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Michele Dickey – Journal of Educational Multimedia and Hypermedia, 2025
Instructional design is a design discipline that bridges science and arts-based practices. It has a long history of borrowing from various fields of design. Experience Design (XD) is a relatively new field that holds relevance for instructional design because, as a multidisciplinary approach, XD focuses on creating meaningful user experiences and…
Descriptors: Instructional Design, Learning Experience, Educational Environment, Design
Tobias Alexander Bang Tretow-Fish; Md. Saifuddin Khalid – Electronic Journal of e-Learning, 2023
This research paper highlights and addresses the lack of a systematic review of the methods used to evaluate Learning Analytics (LA) and Learning Analytics Dashboards (LAD) of Adaptive Learning Platforms (ALPs) in the current literature. Addressing this gap, the authors built upon the work of Tretow-Fish and Khalid (2022) and analyzed 32 papers,…
Descriptors: Learning Analytics, Evaluation Methods, Usability, Design
Ishaq, Kashif; Rosdi, Fadhilah; Zin, Nor Azan Mat; Abid, Adnan – Education and Information Technologies, 2022
Digital learning environments have been gaining prominence during the last few years. In particular, the rising usage of mobile devices, including smartphones and tabs, has invited researchers to design and develop learning applications and games for such platforms. Mobile applications and games have been developed for learning languages like many…
Descriptors: Educational Games, Language Acquisition, Handheld Devices, Computer Oriented Programs
AL-Sayid, Fareed; Kirkil, Gokhan – Education and Information Technologies, 2023
The novelty of this study is in developing a conceptual model for predicting the non-linear relationships between human-computer interaction factors and ease of use and usefulness of collaborative web-based learning or e-learning. Ten models (logarithmic, inverse, quadratic, cubic, compound, power, s-curve, growth, exponential, and logistic) were…
Descriptors: Cooperative Learning, Electronic Learning, Web Based Instruction, Man Machine Systems
Lyons, Leilah; Mallavarapu, Aditi – Educational Technology & Society, 2021
In this paper we define the concept of collective usability, a complex systems perspective on usability that positions an entire group, not an individual, as the unit of analysis. Shared XR experiences have inherent temporal and spatial properties that produce emergent, collective impacts which can impede learners' engagement. Assembling large…
Descriptors: Computer Simulation, Usability, Educational Technology, Technology Uses in Education
Cherner, Todd; Mitchell, Chyrstine – Learning, Media and Technology, 2021
Several theoretical frameworks have been released in recent years to inform how educational technology (edtech) can be used in the classroom. These frameworks range from providing a holistic view of the role edtech plays in education at a macrolevel to analyzing how edtech is used by students and teachers. With a growing number of them now…
Descriptors: Educational Technology, Media Literacy, Technological Literacy, Pedagogical Content Knowledge
Huang, Hsinfu; Lee, Chang-Franw – Interactive Learning Environments, 2022
The aim of the present study was to explore the learning usability factors of 3D modeling in virtual reality environment (VRE). Users' 3D modeling usability factors in VR were investigated through principal component analysis (PCA). Fifty industrial design students participated in the 3D modeling learning in VR experience experiment, and their…
Descriptors: Usability, Computer Simulation, Educational Technology, Geometric Concepts
Singer, Ingrid; Klatte, Inge S.; Vries, Rosa; van der Lugt, Remko; Gerrits, Ellen – International Journal of Language & Communication Disorders, 2022
Background: Despite the compelling case for engaging parents in speech and language therapy, research indicates that speech and language therapists (SLTs) currently have a leading role in the goal-setting process of therapy for children with developmental language disorder (DLD). Therefore, we set out to develop a tool that aims to support the…
Descriptors: Goal Orientation, Speech Therapy, Speech Language Pathology, Parent Participation
Yalçin, Vakkas – International Journal of Psychology and Educational Studies, 2022
This study aims to investigate the usability of the design thinking model for the education of pre-school children and the effects of the activities performed in line with the design thinking model on children. This research was conducted as a case study of 16 teachers working in a private school. Research data were collected through interviews…
Descriptors: Design, Thinking Skills, Early Childhood Education, Preschool Children
Karoui, Aous; Marfisi-Schottman, Iza; George, Sébastien – Interactive Learning Environments, 2022
The expansion of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers,…
Descriptors: Handheld Devices, Computer Oriented Programs, Educational Games, Evaluation
Ko, Ya-Chuan; Lo, Chi-Hung; Hsiao, Shih-Wen – EURASIA Journal of Mathematics, Science & Technology Education, 2017
A method was proposed in this study for assessing the interface operating efficiency of a remote control. The operating efficiency of a product interface can be determined by the proposed approach in which the related dimensions of human palms were measured. The reachable range (blue zone) and the most comfortable range (green zone) were…
Descriptors: Design, Models, College Students, Case Studies
Falahah; Irrahali, Fadhila Alinda – International Journal of Higher Education, 2019
Educational game is a game especially for the kid, that contains educational materials designed in an interactive game that aims to improve intelligence as well as providing knowledge to the users. The opportunity to make android-based education game is open wide, especially the game that exploit local content. In this research, we will develop…
Descriptors: Foreign Countries, Educational Games, Geographic Regions, Educational Technology
Stone, Melissa L.; Kent, Kevin M.; Roscoe, Rod D.; Corley, Kathleen M.; Allen, Laura K.; McNamara, Danielle S. – Grantee Submission, 2017
This chapter explores three broad principles of user-centered design methodologies: participatory design, iteration, and usability considerations. The authors highlight the importance of considering teachers as a prominent type of ITS end user, by describing the barriers teachers face as users and their role in educational technology design. To…
Descriptors: Intelligent Tutoring Systems, Design, Usability, Barriers
Kuhnel, Matthias; Seiler, Luisa; Honal, Andrea; Ifenthaler, Dirk – Interactive Technology and Smart Education, 2018
Purpose: The purpose of the study was to test the usability of the MyLA app prototype by its potential users. Furthermore, the Web app will be introduced in the framework of "Mobile Learning Analytics", a cooperation project between the Cooperative State University Mannheim and University of Mannheim. The participating universities focus…
Descriptors: Electronic Learning, Higher Education, Data Collection, Usability
Zahedi, Mithra; Heaton, Lorna – Design and Technology Education, 2017
How do ideas evolve in the context of collaborative design? This research explores the framing strategies and tools involved in the co-construction of a shared understanding in the early stages of a design project. We observed a team of four industrial design students working to design a pop-up shop. We found that, while the key design elements of…
Descriptors: Industrial Arts, Design, Verbal Communication, Teaching Methods
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