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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Creating Interactive Environments for Education</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>ITESM</institution>
          ,
          <addr-line>Eugenio Garza Sada 2501, Monterrey, N.L.</addr-line>
          ,
          <country country="MX">Mexico</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The University of Reading</institution>
          ,
          <addr-line>PO Box 68, Reading RG6 6BX, Berkshire</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Universidad Carlos III Madrid</institution>
          ,
          <addr-line>Av. De la Universidad 30, Leganes</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper, based on recent scientific findings in the fields of neurology, evolutionary psychology and cognitive psychology we propose a software architecture and technology supported learning activities model.</p>
      </abstract>
      <kwd-group>
        <kwd>Educational technology</kwd>
        <kwd>human-computer interaction</kwd>
        <kwd>interactivity</kwd>
        <kwd>integrated learning environments</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Now days our classrooms are beginning to fill with all kinds of technology applied to
learning. Those resources support learning activities that help students acquire
different skills, abilities, attitudes, and knowledge. Some resources focus on
perception, some focus on reflection, some focus on reasoning, some focus on
planning, some focus on communication and some others focus on action.</p>
      <p>
        The E-LANE project has produced a table of suggested resources that can be
applied to different skills [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Problem solving, the third skill level en E-LANE’s
Educational Model, is about action, thus a learning environment that aims to teach
such a skill would need to be able to map computer actions to real world actions. We
call such mapped human-computer dialog Interaction.
      </p>
      <p>
        Interactive educational software can be enhanced through the clever use of images
and interactions that enable students develop skills through several levels and several
learning styles, specifically problem solving skills [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. We call such software
environments Interactive Learning Environments (ILE). In order to be effective
learning tools, an ILE must produce the necessary scaffolding to help students
complete the learning cycle using different learning channels [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Thus in this paper
we aim to describe the general characteristics of effective ILEs that can help students
learn conceptual, contextual, procedural and problem solving skills.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. New Science of the Brain</title>
      <sec id="sec-2-1">
        <title>2.1 Natural Learning</title>
        <p>
          Neuroscience has made many advances in recent years that can be applied to improve
teaching and learning. One of the most promising applications of neuroscience to
learning is James Zulls “Natural Learning” [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Natural Leaning links functional parts
of the brain to David Kolb’s [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] learning cycle (See Fig. 1). Fig. 1 explains the
relationships between the cerebral cortex and the learning cycle.
        </p>
        <p>As the Fig. 1 shows, Kolbs’s Natural Learning Cycle (NLC) is in complete
agreement with the structure and function of the brain. When we learn, we usually
first perceive the information. This information is integrated to previous knowledge
acquired by past experience. We later use the newly acquired knowledge to solve
problems, create plans for action, to act upon such plans in such a way that a test of
our skills is created. The result is perceived by our senses and the cycle begins again.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 The Potential of All</title>
        <p>
          The human brain is an organ for survival. Humans sense, integrate, abstract and act as
a mechanism for survival [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Human beings developed highly sophisticated
brains that feel two urges: Understanding and control [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. As indicated by NLC, the
purpose of the brain is to establish a mental abstraction of the world that will enable
our body to act. An ILE helps students to understand the world and control learning.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. The Need for Interactive Learning Environments</title>
      <sec id="sec-3-1">
        <title>3.1 Characteristics of ILE</title>
        <p>The advantages that ILEs have over traditional media and other educational digital
media are better visualization, better navigation, increased interaction, and
reduced cognitive overload.</p>
        <p>
          Better Visualization. An ILE can improve visualization as compared to other
media by using animation, 2D/3D navigation and exploration and/or slideshows to
show information form different angles and different times. It can use visualization
techniques to create useful schemas [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] to map the real world into the brain as
well as use metaphors to map real-world actions into the virtual environment. The
visualization techniques used can be as low tech as simple text or simple line artwork,
2D graphics [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], 3D graphics [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ], [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] and stereoscopic 3D [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
        <p>Better Navigation. An ILE can remember all the pages that a student has
reviewed; it can show two pages at the same time in different windows; it can provide
hundreds of bookmarks; it can link different interrelated parts, it can provide arbitrary
searches and it can make decisions based on student performance or preferences.</p>
      </sec>
      <sec id="sec-3-2">
        <title>Better Interaction. We define interaction as a meaningful gesture which is</title>
        <p>equivalent, through a metaphor, to a physical action in the real world. Interaction is
what an ILE would naturally do best. Sigital materials create virtual environments
(2D or 3D) that mimic the real world and provide high transferability. Using our
guidelines, many types of visualization-interaction sets can be used to create an ILE.</p>
        <p>Lower Cognitive Load. Usually, students migrate from learning environments in
order to do all the tasks they need to achieve learning.. In each of those environments
they need to learn how to use them, how to behave, how to relate them and are subject
to all kinds of distractions. Of all the things that a learner must learn in order to learn,
very little might be intrinsic to the particular learning goal. An ILE should also be
integrated, which means that the learner is supported through the entire learning
cycle.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.2 Working Memory and Cognitive Load</title>
        <p>
          When we learn, human beings exercise two types of memory working memory
and long-term memory. Working memory is short term and very limited. It holds
perceived information and processes it before it is transferred to long-term memory
[
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. It was designed by evolution to be very volatile so human beings could focus
alternatively in different signals coming through our senses [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Long-term memory
holds information by constructing neuronal networks [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] which are perceived as
cognitive schemata by psychologists [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. The cognitive load is the amount of work
required of the working memory in order to learn [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Consequently, if instruction is
delivered in such a way that working memory cannot adequately process it, it is said
that it produces cognitive overload (CO) [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. As people learn, perception is related to
stored knowledge and already existent neuronal networks become stronger [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ],
promoting automated responses that free capacity in working memory [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ].
        </p>
        <p>
          There are three types of cognitive load [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]: Intrinsic cognitive load (ICL) is
related to the inherent complexity of the subject and it is only influenced by the level
of expertise of the learner. Extraneous cognitive load (ECL) is caused by factors that
are not essential to the content, such as presentation method, interactions with the
environment (real or digital) or activities that split attention between multiple sources
of information. Extraneous cognitive load should be minimized as much as possible.
Germane cognitive load (GCL) is related to the transition from novice to expert by
helping learners to acquire schemata and automation. GCL has also being related to
interest and motivation because both are needed to keep learners working on building
stronger neuronal networks once they have past the initial phase of perception.
        </p>
        <p>The NLC is consistent with CLT; ICL relates to frontal cortex and the ability to
hypothesize and plan, ECL relates to noise perceived through the sensory and
postsensory cortex that channels concrete experiences, whereas GCL relates to
temporal integrative cortex or reflective observation. The NLC ensures transfer of
learning to real life. It also establishes a path of learning activities that insure that
skills acquired by students through ILE will transfer to real-life.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.3 Multimedia Simulation as ILEs</title>
        <p>
          The typical example of an ILE is as a multimedia-simulation. This would consist of
short video/animation/audio/text presentations followed by a simulation of the real
environment. According to the NLC, the general algorithm would be as follows:
1. Segment each learning unit to its minimal expression (reduce CL). That is,
concentrate on what is important. Leave every thing else as optional [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ], [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
2. Establish an appropriate visualization technique based on human perception of
shape, texture and location [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ], [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ].
3. Produce short animations or video to show procedures [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
4. Show several examples. Make some of them worked examples (an example in
which the some of the solution is shown) [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ], [22].
5. Ask students to complete solutions to partially solved problems or fill data
organization forms of increasing difficulty (this is called scaffolding) [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
6. Direct students to free-goal simulations that will allow students use problem
solving strategies. Drill and practice varying types of problems [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Architecture for Interactive Learning Environments</title>
      <p>Drawing on CLT and NLC we propose that an ILE is actually a very simple artifact
constructed by three modules: View, Control and Model (See Fig. 2).</p>
      <p>Hypothesize
Model</p>
      <p>ICL</p>
      <p>Actions
Reactions</p>
      <p>Reflect
Control</p>
      <p>GCL</p>
      <p>Gestures
Visualization</p>
      <p>Sense/Act
View</p>
      <p>ECL</p>
      <sec id="sec-4-1">
        <title>4.1 View Module</title>
        <p>This module presents the user interface. It captures user input and renders model
visualization, that is, the actual delivery of lessons following certain visual formats. It
engages the premotor, motor, sensory and postsensory parts of the brain. The View
module uses visualization techniques for two purposes: to reduce ECL (user interface
intuitive and appealing) and to improve transfer to real life. This can be achieved by
using metaphors and similes that allow a learner to use already stored neuronal
networks to understand what he is seeing and what she is doing, that is schemata.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2 Model Module</title>
        <p>This an abstraction of the real world mapped into a computer model. This module
tracks the state of the program storing the most important information computed
during the learning process or captured form the student. Naturally, in a learning
environment it would be responsible of tracking student progress, state of current
chapter, provide context sensitive feedback and lesson flow possibilities. It must be
able to present content in different levels of complexity and as such, its main
responsibility is to manage ICL. Although the view module must visualize user
interface concepts and actions, it is usually the model module’s job to deal with
concepts, relations and skills visualization.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3 Control Module</title>
        <p>It maps gestures and information received from students and translates them to
actions upon model state.</p>
        <p>This module is responsible for managing GCL. Through a careful task analysis, the
control module is programmed to understand certain actions, such as user interface
gestures, which are mapped to actions in the real world and are used to work with the
virtual world or model created, thus it engages the back integrative cortex. Most of
the activity carried out by learners in order to explore, solve problems and request
information is managed by this module. As the ILE should try to ensure that the
learner has sufficiently automated key core knowledge or tasks in order to avoid
unnecessary frustration those, activities must be familiar to the learner. This
completely concurs with Vygostsky’s Zone of Proximal Development and Piaget’s
concept of scaffolding.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions</title>
      <p>Although the development of ILE does indeed seem to be a mayor undertaking, we
show that a minimalist approach, one that may not need the use of complex
visualization techniques and interaction systems may still produce extraordinary
results. The specific weights that most be allocated to each phase of the learning
cycle, the relation between these obviously mainly individual-learning environments
and collaborative learning strategies, and the importance of the different kinds of
cognitive load must further be studied and addressed.</p>
    </sec>
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