Archive for the ‘Interface Design’ Category

Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education

Consumer-grade virtual reality has recently become available for both desktop and mobile platforms and may redefine the way that students learn. However, the decision regarding which device to utilise within a curriculum is unclear. Desktop-based VR has considerably higher setup costs involved, whereas mobile-based VR cannot produce the quality of environment due to its limited […]

The Effect of Universal Design for Learning (UDL) Application on E-learning Acceptance: A Structural Equation Model

Standardising learning content and teaching approaches is not considered to be the best practice in contemporary education. This approach does not differentiate learners based on their individual abilities and preferences. The present research integrates a pedagogical theory Universal Design for Learning (UDL) with an information system (IS) theory Technology Acceptance Model (TAM). It aims to […]

Student Perceptions of the Use of Multimedia for Online Course Communication

A great deal of research exists in the use of multimedia communications in online classrooms as a means of furthering student engagement. However, little research exists that examines the perceptions of students when such technologies are used. Additionally, it is unclear that students are likely to engage in the use of such technologies when available. […]

The Origins of Innovation in the Edtech Ecosystem

The learning management system as we have known it is fading in its importance. Supplanting it are hundreds of tools and innovations, created by a plethora of vendors, institutions, students, and instructors in a frothy, bubbling world known as the edtech ecosystem. EDUCAUSEĀ 

The Influences of the 2D Image-Based Augmented Reality and Virtual Reality on Student Learning

Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote studentsā€™ realistic experience. However, AR-based learning environments had a lot of […]

IU researchers create math learning software to help students, educators

With the rise of the online text, e-readers and tablets, there has been a revolution in how people consume written information. The way most people write math, however, hasn’t changed in centuries. It was this realization that inspired Indiana University’s David Landy to create Graspable Math — software that allows users to “touch” and manipulate […]

A Conceptual Framework for Building UDL in a Special Education Distance Education Course

Online graduate programs have been increasing in number and attendance over the past decade. Ensuring that the quality of teacher preparation programs is maintained in an online learning environment is essential. After reviewing the pedagogies of both special education and online learning, it was determined that Universal Design for Learning (UDL) was the best framework […]

Review Article: Online Learning Integrity Approaches: Current Practices and Future Solutions

Online Learning Integrity Approaches: Current Practices and Future Solutions The primary objective of this paper is to help institutions respond to the stipulation of the Higher Education Opportunity Act of 2008 by adopting cost-effective academic integrity solutions without compromising the convenience and flexibility of online learning. Current user authentication solutions such as user ID and […]

Tele-proximity: Tele-community of Inquiry Model. Facial Cues for Social, Cognitive, and Teacher Presence in Distance Education

Distance education is expanding in all continents, and the use of video has dominated internet. Synchronous Video Communication (SVC) has not been an option thoroughly investigated and practitioners, who use and design synchronous learning scenarios, are in urgent need of guidance. Distant learners face many barriers, and as a result, they drop out more frequently […]

Prepare-Participate-Connect: Active learning with video annotation

Annotation of video provides students with the opportunity to view and engage with audiovisual content in an interactive and participatory way rather than in passive-receptive mode. This article discusses research into the use of video annotation in four vocational programs at RMIT University in Melbourne, which allowed students to interact with and learn from video-based […]