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The eff<strong>in</strong> factor concerns the appeal or lack of appeal of some activity or resource. It <strong>in</strong>volves the effort a<br />

learner is will<strong>in</strong>g to <strong>in</strong>vest <strong>in</strong> pursu<strong>in</strong>g an activity or <strong>in</strong> access<strong>in</strong>g a resource, <strong>in</strong> relation to the learner's<br />

current <strong>in</strong>tr<strong>in</strong>sic <strong>in</strong>terest <strong>in</strong> the topic. The eff<strong>in</strong> factor deals with the motivation of the learner, but with<br />

<strong>in</strong>tr<strong>in</strong>sic motivation only (Berl<strong>in</strong>e, 1960), one related largely to curiosity (because of its relation to<br />

knowledge, this is known as epistemic curiosity).<br />

The eff<strong>in</strong> factor is at the center of learn<strong>in</strong>g technology. It builds on our natural curiosity about the world<br />

around us, and on the potential of technology to make <strong>in</strong><strong>format</strong>ion easy to obta<strong>in</strong>. We are rather flighty <strong>in</strong><br />

our curiosity and our attention keeps shift<strong>in</strong>g as we encounter new and <strong>in</strong>terest<strong>in</strong>g th<strong>in</strong>gs <strong>in</strong> our deal<strong>in</strong>gs<br />

with the world. It is important therefore that the satiation of our appetite for <strong>in</strong><strong>format</strong>ion occur at the time<br />

of need, otherwise there is a good chance that <strong>in</strong>terest will be lost. Hence the importance of immediate<br />

availability of the needed <strong>in</strong><strong>format</strong>ion. Any delay <strong>in</strong>creases the mental effort <strong>in</strong> keep<strong>in</strong>g the <strong>in</strong>terest alive.<br />

The eff<strong>in</strong> factor embodies a straightforward relationship: the more the effort needed to obta<strong>in</strong> the needed<br />

<strong>in</strong><strong>format</strong>ion, the more that topic must be of <strong>in</strong>terest to the learner. If the required effort is great, only<br />

topics of very high <strong>in</strong>terest will be pursued. On the other hand, if the required effort is m<strong>in</strong>imal, then<br />

many topics become of <strong>in</strong>terest. As web technology reduces the effort to access <strong>in</strong><strong>format</strong>ion, the potential<br />

for <strong>in</strong>terest <strong>in</strong> many diverse topics grows for <strong>in</strong>dividuals. Natural curiosity has at last a chance to blossom.<br />

The central idea developed here is that <strong>in</strong><strong>format</strong>ion is becom<strong>in</strong>g readily accessible <strong>in</strong> a variety of<br />

compell<strong>in</strong>g forms, and that this <strong>in</strong><strong>format</strong>ion-rich context can dramatically affect how students and people<br />

<strong>in</strong> general go about learn<strong>in</strong>g. From that notion follow implications for how we design <strong>in</strong>struction, that is<br />

for how we develop learn<strong>in</strong>g environments.<br />

An <strong>in</strong>itial design model<br />

The design model presented here is framed by the need to <strong>in</strong>terest the user on a cont<strong>in</strong>ual basis. This can<br />

be thought of <strong>in</strong> terms of provok<strong>in</strong>g learn<strong>in</strong>g, that is enabl<strong>in</strong>g it to spontaneously happen <strong>in</strong> the context of<br />

the user's <strong>in</strong>teraction with web resources as this <strong>in</strong>teraction takes place <strong>in</strong> a somewhat un-planned and<br />

perhaps even haphazard way.<br />

The design model is couched with<strong>in</strong> a standard software development life-cycle process based on a general<br />

systems approach. Thus, various elements of requirements specification conducted up-front and<br />

prototyp<strong>in</strong>g, evaluation, construction and support at the back-end help ensure a high level of quality of the<br />

products designed follow<strong>in</strong>g the model.<br />

The model's core specificity, however, revolves around 2 central design processes deal<strong>in</strong>g respectively<br />

with <strong>in</strong><strong>format</strong>ion specification / representation and problem-solution task<strong>in</strong>g. The paper presents the<br />

specifics of the model, <strong>in</strong>clud<strong>in</strong>g the core process activities based on structural knowledge determ<strong>in</strong>ation,<br />

<strong>in</strong><strong>format</strong>ion mapp<strong>in</strong>g, multimedia representation, cognitive task analysis and <strong>in</strong>terfac<strong>in</strong>g.<br />

No design model is universal and it is important to situate the present model <strong>in</strong> terms of appropriateness.<br />

Specifically, how appropriate the model may be for different types of learn<strong>in</strong>g needs to be exam<strong>in</strong>ed. The<br />

paper discusses this issue <strong>in</strong> terms of appropriateness for procedural, declarative, and cultural learn<strong>in</strong>g.<br />

It also explores the issue from the older but still current Piagetian perspective of assimilation and<br />

accommodation phenomena <strong>in</strong> learn<strong>in</strong>g.<br />

Conclusion<br />

The paper concludes with the view that the web context provides a novel sett<strong>in</strong>g for learn<strong>in</strong>g that is<br />

different <strong>in</strong> a fundamental way from its predecessor non-<strong>in</strong><strong>format</strong>ion-rich sett<strong>in</strong>g and that this new sett<strong>in</strong>g

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