Publication Date
In 2025 | 0 |
Since 2024 | 3 |
Since 2021 (last 5 years) | 5 |
Since 2016 (last 10 years) | 8 |
Since 2006 (last 20 years) | 12 |
Descriptor
Source
Author
Publication Type
Reports - Evaluative | 14 |
Journal Articles | 11 |
Speeches/Meeting Papers | 2 |
Information Analyses | 1 |
Opinion Papers | 1 |
Education Level
Higher Education | 3 |
Postsecondary Education | 3 |
Elementary Secondary Education | 1 |
Audience
Researchers | 1 |
Location
Australia | 1 |
China | 1 |
European Union | 1 |
Israel | 1 |
Japan | 1 |
Saudi Arabia | 1 |
Singapore | 1 |
South Korea | 1 |
Taiwan | 1 |
United Kingdom | 1 |
United States | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Stephanie Moore; Amir Hedayati-Mehdiabadi; Victor Law; Sung Pil Kang – TechTrends: Linking Research and Practice to Improve Learning, 2024
Early hype cycles surrounding new technologies may promote simplistic binary options of either adoption or rejection, but socio-historical analyses of technologies illuminate how they are worked into shape by human actors. Humans enact agency through many choices that result in adaptations and contextual variations. In this piece, we argue that…
Descriptors: Artificial Intelligence, Natural Language Processing, Man Machine Systems, Ethics
Eui-Chul Jung; Meile Le – IAFOR Journal of Education, 2024
Interpreting and incorporating machine learning technology from a human perspective helps define the role of product designers in the era of artificial intelligence. With this background, this study developed a 7-week design course about machine learning-based product design. Subsequently, in Fall 2023, a class with seven undergraduate students…
Descriptors: Curriculum Development, Man Machine Systems, Artificial Intelligence, Merchandise Information
Chan, Jenny Yun-Chen; Nagashima, Tomohiro; Closser, Avery H. – Cognitive Science, 2023
Given the recent call to strengthen collaboration between researchers and relevant practitioners, we consider participatory design as a way to advance Cognitive Science. Building on examples from the Learning Sciences and Human-Computer Interaction, we (a) explore "what," "why," "who," "when," and…
Descriptors: Cognitive Science, Learning Processes, Man Machine Systems, Cooperation
Corey Schimpf; Brian Castellani – International Journal of Social Research Methodology, 2024
Advances in the integration of smart technology with interdisciplinary methods has created a new genre, approachable modeling and smart methods -- AM-Smart for short. AM-Smart platforms address a major challenge for applied and public sector analysts, educators and those trained in traditional methods: accessing the latest advances in…
Descriptors: Technology Integration, Technology Uses in Education, Computer Oriented Programs, Artificial Intelligence
Julia Cambre; Chinmay Kulkarni – Grantee Submission, 2019
When a smart device talks, what should its voice sound like? Voice-enabled devices are becoming a ubiquitous presence in our everyday lives. Simultaneously, speech synthesis technology is rapidly improving, making it possible to generate increasingly varied and realistic computerized voices. Despite the flexibility and richness of expression that…
Descriptors: Assistive Technology, Speech Communication, Computer Use, Man Machine Systems
Thomas Knaus – Journal of Media Literacy Education, 2022
Why is maker education a suitable approach for giving learners the 21st century skills they need to cope with the digital transformation? This article provides an answer and represents a defense of maker education in the field of educational science. Taking a human-media-machine interaction model as the basis for discussion, this article…
Descriptors: Media Education, Digital Literacy, Learning Activities, 21st Century Skills
Kapros, Evangelos – International Online Journal of Primary Education, 2018
Fitts' Law is, more often than not, thought of as standard knowledge in the field of Human-Computer Interaction. However, in many occasions, interface components are being built by professionals with little or no knowledge of HCI principles (e.g., software menus are often being built by software developers with no designer input). How much…
Descriptors: Man Machine Systems, Computer Software, Design, Computer Science Education
Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander – Journal of Educational Technology Systems, 2015
This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…
Descriptors: Man Machine Systems, Cross Cultural Studies, Computer Games, Literature Reviews
Sargeant, Betty – Children's Literature in Education, 2015
Book apps have developed into a new format for the picture book. Given the crucial role that picture books have played in early childhood education, it seems pertinent to ascertain the ways in which they have been affected by digitisation. In response to concerns regarding a lack of models and design principles within children's digital…
Descriptors: Books, Electronic Publishing, Computer Oriented Programs, Picture Books
Seedhouse, Paul; Knight, Dawn – Applied Linguistics, 2016
There is currently an explosion in the number and range of new devices coming onto the technology market that use digital sensor technology to track aspects of human behaviour. In this article, we present and exemplify a three-stage model for the application of digital sensor technology in applied linguistics that we have developed, namely,…
Descriptors: Foreign Countries, Applied Linguistics, Man Machine Systems, Measurement Equipment
Evett, Lindsay; Ridley, Allan; Keating, Liz; Merritt, Liz; Merritt, Patrick; Shopland, Nick; Brown, David – International Journal of Game-Based Learning, 2011
Serious games are effective and engaging learning resources for people with disabilities, and guidelines exist to make games accessible to people with disabilities. During research into designing accessible interfaces and games, it was noted that people who are blind often report enjoying playing Wii Sports. These games are pick-upand- play games…
Descriptors: Educational Games, Disabilities, Blindness, Racquet Sports
Pavlik, Philip, Jr.; Toth, Joe – Online Submission, 2010
The plethora of different subfields in intelligent tutoring systems (ITS) are often difficult to integrate theoretically when analyzing how to design an intelligent tutor. Important principles of design are claimed by many subfields, including but not limited to: design, human-computer interaction, perceptual psychology, cognitive psychology,…
Descriptors: Intelligent Tutoring Systems, Interdisciplinary Approach, Design, Computer Interfaces
Weitzman, Louis – 1986
This report describes Designer, an interactive tool for assisting with the design of two-dimensional graphic interfaces for instructional systems. The system, which consists of a color graphics interface to a mathematical simulation, provides enhancements to the Graphics Editor component of Steamer (a computer-based training system designed to aid…
Descriptors: Computer Graphics, Computer Simulation, Decision Making, Design

Brown, John Seely; Duguid, Paul – Human-Computer Interaction, 1994
Argues that the shared use of artifacts is supported by latent border resources that lie beyond the canonical artifact. Designers must understand the role border resources play and work more directly to help users develop them. This will require designers to change their understanding of artifacts and users. (Contains 69 references.) (KRN)
Descriptors: Change, Communication (Thought Transfer), Context Effect, Design