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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
Andrew Tawfik; Matthew Schmidt; Linda Payne; Rui Huang – Educational Technology Research and Development, 2024
We report findings from an eDelphi study that aimed to explore 16 expert panelists' perspectives regarding the key attributes of learning experience design (LXD) as it relates to the following: design, disciplines, methods, and theory. Findings suggest consensus was reached regarding LXD's focus on learner-centrism and incorporating human-centered…
Descriptors: Delphi Technique, Learning Experience, Design, Users (Information)
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
Huvila, Isto; Liu, Ying-Hsang – Education for Information, 2023
Information behavior, one of the central topics in information science research, holds a key position as a field of study of how people interact with information. As such it has many points of connection to a large number of neighboring fields from the study of human behavior to management and technical disciplines interested in developing…
Descriptors: Information Science, Interdisciplinary Approach, Educational Research, Conferences (Gatherings)
Godfrey F. Mendes – ProQuest LLC, 2024
This Praxis develops a machine learning (ML) model to address ransomware threats in higher education institutions (HEIs). HEIs are vulnerable to cyberattacks due to their open-access environments, diverse user bases, and decentralized IT systems. These vulnerabilities are compounded by limited budgets, heightened risks from increased digital…
Descriptors: Colleges, Artificial Intelligence, Users (Information), Risk Assessment
Wei Liu; Zhiyong Fu; Yancong Zhu; Yin Li; Yuanbo Sun; Xinhui Hong; Yanru Li; Min Liu – International Journal of Technology and Design Education, 2024
This research paper investigates the intersection of the maker movement and educational innovation, using the China-U.S. Young Maker Competition as a foundational example. It examines how maker education, fueled by hands-on learning and a curiosity-driven approach, can evolve and influence. The study explores the roles and impacts of…
Descriptors: Competition, Educational Innovation, Youth Programs, Shared Resources and Services
Safadel, Parviz; Hwang, Scott N.; Perrin, Joy M. – TechTrends: Linking Research and Practice to Improve Learning, 2023
This paper presents a novel implementation of a three-dimensional Virtual Librarian Chatbot using IBM Watson artificial intelligence technology and virtual reality. In this method, participants interact with virtual librarian chatbots by asking specific questions about the library system. This research investigated the factors used in the…
Descriptors: Librarians, Electronic Learning, Computer Simulation, Computer Mediated Communication
Kraft, Amanda – Association Supporting Computer Users in Education, 2019
As a value and end result of the user-centered design (UCD) process, user experience (UX) is constantly evolving alongside of the users with which it is concerned. Faculty, staff, and other professionals in higher education attempt to meet the academic, economic, and ability needs of students by conducting usability testing and other user…
Descriptors: Man Machine Systems, Computer System Design, Usability, Open Educational Resources
Lior Naamati-Schneider; Dorit Alt – Education and Information Technologies, 2024
The integration of ChatGPT into educational systems underscores the critical importance of reevaluating the relevance of digital literacy skills. This study empirically tested, for the first time, the theoretical premise that the use of ChatGPT could render certain digital skills obsolete by assuming competencies that students were previously…
Descriptors: Artificial Intelligence, Handheld Devices, Users (Information), Skill Development
Ju, Boryung; Albertson, Dan – Information Research: An International Electronic Journal, 2018
Introduction: This study examines the effects of certain key factors on users' intention to ultimately adopt and use video digital libraries for facilitating their information needs. The individual factors identified for this study, based on their given potential to influence use and acceptance of video digital libraries, were categorised for data…
Descriptors: Electronic Libraries, Video Technology, Use Studies, Users (Information)
Chou, Jyh Rong – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The touch mouse is a new type of computer mouse that provides users with a new way of touch-based environment to interact with computers. For more than a decade, user experience (UX) has grown into a core concept of human-computer interaction (HCI), describing a user's perceptions and responses that result from the use of a product in a particular…
Descriptors: Computer Peripherals, Computer Uses in Education, Handheld Devices, Educational Technology
Lim, Brian Y. – ProQuest LLC, 2012
To facilitate everyday activities, context-aware applications use sensors to detect what is happening and use increasingly complex mechanisms ( e.g., by using big rule-sets or machine learning) to infer the user's context and intent. For example, a mobile application can recognize that the user is in a conversation and suppress any incoming…
Descriptors: Man Machine Systems, Usability, Users (Information), Computer Oriented Programs
Kelley, Patrick Gage – ProQuest LLC, 2013
Users are increasingly expected to manage complex privacy settings in their normal online interactions. From shopping to social networks, users make decisions about sharing their personal information with corporations and contacts, frequently with little assistance. Current solutions require consumers to read long documents or go out of their way…
Descriptors: Privacy, Users (Information), Decision Making, Internet
Li, Zhepeng – ProQuest LLC, 2013
Link recommendation, which suggests links to connect currently unlinked users, is a key functionality offered by major online social networking platforms. Salient examples of link recommendation include "people you may know"' on Facebook and "who to follow" on Twitter. A social networking platform has two types of stakeholder:…
Descriptors: Social Networks, Hypermedia, Use Studies, Users (Information)
Cheung, Gifford – ProQuest LLC, 2013
In this dissertation, I explore the idea of designing "flexible game systems". A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first…
Descriptors: Computer Games, Instructional Design, Robustness (Statistics), Play