactivity through an
assessment of participant reactions to Real Wild Child, an historical account of
Australian popular music.
TITLE 6: REAL WILD CHILD
About the Title
Produced by the Real Wild Child Consortium (1997) comprising Mushroom Pictures,
Pacific Advanced Media, the Powerhouse Museum and the ABC/Triple J, this title wa
aimed at the educational and information environments. The application commences
with a streetscape (Figure 7.57) from which users select one of a number of different
building to investigate an era of Australian music. The design of the application was
consistent with the images used by M a m b o ® , a popular brand of casual clothing with
young adults.
Figure 7.57: Real Wild Child
W h e n selected, each era commences with an audiovisual display and the user is then
transported to the first of a series of "rooms" from which information and video clips
can be accessed. Each room contains vignettes of artefacts and personalities from that
era, and more elaborate source material can be directly accessed from a database linked
to all the available eras. Real Wild Child is characterised by constant animations and
sounds that are integrated into the overall interface metaphor.
7-275
Interactive Constructs
O f the range of interactions available (Table 7.9), none of the 6 participants discovered
the sections with the target shooting games and few indicated an explicit understanding
of Real Wild Child's underlying structure.
Interactivity
Clickable-Objects
Hyperlink
Scrolling Text
Roll-Overs
Automatic Navigation
Controlled Navigation
Click-Drag
Target Shooting
Keyboard Shortcuts
Description
User can click on a display object to activate specific responses User can link to another location by clicking on a word or object. User can use a scroll-bar to move up and down textual information Responds when user positions pointer over object on display The display animates as a result of the position of the pointer Program provides cues as to which direction to take User is able to drag an object from one display location to another
User has to hit a moving abject by clicking it with the pointer Key combinations to navigate through the application
Example
Click on building to select music era Objects in rooms Link from room to database Link from index to artist Scroll through information about an band Objects within rooms Navigational indicators in rooms On the main menu, the user can loop around the street-scape Within each room, clicking at the edge of the display Stamps positioned at the right of each Scape display can be moved around the screen Cockroaches moving across the screen Space-Bar activates contextual onscreen help
Table 7.9: Interactive Options in Real Wild Child
Possibly the continual animations and complex interface limited the options the user
could competently deal with through cognition or perception, and consequently
potential areas of interest could have been missed. Based on the interactions and
comments, participants gave no indication that they had internalised the building and
room metaphor and the links between objects and their respective database descriptions.
Audit Trails
As can be seen from the content audit trails illustrated (Figure 7.58 and Figure 7.59
following), Linda and Mark H. were involved for longer periods of time (in excess of 20
minutes) and, in comparison with the other titles viewed, were more active or variable
in the tasks being completed. This might have resulted from the variety of interactive
options or the proliferation of movement. Alternatively, given the wide range of
interactions possible, the dynamic nature of the interface and the comments made,
participants may have had greater difficulty in developing understanding of the structure
of Real Wild Child, as evidenced by the frequent change in interaction type.
7-276
Introduction Main Menu Milk Bar (1956-1963) House (1964-1968) House (1969-1973) ABC (1974-1977) Pub (1978-1983) Oub(1984-1JW»L_ Garage (1990s)
Dwine Wisdom Telephone Box Index Acknowledgements^ Bibliqgraphy Biography
Got Dressed Exit
' — ; 1 1 ..„1...... II 1 I ill | |
i ii i n t ' i ii i i _ t t '
I n n i i - • ^
1 1 m i
0 5 10 15 20 25 30 Minutes
INTERACTIVITY: • Presentation ^Navigation •Exploration •involvement ^Manipulation •JAccidental •Reflection
Figure 7.58: Content Audit Trail for Linda
Introduction Main M e n u NBk Bar(1956-1963) House (1964-1968) House (1969-1973) ABC (1974-1977) Pub (1978-1983) Club (1984-1989) Garage (1990s)
Divine W i s d o m Telephone Box Index Acknowledgements Bibfography Biography
Get Dressed ExR
I I 1 II
1 III 1 1 1 1 1 1 1
_____ |
| |
0 5 10 15 20 25 30 Minutes
INTERACTIVITY: •Presentation ^Navigation •Exploration •Involvement ^Manipulation • Accidental •Reflection
Figure 7.59: Content Audit Trail for Mark H.
Interactive Profiles
The profiles presented by these participants included a higher percentage of
Presentation, as navigation to each room resulted in an audio-visual presentation that
lasted approximately 1 minute. A s shown in Figure 7.60, Linda attained a balance
between interaction type after approximately 80 recorded interactions or 25 minutes and
Mark H. (Figure 7.62) after 55 recorded interactions or 18 minutes.
7-277
_ o> _ c o _ e a.
100
90
80
70
60
50
40
30
20
10
0
17 25 33 41 49 57 65
Interactions
Presentation
• Manipulatbn
• Navigation
•Accidental
• Exploration
Reflection
• Involvement
Figure 7.60: Interactivity Profile for Linda
_ f f l
__:
• Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
Q Reflection
Interaction
Figure 7.61: Cumulative Percentage by Interactivity Type for Linda
In addition, the percentage of interactivity types for both Linda (Figure 7.61) and Mark
H. (Figure 7.63) reveal one of the few representations where the Exploration percentage
was lower than that for Involvement. This suggests that the provision of interactions
such as those provided within Real Wild Child will potentially involve the user to a
greater degree. However, the extent to which these also enable effective
communications and a sense of being in control will be addressed in the following
section that considers the comments made by the participants as they worked with this
title.
7-278
100
90 1
80
70 + _ O)
3 c _ _ Q.
5 9 13 17 21 25 29 33 37 41 45 49 53 57 61 65 69 73
Interactions
Presentation
- Manipulation
• Navigation
•Accidental
• Exploration
Reflection
• Involvement
Figure 7.62: Interactivity Profile for Mark H.
o Ol
TO *-» C ®
100
90
80
70
60
50
40
30
20
10
0 ____•
• Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
O Ref lection
Interaction
Figure 7.63: Cumulative Percentage by Interactivity Type for MarkH.
Interactive Experiences
The following comments provide examples of the way in which the 6 participants
responded to Real Wild Child. As with the other titles examined, the observations are
classified according to the themes and sub-themes derived in Chapter 5 and presented in
the same sequence as those illustrated in Figure 5.3 on page 5-127.
7-279
Engagement (Interest)
In this comment, Adam links the ability to explore with generating interest while
acknowledging that it may not help the navigation and control:
[Adam] I think it's just giving me these little explanatory icons, things to make you go and explore. Makes it a little bit more interesting I suppose, but still it doesn't help you navigate very well. Only when you get to that scrolling bar bit [in the 1990s era]. That's pretty good.
The extent to which exploratory activities assist engagement with content material will
be related to whether the encounter is perceived by the user as casual or meaningful.
Communication (Understanding the Purpose)
The following comments illustrate how two of the participants began to respond to the
structure of the application during the first 6 minutes of their encounter:
[Brad] Try this one, I have no idea of what it would do [entering the pub, the 1970s to 1980s era]. It might be a summary of what happened. I had no idea what it would be like. There was no real explicit idea of what was in there. So really you've just got to click on it to find out. Which is a bit daunting. - It's not very clear on anything. It's just pretty much just, very hard to understand what's going on. Oh! I didn't know that was coming up either.
[Linda] I didn't think it was the help screen [Divine Wisdom]. I thought it was some other information or something about what the program is about. It says press Caps Lock to stay in Real Wild Child. I'm thinking how to go back. Ah! Exit! This is going to give m e insight into what the program is about. It's a whole lot of music groups. Sort of like it always has a street, not a street directory but a phone book. Yeah! I'm trying to see where to quit and it wasn't very clear where to go.
One of the issues that these raise is the amount of time a user should be able to explore
an application before being provided with support and orientation, or whether this
should be negotiated between user and program at the commencement of the task?
A different and positive response to understanding the purpose was shown by Josef,
where he expresses relief at a metaphor he can readily interpret after being confronted
with the complex Real Wild Child microworld.
[Josef] This I think is really good. It really stands out and you've got things here [in the Index]. It's like a book. Everybody's used a book before and it's got little marks in there
and you've got different information for each.
Communication (Feedback)
The format of information expected by a user will vary according to their prior
experience and current expectation. In this instance, Brad was looking for contextual
assistance with some of the options being selected:
7-280
[Brad] Well, I wouldn't have changed too much in this, apart from the index, but back at the start, moving a mouse on top of the icon could bring up a tab saying what year you are about to enter. Each link should have either that, telling the person where they have entered.
Interestingly, Brad was actually requesting a facility that existed. Had he pressed the
Space Bar (described in the Divine Wisdom or Help section) this very information
would have been displayed at the top of the screen. On the other hand, the simple
response to an action was considered a positive attribute of Real Wild Child:
[Adam] For exploring I think it was very rewarding. Just clicking anywhere you like you immediately got a reaction, either something would move or there was a sound. I think that was very good. Yeah, very good.
This can be compared to Tiago's reaction to New Zealand Stamps, where his prolonged
engagement provided no reward.
Control (Navigation)
However, Adam did not respond to the navigational options in the same way:
[Adam] Personally I don't like the way they've done it [the navigation]. It's very nice how they've got the icons, the animations and the interactivity but as far as any information gathering, if that was it's purpose, it's not very good because it's not a very easy way of navigating, because the icons don't seem to represent, well they represent very vaguely, what they mean. Which I think makes it a lot harder to navigate but on the other hand, making it more interesting. ... But for someone starting out straight away on it, it's a bit hard to find exactly what you're looking for.
The implication is that there needs to be a compromise between challenge and
distraction. The random acts of animation are perceived as fun, but to what extent do
they interfere with the provision of information? The comments made by Linda on
completion of the engagement provide additional information on the nature of
navigation and the interactive experience:
[Linda] The [navigation] is hard to get used to. You actually have to think about what the mouse does, to have an action happening like that [moving to another screen]... It's very hard to get back to main interface, I'm a little bit picky on that. I like to have an option on every screen to get back to the main interface. If you didn't want to spend a long time figuring it out you'd soon get sick and just leave it and go home!
Control (Choices)
One element to emerge from this study is a level of frustration that occurs when an
impasse appears between application and user. In other words, a communication
breakdown and one where the user may end the encounter rather than being reoriented
by the program and communication re-established.
7-281
[Josef] The thing that is not great is that you can't actually finish. I don't think from what I can see, you can't actually get into the main menu from this. You have to actually click on this [button] and to go from there to get back to the beginning again. It is very bizarre any time in the program. I can't get out of here.
Control (In Control)
An important factor influencing the effectiveness of interactivity is the extent to which
the user is in control:
[Brea] I think this will probably [take me back]. I'm not sure. No it doesn't. No, I just keep going from here. No! I can't seem to go back at all.
This comment was made when Brea was trying to return to the main streetscape from
one of the rooms. By way of explanation, the designers created the rooms in such a way
that navigating to the right (or left) would eventually return the user to the original
room. In one of these rooms, an exit to the main menu was integrated into the interface.
Brea was able to control her navigation, but not to the desired destination. Other
participants also commented on this exit facility:
[Brad] Ah! I found an exit door. Just by looking around. If you didn't know how to look around it would've been hard to get out. And really there was no clear way of finding your way around. It's a bit confusing at the moment.
The way users perceive what is happening on the screen is another factor influencing
the success or otherwise of an interactive engagement and the extent to which they
perceive themselves as being in control. This was illustrated by the comments from
Linda, Adam and Josef:
[Linda] I was actually trying to think of a way to get out of here and it's kind of weird seeing all the different things on here [the screen]. A few of these things are very unexpected. They don't explain what you're doing. You don't know what's going on and if you want to try and exactly find something it's kind of a bit daunting,
[Adam] Very annoying. I have no idea what some of these things are. Look at this, Singles Charts, I had no idea that was Singles Charts [after clicking an object]. I think that means go back. No, it doesn't. It's [the interface] a little bit crowded. It's not taking m e back to the original screen. There's no way for m e to find where the main menu is. It seems to take m e back to the same thing [theprevious screen]. The main menu, I can't find it. Well, it's completely left m e without a way back, I think. I have no idea how to get back.
[Josef] I thought that it would probably take me into another screen, a pop-up screen like the previous ones. I'm not quite sure. I wasn't actually really going where I wanted to. I would think one thing and then something else would really happen. There were some instances when I wanted to leave and go back but I'd go into a different set of options. You'd have to have previously used the program to know when, how to exit it. I wasn't
quite familiar with that.
7-282
The last comment by Josef is particularly pertinent. H e made this comment after 9
minutes of working with Real Wild Child, but had not determined how to effectively
control his navigation back to the main menu. Two related questions emerge from this
observation - how quickly do users expect to reach a level of competency and how can
programs maximise the speed at which users will develop that competency?
Interestingly, each of the participants working with Real Wild Child viewed the help
information, which identified a short-cut back to the main menu, although they did not
interpret how this function might be accessed (by pressing the Space Bar).
Design (Interface)
In continuing to review the observations on the help options, issues associated with the
design and structure of the interface also have an impact on their outcome:
[Mark H.] I think it's good the way it invites you to interact with the media. You discover things that way. It's not over the top, it doesn't give things away straight away. I suppose you look up the top [to the help] which I failed to do at first because I was too busy looking at the bottom of the screen. I think it would be better if instead of having that [help information] up the top, they would have it come out. I think it would be more effective.
In this case Mark H. actually went to the Help display and pressed the Space Bar to get
help, but for some reason he did not associate the appearance of the information at the
top of the screen with this action. Instead, he assumed he had missed the help because
of his attention being focused elsewhere.
In commenting on the overall displays (as illustrated in Figure 7.64 following), Josef
raised the issue of the meaning derived from the interface in terms of control and
navigation:
[Josef] I would have thought that because it [the graphic] had the little speech bubble he might have said something but I guess not, it brought m e to a different screen. That was a lot like a previous screen where you could click on it any time to end it and it brought you to the information page. Scroll down. Still don't know where that [control button] takes me. I think that the Back and Next era [buttons] branch to the same page because that's what happened when I was here before.
.... ^e-Cf
\ foV2 _\ 'A' ";
jr _____ •pr ^« J.^- ' \ V__J
f. » fe': if
' '""1 k___i_L
Figure 7.64: Two Rooms and an Information Screen from Real Wild Child
This is another example of a consistency and communication problem. Josef was
unclear as to the destination of the particular control, and the related information in the
help section appeared unhelpful, unless the user had developed a clear idea of the
microworld structure.
The importance of understanding the design of the product is also evidenced by Linda's
response to the media elements:
[Linda] Very loud. There's a lot of animation and everything going on. The interface is weird [but] I'm getting used to it. I didn't know that you'd have to point to where everything is and go that way to move across. It's different from applications that I'm used to. I'm just not used to the screen moving with me. W h e n I go across like that, it's a different interface.
The effect of an interface that is unfamiliar to the user leads to issues concerning the
integration of consistent elements of control and navigation without compromising the
integrity or creativity of the interface design. The observations made by Brea
demonstrate the difficulties that are faced with addressing individual needs, as she
7-284
expressed both negative and positive aspects relating to the main menu screen (see
Figure 7.57):
[Brea] Whether it's to take you somewhere or maybe someone walks out of the 'Milk Bar' or something like that. Although, he's very distracting, that little skateboarder guy. It's actually quite clever because in a lot of interactive programs sometimes you lose where you are. Like, you start on the main menu and you go here, here and here, and then you forget how to get back. Whereas this looks actually like, visualises so you can see exactly where you are. I think their chicken's very cute!
Design (Multimedia)
In Convict Fleet to Dragon Boat the background sounds were identified as annoying
and distracting, and in this case there is a similar reaction. Josef found the ever-present
sounds annoying, to the extent of appreciating the quiet of the information page.
Although I did not have the information as to whether this was an intentional change of
media stimulus by the designers, it suggests that providing different levels of media-
enriched environments to support encounters may be beneficial to the overall
interactivity.
[Josef] Stopping it was really good because you just clicked on somewhere else besides the thing that was going on and it would stop it and bring [you] to an information page where you got time to, where it was quiet and you could actually think of what you wanted to happen. [In other places] something would just come out and bring with it all this loud sound and youget confused, and there's things running around all over the screen and you can't quite take it in as easily.
Design (Balanced)
To encapsulate the importance of a balanced design, the following comment provides an
insight into the perception of one participant. Brea liked the screen, but not necessarily
the range of unanticipated responses that movement of the pointer elicited.
[Brea] Actually it's very well balanced. The screen told you what they all do and I'm assuming the scroll bar ... Yeah! It's got links, which is very cool. The scroll bar through here, this is really good. ... That's a bit disturbing, you accidentally move the mouse then all of a sudden it bursts into song. So it's all a bit disturbing,
Individual (Relevance)
An issue addressed in this study has been the way in which an application might process
an individual's specific requirements. How a user interprets the function of an
application in the context of information they are seeking could affect the extent to
which they determine it as relevant to their needs:
7-285
[Mark H.] I'd be more interested if, for instance, when I was to come into this 80s thing [era], I was confronted by just sections devoted to specific bands. I think that would be far more informative than an unreal person with two things like this to click on. I think it'd be better to just concentrate on the one whole thing. I think they need to have quite a few more bands than they've actually got. I don't think it's very comprehensive. What I'd really like to be able to do now is to see some video clips of the artists.
This comment again emphasises the need for some form of orientation. If the user was
made aware of the depth of information, their reservations may be minimised or even
eliminated. Had Mark H. located the Index, which provided an alphabetic list of
Australian bands, he may have been satisfied with the many links to textual, audio or
video information.
Learning (Meaningful)
However, different aspects of the design and interface were interpreted positively and as
beneficial to learning activity:
[Brea] Actually I think it's a very effective way to learn about something like music. Because it is so diverse and it classifies it into era, instead of style, which is really clever.
Impressions
With respect to Real Wild Child as an interactive product, the following observations
were made:
[Josef] Well first of all, I figured it was about music (from the cover) but I wasn't expecting something so advanced, where it had the movie clips and the music happening. I think it's really great. I quite enjoyed this. It gives you just normal drawn pictures which make it more interesting. It's very colourful.
[Brea] I was actually very comfortable in the program because I liked the graphics and I enjoyed the way it moved around. It was really different to what I'm used to - Net Search, Word, Powerpoint - which are totally different. This is maximum interactive to me. I've never used a program like it in m y life and I really enjoyed using it.
[Mark H] I don't think it was as easy as it could be. I think the use of multimedia was good. The presentation was dynamic. But at the same time I think the navigation was hindered in a way by that because there's so many things happening and you didn't know what to concentrate on. I think it was engaging, the multimedia made it that way. You felt like you wanted to explore, find out where things were. I did enjoy exploring it.
Josef and Brea both responded to the multimedia elements and the interface, which for
them were a new way of presenting information. The extent to which the array of
interactions and dynamic displays impact on the engagement of the user, in comparison
to their novelty value, is an issue of particular concern in the development of CEL
applications. On the other hand, the comment by Mark H. suggests that the overt
7-286
multimedia displays were hindering and a distraction, even though the screen activity
prompted exploration.
Summary
This section has focused on the presentation and discussion of the results recorded from
the 6 participants w h o worked through Real Wild Child, and were reported in terms of
content audit trails, interactive profiles and interactive observations.
The audit trails, which mapped the major content sections accessed by participants,
were consistent with those generated from the other titles. The exception was that some
of the participants were more active in moving between the major content areas - in this
case eras of Australian popular music. Based on observing their interactions and the
comments they provided, it would appear the dynamic nature of the interface and the
variety of interactions prompted the participants to access the content more
comprehensively.
This outcome was reflected in the interactive profiles, which for two of the participants
revealed more involvement than exploration. With Real Wild Child, it appeared that
participants were also able to achieve an interactive balance incorporating a wider range
of interactions (eg. Figure 7.60 Figure 7.62). While this may have been the result of the
interactive options provided, it reinforces the possibility that using such profiles for
individual users will provide information to facilitate design that in turn will address the
needs of a wider audience.
As with the comments presented in the other sections, the observations made by
participants reveal the extent to which the complex relationship between interface and
control affects engagement and communication. With Real Wild Child specifically,
participants accessed sections (such as Help) but did not assimilate the necessary
information to take advantage of the support provided. The result of this was, at times, a
negative response by the participant to the product.
The following section examines the responses generated by participants as they worked
with Voodoo Lounge, the final title considered in this study and the second of the
music-oriented products.
7-287
TITLE 7: VOODOO LOUNGE
About this Title
Produced by Virgin (1995), this title uses an adventure-game metaphor in which the
user must explore a number of rooms to receive feedback or view various images of a
Rolling Stones performance or interviews with members of the group. It uses what
might be termed an edutainment strategy, where detailed information about this band is
integrated within the environment, and is aimed at adult or young adult audiences.
Figure 7.65: Voodoo Lounge
The Voodoo Lounge environments is structured in such a way that users can "meet" a
range of people and many of these encounters are designed to provide information on
the layout and functionality of the two levels of the lounge. A map was also available to
assist navigation and enable rapid transfer from one location to another.
Interactive Constructs
The interactions within Voodoo Lounge primarily focus on the user navigating through
the various rooms and interacting with the people or objects found in those locations.
The essential interactions used are illustrated in Table 7.10 following.
7-
Interactivitv
Clickable-Objects
Hyperlink
Roll-Overs
Automatic Navigation
Keyboard Shortcuts
Description
User can click on a display object to activate specific responses User can link to another location by clicking on a word or object. Responds when user positions pointer over object on display
Example
Click on people to get a verbal response (talking) Link from one room to another using the Map
The display animates as a result of the position of the pointer Key combinations to navigate through the application
Objects within rooms Navigational indicators in rooms In each of the rooms, the user can loop through 360° Shift-M activates the Map
Table 7.10: Interactive Options in Voodoo Lounge
Audit Trails
To illustrate the areas of the environment accessed by the 6 participants w h o worked
with Voodoo Lounge, the content audit trails for Jon (Figure 7.66) and Trevor (Figure
7.67) are shown. In particular, two features emerge from these audit trails. First is the
relatively short duration in each activity; as the participants tended to jump between one
action and another rather than focusing on a specific area. Second, neither Jon nor
Trevor found their way to the downstairs or lower level, and only one of the six
participants (Surian) was able to locate and visit that area. This is an interesting
observation on the use of realistic metaphors, such as the virtual environment employed
here. Participants were able to navigate successfully, but few were oriented to the three-
dimensional spaces portrayed.
Figure 7.66: Content Audit Trail for Jon
7-289
Introduction Entry Foyer Map
Bar Lounge Bar VIP Card Voodoo Raver Skeletons
Video W&H Mixing Board Aley Ex*
Stairs (Up.Down 1 Main Lounge Men's Room Women's Room Baron's Lounge Courtyard Stage Tunnel Veranda VP Lounge
1 1 1
1 1 i l l r I I m I
• in _j
IB 1 1 • 1 1 1
0 5 10 15 20 25 30 Minutes
INTERACTIVITY: •Presentation ^Navigation •Exploration •involvement ^Manipulation •Accidental [ Reflection
Figure 7.67: Content Audit Trail for Trevor
Interactive Profiles
The interactive profiles for Jon (Figure 7.68) and Trevor (Figure 7.70) demonstrate
contrasting levels of interactivity. Whereas Jon was not able to achieve a balance during
his time working with the application, he was also more reflective, whereas Trevor was
able to achieve a balance between exploration, involvement and manipulation.
100
Presentation Navigation Exploration Involvement
• Manipulation Accidental Reflection
Figure 7.68: Interactivity Profile for Jon
o D)
ra c o _ o Q.
Interaction
• Presentation
• Navigation
• Exploration
• Involvement
• Manipulation
• Accidental
• Reflection
Figure 7.69: Cumulative Percentage by Interactivity Type for Jon
This difference in the way Jon and Trevor worked through the application is also
revealed in the cumulative percentage of interactive types (Figure 7.69 and Figure 7.71).
From the perspective of both design and useability, the variable effects of one
environment on different users reiterates the importance of strategies that m a y cater for
the individual characteristics of the user.
ra 4-1
C -u
1 5 9 13 17 21 25 29 33 37 41 45 49 53 57 61 65 69 73 77 81 85 89 93
Interactions
Presentation
• Manipulation
- Navigation
• Accidental
• Exploration
Reflection
• Involvement
Figure 7.70: Interactivity Profile for Trevor
7-291
Figure 7.71: Cumulative Percentage by Interactivity Type for Trevor
Interactive Experiences
The following examples represent selections from the responses made by participants
while working with Voodoo Lounge. The responses are presented using the themes and
sub-themes derived in Chapter 5, and structured in Figure 5.3 on page 5-127.
Engagement (Manipulation)
The manipulation of content through interactivity (emphasised by Aldrich et al, 1998)
was recorded infrequently with the total group of participants in this study. However,
with this particular title, manipulation was more evident:
[Jon] This is all right, you can change different songs. Volume control, that's all right. It's different. W h e n you have a C D player and you just skip along, well that's what I'd expect from that, but it just gives the name and then if you want that song you click on the name.
It's all right in a way but it's hard.
Jon was comfortable with the ability to manipulate certain aspects of the environment,
but nevertheless restricted in some way, as the operations were inconsistent with his
prior experience.
In Trevor's situation, the engagement and manipulation occurred after he had "drunk"
one of the drinks from the bar and was transported to the Voodoo Raver where songs,
animations and images could be manipulated. As he went through an almost
simultaneous process of discovery and manipulation, Trevor expressed his delight at
what he could achieve:
7-292
[Trevor] Well, that wasn't at all what I was expecting to happen. I'm supposing that each of these little studs around the picture frame is a button, but the cursor doesn't change so that's a bit of a problem. It's anyone's guess as to what they mean. I suppose these three or four are songs. These are something to do with program control. ... W o w ! O K , so now I'm thinking that if I press this ellipse on the Rolling Stones album I'll most probably hear some spun out colours. N o w I'm guessing that all of these are little interactive buttons that will give m e a different effect here on this spun out, drugged out, video clip. Looks like I'm right. N o w I'm starting to wonder if there's anything I can do to change this background display. Maybe one of these, or it could be one of these. These ones look like they might be the go ... so I'll try that and see if I can change the background, [thumbs up]. I better do something with these characters. I'm going to put on a different song now. I selected this dude with the blue pants on and I'm expecting that he's going to appear - and he does!
It is this combination of engagement, through control and manipulation, that generates
the magic of the technology that I believe is representative of its promise. Enabling and
maintaining similar levels of interest within all different forms of CEL remains one of
the major challenges for designers of educational software.
Engagement (Motivation)
Participants were selected to contribute to the study to provide insight into interactive
constructs. However, other issues also emerged.
[Jonathon] I find it a bit hard to understand what they're saying. Even though they're trying to capture the Rolling Stones image by what they're saying, it doesn't really appeal to m e because I don't really like the Rolling Stones.
This highlights what I perceive to be an important issue of motivation and the use of
CEL applications. In this case Jon is not particularly interested in the topic, and I have
observed a similar response with many students in a normal classroom environment. So
if a learner is assigned a CEL activity but is not currently interested or focused on the
topic, what strategies could be integrated within that application to generate interest,
motivation and engagement?
Communication (Conversation)
The notion of talking with a computer through some form of natural language is
typically the realm of computer scientists. However, with the virtual environment both
Trevor and Leona were comfortable with the potential of conducting some form of
dialogue with the characters:
[Trevor] I suppose the idea would be to go and talk to one of the Rolling Stones who are in here, maybe they can tell me. So we'll go and talk to Keith [Richards]. Only you can't! That's no good. It doesn't provide buttons and things that you can use. Obviously, this 'X' [the main cursor] means that you can talk to these various people.
7-293
[Leona] Well, the talk symbol... I'll talk to someone. I'll click here and hear what he has to say. I don't think I'll be able to talk back to this guy. See that doesn't work, now I'm wondering why that little symbol comes up! It looks like a talk [symbol], the only other symbol is this eye symbol.
However, the application was not programmed to respond purposefully when characters
were selected; instead, they would make identical responses when "spoken to" (by
clicking on their image with the cursor).
Communication (Understand Purpose)
Consistent with the other titles considered in this study, participants working with
Voodoo Lounge also expressed issues associated with understanding the overall purpose
and function of the application:
[Matt] It's quite obscure - the links to click on objects are really hard to find and the only way you know you're on one is the cursor changes and the eye lights up. N o symbolism at all to say that it would go back a step. Going through door is obvious - into another room. The Bar has nothing to do with music at all. Clicking on a drink isn't really an appropriate object to click on to get music. And then there was another drink on the bar, it didn't really do much except turn all the graphics into skeletons which I found even more obscure. Really the only way to find stuff is to blunder around and stumble across it. N o real clues as to where it's leading you.
Is there some indication here of what might be called "designer indulgence", where the
producers have implemented paths or presentations because of technical know-how
rather than to support user understanding and engagement. In this 'virtual' environment
the concept of what controls provides and do not provide is well illustrated. Matt does
not have a problem with the navigation or selection of objects, but is unable to orient
himself to the purpose or content of the title. His exploration was satisfactory, but he
expressed a need to be able to locate objects and access the content purposefully.
In a similar fashion Leone was able to interpret her surroundings and the operation of
controls, but not the reason for being in a particular location:
[Leona] You can turn around and look by just moving your mouse to the side of the page. You can also talk to the people if you feel like it, when these symbols come up. You can walk into other rooms, go in there. Well ... it's very realistic. The people are very realistic. It's just strange! I don't exactly understand the purpose of this program.
Communication (Two-Way)
Throughout the Voodoo Lounge, in addition to the words spoken by the characters, a
background voice offered comments such as "A wise man knows when to talk and
7-294
when to listen", which were designed to provide cues for the user. However, for
Jonathon at least, there was a sense of frustration as these cues were not processed as
being relevant to the interactions:
[Jonathon] M y guess is that they'll probably have other video clips throughout the different levels.... I don't know. I've never played this before, but that would be m y perception. I think they're trying to add some moral values in this as well, with the background [words].
The tone of Jonathon's voice almost suggested that there was a triviality in the way the
material was presented. He was able to pick up that words were being spoken, but they
had little meaning, as he had not linked the spoken cues with the navigation and
exploration options. In contrast, Trevor heard the words "Have you found what you're
looking for" but was not able to associate them with his understanding of the title:
[Trevor] No, I don't know what I'm really supposed to be looking for, in response to what that guy just said. I thought we are just here to have some fun. I didn't realise this was meant to be a quest.
In another example of the need for two-way communication, Emma had understood the
environment and was prepared to wait for the system to respond, but was also expecting
the program to establish some form of dialogue or action.
[Emma] Is this the introductory screen? Well that's making me feel dizzy. I just moved m y mouse, the cursor, over the screen. ... I don't really know what's going on actually. It's just a scene with heaps of people sitting in a bar, it looks like rock stars. I'm waiting for something to happen, it doesn't give m e any indications of what I'm supposed to be doing here. I just keep waiting I guess until something happens.
Control (Navigation)
Unlike a real world environment, where our spatial orientation generally allows us to
find our way back to a room w e were in, the same cannot be said for the virtual worlds
presented in a digital environment:
[Surian] They had the map, I suppose that would help, but I wasn't sure where I was starting from. I didn't know exactly where each building was, or each room but [the map] would be helpful if I tried it a few more times and got the hang of it. The eye icon is good because it tells you can go into certain rooms.
[Emma] That wasn't very clear, though that's what I was supposed to be doing. Right, back to where I started. I guess if you just move your mouse in the direction you want to go, but it just takes you around in a circle. You can't go up or down.
This latter response provides another example of the control. Once the user has some
idea of the environment, they feel more comfortable about exploring, and will test out
7-295
possibilities. In this instance however, E m m a appeared to have an expectation that some
vertical as well as horizontal navigation would be possible.
The extent to which a navigational interaction leads you to an expected destination is an
additional issue that was noted. In responding to the role luck had played in locating the
answer to the search task, Trevor made the following observation:
[Trevor] I'd say there would have been [an element of luck] because I wasn't expecting to find that. I was expecting maybe to go down the hall into another room or something like that but it just seemed to be a really illogical jump to that [the mixing room]. I couldn't actually see the jukebox or anything like that from where I was [in the Bar].
Here Trevor clearly expressed a need for a cue to support his navigation. In this
particular instance, without having found the map, he had no indication as to the
whereabouts or contents of the various rooms.
Control (In Control)
As indicated previously, Trevor was animated and involved throughout his contact with
Voodoo Lounge, but made an observation that I believe has significant impact on
understanding the success of CEL:
[Trevor] It was a bit confusing ... you would click on something and it wouldn't do what you were expecting it to. W h e n I went out the doorway into the garbage area I saw the door there and I thought "I'll go back into the Voodoo Lounge or the hall that leads to the Voodoo Lounge", because it had an Exit sign over it. I thought that was the Exit from the inside because I'd just come out of there, but it actually exited the whole program so that was a bit confusing. I felt like I was in control, but half the time I didn't know what I was controlling - that's the thing.
The extent to which he was controlling, but not in control, of the interactive process
may be critical to better understanding issues of learner and program control. It also
supports Rose's (1999) critique of the way in which concepts of control have been
inappropriately applied to interactivity within CEL environments.
A contrasting view of control is seen with Emma's observation. None of the interface,
metaphor or controls enticed her into the range of material available for viewing.
[Emma] I wonder if I click on people whether it takes me to another screen or something, I don't know. A m I allowed to click on things? I was more expecting to be taken to another screen, but I was expecting something to happen if I clicked it. So it's just more voice, the message that you get back. I'm just trying to click on the person, but for some reason he's not making any sounds. Oh! It looks like the people who are going to make sounds get this eye image up N o w I'm through to another area, I don't even know who that person was though. Well, I moved the cursor in front of the door that big eye image came up again. I guess it's my'prompt to take m e through to another screen.
7-296
The prolonged process of determining the function of the cursor and navigation, from
her tone of voice and comments, suggested that she was not in a position to effectively
control the outcomes of her interactions. Interestingly, the function of the icons and the
navigation were fully explained in the accompanying booklet. However neither E m m a
nor the other participants used this information source.
Control (Branching)
The order in which material is seen and accessed is critical to the development of
understanding of the environment in which users are placed. In the following example,
Jonathon had encountered the Map, and had some familiarity with the rooms within the
Voodoo Lounge, and allowed him to extract meaning from the Mixing Room, which
Trevor had been unable to do:
[Jonathon] Yes, for different places you can change different songs, at least I think that's what you can do. You can change different songs for each of the different levels wherever you want to go. I think you've only got about three different songs to choose from, but if I click on Dance Floor and I want Love is So Strong then if I go to the Dance Floor that song
will be on. I think that's what will happen.
Based on Jonathon's navigation, the map referring to the different levels and rooms was
found prior to his visiting the Mixing Room, and therefore the references to other rooms
on the mixing device made sense. If he had not followed this sequence and found the
map (as was the case with the other participants), then the references to songs and
rooms may have not been interpreted in terms of the mixer's functionality.
Design (Interface)
The way users perceive the information being presented is a key to their effective
interaction with that content, as demonstrated by the following comments from Matt
and Jonathon:
[Matt] I'm not sure if this X with eye means that I can't go there or they're the only places I
can go. It's a bit obscure.
[Jonathon] All it does [the cursor] is show you that you go in to find something. All it has is a cross with an eye in it, which now I know symbolises that that's a place I can go. When I first saw that [the eye cursor], I thought it meant you can't go there or something like that
...it's pretty funny.
7-297
The design of the cursor icon (an eye over a red cross), which enabled users to navigate
between rooms, was the cause, at least initially, for some interference with effective
interaction and navigation.
Throughout this study, many of the participants indicated a desire for a level of
consistency between the digital and the real world environments. The interpretation by
Emma (as well as Trevor's earlier comment) that the Exit light would lead them back to
the lounge resulted in a level of frustration:
[Emma] Well, it's giving me a of list of producers and people who worked on it [the Voodoo Lounge title]. End of program. OK, now what?
The use of a realistic Exit sign did not necessarily convey to Emma that it was an option
to leave the program. The confusion resulted because these participants had not
determined their location within the virtual environment, and therefore the context of
controls within the interface becomes significant.
Design (Multimedia)
As with the other titles examined, those that incorporated a range of background sounds
were often criticised by participants, as was the case with the characters in the lounge:
[Jonathon] But when they try and involve this type of stuff [animations] it annoys me because it's just repetitive, just little movements. Like this guy does that [moves] and then goes back to normal and does the same thing 10 seconds later, 2 seconds later.
Individual (Relevance)
Despite his enthusiasm for the material presented in Voodoo Lounge, Trevor was also
expansive in his reaction to the application, illustrating the ways in which the individual
experience can be affected:
[Trevor] Well it looked good, but it just seemed there was going to be a lot more to it than there was. Maybe I'd find more if I explored around a bit more, but I don't think so. It wasn't really very intuitive, with the doors and things like that. At least two doors that I went through led m e to that jukebox [Mixing Room] which didn't do very much. You could turn the volume up and change the song, but you could only choose out of four songs. Then there was that picture frame which had that psychedelic stuff, and for something that was meant to be really trippy and psychedelic, it wasn't really all that spectacular. The part that I liked was when you went to the bar and you could choose your drink - if you drank that steaming one everyone turned into a skeleton, I thought that one was really cool, but there
wasn't enough of that kind of stuff
Although he was able to manipulate the controls in the Voodoo Raver (the psychedelic
stuff), the novelty appeared to wear off after further exploration and involvement with
7-298
the product. Maintaining an individual's interest is paramount to achieving relevance in
terms of content, interpretation and meaning.
Impressions
The following observations illustrate the overall impressions that selected participants
gained after working with Noodoo Lounge:
[Emma] I found that once I knew when the eye [cursor] came up it was going to take me through to something else, it took m e a while to figure that out though, I suppose it was easy to navigate. You've got to do a lot of searching around to get to the right place. There was no text in it at all apart from at the end. N o instructions, and the content, I didn't get anything out of the content. I couldn't find the answer to that question [the search task]. A m I supposed to be learning something from this? If I was supposed to learn, I didn't get the gist. What's the aim of it? I mean the interactive side of it? It's all quite fun trying to find places to go but I didn't find it very effective at all, didn't learn anything from it. It didn't give m e any information really except for a few rock stars sitting there saying a few comments and I clicked on them and that's all I got out of it. I think something at the beginning to say what the aim of the product was, because there was nothing to show what sort of information I was looking for or how to go about getting it. I mean maybe that's part of the learning side of it, h o w to get from one place to the next but I think something at the beginning to say what it's about might have helped a little bit.
Emma's comments provide a useful insight into this title, suggesting that users need to
learn the interface before they can proceed to the various learning activities. It also
clearly reinforces the notion that careful thought must be given by producers as to what
the title is designed to do, where it is to be used and by whom. The navigational
elements were also perceived as important to the overall application:
[Jonathon] Maybe they could have an up and down bit where you could look up at the roof and look down, that would be a good option. But the scrolling around [navigating around a room] I think it's good because most of the time [with other applications] you have an arrow pointing that way or back and forth and you have to click that to turn around. But with this, you just have to do that [position the cursor to move].
If a virtual environment is to be implemented, how realistic must it be? Here Jonathon
identified the advantage of automatic scrolling compared to arrows indicating left, right
or up, down. For some participants, the provision of visible directional arrows may have
been useful, as they did not realise how to navigate between rooms. Trevor also
commented on his reaction, including disappointment, with his interactive experience:
[Trevor] A lot of it was just window dressing, like the buttons around that picture frame. They didn't do very much, they just changed the picture spinning thing, that wasn't very good. But I think it would have been better if you actually could go and interactively speak, well not actually speak, to each of the people in the Voodoo Lounge and they would have a beer and say something like 'Caw! Governor! What a good party!' or something like that. I thought it was going to be really good when I started it but then I quickly decided that it
was very bad.
7-299
Summary
The discussion in this section focused on Voodoo Lounge, the 7th title used for
investigating the way people work with interactive constructs. A s with the other titles,
the audit trails, interactive profiles and interactive experiences of the six participants
provided insights into the effectiveness of interactive environments.
While the audit trails generated from the other titles demonstrated a range of content
and topic access, those for Voodoo Lounge were somewhat different as one whole level
was not located by five of the participants. This group of people was not able to
effectively orient themselves within the virtual environment, as only one participant
(Surian) was able to locate this downstairs area.
The interactive profiles tended to be consistent with the trends generated by observation
of participants working with the other titles, but revealed a degree of variation between
the participants. Whereas some achieved a balance between use of the different
interactive constructs, others appeared to be confounded by the environment and
experienced only limited involvement, as demonstrated by a high level of reflection.
The comments generated as the participants worked through Voodoo Lounge provided
valuable insights into the way people interpret virtual environments. In this instance, the
inability to effectively navigate from one location to another suggested that similar
environments for C E L must be carefully designed to ensure that the learning is not
jeopardised by forms of interactive interference.
The following section provides a conclusion to this complete chapter, drawing together
the major themes and outcomes that resulted from 46 participants working with the
interactivity provided within 7 different titles.
7-300
CONCLUSION
This chapter provided a comprehensive assessment of the way in which 46 of the
participants w h o contributed to the overall study worked with a set of 7 C D - R O M titles.
To examine the way in which the participants worked with these interactive constructs,
each of the video sequences for each participant was examined in detail and two sets of
data extracted. The first identified the content area of the title being accessed, the
associated interactivity being undertaken and the time taken to complete that interaction
and the second the transcription of the articulated responses of the participants. The
purpose of this concluding section is to draw together the themes that emerged from this
component of the research. Over the course of the discussion of the previous seven
sections, four specific areas were covered with respect to each of the titles.
First, an overview for each title was provided including an explanation of the major
interactive components adopted for navigation and control of the interface. Second, an
audit trail illustrating the content areas accessed by each participant during their
interaction with the content was produced. Third, an interactive profile was created to
provide a representation of a participant's interactivity over time and fourth, the extracts
of the transcribed comments were analysed with respect to the themes of interactivity
derived in Chapter 5. The following sections review each of these considerations and, as
a result of the way in which these participants worked with interactivity, provide a
context for assessing the implications for better understanding interactivity through a
series of challenges.
The Seven Titles
The process of collecting this data involved observing the participants as they worked
through the different titles, including repeated viewing of the video recordings, in order
to confirm the navigation and interaction they undertook. This provided m e with the
opportunity to reflect on the relationship between the design of a title (in terms of
interface and interaction) and the ways in which users gained benefit from their
encounters with those titles.
7-301
What became evident, and is supported by the observations relating to the data
recorded, was an apparent discrepancy between the time a user might work with a
product and the time it would take to gain benefit from that product. For example, the
participants often indicated they had not determined the purpose of the application and I
believe this was because it would have taken an extensive amount of time to develop a
satisfactory understanding of the application. In the current environment people are
making extensive use of the internet for both human-human communication and
information retrieval. In this context there is a demand for quick access and retrieval. If
learners are assigned an interactive title to work through, comparable to those examined
in this study, will they have the time to develop as quick an understanding of its
metaphor as they can with a book? It is likely that there will be substantial and sustained
demand for rapid access and quick but meaningful responses. A desirable goal is to
continue working towards making these forms of titles more intuitive, and therefore
more accessible, to the user.
A second issue to emerge from the structure of the titles was what I have termed
interactive interference, those elements of the human-computer relationship that
impede, or potentially impede, the learning process. For example, in a number of titles
participants referred to the distraction caused by background sounds or program-
controlled animations. Participants also frequently identified the themes of
communication, control and design as contributing to disruption of their interactivity,
consistent with the observations of Plowman (1996a). Producers of C E L products
should therefore focus on enhancing existing design procedures to create an interface
and accompanying interactions that minimise the potential of interference with the
user's interactivity, thereby maximising the opportunity for communication,
engagement, control and subsequent learning.
Content Audit Trails
The use of audit trails to represent progress through an application has been undertaken
by only a few researchers (eg. Misanchuk & Schwier, 1992; Andris & Stueber, 1994;
Fritze & McNaught, 1996). For this study, the audit trail concept was enhanced to
illustrate both the topics accessed by the participants in addition to the different
interactions being undertaken during that access.
I consider the significant outcome from these audit trails is the way in which the data
both confirms and contradicts the theoretical positions of learning and interactivity. In
terms of confirmation, the variation in audit trails substantiates the claim that C E L
products provide for individualised experiences, as participants chose a variety of routes
by which to explore and engage with the content. However, when considered in terms
of the transcribed comments, this individualisation did not convert into meaning,
thereby contradicting the assertion that such individual experiences will also enable
engagement and meaning. Based on these observations, I perceive an opportunity for
production teams to consider the potential of negotiation between user and application,
where the application is a remote representation of the designer's intent for an
interactive learning environment.
Profiles of Interactivity
This component of the research study specifically examined the phenomenon of
interactivity from the perspective of the user, compared to external measures such as
taxonomies (eg. Schwier & Misanchuk, 1993) or scores (eg. Stoupe, 1998). To provide
a means to represent this phenomenon, I recorded the different interactions made by
each participant and expressed these as a percentage of the total interactivity that was
being undertaken at any one time (see Appendix D.4 for sample data).
100
O)
3 c a> u _ a.
1 5 9 13 17 21 25 29 33 37 41 45 49 53 57 61 65 69 73 77 81 85 89 93
Interactions
Presentation Navigation Exploration Involvement Manipulation •Accidental
Figure 7.72: Sample Interactivity Profile
7-303
This process enabled m e to generate an interactive profile for each participant using the
format shown in Figure 7.72. For the purposes of this discussion, I have removed the
Reflective component of the interactions recorded to present only the data relevant to
the on-task interactions.
Over the 95 interactions recorded, the participant shown in Figure 7.72 achieved what I
term interactive balance after some 30 interactions, where the interactive elements
converged to a similar and continuous level (in this case between 2 0 % and 2 5 % ) . Based
on the evolving analysis of interactivity, I believe this form of measure is consistent
with the taxonomy of Aldrich at al (1998) as it integrates both overt physical
interactions as well as those where the participant is either involved with or
manipulating the content. This could not have been determined without the observation
and transcribed comments.
Consequently, if a product underwent useability testing such that an interactive profile
was generated, the trends presented by that profile would reflect the extent to which
those interactions were balanced. From this analysis, achieving a convergence and
resultant balance of interactivity, over the shortest period of time and after the fewest
number of interactions, would be desirable. This would also be indicative of the user
working effectively with the product. Products that did not achieve a balance (possibly
consistent with Norman's (1986) gulfs of execution and evaluation) might need to
undergo some form of interactive adjustment.
Interactive Experiences
The final element of the analysis focused on the comments made by participants as they
worked with the various titles. As detailed in the previous sections, these observations
were classified into the themes and sub-themes that the same participants had indicated
for their expectations of interactivity, as described in Chapter 5.
From examining the content of each of the transcribed comments, the significant
outcome for m e was again a seeming parallel confirmation and contradiction of the
theoretical foundations of interactivity. Participants were quite capable of using the
interactive devices provided, regardless of the title or format of the interface, and this is
consistent with the perceived advantages of learners having control over C E L
environments. However, based on what was said, the participants were not necessarily
7-304
in control, and any consequential engagement with the content material tended to be
limited, which may also relate to the notion of interference.
Addressing the Questions
In the preceding sections addressing each title, a number of questions were raised as a
result of the participants' comments on their interactive experience. To address each of
these is beyond the scope of this discussion. However, given that this study involved an
investigation of interactivity, a foundational element of CEL, a c o m m o n element
emerging from these questions that can be addressed. What this complex integration of
audit trail, profile and experience demonstrated is that it is not adequate to simply build
interactions and trust in the user to interpret and benefit from them. There is also a
responsibility for the application to be created in such a way that it has a responsibility
for maintaining the communication with the user - thereby supporting the creation of
truly interactive environments. In this context, the relationship between human and
computer might be envisaged as a series of encounters, with both parties responsible
for playing the appropriate role within those encounters. Ultimately, this is the
challenge for the producers and designers of CEL.
Summary
Based on the data recorded from this group of participants, it is evident that people
work with the same interactive products in quite different ways, having different
expectations, deriving various meanings and achieving various levels of engagement
and communication. The critical findings from this analysis can be summarised
according to five challenges identified in this conclusion:
• Interference - the challenge to avoid design and interaction characteristics that
might potentially interfere with communication and engagement.
• Balance and Time - the challenge to create CEL products that enable the learner
to achieve a balance between the interactive constructs offered and to achieve
m a x i m u m extraction of meaning from the time available.
• In Control - the challenge to provide environments where the learner is in
control, not just controlling.
7-305
• Negotiation - the challenge to structure C E L applications such that learners can
negotiate their preferred learning experience with the designer.
• Encounters - the challenge to create CEL environments that simulate the
encounters that might be expected in human-human communication.
The final chapter draws together the theoretical attributes of interactivity (Chapters 1, 2
and 3) with the findings based on the interactive expectations (Chapters 5), the links
between interactivity and learning (Chapter 6) and the affects of working with
interactivity (Chapter 7). In the final analysis, it will be developing a more
comprehensive understanding of the interactive phenomenon that will lead to C E L
products working better (Reeves, 1999).
CHAPTER 8:
INTERACTIVITY ON STAGE
INTRODUCTION
I chose the title for this final chapter for two reasons. First, it provides a metaphor for
the complete study, which was to audition interactivity and gauge its performance
through the eyes of its intended audience. Second, the outcomes from the research
process suggest a range of design strategies, one of which is the concept of the learner
as actor, and consistent with the analogy of interactivity as a component of
performance.
More specifically, this chapter integrates the theoretical framework of interactivity
developed throughout Chapters 1, 2 and 3 with the research outcomes from each of the
three procedures documented in Chapters 5, 6 and 7. To achieve this, the discussion is
presented in two major parts. The first section initially reviews the purpose of this
study, which was to develop and enhance our current understanding of the phenomenon
of interactivity in the context of Computer-Enhanced Learning (CEL) environments.
This is followed by an appraisal of the three research questions posed and the data that
was generated by the research procedures associated with each of those questions. This
review provides a framework for presenting a statement to articulate the fundamental
outcome of the research, which identifies the need for expanded and alternative
approaches to the way interactivity is designed and implemented within computer-based
environments,
Given this requirement, the second part of the chapter focuses on six major issues
derived from the research, and proposes strategies for each outcome to enhance and
extend current practice in the design and development of educational software. In brief,
these issues can be expressed as:
• assessing the nature of interactive interference, where interactive constructs
have the potential to disrupt continuity;
• using the concept of interactive balance as a means to determine when users
have reached a state of engagement;
• creating an environment in which the user is in control of, compared to
controlling, the interactivity within an application;
• introducing an option for negotiation, where both user and designer (through the
application) establish communication;
• conceptualising the relationship between learner and designer as a series of
encounters, through which negotiation might be facilitated; and
• positioning the learner as actor within an interactive performance to gain
m a x i m u m benefit from the associated encounters.
Overall, I believe this analysis provides a context for achieving what Reeves (1999)
exhorted, and that is to make C E L work better.
THE PHENOMENON OF INTERACTIVITY
The Research Purpose
The terms interactive and interactivity have been consistently used to described C E L in
such a way to imply that learning benefits will accrue because of those interactions
embedded in the product. However, based on m y o w n experience with working in the
field of C E L , and the research literature that identified interactivity as a concept
difficult to define and in need of research, I undertook this study to investigate
interactivity as a phenomenon and construct in its own right.
The general field of computer-based education has consistently been subject to
commentary that has questioned the overall effectiveness of the technology. If w e can
develop a better understanding of h o w people interpret the different interactive
constructs provided in C E L applications, w e will be in a better position to apply its
characteristics to these environments.
This study therefore set out to examine interactivity from the user's perspective,
focusing on their expectations of interactivity in the context of C E L environments, the
8-308
extent to which they linked specific instances of interactivity with support of learning
and the ways in which they worked with interactive products. This was achieved using a
qualitative research methodology that, through survey of 70 participants and
observation of 46 participants, assessed their responses to, and activities with, the
phenomenon of interactivity.
The Research Rationale
The value of the qualitative method is that it is appropriate for investigating diffuse
phenomena, such as the case of interactivity and its effect on learning in C E L
environments. A s detailed in the following review, the results from this study provided
a set of data which, on interpretation, provided the means by which the issues identified
could be addressed in the context of strategies for C E L design and development.
This study was structured to investigate interactivity from three different perspectives,
based on the literature review presented in Chapters 1,2 and 3 respectively. The
participants w h o contributed to the study were enrolled in a tertiary program studying
interactive multimedia, and based on the purposive sampling strategy, were considered
to have the appropriate characteristics for contributing the data used in the study.
Research Question 1
In the first chapter I examined the promise of interactivity in the context of C E L and
presented the argument that while interactivity had been well documented as a
beneficial feature of C E L environments, it had not consistently achieved its promise of
supporting effective learning. To address this issue, I posed the following question:
What expectations do people have from interactive learning
environments?
The aim of this question was to determine the links between the promised outcomes of
interactivity and the expectations of people w h o would be working with either the
design, development or use of this technology.
To address this question, I asked participants to respond to three questions concerning
the relationship between interactivity, software and learning. A s reported in Chapter 5,
the analysis of the responses I undertook, supported by the N U D * I S T software, enabled
8-309
m e to create a structure of themes and sub-themes with which the participants had
associated interactivity.
Overall, the expectations of interactivity identified by the participants (engagement,
communication, control, design, the individual and learning) were consistent with the
conditions of interactivity (Chapter 2) and the practice of interactivity (Chapter 3).
However, as the promise of effective learning from interactive courseware continues to
be debated, the expectations expressed by this group of participants suggested that the
interactivity being presented within C E L applications was not often consistent with the
expectations of potential users.
Research Question 2
In the second chapter I focused on the conditions of interactivity - the varied ways in
which interactivity has been considered within the learning field as well as C E L
environments. Given that interactivity and learning are perceived as being closely
linked, I posed the following question:
In what ways are interactive elements considered to impact on
the learning process?
The purpose of this question was to examine the ways participants associated the varied
constructs of interactivity with support of the learning process.
To address this question I derived a set of 66 examples of interactivity that were linked
to the two dimensions of control (program and learner). The participants were asked to
assign each of these statements to one of four dimensions (learner control/supports
learning, program control/supports learning, learner control/hinders learning and
program control/hinders learning).
For analysis of the data I developed a metric by which the trends from the assignment of
examples could be graphically represented. Assessment of this representation
demonstrated that, when considered as a group, the examples of interactivity were
predominantly rated in one of the Support Learning dimensions. However, when I
examined representations by gender or experience, a greater variation was evident, with
an increased proportion of the interactivity examples being allocated towards one of the
Hinder Learning dimensions. W h e n individual examples of interactivity were
8-310
considered, the variation in allocation between the four dimensions was even more
pronounced, as the participants' response was subject to even more variation.
The major outcome from this section of the study was that interactive elements were not
perceived to impact on the learning process consistently, in some cases supporting
learning and in others hindering that process. The implications for the design of C E L is
that interactive strategies must be more carefully scrutinised, not so much in terms of
the general abilities of a target audience, but in the way individuals within that audience
might interpret and adapt to the interactions presented.
Research Question 3
The final assessment of interactivity I undertook was in terms of its practice, the way
people have come to understand, interpret and use interactivity, as discussed in the third
chapter. The research into C E L has generally addressed the manipulation of variables,
such as learner control, learning styles or instructional strategy, and their impact on
learning. However, only a few of these studies have investigated the concept of the
interactive experience.
I therefore set out to examine how the interactions employed within computer-based
environments would impact on the user and, based on those observations, determine
strategies by which learning and computer-based interactivity might be better
understood. Rather than employing objective measures of interactivity, I undertook to
assess interactivity from the subjective experience of the users, which provided the
context for the third research question:
How do elements of interactivity affect product useability and
effectiveness?
To develop a response to this question, I implemented a comprehensive observational
procedure, recording the interactions and spoken observations on videotape, in which 46
participants worked through one of seven interactive multimedia software products,
selected for their diversity in interactive constructs and presentation style. As detailed in
Chapter 7, the data generated through this procedure enabled m e to prepare, for each
participant, representations of content audit trails and interactive profiles as well as
transcriptions of their interactive experiences with those titles.
8-311
From the analysis of this data, it was evident that the various interactive devices
employed in C E L products affect useability and effectiveness in both positive and
negative ways. Based on this outcome, a series of challenges were identified by which
designers might achieve more effective results.
Statement of Outcome
In a nutshell, the outcomes from this research process address three items:
1 The theoretical framework for interactivity demonstrates its beneficial
characteristics for learning, especially in the context of CEL,
2. The participants from this study had expectations of interactivity that were
consistent with these theoretical benefits, but
3. The participants' reaction to individual examples of interactivity and their
experience working with exemplar titles did not demonstrate a consistent match
between the theory and practice of interactivity.
To resolve this discrepancy requires a better understanding of the computer-based
interactive environment. The means by which designers might take advantage of this are
considered in terms of the six issues presented in the following sections.
INTERFERENCE AND INTERACTIVITY
In developing the theoretical framework by which interactivity has come to be
understood, the potential of narrative structures was identified as a means by which
C E L applications could provide a more communicative environment for the learner
(Plowman, 1996a). However, Plowman (1996a) also suggested that an issue with this
potential was that the narrative could be disrupted by the very element supposed to
enhance computer-based learning - interactivity. In contrast, Hilf (1996) believed
interactivity was the factor that enhanced narrative, as it was the user w h o was able to
control those interactions. From the outcomes of this study, especially those derived in
Chapters 6 and 7, it is apparent that certain attributes of the interactive environment do
contribute to this disruption or interference by distracting the user as they work towards
interpreting the content material. This is manifested through interactivity hindering or
disrupting the learning or information seeking experience.
8-312
This was illustrated in the specific responses made by participants to the animation and
audio elements included within applications such as Convict Fleet to Dragon Boat and
Real Wild Child. In this instance, the media elements were identified as both distracting
and annoying, as evidenced by Ivy (page 7-211) who reacted negatively to the
background sounds and Josef (page 7-283) w h o indicated that the program-initiated
animations interfered with his ability to interpret the content being displayed.
However, the issue with the design of these constructs is that there is inconsistency, in
the context of designing effective strategies, between the perceived role of the
application and the result of implementing those strategies. In the case of Convict Fleet
to Dragon Boat, the background sounds were initiated by the program in a proactive
format (they were not requested by the user), although controls were available to vary
the volume or mute the sounds altogether. It would appear however that being able to
control these elements is not the major issue. Rather it is the user understanding the
overall structure and purpose of the application, including the interface, interactions and
media, and being able to adjust attributes of these when appropriate. This concept is
considered in more detail in the Learners in Control and Interactivity as Negotiation
sections following.
In a similar fashion, participants also expressed on numerous occasions that they were
unclear of the purpose of the application. Despite excellent interface design and the
provision of help or support material, the way in which it could be communicated to the
user was not interpreted. Thus while the interactive components may be well meaning,
there appeared to be a gulf between user and program (compare Norman, 1986) that
could potentially result in interference with and disruption to the continuity and process.
INTERACTIVE BALANCE
For m e , one of the particularly interesting outcomes of this research was the potential
for the interactive profile (derived and discussed in Chapter 7) to provide an alternative
form of measure for the effectiveness of a C E L application. While the design of the
product must take into account the current pedagogical approaches to teaching and
learning, the accompanying interactions have been demonstrated to limit the user's
control of the learning process, as discussed in more detail in the Learners in Control
section.
8-313
In this study, the interactions being carried out were observed from two perspectives -
what the participant did and what they said. I recommend that this process of
observation be refined and extended such that protocols can be put in place whereby
users are observed, videotaped, and interviewed and the actual interactions (from both
physical and cognitive perspectives) recorded. B y generating a profile such as those
illustrated in Chapter 7, a measure can be provided as to the effectiveness an application
has in attaining an interactive balance with the user. A n objective would be to develop
applications whereby this balance could be achieved with the minimum number of
interactions and over the shortest period of time. It may also be the case that this
interactive balance is a measure of the user being in control rather than simply
controlling.
An advantage of this form of measure is that it is based on user's articulated experience
of working with the product, and expands on those measures based on a teacher's or
trainer's assessment of the value of a product's interactivity (Aldrich at al, 1998;
Stouppe, 1998).
LEARNERS IN CONTROL
Overview
Based on the expectations of participants (addressed in Chapter 5), the dimension of
control was identified as pertinent to all facets of interactivity, and is consistent with
learner control research, which has identified the control of components such as pace,
content and sequence as beneficial to the learning process (eg. Millheim, 1990).
However the examples of interactivity considered in Chapter 6 demonstrated that where
the program control limits or restricts the learner, it is perceived to hinder learning. In
one sense any computer-based application can be considered to be under total program
control, as it is the software that defines the range of actions and outcomes available to
the learner. So what are the factors that impact on the dimension of control, and what
constructs can be implemented to place the learner in control?
Trevor provided one of the most telling responses in relation to this as he worked
through the Voodoo Lounge title:
[Trevor]: I felt like I was in control, but half the time I didn't know what I was controlling -
that's the thing.
8-314
His observation suggests that the overt physical controls made available to the user do
not necessarily support the generation of meaning. Based on the range of spoken
responses that expressed concern with the control or purpose of the application, a
c o m m o n thread emerged that differentiated control and in control, reinforcing the
concerns of Rose (1999) as to the actual meaning of the words "learner control",
specifically with respect to the locus of that control.
Using the analogy of a novel, it is as if users are quite comfortable turning the pages but
then unsure of what to do with the words and story presented. In terms of the
observations made throughout the analysis of working with interactivity (Chapter 7),
this can be associated with the conversational aspects of computer-based
communication. In this case the design strategy (manifested in terms of the program
structure) did not appear to initiate communication with the learner of the purpose and
value of the content. Based on these observations, the following presents a series of
options or strategies to support the learner in developing a sense of being in control.
Orientation
One of the notable observations of the participants as they worked with the interactive
titles was that none of them chose to use the documentation provided with the
application to support their interaction with the product. This was despite the packaging,
including information booklets, being paced directly beside the keyboard (see Figure
7.1, page 7-190). O f the seven titles used with this study, 3 provided only installation
information (Convict Fleet to Dragon Boat, Real Wild Child and Frontier), two
provided a brief overview of the content (Dispossessed, Diggers and Democrats and
New Zealand Stamps) and two provided details of the content and navigation options
{Australian Stamps and Voodoo Lounge).
Had participants used the information provided by the latter two titles, their encounter
with the product and subsequent responses may have been more directed in terms of
navigation and interpretation of the structure. That the written information was not
accessed is indicative that participants expected all relevant material to be contained
within the application, and reinforces the importance of the designer's purpose also
becoming an integral component of the communication between learner and computer.
8-315
Another issue related to orientation is the context in which the application is used. There
is increasing emphasis for adult learners to operate in an independent environment,
using the communication and collaboration facilities of the internet to maintain cohort
links. Where computer-based learning applications are used in this context, the learner
has no other support than that provided by the application. For them to be able to take
control of the learning within that application, more orientation and purposeful direction
is required. In the case where the designer or teacher is able to personally orient the user
and direct them in its suggested usage for a particular class, then this orientation may be
successful. However, without such support, which is typical of the independent learning
environment, orientation becomes the responsibility of the application, and therefore the
designer.
To achieve this orientation it appears that the introduction to applications needs to be
enhanced to take into account a different level of information. Learners expect to be
given information about the objectives or expected outcomes, but also require continual
monitoring. Using the findings from Chapter 6 that identified prior-experience as a
potential factor impacting on the success of interactivity, novice users might be given
the opportunity for an overview of h o w the application was structured and the way users
were expected to work through it. This somewhat contradicts the notion that it is
advantageous to allow users to explore and jump to locations of interest; however,
based on observations from this study, the learner is comfortable with this level of
control, but not without some orientation to the new and illusory world being presented.
In the same way that authors can create words that enable a reader's imagination to
visualise the location and characters, designers should consider creating interactive
environments that achieve a similar effect and over which the learner has control. As
emphasised in the section on The Learner as Actor, learners need to feel part of the
performance and illusion, and in doing so, will achieve control over the process of
learning and the effective use of the resource.
Communication
It is also important to address the issue of communication. As detailed in the discussion
of Real Wild Child (Chapter 7, page 7-279), Brad had accessed the help system,
articulated the details presented and activated the display of contextual help displayed at
the top of the screen. However, even though this help facility had been activated, Brad
8-316
did not make the connection between activating the option and its appearance on the
screen, nor did he acknowledge its presence. Had the program used some form of
confirmation (Hannafin, 1989), the information presented by the help facility may have
had a different effect.
Assuming Respect
The implication from the previous discussion on orientation and communication suggest
an anthropomorphic process in which the program is able to demonstrate respect for the
learner, while at the same time ensuring that assumptions are not made about their
understanding and interpretation of the structures. Having been associated with a range
of design and development initiatives, I have been involved in creating sequences in
which the activities expected of users have been clearly articulated and demonstrated to
interested third parties such as sponsors or purchasers. However, these expectations
were not necessarily communicated in the same manner to the learners subsequently
operating in an independent environment.
One means of resolving this issue is to use a simple question and answer process, where
the program obtains relevant information about the learner and their expectations, in
much the same was as Hananfin & Peck (1988) suggested for personalising
applications. However, this was explained as a means by which the program would
integrate material of interest to the learner, whereas I a m proposing to place the learner
into a position where they have contributed to both structure and strategy. For example,
it is feasible to devise a program such that the content is contained within a database,
and that parameters provided by the user are used as retrieval criteria for selection and
display of that information. While the program may have a finite range of presentation
possibilities, if the learner is accessing those as if they have been self-determined then
the motivation to use the application may be increased.
This issue raises the question regarding the knowledge the design team must have of
programming capabilities and what can be achieved with a computer system. Given the
range of titles considered in Chapter 7, it appears that the capability of producing a
highly attractive interface is well established. However, creating interactive structures to
support the interface, where the user can make sense of the interactions and control
mechanisms remains elusive as the learner remains, to some extent, out of control!
8-317
The following section extends the options for placing the learner in control by
addressing the concept of establishing an environment in which the learner is able to
negotiate aspects of the interactive process through communication with the program.
INTERACTIVITY AS NEGOTIATION
Overview
The Macquarie Dictionary (1998) defines negotiation as "the mutual discussion and
arrangement of the terms of a transaction or agreement" and it was in the context of this
definition that conceptualising interactivity as a process of negotiation between the
designer and the learner emerged from m y assessment of the data obtained during the
process of this study. It was apparent from the responses made by participants to the
three questions discussed in Chapter 5 that interactivity was considered more than the
physical action of choosing options from a menu or navigating to new information.
While the theme of Control was frequently identified, so were those of Communication
and Engagement, suggesting that being involved and entering into a two-way process of
communication and information exchange were also integral components of the
interactive process. This was confirmed by numerous responses that the information
was not being presented by the application to support the user.
Prior research into CEL appeared to address this conversational aspect of interactivity
through the responsiveness of the computer - the learner chooses a menu item and the
program presents the associated information. However, this could be analogous to
entering a darkened room, turning on the light and then having to determine what
happens next. Based on the responses provided by participants when working with
interactive titles, it appears there are different levels of communication between learner
and computer, as there are with humans. Part of the conversational process is the
initiation of responses by both parties, and as suggested in the previous sections on
interference and balance, the program was not playing its role in this process.
Based on the background research in narrative (Plowman, 1996a), play (Humpherys,
1997b) and the potential for extending this concept to theatre and performance (Laurel,
1991; Shedroff, 1994), I believe that there is an opportunity to focus on the human-
computer interaction as one between the user and the designer, rather than user and
computer. While the learner is receiving responses from the program, they may not be
8-318
receiving input from the designer - the person w h o devised the program and is
expectant of learners being engaged and developing knowledge and understanding.
While the computer-technology is frequently portrayed as emancipating, providing the
learner with the freedom to pursue their o w n learning needs, it can also be alienating
and confusing if the content is difficult to locate or presented in a manner that is
complex to interpret. One way to gain m a x i m u m benefit from the interaction is for the
learner to be placed in a position where they are able to negotiate and maintain a
conversation with the designer. The following discussion presents a framework by
which this might be achieved.
From Narrative to Negotiation
Figure 8.1 represents a number of elements that re-focus the way in which interactive
materials might be structured to establish negotiation. The first is to introduce the
concept of the user illusion of a narrative-space, that is the extent to which the designer
has created a world in which the user believes (Tognazzini, 1999). Rather than
perceiving this as a metaphor for a real world environment, the illusion sets up a
temporary microworld that the designer will reveal to the user over time. Based on the
observations in this study, it was this gradual revelation of structure that was the user's
responsibility, not that of the software.
User Illusion
R A N C E
Interface
Figure 8.1: An Interactive Negotiation
8-319
Within this narrative space the interface allows the user to participate with the illusion
created, having movement within and control of that space and the ability to navigate to
preferred aspects of the presentation along paths which provide access to discrete
content areas. The user conceptually enters and exits the illusion, rather than beginning
and finishing a prescribed activity.
When the user is focusing on a particular component, the associated interactions come
into play and support a period of engagement. The importance of this concept is that
the program has a significant role in providing the structure and engagement of the user.
If this were to be compared to a side-show, the user is free to move between exhibits but
it is the performer at each exhibit w h o has the challenge to attract and engage the
audience. It is through this form of negotiation that interactive balance might also be
facilitated.
As identified in the discussion for Chapter 7, the program should be responsible for
playing a proactive role in the learner-computer interaction, manifested as if the
designer is spruiking for the learner's attention. In this way the communication extends
from a learner-computer interaction to that of negotiation between learner and designer.
As the learner enters this negotiation space, information on current and past
performance can be made available to the designer (either in person or as an intelligent
agent) in such a way that the structure of the interaction can be adapted. It is then the
designer w h o the learner perceives to be modifying the application to meet their current
learning or informational needs.
The implication is that when a user enters the negotiation space, they bring with them a
set of characteristics both personal (in terms of learning style and motivation) and
archival (in terms of their preferred options as recorded through previous interactive
encounters) which affect the interaction. In brief, an application is adaptive to both user
and designer characteristics.
Operationalisation
It has been suggested (Kearsley, 1987; Schwier & Misanchuk, 1993) that the
implementation of this form of adaptive learning environment model will require
elements of artificial intelligence and expert systems. The reason being that the program
has to be able to process data supplied by both the learner and the designer as they
8-320
cooperate in, and negotiate, the knowledge construction process. However, the extent to
which the application can present the illusion of intelligence and adaptation is the
critical component, as it is the learner w h o perceives whether the response is intelligent
in the way that it has conformed to the negotiation.
I believe the implementation of this form of structure is not so much a programming
issue but one of conceptual design and the ability to create the illusion to the user that
the environment in which they are operating is dynamic. The program does not present
itself as a set of content structures accessible by navigation paths, but as an environment
in which the designer and learner are both involved in the communication and
negotiation process.
The participants from this study identified the interactive constructs of communication,
conversation, participation and engagement as integral components of the interactive
process. The implementation of a conversational form of interaction where only one
person is present requires the design effort to focus on creating an illusion in which both
learner and designer contribute to the inputs and outputs of the interactive process. The
following section examines the designer-learner relationship from the context of a series
of encounters and h o w these encounters might be used to enhance the overall interactive
experience.
INTERACTIVE ENCOUNTERS
Overview
The word encounter is defined as "a meeting with a person or thing, especially casually
or unexpectedly" (Macquarie Dictionary, 1998:365). This seems most applicable to
what happens when users first activate a C E L application. While they m a y be familiar
with the content and aims of the overriding curriculum, their first encounter with a
computer-based application will potentially be confronting. As the participants worked
through the titles described in Chapter 7, it became apparent from their interactions and
spoken comments that the casual and unexpected aspects attributed to encounters were
equally applicable to the interactive experience.
Continuing the theme that communication between designer and learner is an important
aspect to be addressed in the development of C E L applications, the use of encounters as
8-321
a means to contextualise this communication is the focus of this section. The following
discussion introduces a range of situations that may be described in terms of an
encounter between user and designer, and the implications for the design and
development of C E L projects.
Introductory Encounters
W h e n the user first commences working with an application, an attempt to make
introductions between the major players is recommended. Depending on the structure of
the application, this may involve actual members of the development team presenting
the background to the design and its intended operation. Alternatively, the use of
characters within a microworld and the roles they are to play in the subsequent
presentations are introduced.
Learners also have the responsibility to introduce themselves and to inform the designer
of their experience and expectations, as suggested in the context of negotiation. In this
way the program can use the information to configure the way in which the application
will be presented and the means by which the learner can progress through the content
material. The notion of an introductory encounter can also be applied to that of the
parting encounter, where the learner is recognised for the role they played and
information exchanged. It is a relatively simple technique to record user responses and
integrate them into future presentations - placing value on the individual learner is a
means to enhance the purposeful nature of the product.
Controlling Encounters
In human-human encounters, the participants may operate equitably or one may
dominate the process. In the case of interactive applications, participants in this study
demonstrated that the two-way exchange of information is essential. However, based on
their observations, there was little opportunity to control the content other than the
selection of high-level menu items, the navigation between locations, choosing to
activate clickable objects or scrolling through large amounts of textual information.
While users were quite able to operate the various controlling items, the responses made
by the application were often unpredictable as well as unvarying.
8-322
Again, there m a y be a relatively simple means to address this observation. If
interactions were structured so that the user could control or act as a spectator then it
becomes more their choice as to h o w the presentation is revealed. In presenting these
options, it has to be clarified that they emerge from the responses given by participants
and that the context in which the application is developed will affect whether or not this
approach is effective. It is anticipated that these ideas can be generalised to a wide range
of content domains and metaphors, independent of the technological environment, with
the aim of achieving even more effective outcomes.
Strategic Encounters
It is also important that the encounters between learner and designer be strategically
positioned throughout the application in such a way that they can be initiated by either
of the two parties. The activation of these encounters will be dependent on the extent to
which the user has achieved interactive balance and control over the application. While
the use of agents has been applied to personalise the environment and provide
contextual advice, the responses provided by those agents are typically defined by the
program to operate under prescribed conditions, rather than those conditions being
negotiated by the user and designer. O f importance is the extent to which the user has
the illusion that they are being communicated with on an individual and personal level,
Empathetic Encounters
Finally, the encounters between learner and designer need to manifest a level of
empathy and tolerance. There is no reason why an application cannot indicate an
inability to undertake a task, or to be apologetic for being limited in its range of
responses. The underlying arguments for negotiations and encounters is one of
personalising the application, of integrating the designer into the process, and
continually ensuring that the learner is comfortable with their progress. Within the
responses recorded in this study, the one most relevant to this form of encounter was
when Mark attempted to search the database in Convict Fleet to Dragon Boat. Although
the search was successful from a technical perspective, the information returned could
not be interpreted because Mark had difficulty determining the link between his request
and the material returned. Had the program (designer) informed the user of the way in
which the search would be performed, the range of data being searched and the potential
8-323
retrievals, either the search request would have been terminated or the information
returned interpreted more easily.
Encounter Theory
In the same way that Kearsely & Shniederman (1998) proposed that an engagement
theory provide a set of prescriptions for successful computer-mediated communication,
the encounters presented in this analysis provide a framework for what I have termed
encounter theory. If the development of applications is considered as a sequence of
inter-related encounters, then the interactions provided to the user will be of
consequence, as they will have been presented in a conversational framework as integral
to the operation of the application. In addition, navigation through the application will
be more directed and destinations reached predicted by the user rather than unexpected,
and the content subsequently presented valued for its purpose.
Introducing the importance of encounters, in addition to negotiation and control, has
implications for the production team as these options can significantly affect the overall
design and development effort as well as the subsequent project costs. If the graphical
and media aspects of a product are given less emphasis and the relationship between
designer and learner greater importance, the initial cost m a y be higher but the long-term
returns potentially greater. A s Reeves (1999) declared, w e know how to build these
applications, w e just need to do it better. Envisaging the C E L application as a series of
encounters, rather than a means to structure content, is one way this might be achieved.
THE LEARNER AS ACTOR
This final section extends the notion of control, negotiation and encounter by focussing
on the learner and their role in the overall process. Integrating them into the process by
conceptualising applications that create a perfoimance in which the learner is actor, is
the final strategy proposed for better understanding the ways in which interactivity can
enhance the computer-based learning process.
To address this concept it is useful to compare the character portrayed within a
narrative, that is one w h o is described objectively, with the actor on stage w h o is an
integral, often controlling, component of the performance (Laurel, 1991). In discussing
the concept of computers as theatre, Laurel (1991:94) identified three specific
differences between narrative and drama:
Enactment - acting out rather than reading; whereas narrative is description, drama is action.
Intensification - incidents are selected, arranged and represented to intensify emotion and condense time. Narrative is often the reverse process of extensification, expanding or exploding time.
Unity of action versus episodic structure - dramas have a central action with causally linked incidents whereas narrative tends to quasi-independent and thematically connected incidents.
In the case of the participants contributing to this study, interactivity with the software
titles was generally in the observer role - making choices and then watching as the
program responded. Although this represents communication in the form of stimulus
and response, there was little evidence that the computer was responding to the
individual learner. While the response is a valuable component of the learning process,
the findings overall indicated that people were not being given the chance to participate
in any real sense. The users were not able to enact, the content was typically structured
without narrative or drama and there appeared to be little unity or episodic structure.
Even Real Wild Child and Voodoo Lounge, which were set in realistic 'virtual' worlds,
demonstrated a lack of narrative structure. Users either had to interpret the links
embedded within the interface or if those links were provided, such as the VTP card in
Voodoo Lounge, those links were not understood and the user remained disoriented
within the overall interface. As representatives of contemporary multimedia titles, the
emphasis was on content and interface rather than revealing the underlying structure to
the user. Although the titles used in this study could have enabled the user to create their
own narrative, the limited level of communication, balance and negotiation limited the
value of the overall encounter.
As I analysed each of the transcripts and interactions presented by the participants, the
possibility of portraying the learner as actor emerged. Again, it is important to
emphasise that this is related to those computer-based environments where the learner is
generally operating independently. There has been much written about situated,
contextual and participatory learning and each contributes to this conceptualisation. For
example, the Australian A r m y has implemented a computer-based application for
soldiers to conduct a terrain reconnaissance that benefits from being situated (using
8-325
different landscapes), contextual (under threat of enemy attack) and enabling the
learners to participate by taking a particular role in that procedure.
However the outcomes from this study suggest an extension is required to the way in
which the participation is undertaken. Perceiving the learner as actor requires
consideration of the way they understand the various objects, controls and purpose of
the environment in order to maximise the learning experience. In this case having some
knowledge of the script becomes important, not just in terms of the objectives of the
activity, but of the designer's assumptions in structuring the training material. The
learner as actor m a y also choose one of a number of roles that would extend the
longevity of a product, it need not be seen as a task to be completed once, but a resource
where different performances would yield different results.
In comparison to the learner as participant, where there is a notion of other people
involved with and possibly controlling the activities, the learner as actor requires a deal
of effort on behalf of the learner. B y examining the expectations placed on an actor in
the dramatic world, a perspective can be given to the learner in a computer-based
environment. The following uses the acting qualities identified by Grandstaff (1995) to
extend the way in which learner-computer interactions can be understood.
Actors must be able to be heard and to use their voice expressively, emphasising the
need for practice and experience. In many computer-based applications the user is given
little opportunity to become experienced other than over time. If the user cannot gain
the confidence to use the application rapidly, then the initial contact may be considered
as unrewarding, and reduce the chances of perseverance or a return visit, as articulated
by E m m a as she worked with Voodoo Lounge.
Rehearsing, getting it right, may be one challenge for designers during the introductory
encounter with learners, with the rehearsal providing the opportunity for the learner to
achieve an appropriate interactive balance for their current needs. In a theatrical
performance, the audience and other players are aware of the actor playing the lead role.
In the case of computer-based activities, the audience can be perceived as the alter ego
of the learner - by participating in the application and achieving the educational goals
they feel a level of success. If a performance, that success would be demonstrated by the
pleasure of the audience; in this instance it is the pleasure of the individual's success in
having participated in a performance that will produce successful results.
Grandstaff (1995) also identifies the concepts and skills associated with acting that
include improvisation, dramatic structure, stage orientation, movements, entrances,
exits, gestures and reaction. In the computer-based environment these represent the
characteristics over which the learner has control - and when in control the learner
(actor) is patient while others present their lines and then proceed. The actor also has to
understand the character they portray, develop a polished performance and be able to
work with the director.
The concept of learner as actor therefore extends the way in which people working with
computer-based interactive products participate in the overall process and presentation
of content. In the same way that an actor puts their personality on the role they play, so I
a m arguing for learners, through strategies of balance, negotiation, control and
encounter, to have some opportunity to manage their interactivity.
CONCLUSION
This study commenced as an investigation into interactivity, the term applied with
almost reverence to computer-based learning applications and yet remaining difficult to
define. More importantly, the huge investment and research in computer-based
interactive learning resources has continually been subjected to debate as to its value
and cost-effectiveness. Beginning with m y o w n belief in the magic that computer-based
technology has the potential to deliver, I was faced with the question "what is
interactivity in the context of computer based learning"?
Using a range of data collection strategies within a qualitative research paradigm, I set
about investigating the concept of interactivity and identified a number of recurring
themes. From interactive environments, the participants expected control, conversation
and participation. However, when placed in the context of working with such
applications, these dimensions were limited if not absent. While the participants had no
difficulty in using the controls or suspending belief while they operated within the
digital world presented, there was little evidence that the application was playing its role
in the communication process.
8-327
Having placed interactivity on stage and enabled the participants, as audience, to be
judge of its audition, I believe that within this metaphor there is more to interactivity
than has been previously considered. W e have an audience of learners, and while their
characteristics and paradigms of learning continually evolve, w e are able to provide
appropriate means by which they can view a performance. And with the stage and set
design, w e have developed comprehensive understandings of what looks good and how
it can be presented. What appears to be missing however is the way in which the actors
take on their roles. Using this metaphor, I believe w e need to think more about the
learner taking on some of the actor's role, through interpretation of the script and even
being enabled to improvise where appropriate.
As a result of this audition, I have identified six areas that might enhance the chances of
interactivity securing that lead role where learning is meaningful and the learners
engaged:
• Reducing interactive interference
• Establishing interactive balance
• Creating environments where learners are in control
• Enabling interactive negotiation between designer and learner
• Implementing the learner-computer interface as a series of encounters
• Allowing the learner to be an actor
The on-going success of computer-based learning will be through interactivity as a
manifestation of communication between designer and learner. If designers can develop
their ideas into a performance such that the learner is integrated with that illusion, then
the magic and engagement so eagerly sought after might well be realised.
REFERENCES
Ackerman, D. & Tauber, M.J. (Eds) (1990). Mental Models and Human-Computer Interaction 1. Amsterdam: North-Holland.
Aldrich, F„ Rogers, Y. & Scaife, M. (1998). Getting to grips with "interactivity": Helping teachers assess the educational value of CD-ROMs. British Journal of Educational Technology, 29(4), 321-332.
Alessi, S.M. (1988). Fidelity in the design of instructional simulations. Journal of Computer-Based Instruction, 15(2), 40-47.
Alessi, S.M. & Trollip, S.R. (1991). Computer-Based Instruction: Methods and Development (2nd Edition). Englewood Cliffs, NJ: Prentice Hall.
Alexander, S. & McKenzie, J. (1998). An Evaluation of Information Technology Projects for University Learning. Commonwealth of Australia, Australian Government Publishing Service.
Anderson, J. (1990). The Adaptive Character of Thought. Hillsdale, NJ: Lawrence Erlbaum Associates.
Andris, J.F. & Stueber, A.M. (1994). Studying student navigational patterns in a hypermedia geology lab simulation and their relationship to learning style. [Online]. Available: http://www.siue.edu/nandris/HTMLDocuments/AI^RIS/Studving/Studving.html. [30th M a y 2000].
APTA(1997). The Wonderful World of Australian Stamps. [CD-ROM]. APTA, Sydney, Australia.
Argyris, C. & Schon, D. (1974). Theory in Practice. San Francisco: Jossey-Bass.
Atkinson, R. C. (1972). Ingredients for a theory of instruction. American Psychologist, 27,921-931.
Australian Broadcasting Commission (1997). Frontier. [CD-ROM]. Australian Broadcasting Commission, Sydney.
Australian Multimedia Testing Centre (2000). [On-line] Available: http://www.amtc.com.au [30th M a y 2000].
Ausubel, D. (1963). The Psychology of Meaningful Verbal Learning. N e w York: Grune & Stratton.
Bandura, A. (1971). Social Learning Theory. N e w York: General Learning Press
Bardini, T. (1997). Bridging the gulfs: From hypertext to hyperspace. Journal of Computer Mediated Communication, 3(2), 1-22. [Online]. Available: http://icmc.huii.ac.il/vol3/issue2/bardini.htmU30 May 2000].
Barrett, E. & Redmond, M. (Eds) (1995). Contextual Media: Multimedia and Interpretation. Cambridge, M A : The M I T Press.
Bartolome, A.R. (1998). Multimedia or interactivity: At least the appearance of two way communication. [Online]. Available: ^ http://www.kin.ucalgarv.ca/mmwww/seminars/Bartolo/Bartolo.htmU211 February
1998].
329
Bellamy, R., Woolsey, K., Cooper, E. & Kerns, C. (1999). Design experiments with media-rich messaging. Journal of Interactive Learning Research, 10(2), 149-177.
Berlo, D. (1960). The Process of Communication: An Introduction to Theory and Practice. N e w York: Holt, Rinehart & Winston.
Booth, P. (1989). An Introduction to Human-Computer Interaction. Hove, UK: Lawrence Erlbaum Associates.
Borsook, T.K. & Higginbotham-Wheat, N. (1991). Interactivity: What it is and what it can do for computer-based instruction. Educational Technology, 3/(10), 11-17.
Bower, G.H. & Hilgard, E.R. (1981). Theories of Learning. (5th Edition). N e w York: Prentice Hall.
Bower, G.H. & Morrow, D.G. (1990). Mental models in narrative comprehension. Science, 247,44-48.
Boyle, T. (1997). Design for Multimedia Learning. London: Prentice Hall.
Brand, S. (1988). The Media Lab: Inventing the Future atMT. N e w York, N Y : Penguin.
Brown, J.S. & Van Lehn, K. (1980). Repair theory: A generative theory of bugs in procedural skills. Cognitive Science, 4, 379-426.
Bruner, J. (1966). Toward a Theory of Instruction. Cambridge, M A : Harvard University Press.
Burger, K. (1985). Computer assisted instruction: Learning style and academic achievement. Journal of Computer-Based Instruction, 12(1), 21-22.
Burns, R.B. (1997). Introduction to Research Methods. (3rd Edition). South Melbourne, Vic: Longman.
Caffarella, E.P. (1999). Doctoral Research in Educational Technology: A Directory of Dissertations, 1977-1998. [Online] Available: http://www.edtech.univnorthco.edu/disswww/dissdir.htm [18th November 1999].
Cameron, A (1998). Dissimulations: Illusions of interactivity. [Online] Available: http://ma.hrc.wmin.ac.Uk/kids/ma.theorv.3.2.db [30th M a y 2000].
Card, S., Moran, T. & Newell, A. (1983). The Psychology of Human-Computer Interaction. Hillsdale, NJ: Erlbaum.
Carroll, J.M. (1990). The Nurnberg Funnel. Cambridge, M A : M I T Press.
Carroll, T. (1999). Personal communication.
Cavalier, J.C. & Klein, J.D. (1998). Effects of cooperative versus individual learning and orienting activities during computer-based instruction. Educational Technology Research and Development, 46(4), 5-18.
Center for Interactive Advertising (1999). Perceived interactivity and attitude toward website. [Online] Available: http://www.utexas.edu/coc/admedium/Ivorv/perceived interactivitv.html f30 May 2000].
Chandler, P. & Sweller, J. (1991). Cognitive load theory and the format of instruction. Cognition and Instruction, 8(4), 293-332.
330
Clark, R. (1983). Reconsidering research on learning from media. Review of Educational Research, 53, 445-459.
Clark, R.C. (1989). Developing Technical Training. Phoenix: Performance Technology Press.
Craik, F. & Lockhart, R. (1972). Levels of processing: A framework for memory research. Journal of Verbal Learning & Verbal Behavior, 11,671 -684.
Crockford, D. (1988). Stand by for fun, in S. Ambron & K. Hooper (Eds), Interactive Multimedia. Redmond, W A : Microsoft.
Cronbach, L. & Snow, R. (1977). Aptitudes and Instructional Methods: A Handbook for Research on Interactions. N e w York: Irvington.
Cross, K.P. (1981). Adults as Learners. San Francisco: Jossey-Bass.
De Bono, E. (1967). New Think: The Use of Lateral Thinking in the Generation of New Ideas. N e w York: Basic Books.
Dempsey, J. V. & Sales, G.C. (1993). Interactive Instruction and Feedback. Englewood Cliffs, NJ: Educational Technology Publications.
Dick, W . & Carey, L. (1990). The Systematic Design of Instruction (3rd Edition). Glenview, IL: Scott Foresman.
Dix, A., Finlay, J., Abowd, G. & Beale, R. (1993). Human-Computer Interaction. N e w York: Prentice Hall.
Draper, S. (1996). Content and interactivity. [Online]. Available: http://itechl.coe.uga.edu/itforum/extra3/ex3-28.html [30th May 2000].
Dugdale, S., DeKoven, E. & Ju, M. (1998). Computer course enrolment, home computer access, and gender: Relationships to high school students' success with computer spreadsheet use for problem solving in pre-algebra. Journal of Educational Computing Research. 18(1), 49-62.
Eberts, R.E. (1994). User Interface Design. Englewood Cliffs, NJ: Prentice Hall.
Educational Technology (1993). Landamatics ten years later: A n interview with Lev. N. Landa. Educational Technology, 33(6), 7-18.
Fenrich, P. (1997). Practical Guidelines for Creating Instructional Multimedia Applications. Fort Worth, PA: The Dryden Press.
Festinger, L. (1957). A Theory of Cognitive Dissonance. Stanford, CA: Stanford
University Press.
Filipczak, B. (1996). Engaged! The nature of computer interactivity. Training, 33(11),
52-58.'
Fitzkee, D. (1943). Showmanship for Magicians. Pomeroy, OH: Lee Jacobs
Productions.
Flick, K. & Goodall, H. (1998). Angledool stories: Aboriginal history in hypermedia, in R. Perks & A. Thomson (Eds), The Oral History Reader. London: Routledge.
Foley, G. (2000). Understanding Adult Education and Training. (2nd Edition). St
Leonards, N S W ; Allen & Unwin.
Fritze P (1994). A visual mapping approach to the evaluation of multimedia learning materials, in K. Beattie, C. McNaught & S. Wills (Eds), Interactive Multimedia in
University Education: Designing for Change in Teaching and Learning. Amsterdam: Elsevier Science BV.
Fritze, P. & McNaught, C. (1996). VisMap: A C D for Exploring Evaluation Issues in Computer-Facilitated Learning. Proceedings of the From Virtual to Reality Apple University Academic Conference, University of Queensland.
Gagne, R. (1985). The Conditions of Learning. 4th Edition. N e w York: Holt, Rinehart & Winston.
Gagne, R.M., Briggs, L.J. & Wager, W.W. (1988). Principles of Instructional Design (3rd Edition). N e w York: Holt, Reinhart & Winston.
Gahan, C. & Hannibal, M. (1998). Doing Qualitative Research Using QSRNUD*IST. London: Sage Publications.
Gardner, H. (1993). Multiple Intelligences: The Theory in Practice. NY: Basic Books.
Gery, G. (1987). Making CBT Happen. Boston, M A : Wiengarten Publications.
Gibson, J.J. (1966). The Senses Considered as Perceptual Systems. Boston: Houghton Mifflin.
Gilbert, L. & Moore, D.R. (1998). Building interactivity into web courses: Tools for social and instructional interaction. Educational Technology, 38(3), 29-35.
Grandstaff, RJ. (1995). Acting & Directing. (3rd Edition). Lincolnwood, 111: National Textbook Company.
Guthrie, E.R. (1935). The Psychology of Learning. N e w York: Harper.
Hall, B. (1997). Web-Based Training Cookbook. N e w York: John Wiley & Sons.
Hannafin, M.J. (1989). Interaction strategies and emerging instructional technologies: Psychological perspectives. Canadian Journal of Educational Communication, 18(3), 167-179.
Hannafin, M.J. (1992). Emerging technologies, ISD, and learning environments. Educational Technology Research and Development, 40(1), 49-63.
Hannafin, M.J. & Peck, K.L. (1988). The Design, Development, and Evaluation of Instructional Software. N e w York: Macmillan Publishing.
Hannafin, M.J., Hannafin, K.M., Hooper, S.R., Rieber, L.P. & Kini, A S . (1996). Research on and research with emerging technologies, in D.H. Jonassen (Ed.), Handbook of Research for Educational Communications and Technology. N e w
York, N Y : Simon & Schuster.
Harmon, S.W. (1992). O n the nature of exploratory behaviour in hypermedia environments: considerations of learner use patterns for the design of hypermedia instructional systems. Unpublished dissertation. U M I Dissertation Services - No.
9235414.
Hart I (1996). Learners as designers: Computers as cognitive tools in architecture education. Unpublished dissertation. University of Wollongong.
Heath J (1996) When interactive media is not truly interactive.[Online]. Available: httrV//www.cti.ar. i,Wpiihl/actlea/i^^3/heath/index.html [30 May 2000].
Hedberg J & Harper, B. (1997). Visual Metaphors and Authoring [Online] S I i m S t e **» an/~-THedberg/ITFORUM.html [26
th January 2000].
Heeter, C. (1989). Implications of new interactive technologies for conceptualizing communication, in J.L. Salvaggio & B. Jennings (Eds), Media Use in the Information Age: Emerging Patterns of Adoption and Consumer Use. Hillsdale, N H : Lawrence Erlbaum Associates.
Hilf, W.H. (1996). Beginning, middle and end - not necessarily in that order. Homer Hypermedia. [Online] Available: http://www.cvbertown.com/hi1fhtml [30th M a v 2000]. y
Hillman, D.C., Willis, D.J. & Gunawardena, C.N. (1994). Learner-interface interaction in distance education: A n extension of contemporary models and strategies for practitioners. 77ie American Journal of Distance Education, 8(2), 30-42.
Hodgkinson, H.L. (1967). Education, Interaction, and Social Change. Englewood Cliffs, NJ: Prentice-Hall.
Holloway, I. (1997). Basic Concepts for Qualitative Research. London, UK: Blackwell Science Ltd.
Holmes, M. (1995). Interactivity primer: exploring the essence of good interactivity. [Online]. Available: http://www.multimediator.com/publications/writeOKshtml [11th November 1999].
Honey, P. & Mumford, A. (1992). The Manual of Learning Styles. Revised Edition. Peter Honey Publications.
Hull, C. (1943). Principles of Behavior. N e w York: Appleton-Century-Crofts.
Humpherys, S. (1997a). Narrative and interactivity: A n overview of the story so far. Language and Interactivity Conference. [Online] Available: http://click.com.au/afc/presentations [2nd August 1998].
Humpherys, S. (1997b). Interactivity as play: Exploring play theory for its usefulness in analysing and producing interactive multimedia. [Online] Available: http://www.ngapartii.comn.au/research/rosebua7research/Interactivitv as play .html [28th July 1998].
InterCom (1992). How to Develop CBT. Commercial brochure, InterCom.
International Forum of Educational Technology & Society (IFETS) (1999). Discussion list. [Online] Available: http://ifets.ieee.org/maillist.html [30th M a y 2000].
International Quality & Productivity Centre (2000). Harnessing eLearning and Technology Assisted Training. Publicised Conference, M a y 22nd and 23rd, Sydney Australia. Information: http://www.iqpc.com.au [30th M a y 2000].
Iuppa, N.V. (1984). A Practical guide to Interactive Video Design. White Plains, N Y : Knowledge Industry Publications.
Jakobsottir, S. & Hooper, S. (1995). Computer-assisted foreign language learning: Effects of text, context, and gender on listening comprehension and motivation. Educational Technology Research and Development, 43(4), 43-59.
Jaspers, F. (1991). Interactivity or instruction? A reaction to Merrill. Educational Technology, 31(3), 21-24).
Johnson, J. & Olivia, M . (1998). Internet textuality: Toward interactive multilinear narrative. [Online] Available: http://olivia.historv.denison.edu/maurizio/pmcl [30th
July 1998].
333
Jonassen, D.H. (1985). Interactive lesson designs: A taxonomy. Educational Technology, 25(6), 7-17.
Jonassen, D.H. (1988). Integrating learning strategies into courseware to facilitate deeper processing, in D.H. Jonassen (Ed.), Instructional Designs for Microcomputer Courseware. Hillsdale, NJ: Lawrence Erlbaum.
Jonassen, D. H. (1996). Computers in the Classroom: Mindtoolsfor Critical Thinking. N e w Jersey: Prentice-Hall.
Jonassen, D.H. & Grabowski, B.L. (1993). Handbook of Individual Difference, Learning, and Instruction. Hillsdale, NJ: Lawrence Erlbaum Associates.
Jonassen, D. & Tessmer, M. (1996). An outcomes based taxonomy for instructional systems design, evaluation, and research. Training Research Journal, 2,11-46.
Josephson, H. (1997). Interface Metaphors. Language and Interactivity Conference. [Online] Available: http.V/click. com, au/afc/presentations/hal+i. html [2nd August 1998].
Juchau, R. (1999). Are universities really benefiting from new waves in education? Hawkesbury Graduate, 1 of 2, 20-21.
Kearsley, G. (1977). Some conceptual issues in computer-assisted instruction. Journal of Computer-based Instruction, 4(1), 8-16.
Kearsley, G. (Ed.) (1987). Artificial Intelligence and Instruction. Reading, M A : Addison-Wesley.
Kearsley, G. (1997). Explorations in Learning & Instruction: The Theory Into Practice Database. [Online]. Available: http://www.gwu.edu/~tip [30th May 2000].
Kearsley, G. & Shneiderman, B. (1998) Engagement theory: A framework for technology-based teaching and learning. Educational Technology, 38(5), 20-23.
Keller, J. M., & Suzuki, K. (1988). Use of the A R C S motivation model in courseware design, in D. Jonassen (Ed.), Instructional Designs for Microcomputer Courseware. Hillsdale, NJ: Lawrence Erlbaum.
Kinzie, M.B., Sullivan, H.J., & Berdel, R.R. (1988). Learner control and achievement in science computer-assisted instruction. Journal of Educational Psychology, 80(3),
299-303.
Kirsch, D. (1997). Interactivity and multimedia interfaces. Instructional Science, 25(2),
79-96.
Knowles, M. (1984). Andragogy in Action. San Francisco: Jossey-Bass
Knowles, M. (1990). The Adult Learner: A Neglected Species (4th Edition). Houston:
Gulf Publishing.
Kolb, D.A. (1976). Learning style inventory technical manual. Boston, M A : Mcber &
Co. Kozma, R.B. (1991). Learning with media. Review of Educational Research, 61(2),
179-211.
Kristof, R. & Satran, A. (1995). Interactivity by design: Creating and Communicating with New Media. Mountain View, CA: Adobe Press.
Kulik, J.A, Bangert, R.L. & Williams, G.W. (1983). Effects of computer-based teaching on secondary school students. Journal of Educational Psychology, 75(1),
Kumar, R. (1996). Research Methodology. Melbourne, Vic: Longman.
Landa, L. (1974). Algorithmization in Learning and Instruction. Englewood Cliffs, NJ: Educational Technology Publications.
Larsen, R.E. (1992). Relationship of learning style to the effectiveness and acceptance of interactive video instruction. Journal of Computer-Based Instruction, 9(1), 17-21.
Last, D.A., O'Donnell, A.M. & Kelly, A.E. (1998). Using hypermedia: effects of prior knowledge and goal strength. Proceedings of SITE 98. Society for Information Technology & Teacher Education International Conference (Washington, DC, March 10-14,1998). (ED421146).
Lave, J., & Wenger, E. (1990). Situated Learning: Legitimate Peripheral Participation. Cambridge, UK: Cambridge University Press.
Laurel, B. (Ed.) (1990). The Art of Human-Computer Interface Design. Reading, M A : Addison-Wesley.
Laurel, B. (1991). Computers as Theatre. Reading, M A : Addison Wesley.
Laurillard, D. (1998). Multimedia and the learner's experience of narrative. Computers & Education, 31,229-242.
Liestol, G. (1994). Wittgenstein, Genette, and the reader's narrative in hypertext, in G.P. Landow (Ed.), Hyper/Text/Theory. Baltimore: Johns Hopkins University Press.
Lincoln, Y.S., & Guba, E.G. (1985). Naturalistic Inquiry. Beverley Hills, CA: Sage.
McNaught, C. (1999). Email communication requesting submissions for a special edition of the Journal of Interactive Learning focusing on courseware development.
Macquarie Dictionary (1998). The Macquarie Concise Dictionary. 3rd Edition. Macquarie University, N S W : The Macquarie Library.
Mager, R. (1988). Making Instruction Work. Belmont, CA: Lake Publishing Co.
Magidson, E.M. (1978). Student assessment of PLATO: What students like and dislike about CAI. Educational Technology, 18(8), 21-25.
Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning, in R. E. Snow & M. J. Fair (Eds.), Aptitude, Learning, and Instruction, HI: Conative and Affective Process Analysis. Hillsdale, NJ: Lawrence Erlbaum Associates.
Maltzman, I. (1960). O n the training of originality. Psychological Review, 67(4), 229-242.
Marton, F., Hounsell, D. & Entwistle, N. (1984). The Experience of Learning. Edinburgh: Scottish Academic Press.
Merrill, M.D. (1983). Component display theory, in C. Reigeluth (Ed), Instructional Design Theories and Models. Hillsdale, NJ: Lawrence Erlbaum Associates.
Merrill, M.D., Drake, L. Pratt, J. and the ID2 Research Group at Utah State University (1996). Reclaiming instructional design. Educational Technology, 36(5), 5-7.
335
Milheim, W.D. (1990). The effects of pacing and sequence control in an interactive video lesson. Educational Technology and Training International, 27(1), 7-19.
Milheim, W.D. (1996). Interactivity and computer-based instruction. Journal of Educational Technology Systems. 24(3), 225-233.
Miller, G.A. (1956). The magical number seven, plus or minus two: Some limits on our capacity for processing information. Psychological Review, 63, 81-97.
Misanchuk, E.R. & Schwier, R.A. (1992). Representing interactive multimedia and hypermedia audit trails. Journal of Educational Multimedia and Hypermedia, 1,355-372.
Moore, M.G. (1989). Editorial: Three types of interaction. The American Journal of Distance Education, 3(2), 1-7.
Moore, M.G. (1991). Editorial: Distance education theory. The American Journal of Distance Education, 5(3), 1-6.
Murray, J.H. (1997). Hamlet on the Holodeck: The Future of Narrative in Cyberspace. N e w York: The Free Press.
National Institute of Dramatic Art (1998). Stage Struck. [CD-ROM]. Information: http://www.nida.com.au [30th M ay 2000].
Newell, A. (1990). Unified Theories of Cognition. Cambridge, M A : Harvard University Press.
Newell, A. & Simon, H (1972). Human Problem Solving. Englewood Cliffs, NJ: Prentice-Hall.
N e w Zealand Post (1997). N e w Zealand Stamps: A Virtual Album. [CD-ROM]. Information: enquiry(S)/wgmsc.nzpost.co.nz.
Norman, D.A. (1986). Cognitive engineering, in D.A. Norman & S.W. Draper (Eds), User centred system design: New perspectives on human-computer interaction. Hillsdale, NJ: Lawrence Erlbaum Associates.
Norman, D.A. (1987). Cognitive engineering - cognitive science, in J.M. Carroll (Ed.), Interfacing Thought: Cognitive Aspects of Human-Computer Interaction. Cambridge, M A : M I T Press.
Outing, S. (1998). What exactly is 'interactivity'? [Online]. Available: http://www.mediainfo.corn/ephome/news/newshtm/stop/stl20498.htm [30th May
2000].
Paivio, A. (1986). Mental Representations. N e w York: Oxford University Press.
Palloff, R.M. & Pratt, K. (1999). Building Learning Communities in Cyberspace: Effective Strategies for the Online Classroom. San Francisco, CA: Jossey Bass.
Paolucci, R. (1998). The effects of cognitive style and knowledge structure on performance using a hypermedia learning system. Journal of Educational Multimedia and Hypermedia, 7(2/3), 123-150.
Papert, S. (1980). Mindstorms. New York: Basic Books.
Park, O. (1996). Adaptive instructional systems, in D.H. Jonassen (Ed.), Handbook of Research for Educational Communications and Technology. N e w York, N Y : Simon
& Schuster.
336
Parrish, P. (1996). Interactivity in computer-aided learning (CAL). [Online]. Available: http://www.comet.ucar.edu/pub html/npi/interac3html [30th M ay 2000].
Pemberton. S. (Ed.) (1997). Human Factors in Computing Systems. CHI'97 Conference Proceedings. N e w York, N Y : Association for Computing Machinery.
Piaget, J. (1929). The Child's Conception of the World. N Y : Harcourt, Brace Jovanovich.
Piesk, J. & Trogemann, G. (1998). Presenting educational contents in nonlinear narrative structures by conversational virtual actors, in T. Ottmann & I. Tomek (Eds). Proceedings of ED-MEDIA/ED-TELECOM 98. Freiburg, Germany; June 20-25,1998. Virginia: Association for the Advancement of Computers in Education.
Plowman, L. (1996a). Narrative, linearity and interactivity: making sense of interactive multimedia. British Journal of Educational Technology, 27(2), 92-105.
Plowman, L. (1996b). Designing interactive media for schools: A review based on contextual observation. Information Design Journal, 8(3), 258-266.
Plowman, L. (1997). Getting side-tracked: cognitive overload, narrative, and interactive learning environments, in T. O'Shea (Ed.), Virtual Learning Environments and the Role of the Teacher. Proceedings of UNESCO/Open university International Colloquium.
Preece, J. (1994). Human-Computer Interaction. Wokingham, England: Addison-Wesley.
Quinn, S.F. (1997). Language learning as performance. [Online] Available: http://www.aasianst.org/absts/1997abst/inter/il85.htm [30th M ay 2000].
Rackman, N. & Morgan, T. (1977). Behaviour Analysis in Training. London: McGraw Hill.
Rasmussen, K.L. & Davidson-Shivers, G.V. (1998). Hypermedia and learning styles: can performance be influenced? Journal of Educational Multimedia and Hypermedia, 7(4), 291-308.
Real Wild Child Consortium (1997). Real Wild Child: Australian Rock Music 1950s-90s. [CD-ROM], Information: http://www.realwildchild.com.au [30th May 2000].
Reeves, T.C. (1993). Pseudoscience in computer-based instruction: The case for learner control research. Journal of Computer-Based Instruction, 20(2), 39-46.
Reeves, T.C. (1999). A research agenda for interactive learning in the new millennium, in B. Collis & R. Oliver (Eds), Proceedings of the 1999 EdMedia Conference. Association for the Advancement of Computing in Education.
Reigeluth, C. (1992). Elaborating the elaboration theory. Educational Technology Research & Development, 40(3), 80-86
Reinbott, R. (2000). Personal communication.
Reiser, R.A. (1987). Instructional technology: A history, in R.M. Gagne (Ed), Instructional Technology Foundations. Hillsdale, NJ: Lawrence Erlbaum.
Rhodes, D.M. & Azbell, J.W. (1985). Designing interactive video instruction professionally. Training and Development Journal, December, 31-33.
337
Rieber, L.P. (1994). Computers, Graphics, & Learning. Madison, WI: Brown & Benchmark.
Ripple Media (1998). Convict Fleet to Dragon Boat. [CD-ROM]. Ripple Media Pty Ltd, Australia. Information: http://www.ripplemedia.com.au [30th May 2000]
Rogers, C.R. (1969). Freedom to Learn. Columbus, OH: Merrill.
Romiszowski, A. J. (1986). Developing Auto-Instructional Materials. London: Kogan Page.
Rose, E. (1999). Deconstructing interactivity in educational computing. Educational Technology, 39(1), 43-49.
Ross, S.M.& Morrison, G.R. (1996). Experimental research methods, in D.H. Jonassen (Ed.), Handbook of Research for Educational Communications and Technology. N e w York, N Y : Simon & Schuster.
Rumelhart, D. & Norman, D. (1978). Accretion, tuning and restructuring: Three modes of learning, in. J.W. Cotton & R. Klatzky (Eds), Semantic Factors in Cognition. Hillsdale, NJ: Erlbaum.
Russell, T.L. (1999). The No Significant Difference Phenomenon. Office of Instructional Telecommunications, North Carolina State University.
Salomon, G. (1979). Interaction of Media, Cognition, and Learning. San Francisco: Jossey-Bass.
Santiago, R. S. & Okey, J.R. (1992). The effects of advisement and locus of control on achievement in learner-controlled instruction. Journal of Computer-Based Instruction, 19(2), 47-53.
Savenye, W.C. & Robinson, R.S. (1996). Qualitative research issues and methods: An introduction for educational technologists, in D.H. Jonassen (Ed.), Handbook of Research for Educational Communications and Technology. N e w York, N Y : Simon & Schuster.
Scaife, M. & Rogers, Y. (1996). External cognition: how do graphical representations work? International Journal of Human-Computer Studies. 45, 185-213.
Scandura, J.M. (1973). Structural Learning I: Theory and Research. London: Gordon &
Breach,
Schaffer, L.C. & Hannafin, M.J. (1986). The effects of progressive interactivity on learning from interactive video. Educational Communication and Technology
Journal, 34(2), 89-96.
Schank, R.C. (1982). Dynamic Memory: A Theory of Reminding and Learning in Computers and People. Cambridge University Press
Schirato, T. & Yell, S. (1996). Communication & Cultural Literacy: An Introduction. St
Leonards, N S W : Allen & Unwin.
Schmeck, R R (1988). A n introduction to strategies and styles of learning, in R.R. Schmeck (Ed), Learning Strategies and Learning Styles. N e w York: Plenum Press.
Schoenfeld, A. (1985). Mathematical Problem Solving. N e w York: Academic Press.
Schwier, R. & Misanchuk, E. (1993). Interactive Multimedia Instruction. Englewood Cliffs, NJ: Educational Technology Publications.
338
Selnow, G.W. (1988). Using interactive computer to communicate scientific information. American Behavioral Scientist, 32(2), 124-135.
Shaffer, D.W. & Resnick, M . (1999). "Thick" authenticity: N e w media and authentic learning. Journal of Interactive Learning Research, 10(2), 195-215.
Shannon, C E . & Weaver, W . (1949). The Mathematical Theory of Communication. Urbana, IL: University of Illinois Press.
Shedroff, N. (1994). Information Interaction Design: A Unified Field Theory of Design. [Online]. Available: http://www.nathan.com/thoughts/unified/ [20th April 2000].
Shneiderman, B. (1993). Designing the User Interface: Strategies for Effective Human-Computer Interaction. 2nd Edition. Reading, M A : Addison-Wesley.
Silverman, D. (1993). Interpreting Qualitative Data: Methods for Analysing Talk, Text and Interaction. London: Sage Publications.
Sims, R. (1994). Seven levels of interactivity: implications for the development of multimedia education and training, in (Ed) M. Ryan, Proceedings of the APITITE
Conference, Volume 3. Brisbane, Qld: APITITE.
Sims, R. (1997a). Interactivity: A forgotten art? Computers in Human Behavior, 13(2),
157-180.
Sims, R. (1997b). Interactive learning as an emerging technology: A reassessment of interactive and instructional design strategies. Australian Journal of Educational
Technology, 13(1), 68-84.
Sims, R. (1998). Interactivity or narrative? A critical analysis of their impact on interactive learning, in R.M. Corderoy (Ed.), Flexibility: The Next Wave? Proceedings of the 1998 ASCILITE Conference, Wollongong.
Sims, R. (1999). Interactivity on stage: Strategies for learner-designer communication. Australian Journal of Educational Technology, 15(3), 257-272.
Skinner, B.F. (1950). Are theories of learning necessary? Psychological Review, 57(4),
193-216.
SmartForce (1999). November 2nd 1999. Computers: The Cutting Edge.
[Advertisement]. The Australian, 10.
Spender, D. (1995). Nattering on the Net: Women, Power and Cyberspace. Spinifex
Press.
Spiro R J Feltovich, P.J., Jacobson, M.J., & Coulson, R.L. (1992). Cognitive flexibility constructivism and hypertext: Random access instruction for advanced knowledge acquisition in ill-structured domains, in T j Duffy & D Jonassen (Eds) Constructivism and the Technology of Instruction. Hillsdale, NJ: Lawrence Erlbaum.
Steinberg E R (1991) Computer-Assisted Instruction: A Synthesis of Theory, Practice,
and Technology. Hillsdale, NJ: Lawrence Erlbaum Associates.
Sternberg, RJ. (1977). Intelligence, Information Processing, and Analogical Reasoning.
Hillsdale, NJ: Erlbaum.
Sticht, T.G. (1976). Comprehending readingrat™± in.*LJust& P. Carpenter (Eds), Cognitive Processes in Comprehension. Hillsdale, NJ. Erlbaum.
Stouppe J R (1998). Measuring interactivity. Performance Improvement, 37(9), 19-23.
Strauss, A. & Corbin, J. (1990). Basics of Qualitative Research: Grounded Theory Procedures and Techniques. Newbury park, CA: Sage Publications.
Summers, J.A. (1990). Effect of interactivity upon student achievement, completion intervals, and affective perceptions. Journal of Educational Technology Systems,
19(1), 53-57.
Sweller, J. (1988). Cognitive load during problem solving: Effects on learning.
Cognitive Science, 12,257-285.
Szabo, M . & Kanuka, H. (1999). Effects of violating screen design principles of balance, unity, and focus on recall learning, study time, and completion rates. Journal of Educational Multimedia and Hypermedia, 8(1), 23-42.
Tannenbaum, R.S. (1998). Theoretical Foundations of Multimedia. New York:
Computer Science Press.
Taylor, R. (Ed) (1980). The Computer in the School: Tutor, Tool, Tutee. N e w York: Teachers College Press.
Taynton, Y. (1999). Personal communication.
Teh, G.P.L. & Fraser, B.J. (1995). Gender differences in achievement and attitudes among students using computer-assisted instruction. International Journal of Instructional Media. 22(2), 111-120.
Thorndike, E. (1913). Educational Psychology: The Psychology of Learning. N e w York: Teachers College Press.
Thomdyke, P.W. (1977). Cognitive structures in comprehension and memory of narrative discourse. Cognitive Psychology, 9, 77-110.
Tognazzini, B. (1999). Magic and Software Design. [Online] Available: http://www.asktog.com/papers/magic.html [30th M ay 2000].
Tolman, E.C. (1932). Purposive Behavior in Animals and Men. N e w York: Appleton-Century-Crofts.
Trilling, B. & Hood, P. (1999). Learning, technology, and educational reform in the knowledge age or "we're wired, webbed, and windowed, now what?". Educational Technology, 39(3), 5-18.
Trochim, W.M. (1999). The Research Methods Knowledge Base (2nd Edition). [Online] Available: http://trochim.human.cornell.edu/kb/index.htm (version current as of April 09,1999) [30th May 2000].
University of Wollongong (1997). Dispossessed, Diggers and Democrats. [CD-ROM]. Information: academic(o),allen-unwin. com. au.
Virgin (1995). Rolling Stones: Voodoo Lounge. [CD-ROM]. Virgin Benelux, B.V.
Vygotsky, L.S. (1962). Thought and Language. Cambridge, M A : M I T Press.
Wagner, E.D. (1994). In support of a functional definition of interaction. The American Journal of Distance Education, 8(2), 6-29.
Waraich, A. (1998). Telling stories - the role of narrative in intelligent tutoring systems in T. Ottmann & I. Tomek (Eds). Proceedings of ED-MEDIA/ED-TELECOM98 Freiburg, Germany; June 20-25,1998. Virgina: Association for the Advancement of Computers in Education.
340
Weller, H.G. (1988). Interactivity in microcomputer-based instruction: Its essential components and how it can be enhanced. Educational Technology, 28(2), 23-27.
Wertheimer, M. (1959). Productive Thinking (Enlarged Edition). N e w York: Harper & Row.
Whitby, M. (1998). Is interactive dead? [Online]. Available: http.//www.wired cnm/wired/1.1/departments/idees.fortes/interactive.html [30th July 1998].
Williams, M.D. (1993). A comprehensive review of learner-control: The role of learner characteristics, in M.R. Simonson (Ed), Proceedings of the 1993 AECT Convention. N e w Orleans, LA: A E C T Publications.
Wilson, B.G. (1999). The dangers of theory-based design. [Online]. Available: http://dragon.ep.usm.edu/~int/dangers.html [30th M a y 2000].
Yeamen, A.R.J., Hlynka, D., Anderson, J.H., Damarin, S.K. & Muffoletto, R. (1996). Postmodern and poststructural theory, in D.H. Jonassen (Ed.), Handbook of Research for Educational Communications and Technology. N e w York, N Y : Simon & Schuster.
APPENDICES
APPENDtXA
A.1: Sample of consent form signed by each participant
APPENDIX B
B.1: Cover letter for survey
B.2: Sample survey form
APPENDIX C
C.1: Instructions for allocating examples of interactivity
C.2: Sample of raw data after allocation of interactivity examples
APPENDIX D
D.1: Sample of instructions provided prior to video recording
D.2: Sample content, time and interactivity audit data
D.3: Sample structures from software designed to create representations of audit trails
D.4: Sample of percentage interactivity recorded during video observation
D.5: Sample transcript of participant comments working with interactivity
Interactivity and Computer-Based Learning1
Consent Form
Participation Date /
Participant's N a m e
agree to participate in the research project, Interactivity and Computer-Based Learning, being conducted by Rod Sims studying at the University of Wollongong, as part of his PhD research.
I understand that the purpose of this study is to investigate the different ways individuals understand and respond to the interactions provided in multimedia computer-
based learning applications.
I understand that my participation in this research will involve: a) sorting statements relating to interactivity on a series of scales b) being video-taped while working with specific multimedia computer-based learning
applications c) interviews which will also be video-taped
I am aware that I can contact Rod Sims or his supervisor Professor John Hedberg at the addresses below if I have any concerns about the research. I also understand that I am free to withdraw my participation from this research project at any time I wish and
without giving a reason.
I give permission for information from the sorting activities, video-taped sessions and interviews to be used in a PhD thesis, book, article or other publication associated with this research, on the condition that I approve all such uses before they are finalised and that I am given adequate opportunities to withdraw permission for any particular use.
I acknowledge that Rod Sims has answered all my questions fully and clearly.
Signed: . _ / _ _ / _
CONTACTS: Rod Sims, School of Multimedia 4 Information Technology Southern Cross University, (02) 6659-3310 Professor John Hedberg, Faculty of Education, University of Wollongong, (02) 4221 3316
1 This study has been recorded as ECN-98-Q49 by Southern Cross University, and no approval by the Eth.cs
Committee was considered necessary. If you have any complaints or " T f ? h ^ 7 , ^ ~ £ £ , An_ participation in this study you may contact the Ethics Committee through Mr John Russell ) 6620-3705. Any ZlphZ you make will be treated in confidence and investigated fully and you will be mformed of the outcome.
Page 1
Cover Letter
Interactivity and Control as Predictors of Effective Educational Communication
Dear Colleague
As a component of my doctoral research, I am conducting a survey to collect information on the ways people such as yourself perceive the concept of interactivity, and its relationship to the effective delivery of educational technology.
The overall aim of the research is to assess the extent to which interactivity, a iundamental component of educational technology, determines the effectiveness and subsequent success of such applications. This survey forms the initial stage of my research and is designed to collect data to develop a comprehensive taxonomy of interactivity by which educational technology applications might be measured.
If your internet browser permits, the survey can be completed and submitted electronically. Alternatively, you may print the form before responding and fax to the address below. Your participation in this survey is appreciated, and all information supplied will remain confidential.
I thank you for your time and input.
Rod Sims School of Multimedia & Information Technology Southern Cross University Coffs Harbour N S W 2457 AUSTRALIA
Phone: (02) 6659-3310 Fax: (02) 6659-3612 Email: [email protected]
Return to Survey
Last Modified 17:1718/06/98
file://C:\professionalVesearch\rod-phd\thesis\99-appendices\b 1 -cover.htm 29-05-2000
Page 1 of4
Interactivity Survey
Interactivity Survey
Thank you for agreeing to participate in and complete this survey. A n explanatory cover letter is available for further details, and you can obtain additional information from Rod Sims if required. The survey is divided into three parts:
1. Information about yourself 2. Your experience with educational technology 3. Your understanding of interactivity
Once you have completed all sections, please use the SUBMIT button to transmit your responses. If your browser does not support this option, please print the survey form and fax to Rod Sims on (+61-2) 6659-3612. Your contribution is most appreciated,
Submit : transmit your completed survey
Restart : re-enter
your responses
Part 1: Personal Information
1.1 Demographics
Gender: C Male (* Female
Country:
Age: <~ 16-24 C 25-34 C 35-44 C 45-54 C 55+
Experience: (years working with and/or studying instructional technology)
r o r 1-5 r 5-10 r 10-15 c 15+
1.2 Your current role in applying technology to teaching and
learning?
r
Instructional Designer
W e b Page Developer
f Network Support i~"
P Teacher i~~
F Student l"~
f" Interactive Designer
f~ Interactive Developer
On-Line Learning
Research
None
r Other (please add
details)
r r
Graphics Designer
Audio/Video Specialist
P Web Page Designer
f Content Expert
fite://C:\Professional_es^^ 29-05-2000
a Part 2: Experience with Educational Technology
2.1 Learning with Educational Technology.
2.1.1 On how marry occasions have you used educational technology applications as a learner?
C None C 1-4 C 5-9 C 10+
»»»if none proceed to Question 2.2.
2.1.2 Was this learning undertaken while a student in:
C School C University C" Employment C Other j
2.1.3 What was the medium for learning?
<- 2 L r T0n" r
BOA R O M Line
2.1.4 If possible, please identify the products or applications used?
I
2.2 Designing Educational Technology.
2.2.1 On how many occasions have you designed, or helped design, educational technology applications?
C None C- 1-4 C 5-9 C 10+
»»»if none proceed to Question 2.3.
2.2.2 If you have experience as a designer, what environment was the product designed for?
T School c University C Business <~ Range
2.2.3 What was the medium for delivery?
r CD- C 0n" r Both
R O M Line 2.2.4 What strategy was applied to the design?
C Instructivist <~ Constructivist ^ Combination
2.2.5 If possible, please identify any design tools used to support the project?
2.3 Developing Educational Technology.
ffle://CAprofeSsionalVesearchVod-phd\theSis\99-aPpendices\b2-card-survey.htm 29-05-2000
2.3.1 How many educational technology applications have you developed, or helped develop?
C None (»»»Question 3) C 1-4 C 5-9 C 10+
2.3.2 If you have experience as a developer, what environment was the product designed for?
C School O University C Business C Range
2.3.3 What was the medium for delivery?
r CD- r On- r _ t, P ROM ° Line C Both
2.3.4 What development tools were used for the project?
<~ Macromedia <~ Asymterix C H T M L C Internal C Combination
2.3.5 If possible, please nominate other development tools used?
Part 3. Your Understanding of Interactivity
3.1 What makes an educational multimedia product interactive^
3.2 What do you see as the major characteristics of interactivity!
3.3 What do you see as the major benefits of interactivity to the learning process?
file://C:\profesSional\researchVod-phd\thesis\99-aPpendices\b2-card-survey. 29-05-2000
Copyright ©1998 Roderick CH Sims Sunday, 8 November 1998 22:41:09
file://C:\professional\research\rod-phd\thesis\99-appendices\b2-card-survey.htm 29-05-2000
Interactivity and Computer-Based Learning
Sorting Interactivity Statements
Instructions
F O P this phase of the study, you are asked to work with a set of 66 statements describing various aspects of interactivity in relation to computer-based learning.
Each statement is printed on a card, and your task is to place each of the cards onto a grid in the position you think is most consistent with its meaning.
If you think the statement best illustrates:
• program control and would support learning, place the card in position 1
• user control and would support learning, place the card in position 2
• user control and would hinder learning, place the card in position 3
• program control and would hinder learning, place the card in position 4
A sample of the grid you will be using is shown below:
Supports Learning
Program Control
User Control
Hinders Learning
Sample Raw Data For Participants from Group B
Example PBI 1
P82 PB3
2 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 4 2 3 2 2 2 1 2 1 2 2 1 2 1 1 1 2 2 2 2 2 1 2 2 1 1 2 2 1 1 2 1 2 1 2 2 2 2 3 2 1 1 1 1
1 1 1 2 2 2 1 2 2 2 2 2 4 1 2 3 1 2 2 2 2 1 3 4 2 2 1 1 4 1 4 1 1 2 2 1 3 1 1 4 2 1 2 3 3 1 3 3 1 2 3 2 1 4 1 1 3 2 2 3 2 1 1 1 4
2 2 2 2 2 2 4 2 4 2 2 2 2 1 1 2 2 2 2 3 1 1 4 1 4 2 2 1 1 1 1 1 2 1 1 1 2 1 2 1 1 2 3 1 1 2 1 1 3 2 1 4 1 4 1 1 1 1 2 4 3 2 1 1 1 1
PB4 PB5
2 2 3 3 2 3 1 4 1 1 2 3 2 1 1 1 4 1 1 2 1 2 1 1 4 2 2 1 2 1 1 1 2 4 3 2 2 2 1
PB6 PB?
2 2
2 2 2 3 3 2 3 2 2 3 1 2 3 2 1 3 1 4 2 2 2 2 3 2 4 1 1
2 2 2 2 2 2 1 4 2 2 1 2 2 2 2 2 2 2 3 2 2 4 4 4 3 3 2 2 4 1 1 2 1 3 1 1 1 1 3 3 4 1 1 2 3 1 4 3 1 1 4 1 1 1 1 3 3 1 1 4 2 1 4 1 2
2 2 2 2 2 1 2 1 2 1 1 2 2 2 2 2 2 1 2 1 2 4 3 3 2 2 3 1 1 1 1 2 3 2 1
3 2 2 2 1 2 2 1 2 3 3 4 1 1 3 1 1 1 2 4 4 4 4 4 4 2 3 1 2
1 2 2 1 2 2 2 1 1 1 1 2 2 1 2 2 2 2 2 2 2 2 4 2 4 2 2 2 1 1 2 1 2 1 2 1 1 1 2 3 2 1 2 2 2 4 1 2 2
PB82 PBS^ pB10 „,, PB12 PB13 PB14 pB1fi pB16 RB17 pBi8 ^ ^ ^
2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 2 3 2 2 2 1 1 4 2 2 1 1 2 1 1 2 1 2 1 1 1 2 3 2 2 4 2 2 2 1 1 2 2 1 1 1 1 2 1 1 1 2 1 3 2 1 1 1 2
2 2 2 2 2 2 2 1 1 2 1 1 3 1 1 2 2 1 2 2 1 2 1 1 4 2 2 1 1 2 1 1 2 1 2 2 1 2 1 2 2 2 2 1 1 2 2 1 2 1 1 4 1 2 2 1 2 2 2 1 2 2 1 1 1 2
1 1 1 1 3 3 2 2 2 2 2 4 2 4 4 1 4 2 2 1 1 1 4 1 4 2 3 1 1 2 4 1 2 1 2 2 2 1 2 3 3 2 2 1 2 3 2 1 2 2 1 4 1 1 2 2 3 3 2 2 3 1 1 1 4 1
2 2 2 2 2 2 2 2 2 1 1 1 2 2 2 1 1 2 2 3 1 2 4 1 3 2 2 2 1 2 1 1 2 1 2 2 1 2 2 2 2 1 2 1 2 2 1 2 2 1 1 3 1 1 2 1 1 1 2 2 1 4 1 1 1 2
4 2 2 3 3 1 1 1 1 1 4 1 1 4 4 3 1 3 2 2 1 1 3 1 1 2 2 2 1 4 1 4 4 2 3 1 1 1 2 2 2 2 1 1 3 1 2 2 1 3 1 2 3 3 3 2 1 1 1
2 2 2 2 4 4 4 2 2 1 4 2 4 2 2 2 4 2 2 3 2 2 4 4 3 2 2 2 2 2 4 4 2 1 2 1 3 3 1 2 2 1 1 1 1 2 2 2 2 1 2 4 2 2 2 1 1 2 2 1 3 1 2 1 1 2
1 2 2 1 2 2 1 1 1 1 4 2 2 2 2 2 2 2 2 3 2 2 3 2 3 2 2 2 2 2 2 3 2 2 3 2 2 2 2 2 3 2 2 2 2 2 2 2 3 2 2 3 3 2 2
3 3 2 2 3 2 4 2 1 2 2 2 1 1 1 1 1 2 1 2 1 2 1 1 4 2 2 1 1 1 1 1 1 1 2 1 1 1 3 3 2 1 1 1 2 3 2 4 2 2 1
3 3 3 2 3 2 2 2 2 2 2
2 2 2 2 2 2 2 2 2 2 2 2 1 4 1 2 2 1 2 3 1 2 4 1 4 3 2 1 1 2 2 2 2 1 2 2 4 4 1 3 2 3 2 1 1 3 2 1 3 2 2 1
2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1 1 4 2 2 1 1 2 1 1 2 1 2 2 1 1 2 2 2 2 2 1 2 3 2 1 2 2 1
1 4 2 4 2 1 2 2 4 1 1 1 1 1
4 1 1 2 1 2 3 2 2 3 2 1 1 1 2
1
2 2 1 2 2 4 2 1 1 2 2 2 3 3 2 3 2 2 2 2 2 4 1 4 2 2 1 1 3 4 1 2 3 2 2 1 1 2 3 3 2 2 1 1 3 2 4 3 2 1 4 1
2 2 2 2 2 2 2 2 1 2 2 2 1 3 4 1 4 2 1 2 2 2 1 1 4 2 2 1 1 2 2 1 2 2 3 2 2 1 1 3 1 2 1 2 2 3 4 4 3 4 1 4 2
2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 4 1 1 2 2 1 1 1 1 1 2 1 2 1 2 1 2 2 1 2 2 1 2 2 1
1 3 1 2 3 2 2 3 1 1 4 4 3
2 2 1 4 3 2 2 3 1 2 2 1 2
1 2 2 1 4 1 1 2 1 2 2 1 2 2 2 1 1 1 2
Interactivity and Computer-Based Learning
Working with Interactive Multimedia
Instructions
In this segment of the research you will be asked to work with a multimedia application. As you work through the various tasks, please articulate (by speaking out loud) your reactions and observations.
Step 1
Please examine the introductory screen from Convict Fleet to Dragon Boat and explain your interpretation of each of the interactive elements available - without activating that interaction - as well as any other features relating to the application.
Step 2
Now activate each of the interactions and describe whether or not the response provided by the system is consistent with your expectations.
Step 3
Please try and find an answer to the following question, using only the material available in Convict Fleet to Dragon Boat.
What was one of the major issues confronting Chinese gold-seekers on their arrival in Australia?
In answering this question, please describe the different interactions you encounter and
their effectiveness in relation to: a) navigation to and within the topic b) your exploration of that content c) engagement with the content d) your reflection on the overall effectiveness of the interactive experience.
Step 4
On completion, please make any other comments you feel about the use and effectiveness
of the interactive elements in Convict Fleet to Dragon Boat
Convicts, Andrew, PA17 Intro, 0:00, 0:52, 1 Menu, 0:52, 2:21, 3 Controls, 2:21, 2:24, 2 Controls, 2:24, 2:49, 5 Controls, 2:49, 2:52, 3 Controls, 2:52, 3:13, 7 Menu, 3:13, 3:16, 2 Menu, 3:16, 3:19, 3 People, 3:19, 3": 22, 2 People, 3:22, 4:09, 3 People, 4:09, 4:26, 4 People, 4:26, 5:14, 3 Origins, 5:14, 5:17, 2 Origins, 5:17, 5:46, 3 Origins, 5:46, 6:41, 4 Origins, 6:41, 6:51, 6 Time, 6:51, 6:54, 2 Time, 6:54, 7:16, 3 Time, 7:16, 7:31, 4 Time, 7:31, 7:46, 3 Q&A, 7:46, 7:49, 2 Q&A, 7:49, 9:21, 3 Time, 9:21, 9:25, 2 Resource,. 9:_25,. 9:_28,. 2 Search, 9:28, 9:31, 2 Search, 9:31, 9:56, 4 Origins, 9:56, 9:59, 2 Origins, 9:59, 10:31, 4 Search,. 10:31,. 10:34,. 2 Research, 10:34, 11:16, 3 Biblio, 11:16, 11:37, 3 Game, 11:37, 11:40, 2 Game, 11:40, 12:41, 6 Game, 12:41, 12:56, 1 Gold, 12:56, 12:59, 2 Gold, 12:59, 13:21, 4 Gold, 13:21, 14:45, 1 Gold, 14:45, 15:44, 4 Gold, 15:44, 15:47, 2 Gold, 15-: 4T, 16--.CF4', 1 Gold, 16:04, 17:25, 4 Gold, 17:25, 17:28, 2 Gold, 17:28, 17:46, 1 Gold, 17:46, 17:49, 2 Gold,. 17:49,. 18:00,. 3 Gold, 18:00, 18:03, 2 Gold, 18:03, 18:51, 1 Gold, 18:51, 19:11, 6 Game, 19:11, 19:21, 6 Controls,. 19:21, 19:.24,. 2 Exit, 19:24, 22:15, 6
colour and bar position if (w4=1) then
colour:=RGB(255.255,0) Lpre:=t_pre+secs
else if (w4=2) then colour:=RGB(0,0.170) t_nav: =t_nav+secs
else il (w4=3) then colour:=RGB(153,255,255) t_exp:=t_exp+secs
else if (w4=4) then colour.=RGB(0,238,0) Lpur:=t_pu<+secs
else if (w4=5) then colour:=RGB(238,0,0) t_man:=t_man+secs
else if (w4=6) then colour:=RGB(255.255.255) t_ref:=t_ref+secs
else if (w4=7) then colour:=RGB(Q.O,0) t_ecc: «=t_acc+secs
end if percentages p_pre:=(t_pre/tot_secsri 00 p_nav:=(t_navAot_secs)*100 p_e«p:=(t_exp/tot_secs)"100 P_pur: =(Lpur/tot_secsF1 00 p_man: Kt_man/tot_secs)"100 p_ref:=(t_ref/tot_STCs)"100 p_acc:=(t_accrtot_secs)"100
Overall Structure of Software to Produce Interactivity and Content Audits
iH, draw line
set x
mmm Level 3
B convicts
calculate - O O O O o
data times ix data set y1, y2 draw
m_ .1 sees
HBO Level 4
A tille < c > — o — o — o — o — o - • •
convicts dispossessed frontier oz-starnps nz-stamps
1
y1:=170 incr:=14
if (w1="lntro")then V2:=y1+11
else if [w1="Menu")then y1:=i>1+incr y2:=y1+11
else if (w1="People")then y1:=y1+incr*2 y2:=y1+11
else if (w1 ="Names") then y1:=y1+incr*3 y2:=ji1+11
else if (w1 ="0figins") then y1:=y1+incr*4 y2:=y1+11
else if (w1 ="Nation") then y1:=y1+incr*5 y2:=y1+11
else if (w1="Time")then y1:=y1+(incr*G) y2:=y1+11
else if M = " E vents") then y1:=y1+incr*7 y2:=y1+11
else if M="QSA")then y1:=y1+incr*8 y2:=y1+11
else if (wl ="6ame") then y1:=y1+incr"9
Id A
Structure and Algorithm for Positioning Audit Trail
Presentation 100.000 36.879 36.111 30.769 30.233 26.943 26.531 26.131 25.743 20.884 19.549 16.561 16.404 15.029 12.968 12.652 12.560 11.927 11.530 11.159 11.087 9.269 9.204 9.155 9.107 8.725 8.681 8.241 8.202 7.692 7.461 7.429 6.833 8.634 8.601 8.365
17.062 15.996 15.945 17.427 16.077 16.031 17.448 17.399 17.222 17.175 20.690 20.330 20.155 20.103 17.528
Navigation 0.000 0.000 2.083 1.775 1.744 1.554 3.061 3.015 4.455 3.614 3.383 2.866 3.785 3.468 2.993 2.920 3.623 3.440 3.326 3.219 3.838 3.209 3.894 4.401 4.904 4.698 5.175 4.913 5.363 5.030 4.878 5.286 4.862 4.768 5.135 4.994 4.520 4.237 4.541 4.461 4.115 4.389 4.315 4.584 4.537 4.801 4.598 4.518 4.479 4.725 4.120
Exploration 0.000
63.121 61.806 52.663 53.488 47.668 46.939 47.739 47.030 57.028 53.383 60.510 59.937 63.295 54.613 53.285 52.899 55.275 53.437 54.936 54.584 62.032 61.593 61.268 60.946 58.389 58.097 55.151 54.890 57.692 58.967 58.714 54.008 52.964 52.760 51.311 46.441 43.538 43.400 42.635 39.330 39.218 38.555 38.447 39.074 38.966 37.312 36.664 36.348 36.254 31.610
Involvement 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 6.391 5.414 5.363 4.913 17.955 17.518 17.391 16.514 19.290 18.670 18.550 15.508 15.398 15.317 15.236 18.792 18.698 22.821 22.713 21.302 20.660 20.571 18.922 18.557 18.485 20.724 18.757 23.835 23.759 23.340 29.282 29.198 28.705 28.625 28.333 28.255 27.056 26.586 26.357 26.289 22.921
Manipulation 0.000 0.000 0.000 14.793 14.535 12.953 12.755 12.563 12.376 10.040 9.398 7.962 7.886 7.225 6.234 6.Q83 6.039 5.734 5.543 5.365 5.330 4.456 4.425 4.401 4.378 4.195 4.174 3.962 3.943 3.698 3.587 3.571 3.285 3.222 3.209 3.121 2.825 2.648 2.640 2.593 2.392 2.385 2.345 2.339 2.315 2.308 2.210 2.172 2.153 2.148 1.873
Accidental 0.000 0.000 0.000 0.000 0.000 10.881 10.714 10.553 10.396 8.434 7.895 6.688 6.625 6.069 5.237 5.109 5.072 4.817 4.656 4.506 4.478 3.743 3.717 3.697 3.678 3.523 3.506 3.328 3.312 3.107 3.013 3.000 2.760 2.706 2.696 2.622 2.373 2.225 2.218 2.178 2.010 2.004 1.970 1.964 1.944 1.939 1.857 1.825 1.809 1.804 1.573
Reflection 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 0.000 2.433 2.415 2.294 2.217 2.146 2.132 1.783 1.770 1.761 1.751 1.678 1.669 1.585 1.577 1.479 1.435 1.429 9.330 9.149 9.114 8.864 8.023 7.521 7.497 7.365 6.794 6.775 6.660 6.642 6.574 6.556 6.278 7.906 8.699 8.677
20.375
PA10 00:00
01:00
02:00
03:00
04:00
05:00
06:00
07:00
Robert: Convict Fleet to D r a f f g n J W gross sections of t h e c ^ u j g ^
Primary colour. Navigation is fairTylas7\v]thro]^ there. O K , let's have a look and see what we v e got ^ " *" b a c k 8 r ° ^
[O] Can you tell m e what type of interactions? You did sav that but m „ M „™, i articulate what you expect to find behind or as a r e s u Z S s e ? " ° Controls, I expect the ... O K User Controls i« a mil ™,»r T' - " l s l ' 1 ^
contrast. Help - whatever help usefulness is. Resources -1 don't know that an additive resources for the product. Games - would be one or a couple of interac iv gamTs Q & A -a few questions jnd^njwereongojsjbjy^
couple of years change in there. The Origins - the origins of the participants The7ve
already mentioned Chinese, they've mentioned immigrants. The People - specific people
z i toorbeeop f: U f ? y I e s within the product-Twnk i "*ha-a io°k S f f i seems to be ... Interesting, song ... [O] So can you tell m e once now you've selected this whether what you're seeing is what you would have expected from that. This is what I would have expected to see, a cross section of the community, children adults. A fairly heavy Chinese influence which would have been predominant of that era - this is identified on previous screens. More people. O K we're also bringing in children we re not lust dealing with adults to identify G o a bit further, w e re going through ... a little bit confusing, because these people are actually in today s dress and I was expecting these people to be in the period of colonisation time. Goes through the same scenario of, cross-section of people am I going to the left or the right, do I get the same - going backwards OK. I guess'the inference here its, a broad band of people. Again, I'm just confused - oh, they've got roll-overs here too, OK. W h y have we got people perhaps not in their costume That's people from long
Might have a look at Origins, got some writing in the background too - nice watermark. That sound's irritating. That really is, that little high pitched sound as you roll-over it. Oh O K - we're identifying where they came from - they've come from various areas. SE Asia seems to be a fairly heavy influence. I didn't expect result with a roll-over. A h - this tells m e its not so much period, its just that inference they gave 'Convict Fleet - Dragon Boat' because the Thais didn't come on the convict fleet. Australian policy. Some sort of, no. O K , there's some sort of marker which doesn't do anything - strange
Topics - topics area. Again, not active - anything there. There's a sound - more of a convict sound than a Thai sound - that's not Thai singing. Might go over to Africa and see what happens, if there's any difference there. Algerians will do. That's just a sub-title of the page, not very much here. Got rid of that device that went nowhere. O h well let's hit a southern region, Sri Lankans. O K , that gives a links screen. We're going a bit further. They must have found more content with these people. Independence. So we're tracing the history back of these people
This indicator - A H ! - we've got something happening. Bit of a tug of war to get some more content on the screen. The old scroll bar looks a little ... perhaps they could have given you a little bit of an idea about dragging and pushing. Native song there. Maybe the Thai (?) just wasn't working. Origins. Let's have a look at the Timeline. Let's go back to where I thought the year was, 1790s. O K , certain areas are greyed out, so they're not active. O K 1793 - let's see what happens there. Chirpy sounds - don't like them
Free settlers. Everything's going to work. Are w e talking about 1790? But we've got a motor vehicle or something here - the Sydney Harbour Bridge 1920. This confused m e because I ... go back again ... went to somewhere in 1793 - why would I be getting a car? Reference to 1788 - alright. Very strange. [O] Can you tell m e a little bit again about the interactions that you've got there and how you're finding ...
08:00 The interactions - it's clearly a "mouse-up" roll-over - Ahh - that's something I hadn't looked at, this scroll-bar works to the little navigation box on the left, the navigation box and the scroll bar are equal, w e don't have to use this tug-of-war scroll bar we can actually just click into an area which will bring the various screens up - OK. Again, a bit misleading, because I... go back here, I did so to get back to 1793 ... obviously what
09:00
I'm allowed to do is navigate anything from 1793 onwards. Double response there -mistake. Images. O K - so I can basically come right up to these things.
I'm clicking on these things, I'm getting a graphic, I'm getting text. Short text, pretty crunchy. Tight referencing, close-cropped graphics. Keeping with the era, black and white. Antiquity. O K - Background doesn't mean anything ... just takes me to the start, presume .. there's a game down the bottom, Convict game ... Oh! Bit of an activity, bit of a game .. Play Game, Save game Providing me with the opportunity to go back and pick up somebody's previous game ... what am I supposed to do here ... click Open, click Open .. I guess I keep clicking Open until something happens ...
10:00 No. Looks like there's some sort of error message. It wasn't [O] Closed the system.
Closed the system, didn't really tell m e anything about the game, it assumed that there was a, maybe assumed there was a game there - I'm a little lost as to why it didn't... [O] Seems it didn't like you loading a game that wasn't there That's obvious. [O] Can w e move on to the second part now? Yeh, sure. O K . I'm getting most of this. Is this off the screen, or is this just describing it the second part?
11:00
12:00
13:00
14:00
15:00
16:00
17.00
[O] Describing it as well. So do you want m e to go back to any navigation area - there's nothing on the sheet.
[O] No OK, so the navigation tools within the topic - found not as possibly as concise as they could have been, I felt that again I was ... the title of the C D "Convict Fleet to Dragon Boat" gave m e the impression I was going to start back in the early days and end up in the current era - the Dragon Boat, plus being the Vietnamese, the Asian settlers. I felt that I was perhaps being a little bit let down with the navigation The fact that I clicked on 1793 and in fact I was suddenly finding being misguided to something of a post World War I or World War II era very very quickly. I felt I might have been a little bit cheated - maybe the content wasn't there or maybe I didn't follow, maybe the screens didn't have precise enough instructions. Exploration of the content -probably answering much of that too - because I had an indicator bar here giving me a number of decades and that was my exploration I didn't have the, I didn't feel I was getting back what I asked for. The interaction or feedback to m e was I've got a broad band of years to give you and no matter where you click I'm going to start here and bring you to present. I perhaps would have, if this was a history lesson I perhaps would have
liked to have learned a littl more about 1793, 1902 and work m y way through rather than being forced through it. Content I liked, very
engaging, very informative, crisp - not going over the top. [O] Could you also do that for the second activity, which is to answer that question.
Sorry I may not have made that clear.
OK Maybe I've got to go to Origins, Chinese origins. East Asia. That's interesting. China's
moved Poor Singaporeans. Not really the answer. [O] I can give you some help. You were finishing up exploring the games, but you
didn't I'm interested in what you picked up from what you saw. Well I would have thought that the information I would get from the Chinese settlers would have gone back to the history side. But I know because China is not mentioned specifically I know I've been cheated because Singapore isn't that old I can only go one way or the other, I don't think we're going to find Bruneians, Burmese or Cambodians -1 might actually go into the Games area - I'm going to go into Gold, because this is more the area where the Chinese came in. N o w the usual response was straight forward The interaction was there. He's obviously a Chinese person, perhaps
not as could have beenJEnglishwith the long face. Let's play a new game.
Text as well as audio. So I know ... Mousewentoff - no back again ...
[O] Can you articulate what you are doing? . iA__tit_ ;f T O K , what I'm doing ... sorry. There's five characters here, I m trying o identify if I want one of them to lead m e who is going to lead me. I went to the first, the character on the left, who I first, might have been a ... Obviously he might have been the right character but the screen came up with a lot of 'gobbledegook' rather than text - and the
chap on the end didn't have anything to s^AjilM^lBM^mMMISSiJ^^.
18:00
19:00
20:00
21:00
22:00
23:00
24:00
move forward, I'm trying to actually get a little bit ahead of the text, but the text is holding m e back, audio.
Until he's finished talking I'm not allowed to do anything.
[O] Are you getting any clues to the question in this case, or can you give any answers. There's only one answer I've picked so far - is the difficulty of the language. But that was evident at the beginning as w e had to find someone who could talk. [O] Could you articulate some of the bits about the interactions you've got available to you and what ... the impact they're having for you.
The interactions ... there's a lot of things happening, a lot of things on the screen I would have thought would do things for m e but I'm not actually able to find out what it is
I thought there'd possibly be an interaction here, the arm's up, but its doing nothing. Ah -1 had to find somebody, and this one's telling m e he's not speaking any language I can understand. And he's probably the only character. Ah, I can cheat ... because I've clicked on him and then clicked on the Chinese man I'm now able to proceed - the system's waiting for m e to respond. I'm curious as to what these little boxes are here So what's been presented on this screen is, you come in talking, but I have to click back on that subject again to make the screen active ... I've got no, the arrow on the screen means nothing, its telling me... it's locked until you have done something. Presume it's the slow loading of the audio, but I would have thought I could advance myself through this without waiting for it to complete. Everything seems to very very controlled. I'm not sure whether it's the M a c or whether its just the way the instructions are coming out. This is annoying me, this arrow sitting there that I can't click, these things are obviously the pot of gold. A h - I've lost the mouse.
A h - I'm getting some sort of action on the screen. I've obviously gone to the wrong place, or I've obviously gone to the wrong area to find the gold and I've been sent back or I've ... [O] What actually happened is that he was killed, and that was him going to heaven. Were you distracted while you were talking? Eh? Yes. I left him when he went to sleep. [O] Y o u didn't hear the scream ... w e might leave it there. The answer to the question, is the creatures of the wild and the language barrier.
[O] D o you have any other comments about the interactivity that was provided by this application and its impact on exploring the particular content. Any observations that you would like to make. The graphics, to m e the graphical interface took the whole presentation over. The interactivity, I felt as if I was being held back. I was only allowed to proceed at a certain pace. I felt I wasn't able to, the arrow that was here, I felt "I've seen that" I should be able to press forward, I should be able to speed up the motion. Possibly because of the audio, bit of an uncertainty, I felt all the way through felt that it was a controlled experience. Interactivity was not letting m e progress m y pace, Maybe in the Controls ... No, just music and sound. I had no opportunity to speed the environment up, perhaps was looking within the interactivity, yes if you want to go a bit further go faster, now that I've seen that, now that he's asleep, I now want to go to the next phase. Its too much on the internet, too much on the web. I'm moving I'm clicking I'm wanting to link, I'm wanting to use the links. The interface design was very very good, the interactivity was somewhat also out of whack by the years. I still go back to that point, that I wasn't sure, I was sure I would find something in 1793 and to find a photo of the 1920s. It stunned m e because thought I
was making a mistake. [O] The Outcomes from your actions were not anticipated? No, not consistent. [TV] Thank yon