This project explores how learning technologies (defined broadly, but
optimally focused around software programs and applications) are
conceptualized, designed, developed, drafted, tested, and deployed to people
(“a user base”)… and the consideration of human needs throughout the processes.
Teaching and learning are human-focused endeavors, with people at the
center. In online learning, the interactions, content sharing, collaborations,
intercommunications, presentations, and such, all rely on complex technologies.
Some of these are dedicated learning technologies designed to enhance human
learning for various age groups, in various learning contexts, and through
various means. This work explores the way human needs are considered in these learning
technology life cycles from design to deployment and beyond.
- through theorizing, philosophizing, hypothesizing;
- human research;
- data analysis;
- user elicitation, crowd-sourcing, focus groups;
- wireframing, pilot testing,
- and other approaches.
Some extant questions may include the following:
- How much of and what parts of the research into human learning are used to inform the learning technology designs?
- What educational and other theories are most compelling? Why? (If these are validated, how are they validated / invalidated?)
- How are human aspects translated into technological innovations? Particular features? Feature sets? Systems?
- What sorts of pre-design work is done to understand potential and actual users?
- What roles do a user base play in informing the ongoing and evolving designs of online learning systems?
- How are various learner needs—for germane load learning, for interactivity, for sociality, for engagement—designed to via educational and learning technologies?
- How is AI harnessed to increase the acceptance of learning experiences (via particular learning technologies)? What are the enablements and constraints in current educational technologies, given the limits of technologies currently?
- What human-centered features and functions pass sufficient muster to advance from design into development and testing, and what makes it to deployment, and why?
- How are learner needs met via technology support after deployment?
- What sort of testing approaches are most effective prior to rollout? Why?
- How are technologies updated and iterated over time to meet user needs? How are fundamental decisions made about particular features and collections of features?
- In a high constraint environment, how is individual creativity expressed for designers, developers, engineers, project leads, and others?
Objectives
- Document some of the common design practices, development, decision-making, and deployment processes, and other related work for creating and rolling out learning technologies
- Capture information about the evolution of learning technologies based on data, user feedback, and other inputs
- Engage researchers into the respective methodologies for advancing educational and learning technologies
Impact
- Share various methods and techniques for the design of learning technologies
- Share various methods and techniques for the development of learning technologies (and related testing)
- Share various methods for the successful deployment of learning technologies
- Share methods for conducting user-based research in relation to learning technologies (to inform iterated designs)
Value
Broaden the usage of various methods and techniques for the design,
developing, testing, and deployment of learning technologies
Target Audience
Software developers, app developers, learning object developers, online
instructors, instructional designers, software project leads, graduate
students, and others
Recommended Topics
In terms of human-centered design, there are simple ideas that can be
highly powerful, such as that of
human perception
- information processing
- working memory
- affect and cognition (including systemic biasing)
- human intelligence (general and fluid)
- experiential learning
- human physiology (and physicality)
- and others
Then, too, there are collective aspects of humans that may be served, in
part or in whole:
- human languages
- human values and ethics
- human culture
- human societies
- human politics
- human histories
- human spaces
- human benefits
- human collective needs
- human aesthetics
- human ideals
- human sociality
- human creativity and innovation
- human self-expression
- human ability to contribute
- human affirmation,
- and human customizations through various means
Broadly, human centered-ness may also refer to human needs, for tool
functionality and interchangeability, and other elements. Perhaps a tool needs
to be multi-use. Perhaps a tool needs to be adaptable to various human
contexts.
Some learning (educational) technologies studied include the following:
- LMSes (learning management systems) / LCMSes (learning content management systems) / CMSes (content management systems)
- MOOC (massive open online course) platforms
- adaptive learning systems
- virtual labs
- learning (serious) games and game spaces
- immersive virtual worlds
- simulations
- augmented reality applications
- digital libraries
- repositories/ referatories
and others… It is possible to broaden this to authoring tools for
educational technologies, but this might be a little too diffuse. Or there
could be focuses on apps for learning and their design. Or there could be some
works on digital learning objects.
It would be possible to consider combinations of technologies, given
that many of the deployments are integrated with multiple other tools and apps.
These ideas carry over to the design of research, to build to learner
needs and strengths and then to accommodate weaknesses. Technology design
affects what learners experience in walk-throughs of the learning technology
(whether in virtual or blended or physical-only contexts). The framework of
human centering is intuitively understandable and reasonable in a research
context.
Submission Procedure
Researchers and practitioners are invited to submit on or before October
22, 2019, a chapter proposal of 500 words clearly explaining the mission and
concerns of his or her proposed chapter. Authors will be notified about the
status of their proposals and sent chapter guidelines shortly after their
query. Full chapters are expected to be submitted by Feb. 19, 2020, and all
interested authors must consult the guidelines for manuscript submissions prior
to submission. All submitted chapters will be reviewed on a double-blind review
basis. Contributors may also be requested to serve as reviewers for this
project.
(b) Note (/b): There are no submission or acceptance fees for
manuscripts submitted to this book. All manuscripts are accepted or declined
based on a double-blind peer review editorial process. All proposals should be
submitted through the eEditorial DiscoveryTM online submission manager.
Publisher
This book is scheduled to be published by IGI Global (formerly Idea
Group Inc.), publisher of the "Information Science Reference"
(formerly Idea Group Reference), "Medical Information Science
Reference," "Business Science Reference," and "Engineering
Science Reference" imprints. Additional information regarding the
publisher. This publication is anticipated to
be released in 2021.
Important Dates
October 22, 2019: Proposal Submission Deadline
November 9, 2019: Notification of Acceptance
February 19, 2020: Full Chapter Submission
April 18, 2020: Review Results Returned
May 30, 2020: Final Acceptance Notification
Jun 13, 2020: Final Chapter Submission
Jul 11, 2020: Final Deadline
Inquiries
If you have any questions, please email Dr. Shalin Hai-Jew at
haijes@gmail.com. Thank you for your interest.
Classifications
Business and Management; Computer Science and Information Technology;
Education
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