Student Usability in Educational Software and Games: Improving Experiences

Student Usability in Educational Software and Games: Improving Experiences
Author: Gonzalez, Carina
Publisher: IGI Global
Total Pages: 440
Release: 2012-08-31
Genre: Computers
ISBN: 1466619880

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"This book explores new models of interaction and human-computer interaction paradigms as applied to learning environments"--Provided by publisher.

Learner Experience and Usability in Online Education

Learner Experience and Usability in Online Education
Author: Bouchrika, Imed
Publisher: IGI Global
Total Pages: 330
Release: 2018-05-11
Genre: Education
ISBN: 1522542078

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In online education, there is a challenge to not only meet the pedagogical aspects of digital education but also to understand the user experience within learning platforms and student interaction. Through online functions and advanced technology, a student's learning style can be enhanced. Learner Experience and Usability in Online Education provides emerging research on the design, implementation, and evaluation of user experience in online learning systems. While highlighting topics such as computer-based assessments, educational digital technologies, and immersive learning environments, this publication explores the human-computer interaction in the educational realm. This book is an important resource for educators, school administrators, academicians, researchers, and students seeking current research on the role of positive user experience in educational learning systems.

Games User Research

Games User Research
Author: Miguel Angel Garcia-Ruiz
Publisher: CRC Press
Total Pages: 311
Release: 2017-12-19
Genre: Computers
ISBN: 1498706428

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"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." —Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.

Social Computing and Social Media

Social Computing and Social Media
Author: Gabriele Meiselwitz
Publisher: Springer
Total Pages: 481
Release: 2016-07-04
Genre: Computers
ISBN: 3319399101

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This book constitutes the refereed proceedings of the 8th International Conference on Social Computing and Social Media, SCSM 2016, held as part of the 18th International Conference on Human-Computer Interaction, HCII 2016, held in Toronto, ON, Canada, in July 2016. The total of 1287 papers and 186 posters presented at the HCII 2016 conferences were carefully reviewed and selected from 4354 submissions. The papers thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 43 contributions included in the SCSM 2016 proceedings were organized in the following topical sections: designing and developing social media; users behaviour in social media; social media, policy, politics and engagement; social network analysis; social media in learning and collaboration; and enterprise social media.

The Routledge International Handbook of Digital Social Work

The Routledge International Handbook of Digital Social Work
Author: Antonio López Peláez
Publisher: Taylor & Francis
Total Pages: 462
Release: 2023-06-13
Genre: Social Science
ISBN: 1000878686

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This handbook provides an authoritative and cutting-edge overview of current research and trends related to the emerging field of digital technology and social work. This book is divided into six sections: Reframing Social Work in a Digital Society Shaping a Science of Social Work in the Digital Society Digital Social Work in Practice The Ethics of Digital Social Work Digital Social Work and the Digitalization of Welfare Institutions: Opportunities, Challenges and Country Cases Digital Social Work: Future Challenges, Directions and Transformations This book, comprised of 40 specially commissioned chapters, explores the main intersections between social work theory and practice in an increasingly digitized world. Bringing a critical focus to how social work as a profession is adapting exponentially to embrace the benefits of technology, it gives specific consideration to the digitalization of the social work profession, including the ways in which social workers are using different forms of technology to provide effective services and innovative practice responses. With chapters on big data, digital archiving, e-citizenship and inclusion, gerontechnology, children and technology, and data ethics, this book will be of interest to all social work scholars, students and professionals as well as those working in science and technology studies more broadly.

Advanced Methodologies and Technologies in Modern Education Delivery

Advanced Methodologies and Technologies in Modern Education Delivery
Author: Khosrow-Pour, D.B.A., Mehdi
Publisher: IGI Global
Total Pages: 959
Release: 2018-09-21
Genre: Education
ISBN: 1522573666

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Recent innovations and new technologies in education have altered the way teachers approach instruction and learning and can provide countless advantages. The pedagogical value of specific technology tools and the cumulative effects of technology exposure on student learning over time are two areas that need to be explored to better determine the improvements needed in the modern classroom. Advanced Methodologies and Technologies in Modern Education Delivery provides emerging research on educational models in the continually improving classroom. While highlighting the challenges facing modern in-service and pre-service teachers when educating students, readers will learn information on new methods in curriculum development, instructional design, and learning assessments to implement within their classrooms. This book is a vital resource for pre-service and in-service teachers, teacher education professionals, higher education administrative professionals, and researchers interested in new curriculum development.

Assistive Technology

Assistive Technology
Author: C. Sik-Lányi
Publisher: IOS Press
Total Pages: 1112
Release: 2015-08-27
Genre: Medical
ISBN: 1614995664

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Assistive Technology (AT) is the term used to describe products or technology-based services which support those with disabilities or other limitations to their daily activities, enabling them to enjoy a better quality of life. This book presents the proceedings of the 13th European Conference on the Advancement of Assistive Technology (AAATE 2015), held in Budapest, Hungary in September 2015. This biennial conference has established itself as a leading forum in the transdisciplinary area of Assistive Technology, providing a unique platform for the gathering of experts from around the world to review progress and challenges in the interdisciplinary fields which contribute to AT, such as research, development, manufacturing, supply, provision and policy. The theme of the 2015 conference is 'Attracting new areas and building bridges', and this book contains 138 reviewed papers and 28 poster presentations delivered at the conference, covering AT themes as diverse as aging, blindness, mobility, assisted living and accessibility for people with dementia and cognitive impairment. Offering a current overview of many aspects of AT, this book will be of interest to all those – from researchers and manufacturers to healthcare professionals and end-users – whose work or daily life involves the relationship between technology and disability.

Disability and Video Games

Disability and Video Games
Author: Markus Spöhrer
Publisher: Springer Nature
Total Pages: 365
Release: 2023-12-18
Genre: Social Science
ISBN: 3031343743

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This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts
Author: Karen Schrier Shaenfeld
Publisher: Lulu.com
Total Pages: 281
Release: 2016
Genre: Education
ISBN: 1329703561

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The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."

Computers Helping People with Special Needs

Computers Helping People with Special Needs
Author: Klaus Miesenberger
Publisher: Springer Nature
Total Pages: 507
Release: 2020-09-09
Genre: Computers
ISBN: 303058805X

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The two-volume set LNCS 12376 and 12377 constitutes the refereed proceedings of the 17th International Conference on Computers Helping People with Special Needs, ICCHP 2020, held in Lecco, Italy, in September 2020. The conference was held virtually due to the COVID-19 pandemic.The 104 papers presented were carefully reviewed and selected from 206 submissions. Included also are 13 introductions. The papers are organized in the following topical sections:Part I: user centred design and user participation in inclusive R&D; artificial intelligence, accessible and assistive technologies; XR accessibility – learning from the past, addressing real user needs and the technical architecture for inclusive immersive environments; serious and fun games; large-scale web accessibility observatories; accessible and inclusive digital publishing; AT and accessibility for blind and low vision users; Art Karshmer lectures in access to mathematics, science and engineering; tactile graphics and models for blind people and recognition of shapes by touch; and environmental sensing technologies for visual impairmentPart II: accessibility of non-verbal communication: making spatial information accessible to people with disabilities; cognitive disabilities and accessibility – pushing the boundaries of inclusion using digital technologies and accessible eLearning environments; ICT to support inclusive education – universal learning design (ULD); hearing systems and accessories for people with hearing loss; mobile health and mobile rehabilitation for people with disabilities: current state, challenges and opportunities; innovation and implementation in the area of independent mobility through digital technologies; how to improve interaction with a text input system; human movement analysis for the design and evaluation of interactive systems and assistive devices; and service and care provision in assistive environments11 chapters are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.