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Heffernan, Neil T.; Ostrow, Korinn S.; Kelly, Kim; Selent, Douglas; Van Inwegen, Eric G.; Xiong, Xiaolu; Williams, Joseph Jay – International Journal of Artificial Intelligence in Education, 2016
Due to substantial scientific and practical progress, learning technologies can effectively adapt to the characteristics and needs of students. This article considers how learning technologies can adapt over time by crowdsourcing contributions from teachers and students--explanations, feedback, and other pedagogical interactions. Considering the…
Descriptors: Artificial Intelligence, Educational Technology, Student Needs, Electronic Publishing
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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
Heffernan, Neil T.; Ostrow, Korinn S.; Kelly, Kim; Selent, Douglas; Van Inwegen, Eric G.; Xiong, Xiaolu; Williams, Joseph Jay – Grantee Submission, 2016
Due to substantial scientific and practical progress, learning technologies can effectively adapt to the characteristics and needs of students. This article considers how learning technologies can adapt over time by crowdsourcing contributions from teachers and students -- explanations, feedback, and other pedagogical interactions. Considering the…
Descriptors: Artificial Intelligence, Educational Technology, Student Needs, Electronic Publishing
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Tang, Tiffany Y.; Winoto, Pinata; Leung, Hareton – Journal of Educational Computing Research, 2014
A number of research studies have focused on the usability of groupware in supporting collaborative work. Unfortunately, our understanding of their impact on collaborative learning is still limited due to a lack of attention on this issue. The majority of educators and designers in Computer Supported Collaborative Learning (CSCL) expect…
Descriptors: Usability, Use Studies, Computer Software, Cooperative Learning
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Fisher, Brian; Lucas, Timothy; Galstyan, Araksi – Technology, Knowledge and Learning, 2013
Traditionally, research on technology in mathematics education focuses on interactions between the user and the technology, but little is known about how technology can facilitate face-to-face interaction among students. We will explore the role that iPads versus traditional laptops play in shaping the learning spaces in which students explore…
Descriptors: Mathematics Education, Handheld Devices, Laptop Computers, Calculus
Eric John Seneca – ProQuest LLC, 2013
Learning occurs when content is accessed in a recursive process of awareness, exploration, reflection and resolution within one's social context. With the rapid adoption of mobile technologies, mobile learning (m-Learning) researchers should incorporate aspects of mobile human-computer interaction research into the instructional design process.…
Descriptors: Academic Achievement, Undergraduate Students, Kinesiology, Context Effect
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Silva, Greis F. Mireya; Salgado, Luciana Cardoso de Castro; Suplino, Maryse; Raposo, Alberto Barbosa – Themes in Science and Technology Education, 2014
Collaborative multitouch applications have been designed to support social interaction and collaboration skills in people with mild autism. However, this kind of application generally is not designed specifically for people with severe autism. We have proposed a set of collaborative strategies to manipulate the elements in the interface aiming to…
Descriptors: Autism, Figurative Language, Interpersonal Relationship, Qualitative Research
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
Banks, Jaime – ProQuest LLC, 2013
Massively multiplayer online roleplaying games, or MMOs, present an increasingly popular digital media experience whereby identity emerges as players contribute materially to play but contributions are governed by affordances and constraints of the game. Unique to this medium is the player's ability to create and control a digital body--an…
Descriptors: Computer Games, Self Concept, Postmodernism, Identification (Psychology)
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)
da Silva, André Constantino; Marques, Daniela; de Oliveira, Rodolfo Francisco; Noda, Edgar – International Association for Development of the Information Society, 2014
The use of computers in the teaching and learning process is investigated by many researches and, nowadays, due the available diversity of computing devices, tablets are become popular in classroom too. So what are the advantages and disadvantages to use tablets in classroom? How can we shape the teaching and learning activities to get the best of…
Descriptors: Computer Uses in Education, Teaching Methods, Handheld Devices, Interaction
Stein, Murphy Martin – ProQuest LLC, 2014
Developing technology to help people teach and learn is an important topic in Human Computer Interaction (HCI). In this thesis we present three studies on this topic. In the first study, we demonstrate new games for learning mathematics and discuss the evidence for key design decisions from user studies. In the second study, we develop a real-time…
Descriptors: Educational Technology, Man Machine Systems, Educational Games, Mathematics Instruction
Torres Peralta, Raquel – ProQuest LLC, 2012
Multi-touch tablets allow users to interact with computers through intuitive, natural gestures and direct manipulation of digital objects. One advantage of these devices is that they can offer a large, collaborative space where several users can work on a task at the same time. However the lack of privacy in these situations makes standard…
Descriptors: Handheld Devices, Manipulative Materials, Computer Security, Privacy
Li, Ian Anthony Rosas – ProQuest LLC, 2011
Personal informatics systems help people collect and reflect on behavioral information to better understand their own behavior. Because most systems only show one type of behavioral information, finding factors that affect one's behavior is difficult. Supporting exploration of multiple types of contextual and behavioral information in a…
Descriptors: Psychometrics, Physical Activities, Man Machine Systems, Visualization
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