Page 99 - Educational Technology A Primer for the 21st Century
P. 99
88 5 Users Perspective of Educational Technology
In order to increase confidence, the following strategies could be considered.
• Help learners understand their likelihood for success. If they feel the
objectives could never be accomplished or that the cost (effort or time) is
too high, their motivation will shrink.
• Provide objectives and prerequisites. Help learners evaluate the proba-
bility of success through clarifying performance requirements and assess-
ment criteria. Guarantee that the students are aware of performance
requirements and assessment criteria.
• Allow for success that is meaningful.
• Grow the learners. Allow small steps of growing during the whole
learning process.
• Feedback. Provide feedback and support internal attributions for success.
• Learner control. Students should feel some degree of control over their
learning and assessment. They should believe that their success is a direct
result of the amount of effort they have put forth on their learning.
(4) Satisfaction
Learners must be rewarded or satisfied in some way, whether it is the praise
from a higher up, a sense of achievement, or mere entertainment.
The following three main strategies could be used to promote satisfaction.
• Intrinsic reinforcement. Encourage and support intrinsic enjoyment of the
learning experience. Example: The teacher invites former students to
provide testimonials on how learning these skills helped them with sub-
sequent homework and class projects.
• Extrinsic rewards. Provide positive reinforcement and motivational
feedback. Example: The teacher awards certificates to students as they
master the complete set of skills.
• Equity. Maintain consistent standards and consequences for success.
Example: After the term project has been completed, the teacher provides
evaluative feedback using the criteria described in class.
Key Points in This Chapter
1. UX is a person’s perceptions and responses that result from the use or antici-
pated use of a product, system, or service; system, user, and the context of use
are the three factors that influence UX.
2. The honeycomb model to design for UX includes the seven elements of useful,
usable, desirable, findable, accessible, credible, and valuable.
3. UCD is a broad term to describe design processes in which end users influence
how a design takes shape. Understand and specify the context of use, specify the
user and organizational requirements, produce design solutions, and evaluate