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Anais do IHC'2001 - Departamento de Informática e Estatística - UFSC

Anais do IHC'2001 - Departamento de Informática e Estatística - UFSC

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232<br />

<strong>Anais</strong> <strong>do</strong> IHC’2001 - IV Workshop sobre Fatores Humanos em Sistemas Computacionais<br />

Figure 3: A snapshot of the RDCM HCI style in ST<br />

The main findings of empirical studies carried out using ST indicated that a shift from<br />

object manipulation to concept manipulation had a positive effect on the learning of<br />

geometrical concepts by 6 th -gra<strong>de</strong> children from 2 classes of an upper middle-class school<br />

in Canada (for <strong>de</strong>tails see previous publications by Sedig [Sedig, 1998; Sedig et al., 2001]).<br />

In particular, the DCM version was more effective than the DOM one and the RDCM<br />

version was most effective in promoting <strong>do</strong>main learning. Children interacting with the<br />

DOM version of ST were sometimes confused with translation, for instance, missing the<br />

point that this operation is achieved along a linear vector path and not along an arbitrary<br />

curvilinear one (which is typically observed in drag-drop interactions available in DOM).<br />

Differences in un<strong>de</strong>rstanding between children from these two groups were also observed<br />

with respect to the concepts of rotation and reflection.<br />

The relatively superior efficacy of the RDCM style for learning was attributed to the<br />

progressive fading of visual clues that served as scaffolding for the children’s reasoning. In<br />

the absence of such clues, they had to make more inferences about the causal relations<br />

between on-screen manipulations and the <strong>de</strong>sired final state of the operation. These<br />

relations should have been acquired in previous stages of the game, when the visual<br />

scaffolding was available.<br />

These findings led to the conclusion that further investigations about the use of direct<br />

manipulation for learnware were necessary. Discarding DM as an inappropriate style<br />

altogether would have prevented these children from the experience of having access to the<br />

causal relations between variations on vector coordinates, angles and arcs, and certain<br />

patterns of spatial configurations of polygons in 2D space. A well <strong>de</strong>signed mechanism for<br />

leading learners from visual to algebraic representations of abstract concepts thus seemed<br />

to have the potential to become a new metaphor for DM interfaces for learnware [Sedig et<br />

al., 2001]. However, some open issues could be immediately raised.<br />

1. “what visual representations to use to facilitate <strong>de</strong>velopment of proper conceptual<br />

mo<strong>de</strong>ls;<br />

2. what elements of the representation of a concept should be allowed to be<br />

manipulated—i.e., what controls (or handles) to manipulate, how to embed these<br />

controls in the visual structure, and in what or<strong>de</strong>r, if necessary, they should be<br />

manipulated; and,

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