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Computer aided interactivity

Explore the different types of computer-aided interactivity, including control, navigational, information, feedback, simulation, reflective, and knowledge construction. Enhance learning with interactive activities based on Bloom's taxonomy.

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Computer aided interactivity

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  1. Computer aided interactivity Dave Foord

  2. What do we mean by interactivity? www.A6training.co.uk

  3. Evaluation Synthesis Analysis Application Comprehension Knowledge Bloom’s taxonomy Higher order Lower order Based on Bloom,1956 www.A6training.co.uk

  4. Analysis Analysis Application Application Comprehension Understanding Knowledge Remembering Bloom’s Taxonomy Creation Evaluation Evaluation Synthesis Based on Bloom,1956 Revised taxonomy of the cognitive domainfollowing Anderson and Krathwohl (2001) www.A6training.co.uk

  5. Different types of interactivity • The next few slides will take you through some of the different types of computer aided interactivity. • The slides can be accessed in sequence by using the control buttons at the bottom, or by clicking on the diagram to the right – which will take you to the interactivities for each stage of the taxonomy Create Evaluate Analyse Apply Understand Remember www.A6training.co.uk

  6. Control interactivity • Simply controlling the computer by clicking a button to start an animation, audio clip or video file. • E.g. Sliding filament theory Create Evaluate Analyse Apply Understand Remember

  7. Navigational interactivity • Linear – moving forwards and backwards through the materials, but staying in sequence • E.g using buttons at bottom screen • Non-linear – moving through the material in a non-sequential manner • E.g Clicking on the different sections of the diagram to the right will take you through this resource in a different order. Create Evaluate Analyse Apply Understand Remember

  8. Information interactivity • Using online information sources, where the users ‘control’ how they access the information • For example the use of a timeline to teach history • Accessing information by hovering and clicking e.g. The structure of the heart • Using hyperlinks to navigate through text and images, e.g. Wikipedia Create Evaluate Analyse Apply Understand Remember

  9. Feedback interactivity • Computer generated feedback is instantly given to the student, which hopefully then influences further actions – the key to this is the quality of the feedback, which is time consuming to create, and requires a lot of thought. • Hot Potatoes Quandary Activity Create Evaluate Analyse Apply Understand Remember

  10. Simulation interactivity • The student controls inputs (usual something numerical) which then simulates what would (could) happen in reality. The advantage of this is it is possible for students to safely and cheaply experiment with causes and then see the effects • For example the Projectile Exercise which allows students to play golf on the moon. Create Evaluate Analyse Apply Understand Remember

  11. Reflective interactivity • Where student compares views or actions with those of an ‘expert’ – these seldom have right and wrong answers e.g. Decide the layout of safety equipment at Kings Cross Tube Station (choose the ‘Item placement’ option) Create Evaluate Analyse Apply Understand Remember

  12. Knowledge construction interactivity • A virtual constructive activity, recreating a real life scenario. These seldom have right and wrong answers, but do require higher order thinking skills from the learners. • This can be either creating something physical such as Classroom Design • Or something non physical such as A ranking continuum Create Evaluate Analyse Apply Understand Remember End

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