Interfaces for instructional use of simulations

Robert de Hoog, Ton de Jong , Frits de Vries
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引用次数: 11

Abstract

The learner interface is the component of an instructional system that mediates between a learner and the system. Two fundamentally different approaches for interfaces can be distinguished: conversational methapor and direct manipulation metaphor. Interfaces in both metaphors can be scaled on a dimension indicating the ‘distance’ between the user's intentions and the physical expression. In combining the dichotomy small and large distance with the conversational and direct manipulation dichotomy, four different interface types result. These 4 types can be applied to both the input and the output side of the interaction. Combining these yields a (4×4) 16 cell ‘space of interaction’ matrix. This matrix is used as a background for the rest of the paper.

We will distinguish three generic entities in the interface for instructional simulations: the model entity, the learning entity and the control entity. The model entity is further subdivided into an output and an input aspect, respectively covering the domain model and learner activity. The learning entity consists of an instructional aspect and a learning process aspect. The first one is related to instructional goals and the latter comprises everything that is related to the learning process of the learner. The control entity is mainly for high level control of the simulation environment, giving the learner the opportunity to quit, save and sequence.

All aspects of simulation learning environments have to be integrated on one screen. An attempt is made to define generic action and object classes which can be used for this ordering of input and output. Finally, we will give a brief summary of desirable hardware properties.

用于模拟教学使用的接口
学习者界面是教学系统的一个组成部分,它在学习者和系统之间起着中介作用。可以区分出两种根本不同的接口方法:会话式隐喻和直接操作隐喻。这两个隐喻中的界面都可以在用户意图和物理表达之间的“距离”维度上进行缩放。将大小距离二分法与会话和直接操作二分法结合起来,可以得到四种不同的界面类型。这4种类型可以应用于交互的输入端和输出端。将这些组合得到一个(4×4) 16个单元的“相互作用空间”矩阵。这个矩阵用作本文其余部分的背景。我们将区分教学模拟界面中的三种一般实体:模型实体、学习实体和控制实体。模型实体进一步细分为输出和输入方面,分别涵盖领域模型和学习者活动。学习实体包括教学层面和学习过程层面。前者与教学目标有关,后者包括与学习者学习过程有关的一切。控制实体主要用于仿真环境的高级控制,给学习者退出、保存和排序的机会。模拟学习环境的所有方面都必须集成在一个屏幕上。尝试定义可用于输入和输出排序的通用操作和对象类。最后,我们将简要总结所需的硬件性能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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