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Presentation at RoCHI 2013.
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Re-Conceptualizing the E-Textbook for
Ubiquitous InteractionsIlya Shmorgun, David Lamas
Estonian Higher Education and Research- and Development Activities in Information and Communications Technology State Program 2011 – 2015.
Changing Practices
Digitization of Learning Materials
• There is an increased effort from academic publishers in the recent years to digitize existing learning materials.
• This process often results in the creation of PDF documents providing a synthesis of knowledge and meant to be read from beginning to end.
• The outcome does not facilitate interaction with available devices, people, and environments.
A Shift in Expectations
• Owning different devices becomes more commonplace.
• Users expect to be able to access their information from any device, which is close to hand.
• Schools are experimenting with different approaches, such as providing students with devices or BYOD strategies.
Shortcomings of Existing Approaches• Digital learning materials often directly mimic
the physical ones.
• There is not much support offered to students to take their individual learning paths and to better collaborate with teachers and fellow students.
• Design approaches such as Mobile First and Responsive Design offer solutions on the level of the user interface, not addressing much of the different ways of interacting with devices.
Ubiquitous E-Textbook
Ubiquitous Interaction
• Interaction with ubiquitous services, that offer valuable information to the user.
• Information is expected to move freely among the digital artifacts people use.
• Information is available right there and right now for supporting a specific activity the user is engaged in.
Goals• Enhancing learning experiences through the
use of new technological solutions.
• Designing and evaluating a proof-of-concept e-textbook solution, created for the ubiquitous interaction context and conceived as an aggregation of professional and user-contributed content.
• Advancing interaction design and evaluation approaches by understanding how humans interact with and through ecologies of artifacts when pursuing their activities.
Analytical Tools
• Ecology of artifacts
• Human-Artifact Model
Research Questions
• How to design ubiquitous interactions in the context of educational activities at schools?
• How can the educational activity be described with the help of the selected analytical tools?
• Is there something that needs to be modified in the analytical selected tools?
• Does the proposed proof-of-concept e-textbook solution work in a real-world school context?
Activities• Exploring the context through an
ethnographic study by investigating how students, teachers, and publishers relate to their artifact ecologies.
• Iterating the emerging e-textbook concept through design as well as conducting evaluation through field tests.
• Developing a range of digital artifacts to be used by learners, teachers, and content authors to facilitate the re-conceptualized e-textbook.
Foreseen Outcomes
• An understanding of what ubiquitous interactions are.
• An updated frame of reference to analyze ubiquitous interactions based on an overview and comparison of selected analytical tools.
• A theoretically informed framework for designing ubiquitous interactions.
Conclusion
Rethinking the E-Textbook
• We aim to provide a better understanding of how ubiquitous interactions are already taking place in schools and how an e-textbook can be designed as an aggregation of professional and user-contributed content.
• There is a need to rethink what the e-textbook of the future is by considering the adoption of digital artifacts and ongoing digitization of learning materials.