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Steinunn Gróa Sigurðardóttir; María Óskarsdóttir; Oddur Ingimarsson; Anna Sigridur Islind – Journal of Workplace Learning, 2024
Purpose: This paper aims to focus on the involvement of mental healthcare professionals in a co-design process of a digital healthcare platform. Many people with severe mental disorders need constant support and monitoring, and with long waiting lists and scarce resources in mental healthcare, there is a dire need for innovative digital solutions…
Descriptors: Psychiatric Services, Health Services, Design, Computer Mediated Communication
Pando Cerra, Pablo; Fernández Álvarez, Humberto; Busto Parra, Bernardo; Iglesias Cordera, Paula – Journal of Educational Computing Research, 2022
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment…
Descriptors: Academic Achievement, Game Based Learning, Information Technology, Teaching Methods
Knaus, Thomas – Australian Educational Computing, 2020
When "software takes command", people take fright -- a reaction which frequently accompanies change or novelty. Their fears are understandable, but they also cloud people's view of the potentials that digital tools and digital media hold for society and especially educational contexts. Their fears also define societal debates and…
Descriptors: Computer Software, Information Technology, Cooperation, Design
Aly, Akram Fathy M.; Al.Harb, Hussain Hadi – International Journal on E-Learning, 2019
This study aims to clarify the effect of the difference of visual stimuli in Photo Sharing websites (Instagram) on cognitive achievement for secondary education students in computer and information technology curriculum through the answer of the following question: What is the effect different visual stimuli in PSW (Instagram) on the cognitive…
Descriptors: Visual Stimuli, Web Sites, Photography, Academic Achievement
Lee, Thomas; Pham, Kane; Crosby, Alexandra; Peterson, J. Fiona – Pedagogy, Culture and Society, 2021
This article provides a snapshot of the digital collaboration practices in a postgraduate master programme studio, focused on service and interaction design. It presents and discusses research from a student survey focused on evaluating the usefulness of the online collaborative software (OCS) 'Slack' and how it relates to a broader media ecology,…
Descriptors: Graduate Students, Masters Programs, Cooperative Learning, Design
Maphosa, Vusumuzi – Cogent Education, 2020
This paper discusses the evaluation of an app that was developed to enhance student engagement, thereby transforming a rural university into a smart town. This account provides an opportunity to strengthen the deployment of smart services and digital technologies that enhance student engagement. Developed countries have integrated virtual and…
Descriptors: Computer Software, Handheld Devices, Telecommunications, Design
Yang, Xiaozhe; Lin, Lin; Cheng, Pei-Yu; Yang, Xue; Ren, Youqun; Huang, Yueh-Min – Educational Technology Research and Development, 2018
This study explores the effects of immersive VR on an individual's creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress). Sixty undergraduate students were invited to participate in an open-ended challenge to design a wearable technology functioning as a smart phone individually,…
Descriptors: Creativity, Computer Simulation, Stress Variables, Undergraduate Students
Kafui Aheto, Simon-Peter; Gronje, Johannes – Turkish Online Journal of Distance Education, 2018
This paper explores differences in access to technology and configuration of preferences for learning environments among design students in two universities of technology in South Africa (ISA) and Ghana (IG). Laptops and Smartphones ownership influenced and supported design students' learning. In IG, there was a 97% Laptop ownership as against 69%…
Descriptors: Foreign Countries, Ownership, Access to Computers, Preferences
McDonald, Kieran; Glover, Ian – Research in Learning Technology, 2016
The growing ubiquity of smartphones and tablet devices integrated into personal, social and professional life, facilitated by expansive communication networks globally, has the potential to disrupt higher education. Academics and students are considering the future possibilities of exploiting these tools and utilising networks to consolidate and…
Descriptors: Transformative Learning, Handheld Devices, Technology Uses in Education, Higher Education
Snell, Jeremy – Computers in Libraries, 2013
This article covers the basic principles of responsive web design for those interested in creating their own responsive sites from scratch, as well as noting a few frameworks that can be used to speed up development time. The author favors the Foundation CSS framework for responsive development because of its syntax, diverse selection of…
Descriptors: Web Sites, Design, Telecommunications, Handheld Devices
Lowe, Sarah; Stuedahl, Dagny – Journal of Learning Design, 2014
In this paper, a design experiment using Instagram as a cultural probe is submitted as a method for analyzing the challenges that arise when considering the implementation of social media within a distributed communication space. It outlines how small, iterative investigations can reveal deeper research questions relevant to the education of…
Descriptors: Design, Telecommunications, Social Networks, Museums
Kuanysheva, Raushan Sailauovna; Asainova, Almagul Zhayakovna; Ragulina, Marina Ivanovna; Lapchik, Mikhail Pavlovich – International Journal of Education and Practice, 2019
While the Republic of Kazakhstan is integrating into a global educational space, the information and communication (I&C) competence of technical personnel becomes vital. This trend is connected with the rapid development of information and communication technologies. Based on the analysis of literary sources and the conducted empirical study,…
Descriptors: Engineering Education, Bachelors Degrees, Undergraduate Students, Foreign Countries
Santiago Berrezueta Ed. – Lecture Notes in Educational Technology, 2023
The proceedings of the 18th edition of Latin American Conference on Learning Technologies (LACLO) demonstrates the developments in the research of learning science, learning resources, challenges and solutions. This Proceedings book showcases a collection of quality articles that explores and discusses trending topics in education in the upcoming…
Descriptors: Educational Technology, Active Learning, Design, Telecommunications
Laine, Teemu H.; Sedano, Carolina Islas – Educational Technology & Society, 2015
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Descriptors: Games, Physical Activities, Information Technology, Design
Yu, Han – ProQuest LLC, 2012
In this dissertation, several control problems are studied that arise when passive or dissipative systems are interconnected and controlled over a communication network. Since communication networks can impact the systems' stability and performance, there is a need to extend the results on control of passive or dissipative systems to networked…
Descriptors: Information Systems, Information Technology, Network Analysis, Computer Networks
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