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Showing 1 to 15 of 17 results Save | Export
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Oliver Herbort; Philipp Raßbach; Wilfried Kunde – Cognitive Research: Principles and Implications, 2024
Scrolling is a widely used mean to interact with visual displays, usually to move content to a certain target location on the display. Understanding how user scroll might identify potentially suboptimal use and allows to infer users' intentions. In the present study, we examined where users click on a scrollbar depending on the intended scrolling…
Descriptors: Foreign Countries, Adults, Computer Use, Computer Interfaces
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Li Jin; Dawei Shang – Interactive Learning Environments, 2024
Massive open online courses (MOOC) have become important in the learning process and have been adopted in higher education, especially during the COVID-19 pandemic. However, few studies investigated MOOC continuance intention (CI) for arts disciplines. Thus, an integrated framework was proposed based on the expectation-confirmation model (ECM) and…
Descriptors: Art Education, MOOCs, Computer System Design, Continuing Education
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Luterbach, Kenneth J.; Hubbell, Kenneth R. – TechTrends: Linking Research and Practice to Improve Learning, 2015
To create instructional apps for desktop, laptop and mobile devices, developers must select a development tool. Tool selection is critical and complicated by the large number and variety of app development tools. One important criterion to consider is the type of development environment, which may primarily be visual or symbolic. Those distinct…
Descriptors: Instructional Development, Computer Oriented Programs, Computers, Handheld Devices
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Lee, Hyeon Woo – Asia-Pacific Education Researcher, 2015
This study aims to examine the effects of a touchscreen device (iPad in this study) on students' learning compared to a desktop PC in terms of tactile vision. The participants were 56 undergraduate students: 24 studied using a desktop PC (mouse-based interaction) and the others studied using a touchscreen device (touch-based interaction) about the…
Descriptors: Manipulative Materials, Academic Achievement, Comparative Analysis, Handheld Devices
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Chou, Jyh Rong – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The touch mouse is a new type of computer mouse that provides users with a new way of touch-based environment to interact with computers. For more than a decade, user experience (UX) has grown into a core concept of human-computer interaction (HCI), describing a user's perceptions and responses that result from the use of a product in a particular…
Descriptors: Computer Peripherals, Computer Uses in Education, Handheld Devices, Educational Technology
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Ghergulescu, Ioana; Muntean, Cristina Hava – International Journal of Artificial Intelligence in Education, 2016
Engagement influences participation, progression and retention in game-based e-learning (GBeL). Therefore, GBeL systems should engage the players in order to support them to maximize their learning outcomes, and provide the players with adequate feedback to maintain their motivation. Innovative engagement monitoring solutions based on players'…
Descriptors: Case Studies, Questionnaires, Electronic Learning, Educational Games
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Valdés Aguirre, Benjamín; Ramírez Uresti, Jorge A.; du Boulay, Benedict – International Journal of Artificial Intelligence in Education, 2016
Sharing user information between systems is an area of interest for every field involving personalization. Recommender Systems are more advanced in this aspect than Intelligent Tutoring Systems (ITSs) and Intelligent Learning Environments (ILEs). A reason for this is that the user models of Intelligent Tutoring Systems and Intelligent Learning…
Descriptors: Intelligent Tutoring Systems, Models, Open Source Technology, Computers
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Sodnik, Jaka; Jakus, Grega; Tomazic, Saso – Journal of Visual Impairment & Blindness, 2012
Introduction: This article reports on a study that explored the benefits and drawbacks of using spatially positioned synthesized speech in auditory interfaces for computer users who are visually impaired (that is, are blind or have low vision). The study was a practical application of such systems--an enhanced word processing application compared…
Descriptors: Computers, Visual Impairments, Adults, Assistive Technology
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Farr, William; Yuill, Nicola; Raffle, Hayes – Autism: The International Journal of Research and Practice, 2010
Tangible user interfaces (TUIs) embed computer technology in graspable objects. This study assessed the potential of Topobo, a construction toy with programmable movement, to support social interaction in children with Autistic Spectrum Conditions (ASC). Groups of either typically developing (TD) children or those with ASC had group play sessions…
Descriptors: Play, Interpersonal Relationship, Computers, Pervasive Developmental Disorders
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Fox, Kaitlyn; Whitehead, Anthony – Interactive Technology and Smart Education, 2011
Purpose: In the authors' experience, the biggest issue with pose-based exergames is the difficulty in effectively communicating a three-dimensional pose to a user to facilitate a thorough understanding for accurate pose replication. The purpose of this paper is to examine options for pose presentation. Design/methodology/approach: The authors…
Descriptors: Foreign Countries, Feedback (Response), Photography, Training Methods
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Behrens, A.; Atorf, L.; Schwann, R.; Neumann, B.; Schnitzler, R.; Balle, J.; Herold, T.; Telle, A.; Noll, T. G.; Hameyer, K.; Aach, T. – IEEE Transactions on Education, 2010
In today's teaching and learning approaches for first-semester students, practical courses more and more often complement traditional theoretical lectures. This practical element allows an early insight into the real world of engineering, augments student motivation, and enables students to acquire soft skills early. This paper describes a new…
Descriptors: Foreign Countries, College Freshmen, Engineering Education, Introductory Courses
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Aoki, Hirotaka; Hansen, John Paulin; Itoh, Kenji – Behaviour & Information Technology, 2008
The aim of this paper is to examine the learning processes that subjects undertake when they start using gaze as computer input. A 7-day experiment with eight Japanese students was carried out to record novice users' eye movement data during typing of 110 sentences. The experiment revealed that inefficient eye movements was dramatically reduced…
Descriptors: Eye Movements, Learning Processes, Foreign Countries, Computers
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Stock, Steven E.; Davies, Daniel K.; Davies, Katelyn R.; Wehmeyer, Michael L. – Journal of Intellectual and Developmental Disability, 2006
Background: Palmtop computers provide a promising mobile platform to address barriers to computer-based supports for people with intellectual disabilities. This study evaluated a specially designed interface to make navigation and features of palmtop computers more accessible to users with intellectual disabilities. Method: The specialised…
Descriptors: Computers, Computer Uses in Education, Computer Software, Mental Retardation
Wang, Fu Lee, Ed.; Fong, Joseph, Ed.; Kwan, Reggie, Ed. – Information Science Reference, 2010
Hybrid learning is now the single-greatest trend in education today due to the numerous educational advantages when both traditional classroom learning and e-learning are implemented collectively. This handbook collects emerging research and pedagogies related to the convergence of teaching and learning methods. This significant "Handbook of…
Descriptors: Electronic Learning, Knowledge Management, Higher Education, Programming Languages
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Kressig, Reto W.; Echt, Katharina V. – Gerontologist, 2002
Purpose: The purpose of this study was to determine if older adults are capable and willing to interact with a computerized exercise promotion interface and to determine to what extent they accept computer-generated exercise recommendations. Design and Methods: Time and requests for assistance were recorded while 34 college-educated volunteers,…
Descriptors: Older Adults, Computers, Computer Interfaces, Health Promotion
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