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Katherine Connolly; Jessica B. Koslouski; Sandra M. Chafouleas; Marlene B. Schwartz; Bonnie Edmondson; Amy M. Briesch – Journal of School Health, 2024
Background: Adoption of the Whole School, Whole Community, Whole Child (WSCC) model has been slowed by a lack of available tools to support implementation. The Wellness School Assessment Tool (WellSAT) WSCC is an online assessment tool that allows schools to evaluate the alignment of their policies with the WSCC model. This study assesses the…
Descriptors: Usability, Wellness, Program Evaluation, Evaluation Methods
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Berg, Carlos Henrique; Ulbricht, Vania; Vanzin, Tarcísio; Fadel, Luciane Maria – Interactive Learning Environments, 2023
A systematic review did not show any usability evaluation tool specifically developed for blind people. This paper reports an empirical study, investigating the similarity between usability evaluation tools for people with visual impairment. A total of 87 blind people from both genders, equally distributed, from 18 to 75 years old, with congenital…
Descriptors: Language Usage, Usability, Blindness, Evaluation Methods
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Paul Thompson Hunter – Journal of Technical Writing and Communication, 2024
This article offers a content analysis of technical and professional communication articles related to user experience (TPC-UX) published between 2013 and 2022 in six TPC scholarly journals. This analysis reveals that TPC-UX primarily focuses on product and process topics and illustrates the terminological comingling of "user experience"…
Descriptors: Usability, Technical Writing, Business Communication, Research
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Ní Ghrálaigh, Fiana; McCarthy, Ellen; Murphy, Daniel N.; Gallagher, Louise; Lopez, Lorna M. – Journal of Autism and Developmental Disorders, 2023
Autism is a prevalent neurodevelopmental condition, highly heterogenous in both genotype and phenotype. This communication adds to existing discussion of the heterogeneity of clinical sequencing tests, "gene panels", marketed for application in autism. We evaluate the clinical utility of available gene panels based on existing genetic…
Descriptors: Autism Spectrum Disorders, Genetics, Diagnostic Tests, Usability
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Dorer, Brita – Field Methods, 2023
Advance translation is a method of source questionnaire development for multilingual survey projects to enhance translatability and (inter)cultural portability. The aim is to minimize translation issues in the final translation stage. I empirically tested the results of a previously conducted advance translation in a think-aloud study and analyzed…
Descriptors: Translation, Questionnaires, Surveys, Multilingualism
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Artola, Veronica; Sanz, Cecilia; Baldassarri, Sandra – IEEE Transactions on Learning Technologies, 2023
The creation of applications based on tangible interaction (TI) applications, particularly on tabletops, is a developing area that requires the collaboration of professionals with expert knowledge in specific domains. Having an authoring tool that facilitates interdisciplinary intervention in the design and implementation of such applications is a…
Descriptors: Learning Activities, Design, Educational Technology, Teacher Attitudes
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Tracey Anderson; Lori Baker-Eveleth; Robert Stone – Electronic Journal of e-Learning, 2024
A technological trend influencing society is the provision and adoption of digital books. Digital books are used in education in the form of electronic textbooks (e-textbooks). The research question examined in this manuscript is which students' characteristics and attitudes influence their adoption or non-adoption of e-textbooks? The study…
Descriptors: Electronic Books, Textbooks, Student Characteristics, Student Attitudes
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Kirk St.Amant – Journal of Technical Writing and Communication, 2024
The usability of items is connected to cognition, or how the brain processes information. Many of the related processes occur subconsciously and are guided by the mental models individuals have created based on their experiences. The better communication professional and communication students understand such dynamics, the more effectively they…
Descriptors: Cognitive Processes, Schemata (Cognition), Audiences, Expectation
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David J. Williams – College & Research Libraries, 2024
Information design--incorporating research in graphic design, typography, visualization, and usability--is a user experience practice directly applicable to contemporary museums, libraries, and archives. Information design principles and guidelines improve engagement at every point of service, effectively and efficiently complementing the mission…
Descriptors: Archives, Visual Aids, Information Services, User Satisfaction (Information)
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Mohamad Iyad Al-Khiami; Martin Jaeger; Sayed Mohamad Soleimani; Abdulhadi Kazem – Journal of Computer Assisted Learning, 2024
Background Study: The research discusses the need for a paradigm shift in engineering education current practices to accommodate the digital native students. The paper emphasizes the importance of integrating disruptive technologies, namely Virtual Reality (VR) through Head Mounted Displays VR (HMD VR) and Desktop Based VR (DB VR) and comparing it…
Descriptors: Undergraduate Students, Engineering Education, Computer Simulation, Student Motivation
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Shinya Ito; Emi Furukawa – American Journal of Health Education, 2024
Background: The medical information about anemia prevention produced by health-care professionals is difficult to understand because of its complicated terminology. Purpose: To evaluate quantitatively for the first time the clarity of existing online information about anemia prevention in Japanese. Methods: On January 20, 2023, we used the keyword…
Descriptors: Diseases, Japanese, Web Browsers, Comprehension
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Tri Wahyuningsih; Eko Sediyono; Kristoko Dwi Hartomo; Irwan Sembiring – Journal of Education and Learning (EduLearn), 2024
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification…
Descriptors: Gamification, Educational Quality, Intention, Computer Software
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Samit Bhattacharya; Ujjwal Biswas; Shubham Damkondwar; Bhupender Yadav – Education and Information Technologies, 2024
Classroom monitoring using information communications technology (ICT) plays a significant role in enhancing teaching-learning in a blended learning environment. Learning analytics (LA) is such a popular classroom monitoring tool. LA helps teachers to the collection, interpretation, and analysis of students performance data generated during…
Descriptors: Information Technology, Learning Analytics, Blended Learning, Classroom Techniques
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Ramadhan, Arief; Hidayanto, Achmad Nizar; Salsabila, Ghina Almira; Wulandari, Intan; Jaury, Jessica Alexia; Anjani, Nadia Nabila – Education and Information Technologies, 2022
E-Learning has been massively used in higher education, one of which is in Universitas Indonesia. The e-learning system in Universitas Indonesia is called Student Centered E-Learning Environment Universitas Indonesia (SCELE UI). This research determines the effect of usability on the intention to use SCELE UI in a sustainable way. The Expectation…
Descriptors: Usability, Electronic Learning, Intention, Sustainability
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Triantafyllou, Serafeim A.; Georgiadis, Christos K. – Informatics in Education, 2022
The rapid development of technology in today's times make business' survival a rather complex task. It is therefore necessary for the specialized organization and administration of each company to differentiate and strengthen its competitive advantages. Gamification is an established practice in many business domains and can enforce employees to…
Descriptors: Gamification, Design, Computer Software, Business
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