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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
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Alvarado-Alcantar, Rebecca; Keeley, Randa G.; Sherrow, Breanna L. – Journal of Online Learning Research, 2018
In this study, the researchers investigated accessibility and usability needs of students enrolled in blended courses in high school. Needs addressed were: course preference or course satisfaction, accessibility of support systems, and help-seeking behaviors. Students enrolled in a twelfth-grade blended course in a high school in the southwestern…
Descriptors: Accessibility (for Disabled), Usability, Preferences, Blended Learning
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Kuhnel, Matthias; Seiler, Luisa; Honal, Andrea; Ifenthaler, Dirk – International Association for Development of the Information Society, 2017
This study aims to test the usability of MyLA (My Learning Analytics), an application for students at two German universities: The Cooperative State University Mannheim and University of Mannheim. The participating universities focus on the support of personalized and self-regulated learning. MyLA collects data such as learning behavior and…
Descriptors: Electronic Learning, Higher Education, Data Collection, Usability
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Gao, Shang; Krogstie, John; Thingstad, Trond; Tran, Hoang – International Journal of Information and Learning Technology, 2015
Purpose: The purpose of this paper is to develop a mobile service, based on anonymous location-based data, to help students find available reading rooms on a university campus. To evaluate this mobile service, both a usability test and a technology acceptance test were carried out. Design/methodology/approach: The research followed a design…
Descriptors: Computer Software, Usability, Universities, Telecommunications
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Adanali, Rukiye; Alim, Mete – Review of International Geographical Education Online, 2017
The purpose of this study is to investigate the usability of Problem-Based Learning model supported by Instructional Geocaching Game (PBL-IGG). The study was conducted in Turkey, in 2015-2016 spring term with 19 geography teacher candidates who chosen by convenience sampling method. In this study, within Educational Geocaching Game (IGG) which is…
Descriptors: Student Attitudes, Preservice Teachers, Problem Based Learning, Environmental Education
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Benedetti, Christopher – Journal of College Teaching & Learning, 2015
This article examines the characteristics and challenges of online instruction and presents a model for improving learner adaptation in an online classroom. Instruction in an online classroom presents many challenges, including learner individualization. Individual differences in learning styles and preferences are often not considered in the…
Descriptors: Models, Online Courses, Electronic Learning, Student Adjustment
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Schoonover, Dan; Kinsley, Kirsten M. – Journal of Access Services, 2014
Research shows that academic libraries can be difficult to navigate and that students are often frustrated with not being able to find the right materials. This current study attempts to identify access barriers in FSU's Strozier Library by assessing the effectiveness of signs and directories, as well as wayfinding patterns of both undergraduate…
Descriptors: Academic Libraries, Barriers, Library Services, Access to Information
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Schofield, Damian – Journal of Information Technology Education: Research, 2014
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…
Descriptors: Guidelines, Games, Engineering Technology, Virtual Classrooms