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This study explores how virtual environments and artificial intelligence can enhance university students' learning experiences, with particular attention to the digital preferences of Generation Z. An experiment was conducted at the Faculty…

Computers and Society · Computer Science 2025-09-03 Adel Vehrer , Zsolt Palfalusi

Written reflection assignments give students valuable opportunities for critical self-assessment, meaning making, and learning processing. Additionally, such reflections provide rich data for qualitative education research. However,…

Computers and Society · Computer Science 2026-05-28 Xiomara Gonzalez , Gabriella Coloyan Fleming , Andrew Katz , Maya Denton , Jessica Deters

To enhance student learning, we demonstrate an experimental study to analyze student learning outcomes in online and in-class sections of a core data communications course of the Undergraduate IT program in the Information Sciences and…

Physics Education · Physics 2017-12-15 Pouyan Ahmadi , Khondkar Islam. Salman Yousaf

This research-to-practice work-in-progress (WIP) paper presents an AI-enabled smart tutor designed to provide homework assessment and feedback for students in an undergraduate circuit analysis course. We detail the tutor's design philosophy…

Computers and Society · Computer Science 2025-06-11 Liangliang Chen , Huiru Xie , Jacqueline Rohde , Ying Zhang

Building on successful work on studying and transforming our senior-level Advanced Lab course, we have transformed our junior-level Electronics course to engage students in a variety of authentic scientific practices, including…

Physics Education · Physics 2015-07-15 H. J. Lewandowski , Noah Finkelstein

This study investigates the effectiveness of Google Workspace in fostering collaboration within academic settings, specifically at the University of Makati. The aim is to evaluate its role in enhancing blended learning practices and…

Computers and Society · Computer Science 2025-05-19 Alexander Pahayahay

Can we make undergraduate engineering education easier and more fun? This research aims to see if we can answer the ambitious question! The digital game-based learning (DGBL) has been found to increase the efficacy of learning when applied…

Computers and Society · Computer Science 2021-06-29 Seungmo Kim

The paper presents a web prototype that visualises different characteristics of research projects in the heterogeneous domain of educational research. The concept of the application derives from the project "Monitoring Educational Research"…

Digital Libraries · Computer Science 2014-05-28 Karima Haddou ou Moussa , Ute Sondergeld , Philipp Mayr , Peter Mutschke , Marc Rittberger

The rapid growth of immersive technologies in educational areas has increased research interest in analyzing the specific behavioral patterns of learners in immersive learning environments. Considering the fact that research on the…

Human-Computer Interaction · Computer Science 2024-05-07 Yu Liu , Kang Yue , Yue Liu

Automatic analysis of teacher and student interactions could be very important to improve the quality of teaching and student engagement. However, despite some recent progress in utilizing multimodal data for teaching and learning…

Computers and Society · Computer Science 2022-12-07 Fangli Xu , Lingfei Wu , KP Thai , Carol Hsu , Wei Wang , Richard Tong

Usability testing is a fundamental research method that user experience (UX) researchers use to evaluate and iterate their new designs. But what about evaluating and iterating the usability testing study design itself? Recent advances in…

Computation and Language · Computer Science 2025-09-22 Yuxuan Lu , Bingsheng Yao , Hansu Gu , Jing Huang , Jessie Wang , Yang Li , Jiri Gesi , Qi He , Toby Jia-Jun Li , Dakuo Wang

Online tools provide unique access to research students' study habits and problem-solving behavior. In MOOCs, this online data can be used to inform instructors and to provide automatic guidance to students. However, these techniques may…

Computers and Society · Computer Science 2019-04-17 Adithya Sheshadri , Niki Gitinabard , Collin F. Lynch , Tiffany Barnes , Sarah Heckman

The development of technologies of multimedia, linked to that of Internet and democratization of high speed, has made henceforth E-learning possible for learners being in virtual classes and geographically distributed. One benefit to taking…

Computers and Society · Computer Science 2015-02-25 Bousaaid Mourad , Ayaou Tarik , Afdel Karim , Estraillier Pascal

Background: While digital access has expanded rapidly in resource-constrained contexts, satisfaction with digital learning platforms varies significantly among students with seemingly equal connectivity. Traditional digital divide…

Machine Learning · Computer Science 2026-01-06 Md Muhtasim Munif Fahim , Humyra Ankona , Md Monimul Huq , Md Rezaul Karim

Engagement, which links to attentional, emotional, and cognitive dimensions, plays an important role in learning. In online and video-based learning environments, learners often need to regulate their own interactions with instructional…

Human-Computer Interaction · Computer Science 2026-05-05 Zikang Leng , Edan Eyal , Yingtian Shi , Jiaman He , Yaqi Liu , Thomas Plötz

This research study explores the conceptualization, development, and deployment of an innovative learning analytics tool, leveraging OpenAI's GPT-4 model to quantify student engagement, map learning progression, and evaluate diverse…

Computers and Society · Computer Science 2024-09-19 Ramteja Sajja , Yusuf Sermet , David Cwiertny , Ibrahim Demir

This paper describes the first stage of the ongoing development of two scales to measure online wellbeing and trust, based on the results of a series of workshops with younger and older adults. The first, the Online Wellbeing Scale includes…

Computers and Society · Computer Science 2020-07-29 Liz Dowthwaite , Elvira Perez Vallejos , Helen Creswick , Virginia Portillo , Menisha Patel , Jun Zhao

Student's mental health problems have been explored previously in higher education literature in various contexts including empirical work involving quantitative and qualitative methods. Nevertheless, comparatively few research could be…

Applications · Statistics 2022-03-01 Prathamesh Muzumdar , Ganga Prasad Basyal , Piyush Vyas

This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine.…

We investigate the relationship between immersion and learning across three domains (cultural heritage, environmental awareness, and high school physics) through the lens of the Cognitive Affective Model of Immersive Learning (CAMIL)…

Human-Computer Interaction · Computer Science 2026-03-03 Paolo Boffi , Alberto Gallace , Pier Luca Lanzi
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