关于音乐的数字资源交换(DREAM):可用性测试结果

R. Upitis, P. Abrami, J. Brook, D. Pickup, Laura Johnson
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However, independent music teachers work in isolation (Feldman, 2010), making these informal discussions about resources more unlikely and certainly less than comprehensive. Thus, a tool that provides a centralized place where independent music teachers can keep abreast about high quality digital technologies for their field has the potential to assist music teachers in substantial ways.The Digital Resource Exchange About Music (DREAM) is a digital tool designed to provide teachers with digital resources related to music education and to studio instruction. DREAM is part of a suite of digital tools developed by the multi-institutional Canadian partnership between Queen's University, Concordia University, and The Royal Conservatory (www.musictoolsuite.ca).DREAM enables music teachers to search for resources, evaluate resources, to read about other teachers' views of the resources, and to add resources of their own to the DREAM repository. In the release version (v. 1.4) DREAM resources were organized into six broad categories: (a) musical repertoire, (b) practising, (c) ear/sight, (d) creating/composing, (e) theory/history, and (f) professional resources. All of the resources are searchable by title and key words, and users can also filter the resources by instrument, ability level, or platform (e.g., used on computer, tablet, or smartphone). DREAM also recommends resources to users based on their prior choices.In this age of ubiquitous and easily accessible digital tools, it is essential that the DREAM tool operates in a way that is seamless and efficient for intended users. Thus, before releasing DREAM to the public, a multi-phase usability testing protocol for DREAM was designed. This research study describes how DREAM evolved with the input of 12 core test participants and designers, a group of 24 classroom music teachers enrolled in a teacher education program, as well as 47 studio music teachers representing eight of the thirteen provinces and territories in Canada. Most of the final group of beta testers were from Ontario (51%). All regions of Canada were represented with the exception of the northern territories.2. Related LiteratureUsability testing refers to the examination of how intended users interact with a new tool. Usability testing is the most common way for software and hardware developers to see how users actually interact with their tool before it is released for public use. The process of usability testing involves learning from test participants that represent the target audience-in our case, Canadian independent music teachers-by determining the degree to which the product meets its goals (Rubin & Chisnell, 2008; Yadrich, Fitzgerald, Werkowitch, & Smith, 2012).Methods of usability testing include ethnographic research, participatory design, focus group research, surveys, walk-throughs, closed and open card sorting, paper prototyping, and expert evaluations, among others (Rubin & Chisnell, 2008). These methods can be either formative or summative in nature. All of these forms of testing allow the designers and developers to see if the product's design matches the users' expectations and supports their goals (Barnum, 2011). 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引用次数: 2

摘要

1.音乐教育的数字应用正在以惊人的速度增长,并且正在改变人们教、学和制作音乐的方式(Beckstead, 2001;Burnard, 2007;Partti, 2012;Rainie & Wellman, 2012;沃尔德伦,2013;Wise, Greenwood, & Davis, 2011)。获取有关这些新工具的可靠信息对音乐教师来说很重要,这样他们就可以评估这些工具是否适合学生的需要。不幸的是,教师总是时间紧迫,无法系统地检查和评估可用的数字资源。课堂教师通常依靠与同事的互动来学习新技术。然而,独立音乐教师的工作是孤立的(Feldman, 2010),使得这些关于资源的非正式讨论更不可能,当然也不全面。因此,一个工具,提供了一个集中的地方,独立的音乐教师可以跟上高质量的数字技术,为他们的领域有很大的帮助音乐教师的潜力。关于音乐的数字资源交换(DREAM)是一个数字工具,旨在为教师提供与音乐教育和工作室教学相关的数字资源。DREAM是加拿大女王大学、康考迪亚大学和皇家音乐学院(www.musictoolsuite.ca)合作开发的一套数字工具的一部分。DREAM使音乐教师能够搜索资源、评估资源、阅读其他教师对资源的看法,并将自己的资源添加到DREAM存储库中。在发布版本(v. 1.4)中,DREAM资源被分为六大类:(a)音乐曲目,(b)练习,(c)听觉/视觉,(d)创作/作曲,(e)理论/历史,以及(f)专业资源。所有的资源都可以通过标题和关键词进行搜索,用户也可以通过仪器、能力水平或平台(例如,在电脑、平板电脑或智能手机上使用)来过滤资源。DREAM还会根据用户之前的选择向他们推荐资源。在这个无处不在且易于访问的数字工具的时代,DREAM工具以一种无缝且高效的方式为目标用户运行是至关重要的。因此,在向公众发布DREAM之前,我们设计了DREAM的多阶段可用性测试协议。这项研究描述了DREAM是如何在12名核心测试参与者和设计师、24名参加教师教育计划的课堂音乐教师以及47名代表加拿大13个省和地区中的8个省和地区的工作室音乐教师的投入下发展起来的。最后一批测试者大多来自安大略省(51%)。除北部地区外,加拿大所有地区都有代表出席。相关文献可用性测试指的是对目标用户如何与新工具交互的检查。可用性测试是软件和硬件开发人员在工具发布之前查看用户实际与工具交互情况的最常用方法。可用性测试的过程包括向代表目标受众的测试参与者学习——在我们的例子中,是加拿大的独立音乐教师——通过确定产品满足其目标的程度(Rubin & Chisnell, 2008;Yadrich, Fitzgerald, Werkowitch, & Smith, 2012)。可用性测试的方法包括人种学研究、参与式设计、焦点小组研究、调查、漫步、封闭和开放卡片分类、纸上原型和专家评估等(Rubin & Chisnell, 2008)。这些方法可以是形成性的,也可以是总结性的。所有这些形式的测试都允许设计师和开发人员查看产品的设计是否符合用户的期望并支持他们的目标(Barnum, 2011)。本研究采用参与式设计、焦点小组研究和调查,本质上是形成性的。…
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Digital Resource Exchange About Music (DREAM): Usability testing results
1.IntroductionDigital applications for music education are growing at an astounding rate and are changing the ways people teach, learn, and make music (Beckstead, 2001; Burnard, 2007; Partti, 2012; Rainie & Wellman, 2012; Waldron, 2013; Wise, Greenwood, & Davis, 2011). Accessing reliable information about these new tools is important for music teachers so that they can assess the appropriateness of such tools for their students' needs. Unfortunately, teachers are perennially time-starved and are unable to systematically examine and evaluate the digital resources that are available. Classroom teachers often rely on interactions with their colleagues to learn about new technologies. However, independent music teachers work in isolation (Feldman, 2010), making these informal discussions about resources more unlikely and certainly less than comprehensive. Thus, a tool that provides a centralized place where independent music teachers can keep abreast about high quality digital technologies for their field has the potential to assist music teachers in substantial ways.The Digital Resource Exchange About Music (DREAM) is a digital tool designed to provide teachers with digital resources related to music education and to studio instruction. DREAM is part of a suite of digital tools developed by the multi-institutional Canadian partnership between Queen's University, Concordia University, and The Royal Conservatory (www.musictoolsuite.ca).DREAM enables music teachers to search for resources, evaluate resources, to read about other teachers' views of the resources, and to add resources of their own to the DREAM repository. In the release version (v. 1.4) DREAM resources were organized into six broad categories: (a) musical repertoire, (b) practising, (c) ear/sight, (d) creating/composing, (e) theory/history, and (f) professional resources. All of the resources are searchable by title and key words, and users can also filter the resources by instrument, ability level, or platform (e.g., used on computer, tablet, or smartphone). DREAM also recommends resources to users based on their prior choices.In this age of ubiquitous and easily accessible digital tools, it is essential that the DREAM tool operates in a way that is seamless and efficient for intended users. Thus, before releasing DREAM to the public, a multi-phase usability testing protocol for DREAM was designed. This research study describes how DREAM evolved with the input of 12 core test participants and designers, a group of 24 classroom music teachers enrolled in a teacher education program, as well as 47 studio music teachers representing eight of the thirteen provinces and territories in Canada. Most of the final group of beta testers were from Ontario (51%). All regions of Canada were represented with the exception of the northern territories.2. Related LiteratureUsability testing refers to the examination of how intended users interact with a new tool. Usability testing is the most common way for software and hardware developers to see how users actually interact with their tool before it is released for public use. The process of usability testing involves learning from test participants that represent the target audience-in our case, Canadian independent music teachers-by determining the degree to which the product meets its goals (Rubin & Chisnell, 2008; Yadrich, Fitzgerald, Werkowitch, & Smith, 2012).Methods of usability testing include ethnographic research, participatory design, focus group research, surveys, walk-throughs, closed and open card sorting, paper prototyping, and expert evaluations, among others (Rubin & Chisnell, 2008). These methods can be either formative or summative in nature. All of these forms of testing allow the designers and developers to see if the product's design matches the users' expectations and supports their goals (Barnum, 2011). The present study employed participatory design, focus group research, and surveys, and was formative in nature. …
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