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Design Example: Participation Avatars Dr. Niki Lambropoulos & Prof. Fintan Culwin Department of Informatics, London South Bank University

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Tools and Evaluation Techniques to Support Social Awareness in CSCeL: The AVATAR Niki Lambropoulos and Fintan Culwin presented at the Euro-CAT workshop in Barcelona 05/02/2010

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Page 1: Tools and Evaluation Techniques to Support Social Awareness in CSCeL: The AVATAR - Lambropoulos Culwin

Design Example: Participation Avatars

Dr. Niki Lambropoulos & Prof. Fintan Culwin

Department of Informatics, London South Bank University

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Agenda

HCI-Ed, the LSBU’s Role in Euro-CAT

HCI-Ed 7 steps Design Example: Participation Avatars

Conclusions & Insights

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Goals for Educational ComputingGoals for Computing (Shneiderman, 2008):

Useful Usable Universal

Goals for Educational Computing (Tricot, 2007; Lambropoulos & Culwin, 2009) Pedagogical Utility: degree of reaching learning

goal Pedagogical Usability: degree of ease of use Pedagogical Acceptability: degree of compatibility

with organisational context & practices, learners’ motivation, affects, culture and values

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HCI-Ed @ LSBU

HCI-Ed emphasises understanding of the learning context and values, before the design, evaluation and implementation of systems and tools, from a user/learner-centred perspective. This is complemented by the study of the major phenomena surrounding the impact of these processes.

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HCI-Ed in 7 Steps1. Context & Learning Values - Hypothesis2. (Iterative) Design – Requirements 3. Evaluation with user groups/experts4. Development5. Evaluation with user groups6. Re-Design & Development7. Study & Research - Tool Release

1CH 2DR 3E 4D 5E 6D 7RTR

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Research Problem

Greek Teachers’ inactivity between 2001-2004 on the online training hosted on Moodle by the Greek School Network (GSN)

Note: The Greek Ministry of Education & GSN targeted active participation in order to to form a Community of Practice (CoP)

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Ethno-Technological Analysis of behaviourGreek Teachers’ CoP Moodle@GSNNative’s point of view, background and

characteristicsLearners’ Intentions (learning goals): Mirroring

capabilities for Presence & Co-PresenceSelf-Presentation, -Locus, -Assessment, -

ManagementCo-Presentation, -Locus, -Assessment, -Management

Users’ operations (actions/tasks): Pedagogical Usability

Step1a: Context & Learning Values (Social Awareness)

1CH 2DR 3E 4D 5E 6D 7RTR

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Social Awareness: Presence & Co-Presence

Degree of salience

Other people being real

Feeling of being togethertangibility

proximity

accessibilityconnectedness

Ability to emotionally and socially project oneself

Being HumanAwareness of relations

affiliation

intimacy

immediacy

sociabilityCo-presence Attentional allocation

Perceived message understandingPerceived affective understanding

Perceived affective interdependence

Perceived behavioural interdependenceengagement

participation

Psychological involvement

Mutual awareness

Feeling accessibility

Co-location

empathy

1CH 2DR 3E 4D 5E 6D 7RTR

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If these e-learners were able to observe their behaviour in relation to themselves and their peers they may be able to alter it.

Step1b: Hypothesis

1CH 2DR 3E 4D 5E 6D 7RTR

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Step2: (Iterative) Design - Requirements

Participation Levels (Other: Social Network Analysis, CSCeL Argumentation)

1CH 2DR 3E 4D 5E 6D 7RTR

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Evaluation IndicatorsPresence: individual’s level of activity Co-presence: pattern of activity in the group

1CH 2DR 3E 4D 5E 6D 7RTR

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IssuesWhat is the best calculation basis?

1. Total number of messages?

2. Quartile?

3. Highest poster?

• E-tutor?

• E-student?

What about the colours?

1CH 2DR 3E 4D 5E 6D 7RTR

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Step3: User/Expert Evaluation @LSBU Best calculation basis

1. Total number of messages

2. Quartile

3. Highest poster

Colours

1CH 2DR 3E 4D 5E 6D 7RTR

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Prototype: Avatars on the Forum Interface

Step4: Development

1CH 2DR 3E 4D 5E 6D 7RTR

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Step5: Evaluation with User Groups•Teachers’ case study: comments & PU (Likert 1-5)•Teachers/Developers’ focus group: comments & PU

1CH 2DR 3E 4D 5E 6D 7RTR

(Overall)

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Issues What is the best calculation basis?

1. Highest poster

• E-tutor?

• E-student?

What about the colours?

1CH 2DR 3E 4D 5E 6D 7RTR

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Step6: Re-Design & Development

Colours

Best calculation basis: Highest E-student

1CH 2DR 3E 4D 5E 6D 7RTR

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Results on both logs and Avatars (control/experimental group)-

Recommendations

1CH 2DR 3E 4D 5E 6D 7RTR

Step7: Study & Research in context – Tool Release

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Step7: Study & Research – Tool Release

Greek Teachers on Pedagogical Usability

Overall satisfaction = 3.2/5 Low• Originality (2.4)• Learnability (2.7) >• Frequency of use (2.4)

1CH 2DR 3E 4D 5E 6D 7RTR

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Avatars Today

1CH 2DR 3E 4D 5E 6D 7RTR

• In our courses• GAPMET Comenius current project• University of Athens• GAPMET Da Vinci project Moodle module?

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Conclusions & InsightsDirect fit between educational task and the

method chosen to pursue itTools like Avatars can support the

Exploration and verification of participation levelsDifferentiation between social communication &

learning tasksOrganisational convergenceDiversity in teaching & learning styles

Adaptation to individuals’ changing needs, learning and interaction styles

Social Intelligence: Social Intelligence: act wisely in human relations (Thorndike, 1920)

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Thank you!

Questions?

Dr. Niki Lambropoulos

[email protected]

Prof. Fintan Culwin

[email protected]

EuroCAT Pedagogical Usability >>

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EuroCAT Pedagogical Usability

URL:

http://www.survey.bris.ac.uk/lsbu/euro-cat

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Participation starts with enrolment into the Learning Management System, in this case Moodle, and is divided into passive and active participation. Null passive participation is defined as absence of activity; that is the online participant registers without any further actions whatsoever. Passive participation is defined as visiting and reading posts, without posting. It is categorised into three levels: low, medium and high. These levels are obtained from the number of days during the course when at least one visit is made. Low passive participation is where the average number of days is one quarter or less of the duration of the course. High passive participation is more than three quarters of the duration and medium passive participation is between these two categories.

Online active participation is defined as the presence of activity; that is, the online participant registers, reads and posts. Active participation is categorised into three levels: low, medium and high. These levels are defined by the number of posts sent by the most active e-learner. Low active participation is where the average number of posts is one quarter or less of the total posts from the most active e-learner. High active participation is more than three quarters of the posts and medium active participation falls between these two categories.

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Ergonomic AnalysisPedagogical Usability should question whether the tools, contents, interfaces, and tasks provided within the e-learning environments can support e-learners (Silius et al., 2003; Nokelainen, 2006; Zaharias, 2006; System Usability Scale, Lewis & Sauro, 2009). Pedagogical Utility is the degree to which the functionality of the system allows the learner to reach his/her learning goal (Silius et al., 2003). Lastly, Pedagogical Acceptability refers to the previous compatibility as well as the degree the system is compatible with organisational context & learners’ motivation, affects, culture and values (Tricot, 2007).

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EthnotechnologyContext: Moodle@GreekSchoolNetworkLegislation, Archives Discussions (Greek teachers associations, e-mint

online community managers)

Opinions (developers, Greek teachers, graphic designer)

Observation notes from active participation in the Community of Practice (online courses)

Surveys

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Production Line

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Examples (2004-2009)

2005-9: Visualisation Interaction Tools (Social Network Analysis )

2004-8: HySynTag(Argumentation Tags)

2007-8: Graphs & AvatarsParticipation Levels – Participation Eyeball (McDonald, 2003)Participation Avatars

1CH 2DR 3E 4D 5E 6D 7RTR

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DesignThe design can be defined as an individual

and collective activity, finalized by a project to develop a physical and symbolic artefact. The artefact is rarely well defined in this step.

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What is a good externalrepresentation for learning?It is useful: – it allows the learner to reach

his/her learning goalIt is usable: – it is easy to learn to use it,

efficient, it is easy to memorize how it works, it doesn’t cause errors, it is satisfying (Nielsen, 1994)

It is acceptable: – it is compatible with the goals and the constraints of the context (time, space, organization)

– it is compatible with learner’s motivation, affects, culture, values

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Learner/User Experience

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Affordances example

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Goals for The New Computing 1) Usable: Reliable

& comprehensible

2) Universal: Diverse users & varied equipment

3) Useful: In harmony with human needs

Leonardo's Laptop: Leonardo's Laptop: Human Needs and the New Computing Human Needs and the New Computing Ben ShneidermanBen Shneiderman