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Showing 1 to 15 of 188 results Save | Export
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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
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Debabi, Wassila; Champagnat, Ronan – International Association for Development of the Information Society, 2017
Serious games seem to be a promising alternative to traditional practices for learning. Recently, their use in computer science education and learning programming became more widespread. Actually, many students in programming courses have difficulties to master all required competencies and skills especially at introductory level and games have…
Descriptors: Computer Games, Educational Games, Computer System Design, Computer Science Education
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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
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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
Mallchok, Malia M. – ProQuest LLC, 2017
The purpose of this qualitative design case study was to determine the design elements that can lead to technology acceptance of a mobile multimedia tour at an informal historical site. Using rapid prototyping, a tour prototype was developed using a low-cost Website building platform. The tour was then tested with thirteen participants in two…
Descriptors: Multimedia Materials, Electronic Learning, Qualitative Research, Historic Sites
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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
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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
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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
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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
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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
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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
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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
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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
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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
Petrovic, Otto – International Association for Development of the Information Society, 2016
The research question in this paper is how a Field Learning Video Blog (FLvlog) has to be designed in order to optimize learning processes taking into account changed everyday communication habits of students. The system is designed to meet pedagogical as well as functional requirements for learning in fieldwork settings. The main difference to…
Descriptors: Learning Processes, Handheld Devices, Database Management Systems, Computer System Design
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