How do we decide what products we will purchase and invest our time in? Are these decisions driven by the functionality of the technology, or how the interaction enhances our experience? The speakers will explore models to measure user engagement along with teaching and learning applications, such as gaming.
Program Take-Aways
1. Participants will gain insights into the phenomenon of engagement and understand a conceptual model to measure user engagement as a process.
2. Participants will learn about a game developed to teach STEM students ethical research practice.
3. Participants will gain insight into the structure and creation of an educational web site reflecting museum holdings and indigenous knowledge content.