初中化学教育数码产品的交互设计研究
发布时间:2018-06-08 19:25
本文选题:交互设计 + 教育产品 ; 参考:《广东工业大学》2014年硕士论文
【摘要】:移动终端、互联网和人机交互技术的出现为人们提供了新的生活、工作、学习和娱乐方式,这些新的技术也毫无疑问地影响着学生的世界。越来越多的学生通过计算机和网络,极大地丰富了学习知识的途径,这也对教育产品有了更高的要求。与此同时,教育产品的设计也有了进一步发展。一方面,交互设计研究日趋完善,相关理论愈发成熟,设计方法不断推陈出新。随着教育行业越来越受到社会的重视,越来越多的设计师投入到了教育产品交互设计的研究之中。另一方面,涌现出很多崭新的交互方式:多媒体交互技术、多通道交互技术、虚拟现实交互技术等等,都将用户与电脑之间的距离拉的更近,使人机交互愈发直观、便利。本文正是以信息时代为背景,以学生的学习方式和内容为研究对象,以现代信息技术和交互技术为载体,构建一个符合学生心理需求的,能够提高学生学习效率的学习产品系统。该系统希望能够在满足学生学习知识的基础上,通过引入教育理论和交互设计的相关方法原理,能够提高产品的可用性和易用性,并借鉴心理学和情感化交互设计的相关理论,提高产品的趣味性。 根据现有的交互设计和教学理论方法,本文的研究主要包括五个方面:第一、文献查阅和资料收集,了解相关领域的现状与产品缺口,总结教育产品设计理论原则;第二、用户背景研究和问卷调查,以了解用户的真实需求和相关教学内容的实际掌握情况;第三、通过研究教学内容和策略,结合用户需求分析,设计系统功能与能容结构,以确定系统的基本功能范围和基础信息架构;第四、通过引入游戏机制设计系统的任务流程,以确定强袭的教学步骤和练习方案;第五、根据学生的认知和审美特点,设计系统的界面和原型,以确定系统的最终方案和设计风格。 课题在研究过程中对初中学生的学习内容和教师的教学策略进行了分析,并研究学生学习过程中信息的发生和流动过程进,对其进行整理归类,构建符合学生学习进程的信息内层框架,以降低学生和产品在认知上的摩擦。同时对学生学习动机进行深入研究,掌握激发学生学习动机的方法,设计有乐趣的任务流程,通过产品为学生提供一个快乐的学习过程。
[Abstract]:The emergence of mobile terminals, the Internet and human-computer interaction technology has provided people with new ways of life, work, study and entertainment. These new technologies have no doubt affected the students' world. More and more students through the computer and network, greatly enriched the way to learn knowledge, which also has higher requirements for educational products. At the same time, the design of educational products has also been further developed. On the one hand, the research of interactive design is becoming more and more perfect, the related theory is becoming more mature, and the design methods are constantly emerging from the old. With the increasing attention of the education industry, more and more designers are engaged in the research of interactive design of educational products. On the other hand, many new interactive methods have emerged: multimedia interaction technology, multi-channel interaction technology, virtual reality interaction technology and so on, all of which bring the distance between users and computers closer, making human-computer interaction more intuitive and convenient. This paper takes the information age as the background, regards the students' learning style and content as the research object, takes the modern information technology and the interactive technology as the carrier, and constructs a new one which meets the students' psychological needs. A learning product system that can improve students' learning efficiency. The system hopes to improve the usability and ease of use of products by introducing educational theory and interactive design methods on the basis of satisfying students' learning knowledge, and using the relevant theories of psychology and emotional interactive design for reference. According to the existing interactive design and teaching theory, the research of this paper mainly includes five aspects: first, literature review and data collection, to understand the current situation and product gaps in related fields, Summarize the theoretical principles of educational product design; second, user background research and questionnaire to understand the real needs of users and the actual grasp of relevant teaching content; third, through the study of teaching content and strategies, combined with user needs analysis, Design system function and capacity structure to determine the basic functional scope of the system and basic information framework; fourth, through the introduction of game mechanism to design the system task flow, in order to determine the strong attack of the teaching steps and practice programs. According to the students' cognitive and aesthetic characteristics, the interface and prototype of the system are designed to determine the final scheme and design style of the system. In the course of the research, the study content of the junior middle school students and the teaching strategies of the teachers are analyzed. In order to reduce the cognitive friction between students and products, this paper studies the occurrence and flow of information in the process of students' learning, classifies it, and constructs an information inner framework that accords with the learning process of students in order to reduce the cognitive friction between students and products. At the same time, the students' learning motivation is deeply studied, the method of motivating students' learning motivation is grasped, the fun task flow is designed, and a happy learning process is provided through the product.
【学位授予单位】:广东工业大学
【学位级别】:硕士
【学位授予年份】:2014
【分类号】:TB472
【引证文献】
相关硕士学位论文 前1条
1 侯英海;智能家电产品设计中的农村老年人用户研究[D];大连理工大学;2016年
,本文编号:1996922
本文链接:https://www.wllwen.com/guanlilunwen/gongchengguanli/1996922.html