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Showing all 14 results Save | Export
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Bimal Aklesh Kumar – Interactive Learning Environments, 2024
Mobile learning applications are being developed to support the teaching and learning process. The lack of an accepted methodology for developing these applications motivated the establishment of a design science research process for developing mobile learning applications. Design science methodology from the information systems domain was…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Design
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Nicolas Pope; Juho Kahila; Henriikka Vartiainen; Matti Tedre – IEEE Transactions on Learning Technologies, 2025
The rapid advancement of artificial intelligence and its increasing societal impacts have turned many computing educators' focus toward early education in machine learning (ML). Limited options for educational tools for teaching novice learners about the mechanisms of ML and data-driven systems presents a recognized challenge in K-12 computing…
Descriptors: Artificial Intelligence, Computer Oriented Programs, Computer Science Education, Grade 4
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Bimal Aklesh Kumar; Sailesh Saras Chand – Interactive Technology and Smart Education, 2024
Purpose: Usability is one of the key concerns in the development of mobile learning applications. The aim of this paper is to design and validate a usability evaluation questionnaire (UEQ) for mobile learning applications. Design/methodology/approach: The UEQ was developed in four stages: selecting primary studies and extracting usability…
Descriptors: Questionnaires, Design, Usability, Electronic Learning
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Christopher Antoun; Xin Yang; Brady T. West; Ai Rene Ong – Field Methods, 2025
The objective of our project was to develop a smartphone app for administering shorter ("modular") surveys. Given the paucity of research on this topic, we decided to use "co-design" techniques to generate design solutions. To implement these techniques, we recruited respondents in the survey target population to work in small…
Descriptors: Test Construction, Surveys, Computer Oriented Programs, Design
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Zixi Li; Chen Feng – International Journal of Designs for Learning, 2024
This design case focused on the design of an intervention set aimed at capturing and sharing tacit knowledge in the workplace. The design case demonstrated the design process of expanding a single chatbot intervention into a comprehensive hybrid intervention set to cooperate with learners of different technology competencies and learning needs.…
Descriptors: Knowledge Level, Technological Literacy, Intervention, Knowledge Management
Matt Bower, Editor; Belinda von Mengersen, Editor – Routledge, Taylor & Francis Group, 2025
This book is a groundbreaking exploration of how to empower students as innovative creators in an increasingly technology-driven world. With rapid advancements in Artificial Intelligence and other technologies reshaping society, this text champions the critical role of creativity in education, explaining how teachers can equip learners with skills…
Descriptors: Technology Uses in Education, Educational Technology, Design, Artificial Intelligence
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Sarah J. Wallace; Zheng Yen Ng; Bridget Burton; Megan Isaacs; Ryan Deslandes; Gopal Sinh; Kim Barron; Phill Jamieson; Kirstine A. Shrubsole; David A. Copland; Janet Wiles; Victoria J. Palmer; Pippa Evans; Kyla Hudson; Anthony J. Angwin; Annie J. Hill; Barbra H. B. Timmer; Matthew J. Gullo; Jessica H. Campbell; Peter Worthy – International Journal of Language & Communication Disorders, 2025
Background: Speech and language therapy for post-stroke aphasia (language/communication impairment) improves language and communication in the short-term; however, access to therapy is limited, and effects are not always maintained. Mobile Health (mHealth) applications may support long-term therapy access and maintenance of gains. We present a…
Descriptors: Neurological Impairments, Aphasia, Rehabilitation, Speech Therapy
Adam B. Lockwood – Communique, 2025
School psychologists constantly seek innovative ways to support students and colleagues. They understand the unique challenges within schools, including complex student needs, systemic pressures, and ever-increasing paperwork. What if they could create custom digital tools like games, interactive simulations, or decision-making aids, all tailored…
Descriptors: Educational Technology, Technology Uses in Education, Artificial Intelligence, Computer Oriented Programs
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Corey Schimpf; Brian Castellani – International Journal of Social Research Methodology, 2024
Advances in the integration of smart technology with interdisciplinary methods has created a new genre, approachable modeling and smart methods -- AM-Smart for short. AM-Smart platforms address a major challenge for applied and public sector analysts, educators and those trained in traditional methods: accessing the latest advances in…
Descriptors: Technology Integration, Technology Uses in Education, Computer Oriented Programs, Artificial Intelligence
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Victor K. Y. Chan – International Association for Development of the Information Society, 2024
This article seeks to explore the convergent validity of (and thus the consistency between) a few popular generative artificial intelligence (AI) robots in evaluating popular mobile learning apps' usability. The three robots adopted in the study were Microsoft Copilot, Google PaLM, and Meta Llama, which were individually instructed to accord…
Descriptors: Computer Oriented Programs, Handheld Devices, Telecommunications, Usability
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Steinunn Gróa Sigurðardóttir; María Óskarsdóttir; Oddur Ingimarsson; Anna Sigridur Islind – Journal of Workplace Learning, 2024
Purpose: This paper aims to focus on the involvement of mental healthcare professionals in a co-design process of a digital healthcare platform. Many people with severe mental disorders need constant support and monitoring, and with long waiting lists and scarce resources in mental healthcare, there is a dire need for innovative digital solutions…
Descriptors: Psychiatric Services, Health Services, Design, Computer Mediated Communication
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Laura M. Heron; Rumi Agarwal; Joel Greenup; Nicole Attong; Shanna L. Burke – International Journal of Inclusive Education, 2024
An estimated 19% of students enrolled in postsecondary education in the US have a disability. However, students with disabilities often face barriers, including accessibility challenges, that result in lower attendance and graduation rates. It is therefore critical that universities take action to ensure campuses are fully inclusive and…
Descriptors: Attitudes toward Disabilities, Usability, Accessibility (for Disabled), Design
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José Nunes da Silva Júnior; José Mariano de Sousa Oliveira; Jean-Yves Winum; Antonio José Melo Leite Junior; Francisco Serra Oliveira Alexandre; David Macedo do Nascimento; Ulisses Silva de Sousa; Antônia Torres Ávila Pimenta; André Jalles Monteiro – Journal of Chemical Education, 2024
The educational game Interactions 500 was extensively used remotely during the COVID-19 Pandemic as an activity at the Federal University of Ceará (Brazil) to help students review intermolecular forces. In the postpandemic years, the game was also used face-to-face in the classroom. However, Apple Store and Google Play Store removed it from their…
Descriptors: Chemistry, Science Activities, Educational Games, COVID-19
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Natalie Rusk; Rupal Jain; Caitlin K. Martin; Ricarose Roque; João Adriano Freitas; Linford Molaodi – Learning, Media and Technology, 2024
This paper shares reflections and stories from a collaborative design process between the Lifelong Kindergarten group at the MIT Media Lab and a global network of community-based educators to develop a creative coding app called OctoStudio, which supports children and families to create and share interactive projects on mobile devices. The app…
Descriptors: Community Education, Teachers, Cooperative Learning, Design