A CASE STUDY THAT SHOWS THE IMPORTANCE OF COLOR
IN WEB COLLABORATIVE EDUCATIONAL ENVIRONMENT
Ana L. Dias
1
, Marcos A. R. Silva
1
, Junia C. Anacleto
1
Luciana M. Silveira
2
and Rosângela A. D.Penteado
1
1
Department of Computing, Federal University of São Carlos (UFSCAR), Brazil
2
Department of Technology, Technological University of Paraná (UTFPR), Brazil
Keywords: Common Sense, Colors, Emotions, Motivational Design Patterns, Web Project, Case Study.
Abstract: Collaborative learning supported by computers increases due to the tendency schools have to get assumed to
digital inclusion in curriculum and to explore this potential as an alternative complementary to the
traditional teaching methodology. According to this new practice the individual skills are valued and
contribute to build up learning, which belongs to the group. However, it can be seen that learning through
computing environment is not always effective because it can generate lack of motivation, little involvement
and collaboration. It is always difficult to engage apprentices in learning activities in order to motivate them
both to persist in challenging tasks and to value education, generally. This paper presents a Case Study
applied to a School that shows the colors and their meanings as cultural as a stimulus to motivation and
learning, through the application of Motivational Patterns in a Web collaborative educational environment.
1 INTRODUCTION
It is observed the growth of computers use and web
software adoption by institutions like elementary
and high-schools. In those institutions, the e-learning
supported by web tends to increase because Schools
want to use such environment as one more
educational tool and, in developing countries; they
need to use Information and Communication
Technologies (ICT) to promote digital inclusion.
Also, it is more and more necessary for Schools to
leverage the collaboration among apprentices in
order to develop learning activities on the web. On
the other hand, it can be seen that web collaborative
e-learning is not always effective, because it may
also generate lack of motivation, little engagement
and collaboration, once apprentices are not used to
used ICT in the School context of collaboration.
In order to change such scenario, many aspects
have to be analyzed. In this paper the importance is
taken to the motivational aspects that can lead the
apprentice to be engaged into the collaborative task
through the Web, considering the apprentices’
cultural values which interfere in the performance of
each apprentice. Therefore, this paper explore the
potential of color and their cultural meanings
expressed in common sense knowledge as successful
solutions to recurring problems of lack of motivation
once society and culture can influence on interface
development. Empirical results for the practical use
of color are shown exemplifying how colors and
emotions communicate in practice.
2 THE LEARNING SUPPORTED
BY COMPUTERS
The effects of computers at School depends on
several factors, but the generality of the research
points to the possibility of developing new cognitive
skills, including: greater responsibility for the work
of apprentices, new bonds of mutual assistance, and
new relations between educator-apprentice may
reflect the motivation of apprentices for learning
(Freire, 1981). However, even with the support of
the computer at School, some educators are many
difficulties in the classroom. There is a relative
consensus among educators about what is the main
problem of apprentices in School: the majority point
to the lack of interest.
There are some behaviours to motivation of
226
L. Dias A., A. R. Silva M., C. Anacleto J., M. Silveira L. and A. D. Penteado R. (2010).
A CASE STUDY THAT SHOWS THE IMPORTANCE OF COLOR IN WEB COLLABORATIVE EDUCATIONAL ENVIRONMENT.
In Proceedings of the 2nd International Conference on Computer Supported Education, pages 226-231
Copyright
c
SciTePress
apprentices in stimulating learning. Specifically, this
study focuses on the three models of behavior
identified by Clear and Kassabova (2005) combined
with those identified by Seifert (2004) (this paper
considers as motivational problems): I- Apprentices
act only to attain extrinsic motivation and hope that
the content learned is meaningful to them instead of
them even engage in the activity seeking a way to
make learning meaningful. II- Keep the enthusiasm
and involvement of apprentices in educational Web
computing environment so that they feel pleasure
and satisfaction during the proposed activity by the
educator, committed with the learning. III-
Apprentices are dependent on the motivation of
another participant who works collaboratively with
him, feeling a lot of guilt, despair, humiliation and
disappointment.
According to Stipek (1996), it is important to
consider several factors for the success of learning is
achieved. Among these factors are: the use of
technology in Schools, educators with knowledge of
the technologies involved, and the motivation of
apprentices to use new methods of teaching. Besides
these factors, it is essential to consider the
differences between apprentices that complicate the
definition of universal parameters that can be used to
motivate them.
3 COLORS AND CULTURE
Colors symbolically constructed in culture are
considered as a differential factor in the quality of
Web environments. It is important to study and
understand the meanings of colors, since these are
open to interpretation and therefore can vary from
culture to culture. In this context, this paper explores
the question of colors and their meanings based on
common sense, to support the design of educational
solutions that promote collaboration.
Common sense is defined here as a set of facts
known by most people, covering a large part of
human experience, knowledge of spatial aspects,
physical, social and psychological of day to day
human beings (Anacleto et al., 2006). This paper
uses the common sense of OMCS-Br Project, which
aims to explore the Web as a way of building a
knowledge base, through templates, as shows in
Figure 1.
To analyze the information collected by these
templates, it is being done a classification of
emotions, actions and objects (Dias, 2009). Figure 2
shows an example with the yellow color, where the
square shows the color to be analyzed.
Figure 1: Example of the templates.
Figure 2: Yellow color associated emotions, actions and
objects.
The variety of the colors seduces the people to
use exaggerated colors. To increase the security that
the designer has to manipulate and assign the colors
in a harmonious way in an educational collaborative
Web environment, this paper shows how to solve
some problems found in apprentices during the
learning through Patterns.
4 PATTERNS
This paper adopts the meaning of Pattern as
described by Alexander et al. (1977): "Pattern is a
solution to certain problem in a particular context."
The Motivational Patterns formalized in this
research (Dias, 2009), help designers choose the
right way the colors to be used in educational
environments, collaborative Web aiming to motivate
apprentices to collaborate with their colleagues. The
Motivational Design Pattern set created is based on
color has three Patterns: "Engaging in learning"
(P1), "Keeping engaged" (P2), "Engaging with the
group" (P3). In order to observe the use of the
Pattern, it was realized a Case Study with P2 Pattern
because it is related to educational environment.
Therefore, it is presented below.
Pattern name: Keeping engaged (P2)
Problem: To keep the enthusiasm and engagement
of apprentices in Web collaborative educational
environment so that apprentices (committed to the
learning) can feel pleasure and satisfaction during
the proposed activity.
Context: The Web collaborative educational
environment has been increasingly used as an option
A CASE STUDY THAT SHOWS THE IMPORTANCE OF COLOR IN WEB COLLABORATIVE EDUCATIONAL
ENVIRONMENT
227
to improve teaching and learning.
Solution: To provide for the apprentices positive
emotions such as trust, energy and commitment
when using the Web collaborative educational
environment.
In order to help designers to develop web
interface taking into consideration this problem to
avoid it or decrease the chances of it happening, it
was analyzed all information related with colors,
obtained through OMCS-Br Project, to identify what
colors can be used in this case. According to
common sense base, Brazilians can feel both
excitement and joy (60%) when remember into the
yellow color.
After choosing yellow from common sense, it
was observed that some experts in the field
(Pastoreau, 1997; Silveira et al., 2005) also describe
that yellow color can transmit heat, light and fun,
besides being energy, active color transmitting
optimism. Using it concentration and ease of
communication can be improved using this color.
However, using a wrong way can bring sadness or
discouragement.
It is very difficult to use just one color to develop
the whole interface, then, the color schemes
presented below are based on the Color Application
Methodology (Silveira et al., 2005) to support the
implementation of the yellow color as a solution
The methodology is described in four kinds of
schemes, spinning the classic color wheel, such as:
Basic, Opposite, Analogous and Triad.
Basic Schemes:
Neutral 1: to choose a shade on the color circle, in
this case yellow, combined with shades of brown.
To use yellow and the interval between this tone and
its mixture with medium brown.
Neutral 2: to harmonize three shades of brown from
the fixed yellow tone and its composition with three
shades of brown.
Gray Colored: to mix yellow with medium gray
(50% black, 50% white), creating infinite ranges of
gray colored. You can use the two "ends" of the
palette, i.e., yellow and medium gray at the same
time.
Opposite Schemes:
Broken Tones: to use the yellow color and its com-
plementary color (opposite color to 180 degrees).
The palette is made of yellow toward its
complement, through the center of the circle, i.e.,
neutral gray.
Complementary: to work only with the chosen fixed
color, in this case, the yellow with its complement,
violet blue. This scheme, which does not pass
through the center of the circle using the gray,
differs from the broken tone.
Complementary Doubles: to find the
complementary color from the chosen color as the
main one, for example, yellow color, and find its
complementary color. From the yellow color move
clockwise, choosing the second successor in case of
color red, and then find the complementary color to
red, in this case cyan color.
Divided Complementary: to combine three colors.
For example, from the yellow color, to find the two
adjacent colors to the complementary color, i.e., find
the color before and after its complement.
Shock Schemes: to find, for example, from the
yellow color, the interval between complementary
color and its primary color which increases
brightness or other primary that decreases
brightness.
Analogous Schemes: To form schemes from
neighboring tones (similar color) in the color circle
until its complement. From two to seven tones can
be used to achieve harmony.
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Triad Schemes:
To employ three equidistant colors on the wheel
result in triangulations with the primary, secondary
and tertiary colors. Considering this Pattern, a
combination of primary colors (cyan, magenta and
yellow), since yellow is a primary color.
5 CASE STUDY
To make possible the Case Study, we applied the P2
Pattern in an educational collaborative Web
environment, known as Contexteller (Silva et al.,
2009). This Pattern was chosen because according
educators, the apprentices they have some
characteristics described on problem of P2. The
color combination chosen was the first scheme
presented in Analogous schemes.
Figure 3: Application of P2 Pattern in Contexteller.
Initially, we defined some practices, as follows:
Goals: observe, along with educators and
apprentices, aspects related to motivation and
engage in individual, group and collaboration among
apprentices. Hypothesis: the application of color
regarding their common sense meaning in Web
collaborative educational environments may reflect
positively on the motivation of apprentices.
Method: the Case Study was performed in a School
of the state of São Paulo Brazil with 50 thousand
people.
5.1 Description of Scenario
It was used some computers with external mouse,
headphones headset with microphone, XP Windows
operating system and software to capture user
interaction. Figure 4 shows pictures of some
participants in the Case Study local.
Figure 4: Apprentices interacting with Contexteller and
answering the questionnaires.
5.2 Developing the Case Study
All users participating in the Case Study signed a
consent term to the development and dissemination
of results, but their names could not be identified.
Two groups, with 5 students, was selected to
participate in the Case Study by two teachers of the
school, because the Contexteller tool supports only
five apprentices working simultaneously.
The educator played with master role that was
responsible for presenting and lead the story, and the
apprentices were players who could continue the
story. The interaction between educators and
apprentices through the Game, lasted about 40
minutes for each group.
Educators and apprentices worked with the
interfaces changed, however, they did not know
about the differences of colors in order to avoid any
influence on the data collected. The interfaces
modified can be seen in Figure 5.
Figure 5: Contexteller Interfaces.
The same group was not used in both interfaces
to avoid prejudice or favor the second application
because of the apprentices´ knowledge obtained on
the environment with the first interaction. The Case
Study results will be discussed in the next Section.
5.3 Case Study Results
After the finished of the Case Study, has begun the
phase of data analysis. This section presents the
results, which were divided into four subsections
according to Methods used.
A CASE STUDY THAT SHOWS THE IMPORTANCE OF COLOR IN WEB COLLABORATIVE EDUCATIONAL
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5.3.1 Pre-Section Questionnaire
Before presenting the tool Contexteller to
apprentices, they were invited to fill out the
questionnaire Pre-session (in order to collected
according to the participant’s backgrounds, the
familiarity with computers, computer games, their
satisfaction to hear and tell stories), as in Table 1:
Table 1: Pre-section questionnaire answers.
Group 1: Gray Interface
Group 2: Interface with P2
They like Game that need to
use the imagination
They do not like to Game
that need to use imagination
They like to hear stories
because use the imagination
2 participants said they do
not like to hear stories
They do not like to tell
stories
They do not like to tell
stories
Familiar with the computer
and Internet
Familiar with the computer
and Internet
5.3.2 SAM Questionnaire
The Participants were invited to fill out the
questionnaire SAM (Self Assessment Manikin), to
record emotional responses taking into consideration
a variety of stimuli (Hayashi et al., 2008), after the
first contact with the interface of the Contexteller.
Everyone should express their opinion about the
interface, marking an option in every emotion
displayed: pleasure to displeasure, degree of arousal
and dominance to submissiveness. Figure 6 shows
the votes obtained. One apprentice marked the first
figure of the last column (the best pointing for the
degree of pleasure to displeasure) and so on, so that
the total of votes for each line resulted in 5, the total
number of apprentices.
Figure 6: Gray Interface punctuation.
The points were made as follows: each circle
represents a value, the first round (from left to right)
is 1, second circle represents a value equal to 2, so
on until the last circle that is the value 9.
The result presented in the votes of the interface
seems to be consistent with information collected in
the Pre-section questionnaire, because most of the
apprentices said like stories, and the answers were
positives in pleasure to displeasure, degree of
arousal and dominance to submissiveness.
Apprentices in Group 2 also filled out a
questionnaire SAM. Figure 7 shows the total of
votes.
Figure 7: Interface with P2 punctuation.
If the votes of emotion Pleasure to displeasure
are added (Figures 6 and 7), whereas the values 1 to
9 as explained above, we can see that the Gray
Interface received 32 points while the Interface with
P2 received 34 points. These results, although
similar, showed evidence that the Pattern used
helped in motivating the participants.
For the emotion Dominance to submissiveness,
the Gray Interface received 36 points while the
Interface with P2 received 33 points. Comparing
these results with the videos collected, it was
observed that the apprentices, who used the Gray
Interface, were not collaborating with each other, i.e.
there was a greater individualism which may have
influenced a greater Dominance to submissiveness
because they were just thinking on their characters.
In contrast, analyzing the videos of the group using
the Interface with P2, it was apparent that they were
concerned to cooperate with each other and this may
have influenced to a lesser Dominance to
submissiveness, because when there is a
collaboration between a group, the control is more
dependent on all participants than just one.
5.3.3 Logs
To measure engagement, we analyzed the logs made
during whole contact with the Game in order to find
factors that could demonstrate the levels of attention
and interest of the participants. Thus, some
quantitative criteria were used to measure the
behavioral level of the participants: number of
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messages exchanged in the environment, the
message content and length of interaction
(individual and group), as shown in Table 2.
Table 2: Information obtained in the logs.
Group 1: Gray Interface
Group 2: Interface with P2
248 messages exchanged
233 messages exchanged
Participants were scattered,
always looking around and
smiling
The participants were more
focused both on the computer
and in history
The individual interaction
time was greater than the
time in groups, since most of
the time each participant
would like to solve the
problem of its form
The group interaction time
was greater than the
individual time, as in most
cases the participants trying
to get to a consensus on what
would be the best player to
solve the problem
In no time the participants
complained of problems or
difficulties in handling some
technology
In no time the participants
complained of problems or
difficulties in handling some
technology
5.3.4 Pos-Section Questionnaire
After using the tool Contexteller apprentices, they
were invited to fill out the questionnaire Post-session
(in order to collect not only information about the
experience but also the facilities and difficulties
perceived during the Game), as in Table 3:
Table 3: Pos-section questionnaire answers.
Group 1: Gray Interface
Group 2: Interface with P2
They liked to use the Game
They liked to use the Game
They liked to tell the story in
Contexteller, confirming
their answers Questionnaire
Pre-section (They like Game
that need to use the
imagination)
They liked to tell the story in
Contexteller, contrary to their
questionnaire responses from
the Pre-section (They do not
like to Game that need to use
imagination)
They said that not remember
the best part of the story,
because all parties were
funny
They said that the best parts
were: cooperation and the
connection between the
participants
The Post-section questionnaire of educators is
also interesting. The educator felt satisfied when
interacting with apprentices to tell the history and
answered that the Contexteller allow the
apprentices´ expression and the collaborative work.
6 CONCLUSIONS
When a Web environment does not use any color
combination scheme, there is a possibility of this
environment´s colors do not help the learning
process, because they can disperser the
concentration of the users. In an educational
collaborative Web environment, the concentration
needs to be maximum because it is easier for the
apprentice to be seduced by what is happening
around him. Therefore, the ideal is both to have a
color combination scheme which shows out every
detail of the environment and to highlight the points
that should attract the apprentice’s attention.
In this context, this paper presented the results
obtained in the Case Study. It was interesting to note
that some data analysed, such as: concentration,
engagement and commitment to the development of
story, showed evidence that the Interface with P2
helped in the participants´ motivation. Finally,
another datum that we observed, related to designers
in Web environment development, was that it is
important more details about colors schemes and
theirs cultural meanings in order to help designers
chosen the best colors.
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