=Paper= {{Paper |id=Vol-1154/paper23 |storemode=property |title=Designing for Drawing-based Modelling for tablet computers |pdfUrl=https://ceur-ws.org/Vol-1154/paper23.pdf |volume=Vol-1154 |dblpUrl=https://dblp.org/rec/conf/biiml/SpikolO14 }} ==Designing for Drawing-based Modelling for tablet computers== https://ceur-ws.org/Vol-1154/paper23.pdf
"This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License."

Spikol, D., & Olsson, A. (2014). Paper presented at the Bristol Ideas in Mobile Learning 2014
Symposium, Bristol


Designing for Drawing-based Modelling for tablet
computers

Introduction
   With the multitude of multi-touch devices and the growing tablet
computer market the concept of One-Device-Per-Child (ODPC) and Bring
Your Own Device (BYOD) has become relevant for educational
practitioners and researchers(Chitika, 2013). The use of these large touch
screen mobile devices in diverse educational environments provides new
opportunities for supporting learning in formal and non-formal settings.
These types of devices with larger screens compared to smartphones and
increased mobility than computers can support a more natural way to interact
akin to drawing and sketching. Keeping in mind that drawing, sketching, and
scribbling are activities all humans do from an early age. As early as in
primary school and pre-school curricula, we apply drawing as a way of
supporting learning (Bollen, Gijlers, & Joolingen, 2012). Drawing-based
modelling (DBM) is a term that explains the process of how drawings can be
used as representations of knowledge and also how learners can utilize this to
convey their perception of knowledge (WouterR Joolingen, Bollen,
Leenaars, & Gijlers, 2012). Research shows that use of DBM as a key part of
science education benefits learning can increase. Representations of
knowledge are crucial not only to convey understanding and knowledge, but
also in scientific thinking (Ainsworth, Prain, & Tytler, 2011). Educational
researchers have utilized this technology and combined it with drawing,
modelling and simulation to create novel educational software for students to
go about creating and understanding representations of knowledge. Our
research builds from the work of Bollen and colleagues (Bollen et al., 2012)
and explores how to take advantage of an existing DBM computer
application called SimPad and how we developed a prototype for tablet
computers. One of the key research aims of the project was to investigate
what new interaction design challenges can be identified for drawing-based
modelling on tablet devices to support science education?




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Background
   Science education provides opportunities to explore how modelling can be
used for learning. The creation, modification and evaluation of models in
science is key way to understand phenomena (WouterR Joolingen et al.,
2012). The process of modelling can be explained as the process of
construction, execution, and evaluation of external representations of
systems. By constructing an external model the model becomes freely
available to the world and also offers it up for scrutiny. Putting this into the
context of education, much in the same way as drawing externalizes emotion
and other human behaviour, an external model can also help explain a
students ideas and thoughts to fellow students, teachers, and also to
themselves (Leenaars, van Joolingen, & Bollen, 2012). However, creating
these models, especially on computers, is challenging because of the
interrelations between the model elements, their respective behaviours, and
the evaluation of those behaviours. During the creation of models learners do
not always apply previous knowledge and have a hard time translating
knowledge when creating computer models). To create effective
representations for modelling the properties of phenomenon, and the relations
between them, should be made explicit and visible for the learner (WouterR
Joolingen et al., 2012). One suggested way to support the activity of
modelling is that of drawing.


Methods
    In order to further explore the drawing as a possible activity to support
modelling, a prototype for tablet computer was designed and evaluated with
middle school learners. The process of designing this prototype is done using
a combined iterative process of DBR and interaction design (Spikol & Otero,
2012). The prototype usability was evaluated with eight learners at a middle-
school in southern Sweden. The evaluation was carried out in three ways.
The first being questionnaires that participants of the evaluation were asked
to fill out before testing the prototype (pre-test) and also one after the testing
(post-test) that included questions about their experience with the prototype
and their own perceived performance. Second, a usability test was performed
where the participants performed a main task that was divided into several
sub-tasks. This process was recorded with video. Lastly, the video was



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analysed using a Flow Chart and Significant Events as proposed by Ash
(2007).


Results
   The results show that the users enjoy working with the prototype and they
think that it can help them in their learning. The results also show guidelines
and affordances for interaction design of interfaces for drawing-based
modelling tablet applications. The reasoning behind identifying guidelines
and affordances is to provide researchers, designers, and others with the
means to minimize problems that may arise in the design of their own
drawing-based modelling tools for education.


Discussion
   In summary, the findings show both the potential of the prototype, but
also the limitations of it in terms of the interaction design. The findings show
that while offering users new ways to investigate phenomena, it also shows
that this type of interface has certain affordances that allow for a drawing-
based modelling experience on tablet devices. Interaction designers looking to
either build upon this research or create similar interfaces should be aware of
these affordances as they are fundamental to the tablet-based drawing-based
modelling experience. In addition to this a proposed set of interaction design
guidelines identified that can guide the design of these types of interface for
drawing-based modelling on tablet devices.


References
Ainsworth, S., Prain, V., & Tytler, R. (2011). Drawing to learn in science. Science, 333, 5.
Ash, D. (2007). Using video data to capture discontinuous science meaning making in
    nonschool settings. Video Research in the Learning Sciences, 207–226.
Bollen, L., Gijlers, H., & Joolingen, W. (2012). Computer-Supported Collaborative
    Drawing in Primary School Education – Technical Realization and Empirical
    Findings. In V. Herskovic, H. U. Hoppe, M. Jansen, & J. Ziegler (Eds.), Lecture Notes
    in Computer Science (Vol. 7493, pp. 1–16). Springer Berlin Heidelberg. doi:10.1007/978-
    3-642-33284-5_1
Chitika. (2013, March 7). February Tablet Update: Usage of Android Tablets Again Rises
    in North America | Chitika Online Advertising Network. Chitika.com. Retrieved
    January 17, 2014, from http://chitika.com/february-tablet-report
Joolingen, WouterR, Bollen, L., Leenaars, F., & Gijlers, H. (2012). Drawing-Based
    Modeling for Early Science Education. In S. Cerri, W. Clancey, G. Papadourakis, &
    K. Panourgia (Eds.), Lecture Notes in Computer Science (Vol. 7315, pp. 689–690).
    Springer Berlin Heidelberg. doi:10.1007/978-3-642-30950-2_123


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Leenaars, F. A. J., van Joolingen, W. R., & Bollen, L. (2012). Using self-made drawings
    to support modelling in science education. British Journal of Educational Technology,
    44(1), 82–94. doi:10.1111/j.1467-8535.2011.01272.x
Spikol, D., & Otero, N. (2012). Designing Better Mobile Collaborative Laboratories for
    Ecology Field Work for Upper Secondary Schools (pp. 77–81). Presented at the
    Wireless, Mobile and Ubiquitous Technology in Education (WMUTE), 2012 IEEE
    Seventh International Conference on. doi:10.1109/WMUTE.2012.20




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