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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.
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