In response to all the previous posts, interactivity is a social connection between two patrons. As Lila first mentioned, there are three levels of interactivity (low, medium and high) that distinguish the users’ level of response to the object, person or experience that they are interacting with. The connection between the patrons can typically result in something happy or disappointing based on emotions, past experiences, knowledge and common sense. Like Kelvin said, the levels of interactivity are becoming more and more unbalanced because the lower level of interactivity is said to be left “in the dust.” Almost everything around us is becoming interactive, which puts us in the position to learn from hands on experiences rather than papers and textbooks.
I found a .pdf file online that discusses an association’s learning strategy. They call themselves ‘The Learning Curve’ and they completely associate their education with the interaction between their students. They mainly stick to the idea of using PC programs because simulation is so easy and teachers can calculate progress and success much more efficiently. It’s evident that this association relies on bright colours and step by step interaction rather than reading and writing to teach their students. This can be a good thing because kids will find themselves much more interested in school which might induce the levels of high school drop outs in later years and further more, our world is becoming so technologically advanced that lower generations need to learn how to be hands on and influential for when they grow up and experience it at much higher levels. I agree with the fact that this kind of learning promotes more interaction, therefore a higher level of interactivity. In addition to, the high levels of interaction at early childhood can also be dangerous because it can influence the way the world is seen as years go by. Yes, interaction is preparing children for what lies ahead (since technology is always advancing), but it can also teach them to lose their sense of logic because we are quickly developing into a world of simulation, where our senses sometimes deceive us. Pictures, video games and websites can influence us to believe that because we are in control of the interaction, what we see must be true. For example, clicking through an interactive state of France (with heart warming audio) can give you the idea that it’s calm and peaceful and everyone there speaks friendly french. However, France in real life can be a bit messy and crowded and everyone there is not always so nice. Our senses deceive us and they can often block out common sense and logic when dealing with the higher level of interactivity.