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Distributed information resources and embodied cognition in software application training: Interaction patterns in online environments and digital games.

机译:分布式信息资源和在软件应用程序培训中的认知:在线环境和数字游戏中的交互模式。

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摘要

Research on software application training has been predominantly based on the premise that the user builds an internal functional model of the system. This view of cognition as purely internal has been challenged by studies showing that experts do not remember the exact commands required to complete a task if they are not in front of the computer. Display-based competence suggests that a flow of information takes place between the display and the user, who only holds the necessary information to understand the visual cues and act accordingly.;It was hypothesized that resources in different environments with various access costs would influence use patterns, and learning strategies and performance. For the purpose of this study, participants completed a 5-lesson course in Flash animation concepts. 50 participants were then assigned to two practice environments that contained a software simulator built based on visual cues and salient task features displayed by the real software. The two practice spaces manipulated the nature of, and access to, information resources, with one featuring game-like task completion. Every action taken during the study was tracked and time-stamped, producing a log file containing around 20,000 records for subsequent analysis.;The results showed that information access cost in online environments for software training has a clear impact on the strategies employed, the learning processes engaged, and learning outcomes. Traditional statistical analysis showed significant differences in declarative knowledge of rules, efficiency, and accuracy between groups. These results were complemented with data mining techniques to analyze user sequences as departures from an optimum path. The idea of a dual-learning process taking place when users are learning interactive behaviors, for example command sequences, was supported. A declarative-to-procedural process takes place in low-cost single-task environments whereas in the specific case of educational games, information access cost and concurrent game tasks can trigger a non-attentional cue-based behavior that results in higher task efficiency and accuracy, but has a negative impact on rule verbalization. A design framework for instructional environments mapping instruction-specific resources and their access cost to specific learning processes and outcomes is presented based on findings.;Distributed cognition, however, does not address the perceptual and motor actions necessary to acquire the information from the world and act on it. Embodied cognition attends to this gap. The Soft Constraints Hypothesis suggests that at the 'embodiment level', users will choose between cognitive, perceptual, and motor operators based on a cost-benefit analysis, the cost of the resources measured in milliseconds.
机译:对软件应用程序培训的研究主要基于用户建立系统内部功能模型的前提。研究表明,这种纯粹的内部认知观点已经受到挑战,研究表明,如果专家不在计算机的前面,他们就不会记住完成任务所需的确切命令。基于显示器的能力表明,在显示器和用户之间发生信息流,用户仅持有必要的信息才能理解视觉提示并采取相应的行动。假设不同环境中具有各种访问成本的资源会影响使用模式,学习策略和绩效。为了本研究的目的,参与者完成了有关Flash动画概念的5课课程。然后,将50名参与者分配到两个练习环境中,其中包含一个软件模拟器,该模拟器基于视觉提示和实际软件显示的显着任务功能构建。这两个练习空间操纵了信息资源的性质和对信息资源的访问,其中一个具有游戏般的任务完成功能。研究期间采取的每项行动均受到跟踪和时间戳记,生成一个包含约20,000条记录的日志文件以进行后续分析;结果表明,在线环境中用于软件培训的信息访问成本对所采用的策略,学习有明显影响参与流程,学习成果。传统的统计分析表明,组之间在规则,效率和准确性的声明性知识方面存在显着差异。这些结果与数据挖掘技术相辅相成,可以分析用户序列偏离最佳路径的情况。支持在用户学习交互行为(例如命令序列)时进行双重学习过程的想法。从声明到过程的过程在低成本的单任务环境中进行,而在教育游戏的特定情况下,信息访问成本和并发游戏任务会触发基于非注意提示的行为,从而导致更高的任务效率和准确性,但会对规则说明产生负面影响。根据发现,提出了一种教学环境的设计框架,该框架将特定于教学的资源及其获取成本映射到特定的学习过程和结果。然而,分布式认知并未解决从世界和世界获取信息所必需的感知和行动。采取行动。丰富的认知弥补了这一差距。软约束假设表明,在“实施级别”上,用户将基于成本效益分析(资源的成本以毫秒为单位)在认知,知觉和运动操作者之间进行选择。

著录项

  • 作者单位

    Concordia University (Canada).;

  • 授予单位 Concordia University (Canada).;
  • 学科 Education Educational Psychology.;Education Vocational.;Education Technology of.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 212 p.
  • 总页数 212
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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