End-User Development in Higher Education Technology

Summary

End-User Development (EUD) in the context of higher education refers to the set of methods, tools and environments that enable academic staff and students—without formal software engineering training—to create, adapt or extend educational technologies. Such approaches range from graphical authoring systems and mash-up frameworks to no-code and low-code platforms designed for course design, assessments and interactive learning resources. The expansion of EUD follows a global shift towards personalised, flexible and scalable digital learning, accelerated by the emergency remote teaching measures during the pandemic. Key challenges include ensuring usability and accessibility, aligning tools with pedagogical objectives, and providing sufficient training and institutional support. At the same time, EUD fosters innovation by empowering educators to prototype novel learning interventions rapidly, adapt content to local contexts and engage students in active creation of learning artefacts. Emerging research explores integrations with learning analytics dashboards, mobile app builders for student projects and collaborative visual programming environments. As academic institutions worldwide pursue digital transformation, EUD stands out as a practical route to bridge the gap between pedagogical ambitions and technical implementation, promoting more responsive, learner-centred educational ecosystems.

Research from Nature Portfolio

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End-User Development in Higher Education Technology publication trend

The graph below shows the total number of articles in end-user development in higher education technology across all publications each year (not limited to Nature Index journals).

Technical terms

End-User Development (EUD): A paradigm in software design and educational technology enabling non-professional developers—such as teachers and students—to create or adapt applications through intuitive interfaces rather than traditional coding.

No-Code Platform: A software environment offering visual, component-based constructs (for example drag-and-drop modules) that allow users to assemble fully functional applications without writing code.

Open Educational Resources (OER): Teaching, learning and research materials in any medium that reside in the public domain or are released under an open licence permitting free use, adaptation and redistribution.

References

  1. PROGRAMAÇÃO NO-CODE NO ENSINO SUPERIOR: POSSIBILIDADES DE AVALIAÇÃO E APRENDIZAGEM ATIVAS. Revista Valore (2023).
  2. Analysis on Use of Open Educational Resources during EmergencyRemote Education due to Covid-19: A Case Study in Turkey. SAGE Open (2022).
  3. Impact of Virtual Assistant on Programming Novices’ Performance, Behavior and Motivation. Acta Electrotechnica et Informatica (2022).

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