Classroom teaching needs to be
adapted to children’s new environments and ways of learning. Children
are attracted to interactive video games that follow a story line. The
video games are engaging for hours. Many games follow a story line where
the character is on adventure. The children experientially learn about
the adventure world. Technology can be applied in the classroom to
create similar learning experiences.
Use technology to design
Examples of technology in the classroom:
environment can be setup in the classroom. Equipped with computers the
students can send questions to the teacher, collaborate on an in class
assignment, lookup information on web-pages. Also using computers can
reduce the overhead of administering quizzes. The research question is
how to design the technology and evaluate its effectiveness.
Another example is to present the class material in the form of an
adventure. The teacher moves through a castle when teaching Math. The
castle represents the topic of mathematics and the individual rooms are
the sub-fields, such as algebra, geometry, etc. So if the dungeon is the
room for geometry, then to discuss geometry, the teacher takes the
students to the dungeon. The adventure shows the students how the
sub-fields relate to one another and fit into the overall field. This
could be done with augmented reality technology.
A TTS interface can improve a user’s
experience on a desktop. It is more relaxing to listen instead of
reading large portions of text. It is good for the blind, slow readers,
and less straining for the eyes. The sighted would be able to view
images simultaneously while listening to text describing them.
Design intuitive user interfaces
1. Improve the mechanism of selecting
text. Currently the text to be spoken needs to be highlighted and
copied. A more intuitive user interface would be to start reading the
text according to position of the cursor.
2. Improve the mechanism
to stop and resume the reading, which is currently controlled with
buttons. Using the buttons requires the overhead of moving a mouse
to and from the buttons. A better technique would be to allow any
keystroke to interrupt the reading; for example while proofreading a
text the person will interrupt the reader to make changes to the text.
Following interruption the cursor is placed at the last word that is
read, which is likely to be close to the edited word.