NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 11 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Kumar, Bimal Aklesh; Goundar, Munil Shiva – Education and Information Technologies, 2019
Heuristic evaluation is a fast and easy way to detect usability problems. Nielsen (1994) proposed ten heuristics that are being widely used to conduct heuristic evaluation. Utilizing these heuristics for mobile learning applications is not very effective because they are generic and were not developed taking mobile devices into consideration. In…
Descriptors: Usability, Heuristics, Electronic Learning, Computer Oriented Programs
Peer reviewed Peer reviewed
Direct linkDirect link
Ishaq, Kashif; Rosdi, Fadhilah; Zin, Nor Azan Mat; Abid, Adnan – Education and Information Technologies, 2022
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many…
Descriptors: Educational Games, Language Acquisition, Handheld Devices, Computer Oriented Programs
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Olimpio, Anara; Notargiacomo, Pollyana – International Association for Development of the Information Society, 2020
The article analyzes the success of interactive methods for evaluating digital tools and digital games with a focus on usability. To do so, it maps out the game's heuristic evaluations of usability, called playability. In this context, a bibliographic review was performed, seeking to encompass the most prominent authors as well as the articles…
Descriptors: Educational Games, Usability, Evaluation, Design
Logan, Tracy; Larkin, Kevin – Mathematics Education Research Group of Australasia, 2019
The Experience, Represent, Apply (ERA) heuristic is an innovation of the Early Learning STEM Australia (ELSA) project. It provided educators with an approach that embeds digital technologies in play-based learning in such a way that the focus of the learning remains on the child and not on the device. This paper reports on the experiences of early…
Descriptors: Heuristics, Pilot Projects, STEM Education, Early Childhood Education
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Meccawy, Maram – International Journal of Educational Technology, 2017
Teaching computer coding to children from a young age provides with them a competitive advantage for the future in a continually changing workplace. Programming strengthens logical and critical thinking as well as problem-solving skills, which lead to creative solutions for today's problems. The Little Programmer is an application for mobile…
Descriptors: Foreign Countries, Computer Science Education, Programming, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Sim, Gavin; Read, Janet C. – British Journal of Educational Technology, 2016
Teaching practices within educational institutions have evolved through the increased adoption of technology to deliver the curriculum and the use of computers for assessment purposes. For educational technologists, there is a vast array of commercial computer applications available for the delivery of objective tests, and in some instances,…
Descriptors: Computer Assisted Testing, Educational Technology, Heuristics, Usability
Peer reviewed Peer reviewed
Direct linkDirect link
Davids, Mogamat Razeen; Chikte, Usuf M. E.; Halperin, Mitchell L. – Advances in Physiology Education, 2013
Optimizing the usability of e-learning materials is necessary to maximize their potential educational impact, but this is often neglected when time and other resources are limited, leading to the release of materials that cannot deliver the desired learning outcomes. As clinician-teachers in a resource-constrained environment, we investigated…
Descriptors: Foreign Countries, Heuristics, Electronic Learning, Usability
Peer reviewed Peer reviewed
Direct linkDirect link
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
Humphreys, Patrick; And Others – 1981
This paper discusses the incorporation of heuristics in computerized decision aids that are used for structuring decision problems. Decision theory is described in terms of linked subsystems, and sites where it is necessary to employ heuristic rather than normative, algorithmic procedures are identified. Production systems are then used to…
Descriptors: Computer Oriented Programs, Computer Software, Decision Making, Heuristics
Schultz, Karen A. – 1984
This study investigated several aspects of a teaching experiment which focused on five seventh grade students' performance on nonroutine number theory problem-solving with a close look at the role of heuristics, concrete models, and the relationships between these variables. In the experiment, students were given a series of lessons on number…
Descriptors: Computer Oriented Programs, Grade 7, Heuristics, Independent Study
Holden, George W. – 1985
A technique for studying how parents think, make decisions, and solve childrearing problems, Computer-Presented Social Interactions (CPSI), is described. Two studies involving CPSI are presented. The first study concerns a common parental cognitive task: causal analysis of an undesired behavior. The task was to diagnose the cause of non-contingent…
Descriptors: Adults, Child Rearing, Cognitive Processes, Computer Oriented Programs