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Zydney, Janet Mannheimer; Hooper, Simon – TechTrends: Linking Research and Practice to Improve Learning, 2015
Educators can use video to gain invaluable information about their students. A concern is that collecting videos online can create an increased security risk for children. The purpose of this article is to provide ethical and legal guidelines for designing video-based apps for mobile devices and the web. By reviewing the literature, law, and code…
Descriptors: Video Technology, Computer Software, Computer System Design, Design Requirements
Siko, Jason P.; Barbour, Michael K. – Computers in the Schools, 2012
While researchers are examining the role of playing games to learn, others are looking at using game design as an instructional tool. However, game-design software may require additional time to train both teachers and students. In this article, the authors discuss the use of Microsoft PowerPoint as a tool for game-design instruction and the…
Descriptors: Games, Pedagogical Content Knowledge, Educational Games, Computer Uses in Education
Thompson, Terrill; Primlani, Saroj; Fiedor, Lisa – EDUCAUSE Quarterly, 2009
The main goal of accessibility standards and guidelines is to design websites everyone can use. The "IT Accessibility Constituent Group" developed this set of draft guidelines to help EQ authors, reviewers, and staff and the larger EDUCAUSE community ensure that web content is accessible to all users, including those with disabilities. This…
Descriptors: Accessibility (for Disabled), Guidelines, Access to Information, Web Sites
Hwang, Wu-Yuin; Su, Jia-Han – Interactive Learning Environments, 2012
In this study, a Surface Computer Supported Cooperative Work paradigm is proposed. Recently, multitouch technology has become widely available for human-computer interaction. We found it has great potential to facilitate more awareness of human-to-human interaction than personal computers (PCs) in colocated collaborative work. However, other…
Descriptors: Foreign Countries, Interaction, Design Requirements, Second Language Learning
de Freitas Guilhermino Trindade, Daniela; Guimaraes, Cayley; Antunes, Diego Roberto; Garcia, Laura Sanchez; Lopes da Silva, Rafaella Aline; Fernandes, Sueli – Behaviour & Information Technology, 2012
This study analysed the role of knowledge management (KM) tools used to cultivate a community of practice (CP) in its knowledge creation (KC), transfer, learning processes. The goal of such observations was to determine requirements that KM tools should address for the specific CP formed by Deaf and non-Deaf members of the CP. The CP studied is a…
Descriptors: Foreign Countries, Communities of Practice, Knowledge Management, Sign Language
Rosario, Roberto A. Munoz; Widmeyer, George R. – Journal of Information Systems Education, 2009
Creating a design theory for Constructivist Gaming Learning Environment necessitates, among other things, the establishment of design principles. These principles have the potential to help designers produce games, where users achieve higher levels of learning. This paper focuses on twelve design principles: Probing, Distributed, Multiple Routes,…
Descriptors: Constructivism (Learning), Educational Games, Scientific Principles, Design Preferences