¶ … Interactive Tutorial Effective?
Tutorials are integral to learning new technologies or procedures, from learning how to use a new software application to learning how to speak a new language. Therefore, it is important to know what factors determine the effectiveness of a particular tutorial. Empirical evidence and experimental research can be used to assess tutorial effectiveness, as learning can be objectively measured. Tutorial designers can improve their products by using empirical research to base their user interfaces, interactivity levels, instructional exercises, length of lessons, and hardware platform flexibility.
Effective tutorial design is critical not just for the user experience, but also to the effectiveness and accessibility of the product. This proposal identifies and evaluates the factors that help determine the effectiveness of a tutorial, with the ultimate goal of helping developers design successful interactive tutorials that they can integrate into products and services. Specifically, our research will focus on interactive tutorials: tutorials that overlay and interface with the actual software system rather than a stand-alone product like a video or a manual. Anderson and Wilson assess the differences between passive versus interactive tutorials and found that the vast majority of study participants (78%) preferred interactive tutorials, and their measurable scores were also statistically significantly higher than their counterparts who received passive tutorials alone. Given their greater user-friendliness and greater effectiveness at achieving their express learning goals, we will narrow our focus to interactive tutorials.
We will specifically analyze two different types of interactive tutorials: instructional tutorials, and purpose-designed tutorials. Instructional tutorials use interactive methods like video games to teach the user about the software. These types of tutorials are characterized by being located directly within the user interface of that software. They are self-referential in nature. The second type of tutorial we will use are directly designed to teach the user a skill external to the tutorial. In other words, the second type of tutorial is purpose-designed instructional software that essentially takes the place of or supplements classroom learning....
VIDEO GAMES AND STUDENTS' LEARNING Whether video games should be introduced into schools and used to help educate students Introduction of Video Games into Schools to Help Educate Students In the contemporary field of learning, several scientific domains deal with both multi-dimensional and abstract phenomena. This present a number of difficulties to the students, making it uneasy for students to comprehend or apply their knowledge content. In order to grasp these abstract scientific
Video games should be used to assist with education. While video games are often not considered valid as educational resources, there is no question that they have a unique ability to engage children and teenagers. This means that they can be used to improve education, and there are a number of ways in which this can be done. Video games have merit as educational tools. They are interactive, which engages young
The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of
Robert thought that this was actually very cool. He liked the idea of picking all of his favorite characters from all of his favorite games and making up his own new game. That would be so cool. And then he could make all of the characters do exactly what he wanted them to do. Like the Viking Warrior standing in his room. He could take out his laser sabre and
Winning a game activates a cerebral reward center, in a way that 'teaches' players to be violent in a Pavlovian way, so the players associate acting violently with gaining a reward. This thesis has been supported by recent MRI scanning research examining the brains of children who have just played violent video games: "A new study employing state-of-the-art brain-scanning technology…say that brain scans of kids who played a violent
Methodology The methodology that will be employed in this study will be a desk survey of existing studies. The data complied by the studies will be analyzed, as will be the processes and methodology used in those studies. The data compilation and yield will be discussed in comparison between studies, and an attempt will be made to take the information and use it in an overall presentation that shows that the
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