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Tung, Ting-Chun; Chen, Hung-Yuan – EURASIA Journal of Mathematics, Science & Technology Education, 2017
With the advance of mobile computing and wireless technology, a user's intent to interact with the interface of a mobile device is motivated not only by its intuitional operation, but also by the emotional perception induced by its aesthetic appeal. A graphical interface employing icons with suitable visual effect based on the users' emotional…
Descriptors: Handheld Devices, Correlation, Technology Integration, Educational Technology
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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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Pugnali, Alex; Sullivan, Amanda; Bers, Marina Umaschi – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: Over the past few years, new approaches to introducing young children to computational thinking have grown in popularity. This paper examines the role that user interfaces have on children's mastery of computational thinking concepts and positive interpersonal behaviors. Background: There is a growing pressure to begin teaching…
Descriptors: Young Children, Computer Interfaces, Interpersonal Relationship, Concept Teaching
Weinstein, Margery – Training, 2011
A changing mindset combined with changing technology is driving the use of games and simulations. People are becoming more open to using games and simulations for learning, and, at the same time, the technologies are making the development of games and simulations easier and faster than a mere five years ago. Together, the changing mindset and the…
Descriptors: Electronic Learning, Case Studies, Computer Interfaces, Computer Graphics
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Leung, Rock; McGrenere, Joanna; Graf, Peter – Behaviour & Information Technology, 2011
Mobile devices offer much potential to support older adults (age 65+). However, older adults have been relatively slow to adopt mobile devices. Although much ongoing HCI research has examined usability problems to address this issue, little work has looked at whether existing graphical icons are harder to use for this population compared with…
Descriptors: Older Adults, Usability, Age Differences, Handheld Devices