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In this paper we describe an experiment, in which we examined older and younger adults when interacting with a simulated PDA (personal digital assistant). Independent variables were users' age (young vs. older) and device interface (hyperlink vs. no hyperlink). Dependent variables were the effectiveness and efficiency of menu navigation. To understand how(More)
Learning analytics tools should be useful, i.e., they should be usable and provide the functionality for reaching the goals attributed to learning analytics. This paper seeks to unite learning analytics and action research. Based on this, we investigate how the multitude of questions that arise during technology-enhanced teaching and learning systematically(More)
Demographic change and the aging population push health and welfare system to its limits. Increased physical fitness and increased awareness for health issues will help elderly to live independently for longer and will thereby reduce the costs in the health care system. Ex-ergames seem to be a promising solution for promoting physical fitness. Still, there(More)
This study compares the effect of using tangible robots to using visual representations for introducing seventh graders (12 to 13 year old) to computer programming. The impact was measured on learning outcome, self-efficacy, class feedback and attitudes towards STEM (science, technology, engeneering and mathematics) topics. Results show that using robots to(More)