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1. Does the Digital Generation Comprehend Better from the Screen or from the Paper?: A Meta-Analysis

2. Teaching Tip: How to Teach Information Systems Students to Design Better User Interfaces through Paper Prototyping

3. Design Issues Adapting a Visual Paper-and-Pencil Test to the Computer: A Case Study--The Figure Classification Test.

4. Developing Computerized Versions of Paper-and-Pencil Tests: Mode Effects for Passage-Based Tests

5. Distributed Learning. CAUSE Professional Paper Series, No. 14.

6. Annual Proceedings of Selected Research and Development Papers Presented at the National Convention of the Association for Educational Communications and Technology (22nd, Long Beach, California, February 16-20, 2000).

7. To Stand the Test of Time: Long-Term Stewardship of Digital Data Sets in Science and Engineering. A Report to the National Science Foundation from the ARL Workshop on New Collaborative Relationships--The Role of Academic Libraries in the Digital Data Universe (Arlington, Virginia, September 26-27, 2006)

8. The Adaptive Features of an Intelligent Tutoring System for Adult Literacy

9. Initiating and Integrating User-Centred Design in Upgrading the E-Learning Layout: A Case Study on FlexLearn (Brightspace) 2.0 Template

10. Augmented Reality for Inclusive Growth in Education: The Challenges

11. Evaluating the Effectiveness of Blended Learning in Learning Business Courses in Low-Income Economies

12. An Assessment of the Integration of ICTs into Teaching Processes by Science Teachers: The Case of Albania

13. Collaborative Virtual Learning in the shAR Geometry Simulation Environment

14. Rhetoric and Emotional Design for the Improvement of User Experience in Moodle

15. Student and Lecturer Perceptions of Usability of the Virtual Programming Lab Module for Moodle

16. How Florist Apprentices Explore Bouquet Designs: Supporting Design Space Exploration for Vocational Students

17. Simulators in Educational Robotics: A Review

18. The Topologies of Data Practices: A Methodological Introduction

19. Cardgame Design Project-Based Learning for a Graphic Design Course

20. FPGA Hardware Kit for Remote Training Platforms

21. Tool Support for Learning Computer and Robot Programming

22. Framework for Intelligent Teaching and Training Systems -- A Study of Systems

23. Human Computer Interaction (HCI) and Internet Residency: Implications for Both Personal Life and Teaching/Learning

24. Library Databases as Unexamined Classroom Technologies

25. Math on a Sphere: Making Use of Public Displays in Education

26. Role of Passive Capturing in a Ubiquitous Learning Environment

27. Music as Active Information Resource for Players in Video Games

28. Design for Living: The Theoretical and Practical Relevance of HCI to Communication Research.

29. Papers Published in Technical Journals and Conference Proceedings.

30. MobilePaperAccess: Ubiquitous Paper-based Interfaces for Mobile Interactions.

31. Scheduling Function-Foreman Interface on Paper Mill Maintenance Projects.

32. Cross-Platform User Interface of E-Learning Applications

33. The Interactive Surveying Instructor (ISI) for Teaching Optical-Mechanical Instrument Readings in Surveying Engineering

34. Designing and Implementing an Adaptive Online Examination System

35. Learning Analytics for Natural User Interfaces

36. Applicability of Domain-Specific Application Framework for End-User Development

37. Fractangi: A Tangible Learning Environment for Learning about Fractions with an Interactive Number Line

38. An Interactive Training Game Using 3D Sound for Visually Impaired People

39. M-Learning for Qur'an Memorization and Teaching Its Sciences

40. An Elementary 3D Visualization Learning Trajectory

41. Relevance of Electronic Resources and Improvement of Access for Effective Distance Learning and Continuing Education Programme

42. UsabilityZero: Can a Bad User Experience Teach Well?

43. Planning Effective Learning for the Visually Impaired in Federal University in Osun State, Nigeria: Technology Perspective

44. Data-Informed Educational Decision Making to Improve Teaching and Learning Outcomes of EFL

45. Revolutionizing Educational Landscapes: A Systematic Review of Metaverse Applications, Paradigms and Emerging Technologies

46. Development of a Math Input Interface with Flick Operation for Mobile Devices

47. Modular Object-Oriented Dynamic Learning Environment: What Open Source Has to Offer

48. Focus Your Young Visitors: Kids Innovation--Fundamental Changes in Digital Edutainment.

49. Interfacing the Digital.

50. From GUI to Gallery: A Study of Online Virtual Environments.