کیفیت درک شده از محتوای آموزشی چند رسانه ای: یک رویکرد سبک شناختی

Perceived quality of multimedia educational content: A cognitive style approach

Published online: 8 February 2006

_c Springer-Verlag 2005

Abstract Cognitive styles influence the way how humans

process information, with previous research demonstrating

that they have significant effects on student learning in multimedia

environments. On the other hand, the perceptual

quality of the human multimedia experience is notoriously

difficult to measure. In this paper, we report the results of an

empirical study, which investigated the relationship between

user cognitive styles and perceptual multimedia quality, in

which users had the possibility to specify their desired Quality

of Service settings — in terms of frame rates and color

depth. Results show that whilst color choice is impacted by a

participant’s cognitive style, such Quality of Service parameters

do not significantly affect perceived multimedia quality,

and that users do not necessarily choose optimum presentation

settings to enhance their perceived enjoyment and

assimilation of multimedia informational content.

Keywords Cognitive styles · Human factors · Multimedia ·

Perceptual quality · Quality of service · Learning style

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ورود به بازی های آنلاین آموزش و پرورش

ENTERING THE EDUCATION ARCADE

HENRY JENKINS, ERIC KLOPFER,

KURT SQUIRE, AND PHILIP TAN

Comparative Media Studies, MIT

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Responding to social, economic, and technological trends that make games the most powerful medium for reaching young learners, The Education Arcade project, based in the MIT Comparative Media Studies Program, seeks to prototype games that teach, develop curricular materials which support existing commercial titles, and help prepare teachers to use games in the classroom. This article reports on the first three prototypes that are producing: Supercharged! (electromagnetism); Environmental Detectives (environmental science);and Revolution (American history).  

Categories and Subject Descriptors; I.3.8 [Computer Graphics]: Applications

General Terms: Design, Experimentation, Human Factors

Additional Key Words and Phrases: Computer graphics, video games, simulation, education, handhelds, educational technology, augmented reality _________________________________________

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