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Nieto García, Marta; Sit, Jason – Marketing Education Review, 2023
GSRSs are known to positively influence students' learning behaviors and in-class participation. Kahoot! is one of the GSRSs widely adopted in the higher education (HE) sector and also widely studied in the HE marketing literature. Whilst varied theories have been applied to study the pedagogical value of Kahoot!, the user experience (UX) theory…
Descriptors: Game Based Learning, Audience Response Systems, Usability, Student Attitudes
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Swarts, Jason – Written Communication, 2022
Metadiscourse guides how readers interact with a text and process the information they find. Because texts differ in purpose and audience, so do patterns of metadiscourse use. This research examines the patterns of metadiscourse use in topic-based writing, developed following a structured authoring method. The resulting writing is modular,…
Descriptors: Help Seeking, Information Sources, Reader Text Relationship, Writing Processes
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Sanchez-Rodriguez, Nilda Alexandra – Journal of Access Services, 2021
Solo tenure-track librarians in academia must discover the key to mastering the fine art of multitasking to execute concepts of seamless user experiences. This article covers notable practices and principles of Solo tenure-track librarians in academia, specifically at the City University of New York, including overseeing a library division,…
Descriptors: Librarians, Access to Information, Tenure, Library Services
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Wong, Seng Yue; Ghavifekr, Simin – International Journal of Distance Education Technologies, 2018
User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on…
Descriptors: Foreign Countries, Educational Games, Video Games, History Instruction
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Zhu, Guangtian; Ding, Yi; Chen, Qingwei; Huang, Yuhan – Physics Teacher, 2022
Instructional videos are commonly used in both remote and in-campus curriculum. In order to investigate students' experience when learning with online instructional videos, we adapted a method called "UX curve" from the user experience studies in industrial design. In this paper, we introduce the procedure and data processing method of…
Descriptors: Student Experience, Video Technology, Instructional Materials, High School Students
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McDonald, Courtney; Burkhardt, Heidi – portal: Libraries and the Academy, 2022
This paper presents a qualitative analysis of nine interviews with academic library practitioners discussing their approaches to Web content strategy work. Findings reveal shared challenges and suggest that, while awareness of content strategy appears to be growing, its practice remains intermittent for many. An updated version of a wModel for…
Descriptors: Internet, Academic Libraries, Web Sites, Library Services
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Zhang, Tao; Niu, Xi; Promann, Marlen – College & Research Libraries, 2017
We report findings from an assessment of e-book user experience (search and information seeking) from usage data and user tests. The usage data showed that most reading sessions were brief and focused on certain pages, suggesting that users mainly use e-books to find specific information. The user tests found that participants tended to use…
Descriptors: Academic Libraries, Books, Electronic Publishing, Use Studies
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Bozan, Karoly; Stoner, Claire; Maden, Burcu – Information Systems Education Journal, 2023
User Experience Design (UXD) is an often-neglected area of the information systems (IS) curriculum. UXD classes specifically designed for IS students are still uncommon in IS programs and this study aims to add to the body of knowledge to prepare a more well-rounded future generation of IS professionals. With this goal in mind, this study…
Descriptors: Information Systems, Interdisciplinary Approach, Constructivism (Learning), Teaching Methods
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Hogan, Mairéad; Young, Karen – Journal of Information Systems Education, 2021
The challenges of designing group assignments in university environments, with the aim of effectively developing teamwork skills, are well documented. It is often assumed that simply placing students in assignment groups will facilitate the development of the task and interpersonal skills necessary for teamwork. However, very often students…
Descriptors: Cooperative Learning, Assignments, Group Activities, Soft Skills
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Li, Zixi; Niu, Xiaoqian; Lu, Botao; Qiu, Vincent; Huang, Ying-Chen – International Journal of Designs for Learning, 2023
This design case records a design competition project in which the team adapted various user experience (UX) design methodologies to instructional design in support of China's K-6 rural school teachers for the increasingly challenging teaching requirements on reading literacy. The solution landed on a mobile application design, YoungRead. The…
Descriptors: Instructional Design, Rural Education, Reading Teachers, Reading Interests
McCarthy, Kathryn S.; Watanabe, Micah; McNamara, Danielle S. – Grantee Submission, 2020
The Design Implementation Framework, or DIF, is a design approach that evaluates learner and user experience at multiple points in the development of intelligent tutoring systems. In this chapter, we explore how DIF was used to make system modifications to iSTART, a game-based intelligent tutoring system for reading comprehension. Using DIF as a…
Descriptors: Intelligent Tutoring Systems, Reading Comprehension, Educational Games, Program Development
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Schott, Christian; Marshall, Stephen – Australasian Journal of Educational Technology, 2021
Virtual reality technology has made significant advances and is now widely recognised for its potential to provide fully immersive experiences that have relevance to many aspects of life, including education. This paper explores the effectiveness of VR technology for situated experiential education by adopting a user experience (UX) theoretical…
Descriptors: Computer Simulation, Experiential Learning, Field Trips, Technology Uses in Education
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Tracey, Monica W.; Hutchinson, Alisa – Educational Technology Research and Development, 2019
In an effort to create meaningful user experiences, instructional designers participate in continuous projection and reflection during design. Empathic design draws on instructional designers' sensitivity toward their learners as a reference for design. Empathic forecasting, or predictions about an emotional reaction to future events, is an…
Descriptors: Instructional Design, Emotional Experience, Empathy, Prediction
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Almeida, Nora; Tidal, Junior – portal: Libraries and the Academy, 2022
This article describes a wayfinding study conducted in an urban, academic library to better understand the experiences of multilingual student populations. The study, which incorporated traditional user experience methods and video ethnography, exposed communication obstacles and spatial challenges encountered by students of English for speakers…
Descriptors: English (Second Language), Second Language Learning, Information Seeking, Library Skills
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Alamäki, Ari; Dirin, Amir; Suomala, Jyrki – International Journal of Information and Learning Technology, 2021
Purpose: This study examines students' emotional responses to augmented reality (AR) applications and their willingness to share on social media. It also compares user experiences of AR and virtual reality (VR). Design/methodology/approach: In line with expectation disconfirmation theory, the study focuses on students' experiences in the…
Descriptors: Emotional Response, Student Attitudes, Computer Simulation, Social Media
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