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Play	
  and	
  Learn	
  about	
  Your	
  Learners	
  	
  
to	
  Early	
  Form	
  your	
  TEL	
  Design	
  
	
  
T.	
  di	
  Mascio,	
  R.	
  Gennari,	
  A.	
  Melonio,	
  P.	
  Vi@orini	
  
I.	
  Marenzi	
  
18.09. 2013 / Paphos, Cyprus
TEFA Workshop
Thread	
  -­‐	
  Outline	
  
	
  
STEP	
  I	
  –	
  Introduc/on:	
  the	
  
TERENCE	
  design	
  methodology	
  
and	
  context	
  of	
  use	
  analysis	
  
	
  
STEP	
  II	
  –	
  The	
  design	
  of	
  adaptaLon	
  
and	
  learning	
  material	
  
	
  
STEP	
  III	
  –	
  The	
  adapta/on	
  process	
  
	
  
STEP	
  IV	
  –	
  The	
  end:	
  conclusions	
  
The	
  TERENCE	
  Project	
  
TERENCE	
  is	
  a	
  3-­‐year	
  collabora/ve	
  project	
  	
  
‣  of	
  the	
  FP7	
  framework	
  
‣  for	
  Technology	
  Enhanced	
  Learning	
  (TEL)	
  
‣  with	
  12	
  partners	
  and	
  2	
  consultants	
  
‣  for	
  developing	
  an	
  Adap/ve	
  Learning	
  System	
  (ALS)	
  
‣  that	
  recommends,	
  to	
  its	
  users,	
  its	
  learning	
  material	
  
‣  stories	
  and	
  games	
  
‣  and	
  learning	
  tasks	
  	
  
‣  reading	
  and	
  playing	
  	
  
‣  to	
  sLmulate	
  their	
  reading	
  comprehension	
  
UCD	
  and	
  EBD	
  
TERENCE	
  mixes	
  two	
  design	
  methodologies:	
  
o the	
  user	
  centred	
  design	
  (UCD),	
  that	
  is	
  iteraLve	
  
and	
  places	
  users	
  at	
  the	
  centre	
  of	
  the	
  design	
  
process	
  for	
  a@aining	
  usability;	
  	
  
o the	
  other,	
  the	
  evidence	
  based	
  design	
  (EBD),	
  
that	
  stresses	
  the	
  role	
  of	
  empirical	
  evidence	
  for	
  
a@aining	
  pedagogical	
  effecLveness.	
  
TERENCE:	
  UCD	
  +	
  EBD	
  
inizio
no
rilascio
sìok?
raccolta e analisi requisiti
progettazione e sviluppo
valutazione
user
requirements
evaluation
design and development
start
no yes
release
Gamified	
  data	
  gathering	
  for	
  context	
  of	
  use	
  
From	
  context	
  of	
  use	
  to	
  design	
  
Classes:	
  	
  
1.  the	
  data	
  gathered	
  via	
  gamified	
  field	
  studies	
  
were	
  enriched	
  with	
  data	
  coming	
  from	
  
contextual	
  inquiries	
  with	
  domain	
  experts	
  
and	
  teachers	
  concerning	
  
–  cogniLve	
  skills	
  for	
  reading	
  comprehension	
  
2.  all	
  such	
  data	
  were	
  analysed	
  and	
  used	
  to	
  
create	
  user	
  classes,	
  in	
  parLcular,	
  learner	
  
classes,	
  that	
  describe	
  the	
  relevant	
  user	
  
characterisLcs,	
  environment	
  and	
  other	
  
relevant	
  requirements	
  for	
  interacLng	
  with	
  
the	
  TERENCE	
  ALS	
  
Personas:	
  	
  
1.  for	
  each	
  class	
  of	
  user,	
  we	
  created	
  a	
  persona	
  	
  
2.  a	
  persona	
  (see	
  right	
  figure)	
  vividly	
  depicts	
  the	
  
user	
  requirements	
  for	
  the	
  design	
  of	
  	
  
1.  the	
  learning	
  material	
  
2.  the	
  adaptaLon	
  	
  
of	
  the	
  TERENCE	
  ALS	
  	
  
Thread	
  -­‐	
  Outline	
  
STEP	
  I	
  –	
  Introduc/on:	
  the	
  
TERENCE	
  design	
  methodology	
  
and	
  context	
  of	
  use	
  analysis	
  
STEP	
  II	
  –	
  The	
  design	
  of	
  the	
  
adaptaLon	
  and	
  learning	
  material	
  
STEP	
  III	
  –	
  The	
  adapta/on	
  process	
  
STEP	
  IV	
  –	
  The	
  end:	
  conclusions	
  
Relevant	
  bio	
  informa/on	
  
Age	
  range	
   younger,	
  older	
  
Gender	
   male,	
  female	
  
Reading	
  comprehension	
   4	
  levels	
  
Deafness	
   with/without	
  cochlear	
  
implants,…	
  
Area	
   urban,	
  rural	
  
Learner	
  CharacterisLcs	
  for	
  AdaptaLon	
  
Avatar:	
  age,	
  gender	
  and	
  area	
  affect	
  the	
  type	
  of	
  preferred	
  
avatar	
  (field	
  studies,	
  Le_FR_29):	
  
–  all,	
  independently	
  of	
  their	
  age,	
  prefer	
  human-­‐like	
  avatars	
  to	
  
fantasy	
  or	
  animal	
  avatars	
  
‣  to	
  all,	
  present	
  first	
  human-­‐like	
  avatars	
  
–  female	
  learners	
  definitely	
  prefer	
  fantasy	
  avatars	
  to	
  animal	
  
avatars	
  
‣  if	
  female	
  learner	
  then	
  present	
  fantasy	
  animals	
  before	
  animal	
  
avatars	
  
–  older	
  children	
  prefer	
  photorealisLc	
  avatars,	
  contrary	
  to	
  
younger	
  children	
  	
  
‣  if	
  older	
  then	
  present	
  photorealisLc	
  avatars	
  as	
  first,	
  else	
  vice-­‐versa	
  	
  
Learner	
  CharacterisLcs	
  for	
  AdaptaLon	
  
ISTC-CNR
 Sep 13th 2012
Relevant	
  bio	
  informa/on	
  
Age	
  range	
   younger,	
  olders	
  
Gender	
   male,	
  female	
  
Reading	
  comprehension	
   4	
  levels	
  
Deafness	
   with/without	
  cochlear	
  
implants,…	
  
Area	
   urban,	
  rural	
  
Learner	
  CharacterisLcs	
  for	
  AdaptaLon	
  
Learner	
  CharacterisLcs	
  for	
  Game	
  Level	
  Design	
  
Design	
  of	
  game	
  levels	
  for	
  learners	
  according	
  to	
  the	
  cogniLve	
  learner	
  requirements	
  
specified	
  via	
  contextual	
  inquiries	
  with	
  experts	
  
Learner	
  
Level	
  
Smart	
  Games	
  
Character	
   Time	
   Causality	
  
Who	
   What	
  
Before-­‐
Aeer	
  
Before-­‐
While	
  
While-­‐
Aeer	
  
Before-­‐
While-­‐
Aeer	
  
Effect	
   Cause	
  
Cause-­‐
Effect	
  
Level	
  1	
   X	
   X	
   X	
   X	
   X	
   X	
  
Level	
  2	
   X	
   X	
   X	
   X	
   X	
   X	
   X	
   X	
  
Level	
  3	
   X	
   X	
   X	
   X	
   X	
   X	
   X	
   X	
   X	
  
Level	
  4	
   X	
   X	
   X	
   X	
   X	
   X	
   X	
  
more difficult
moreskilled
Learner	
  CharacterisLcs	
  for	
  Feedback	
  Design	
  
An	
  example	
  of	
  visual-­‐feedback	
  design	
  according	
  to	
  the	
  cogniLve	
  learner	
  requirements	
  
specified	
  via	
  contextual	
  inquiries	
  with	
  experts—rely	
  on	
  visuo-­‐perceptual	
  skills	
  
	
  
visual interaction
feedback
visual explanatory
feedback
Thread	
  -­‐	
  Outline	
  
STEP	
  I	
  –	
  Introduc/on:	
  the	
  
TERENCE	
  design	
  methodology	
  
and	
  context	
  of	
  use	
  analysis	
  
STEP	
  II	
  –	
  The	
  design	
  of	
  the	
  
adaptaLon	
  and	
  learning	
  material	
  
STEP	
  III	
  –	
  The	
  adapta/on	
  process	
  
STEP	
  IV	
  –	
  The	
  end:	
  conclusions	
  
A	
  Walk	
  Through	
  –	
  Log	
  in	
  
Task:	
  logging	
  in	
  
A	
  Walk	
  Through	
  –	
  Choose	
  your	
  Avatar	
  
Task:	
  choosing	
  one’s	
  avatar,	
  the	
  learner’s	
  guide	
  through	
  the	
  system	
  
A	
  Walk	
  Through	
  –	
  Read	
  
A	
  Walk	
  Through	
  –	
  Play	
  
Thread	
  -­‐	
  Outline	
  
STEP	
  I	
  –	
  Introduc/on:	
  the	
  
TERENCE	
  design	
  methodology	
  
and	
  context	
  of	
  use	
  analysis	
  
STEP	
  II	
  –	
  The	
  design	
  of	
  the	
  
adaptaLon	
  and	
  learning	
  material	
  
STEP	
  III	
  –	
  The	
  adapta/on	
  process	
  
STEP	
  IV	
  –	
  The	
  end:	
  conclusions	
  
Conclusions	
  
o  The	
  project	
  is	
  an	
  ICT	
  project	
  but	
  highly	
  mulL-­‐
disciplinary	
  	
  
–  cogniLve	
  psychologists,	
  therapists,	
  computer	
  
scienLsts,	
  sw	
  engineers,	
  human-­‐machine	
  interacLon	
  
experts	
  
o  and	
  has	
  produced	
  	
  
– learning	
  material	
  
–  adaptaLon	
  rules	
  
based	
  on	
  user	
  requirements,	
  iniLally	
  specified	
  by	
  
analysing	
  the	
  context	
  of	
  use	
  (also)	
  with	
  gamified	
  
field	
  studies	
  with	
  children	
  
o  The	
  project	
  is	
  at	
  the	
  end	
  of	
  the	
  third	
  year,	
  
finishing	
  the	
  large-­‐scale	
  evaluaLon	
  
http://hixwg.univaq.it/terence/2nd-release/

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Play and Learn about Your Learners to Early Form your TEL Design

  • 1. Play  and  Learn  about  Your  Learners     to  Early  Form  your  TEL  Design     T.  di  Mascio,  R.  Gennari,  A.  Melonio,  P.  Vi@orini   I.  Marenzi   18.09. 2013 / Paphos, Cyprus TEFA Workshop
  • 2. Thread  -­‐  Outline     STEP  I  –  Introduc/on:  the   TERENCE  design  methodology   and  context  of  use  analysis     STEP  II  –  The  design  of  adaptaLon   and  learning  material     STEP  III  –  The  adapta/on  process     STEP  IV  –  The  end:  conclusions  
  • 3. The  TERENCE  Project   TERENCE  is  a  3-­‐year  collabora/ve  project     ‣  of  the  FP7  framework   ‣  for  Technology  Enhanced  Learning  (TEL)   ‣  with  12  partners  and  2  consultants   ‣  for  developing  an  Adap/ve  Learning  System  (ALS)   ‣  that  recommends,  to  its  users,  its  learning  material   ‣  stories  and  games   ‣  and  learning  tasks     ‣  reading  and  playing     ‣  to  sLmulate  their  reading  comprehension  
  • 4. UCD  and  EBD   TERENCE  mixes  two  design  methodologies:   o the  user  centred  design  (UCD),  that  is  iteraLve   and  places  users  at  the  centre  of  the  design   process  for  a@aining  usability;     o the  other,  the  evidence  based  design  (EBD),   that  stresses  the  role  of  empirical  evidence  for   a@aining  pedagogical  effecLveness.  
  • 5. TERENCE:  UCD  +  EBD   inizio no rilascio sìok? raccolta e analisi requisiti progettazione e sviluppo valutazione user requirements evaluation design and development start no yes release
  • 6. Gamified  data  gathering  for  context  of  use  
  • 7. From  context  of  use  to  design   Classes:     1.  the  data  gathered  via  gamified  field  studies   were  enriched  with  data  coming  from   contextual  inquiries  with  domain  experts   and  teachers  concerning   –  cogniLve  skills  for  reading  comprehension   2.  all  such  data  were  analysed  and  used  to   create  user  classes,  in  parLcular,  learner   classes,  that  describe  the  relevant  user   characterisLcs,  environment  and  other   relevant  requirements  for  interacLng  with   the  TERENCE  ALS   Personas:     1.  for  each  class  of  user,  we  created  a  persona     2.  a  persona  (see  right  figure)  vividly  depicts  the   user  requirements  for  the  design  of     1.  the  learning  material   2.  the  adaptaLon     of  the  TERENCE  ALS    
  • 8. Thread  -­‐  Outline   STEP  I  –  Introduc/on:  the   TERENCE  design  methodology   and  context  of  use  analysis   STEP  II  –  The  design  of  the   adaptaLon  and  learning  material   STEP  III  –  The  adapta/on  process   STEP  IV  –  The  end:  conclusions  
  • 9. Relevant  bio  informa/on   Age  range   younger,  older   Gender   male,  female   Reading  comprehension   4  levels   Deafness   with/without  cochlear   implants,…   Area   urban,  rural   Learner  CharacterisLcs  for  AdaptaLon  
  • 10. Avatar:  age,  gender  and  area  affect  the  type  of  preferred   avatar  (field  studies,  Le_FR_29):   –  all,  independently  of  their  age,  prefer  human-­‐like  avatars  to   fantasy  or  animal  avatars   ‣  to  all,  present  first  human-­‐like  avatars   –  female  learners  definitely  prefer  fantasy  avatars  to  animal   avatars   ‣  if  female  learner  then  present  fantasy  animals  before  animal   avatars   –  older  children  prefer  photorealisLc  avatars,  contrary  to   younger  children     ‣  if  older  then  present  photorealisLc  avatars  as  first,  else  vice-­‐versa     Learner  CharacterisLcs  for  AdaptaLon  
  • 12. Relevant  bio  informa/on   Age  range   younger,  olders   Gender   male,  female   Reading  comprehension   4  levels   Deafness   with/without  cochlear   implants,…   Area   urban,  rural   Learner  CharacterisLcs  for  AdaptaLon  
  • 13. Learner  CharacterisLcs  for  Game  Level  Design   Design  of  game  levels  for  learners  according  to  the  cogniLve  learner  requirements   specified  via  contextual  inquiries  with  experts   Learner   Level   Smart  Games   Character   Time   Causality   Who   What   Before-­‐ Aeer   Before-­‐ While   While-­‐ Aeer   Before-­‐ While-­‐ Aeer   Effect   Cause   Cause-­‐ Effect   Level  1   X   X   X   X   X   X   Level  2   X   X   X   X   X   X   X   X   Level  3   X   X   X   X   X   X   X   X   X   Level  4   X   X   X   X   X   X   X   more difficult moreskilled
  • 14. Learner  CharacterisLcs  for  Feedback  Design   An  example  of  visual-­‐feedback  design  according  to  the  cogniLve  learner  requirements   specified  via  contextual  inquiries  with  experts—rely  on  visuo-­‐perceptual  skills     visual interaction feedback visual explanatory feedback
  • 15. Thread  -­‐  Outline   STEP  I  –  Introduc/on:  the   TERENCE  design  methodology   and  context  of  use  analysis   STEP  II  –  The  design  of  the   adaptaLon  and  learning  material   STEP  III  –  The  adapta/on  process   STEP  IV  –  The  end:  conclusions  
  • 16. A  Walk  Through  –  Log  in   Task:  logging  in  
  • 17. A  Walk  Through  –  Choose  your  Avatar   Task:  choosing  one’s  avatar,  the  learner’s  guide  through  the  system  
  • 18. A  Walk  Through  –  Read  
  • 19. A  Walk  Through  –  Play  
  • 20. Thread  -­‐  Outline   STEP  I  –  Introduc/on:  the   TERENCE  design  methodology   and  context  of  use  analysis   STEP  II  –  The  design  of  the   adaptaLon  and  learning  material   STEP  III  –  The  adapta/on  process   STEP  IV  –  The  end:  conclusions  
  • 21. Conclusions   o  The  project  is  an  ICT  project  but  highly  mulL-­‐ disciplinary     –  cogniLve  psychologists,  therapists,  computer   scienLsts,  sw  engineers,  human-­‐machine  interacLon   experts   o  and  has  produced     – learning  material   –  adaptaLon  rules   based  on  user  requirements,  iniLally  specified  by   analysing  the  context  of  use  (also)  with  gamified   field  studies  with  children   o  The  project  is  at  the  end  of  the  third  year,   finishing  the  large-­‐scale  evaluaLon