Learner eXperience Design Guidelines: Proposal and a Preliminary Evaluation with Experts
Resumo
Derived from User Experience (UX), Learner Experience (LX) focus on perceptions and responses during the use of computational resources in education. Literature reveals that few elements are considered in LX, impeding comprehensive understanding and effective learning experiences. To address this gap, we proposed the Design Guidelines to support LX (LEDG) in educational activities. This paper outlines the methodology for creating LEDG using Design Science Research (DSR). Experts in Computing evaluated LEDG, resulting in detailed specifications, refinement of design guidelines, and compilation of tool options for teachers. DSR adoption ensures research rigor and evidence-based development, enhancing the proposal's reliability and relevance.Referências
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Bevan, N., Carter, J., Earthy, J., Geis, T., and Harker, S. (2016). New ISO standards for usability, usability reports and usability measures. In Human-Computer Interaction. Theory, Design, Development and Practice: 18th International Conference, HCI International 2016, Toronto, ON, Canada, July 17-22, 2016. Proceedings, Part I 18, pages 268–278. Springer.
Braun, V. and Clarke, V. (2006). Using thematic analysis in psychology. Qualitative research in psychology, 3(2):77–101.
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Dewey, J. (1938). Experience and Education. New York, NY: Kappa Delta Phi. Touchstone, 8(3).
Huang, R., Spector, J. M., and Yang, J. (2019). Educational technology: a primer for the 21st Century. Springer.
Lister, P. (2021). The pedagogy of experience complexity for smart learning: Considerations for designing urban digital citizen learning activities. Smart Learning Environments, 8(1):1–18.
Luchini, K., Quintana, C., and Soloway, E. (2004). Design Guidelines for Learner-Centered handheld tools. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pages 135–142.
Magyar, N. and Haley, S. R. (2020). Balancing Learner eXperience and User eXperience in a peer feedback web application for MOOCs. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, pages 1–8.
Melo, S. M. (2009). Inspeção de Software. University of São Paulo: São Carlos, SP.
Runeson, P., Engstrom, E., and Storey, M. A. (2020). The design science paradigm as a frame for empirical software engineering. Contemporary empirical methods in software engineering, pages 127–147.
Schmidt, M. and Huang, R. (2022). Defining Learning Experience Design: Voices from the field of Learning Design & Technology. TechTrends, 66(2):141–158.
Silva, D. E., Conte, T., and Valentim, N. (2024). A Systematic Mapping Study about Learner eXperience Design in Computational Systems. Informatics in Education, 23(2):439–478.
Silva, D. E., Guerino, G. C., and Valentim, N. M. C. (2023). Analyzing the Learners’ eXperience of an experimental HCI course in a remote context. Journal on Interactive Systems, 14(1):341–353.
Bevan, N., Carter, J., Earthy, J., Geis, T., and Harker, S. (2016). New ISO standards for usability, usability reports and usability measures. In Human-Computer Interaction. Theory, Design, Development and Practice: 18th International Conference, HCI International 2016, Toronto, ON, Canada, July 17-22, 2016. Proceedings, Part I 18, pages 268–278. Springer.
Braun, V. and Clarke, V. (2006). Using thematic analysis in psychology. Qualitative research in psychology, 3(2):77–101.
Corbalan, G., Kester, L., and Van Merrienboer, J. J. (2006). Towards a personalized task selection model with shared instructional control. Instructional Science, 34(5):399–422.
Dewey, J. (1938). Experience and Education. New York, NY: Kappa Delta Phi. Touchstone, 8(3).
Huang, R., Spector, J. M., and Yang, J. (2019). Educational technology: a primer for the 21st Century. Springer.
Lister, P. (2021). The pedagogy of experience complexity for smart learning: Considerations for designing urban digital citizen learning activities. Smart Learning Environments, 8(1):1–18.
Luchini, K., Quintana, C., and Soloway, E. (2004). Design Guidelines for Learner-Centered handheld tools. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pages 135–142.
Magyar, N. and Haley, S. R. (2020). Balancing Learner eXperience and User eXperience in a peer feedback web application for MOOCs. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, pages 1–8.
Melo, S. M. (2009). Inspeção de Software. University of São Paulo: São Carlos, SP.
Runeson, P., Engstrom, E., and Storey, M. A. (2020). The design science paradigm as a frame for empirical software engineering. Contemporary empirical methods in software engineering, pages 127–147.
Schmidt, M. and Huang, R. (2022). Defining Learning Experience Design: Voices from the field of Learning Design & Technology. TechTrends, 66(2):141–158.
Silva, D. E., Conte, T., and Valentim, N. (2024). A Systematic Mapping Study about Learner eXperience Design in Computational Systems. Informatics in Education, 23(2):439–478.
Silva, D. E., Guerino, G. C., and Valentim, N. M. C. (2023). Analyzing the Learners’ eXperience of an experimental HCI course in a remote context. Journal on Interactive Systems, 14(1):341–353.
Publicado
04/11/2024
Como Citar
SILVA, Deivid Eive dos S.; CONTE, Tayana Uchôa; VALENTIM, Natasha Malveira Costa.
Learner eXperience Design Guidelines: Proposal and a Preliminary Evaluation with Experts. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 35. , 2024, Rio de Janeiro/RJ.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 2922-2930.
DOI: https://doi.org/10.5753/sbie.2024.244888.