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Chen, Cheng-Ping; Shih, Ju-Ling; Ma, Yi-Chun – Educational Technology & Society, 2014
In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and…
Descriptors: Foreign Countries, Electronic Learning, Computer Games, Educational Games
Zaharias, Panagiotis; Koutsabasis, Panayiotis – Campus-Wide Information Systems, 2012
Purpose: The purpose of this paper is to discuss heuristic evaluation as a method for evaluating e-learning courses and applications and more specifically to investigate the applicability and empirical use of two customized e-learning heuristic protocols. Design/methodology/approach: Two representative e-learning heuristic protocols were chosen…
Descriptors: Heuristics, Evaluation Methods, Comparative Analysis, Electronic Learning
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2014
The "2014 NMC Technology Outlook for Australian Tertiary Education: A Horizon Project Regional Report" reflects a collaborative research effort between the New Media Consortium (NMC) and Open Universities Australia to help inform Australian education leaders about significant developments in technologies supporting teaching, learning,…
Descriptors: Foreign Countries, Postsecondary Education, Technology Uses in Education, Educational Technology
O'Bryan, Corliss A.; Johnson, Donald M.; Shores-Ellis, Katrina D.; Crandall, Philip G.; Marcy, John A.; Seideman, Steve C.; Ricke, Steven C. – Journal of Food Science Education, 2010
This article provides background and an introduction to a user-centered design and usability test in an inexpensive format that allows content experts who are novices in e-learning development to perform testing on newly developed technical training modules prior to their release. The use of a small number of test participants, avoidance of…
Descriptors: Electronic Learning, Computer Software Evaluation, Computer Interfaces, Cost Effectiveness
Abdous, M'hammed – International Journal on E-Learning, 2013
An effective learning environment interface (LEI) is a means to enable students to focus on learning and to understand content, while establishing connections and relationships among course activities. Using this fundamental premise, we propose a flexible, user-centered, and seamless LEI which is intended to remediate the fragmented interface…
Descriptors: Electronic Learning, Computer Interfaces, Feedback (Response), College Students
Vandenhoek, Tim – International Journal of Education and Development using Information and Communication Technology, 2013
Among the numerous areas of education which have been impacted by technology, the growth of reading texts from computer screens is one of the most widespread. This trend is perhaps most evident at universities with academic journal articles increasing being stored and accessed in this format. As with any technological changes, the spread of screen…
Descriptors: Reading Habits, College Students, Preferences, Journal Articles
Glore, Peyton; David, Alicia – International Journal on E-Learning, 2012
This article reviews research pertaining to the use aesthetics design, and usability in education. This article focuses on defining the role of visual elements and aesthetics in the user interface while exploring the importance of their application in a web-based learning environment. Research demonstrates that aesthetics are pivotal in…
Descriptors: Aesthetics, Electronic Learning, Credibility, Web Based Instruction
Minovic, Miroslav; Milovanovic, Milos; Minovic, Jelena; Starcevic, Dusan – International Journal of Distance Education Technologies, 2012
The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called "Edutainment." The game is realized as a strategic game (similar to Risk[TM]), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course…
Descriptors: Educational Games, Computer Games, Web Browsers, Computer Interfaces
Mendoza-Gonzalez, Ricardo, Ed. – IGI Global, 2016
In today's society, educational opportunities have evolved beyond the traditional classroom setting. Most universities have implemented virtual learning environments in an effort to provide more opportunities for potential or current students seeking alternative and more affordable learning solutions. "User-Centered Design Strategies for…
Descriptors: Online Courses, Curriculum Design, Virtual Classrooms, Best Practices
Hsiao, I-Han – ProQuest LLC, 2012
A large number of educational resources is now made available on the Web to support both regular classroom learning and online learning. However, the abundance of available content produced at least two problems: how to help students to find the most appropriate resources and how to engage them into using these resources and benefit from them.…
Descriptors: Electronic Learning, Navigation (Information Systems), Individualized Instruction, Socialization
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
Kim, SooHwan; Kim, HyeonCheol; Han, SeonKwan – Behaviour & Information Technology, 2013
This article describes the development of learning widget on m-learning and e-learning environments. A widget is a small, simple and useful application supporting user-oriented contents. The user may select and install widgets that are convenient as well as an auto-updating application including weather or calendar. These widgets are especially…
Descriptors: Foreign Countries, Electronic Learning, Handheld Devices, Computer Oriented Programs
Myatt, Alice J. – ProQuest LLC, 2010
My dissertation examines the theory and praxis of taking an expanded concept of the human-computer interface (HCI) and working with the resulting concept to foster a more conversational approach for online tutoring sessions and the design of the writing center websites that facilitate online tutoring. For the purposes of my research, I describe…
Descriptors: Web Sites, Writing (Composition), Laboratories, Electronic Learning
Yeom, Soonja; Choi-Lundberg, Derek; Fluck, Andrew; Sale, Arthur – International Association for Development of the Information Society, 2013
Visualizing the structure and relationships in three dimensions (3D) of organs is a challenge for students of anatomy. To provide an alternative way of learning anatomy engaging multiple senses, we are developing a force-feedback (haptic) interface for manipulation of 3D virtual organs, using design research methodology, with iterations of system…
Descriptors: Electronic Learning, Educational Technology, Technology Uses in Education, Higher Education
Wei, Chun-Wang; Chen, Nian-Shing; Kinshuk, – Educational Technology Research and Development, 2012
It is now possible to create flexible learning environments without time and distance barriers on the internet. However, research has shown that learners typically experience isolation and alienation in online learning environments. These negative experiences can be reduced by enhancing social presence. In order to better facilitate the perceived…
Descriptors: Electronic Learning, Cues, Structural Equation Models, Online Courses

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