Social Media has infiltrated all manner of users, and none more than the current digital native who is studying at university. This has led to the rise in questions of how best to use these computermediated communications in academic settings. Recent research shows that Twitter is very popular amongst students, though little work exists on the impact of Tweeting, and how it can be measured. This paper discusses the current work in progress to develop a framework that offers guidance to codify the connections that students in Higher Education make, using Twitter. Data suggest that it is still too early to determine the success of the framework, nonetheless, the scope for future work points towards many possibilities for full development and application.
Over the past decade many new evaluation methods have emerged for evaluating user experience with children, but the results of these studies have tended to be reported in isolation and cultural implications have been largely ignored. This paper reports on a comparative analysis of the Fun Toolkit and the effect of culture on game preference. In total 37 children aged between 7 and 9 participated in the study, from a school in the UK and Jordan. The children played 2 different games on a tablet PC and their experiences of each were captured using the Fun Toolkit. The results showed that culture did not appear to affect children's preference and Fun Toolkit is a valid user experience tool across cultures.
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