System design

Under this menu header we provide a variety of resources which relate to building your digital system. Each of the following links will lead to a database which assembles information for that specific theme within this research phase. The explanation given for each theme is meant to guide your research but also help you locate the appropriate database for your contributing records. In addition, for each theme we have a comment area where you can leave a note pertaining to a particular resource recorded in the database.

For instructions on how to enter a record into one of the databases listed below please see this page.

Simulation – systems that simulate a real-world learning scenario this includes interactive complex dynamic systems like flight simulators, social simulations e.g second life.

Interactive systems – resources concerning the design of systems that facilitate and encourage learner-system interaction, includes topics such as system vs learner initiative, mixed initiative systems.

Graphical systems – systems in which the main modality of interaction and information display is pictorial, graphical or diagrammatic e.g. interactive diagrams, visual programming enviroments for younger students.

Input modalities – discussion of rich input approaches beyond mouse and keyboard - multitouch, gesture-based input, gross and fine motor movement tracking, voice input, eye-gaze detection, etc.

Tutoring – systems in which the predominant form of teaching is direct instruction (didactic methods) according to a curriculum of topics organised in terms of knowledge pre-requisites and co-requisites, learning objectives and other 'instructional systems' type approaches.

Visual attention monitoring – use of eye-tracking to track learners' visual attention and/or as input to system.

Sensors – technical discussion of use of types of transducers for detecting posture, bio/neuro responses of learners, fatigue, muscle tension, autonomic responses.

Mobile – use of mobile devices in educational contexts e.g. as communication devices, as learning groupware platforms, as measuring instruments used 'in the wild'.

Virtual reality – 2D or 3D virtual worlds for learning-by-exploration or for high-fidelity simulation of learning spaces - includes topics such as immersion, navigation.

Haptics – performance feedback via touch and tactile sensation, e.g. via vibration or dynamic force adjustment of joysticks and other interface devices.

Biofeedback – feedback facilitated by technology of body functions eg autonomic system behaviour, galvanic skin response, EEG, EMG of biological responses not normally amenable to conscious control by the learner. Learning to control biological responses via such feedback.

Social media – social networking and its role in teaching and learning (Facebook, Twitter, etc)

Accessibility/Special needs – resources regarding accessible computing and assistive technologies for people with sensory, motor or cognitive impairments.

 
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system_design.txt · Last modified: 2011/02/26 10:36 by manuela