Category: Thesis Abstract


Thesis Abstract

In today’s words, the user is alone in front of a computer interacting with a site. Interactions sometimes are empty; leaving the user alone in the process. If we offer the user guidance along the way through hints and feedback, we will keep the user engaged and allow them to successfully complete the task at hand.

Following the progressive pedagogy approach, “Multiple Intelligences”, developed by John Dewey, e-learning applications should employ means to try engage different styles of learning in order to maximize educational success, intellectual growth, and enthusiasm for learning  among diverse learners by introducing reinforcing material that will help the user. (Lupton)

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Thesis Abstract

On-ground experience offer multiple aids for students when dealing with skills-based learning. Face-to-face collaborative learning revealed numerous benefits: better performance, better motivation, higher test scores and level of achievement, development of high level thinking skills, higher student satisfaction etc. (Johnson et al., 1981;Dansereau, 1983; Slavin, 1987; Sharan, 1990). More recent research on computer supported collaborative learning has confirmed these benefits and has shown that they can be enhanced even further through adequate technological support (e.g. Alavi, 1994; Hiltz, 1995; Huynh,1999). By designing invisible interfaces, as a user interface compatible with the cognitive process involved in learning by doing, web mediated collaborative learning environments can be just as effective as traditional on-ground learning experiences.

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Thesis Abstract

Peer to peer learning is not well supported in e-learning environments. Collaboration in virtual learning communities characterizes itself by heavily relying on interaction among the collaborators (Edwards, 2002; Biström, 2005). The collaborators can be instructors and learners, the interaction can be resources discovery, access, and sharing, as well as group communication and discussion, or simply any collaboration which has occurred among the instructors and learners. Nevertheless, such a collaboration environment is generally not supported by conventional learning environments. Typical learning services for collaboration in virtual learning communities are content, access of certain learning subjects; making studying notes and annotation on learning subjects; group discussion, brainstorming for knowledge creation and sharing.

Peer-to-peer learning is characterized by providing intuitive ways for matching the learners needs with the most suitable collaborator. Factor like content, resources, time and place are taking into account to provide the best suitable match (Ogata, & Yano, 2004; Zhang, Jin, & Lin, 2005; Takahata, et. al., 2004). One of the main problems when trying to transfer peer-to-peer learning from a conventional environment to an online environment is the increment in the cognitive load. Users must first learn the interface which requires a greater investment of time in their end. Invisible interfaces are a powerful tool for observational learning because the interface appears only when needed reducing the cognitive load, reducing the investment required to learn the application, and making it easier for the user to focus on the task at hand. In this thesis, I will create a tutorial like peer-to-peer application with an invisible interface following Mark Lepper’s four Instructional Design Principles for Intrinsic Motivation: control, challenge, curiosity and contextualization (“The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education”, Klapp). In addition to Johnson & Johnson promotive interaction for developing effective peer-to-peer applications.

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Thesis Abstract

Peer to peer learning is not well supported in e-learning environment. Collaboration in virtual learning communities characterizes itself by heavily relying on interaction among the collaborators (Edwards, 2002; Biström, 2005). The collaborators can be instructors and learners, the interaction can be resources discovery, access, and sharing, as well as group communication and discussion, or simply any collaboration which has occurred among the instructors and learners. Nevertheless, such collaboration environment is generally not supported by conventional learning environments. Typical learning services for collaboration in virtual learning communities are content, access of certain learning subjects; making studying notes and annotation on learning subjects; group discussion, brainstorming for knowledge creation and sharing.

Peer-to-peer learning is characterized by providing intuitive ways for matching the learners needs with the most suitable collaborator. Factor like content, resources, time and place are taking into account to provide the best suitable match (Ogata, & Yano, 2004; Zhang, Jin, & Lin, 2005; Takahata, et. al., 2004). One of the main problems when trying to transfer peer-to-peer learning from a conventional environment to an online environment is the increment in the cognitive load. User must first learn the interface which requires a greater investment of time in their end. Invisible interfaces are a powerful tool for observational learning because the interface appears only when needed reducing the cognitive load, reducing the investment required to learn the application, and making it easier for the user to focus on the task at hand. In this thesis, I will create a tutorial like peer-to-peer application with an invisible interface following Mark Lepper’s four Instructional Design Principles for Intrinsic Motivation: control, challenge, curiosity and contextualization (“The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education”, Klapp). In addition to Johnson & Johnson promotive interaction for developing effective peer-to-peer applications.

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Thesis Task Timeline, Statement & Abstract

 

Task Timeline

PDF: Thesis-Task-Timeline

 

 

 

 

 

 

 

 

Thesis Statement

Invisible interfaces can be used to create effective peer-to-peer learning in an online environment by facilitating “learning by doing” while also building social interaction.

Thesis Abstract

Peer to peer learning is not well supported in e-learning environment. Collaboration in virtual learning communities characterizes itself by heavily relying on interaction among the collaborators (Edwards, 2002; Biström, 2005). The collaborators can be instructors and learners, the interaction can be resources discovery, access, and sharing, as well as group communication and discussion, or simply any collaboration which has occurred among the instructors and learners. Nevertheless, such collaboration environment is generally not supported by conventional learning environments. Typical learning services for collaboration in virtual learning communities are content, access of certain learning subjects; making studying notes and annotation on learning subjects; group discussion, brainstorming for knowledge creation and sharing.

Peer-to-peer learning is characterized by providing intuitive ways for identifying right collaborators, right contents and right services in the right place at the right time based on learners surrounding context such as where and when the learners are (time and space), what the learning resources and services available for the learners, and who are the learning collaborators that match the learners’ needs (Ogata, & Yano, 2004; Zhang, Jin, & Lin, 2005; Takahata, et. al., 2004). Invisible interfaces are a powerful tool for observational learning because the interface appears only when needed reducing the cognitive load, reducing the investment required to learn the application, and making it easier for the user to focus on the task at hand. In this thesis, I will create a tutorial like peer-to-peer application with an invisible interface following Mark Lepper’s instructional design principles for intrinsic motivation and Johnson & Johnson concepts for developing effective peer-to-peer applications.

 

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Thesis Abstract

Peer to peer learning is not well supported in e-learning environment. Collaboration in virtual learning communities characterizes itself by heavily relying on interaction among the collaborators (Edwards, 2002; Biström, 2005). The collaborators can be instructors and learners, the interaction can be resources discovery, access, and sharing, as well as group communication and discussion, or simply any collaboration which has occurred among the instructors and learners. Nevertheless, such collaboration environment is generally not supported by conventional learning environments. Typical learning services for collaboration in virtual learning communities are content, access of certain learning subjects; making studying notes and annotation on learning subjects; group discussion, brainstorming for knowledge creation and sharing.

Peer-to-peer learning is characterized by providing intuitive ways for identifying right collaborators, right contents and right services in the right place at the right time based on learners surrounding context such as where and when the learners are (time and space), what the learning resources and services available for the learners, and who are the learning collaborators that match the learners’ needs (Ogata, & Yano, 2004; Zhang, Jin, & Lin, 2005; Takahata, et. al., 2004). Invisible interfaces are a powerful tool for observational learning because the interface appears only when needed reducing the cognitive load, reducing the investment required to learn the application, and making it easier for the user to focus on the task at hand. In this thesis, I will create a tutorial like peer-to-peer application with an invisible interface following Mark Lepper’s instructional design principles for intrinsic motivation and Johnson & Johnson concepts for developing effective peer-to-peer applications.

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Here is a short version of what I foresee of my thesis maybe you can point me to the correct direction:

Project: FB Me
Why? Cause FB API implementation is growing and Facebook doesn’t offer a solid documentation of how the code works.
What I propose for this project?  The goal is this project is give the learner a skill-set, in the case of FB Me being able to use the Facebook API to suit their business needs.
What makes this different? FB Me will implement invisible interfaces.
What are invisible interfaces?  Invisibile interface is a UX name given to interfaces that grow with the user. Invisible interfaces display the bare bones of the application and show features when needed. This process allows the user to grow with the application. Invisible interfaces reduce the learning curve  of trying to figure out what the different options in the application due. Invisible interfaces follow Mark Lepper’s design principles: they give the control to the user while keeping them motivated. And allows learners to go on their own pace and learn from their mistakes.
What is the advantage of learning from their mistakes? Learning from their mistakes allows the learning to be more conscious about their learning process.  User models approach to learning depend on stereotypes and marked routes while an observational approach allows the learning to reflect on their own mistakes and cope from their own mistakes. It also promotes cognitive learning and craftsmanship. Just as a sculptor models their sculptures, through the use of invisible application learning are molding their mind to gain knowledge through thought.
What is the role of social tools in learning? Social Tools, in the case of this project the Facebook API will be user to build social interactions which as Ferrera commented in his book Playful Designs give the learning a sense of community, of sharing the process with someone else.
How will social tools be applied in FB Me? The game has a badge award system, the gained badges can be shared with your friends. Moreover, the FaceOff feature allows the user to connect with their friends are share the learning process.

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REVISED THESIS ABSTRACT

Interactions with social media can provide more to a site than just spreading information and attracting new visitors. The established communication can be utilized beyond user engagement. The inclusion of social media tools in game-based learning applications can allow us to create more intuitive interfaces that help the learning process.

The user model, a preconceived representation of the user, is obsolete the “typical” user doesn’t exist. The user model should be replaced with observation of the user situated in an environment of use. Invisible interfaces are a powerful for tool for observational learning because the interface appears only when needed reducing the cognitive load, reducing the investment required to learn the application, and making it easier for the user to focus on the task at hand.

In this thesis, I will create a game-based learning application with an invisible interface following Mark Lepper’s instructional design principles for intrinsic motivation. The game interface will begin only with the fundamentals and evolve and adapt along side the user. The invisible interface will allow the user to have control over their own learning process, while the inclusion of social media will allow the learners to create social interaction and learn from their mistakes.

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REVISED THESIS ABSTRACT

Interactions with social media can provide more to a site that just spreading the world and attracting new visitors.The established communication can be utilized to create a thoughtful interaction design and feedback mechanism built into the site. This thesis proposes that there is more depth to social media than just liking a page. By taking advantage of the connection created with social media platforms like Facebook applications and websites can offer their visitor emotionally intelligent interactions. A proof of concept is proposed for educational applications using user modeling in human computer interactions and the user information obtained from the Facebook API to humanize the experience and empathize with the user. The application will coach the user by assessing the situational context and acting accordingly in a way in which intervention and tutoring strategies say the ‘right’ thing at the ‘right’ time improving the learning experience by allowing the user to learn from their mistakes.

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Thesis Abstract Revised

Social media networks like Facebook have become an indispensable marketing tool, connecting users in many aspects of their lives. Facebook social interactions allow you to use your Facebook account to sign into other sites and see what your friends are doing across the web. Register at new sites using your Facebook credentials. Log into sites with Facebook to see what’s popular with your friends and read their comments and recommendations. You can also connect with things you care about on Facebook. You can like content that your friends post to give them feedback or like a Page that you want to connect with on Facebook. You can also connect to content and Pages through social plugins or advertisements on and off Facebook.

Social interactions can provide more to a site that just spreading the world and attracting new visitors.The established communication can be utilized to create a thoughtful interaction design and feedback mechanism build into the site. This thesis proposes that there is more deep to social interactions than just liking a page. By taking advantage of the connection created with social media platforms like Facebook

Applications and websites can offer their visitor emotionally intelligent interactions. A proof of concept is proposed for educational applications using Facebook API to humanize the experience and empathize with the user.

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