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De Ruyck, Olivia; Conradie, Peter; Van Hove, Stephanie; All, Anissa; Baccarne, Bastiaan; De Marez, Lieven; Saldien, Jelle – International Journal of Technology and Design Education, 2023
Interactions between humans and smart products (i.e. digital components integrated in physical Internet of Things devices) are becoming more complex and less visible. Yet designers lack tools to capture these interactions and incorporate them into their design. In this paper we present the Human-Computer-Context Interaction (HCCI) tool that helps…
Descriptors: Man Machine Systems, Industrial Arts, Design, Internet
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Miller, Faye; Partridge, Helen; Bruce, Christine; Hemmings, Brian – Journal of Further and Higher Education, 2017
This article presents a "knowledge ecosystem" model of how early career academics experience using information to learn while building their social networks for developmental purposes. Developed using grounded theory methodology, the model offers a way of conceptualising how to empower early career academics through (1) agency…
Descriptors: Learning Experience, Informal Education, Career Academies, Models
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Abrahamson, Dor; Sánchez-García, Raúl – North American Chapter of the International Group for the Psychology of Mathematics Education, 2015
Whereas Natural User Interface technological devices, such as tablets, are bringing physical interaction back into mathematics learning activities, existing educational theory is not geared to inform or interpret such learning. In particular, educational researchers investigating instructional interactions still need intellectual and…
Descriptors: Mathematics Instruction, Teaching Methods, Teacher Student Relationship, Teacher Behavior
Caldwell, George – 1979
A gestalt approach to theatrical design seems to provide some ready and stable explanations for a number of issues in the scenic arts. Gestalt serves as the theoretical base for a number of experiments in psychology whose findings appear to delineate the principles of art to be used in scene design. The fundamental notion of gestalt theory…
Descriptors: Audiences, Design, Design Crafts, Design Preferences
Jones, Marshall G. – 1999
This paper reports the findings of an ongoing study of engagement in computer-based learning environments. The purpose of the study was to look at what engages people in computer games and to see how those patterns of engagement might be used within computer-based learning environments. The age of participants ranged from four to adulthood.…
Descriptors: Adolescents, Adults, Children, Computer Games
Schwartz, Daniel L.; Buckley, Jeanne – 1990
This study tested the hypothesis that children bring specifiable expectations to their use of interactive computer programs, and that these expectations will determine, to a large extent, which features of a given program will be motivating to a child. It is also argued that the different genres of interactivity relied upon by software designers…
Descriptors: Computer Software, Content Analysis, Design Preferences, Grade 5
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Jonassen, David H.; Rohrer-Murphy, Lucia – Educational Technology Research and Development, 1999
Defines activity theory as a socio-cultural and socio-historical lens through which the interaction of human activity and consciousness within its relevant environmental context can be analyzed. Describes how activity theory can be used as a framework for analyzing activities and settings for the purpose of designing constructivist learning…
Descriptors: Constructivism (Learning), Design Preferences, Educational Environment, Educational Research
Neumann, Laura – Proceedings of the ASIS Annual Meeting, 1999
Examines the role of physical surroundings and artifacts and how they contribute to the knowledge work occurring there, based on preliminary analysis of data collected in interviews and observations of a research group over a four-month period. General issues of the interaction between information work and environment can be revealed and applied…
Descriptors: Data Analysis, Design Preferences, Employee Attitudes, Information Science
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McCann, Patrick H. – Computers and Education, 1983
Discusses the design and development of the user-computer interface in terms of the personal computer user's psychological needs and physical, perceptual, and conceptual contact with the system. Principles for the development of a user-system dialog that meets the requirements of transparency and visibility are suggested. Twenty-six references are…
Descriptors: Behavior Patterns, Computer Science, Design Preferences, Design Requirements