The Design and Evaluation of the Persuasiveness of e-Learning Interfaces

E. Brangier, M. Desmarais
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引用次数: 10

Abstract

This study addresses the general goal of designing more engaging e-learning applications through persuasive technology. The authors present and discuss two potential approaches to the design persuasive e-learning applications that differ in terms of comprehensiveness and ease of application. The more straightforward approach based on Fogg is considered for designers who may not have the time or background to invest large efforts to analyze and understand how the principles of persuasive technology can be deployed. The Oinas-Kukkonen and Harjumaa 2009 approach is presented as a different approach that does require such investment. The design approaches are complemented with a persuasive assessment grid that can be used as an inspection instrument, akin to usability inspections as found in the field of human-computer interaction. The intent is that this instrument can complement the design process by giving early feedback on issues to address. The authors report an experiment where the inspection instrument is applied to an existing e-learning application. The actual data on how students used it provides feedback on how effective the persuasive grid is for detecting issues. The results show that the application scores low on most criteria, and the usage patterns generally confirm this assessment. However, the authors also find that some students were persuaded to engage more thoroughly to use the system and conclude that large individual differences affects the factors of influence and should lead the designers of e-learning application to consider different means in the design of persuasive technology.
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电子学习界面说服力的设计与评价
本研究解决了通过说服技术设计更具吸引力的电子学习应用程序的总体目标。作者提出并讨论了两种设计有说服力的电子学习应用程序的潜在方法,这两种方法在全面性和易于应用方面有所不同。基于Fogg的更直接的方法是为那些可能没有时间或背景来投入大量精力来分析和理解如何部署说服技术原理的设计师考虑的。Oinas-Kukkonen和Harjumaa 2009年提出的方法是一种不同的方法,确实需要这种投资。设计方法与一个有说服力的评估网格相辅相成,它可以用作一种检查工具,类似于人机交互领域的可用性检查。其目的是,该工具可以通过提供要解决的问题的早期反馈来补充设计过程。作者报告了将检测仪器应用于现有电子学习应用程序的实验。关于学生如何使用它的实际数据提供了关于说服力网格在发现问题方面的有效性的反馈。结果表明,应用程序在大多数标准上得分很低,并且使用模式通常证实了这一评估。然而,作者也发现一些学生被说服更彻底地参与使用该系统,并得出结论,巨大的个体差异影响影响因素,应该引导电子学习应用程序的设计者在设计说服技术时考虑不同的手段。
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