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Published byNoel Wright Modified over 9 years ago
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Virtual Labs ‘Alim John Beveridge Yunn Chyi Chao Stephanie Gerson Keri Morgret
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Learning Problems Difficulty conceptualizing dynamic processes of human body. Failure to formulate overall, systemic perspective (“big picture”). Absence of laboratory activities in physiology course
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Design Decisions IMPORTANT: no formal conceptual framework underlying product’s design. Based on pragmatic experience of project leaders (15 years of teaching).
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Design Decisions Process of design very evolutionary. Originally designed to only simulate laboratory experiments. Hence the name.
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Design Rationales Didactic content: based on lecture & textbooks. Focus on concepts identified as difficult by focus group. Interface: Professor Heller’s needs.
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Design Rationales Animation: unique capacity of animation to model dynamic processes. “Wow- factor” Games: apparent popularity and excitement of computer games Quizzes: self-assessment
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Theories Kozma: Media Users can set their own pace and take the path they choose. Pictures: encode more information than text. More memorable
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Theories Kozma: Media Animation Helps build dynamic mental models of phenomenon. Interaction Allows users to learn about cause and effect.
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Theories Mallone: Motivation Interface: Control Animation: Sensory Curiosity “Water Balance” Game: All four
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Strengths Good use of graphics, animations and simulations. Allows user-manipulation, making choices and controlling. Other support. E.g. notepad – also serves as a bookmark to the content.
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Weaknesses Design principles Content is fragmented Lack of supporting and meaningful activities to the simulations/animations. Content and structure To be used as a supplement or stand-alone product? User interface Screen is too crowded and noisy Unclear instruction of the activities.
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Recommendations for Usage Context Teacher as facilitator Alternate textual support Auxiliary class activities
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Support Mechanisms Teacher training Student training
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Questions How does VL fit in with the course? Why is VL content valuable? Specifically, how do components of VL correlate with course lessons and book chapters?
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Improvements Student-student interaction Sensory interactivity Note printing Search engine Difficulty levels Progression Helper function Zoom function Live visuals Menu bar User manual for teachers, students
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Novel Suggestions Closure / culmination Character Metacognitive development Possible use of agents User control of media
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