The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
E-learning is a subject of interest in HCI research where issues of design and usability are heavily addressed. However, the strategic implementation of e-learning goes beyond design and usability issue and has to take into account broader issues that are of relevance to business and management of the education provider. This view is also a concern of the MIS interest group of HCI who seeks to understand...
Usability testing has traditionally been conducted in dedicated laboratory. Alternatively, field study can be an option to conduct the usability testing. As HCI researchers who work with children, we have experiences in conducting usability tests in both natural and laboratory environments. We tested two different children applications in two different environments: testing drawing applications at...
In this paper, we present how a university study portal was enhanced by adding social computing elements to it, such as the possibility to create study groups, comment upon lectures, exercises and other users' activity, chat, publish information and others. These added interactivity to the formerly used portal, which was already very popular among the students of Aalto University in Helsinki. The...
A great deal has been written about the use of web-based technologies such as the Internet in promoting learning in education. In this paper, we seek to understand the quality characteristics of online distance learning from the perspectives of instructor and student, and also to evaluate the usability of the learning mode. The findings of the study suggest instructor characteristics and student characteristics...
Heuristic Evaluation has expended tremendously from general interface evaluation to more specific evaluation including for computer games application. Computer game plays an important leisure tool nowadays and the potential of it has been explored and being used in teaching and learning. Combination of evaluation method and computer game application that focus on educational purposes, lead to the...
In this paper, we will address an enhanced approach for online peer-assessment where new features of candidate answer marking have been used. Students are capable to select specific parts from the candidate answer and mark them as correct, wrong, or irrelevant. Special colors are used to tag the selected part of the candidate answer in order to help students giving a reasonable final score and to...
Technology is changing the way today's children learn. Based on our experience in the development of educational software for children, it is our belief that computer interaction should consider the factors that affect children's cognitive abilities and take an active part in the realm of the methodological process of hypermedia design. Departing from the results of a preliminary study with pre-school...
Mathematics for Visually Impaired Students (MATHVIS) is a researched and developed software application that is capable of uplifting the educational background of visually impaired students. This research focuses on providing access to education for all, including the visually impaired, using MATHVIS, which embraces game based learning methodology. The critical factor in the project is the use of...
Computer games have been used for educational purposes nowadays. The implementations of educational computer games bring some challenges and issues that need to be highlighted. There are three challenges in evaluating educational computer games which are the evaluation criteria, the evaluators and the evaluation process. Evaluation criteria have been identified and it consists of five issues which...
This paper presents an innovative experience with teaching and learning Human-Computer Interaction in the field of Computer Engineering in the Faculty of Physical Sciences and Mathematics at the Universidad de Chile. This is a pioneering course in Latin America, and has been offered every year for the past 20 years without interruption. The content of the course is constantly renewed and updated....
For most children the first contact with the computer is through some sort of educational game. Therefore, it is important that computer games for children are well-designed and usable for the children. In order to evaluate the usability of the computer game, children must be observed while exploring and playing the game and given the chance to express their opinions. Therefore, to involve children...
E-learning systems are used to facilitate learning processes through Internet, computer and communication technology. E-learning is very useful especially in distance learning. However, the statistics of unusable systems are high which means users are unable to operate the system. Fancy Web sites which are loaded with too many features and graphics make them even harder to use. Factors such as user's...
The use of educational games in teaching and learning is an increasingly relevant trend. Games interface and usability are common elements in games development and important elements for evaluation purposes. This study is aim to develop a methodology for heuristics based formative usability evaluation that can be used to evaluate interface of educational games. The methodology includes set of evaluation...
The Seniors' Club (SC) is a computer club for elderly, aged 60-80 years. This paper describes the experience gained from starting, and development of the club in Eastern Finland from late 2005. The findings are supported by thematic interviews conducted with the participants in April 2009. The goal of the undertaking was to teach useful ICT-skills to the elderly, and to empower them to contribute...
Digital games, an interactive technology can foster learning process effectively and interestingly especially among young learners. Digital game based learning (DGBL) approach utilizes the game as a medium for conveying learning contents. The area of educational technology is still lacking of research on how to design game environment that foster knowledge construction and deepen understanding and...
Previous studies have found that educational games (EG) provide immersion, motivation, fun and high level of engagement. Studies also found that EG are able to teach 21st century skills. Thus, it is worth studying how this form of entertainment can be adapted into our teaching and learning strategies in order to develop our students' motivation and engagement, which is crucial in successful learning...
This paper presents a set of pedagogical solutions, their analysis, test and improvement, for an autonomous computer aided learning module. The content of the module is an introduction to digital control, based on a real (but simulated) industrial system: the automatic air conditioning system inside a modern car. The rather theoretical contents are presented without any mathematics to our non specialist...
Technology is changing the way of doing business all over the world. Many companies across almost every sector are adapting their old brick and mortar systems into more virtual ones. Education has not ignored this fact and in the last years, virtual education is becoming more and more important in order to meet students (users) demands and regulatory entities requirements such as the new European...
This paper reports the results of a pilot study that investigated gender effects on usability and enjoyment of a virtual reality learning game played on three different interfaces. Two of the three interfaces are immersive (FLEX display system with PINCH glove interaction and FLEX display system with 6DOF wand interaction), and one is non-immersive (desktop computer with mouse+keyboard interaction)...
Recently, low cost mobile platforms specially developed for basic education have appeared on the market. The OLPC (one laptop per child) XO laptop, the Intel Classmate and the Encore Mobilis are examples of these new equipments. In the near future, these platforms could be distributed to public schools, enabling mobile learning and one-to-one computing environments in emerging school communities....
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.