Three Articles Exploring Online Document Navigation

Ohno, T. (2004). EyePrint : Support of Document Browsing with Eye Gaze Trace. Scenario, 16-23.

Because digital documents are “physically insignificant” there is a problem of reusability, where repeated access does not increase accessibility. This project adds “eyeprint traces” to a digital document based on the parts of a document that are “highly activated” by a reader’s eyes. The use of eyeprint technologies provides a navigation feature to users, but also helps researchers quantify three types of reading behaviors: skimming, scanning, and reading.

While the tool itself is interesting for user interface design, the patterns elucidated by eyeprints in the three reading behaviors will be important to understand for future studies of reader distraction and depth of reading in online environments. Thus I will want to review the experimental procedure used by these researchers. This paper also includes the algorithms uses to calculate “highly activated” areas, and explains how HTML documents are rewritten with (can’t you guess?) Javascript. In this instance the developers took advantage of proprietary MS ActiveX components, but with AJAX I don’t see this as necessary.

One of the key references in this article for me to follow up on is K. Hornbæk and E. Frøkjær. Reading patterns and usability in visualizations of electronic documents. ACM Transactions on Computer-Human Interaction, 10(2):119–149, 2003.

Dubroy, P., & Balakrishnan, R. (2010). A study of tabbed browsing among Mozilla Firefox users. Proceedings of the 28th international conference on Human factors in computing systems – CHI ’10, 673. New York, New York, USA: ACM Press. doi: 10.1145/1753326.1753426.

Study investigated how and why Firefox users used tabs and windows. 21 tab-using participants logged over 13-21 days using a Ff extension. Tabs was preferred over windows, despite associated problems with tabs (a separate organizational mechanism, back button interference, complexity). Criticizes pure click-stream studies because they don’t include qualitative data with the quantitative, “Without knowing why people use the web the way they do, it is difficult to strongly infer implications for design.” (674) Results show that tabs are more convenient as a single place to access multiple pages, and that they provide a visual spatial aspect over the back button. No useful mean of tabs open at a single time appeared, though “tab power users” switched tabs 2-3 times per tab opened. Reasons cited for using tabs included reminders, background links, multitasking, navigating back and forth, frequently used pages, and short-term bookmarks. 45% of tabs were accessed only once; 25% were never accessed. Median of 73% of tab accesses were revisitations (this seems contradictory with the fact that 45% tabs were opened exactly once.

The 25% of tabs that were never accessed suggests that users eyes are bigger than their proverbial stomachs–or power. With limited time and energy, background tabs may never be accessed. This could lead to research on why these were not accessed, and what the impact of not ever accessing them may be. What is the cognitive cost effectiveness of using hypertext to open multiple tabs? Does it tax attention unnecessarily? Does tab usage increase with quantity of hypertext on a page, such as we have in modern blog posts?

Qayyum, M. (2008). Capturing the online academic reading process. Information Processing & Management, 44(2), 581-595.

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Connecting DE Theory to Online Reading Research

Levy’s concepts of attention in reading recognizes sustained (extensive) reading vs. hyper-extensive reading–the latter referring to our changing reading habits, where we reading extensively and broadly, but shallowly. In this case Levy precede’s Nicholas Carr (“The Shallows”), who argues that our use of technology is changing our brain structures, which may ultimately inhibit certain thinking/learning activities. I can relate this to Anderson’s three types of interaction, specifically learner-content interaction. The implication of learner-content interaction is that the text retains a kind of power as a communicator, and so if sustained reading is replaced by hyper-extensive reading, what does this mean for the content? For text? For learning design? Does highly structured learning content maintain its effectiveness in the face of learner power (not necessarily autonomy)? Do online cultural trends now favor more frequent interactions (whether those are learner-content, teacher, learner)? Does it change the balance of t he 3 (or 6) types of interaction?

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DE Research Week 3 Readings

Anderson, T. (2008). Toward a theory of online learning. In T. Anderson (Ed.), The theory and practice of online learning (2nd ed., pp. 33-60). Edmonton, Canada: Athabasca University Press.

Though some oppose use of educational theory, many believe theory allows us to see the big picture. A good theory, according to Wilson, helps us (1) envision new worlds; (2) make things; (3) stay honest. Online learning is a subset of regular learning, and Bransford, Brown, and Cocking argue learning should be learner, knowledge, assessment, and community centered. Learner-centered learning suggests individuality, autonomy, and shared culture (not always the case). Knowledge centered means that a particular knowledge domain is critical to learning and even the development of critical thinking and other more generalized skills. Assessment centering should serve “to motivate, inform, and provide feedback to both learners and teachers”, and greater assessment workload can be shared by automation and collaboration. Community centered refers to the social component of learning (Vygotsky, Limpan, Wenger, Wilson, others). The internet provides affordances for these four centers that we have yet to realize, though we can’t take internet access for granted, yet. Interaction serves a variety of functions, and may be the x axis of a grid while time/distance is the y axis. The internet can support and enhance a large number of modalities that serve both axes. Anderson added to Moore’s three interaction types with teacher-teacher, -content, and content-content, then elaborates on these interactions with respect to e-learning with another rather famous diagram showing types of interaction in online learning:

As we move toward realizing a truly semantic web we can rely on machines to amplify our ability to make more efficient interactions in all six defined types. Anderson describes individual, supportive machine “agents” that interact with semantic data.

Though the idea of multi-centered learning is confusing on the surface (how may a thing have many centers?), the point is well-taken, and his exploration of the realities and possibilities of online education is thorough. The possibilities are where this article really shine. Anderson’s vision of assessment here includes “complex machine algorithms to assess student production”–these are rare or non-existent in practice, though these may be realized by current work in learning analytics.

Moore, M. G. (1989). Editorial: Three types of interaction. The American Journal of Distance Education, 3(2), 1-6.

Moore explains three types of interaction: learner-content, learner-instructor, learner-learner. Learner-content interaction may include Holmberg’s “internal didactic conversation”, and other forms of didactic content. (In the world of interactive computer media, learner-content interactions have the potential to be richer than the one-way interactions suggested here.) Learner-instructor interaction may include presentations, organizing applications, and evaluations. Learner-instructor interaction may be individualized, as in the case of correspondence courses, and can serve to validate self-learner application. Learner-learner interaction is recognized as a challenge, but may be extremely valuable and even essential.

I’ve been familiar with these three types of interaction for over a decade, which should be no surprise, as this editorial’s over 20 years old. And even though Moore’s examples are fairly traditional, these types still apply to 21c online learning. In fact, I used these as one of the key metadata fields in UVU Distance Education’s Instructional Technology Richness rubric for online courses as percentages of a whole. (In retrospect I don’t know how useful it’s been to know of and explain these three types of interaction to faculty without a clear strategy for favoring one over the other in different learning situations.) Interactions are components of dialog, of conversation, and so defining these baseline types should help researchers discuss ideas about conversation and dialog’s role in learning with greater clarity.

Moore, M. G. (2007). A theory of transactional distance. In M. G. Moore (Ed.), Handbook of distance education (2nd ed., pp. 89-105). Mahwah, NJ: Lawrence Earlbaum Associates.

Transactional distance describes teacher-learner relationships when separated by time or space. This is especially important for distance education theory, where transactional distance is more pronounced or subject to amplification. Transactional distance can be typified at least in part by instructional dialog (interaction), program structure, and learner autonomy (self-direction). Instructional dialog refers to a series of interactions aimed at the improved understanding of the student, and should be bolstered by improved communication media. Program structure determines transactional distance by accommodating or being responsive to individual learner needs, with more highly structured media allowing less dialog and flexibility (Moore explains 6 components structure: presentation; motivation; analysis/criticism; advice/counsel; practice, application, evaluation; creation of knowledge). Learner autonomy suggests the degree to which responsibility for learning is shared. Though adult learners may benefit most from autonomy, they are trained to be dependent and must be reoriented. Moore discusses the appearance of these three components in teleconference instruction, and provides diagrams of different forms of distance education, ending in the now classic three dimensional/multilateral relationship which I’ve often seen portrayed like this:

I think I even ran into a model of this diagram once in Second Life. (It didn’t enlighten.)

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Three Articles on Mouse-Based Tracking of User Behavior

I’m already familiar with a fair amount of research on eye-gaze tracking, but have been interested in the fairly recent recognition of a correlation between mouse movement and eye gaze. Such a discovery would mean that user eye movement can be estimated without costly and restrictive eye tracking equipment, and research can be conducted on users in more natural reading ecologies.

Chen, M.-chu. (2001). What can a mouse cursor tell us more? (sic) Correlation of eye / mouse movements on web browsing. Proceedings of the ACM Conference on Human Factors in Computing Systems (pp. 281-282).

One of the first studies to show strong correlations eye gaze position and computer cursor position asked users to browser several web sites while movements were tracked using EyeLink and a customized web browser. The web pages in the experiment were locally hosted–pre-loaded 3 levels deep, and page regions were categorized for ease of reference. No specific browsing instructions were provided. Looking at dwel time of both gaze and cursor by region, “The average of 595 correlations is 0.58. More than 50% of these pages were associated with correlations larger than 0.8.” And “eye gaze was directed to the (meaningful) new region in the end of the mouse saccade in 70% of the cases” Finally “The distribution of distances revealed that gaze/cursor distance under 35 pixels explained over 40 percent of the entire distances, which is about 1 degree of visual degree.” (282)

The researchers begin by noting “It is reasonable to assume that the relationship between cursor and gaze position will vary under different settings.” (281) A deep reading task would like show less correspondence. However, less mouse movement may by itself indicate deep reading–this alone may be a study worth undertaking, the question being, “what, if any, user input activity correspond to or indicate deep reading?”

Atterer, R., Wnuk, M., & Schmidt, A. (2006). Knowing the userʼs every move: user activity tracking for website usability evaluation and implicit interaction. Proceedings of the 15th international conference on World Wide Web (p. 203–212). ACM. Retrieved January 18, 2011, from http://portal.acm.org/citation.cfm?id=1135777.1135811.

This paper explains how user interaction can be tracked using a proxy web server employing client- and server-side scripting to record mouse movement and screen displays. The platform independent application constructed by the researchers is described in sufficient details to design a similar system. This system allows for the inexpensive collection of information on user behavior on web sites and in applications. The kinds of information include abstract and concrete, large and small. Possible applications include user profiling, debugging, usage analysis, usability testing, or even self-adapting web sites. Each of these applications is explored in greater depth.

The applications for this particular system with regards to usability are most closely aligned with my own interests, as some research has suggested as much as an 84% correlation between eye gaze movement and mouse movement. However, additional reading is necessary to determine if this is restricted to information finding behaviors, or also deeper reading.

Rodden, K., View, M., Fu, X., Aula, A., & Spiro, I. (2008). Eye-Mouse Coordination Patterns on Web Search Results Pages. Most, 2997-3002.

This study analyzed patterns of coordination between users eye movements and mouse movements when scanning a web search results page. Javascript was used to capture mouse coordinates at 100ms intervals, then, presumably using AJAX, sent the results to a server. 32 participants with a wide range of ages and searching experience were tasked with 16 search objectives using Google. Results are best presented visually, but patters of active mouse usage followed the eye horizontally (rare) and vertically (common), and was held to temporarily mark a particular result (more than half). Further work is needed to confirm these findings, and for generating “reliable and valid metrics” (3000).

Though exciting, this study is limited to web search scanning behavior, not the deeper reading activities that I am more interested in. Especially telling may be the fact that “‘following the eye horizontally’ behaviour was generally quite rare”. It may, however, be useful in studies that seek to describe distracted user behavior on web sites.

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DE Research Week 2 Readings

Holmberg, B. (1995). Theory and practice of distance education. Library (2nd ed.). New York, NY: Routledge.

This article examines distance learning through the conversation metaphor, a theory of teaching and learning which focuses on the friendly, conversational, and personal transactions between students and instructors. This theory fits well into a student-centered view of teaching and learning, constructivist elements abound, and at one point the direction almost points to Sfard’s participation metaphor of knowledge. This theory does not necessarily require two participants–a static text may be conversational by design, and even a single person can have conversational transactions with knowledge within him/herself. Also, it is posited that advanced, independent, or scholarly individuals may find less value in this approach. Advance organizers or other methods of connecting granular to general information may be used in sequencing. Psychological sequencing of learning content may be considered in addition to logical sequencing to aid students as they work through the course.

None of this theory of course design seems limited to the distance education realm–much, if not all, of its recommendations are applicable to any learning environment.The idea that conversational learning is more motivating, pleasurable, and may produce better outcomes is sure to be attractive to the faculty I work with, and this article will provide a good accent in the hybrid teaching workshops that we’ll be conducting again this semester, particularly as a means of encouraging faculty to think about course design from the ground up with different or differently-angled goals. We discuss the usefulness of discussion, socratic dialogue, q&a, and even tangents–which are really just a label for conversations–in the face to face sessions, and on connecting those face-to-face sessions with online activities to preserve the engagement. This will reinforce and help us articulate those ideas, I think. Also, the explanation of tutorial-in-print has immediate application to my unit’s current work in authoring new and expanding existing faculty support documents. I intend to bring this article to our next staff meeting as required reading.

With respect to my own peculiar interests in online reading behavior, this sort of article emphasizes the care and scrutiny given to the design of instruction in order to guide learners through content seems almost antithetical to learner-centered–or at least learner-controlled–approaches. And though there may be something to study in the reading of any online text, most online reading in natural settings or real world scenarios is done with content not necessarily designed to maximize learning. So, though I continue to be interested in and see the value in learning and instructional theories, I wonder if I may personally end up studying more informal learning scenarios.

Holmberg, B. (1999). The conversational approach to distance education. Open Learning: The Journal of Open and Distance Learning, 14(3), 58-60. doi: 10.1080/0268051990140309.

This article follows up on Holmberg’s earlier writing on “guided didactic conversation” as a educational/instructional design theory, and begins by discussing the use of the perhaps disconcerting an even self-contradictory word “didactic”, then moving on to examine whether or not the conversational approach is contradictory with the stated goal of imparting academic content–especially for scientific thinking.

Holmberg, B. (2003). Theory of distance education based on empathy. In M. G. Moore & W. G. Anderson (Eds.), Handbook of distance education (1st ed., pp. 79-86). Mahwah, NJ: Lawrence Earlbaum Associates.

This chapter explains the place of theory in distance education, explains the theory as a theory, and emphasizes the role of empathy between teacher and learner as a hallmark of an effective conversational approach to course development.

Having the theory laid out succinctly in several pages is helpful. On a more personal note, work such as this is inspiring and somewhat enlightening to me as I try to imagine myself, at some point in the future, an academic capable of producing similarly well-informed and researched writing.

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Three articles on reading hypertext from the 90s

I’ve begun a harvest of research literature concerned with online (hypertext) reading and cognitive load. I initially ordered my reading list by discovery, but, a half dozen articles later, wish I had collected broadly, first, and began moving backwards from more recent publications.

The following three articles are from the 90s, concerned primarily with comparison of measures of online or hypertext reading with more understood practices in print reading.



Dillon, A. (1992). Reading from paper versus screens: a critical review of the empirical literature. Ergonomics, 35(10), 1297-1326. doi: 10.1080/00140139208967394.

This literature review examines differences between paper and digital document reading through the early 90s. Predictions about online reading had not, by 1992, come to full fruition, though the desire to “make it great” persists. Dillon makes a clear distinction between research focused on outcomes versus processes of reading. Outcomes: accuracy (favors hypertext), speed (may favor paper), comprehension (no difference, or favors hypertext), fatigue (mixed or no difference). Process: eye movements (no gross difference), manipulation (very different, favors paper, but may end up favoring hypertext), navigation (favors linear, print, but effects are mixed or circumstantial). Basic ergonomic issues are explored, including presentation and user characteristics. Manipulation facilities issues were also explored, including display size, scrolling vs. paging, and input devices. The conclusion notes that most experimental work has focused on outcome measures, probably as a means of accounting for reading speed differences. Future studies need to address less limited outcome variables than speed and accuracy. Researchers should recognize that “the ecological validity of many of these studies is low”, and ergonomists should expand their views of reading. “if our desire is to create systems that improve on paper rather than just matching it in performance and satisfaction terms (as it should be) then much more work and a more realistic conceptualisation of human reading is required.

This exhaustive review is nice to have, though I expect a number of the studies’ conclusions may have been affected by users experience reading online, or the quality of available technology. It would be interesting to see some of these studies replicated again, though with Dillons’ concluding warnings taken into consideration. Ultimately, though, we must consider that reading primarily online is now the norm, despite any persistent deficiencies, but that other issues of cognitive load or distraction may now take precedence over matters of simple media comparison.

As a side note, it seems almost quaint now that Dillon writes, “the millions of books that exist now will not all find their way into electronic form”. Thank you, Google Books.

Wenger, M. J., & Payne, D. G. (1996). Human Information Processing Correlates of Reading Hypertext. Technical Communication, 43(1), 51-60. Technical Communication.

Past research exists that relates basic cognitive abilities to reading abilities. General performance measures included working memory span, lexical decision tasks, and choice reaction. The researchers hypothesized that letter matching tasks and spatial processing tasks would additionally be predictive of hypertext reading ability. This research project focused on reading outcomes, and sought to “determine whether cognitive abilities that are predictive of performance while reading linear text are also predictive of performance while reading hypertext” (52). Performance is measured while and after reading hypertext. Performance is defined as speed (wpm), total number of nodes, and number of repeated nodes. The research method was “a correlational study of hypertext reading performance on a set of information processing tasks”, and included 22 native English students (54). Measures of reading performance (recall, comprehension, text structure memory, rate, node measures as above) were compared to the five info processing abilities. Three levels of reliability: p < .1, p < .05, p < .01; "relationships between the information processing measures and the hypertext reading measures replicate those documented" in normal text (57-58), and "lexical decision performance was most strongly related to hypertext reading performance when the stimuli were words" (58). Also, they found a relationship between spatial processing task performance and hypertext reading, both in terms of speed and accuracy. This suggests "knowledge acquired in basic research into reading processes can be applied to optimizing the design of hypertext information" (59), and that relational processing may be "of critical importance in reading hypertext".

This research has implications for future research on hypertext reading behavior, allowing researchers to predict reading performance by cognitive ability tasks, as well as for hypertext document/environment design. I will likely come back to this idea of measuring cognitive ability as my studies advance. I've recently found a 2007 article titled, Cognitive load in hypertext reading: A review, which should give a nice retrospective look back over the last 20 years.

O’Hara, K., & Sellen, A. (1997). A comparison of reading paper and on-line documents. CHI ’97 (pp. 335 – 347). Retrieved from http://portal.acm.org/citation.cfm?id=258549.258787.

This descriptive study did not look at the cognitive processes of reading, but rather at reading-supportive activities and behaviors in print and online documents. The researchers state that this study is a process, as opposed to outcomes, study, and cite a need to carefully design reading experiments to be “ecologically valid”, “representative of real world tasks”(336). The research subjects were 10 volunteers randomly assigned into two groups, the paper readers and the online readers. Both were charged with reading an article, taking notes, then writing a summary. Selected findings tended to focus on the subjects’ own responses take from interviews. Annotations proved popular, easier, and were geographically tied to the source passage for the paper group, though the online group was able to quickly copy and paste whole passages into their notes. Movement through documents again favored paper, which offered speed and automaticity. It also accommodated use of both hands for both efficiency and navigation/place-marking, and the physical presence of the paper itself to create explicit cues. This latter aspect was represented especially well in the researchers look at spatial layout, where they observed subjects arranging documents, notes, and summary sheet for logic and efficiency. Such physical arrangement was not as easy in the digital environment, though windows were available and the screen resolution was, for the time, rather high. The researchers conclude primarily that designers should “look to paper for improving the design of digital reading technologies” (340), recognizing the importance of annotation, quick and automatic navigation, and spatial layout support.

I was disappointed not to find the outcomes of the summaries examined, though the researchers did claim this was a process oriented descriptive study, as the importance of the process observations may hinge on their relative value against the subject’s performance. The implications of this study are primarily for online document design, for the researchers note that paper still offers key advantages in terms of quick navigation and flexibility of spacial layout. Reporting on annotation behavior, the researchers write, “reading was interspersed with long period of editing, or note-taking was done with little reference back to the source document”, but we are to wonder what effect this has on the summaries. I wonder if this behavior carried through into the 21c, and what impact it has on outcomes.Many, but not all, of the deficiencies of the online group may have been overcome with higher resolution, portable computers, modern online document tools such as PDF viewers, social bookmarking tools such as Diigo, and even major word processors. The observations on spatial layout reminded me of a previous usability design case that referenced users reliance on a geography of the text that was often absent or obscured in online texts. (I may have a ref for this in Zotero that I haven’t migrated yet.)There remain numerous deficiencies in online document presentation, annotation, and navigation that make paper an alluring option to many. To explore this further, I look forward to reading Ackerman and Goldsmith’s 2008 article, Learning Directly From Screen? Oh-No, I Must Print It! Metacognitive Analysis of Digitally Presented Text Learning.

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DE Research Week 1 Readings

Anglin, G. J., & Morrison, G. R. (2000). An analysis of distance education research: Implications for the instructional technologist. Quarterly Review of Distance Education, 1(3), 189-194.

Notes

History of DE: 3 generations: correspondence, recorded media, networked communication. Defining DE: Keegan: separation of student and instructor, provisions for two-way communication, possibility of meetings. Simonson, Schlosser, Hanson: two-way synchronous/asynchronous interaction. “Distance education” includes learning and teaching. Examined The American Journal of Distance Education (AJDE) and Distance Education (DE). 38% primary research, 30% conceptual/theory, 14% lessons learned, 4% lit reviews, 4% evaluations (4). Many articles were anecdotal (5), and few were generalizable (6). Regarding primary research, most included surveys (5). Few studies were returned to. Anglin and Morrions argue educational research requires a diversity of methods (6). Theory-building will help DE develop.

Comments

None of the findings of this article were a surprise. I would have appreciated more scrutiny of the primary research articles discovered. The call for theory-building at the end is fine, but theories must be based on evidence, and this suggests generalizable evidence is scant.

Davies, R., Howell, S., Petrie, J. 2010. A review of trends in distance education scholarship at research universities in North America, 1998-2007.International Review of Research in Open and Distance Learning, 11(3).

Notes

The summary impression is that most dist ed “research” is descriptive, and not very good. This study sampled all dissertations as snapshots in 3 different years (5yrs apart), using the descriptor “distance education”. A summary of their results found that research addressed primarily student issues & faculty issues predominately, but also methods testing, pedagogical issues & instructional design. Research designs included descriptive quantitative survey, case study, quasi experimental, correlational. Techniques: t-test, anova, correlations.

Comments

This study looked at all dissertations in 3 years at 5yr intervals, but would a random sampling be more useful? “A priori coding” was used–was it chosen for convenience? One of the questions, what do these groups think about it?, seemed superficial. Also, in this particular study there seems to be a presumption was that distance ed == online. Though in late 20c that may be assumable
, there are clear exceptions. Also, defining distance education is no longer as simple as it was, as the spectrum has widened, and possibilities increased. If this were more than a survey of research articles, this assumption would be of concern. Question: What is a “theory-building study”?

Lee, Y., Driscoll, M. P., & Nelson, D. W. (2007). Trends in research: A content analysis of major journals. In M. G. Moore (Ed.), Handbook of distance education (Second., pp. 31-41). Mahwah, NJ: Lawrence Earlbaum Associates.

Notes

Comments

Most cited

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Design: FightCard Factual Knowledge Practice System

The following write-up describes a flashcard-like system designed for individualized user practice of factual knowledge sets.

FightCard / Flashfight

FightCard / Flashfight is a mobile, online factual knowledge study system that allows users to build practice card sets based on their own goals and information needs, and to exchange cards and sets with other users in a networked community.

The primary objective of Flashfight is to provide an easy-to-use, smart flashcard system that users can take with them via digital mobile devices. The system reminds and encourages users to complete regular practice sessions, and builds upon their individual progress for maximum efficiency.

Flashfight employs a fighting game element that reflects user’s accuracy through turn-based fighting moves featuring cartoon avatars.

The following basic workflow illustrates how users may interface with the system:

User Accounts

Users must have an account and profile on the Flashfight web system, and are required to authenticate on each visit.

Users may customize their profile by choosing an avatar and setting their preferences for sessions and interface.

Problem Cards

Flashfight makes use of “cards” for problem instances in a session. Cards may be either binary matching–i.e. flashcards–or multiple choice. Rather than simply flipping the card, flashcards prompt users to select their certitude (“Know “, “Kind Of”, “Don’t Know”) in order to see the correct answer. Once the card is flipped, users are prompted to confirm or contradict their assumption (“Knew It!”, “Kind of Knew”, “Didn’t Know”) in order to proceed to the next card.

Multiple choice questions allow for up to 4 answers or distractors, and can be set to an “adaptive”-style mode. Though not a true adaptive mode, Flashfight’s adaptive mode allows users to guess again after a first failed answer choice, but at a penalty to their score.

The “back” of cards provide feedback–either response-specific for incorrect or uncertain answers, or topic-specific and elaborative feedback for correct or certain answers. Both sides of cards allow for text or media embedding.

Flashfight employs a card and session sequencing system that determines frequency and timing of card reoccurence. Based on the user’s response to a card (correctness in multiple choice or certitude in flashcards) individual cards may be moved into one of three “boxes”, mimicking a Leitner flashcard system. Box 1 include cards that should be practiced each session. Box 2 includes cards that should be practiced every other session (or user’s preference). Box 3 includes cards that should be practiced once every third session (or user’s preference). This Leitner system encourages user interest by decreasing the number of automatic responses, and increases efficiency by limiting the number of cards already known by the user. This system also allows more granular historical tracking of user progress and memory.

Progress Tracking

User’s session results are tracked, stored, and reported at the end of a session, followed by historical session tracking.

A flashcard session’s results are shown via stacked bar graphs, one stacked bar to count each level of confirmed certitude (“Knew It!”, “Kind of Knew”, “Didn’t Know”), and one stack within each confirmed certitude bar for each level of initial (presumed) certitude (“Know “, “Kind Of”, “Don’t Know”). This reporting allows users to self-assess and reflect on their own certitude and knowledge, and helps the system more effectively place cards in “boxes” for repetition.

A multiple choice session’s results are also shown via a bar graph (for regularly scored sets) or a stacked bar graph (for adaptive sets). In adaptive mode, the bar graphs stacked levels correspond to first attempt, second attempt, and third attempt. A fourth attempt is considered a failed attempt. Third and fourth attempt cards are placed in box 1 for repetition each session, etc. A multiple choice session’s results will also display the question numbers as hyperlinks for immediate user review before the session ends.

Following session result reporting, a session history will be available to users as a line graph that charts user’s progress–including number of items in each of the three boxes–over a historical period.

Creating Cards, Categories, Systems

The system allows users to select pre-made cards from categories to form their own sets for practice. Users may create or import their own cards via a GUI or file upload (XML, CSV, or plain text). Cards, categories, and sets may be shared by individuals in the networked Flashfight community.

Trainers

Flashfight utilizes graphical agents called “trainers” who “speak” via text bubbles. Users may select from a variety of different trainers. Trainer’s “personalities” will differ, often humorously, in order to increase motivation and encourage interest. Trainers greet users immediately after authentication, at the beginning of each session, and respond to session outcomes and session histories. This concept is based on emotive agents found in popular user progress games such as those found in the Nintendo DS games Brain Age and Brain Age 2.

Flashfighting

The name of the system refers to a tentative feature called “flashfighting”. A flashfight may occur in one of two ways:

  1. The user’s avatar engages in a turn-based “fight” against an arbitrary computer opponent throughout a session (represented by a slightly animated character in the corner of the screen). Each correct or certain response results in a “strike” that damages the computer. Each incorrect or uncertain response results in a “strike” to the user’s avatar. The opponent’s “health” is determined by the user at the beginning of the session as a percentage of the total number of cards in the sets. A user’s accuracy can result in a number of different fight outcomes:
    <5% = loss: Super KO
    50% = win: timed
    >84% = win: KO
    >95% = win: Super KO
    

    Ryu’s Super KO from Street Fighter Alpha 3
  2. The user’s avatar “fights” the avatar of another user in the community after a “challenge” has been issued. A challenge consists of one user sending his or her session results for a particular card set to another user to “beat this score”. Overcoming another user’s challenge can result in a rematch challenge based on the user’s results. Flashcard-based challenges rely on the honesty of the players (similar to correspondence chess).

Reminders and Notifications

The system will provide email and SMS notification, either for reminders (on a schedule pre-determined by the user) or for new or outstanding flashfight challenges by other users.

Scripting Languages and System Requirements

Flashfight’s front-end will be written in XHTML, CSS, and Javascript using web standards for use on any internet-connected web browser–desktop or mobile. It does not rely on Flash, Java or other proprietary programming languages, and thus should be usable on all Javascript-enabled web browsers, including those found on Apple devices. It is not an “app”, though an app version may be useful in a future iteration.

The back-end will be written in PHP using a MySQL database.

Mock-Ups

The following gallery of mock-ups represent latest drafts of screen layouts for key interfaces of this system:


(Sample fighter avatars are representational only, and are used courtesy of Speedbrkr)

Research-Based Criteria Mapping

Flashfight corresponds to the following criteria mapped out by David Wiley’s IPT 564: Intro to Instructional Design course.

Category Criteria Implementation
Providing Feedback 1. After each response, feedback is immediate. This is inherent in the flashcard/MC system. This particular system responds to user’s choices by immediately displaying the "answer". Additional feedback is available for correct or certain answers on demand, or can display automatically if thus set.
2. Includes knowledge-of-correct-response feedback (e.g., including response accuracy verification, providing correct answers, etc.) This is inherent in the flashcard/MC system. See above.
3. Elaborative feedback is available for low certitude responses Corrective, response-specific feedback for uncertain answers is automatic. Elaborative, topic-based feedback and material for exploration is provided either on demand or automatically for correct or certain answers.
4. Periodic feedback relates tracked data to learner goals (e.g., learning/achievement is definable (either by designer or user, i.e. five correct iterations) Cards display current card number of total stack, including correct/incorrect so far. Session outcomes are immediately communicated after a session (Users determine session length [by time or by cards]) via bar graphs, followed by a history of sessions for that user via line graphs.

Users will also be prompted to "stamp" a calendar date to track the number of instances of practice.

5. Results of learning session are related to learner goals. Explicit definition of learner goals are not currently supported in this design version, however the system’s method of user-specific progress tracking of sessions allows users to recognize their progress over time as they work through a defined set of information.
Scheduling Sequence and Spacing 1. Sequencing reflects a scheduled framework (e.g., Leitner system) Depending on user’s response to flashcards (certitude) or multiple choice questions (accuracy), cards will be delegated to one of three different "boxes" which correspond to interdaily review (see Leitner system). It is likely that boxes should correspond not to the days of the week, but to the count of sessions.
2. Presentation of each item is discrete and spaced. Each card is a discrete unit of information with corresponding answer. Spacing occurs card to card.
3. Design provides for at least one intersession interval of anywhere between one and thirty days (no "cramming"). Design encourages intersession intervals of one day by "dimming" the set or activity after completion. Intersession intervals are further encouraged by use of a Leitner system of "boxes", and by activation of e-mail or SMS-based reminders (which may result in phone text messages, Twitter replies, or Facebook posts) that users practice.
Motivating and Engaging 1. Design captures learners’ interest (e.g., use simple unexpected events like a loud whistle or an upside-down word in a visual, etc.). Irrelevant and extraneous events are consciously excluded from this design. However, providing access to a community-built library of information sets may be attractive to students with intrinsic or extrinsic motivation to learn facts. The system utilizes user-selected "agents" (called "trainers") that greet and encourage users to progress. Cards may be multimedia, depending on the card author.
2. Design stimulates learners’ inquiry (e.g., give mentally stimulating problems that engage a deeper level of curiosity, etc.). Topic-based elaborative feedback is built into this design for users who exhibit certitude, or correctly respond to prompts.
3. Design maintains learners’ attention (e.g., utilize variation). Cards are randomized to avoid repetition and increase transfer out-of-order.

Cards themselves may be multimedia, depending on the card author.

4. Design makes learning outcomes relevant to students (e.g., connect content to learner goals, interests, learning styles, etc.). The customizeability of card and card set creation encourages users to develop practice routines that meet their own learning goals. Pre-built card sets will be available on a number of different topics. For the most part, card sets will be created and shared by users in the community. Finally, users may create or import their own card sets. 

Cards themselves may be multimedia, depending on the card author.

5. Design builds learner confidence (e.g., providing examples of acceptable achievement). Learner confidence will be supported by user progress tracking, both within a single session and along a historical timeline. "Trainers" greet and encourage users to progress by building their confidence and motivation.
6. Design promotes student satisfaction (e.g., provides recognition and evidence of success, practical application, etc.). Recognition will be provided in different flavors by a variety of pre-programmed "trainers" who offer congratulations or suggestions, often in a mildly humorous fashion.
Managing Cognitive Load 1. Design takes advantage of verbal (text, narration, etc.) and non-verbal (photographs, illustrations, diagrams, etc.) input channels The design facilitates multimedia for dual-coding/dual-processing of verbal and non-verbal visual information on each side of  the card. However, this system is more of a tool than a specific instructional design, and therefore card creators should be encouraged to make use of dual-coding theory through a "Tips on Creating Your Cards" tutorial.
2. Design avoids cognitive overload (e.g., text in close spatial proximity to visuals to avoid split attention cognitive load concerns). See above for more on the limitations of the system to control design of multimedia. However, care has been taken in the system to minimize extraneous cognitive load through usable interface design, by spatial proximity of session and historical results, and by color-coding of response buttons and responses both on a card and in session result graphs.
3. Design acknowledges and adapts to limitations of audience (i.e. universal design and accessibility) Because the system is XML-based and will be writtin in XHTML, CSS, and Javascript addressing accessibility issues should be simple. Universal design is furthered by simple GUI, intuitive navigation, etc.
4. Design enables learner to efficiently "chunk" facts by identifying, connecting (grouping), and sequencing information. Chunking is difficult in a flashcard system. However, the system does utilize categories that include category-relevant cards from which sets are to be built.

ALso, cards allow for tags in the XML as metadata. The system can utilize these tags in session reporting to group cards into sub-categories which may be drafted by the user into new sets for practice.

Determining Prior Knowledge 1. Design determines learner’s prior knowledge and goals (e.g., pre-assessment, iterations of a Leitner system, etc.) Any flashcard system can be deemed to assess prior knowledge through the first iteration of cards. In this case, a Leitner system is being used to track learning.

Further, the system could be designed to encourage a full-set session on the first attempt of a set as a means of pre-assessing.

2. Design facilitates open content (e.g., user-generated content, sharing of content and results, user-user or user-population comparisons of results, etc.) Pre-built card sets and categories within the system will be CC licensed. Users will be encouraged to CC license their own cards, sets, and categories, and share those via the system’s community features.
3. Design provides low prior-knowledge students with response-contingent feedback (e.g., system explains reasons for correct/incorrect responses) This is designed into the back of cards’ feedback.
4. Design provides high prior-knowledge students with topic-contingent feedback (e.g., system directs learners to find the correct response or a path to additional information). Elaborative, topic-based feedback and material for exploration is provided either on demand or automatically for correct or certain answers.
Maximizing Academic Learning Time 1. Design ensures all instructional activities support desired learning outcomes. Not specifically addressed in this system, except through capability of users to control their own card sets.
2. Design ensures waiting and transitional time is minimized. One of the key objectives is to provide practice sessions whenever and wherever the user desires, in lengths of time that fit any schedule.

No lengthy wait time will be built in, and actual scripting of the system will be done to minimize processing time. Ideally, multimedia files uploaded for cards would be pre-processed by the system before storing on the server to convert file types and maximize compression.

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IPT 564 Notes 07-29-2010

Alignment

proxy
Outcomes –> Assessment –> Content & activities
(know, be able to) (indirect, noise, err) (too much, too little)

This is to justify training/educational experiences.

JMS: Sometimes this works this way, sometimes it doesn’t. Sometimes the outcomes are implicit, invisible. Power of alignment: Cohen 1987, Wishnick 1989

Jacob: Because I’ve never seen a perfect assessment (or even a really great one) it seems basing content on assessment rather than outcomes risks cutting the actual outcomes short, by failing to provide the appropriate content and activities. The idea is that even a good assessment won’t do justice to necessary instruction.

Wiley: Faculty adopts a textbook (JMS: but based on outcomes, right?) which may come with assessment

JMS: In k-12 but in higher ed I think faculty don’t commonly base outcomes and assessments on the content (textbook); rather they implicitly know the outcomes and choose the content based on that, presuming that the textbook publisher did the hard work of aligning the assessment with the content.

Mager

ABCD

From Mager’s Tips on Instructional Objectives

Audience
The who. Your objectives had better say, “The student will be able to…”

Behavior
An objective always says what a learner is expected to be able to do. The objective sometimes describes the product or result of the doing.

Ask yourself, what is the learner doing when demonstrating achievement of the objective?

Condition
An objective always describes the important conditions (if any) under which the performance is to occur.

Degree
Wherever possible, an objective describes the criterion of acceptable performance by describing how well the learner must perform in order to be considered acceptable.

Work Model Synthesis
systematically combining and recombining tasks and objectives that through task analysis procedures have been fragmented at a low level”

Learning Analytics

What impact might Google Analytics-style anayltics have for teaching and learning?
Students hate it (accountability vs. Big Brother)
Technology in education now lets us diagnose learners and provide laser-like feedback.

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Charles Leadbeater’s TED Talk on Innovation

From 2008, Charles Leadbeaters introduces the rise of the “pro-am” and creative design and innovation driven by users and communities:

Questions

Is this “open” model of design, development and innovation feasible in the real world?
What is required? (community, open access, critical mass, motivation)
How do we cultivate a culture of contribution and creation?
How would the ADDIE model support this? Does the agile development model fit better?

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