1. Introduction
According to predictions made by Tech Navio, USA, the global e-learning market will
grow 7.9% over the period 2012-2016 [1]. In the future, the amount of on-line learners will
increase because of advances in technology, such as smart mobile devices and a learning
network. The characteristics of media learning empower individual learners to pursue selfdirected
learning, and allow learners to become responsible for various decisions associated
with their learning endeavor and satisfaction [2]. Moreover, media players allow students to
interact with their courses. For example, students can manipulate a keyboard or a mouse to
pause and rewind the content played in the media player. Recently, the field of education has
promised that the adoption of new interaction paradigms, such as a natural user interface
(NUI), will be presented. This field is promising a direction towards more natural and
effective learning experiences [3]. The NUI environment allows learners to manipulate media
interface via natural gestures in accordance with intrinsic pattern of behavior [4]. A previous
study shows that the most common action of learners is clicking pause and rewind buttons.
Bassili & Joordens (2008) indicated that 47% of students expressed that the purpose of
clicking a pause button is to note taking, and 63% of students expressed that the purpose of
clicking a rewind button is to review material that is not clear [5]. In other word, controlling
media players when watching to a lecture is an important feature in media learning. Di Vesta
and Gray (1972) indicated that note taking is beneficial because it serves as an external
storage mechanism. Notes were considered to be a record of the information that students encode [6]. Further, learners also believe that the very act of note taking helps them pay
attention to the learning materials [7].
Chou and Liu (2005) reported that learner control is related to learning effectiveness and
learning satisfaction [8]. Because media controls are used by learners to adjust media
playback speed in order to take notes easily, such controls are important for enhancing
learning effects. In fact, controlling a computer through natural interaction is more convenient
for human beings [9]. Diverse studies have reported that learning through NUI enhances a
learner's sense of presence and the flow of learning more than regular learning interfaces [4].
To the best of our knowledge, there are a few previous experimental studies that suggest
new methods for pause and rewind functions based on NUI. And there is no empirical
research to distinguish situations from nodding time whether they do note taking or not. In
our previous research, we analyzed relationships between nodding time and note taking and
simply experimented on learner who clicked pause and rewind buttons [10]. In this research,
we reinforce research process and add sample as well.
In this research, we designed a system for the automatic speed control of multimedia
materials through the learner's heard angle without direct manipulation of the mouse or
keyboard in order to click pause and rewind buttons and analyzes the effectiveness of this
system for learners.
The purpose of this study is to research the effects on learners of controlling multimedia
materials automatically, such as through NUI. Research questions are following.
Research Question1: Does the leaners' head angle distinguish situations of note taking
from those of watching to a lecture?
Research Question2: Does the automatic speed control of multimedia materials by the
learners' head angle have an effect on learners’ satisfaction?
1. Introduction
According to predictions made by Tech Navio, USA, the global e-learning market will
grow 7.9% over the period 2012-2016 [1]. In the future, the amount of on-line learners will
increase because of advances in technology, such as smart mobile devices and a learning
network. The characteristics of media learning empower individual learners to pursue selfdirected
learning,และให้ผู้เรียนเป็นผู้รับผิดชอบสำหรับการตัดสินใจต่าง ๆ ที่เกี่ยวข้องกับความพยายามและความพึงพอใจในการเรียนรู้
[ 2 ] นอกจากนี้ ผู้เล่นสื่อให้นักเรียน
โต้ตอบกับหลักสูตรของพวกเขา ตัวอย่างเช่นนักเรียนสามารถจัดการกับแป้นพิมพ์หรือเมาส์
หยุดและย้อนกลับเนื้อหาเล่นในเครื่องเล่นสื่อ เมื่อเร็วๆ นี้ ด้านการศึกษาได้
สัญญาการยอมรับกระบวนทัศน์ปฏิสัมพันธ์ใหม่ เช่น อินเตอร์เฟซผู้ใช้ที่เป็นธรรมชาติ
( นุ้ย ) จะนำเสนอ ด้านนี้เป็นแนวโน้มทิศทางไปสู่ธรรมชาติมากขึ้นและ
ประสบการณ์การเรียนรู้ที่มีประสิทธิภาพ [ 3 ] ช่วยให้ผู้เรียนจัดการกับสภาพแวดล้อมที่นุ้ยติดต่อผ่านสื่อ
ท่าทางธรรมชาติตามแบบแผนที่แท้จริงของพฤติกรรม [ 4 ] ก่อนหน้านี้
study shows that the most common action of learners is clicking pause and rewind buttons.
Bassili & Joordens (2008) indicated that 47% of students expressed that the purpose of
clicking a pause button is to note taking, and 63% of students expressed that the purpose of
clicking a rewind button is to review material that is not clear [5]. In other word, controlling
สื่อผู้เล่นเมื่อมองที่จะบรรยายเป็นคุณลักษณะที่สำคัญในสื่อการเรียนรู้ di เวสต้า
และสีเทา ( 1972 ) พบว่า การจดบันทึกจะเป็นประโยชน์เพราะมันทำหน้าที่เป็นภายนอก
กระเป๋ากลไก บันทึกเป็นบันทึกข้อมูลนักเรียนที่เข้ารหัส [ 6 ] นอกจากนี้ผู้เรียนยังเชื่อว่าการกระทำของการจดบันทึกช่วยให้พวกเขาจ่าย
attention to the learning materials [7].
Chou and Liu (2005) reported that learner control is related to learning effectiveness and
learning satisfaction [8]. Because media controls are used by learners to adjust media
playback speed in order to take notes easily, such controls are important for enhancing
learning effects. In fact,
การแปล กรุณารอสักครู่..
