Logic Models as a Framework for Iterative User Research in Educational Technology: Illustrative Cases

Educational technology development is a design problem. Product developers must optimize between what educational research suggests would be most effective, technological or other software development constraints, and the practical needs of end users and key stakeholders. Creating a logic model and using it to guide a user research program can help product developers tackle this problem. A logic model is a structured description of how a specific product achieves an intended learning outcome. Developing a logic model helps product developers make explicit their assumptions about users, product features, and use cases. Then a user research program can be constructed to test each of these assumptions and provide actionable feedback for further iterations of the product. In this chapter, we present three cases that highlight how the logic model approach can guide a program of research, and how that research has led to tangible product improvements.

[1]  Annette Hallin,et al.  mCity: User Focused Development of Mobile Services Within the City of Stockholm , 2009 .

[2]  Michelene T. H. Chi,et al.  Active-Constructive-Interactive: A Conceptual Framework for Differentiating Learning Activities , 2009, Top. Cogn. Sci..

[3]  Scott K. Baker,et al.  Instructional Gaming: Using Technology to Support Early Mathematical Proficiency. , 2013 .

[4]  Steve Clarke Evolutionary Concepts in End User Productivity and Performance: Applications for Organizational Progress (Advances in End User Computing) , 2008 .

[5]  Judi Harris,et al.  What Is Technological Pedagogical Content Knowledge , 2009 .

[6]  J. Sweller,et al.  Cognitive load theory in health professional education: design principles and strategies , 2010, Medical education.

[7]  Laura M. Desimone,et al.  What Makes Professional Development Effective? Results From a National Sample of Teachers , 2001 .

[8]  K. Squire,et al.  Design-Based Research: Putting a Stake in the Ground , 2004 .

[9]  Charles Buabeng-Andoh Factors influencing teachers' adoption and integration of information and communication technology into teaching: A review of the literature , 2012 .

[10]  Rod D. Roscoe,et al.  Writing pal: Feasibility of an intelligent writing strategy tutor in the high school classroom , 2013 .

[11]  Geoff Fletcher,et al.  The Accessibility of Learning Content for All Students, Including Students with Disabilities, Must Be Addressed in the Shift to Digital Instructional Materials. SETDA Policy Brief. , 2014 .

[12]  Blair MacIntyre,et al.  Using children's developmental psychology to guide augmented-reality design and usability , 2012, 2012 IEEE International Symposium on Mixed and Augmented Reality (ISMAR).

[13]  W. Penuel,et al.  Design-Based Implementation Research: An Emerging Model for Transforming the Relationship of Research and Practice , 2013 .

[14]  Geoffrey S. Hubona,et al.  The Value of TAM Antecedents in Global IS Development and Research , 2011, J. Organ. End User Comput..

[15]  Rubens Pauluzzo,et al.  Validating the EUCS Model to Measure the Level of Satisfaction of Internet Users in Local Banks in Italy , 2018, J. Organ. End User Comput..

[16]  Panos Markopoulos,et al.  A comparison of think-aloud, questionnaires and interviews for testing usability with children , 2002 .

[17]  J. Sweller,et al.  Cognitive Load Theory and Complex Learning: Recent Developments and Future Directions , 2005 .

[18]  Steve Clarke,et al.  Innovative Strategies and Approaches for End-User Computing Advancements , 2012 .

[19]  Blair MacIntyre,et al.  Comparing Children's Crosshair and Finger Interactions in Handheld Augmented Reality: Relationships Between Usability and Child Development , 2016, IDC.

[20]  Cherng G. Ding,et al.  Evaluating Group Difference in Gender During the Formation of Relationship Quality and Loyalty in ISP Service , 2006, J. Organ. End User Comput..

[21]  Allan Collins,et al.  Toward a Design Science of Education , 1992 .

[22]  Matthew J. Koehler,et al.  What is Technological Pedagogical Content Knowledge (TPACK)? , 2013 .

[23]  Douglas R. Powell,et al.  An Iterative Approach to the Development of a Professional Development Intervention for Head Start Teachers , 2011 .

[24]  Panos Markopoulos,et al.  A comparison of think-aloud and post-task interview for usability testing with children , 2004, IDC '04.

[25]  Mark W. Lipsey,et al.  Empirical Benchmarks for Interpreting Effect Sizes in Research , 2008 .

[26]  Abbie Brown,et al.  Design experiments: Theoretical and methodological challenges in creating complex interventions in c , 1992 .

[27]  L. Schauble,et al.  Design Experiments in Educational Research , 2003 .

[28]  Kirsten Risden,et al.  Guidelines for usability testing with children , 1997, INTR.