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6.4 Indicators to Evaluate Learner Experience                   101
            interaction design includes the convenient, smooth, and multiple operations. More
            important, a desirable educational technology must engage the learner in their
            purpose of using.
              Based on the above analysis, the following indicators for evaluating the usability
            of technology-rich classroom are proposed: (1) Is it easy to switch to another
            operating system? (2) How difficult is it to update the software and hardware
            involved? (3) Is it easy to access the Internet? (4) Are data connections available for
            different types of devices, such as USB, VGA, HDMI, etc.? (5) Are the user
            interfaces friendly and intuitive?



            6.4.3 Desirability—Do Learners Enjoy Engaging
                   with the Technology?

            Desirability refers to the attractiveness and engagement of the activities in educa-
            tional technology or the pleasing perception from teachers and students. A perva-
            sive goal in education is to engage students in learning so that they are attentive and
            mindful (Lavigne & Mouza, 2013).
              Engagement involves three dimensions (Fredricks et al., 2004):

           (a) behavior (e.g., participation in activities such as the number of times students
               interact with virtual world characters, embedded tools, objects),
           (b) cognitive-motivational (e.g., putting forth the effort, the belief of competence in
               the content area or self-efficacy, desire to be optimally challenged),
           (c) emotions (e.g., interest, curiosity, sense of belonging, and affect). Engagement
               in an educational technology depends on the content presentation methods, the
               digital resource, software systems, and interactive design.

              Vahey et al. (2013) listed four key benefits when using dynamic-representation
            technologies in mathematics classrooms: (a) providing rich representations for the
            student to understand some difficult concepts, (b) providing an opportunity for the
            student to focus their attention on the same point, (c) supporting the utilization of
            narrative as a type of representation, and (d) engaging students in the class.
            Dynamic-representational environments have also been shown to increase student
            engagement in mathematics. In order to promote young children’s collaborative
            communication and thinking skills in science learning activities, Kershner et al.
            (2010) suggested that the interactive white board can be used collaboratively in a
            variety of science activities closely related to common classroom practice, for that
            whiteboards provide the opportunity for children to interact with learning content,
            and it can satisfy the needs of more desirable vivid interaction for children.
              The indicators for desirability in a technology-rich classroom could address the
            following questions: (1) Does the size of projector screen match the classroom?
            (2) Do 1:1 computers/devices match the content? (3) Do interactive whiteboards
            match the activities? (4) Is the content presented on the screen using multi-screen
            technology? (5) Does the student response system provide active learning?
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