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

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Designing interactive systems - going beyond cognitive domain

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