3 research outputs found
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Are Language learning websites special? Towards a research agenda for discipline-specific usability
With the intention of defining an initial research agenda for discipline-specific factors in the usability of e-learning websites, this paper focuses on the example of foreign language learning. First, general notions and concepts of usability are analyzed, and the term 'pedagogical usability' is proposed as a means of focusing on the close relationship between usability and pedagogical design. Then, to address the key issue of whether there are aspects of pedagogical usability that are discipline-specific, the paper examines how language learning and teaching, in particular Technology Enhanced Language Learning (TELL), has approached usability when developing technology-enhanced learning materials. Three elements of a research agenda are identified: pedagogical usability, intercultural usability and website evaluation. In conclusion, it is suggested that just as language learning websites may require a discipline-specific approach, so in other disciplines pedagogical usability may also need to be considered in relation to the specific requirements of the discipline, and that a debate around these issues is timely
Investigation and development of a tangible technology framework for highly complex and abstract concepts
The ubiquitous integration of computer-supported learning tools within the educational domain has led educators to continuously seek effective technological platforms for teaching and learning. Overcoming the inherent limitations of traditional educational approaches, interactive and tangible computing platforms have consequently garnered increased interest in the pursuit of embedding active learning pedagogies within curricula. However, whilst Tangible User Interface (TUI) systems have been successfully developed to edutain children in various research contexts, TUI architectures have seen limited deployment towards more advanced educational pursuits.
Thus, in contrast to current domain research, this study investigates the effectiveness and suitability of adopting TUI systems for enhancing the learning experience of abstract and complex computational science and technology-based concepts within higher educational institutions (HEI)s. Based on the proposal of a contextually apt TUI architecture, the research describes the design and development of eight distinct TUI frameworks embodying innovate interactive paradigms through tabletop peripherals, graphical design factors, and active tangible manipulatives. These computationally coupled design elements are evaluated through summative and formative experimental methodologies for their ability to aid in the effective teaching and learning of diverse threshold concepts experienced in computational science.
In addition, through the design and adoption of a technology acceptance model for educational technology (TAM4Edu), the suitability of TUI frameworks in HEI education is empirically evaluated across a myriad of determinants for modelling students’ behavioural intention. In light of the statistically significant results obtained in both academic knowledge gain (μ = 25.8%) and student satisfaction (μ = 12.7%), the study outlines the affordances provided through TUI design for various constituents of active learning theories and modalities. Thus, based on an empirical and pedagogical analyses, a set of design guidelines is defined within this research to direct the effective development of TUI design elements for teaching and learning abstract threshold concepts in HEI adaptations