An introspection into getting it right

A. Dix
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Abstract

Some while ago I was in a course meeting and during the conversation I said " I've learnt some really important things whilst marking student exams ". To say there was a stunned silence would perhaps exaggerate, but certainly a few of my colleagues looked at me rather oddly. In fact I often find that when I set open-ended exam questions I find pertinent issues raised in the answers that weren't part of my sample solution. However, there was a particular incident which was in my mind. Some years ago I was teaching part of a course on visual-ization and virtual reality. One of the questions I asked was about factors that lead to a sense of 'engagement' in virtual reality and the question was set in the context of flight simulators and games. I'd discussed a wide range of issues in class: interactivity, realism, etc., but, when I marked the question all the best student answers started with a factor that I had never discussed in my class-indeed never heard of before-sub-seat woofers. After a moments thought I worked out what these were. In certain arcade games large bass speakers are placed under the seats to produce low frequency vibrations-a form of haptic as well as aural feedback. These students had far more practical experience than me: they spent large amounts of their lives in desktop and arcade VR games ... they were domain experts. A few weeks ago I was teaching our Masters students in an intensive week on HCI. One morning I talked to them about modelling state and gave them a group exercise to model the state of a four-function calculator. I knew from past experience that students find this more difficult than it at first sounds, but this time was worse than usual and no group made significant progress. I'm not sure what was different from previous years-perhaps a slightly different mix of students, perhaps I explained it slightly differently. As we came back together I talked through potential solutions but in particular was at pains to discuss three things. First, I emphasized that this was an area that I believed was important but I knew was conceptually difficult. Second , I pointed out (as was already in my printed materials) the places where I have made mistakes in this in the past and how to detect these. Third, I admitted that I had clearly …
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这是对正确的反思
不久前,我参加了一个课程会议,在谈话中我说:“我在批改学生考试的时候学到了一些非常重要的东西。”如果说当时全场鸦雀无声或许有些夸张,但确实有几位同事相当奇怪地看着我。事实上,我经常发现,当我设置开放式考试问题时,我发现答案中提出的相关问题不是我的示例解决方案的一部分。然而,有一件特别的事一直在我的脑海里。几年前,我教了一门关于可视化和虚拟现实的课程。我问的其中一个问题是关于在虚拟现实中产生“沉浸感”的因素,这个问题是在飞行模拟器和游戏的背景下提出的。我在课堂上讨论了各种各样的问题:互动性、现实主义等等,但是,当我标记问题时,所有最好的学生的答案都以一个我在课堂上从未讨论过的因素开始——实际上我以前从未听说过——低音扬声器。过了一会儿,我想明白了这是什么。在某些街机游戏中,大型低音扬声器被放置在座位下面,以产生低频振动——一种触觉和听觉反馈的形式。这些学生的实践经验远比我丰富:他们花了大量的时间在桌面和街机VR游戏中……他们是领域专家。几周前,我在HCI的一个密集周中教授我们的硕士生。一天早上,我和他们谈论状态建模,并给他们做了一个小组练习来模拟一个四功能计算器的状态。我从过去的经验中知道,学生们发现这比一开始听起来要困难得多,但这次比往常更糟,没有一个小组取得明显的进步。我不确定和前几年有什么不同——也许是学生的组成略有不同,也许是我的解释略有不同。当我们回到一起时,我讨论了可能的解决方案,但特别煞费苦心地讨论了三件事。首先,我强调这是一个我认为很重要的领域,但我知道在概念上很困难。其次,我指出了(正如我的印刷材料中已经提到的)我过去在这方面犯过的错误,以及如何发现这些错误。第三,我承认我显然……
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