This brief will examine and explore some tools and techniques that can be used to develop interfaces for learning environments. Interface design has been a topic in software engineering for many years. The advent of graphical user interfaces has created many remedies and challenges for the software engineer. In recent years with an increased emphasis in educational technology, instructional designers are also included in this arena. The interface can be a driver in terms of a learning environment’s ability to engage a student. It can also provide a point of information exchange and therefore learning between the student and the environment’s software. Thus, the issue of an interface is vital to the success of a learning environment. This brief will produce a variety of interfaces for various environments to allow the designer to contrast and compare them based upon the required purpose. The designer will have a toolkit filled with tools and techniques which will allow for interfaces that will engage the student and facilitate their learning. The primary audiences are K-12 and post-secondary educators who desire to create digital media based educational materials.
This brief discusses and explains how an educator can use various tools (Use Case, IPO diagrams, flowcharts, entity-relationship diagrams, information mapping) to help visualize how a learning environment will work. Such tools were originally developed for use by software engineers but as the complexity of learning environments has increased with various interfaces and processing, both educators and students have developed a need to understand the design and development of visualization tools. The primary audiences for this text are K-12 and post-secondary educators and instructional designers who want to use tools that will allow them to develop effective learning environments in an efficient manner. Undergraduate and graduate students in an educational technology class can also employ these tools and techniques to develop their own materials.
This brief examines and explores the reuse of learning objects to enhance students' learning experiences. The author details the difficulties of reusing learning objects, or the Reusability Paradox, and how to create more flexible learning objects. The brief also proposes a methodology to minimize limitations and therefore maximize a learning object's utility across a number of fields.
This brief examines and explores the reuse of learning objects to enhance students' learning experiences. The author details the difficulties of reusing learning objects, or the Reusability Paradox, and how to create more flexible learning objects. The brief also proposes a methodology to minimize limitations and therefore maximize a learning object's utility across a number of fields.
This brief discusses and explains how an educator can use various tools (Use Case, IPO diagrams, flowcharts, entity-relationship diagrams, information mapping) to help visualize how a learning environment will work. Such tools were originally developed for use by software engineers but as the complexity of learning environments has increased with various interfaces and processing, both educators and students have developed a need to understand the design and development of visualization tools. The primary audiences for this text are K-12 and post-secondary educators and instructional designers who want to use tools that will allow them to develop effective learning environments in an efficient manner. Undergraduate and graduate students in an educational technology class can also employ these tools and techniques to develop their own materials.
This brief will examine and explore some tools and techniques that can be used to develop interfaces for learning environments. Interface design has been a topic in software engineering for many years. The advent of graphical user interfaces has created many remedies and challenges for the software engineer. In recent years with an increased emphasis in educational technology, instructional designers are also included in this arena. The interface can be a driver in terms of a learning environment’s ability to engage a student. It can also provide a point of information exchange and therefore learning between the student and the environment’s software. Thus, the issue of an interface is vital to the success of a learning environment. This brief will produce a variety of interfaces for various environments to allow the designer to contrast and compare them based upon the required purpose. The designer will have a toolkit filled with tools and techniques which will allow for interfaces that will engage the student and facilitate their learning. The primary audiences are K-12 and post-secondary educators who desire to create digital media based educational materials.
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