A Pilot Study in the Use of E-Books for
LearningNorshuhadaShiratuddinUniversiti Utara Malaysia, Malaysia MonicaLandoniUniversity of Strathclyde, UK 2000University of GlasgowGlasgowALLC/ACH 2000editorJeanAndersonAmalChatterjeeChristianJ.KayMargaretScottencoderSaraA.SchmidtThere are quite a number of educational electronic learning devices for
children aged between 3 to 12 years old. These portable laptop look-alike
devices are designed to make drill and practice exercises painless and more
fun with elements of text, audio and animation. This paper describes a study
on how children use and feel about learning with such a device. Preliminary
findings suggest that the readability of the machine is poor and kids prefer
a richer display of information, and for this reason producers of learning
devices should look very carefully at representation issues.1. IntroductionPaper books have been used as extremely useful aids for the support of many
activities including teaching and learning for many years. However, another
type of book, known as the electronic book, has emerged, with many companies
engaging in manufacturing electronic reading devices used for displaying,
reading and storing electronic information. Nuvomedia Inc.[14], SoftBook
Press Inc. [16] and EveryBook Inc. [12] are examples of manufacturers of
hand-held reading devices who are currently targeting only professionals
that require access to lots of reference materials [6]. In contrast, Oregon
Scientific [15], VTECH [17],and IQ Builders [13], are producing fun,
friendly computer-based learning machines for children aged between 3 to 12
years old.Paper books have been used as extremely useful aids for the support of many
activities including teaching and learning for many years. However, another
type of book, known as the electronic book, has emerged, with many companies
engaging in manufacturing electronic reading devices used for displaying,
reading and storing electronic information. Nuvomedia Inc.[14], SoftBook
Press Inc. [16] and EveryBook Inc. [12] are examples of manufacturers of
hand-held reading devices who are currently targeting only professionals
that require access to lots of reference materials [6]. In contrast, Oregon
Scientific [15], VTECH [17],and IQ Builders [13], are producing fun,
friendly computer-based learning machines for children aged between 3 to 12
years old.1.1 Definition of an electronic bookAn electronic book (e-book) is essentially a computer-based information
storage/dissemination artefact that embeds a book metaphor [4]. More
precisely, an electronic book is usually considered to be composed of a
collection of reactive (screen based) pages of electronic information
that are (usually) organised in a thematic way and that exhibit many of
the characteristic features and properties of a conventional book [3]. There have been various attempts to categorise e-books according to their
main features [2,3,7]. We thought that there was a need for a more
flexible philosophy in order to accommodate the wide range of new
objects produced nowadays, as they are all labelled e-books. We propose
that e-books be classified according to what aspect of the book they
emphasise (purpose, content, functionalities, appearance) and by taking
into account the kind of audience they target. According to this
bi-dimensional categorisation the pilot study described in this paper
considers e-books whose purpose is mainly educational and whose audience
is made up of children in primary school.2. The Learning MachineThe machine considered in this pilot study is called 'Zip, the Robot Learning
PC'. It is designed for 4-7 year olds and has 50 activities covering
vocabulary, spelling, grammar, maths, music and games. It can be expanded
with add-in smart cards. Like a real laptop, it has a QWERTY keyboard and a
mouse to also introduce essential computer user skills. The machine is
powered either by 4AA size batteries or a 9V AC adapter. Game activities and questions come in groups of 10. Users are given 3
attempts to answer each question. Points are awarded according to the number
of attempts taken to answer each question correctly. Each attempt to answer
a question is timed 1 minute for levels 1-5 and 30 seconds for level 6. If
users are unable to answer in time, it is counted as an incorrect attempt.
The user is praised for each correct answer and prompted for action if the
given time is exceeded.The score is displayed at the end of each activity and users scoring 85
points or higher after a group of 10 questions can proceed to the next
higher level of difficulty. Scores of 60 points or below go to the next
lower level.3. Observed qualitative studySix 5-8 year old children were given the opportunity to play with the
learning machine. All participants are considered as "moderate technology
users" for their age as all have had many experiences playing with CD
titles, video games and personal computers. Moderate technology experience
is essential as this study assumed the children are used to computer
interface metaphor and handling of input devices.While using the machine, the kids were observed for reactions and at the end
of the playing time, each kid was asked to answer some questions regarding
selected parameters.This initial study attempts to observe the children's preferences toward the
learning device, thus, a study of display preferences by Wearden [11] is
partially adopted. Navigability, physical format and overall preference were
selected and used as observation parameters. However, instead of observing
wait time, we measured the overall time each child takes to play with the
machine. A major challenge for flat panel display technology is to reproduce
the viewability or readability of ink on paper [5]. Realising the importance
of the readability concept, this parameter is also observed in this study. The observed parameters were further broken down into the following
questions:Navigability: (1) How easy is it to make
game choices? (2) Are the input devices easy to use and
handle?Physical format: (1) How heavy is the
machine? (2) Do you like the design of the casing, screen and
keyboard?Readability: (1) Are the texts clearly
displayed? (2) Are the texts and graphics smoothly outlined or are
they too jagged? (3) Do you like the black and grey display? (3) Is
the audio clearly understandable?Overall preference: (1) Do you prefer
learning with CD-ROM, paper or the electronic learning
machine?4. Results and ConclusionsAlthough this study was done on a small controlled scale, the opinions of
these young children should not entirely be ignored and there are still a
few points to be taken into account when designing future products.Some of this study's observed results are in agreement with other studies'
findings. Take for example: 1. Doane stated that an important parameter of the e-book is its
necessary weight limitation. It cannot be heavier than we normally
expect a book to be [5]. When asked about the weight, the children
agreed that the machine weight is ideal and they prefer collections
of books in electronic form compared to paper books.2. Jaggies' in LCD are found to be liked least [1] in a study by
Gujar et al. The six kids in this observation study also complained
about the too-jagged texts and graphics.3. The readability of this machine is observed to be low in the
eyes of the kids. Reasons are low resolution black and grey displays
(Nielsen design guidelines state that low resolution monitors have
poor readability [9] ), small display screens, dull grey display
panels, and too many jagged texts and graphics.These children prefer richer colourful multimedia
displays, as opposed to the findings by Wearden who did a survey of 276
university students and found that the least important potential features of
an e-book are animated graphics, audio and video [10]. It is possible to
conclude that the age factor has some effects on this parameter, but further
studies have to be performed to validate it.One other issue that needs to be discussed is the average time each of the
children took to play with the machine. Liu's study showed that multimedia
technology with its use of video, audio and graphics could engage children
for a longer period of time [8]. However, this is not the case in this case
study. All of the six children seemed to manage to get excited and
interested for not more than 20 minutes only - as opposed to an average time
of about 50 minutes they spent on educational games or CD titles. This
detected time suggests that there is not enough fun for the kids in the
contents, displays and activities. Thus more attention has to be paid by the
producers of such devices to the way they present information in order to
make their overall appearance more appealing to the right audience.ReferencesA.GujarB.HarrisonK.A.Fishkincomparative evaluation of display technologies for
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