5 resultados para Éducation négative

em DI-fusion - The institutional repository of Université Libre de Bruxelles


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Ce projet de recherche s’inscrit dans un contexte institutionnel particulier. Depuis 2011, l’ULB rénove ses différentes plateformes informatiques afin d’améliorer les outils et services rendus à la communauté étudiante. Portant le nom de « SMILEY », ce grand projet gère entre autres les outils MonULB, GeHol, Web mail, U.V. etc. et a pour objectif une gestion plus simple, plus efficace et plus flexible de l’Université. Étant donné la complexité initiale du système de gestion de l’ULB, la mise en place du projet Smiley ne s’est pas faite sans difficultés. Divers bugs et imprévus ont été et sont encore rencontrés. Dans ce cadre, les autorités de l’ULB ont décidé de créer un observatoire pour mener des recherches sur les usages étudiants des outils informatiques liés à SMILEY EE (pour Études et Étudiants) afin d’améliorer l’acceptation des outils concernés. Au cours de ces recherches, différentes variables en lien avec l’utilisabilité et l’expérience utilisateur seront envisagées :connaissance du web, connaissance des TIC, sentiment d’efficacité personnel, perception de l’utilité et de la facilité d’utilisation des interfaces, stratégies de recherche d’information utilisées, sentiment d’autonomie t de contrôle, satisfaction cognitive et affective, identification à l’institution… Dès lors, les objectifs sont ;outre l’étude des déterminants de l’acceptation des Tic étudiants, de collecter l’avis des utilisateurs concernés, de fournir des recommandations, d’accompagner la mise en œuvre des améliorations et d’anticiper les besoins/attentes futures en matière de TIC à l’université.Pour cela, les méthodologies employées seront qualitatives et quantitatives. Des groupes de discussions exploratoire seront organisés afin d’identifier plus précisément les facteurs de satisfaction et d’insatisfaction, et des tests d’utilisabilités seront élaborés pour déterminer in situ les difficultés rencontrées. Des questionnaires en ligne seront aussi diffusés afin de déterminer le rôle des variables susmentionnées auprès d’un échantillon représentatif de la communauté estudiantine. L’ensemble des résultats permettra alors de guider des actions concrètes sur les outils étudiés.

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The research project takes place within the technology acceptability framework which tries to understand the use made of new technologies, and concentrates more specifically on the factors that influence multi-touch devices’ (MTD) acceptance and intention to use. Why be interested in MTD? Nowadays, this technology is used in all kinds of human activities, e.g. leisure, study or work activities (Rogowski and Saeed, 2012). However, the handling or the data entry by means of gestures on multi-touch-sensitive screen imposes a number of constraints and consequences which remain mostly unknown (Park and Han, 2013). Currently, few researches in ergonomic psychology wonder about the implications of these new human-computer interactions on task fulfillment.This research project aims to investigate the cognitive, sensori-motor and motivational processes taking place during the use of those devices. The project will analyze the influences of the use of gestures and the type of gesture used: simple or complex gestures (Lao, Heng, Zhang, Ling, and Wang, 2009), as well as the personal self-efficacy feeling in the use of MTD on task engagement, attention mechanisms and perceived disorientation (Chen, Linen, Yen, and Linn, 2011) when confronted to the use of MTD. For that purpose, the various above-mentioned concepts will be measured within a usability laboratory (U-Lab) with self-reported methods (questionnaires) and objective indicators (physiological indicators, eye tracking). Globally, the whole research aims to understand the processes at stakes, as well as advantages and inconveniences of this new technology, to favor a better compatibility and adequacy between gestures, executed tasks and MTD. The conclusions will allow some recommendations for the use of the DMT in specific contexts (e.g. learning context).

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Over the last decade, multi-touch devices (MTD) have spread in a range of contexts. In the learning context, MTD accessibility leads more and more teachers to use them in their classroom, assuming that it will improve the learning activities. Despite a growing interest, only few studies have focused on the impacts of MTD use in terms of performance and suitability in a learning context.However, even if the use of touch-sensitive screens rather than a mouse and keyboard seems to be the easiest and fastest way to realize common learning tasks (as for instance web surfing), we notice that the use of MTD may lead to a less favorable outcome. More precisely, tasks that require users to generate complex and/or less common gestures may increase extrinsic cognitive load and impair performance, especially for intrinsically complex tasks. It is hypothesized that task and gesture complexity will affect users’ cognitive resources and decrease task efficacy and efficiency. Because MTD are supposed to be more appealing, it is assumed that it will also impact cognitive absorption. The present study also takes into account user’s prior knowledge concerning MTD use and gestures by using experience with MTD as a moderator. Sixty university students were asked to perform information search tasks on an online encyclopedia. Tasks were set up so that users had to generate the most commonly used mouse actions (e.g. left/right click, scrolling, zooming, text encoding…). Two conditions were created: MTD use and laptop use (with mouse and keyboard) in order to make a comparison between the two devices. An eye tracking device was used to measure user’s attention and cognitive load. Our study sheds light on some important aspects towards the use of MTD and the added value compared to a laptop in a student learning context.

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While the number of traditional laptops and computers sold has dipped slightly year over year, manufacturers have developed new hybrid laptops with touch screens to build on the tactile trend. This market is moving quickly to make touch the rule rather than the exception and the sales of these devices have tripled since the launch of Windows 8 in 2012, to reach more than sixty million units sold in 2015. Unlike tablets, that benefit from easy-to-use applications specially designed for tactile interactions, hybrid laptops are intended to be used with regular user-interfaces. Hence, one could ask whether tactile interactions are suited for every task and activity performed with such interfaces. Since hybrid laptops are increasingly used in educational situations, this study focuses on information search tasks which are commonly performed for learning purposes. It is hypothesized that tasks that require complex and/or less common gestures will increase user's cognitive load and impair task performance in terms of efficacy and efficiency. A study was carried out in a usability laboratory with 30 participants for whom prior experience with tactile devices has been controlled. They were asked to perform information search tasks on an online encyclopaedia by using only the touch screen of and hybrid laptop. Tasks were selected with respect to their level of cognitive demand (amount of information that had to be maintained in working memory) and the complexity of gestures needed (left and/or right clicks, zoom, text selection and/or input.), and grouped into 4 sets accordingly. Task performance was measured by the number of tasks succeeded (efficacy) and time spent on each task (efficiency). Perceived cognitive load was assessed thanks to a questionnaire given after each set of tasks. An eye tracking device was used to monitor users' attention allocation and to provide objective cognitive load measures based on pupil dilation and the Index of Cognitive Activity. Each experimental run took approximately one hour. The results of this within-subjects design indicate that tasks involving complex gestures led to a lower efficacy, especially when the tasks were cognitively demanding. Regarding efficacy, there is no significant differences between sets of tasks excepted for tasks with low cognitive demand and complex gestures that required more time to be achieved. Surprisingly, users that declared the biggest experience with tactile devices spent more time than less frequent users. Cognitive load measures indicate that participants reported having devoted more mental effort in the interaction when they had to use complex gestures.