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Newsroom
What is Interactivity
1.
On new ICTs, it has three forms: user-to-system, user-to-user, and user-to-document
interactivity
.
Learn more in: Political Campaign Communication in the Information Age: Some Difficulties With Basic Concepts
2.
Functions and operations available to the learner that involve, engage, and motivate the learner to interact in a computer-based environment.
Learn more in: Asynchronous vs. Synchronous Interaction
3.
Inherent quality of a medium or learning environment that supports learning or in some way influences interaction between the learner and his or her peer, instructor, subject of study, or the medium itself.
Learn more in: Interaction in Distance Learning
4.
Interactivity
is an approach to learning in which teacher and learner interact to ensure understanding, enhance conceptual development and stimulate debate. Learning is stimulated through participation rather than through rote or passive learning which characterises didactic approaches.
Learn more in: Interactive Whiteboards in the Web 2.0 Classroom
5.
Action or impact by or on the learner involving other elements with which the interactions are at least in part driven by the educational or learning intentions of the learner. May be either: (1) Internal
Interactivity
– internal to what has traditionally been regarded as the educational event; or (2) External
Interactivity
– in the sense that it involves one or more elements that are outside the traditionally perceived boundaries of the event.
Learn more in: Hybridizing Online Learning with External Interactivity
6.
A two-way communication model providing users with power over the presented content.
Learn more in: Personalized Advertising Methods in Digital Interactive Television
7.
Students manipulating parameters within a piece of technology and receiving immediate feedback.
Learn more in: An Algebra Teacher's Instructional Decision-Making Process with GeoGebra: Thinking with a TPACK Mindset
8.
A term used to distinguish new from old media, which refers to the communication process between users and between users and computers, through the media.
Learn more in: Digital Media and New Forms of Journalism
9.
Degree several communication parties act on each other, the communication medium, and the messages and their synchronization.
Learn more in: Recent Advances in Online Consumer Behavior
10.
Interactivity
is the communication process that takes place between humans and computer software.
Learn more in: Online Purchase and Advertising in Latin America: A Consumer Comparison Among Mexico and Colombia
11.
reciprocal communication between two or more people, the goal of which is to foster active learning and strengthen social bonds.
Learn more in: The Key Elements of Online Learning Communities
12.
Occurs when a student works within a multimedia exercise in which the student and the program interchange information in order to complete the exercise.
Learn more in: Polymer Optical Fibers (POF) Applications for Indoor Cell Coverage Transmission Infrastructure
13.
Usually taken to mean the chance for interactive communication among subjects. Technically,
interactivity
implies the presence of a return channel in the communication system, going from the user to the source of information. The channel is a vehicle for the data bytes that represent the choices or reactions of the user (input).
Learn more in: Interactive Digital Television
14.
Involves being reciprocally active as in responsive decision-making where one initiates and is responded to, and where in the process, the interaction changes the course of an act
Learn more in: Virtual Museums: Platforms, Practices, Prospect
15.
Interactivity
is the degree to which mobile phone service users have control over items such as video phone, media, objects, and other similar items.
Learn more in: Understanding Consumer Recommendation Behavior
16.
The degree of choice and control when new media users utilize information resources and the system.
Learn more in: New Media and Cultural Identity in the Global Society
17.
The dynamic interaction between two or more components (not necessarily people/characters). This enables the reader to actively affect the story outcome through their choices rather than be a passive recipient of the story. In this way they are more intellectually engaged as they need to make decisions.
Learn more in: How Do You Know If It Is Any Good?: The Development and Application of an Evaluative Framework to Assess Contemporary Children's Books
18.
Versatile and interactive communication and relationship in which both parties can negotiate directly.
Learn more in: An Exploratory Study on the Role of Websites in Gastronomy Museum Dialogic Communication
19.
The extent to which feedback and user-control over content is possible.
Learn more in: Divergent News Media in Computer Mediated News Communication
20.
Dynamic communication process that allows modification of a message on the basis of the choices made by the users. The message is related to previous messages and to the relationship between them. In a self-instructing course,
interactivity
depends on the interaction frequency, on the number of available options in each interaction and on the meaning of the interactions with respect to the course goals.
Learn more in: From Distance Education to E-Learning as Integrated Training
21.
With discussion forums,
interactivity
is a communication process that leads to jointly produced meaning.
Learn more in: Using an AI-Supported Online Discussion Forum to Deepen Learning
22.
The degree to which a user of a VR system is able to control the content and appearance of a simulated environment.
Learn more in: Virtual Tourism and Its Potential for Tourism Development in Sub-Saharan Africa
23.
A communication process that allows the user to participate/intervene.
Learn more in: Transmedia Storytelling as a Corporate Communication Strategy and Its Effect on Corporate Culture
24.
Interactivity
refers to a reciprocal exchange between two or more parties involved.
Learn more in: Technology Use in an Online MBA Program
25.
Responding to and modified in accordance with inputs generated through a user’s actions or commands.
Learn more in: Attachment to Mobile Phones across Social Contexts
26.
In the context of using computers or other digital devices,
interactivity
requires input from the user that triggers an output response from computer system. For example, the user submits an answer to a multiple choice quiz by clicking the selected answer (input), the system responds (output) with an image of either a tick for a correct answer or ‘x’ for incorrect answer.
Interactivity
may relate to either controlling movement through the content (pace or pathway), or to interaction with the content itself (e.g., manipulate a component in a simulation to see the result).
Learn more in: Academics' Perceptions of Using Technology with Face-to-Face Teaching
27.
The ability of a user to engage with a software application to attain various outcomes (like access to information, the running through of a simulation, and others).
Learn more in: Designing Animated (and Interactive) Infographics for Remote Learning
28.
A reciprocal exchange between the technology and the learner, a process which is referred to as “feedback.”
Learn more in: Dimensions of Student Satisfaction on Online Programs
29.
The conception of
interactivity
can be found in various subjects and disciplines. This study is more oriented towards the communication discipline. First advanced by Rafaeli (1988) ,
interactivity
is defined as to be found in the exchanges between parties. It is the condition of communication in which simultaneous and continuous exchanges occur, and these exchanges carry a social, binding force ( Rafaeli & Sudweeks, 1997 ).
Interactivity
is “the extent to which communication reflects back on itself, feeds on and responds to the past” ( Newhagen & Rafaeli, 1996 ).
Learn more in: Social Media's Potential to Facilitate Dialogic Learning
30.
Actions taken by learners for knowledge acquisition, skill development, collaboration, and communication in constructive learning environments.
Learn more in: Principles of Instructional Design for E-Learning and Online Learning Practices: Implications for Medical Education
31.
It is human-to-human interaction that places the emphasis on two-way communication, mutual discourse, feedback, and so forth, and message-to-human interaction, which is related to aspects of content such as user choice, user (information) control, structure, and so on.
Learn more in: Telescopic Ads on Interactive Digital Television
32.
The extent to which feedback and user-control over content is possible.
Learn more in: Divergent News Media in Computer Mediated News Communication
33.
Refers to the way the user engages in the integration of different media (text, audio, video, graphics, and animation) to enhance the learning process.
Learn more in: Interactive Multimedia
34.
The ability of the communication system “to answer” the consumer, almost as if a real conversation were taking place (Rogers, 1986).
Learn more in: Interface-Based Differences in Online Decision Making
35.
The extent to which online network citizen perceives two-way communication exist as a process of message exchange through social media innovation.
Learn more in: The Wisdom of Social Media Innovation over the Needs of Online Network Citizens
36.
An important dimension of information-communication technologies (or ICTs). This term refers to the process ICT users are provided with the technical capabilities to modify communication contents and to have real-time interactions with participants in a communication process.
Learn more in: A Text Mining Analysis of Faculty Reflective Narratives on Their Participation in the TeachTech Program at The University of Texas at El Paso: Implications for Integrating IT Technologies Into College Pedagogy
37.
The degree to which a virtual agent acts like the real-world character in reacting to the user actions or inputs.
Learn more in: Designing Virtual Agents for Simulation-Based Learning in Virtual Reality
38.
Action that can be classified into analog-mechanical or electronic-digital. In the first case, the action takes place between the subject and the camera, while in the second, beyond this instance,
interactivity
expands to cover the information, or content. It makes sense, in the latter case, draw attention to the appearance of interfaces, understanding them as interactive contact zones and exchange of information between man and machine.
Learn more in: Digital Literacies in Teaching and Learning of Teachers
39.
The interactive digital television allows bidirectional communication, allowing the user to interact with the displayed information, and changing the experience and role of the audience watching free-to-air digital television. The return channel is obtained by connecting the free-to-air digital TV converter to fixed networks, mobile phone, or any other type of telecommunications service network.
Learn more in: Brazil 4D: An Experience of Interactive Content Production for Free-to-Air Digital Television
40.
A term originally used in information science, computer science, human-computer interaction, communication, and digital humanity research. The concept of
interactivity
refers to the capability of the information-communication technologies to enable two-way interaction among participants in a communication process to generate the best effects.
Learn more in: What Can College Teachers Learn From Students' Experiential Narratives in Hybrid Courses?: A Text Mining Method of Longitudinal Data
41.
The dialogue and interchanges between people.
Learn more in: Real-Time in Cyberspace: Effective, Live Synchronous E-Learning
42.
The ability of a system to timely respond to real-time events requiring rapid response times and synchronous communication.
Learn more in: Taxonomy of Grid Systems
43.
The level of relationship established between user/s and other user/s (social relationships), and/or between a user and a machine (computer, video game, traditional media like radio, television, press...), with the claim that the protagonist is active and feels part of the communication process, and is able to decide on the future of a number of future events, although this implementation capacity is limited by the options provided by the machine.
Learn more in: Podcasting as a Tool to Make Online Academic Dissemination More Visible
44.
The ability for both the supervisor and student to communicate and develop a social presence at the same time.
Learn more in: Improving the Effectiveness of Research Supervision in STEM Education: Cloud-Based Multimedia Solutions
45.
Reciprocal events that involve two or more objects and actions via mutual influences.
Learn more in: Interactivity in Distance Education and Computer-Aided Learning, With Medical Education Examples
46.
One of the main features of modern digital ICTs; refers to the interchange of responses and actions between humans and machines or amongst human beings.
Learn more in: Constructing Knowledge through Online Bulletin Board Discussions
47.
The attribute that measures to what extent the student can actively enter into the use of the information resource while consulting and/or entering information.
Learn more in: Campus as a Framework for a Networked University
48.
A feature of communication and information exchange that includes contingency of future messages based on past and present messages, functionally dynamic process of communication, and/or ability of information consumers to control the flow of information by engaging with it.
Learn more in: Old Media, New Media, and Public Engagement with Science and Technology
49.
Interactivity
, in video game terms, is the process by which players experience the results of their actions, in which the game changes the player’s behavior and the player’s actions and choices change the game’s behavior or options.
Learn more in: The Positive Impact Model in Commercial Games
50.
For the most part,
interactivity
is understood as an ability to facilitate interactions similar to interpersonal communications. Considered from within a feminist framework,
interactivity
is situated within a social, cultural, political and economic context. From design perspective it is an activity that sets online communication apart from other media such as print, film or animation.
Learn more in: Commerce and Gender: Generating Interactive Spaces for Female Online User
51.
Process that emerges from the participation of all learners that interact among themselves by an active dialogue, a constant exchange of information, points of view, queries, and ideas that occur in a learning environment.
Learn more in: LOLA: A Collaborative Learning Approach Using Concept Maps
52.
The relationship between the learner and the educational environment.
Learn more in: The Trends and Problems of Virtual Schools
53.
The term refers to users’ actions and modifications regarding the mediated environment and receiving a feedback.
Learn more in: 360° Video as an Opportunity for the Inclusion of Product Placement
54.
Involves promoting constructive activity, providing a user with sufficient control, and certain degree of interaction.
Learn more in: Understanding Factors that Influence the Effectiveness of Learning Objects in Secondary School Classrooms
55.
The relationship between the learner and the educational environment.
Learn more in: The Problems and Possibilities of Virtual Schools
56.
degree several communication parties act on each other, the communication medium, and the messages and their synchronization.
Learn more in: Internet Consumer Behavior: Flow and Emotions
57.
Process that emerges from the participation of all learners that interact among themselves by an active dialogue, a constant exchange of information, points of view, queries, and ideas that occur in a learning environment.
Learn more in: The Utilization of Concept Maps as Knowledge Systematization and Text-Authoring Tools in Collaboration-Based Educational Processes: The LOLA Experiment
58.
The degree to which a reader or listener can respond interpersonally with the writer or speaker.
Learn more in: Instant Messaging (IM) Literacy in the Workplace
59.
A process- related variable concerning responsiveness that can take place between two or more players (various combinations of human or non-human) exchanging information, under direct or indirect conditions.
Learn more in: Virtual Knowledge-Building Communities
60.
With regard to the communication between a human and an artifact,
interactivity
refers to the capacity of the artifact to react at a human behavior.
Learn more in: Multimedia Experiences for Cultural Heritage
61.
Interactivity
is an empirical phenomenon that occurs when the user acts on the website. It refers to the ease for the internet user and the company operating online to communicate directly with each other. It is the relation that is created between the user and the merchant environment. The proximity between the two partners enhances the shopping experience by creating a human interpersonal relationship.
Learn more in: Effectiveness of Social Interactivity in Merchant Websites on Emotional and Behavioral Responses: Study of the Anthropomorphic Virtual Agent and the Commercial Discussion Forum
62.
the basis for the educational relationship on the virtual campus. Interaction involves not just teaching by action, but is established among students, and between these and the university as a whole.
Learn more in: The Open University of Catalonia as a Virtual University
63.
Capacity of interact with something, sending actions and receiving feedback.
Learn more in: Serious Games and Virtual Reality for Education, Training and Health
64.
Possibility that the user has to act on the elements of the digital interface.
Learn more in: E-Learning: Psycho-Pedagogical Utility, Usability and Accessibility Criteria from a Learner Centred Perspective
65.
The capacity to effect reeal-time changes in an environment, which modify subsequent sensory inputs from the environment.
Learn more in: Creating Cultural Analogues in Virtual Communities through Branding
66.
Interacitity can be regarded as a key term for the discussion of the new media. In a technical sense,
interactivity
designates the ability of a system to respond to an input through a certain output (which depends on the inner structure of the responding system). This ability can be implemented in forms of varying complexity. The reception of a mediated message can be regarded as a very simple form of interaction. E-learning software usually displays more complex HCI designs, such as interactive forms of testing, branched courses or systems that are able to adapt to the learner’s abilities. Computer games implement a slightly different form of interaction, while providing a more or less open interaction environment offering a broad range of interaction facilities not limited by didactic strategies. Advanced games can be regarded as highly explorative interactive environments.
Learn more in: (Self-) Educational Effects of Computer Gaming Cultures
67.
A term that is often associated with an important part of the gameplay. This term refers to the process that users of gamified system can modify, based on the context and characters involved, the state and happening in a digital game by some action through an interface.
Learn more in: The Effectiveness of Gamification on Student Engagement, Learning Outcomes, and Learning Experiences
68.
The communication between teacher and students and among students themselves and, in online courses, can be in discussion conferences, voice over Internet (VOIP), telephone, streamed (real-time transmission) video, or using other technologies.
Learn more in: Lessons Learned from Semiotics: Social and Cultural Landmarks for Transformative Elearning
69.
This work includes
interactivity
as a result of interaction contexts between humans and humans, humans and documents and humans and computer systems, in a participatory technology perspective. The expression translates control shifts among senders and receivers.
Learn more in: A Netnographic Approach on Digital Emerging Literacies in the Digital Inclusion Program AcessaSP - Brazil
70.
Feature that allows the website or web-based system to communicate, interact with the user and vice versa. It is crucial in the development of an interactive process like learning and even more in the autonomous or self-learning, where the website or web-based system serves as the “teaching part”. This subcharacteristic of web quality is an essential aspect on the evaluation of both functionality and usability.
Learn more in: A Proposal of Evaluation Criteria for the Quality of ESL/EFL Websites for Autonomous Learning
71.
The ability for the learner to respond in some way to the learning materials and obtain feedback on the response; there are two kinds of
interactivity
: (1) learning materials
interactivity
, involving the learners’ interaction with the medium, the level and immediacy of feedback the medium itself provides, and the extent to which the medium will accommodate learners’ own input and direction; (2) social
interactivity
, the extent to which learners interact with teachers and with each other via a given medium.
Learn more in: Strengthening the Internal Quality Assurance Mechanisms in Open and Distance Learning Systems
72.
One of the main features of modern digital ICTs, which refers to the interchange of responses and actions between humans and machines or amongst human beings.
Learn more in: Interaction in Web-Based Learning
73.
To be able to mobilize the target audience in advertising communication.
Learn more in: New Media and Advertising: The Role of Influencers in the Process of Interactivity in Advertising
74.
Potential to obtain immediate feedback from other communicants.
Learn more in: Virtual Teams Adapt to Simple E-Collaboration Technologies
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