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Afra Çalik; Ali Sen; Zeynep Aydin; Ercan Altug Yilmaz – International Society for Technology, Education, and Science, 2023
Gamification is an approach that solves real-life motivational problems with game design techniques by target a long-term behavioral change in participants. However, the application models in gamification design are limited and lack a holistic approach in scope. While existing models may seem sufficient on their own, they tend to focus on certain…
Descriptors: Gamification, Behavior Change, Holistic Approach, Design Requirements
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Jose Barambones; Cristian Moral; Angelica de Antonio; Ricardo Imbert; Loic Martinez-Normand; Elena Villalba-Mora – IEEE Transactions on Learning Technologies, 2024
Before interacting with real users, developers must be proficient in human--computer interaction (HCI) so as not to exhaust user patience and availability. For that, substantial training and practice are required, but it is costly to create a variety of high-quality HCI training materials. In this context, chat generative pretrained transformer…
Descriptors: Artificial Intelligence, Synchronous Communication, Computer Mediated Communication, Man Machine Systems
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Low, David E.; Pandya, Jessica Z. – Journal of Literacy Research, 2022
The theorization of multimodality in academic scholarship is disconnected from how it is conceptualized by children. To bridge this gap, we analyzed 75 interviews with children about their digital video making. Analysis of their responses demonstrates children's socially-embedded, age-specific understandings of how modes operate, as well as when…
Descriptors: Student Attitudes, Multiple Literacies, Multimedia Materials, Semiotics
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Schmader, Christopher; Horton, William S. – Discourse Processes: A Multidisciplinary Journal, 2019
Speakers in conversation often tailor referring expressions in ways that reflect beliefs about the knowledge and perspectives of specific addressees. In this study we examined whether such audience design can influence speakers' conceptualizations of referents beyond the conversation. In a Wizard-of-Oz paradigm, participants identified novel…
Descriptors: Audience Awareness, Audience Analysis, Design, Man Machine Systems
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Da Silva, Alexsandro Almeida – Journal of Problem Based Learning in Higher Education, 2018
This paper presents the evaluation of a design research project that combines artistic practice and academic theory to demonstrate how problem-based learning (PBL) can bridge the gap between those fields. "Researching Empathy Through Staged Performance" was a master's thesis project in the field of interaction design and consisted of an…
Descriptors: Scientific Research, Problem Based Learning, Empathy, Interdisciplinary Approach
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Beeching, Angela M. – Arts and Humanities in Higher Education: An International Journal of Theory, Research and Practice, 2016
Music conservatoires have generally neglected focusing on a key issue: that of audiences--their needs and wants, why they value particular music, and how music actually functions in any particular community. Yet audience is typically a musician's first contact with the "real world"; understanding audience (one's market or customers) is…
Descriptors: Music Education, Audience Awareness, Audience Analysis, Entrepreneurship
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Chu, Sauman – Journal of Educational Issues, 2016
With increasing changes in our demographic populations and new immigrants settling in the US, there is an increasing need for visual communications that address the diversity of our populations. This paper draws from the results of the researcher's several past research and teaching projects that worked with different cultural populations. These…
Descriptors: Cultural Differences, Video Technology, Cultural Background, Design