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Showing 106 to 120 of 159 results Save | Export
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Kim, SooHwan; Kim, HyeonCheol; Han, SeonKwan – Behaviour & Information Technology, 2013
This article describes the development of learning widget on m-learning and e-learning environments. A widget is a small, simple and useful application supporting user-oriented contents. The user may select and install widgets that are convenient as well as an auto-updating application including weather or calendar. These widgets are especially…
Descriptors: Foreign Countries, Electronic Learning, Handheld Devices, Computer Oriented Programs
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Wang, Jianfeng; Doll, William J.; Deng, Xiaodong; Park, Kihyun; Yang, Ma Ga – Computers & Education, 2013
This study explores whether learning management systems (LMSs) enable faculty course developers to use the reconfigurable characteristics of the software to implement the seven principles of effective teaching (Chickering & Gamson, 1987). If LMSs are to be considered pedagogically effective, these systems must help engage faculty in effective…
Descriptors: Integrated Learning Systems, Usability, College Faculty, Teacher Attitudes
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Lee, Cheng-Yuan; Cherner, Todd Sloan – Journal of Information Technology Education: Research, 2015
There is a pressing need for an evaluation rubric that examines all aspects of educational apps designed for instructional purposes. In past decades, many rubrics have been developed for evaluating educational computer-based programs; however, rubrics designed for evaluating the instructional implications of educational apps are scarce. When an…
Descriptors: Instructional Material Evaluation, Educational Technology, Scoring Rubrics, Evaluation Methods
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Lim, Cheolil; Song, Hae-Deok; Lee, Yekyung – Educational Technology Research and Development, 2012
Usability is critical to the development of a user-friendly digital textbook platform interface, yet thorough research on interface development based on usability principles is in short supply. This study addresses that need by looking at usability attributes and corresponding design elements from a learning perspective. The researchers used a…
Descriptors: Foreign Countries, Instructional Design, Textbooks, Formative Evaluation
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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
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Sherry, Michael B. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2014
Teacher candidates have few opportunities during their teacher preparation coursework to investigate practices associated with eliciting and responding to student writing. This article describes an attempt to address this problem with a searchable online digital archive of student writing, with and without teachers' written feedback, as well…
Descriptors: Student Writing Models, Database Design, Search Strategies, Elementary Secondary Education
Khare, Ritu – ProQuest LLC, 2011
In the quest for database usability, several applications enable users to design custom forms using a graphical interface, and forward engineer the forms into new databases. The path-breaking aspect of such applications is that users are completely shielded from the technicalities of database creation. Despite this innovation, the process of…
Descriptors: Databases, Usability, Computer Interfaces, Computer Graphics
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Katz, Adi – Journal of Applied Quantitative Methods, 2010
Issues of visual appeal have become an integral part of designing interactive systems. Interface aesthetics may form users' attitudes towards computer applications and information technology. Aesthetics can affect user satisfaction, and influence their willingness to buy or adopt a system. This study follows previous studies that found that users…
Descriptors: Search Engines, Computer Interfaces, Aesthetics, Usability
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Maloney, John; Resnick, Mitchel; Rusk, Natalie; Silverman, Brian; Eastmond, Evelyn – ACM Transactions on Computing Education, 2010
Scratch is a visual programming environment that allows users (primarily ages 8 to 16) to learn computer programming while working on personally meaningful projects such as animated stories and games. A key design goal of Scratch is to support self-directed learning through tinkering and collaboration with peers. This article explores how the…
Descriptors: Computer Software, Computer Assisted Instruction, Computer Science Education, Programming Languages
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Ngai, Grace; Chan, Stephen C. F.; Leong, Hong Va; Ng, Vincent T. Y. – ACM Transactions on Computing Education, 2013
This article presents the design and development of i*CATch, a construction kit for physical and wearable computing that was designed to be scalable, plug-and-play, and to provide support for iterative and exploratory learning. It consists of a standardized construction interface that can be adapted for a wide range of soft textiles or electronic…
Descriptors: Computer System Design, Engineering Technology, Courseware, Computer Science Education
Weare, William H., Jr.; Toms, Sue; Breeding, Marshall – Library Media Connection, 2011
Do students prefer to use Google instead of the library catalog? Ever wondered why? Google is easier to use and delivers plenty of "good enough" resources to meet their needs. The current generation of online catalogs has two main problems. First, the look and feel of the interface doesn't reflect the conventions adhered to elsewhere on the web,…
Descriptors: School Libraries, Online Catalogs, Library Services, Online Systems
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Caropreso, Maria Fernanda; Inkpen, Diana; Keshtkar, Fazel; Khan, Shahzad – Journal of Interactive Learning Research, 2012
Natural Language Generation (NLG) systems can make data accessible in an easily digestible textual form; but using such systems requires sophisticated linguistic and sometimes even programming knowledge. We have designed and implemented an environment for creating and modifying NLG templates that requires no programming knowledge, and can operate…
Descriptors: Natural Language Processing, Computer Simulation, Computer System Design, Computer Software
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Kwon, D.-Y.; Kim, H.-S.; Shim, J.-K.; Lee, W.-G. – IEEE Transactions on Education, 2012
Tangible programming tools enable children to easily learn the programming process, previously considered to be difficult for them. While various tangible programming tools have been developed, there is still a lack of available tools to help students experience the general programming process. This study therefore developed a tool called…
Descriptors: Foreign Countries, Programming Languages, Computer Interfaces, Robotics
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Yoo, Hyun Seung; Smith-Jackson, Tonya L. – Behaviour & Information Technology, 2011
Although the influence of colour on size perception has been known for a century, there is only limited research on interventions that can reduce this effect. This study was therefore undertaken in order to identify appropriate interventions and propose design guidelines for information visualisation, especially in applications where size…
Descriptors: Expertise, Design Requirements, Interviews, Guidelines
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Mason, Raina; Cooper, Graham – Computer Science Education, 2013
This paper reports on a series of introductory programming workshops, initially targeting female high school students, which utilised Lego Mindstorms robots. Cognitive load theory (CLT) was applied to the instructional design of the workshops, and a controlled experiment was also conducted investigating aspects of the interface. Results indicated…
Descriptors: Programming, Introductory Courses, Cognitive Processes, Difficulty Level
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