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Tharani, Karim – Journal of Educational Multimedia and Hypermedia, 2016
According to constructivist theory of learning, new knowledge is learned on the basis of what is already known by learners. Thus for an emerging and transformative technology such as Linked Data to be learned, the technology must be made relevant for learners and must be compatible with their skillset. Designing and developing Linked Data…
Descriptors: Educational Technology, Metadata, Instructional Design, Computer System Design
A Navigation Pattern Analysis of University Department's Websites Using a Processing Mining Approach
Han, Kwan Hee; Hwang, Boram; Jeon, Jeonghwan – Innovations in Education and Teaching International, 2015
The university's website is a useful tool in disseminating information to current and future college students and is supportive of the university's administrative activities. However, as the university's website began including more and more information and the design of it has become gradually more complex, it has become hard to find desired…
Descriptors: Web Sites, Navigation (Information Systems), Universities, Departments
Martinez-Maldonado, Roberto; Shum, Simon Buckingham; Schneider, Bertrand; Charleer, Sven; Klerkx, Joris; Duval, Erik – Journal of Learning Analytics, 2017
The continuous advancement of natural user interfaces (NUIs) allows for the development of novel and creative ways to support collocated collaborative work in a wide range of areas, including teaching and learning. The use of NUIs, such as those based on interactive multi-touch surfaces and tangible user interfaces (TUIs), can offer unique…
Descriptors: Computer Interfaces, Computer System Design, Visualization, Technology Uses in Education
Vallance, Michael; Towndrow, Phillip A. – Pedagogies: An International Journal, 2016
In a world where technology has become pervasive in our lives, the notion of IT integration in education practice is losing its significance. It is now more appropriate to discuss transforming pedagogy where technology is not considered a tool anymore but part of what we are. To advance this hypothesis, an enterprising, student-directed approach…
Descriptors: Student Problems, Computer System Design, Computer Simulation, International Cooperation
Chao, Jen-Yi; Chao, Shu-Jen; Yao, Lo-Yi; Liu, Chuan-His – EURASIA Journal of Mathematics, Science & Technology Education, 2016
This study used Focus Group to analyze user requirements for user interface so as to understand what capabilities of the Collaborative Problem Solving (CPS) Instructional Platform were expected by users. After 12 focus group interviews, the following four functions had been identified as essential to the CPS Instructional Platform: CPS…
Descriptors: Case Studies, Usability, Problem Solving, Instructional Systems
Magnisalis, Ioannis; Demetriadis, Stavros – IEEE Transactions on Learning Technologies, 2017
This article presents evaluation data regarding the MAPIS3 architecture which is proposed as a solution for the data-transfer among various tools to promote flexible collaborative learning designs. We describe the problem that this architecture deals with as "tool orchestration" in collaborative learning settings. This term refers to a…
Descriptors: Computer Uses in Education, Cooperative Learning, Computer System Design, Internet
Johnson, Nathan R. – Journal of Technical Writing and Communication, 2014
This article describes protocological rhetoric as a conceptual tool for exploring and changing institutions. Protocological rhetoric is an extension of two lines of thought: Porter, Sullivan, Blythe, Grabill, and Miles's institutional critique and Science & Technology Studies's (STS) concept of information infrastructure. As a result,…
Descriptors: Rhetoric, Case Studies, Educational Change, Change Strategies
Mejia, Carolina; Florian, Beatriz; Vatrapu, Ravi; Bull, Susan; Gomez, Sergio; Fabregat, Ramon – IEEE Transactions on Learning Technologies, 2017
Existing tools aim to detect university students with early diagnosis of dyslexia or reading difficulties, but there are not developed tools that let those students better understand some aspects of their difficulties. In this paper, a dashboard for visualizing and inspecting early detected reading difficulties and their characteristics, called…
Descriptors: Clinical Diagnosis, Dyslexia, Visualization, Metacognition
Jones, Derek – Journal of Learning Design, 2014
This paper considers the design of assessment for students of design according to behaviourist versus experiential pedagogical approaches, relating these to output-oriented as opposed to process-oriented assessment methods. It is part case study and part recognition of the importance of process in design education and how this might be applied in…
Descriptors: Distance Education, Experiential Learning, Design, Student Evaluation
Evans, Michael A.; Jones, Brett D.; Akalin, Sehmuz – Afterschool Matters, 2017
Because video games are so popular with young people, researchers have explored ways to use game play to engage students in school subjects (Peppler & Kafai, 2007; Rockwell & Kee, 2011; Small, 2011). Motivating students in science is especially important because of declines both in the number of young people who choose science careers and…
Descriptors: Video Games, Student Motivation, After School Education, After School Programs
Niemeyer, Dodie J.; Gerber, Hannah R. – Educational Media International, 2015
Collaborative learning environments found with gaming communities can provide excellent structures to study the way that learners act within informal learning environments. For example, many of these gaming communities encourage gamers to create videogames and virtual world walkthroughs and commentaries. Walkthroughs and commentaries provide…
Descriptors: Informal Education, Educational Games, Computer Games, Communities of Practice
Kavitha, R. K.; Ahmed, M. S. – Education and Information Technologies, 2015
Agile software development is an iterative and incremental methodology, where solutions evolve from self-organizing, cross-functional teams. Pair programming is a type of agile software development technique where two programmers work together with one computer for developing software. This paper reports the results of the pair programming…
Descriptors: Knowledge Management, Educational Environment, Case Studies, Programming
Uehara, Suwako; Noriega, Edgar Josafat Martinez – JALT CALL Journal, 2016
The availability of user-friendly coding software is increasing, yet teachers might hesitate to use this technology to develop for educational needs. This paper discusses studies related to technology for educational uses and introduces an evaluation application being developed. Through questionnaires by student users and open-ended discussion by…
Descriptors: Educational Trends, English (Second Language), Second Language Instruction, Coding
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
Blakiston, Rebecca – Journal of Electronic Resources Librarianship, 2013
Academic library websites contain a vast amount of complex content and, all too often, there is a lack of established process for creating, updating, and deleting that content. There is no clear vision or purpose to the content, and numerous staff members are expected to maintain content with little guidance. Because of this, many library websites…
Descriptors: Academic Libraries, Web Sites, Program Content, Library Services