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Kaur, Angel W. – International Journal for the Scholarship of Teaching and Learning, 2021
Despite its importance in the classroom, there has been limited research into the functional design of the syllabus as a means to motivate students to read and use it. This mixed methods study investigates student impressions of a 4-page full-length infographic-style visual syllabus. Identically formatted infographic syllabi were used in three…
Descriptors: Course Descriptions, Visual Aids, College Students, Student Attitudes
Beamish, Julia O.; Hwang, Eunju; Parrott, Kathleen; Carneal, Margaret – Journal of Family and Consumer Sciences, 2017
Universal design is a concept in design that addresses the usability of products and spaces that meet the needs of the most people possible. Principles guide the design process for various spaces and products. The Center for Real Life Design at Virginia Tech renovated two kitchens that incorporated many universal design features. The Universal…
Descriptors: Access to Education, Case Studies, Usability, Interior Space
Determination of Secondary Students' Preferences Regarding Design Features Used in Digital Textbooks
Öngöz, Sakine; Mollamehmetoglu, Mehmet Zülküf – Digital Education Review, 2017
The aim of this study was to determine secondary school students' choice of design features for digital textbooks. As a part of the research--which was conducted using a mixed technique--a literature review was carried out to source points to consider in the designing of digital textbooks and experts' opinions were obtained. Based on the results,…
Descriptors: Secondary School Students, Textbook Research, Electronic Publishing, Design Preferences
Sabitha, A. Sai; Mehrotra, Deepti; Bansal, Abhay – Education and Information Technologies, 2017
Currently the challenges in e-Learning are converging the learning content from various sources and managing them within e-learning practices. Data mining learning algorithms can be used and the contents can be converged based on the Metadata of the objects. Ensemble methods use multiple learning algorithms and it can be used to converge the…
Descriptors: Electronic Learning, Metadata, Computer System Design, Design Preferences
Bodily, Robert; Verbert, Katrien – IEEE Transactions on Learning Technologies, 2017
This article is a comprehensive literature review of student-facing learning analytics reporting systems that track learning analytics data and report it directly to students. This literature review builds on four previously conducted literature reviews in similar domains. Out of the 945 articles retrieved from databases and journals, 93 articles…
Descriptors: Literature Reviews, Usability, Information Sources, Design Preferences
Lang, Leah; Pirani, Judith A. – EDUCAUSE, 2014
This Spotlight focuses on data from the 2013 Core Data Service (CDS) to better understand how higher education institutions approach student information systems (SISs). Information provided for this spotlight was derived from Module 8 of the CDS survey, which asked several questions regarding information systems and applications. Responses from…
Descriptors: Higher Education, Information Systems, Institutional Characteristics, Classification
Wu, Yi-Chieh; Liao, Wen-Hung; Chi, Ming-Te; Li, Tsai-Yen – International Association for Development of the Information Society, 2016
In response to the recent trend in maker movement, teachers are learning 3D techniques actively and bringing 3D printing into the classroom to enhance variety and creativity in designing lectures. This study investigates the usage pattern of a 3D modeling software, Qmodel Creator, which is targeted at K-12 students. User logs containing…
Descriptors: Courseware, Use Studies, Technology Uses in Education, Computer Software
Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah – E-Learning and Digital Media, 2015
As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…
Descriptors: Video Games, Critical Viewing, Popular Culture, Adolescent Attitudes
Hybrid Placemaking in the Library: Designing Digital Technology to Enhance Users' On-Site Experience
Bilandzic, Mark; Johnson, Daniel – Australian Library Journal, 2013
This paper presents research findings and design strategies that illustrate how digital technology can be applied as a tool for "hybrid" placemaking in ways that would not be possible in purely digital or physical spaces. Digital technology has revolutionised the way people learn and gather new information. This trend has challenged the…
Descriptors: Library Automation, Library Development, Library Services, Computer System Design
Cavanagh, Thomas B. – EDUCAUSE, 2014
With more than 80% of institutions offering online learning options and even more using web technologies to enhance traditional classroom instruction, the learning management system (LMS) is increasingly an indispensable, enterprise-level technology for today's colleges and universities. Naturally, each institution has a unique set of…
Descriptors: Database Management Systems, Technology Uses in Education, Design Preferences, Usability
Llorente Cejudo, María del Carmen – Journal of New Approaches in Educational Research, 2013
On the basis of the Research Project funded by the Spanish Ministry of Education under the title "Design, production and evaluation of a 2.0 learning environment for faculty training in the use of Information and Communication Technologies (ICTs)" (EDU2009-08 893), experts have used the external competence coefficient to evaluate the…
Descriptors: Educational Environment, Computer System Design, Technological Literacy, Faculty Development
Hussin, Ahamad; Folkestad, James E.; Makela, Carole – Journal on School Educational Technology, 2013
This study was conducted to explore the experiences of Malaysian secondary students with visual impairments in using digital talking textbooks (DTTs) to assist their learning. Data were obtained from individual in-depth interviews. An interpretative phenomenological analysis (IPA) was used to understand the findings and confirm the emergent…
Descriptors: Visual Impairments, Student Experience, Assistive Technology, Audio Books
Chang, Chia-Lin; Su, Yelin – Turkish Online Journal of Educational Technology - TOJET, 2012
This study examined whether using localized interface designs would make a difference in users' learning results and their perceptions of the interface design in a classroom learning environment. This study also sought to learn more about users' attitudes toward the localized interface features. To assess the impact of using localized interfaces…
Descriptors: Academic Achievement, Foreign Countries, Control Groups, Computer Software
Sauer, Juergen; Sonderegger, Andreas – Behaviour & Information Technology, 2011
An empirical study examined the effects of two influencing factors in usability tests on user performance and usability ratings. Product aesthetics (high vs. low) as the main independent factor and prior usage event (positive vs. negative) as a subsidiary independent factor were varied in a between-participants design. 60 participants took part in…
Descriptors: Foreign Countries, Aesthetics, Design, College Students
Leung, Rock; McGrenere, Joanna; Graf, Peter – Behaviour & Information Technology, 2011
Mobile devices offer much potential to support older adults (age 65+). However, older adults have been relatively slow to adopt mobile devices. Although much ongoing HCI research has examined usability problems to address this issue, little work has looked at whether existing graphical icons are harder to use for this population compared with…
Descriptors: Older Adults, Usability, Age Differences, Handheld Devices
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