One digital library, two undergraduate classes, and four learning modules: uses of a digital library in classrooms.

The KMODDL (kinematic models for design digital library) is a digital library based on a historical collection of kinematic models made of steel and bronze. The digital library contains four types of learning modules including textual materials, QuickTime virtual reality movies, Java simulations, an...

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Publicado en:Journal of the American Society for Information Science & Technology Vol. 57; no. 10; pp. 1315 - 1326
Autores principales: Pan B, Gay G, Saylor J, Hembrooke H
Formato: pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell Aug2006
Acceso en línea:Ver este registro en EBSCOhost
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        2009244249
        10.1002/asi.20449
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        atl: One digital library, two undergraduate classes, and four learning modules: uses of a digital library in classrooms.
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          Pan B
          Gay G
          Saylor J
          Hembrooke H
        affil: 315 Beatty Center, College of Charleston, SC 29424; bp58@cornell.edu
      sug:
        subj:
          Computer-Assisted Instruction
          Libraries, Electronic
          User-Computer Interface
          Data Collection
          Funding Source
          Interviews
          Java
          Learning Methods
          Mathematics
          Pretest-Posttest Design
          Robotics
          Summated Rating Scaling
          T-Tests
          Human
      ab: The KMODDL (kinematic models for design digital library) is a digital library based on a historical collection of kinematic models made of steel and bronze. The digital library contains four types of learning modules including textual materials, QuickTime virtual reality movies, Java simulations, and stereolithographic files of the physical models. The authors report an evaluation study on the uses of the KMODDL in two undergraduate classes. This research reveals that the users in different classes encountered different usability problems, and reported quantitatively different subjective experiences. Further, the results indicate that depending on the subject area, the two user groups preferred different types of learning modules, resulting in different uses of the available materials and different learning outcomes. These findings are discussed in terms of their implications for future digital library design.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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