CS92/ED89: The Educational Software Seminar
Notes: , March 2 & 4, 2004
Roger B. Blumberg, Brown University
http://www.cs.brown.edu/courses/cs092/2004/cs92.wk5.html

Evaluating Educational Software I

Introduction: Beyond Cool and Lame

We'll begin Tuesday's session with some processing about Rob Curtis' talk and the presentations last Thursday. We'll then move on to the first of four sessions about interface design.

What is the right language to adopt when we discuss software used in and for education? A focus on teaching might lead us to evaluate software as a kind of lesson, or series of lessons, the objectives, motivations, activities and modes of assessment. A focus on learning might lead us to evaluate programs in the language of cognitive sciences (e.g. stressing information organization, memory, recall and the demonstration of understanding). Finally, a focus on computer science (and specifically software engineering) might lead us to talk about "use cases", "scenarios", and the "goals", "scope", "preconditions" and "end condition" of the program. Perhaps the most interesting aspect of Human-Computer Interaction as a field of study is the attempt to figure out a language that captures as many of these interdisciplinary concerns as possible while maintaining a practical design program that would allow a "science" of educational software; i.e. a research community in which hypotheses about teaching and learning could be implemented in programs used in and for education, could be used by teachers and learners, and could thus be evaluated (as hypotheses) as clearly as possible. Jef Raskin's book, while not concerned primarily with education, hints at the possibilities of an adult language for educational technology evaluation, and a research paradigm (or two) for educational software.

Jef Raskin's The Humane Interface I

"As far as the customer is concerned, the interface is the product." (5)

Here are a few questions we might discuss as we go through the first three chapters on Tuesday:

Raskin's The Humane Interface II

We'll continue our discussion of Raskin's book with Erin's questions. As with our discussion of earlier chapters, we'll want to eventually ask how Raskin's ideas/principles should be modified or revised when we're designing for learning. For example, if we take Dewey's Experience and Education seriously, we might raise the following questions:

Time permitting we'll look at two different designs for Web-based media players, and then Humongous Entertainment's program Big Thinkers!: First Grade.

For Tuesday: Finish Raskin's The Humane Interface

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