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6.2 Experience and Learner Experience 95
can deepen cognitive processes and impact emotions and feelings. Perceptions can
lead to follow-up actions, attitudes, and emotional experiences. A response to a
learning experience can include emotional reactions and other kinds of responses.
Performance in a learning experience mainly refers to the learner’s behavior,
including associated constructs such as learning effectiveness, efficiency, and
achievement. Learning effectiveness refers to the degree to which intended out-
comes were attained; learning efficiency refers to the time and effort to attain those
outcomes; learning achievement not only emphasizes the achieving intended out-
comes, but includes satisfaction and other related subjective experiences, such as
confidence and continued interest in the subject area.
As devices, products, software, systems, and services are increasingly included
in learning, it is important to view learner experience in a holistic manner that
includes all aspects of experiences. For example, in a healthy classroom learning
environment, the students, teachers, and designers will be turning to concepts of
sustainable design to address comfort-related issues such as hygiene, safety,
acoustics, and availability of space, natural daylight and natural ventilation (OECD,
2006). For a technology-rich classroom, the learning technology in a classroom
encompasses virtual technologies, such as online presence and online resources,
installed appliances, such as media presentation systems, remote interaction sys-
tems, and room-scale peripherals, and mobile devices (Milne, 2006). So the learner
experience in a classroom includes the experience of the learner in using furniture,
equipment, devices, software systems, and services.
6.3 Elements of Learner Experience with Educational
Technology
6.3.1 Categories of Educational Technology
Educational technologies can be divided into the following four categories: learning
tools, educational resources, learning environments, and learning methods.
(1) Learning tools are those digital and non-digital media used for the purpose to
facilitate learning through interactions between people and systems, such as
learning applications, multimedia devices (“learning tools,” 2017). Examples of
learning tools include flash cards, mind maps, blogs, electronic dictionaries,
expert systems, Web 2.0 tools, electronic performance support systems
(EPSSs), mobile educational apps, table computers, and so on.
(2) Learning resources are materials that can be used to support teaching, learning
and research, such as textbooks, course readings, and other learning content.
Examples of learning resources include educational video clips, open educa-
tional resources, massive open online courses (MOOCs), and online libraries
and repositories.