5,688 research outputs found

    Tangible user interface design for learners with different multiple intelligence

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    The creation of learning activities responsive to learners with different basic skills has been limited due to a classroom environment and applied technologies. The goals of this research were to develop Tang-MI, a game with a tangible user interface supporting primary school learners’ analytical skills based on the theory of multiple intelligences (MI), and to present design guidelines for a tangible user interface suitable for learners in different MI groups. In this research, the Tangible user interface for multiple intelligence (Tang-MI) was tested with thirty students initially evaluated for their multiple intelligences. The learners’ usage behavior was observed and recorded while the students performed the assigned tasks. The behavioral data were analyzed and grouped into behaviors occurring before performing the tasks, during the tasks, and after completing the tasks. Based on the learners’ usage behavior, the tangible user interface design guidelines for learners in different MI groups were proposed concerning physical equipment design, question design, interactive program design, audio design, and animated visual feedback design. These guidelines would help educators build learning games that respond to the learners’ intelligence styles and enhance students’ motivation to learn

    Computer Science in the Elementary Classroom: The Basics

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    Computer Science is often ranked with Nuclear Physics or Biochemical Engineering; people understand it is an academic discipline, but have no desire to study or learn anything about it. With the introduction of Arkansas Computer Science Standards in the elementary classroom, many teachers wonder how to satisfy these and to do so without full knowledge of computer science and alongside all the other demands they must meet in the classroom. This paper covers my interest in computer science and why it is needed in elementary schools, specifically in Arkansas. It also incorporates the standards, including a chart of all the standards with suggestions about how they can be taught, followed by some full lesson plans written during my research

    Reading in the digital age: using electronic books as a teaching tool for beginning readers

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    This study investigated the eBook reading experiences of eight grade 1 students. Eight students were given ten 25-minute sessions with the software programs over 15 weeks. Qualitative data were collected from students, teachers, and parents through questionnaires, interviews, observations and field notes.The results suggest the promise of electronic books in enhancing the reading motivation of beginning readers.Beginning readers\u27 motivation to read and the texts they choose to read impact on their literacy achievement and willingness to engage with reading activities in the primary years of schooling

    Math empowerment: a multidisciplinary example to engage primary school students in learning mathematics

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    This paper describes an educational project conducted in a primary school in Italy (Scuola Primaria Alessandro Manzoni at Mulazzano, near to Milan). The school requested our collaboration to help improve upon the results achieved on the National Tests for Mathematics, in which students, aged 7, registered performances lower than the national average the past year. From January to June, 2016, we supported teachers, providing them with information, tools and methods to increase their pupils’ curiosity and passion for mathematics. Mixing our different experiences and competences (instructional design and gamification, information technologies and psychology) we have tried to provide a broader spectrum of parameters, tools and keys to understand how to achieve an inclusive approach that is ‘personalised’ to each student. This collaboration with teachers and students allowed us to draw interesting observations about learning styles, pointing out the negative impact that standardized processes and instruments can have on the self‐esteem and, consequently, on student performance. The goal of this programme was to find the right learning levers to intrigue and excite students in mathematical concepts and their applications. Our hypothesis is that, by considering the learning of mathematics as a continuous process, in which students develop freely through their own experiments, observations, involvement and curiosity, students can achieve improved results on the National Tests (INVALSI). This paper includes results of a survey conducted by children ‐’About Me and Mathematics‘

    Virtual Reality as a Support Tool for the Treatment of People with Intellectual and Multiple Disabilities: A Systematic Literature Review

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    Since the emergence of virtual reality (VR) technologies, many researchers have argued on the benefits of their use for people with intellectual and multiple disabilities. However, up to this date there is not a single study that presents a detailed overview of the state of the art in virtual reality as a support tool for the treatment of people with intellectual and multiple disabilities, as well as Autism and Down Syndrome. The aim of this study is to provide a detailed overview of the state of the art in the virtual reality area focusing on people with multiple disabilities, that encompasses intellectual and physical disabilities. There is still no consensus on the effectiveness of VR-based treatments. Virtual reality can offer rich environment and features, but most of the researches focuses only in the experience to be inside a virtual place without taking advantage of what benefits VR provide us. Furthermore, most of our selected studies used non-immersive VR and AR. Thus, immersive VR is an open field with many opportunities to be explored. We believe VR has great potential to be effective in the treatment of people with intellectual and multiple disabilities

    Instructional Message Design: Theory, Research, and Practice

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    Message design is all around us, from the presentations we see in meetings and classes, to the instructions that come with our latest tech gadgets, to multi-million-dollar training simulations. In short, instructional message design is the real-world application of instructional and learning theories to design the tools and technologies used to communicate and effectively convey information. This field of study pulls from many applied sciences including cognitive psychology, industrial design, graphic design, instructional design, and human performance technology to name just a few. In this book we visit several foundational theories that guide our research, look at different real-world applications, and begin to discuss directions for future best practice. For instance, cognitive load and multimedia learning theories provide best practice, PowerPoint and simulations are only a few of the multitude of applications, and special needs learners and designing for cultural inclusiveness are only two of many areas where effective messages design can improve outcomes. Studying effective instructional message design tools and techniques has and will continue to be a critical aspect of the overall instructional design process. Hopefully, this book will serve as an introduction to these topics and inspire your curiosity to explore further

    Montana Kaimin, March 5, 2015

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    Student newspaper of the University of Montana, Missoula.https://scholarworks.umt.edu/studentnewspaper/6851/thumbnail.jp

    Accessible Information: Advocating the Use of Technology for Individuals with Intellectual Disability on their Path to Individualised Services

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    Providing people with an intellectual disability (ID), opportunities for social integration have been shown to have a reliable positive influence on their well-being (Wehmeyer et al., 2006; Bunning, 2009). A large percentage of individuals with ID are unable to read and write. For this reason in order for the person to make an informed choice the person needs to have good information presented in a way that they can understand. They may need to see tangible visual aids (video, role play, film, photographs). It may need to be demonstrated to them a number of times. This assists a person in making choices and decisions so that they can actively participate not just in their own lives but in the community. Otherwise the person cannot make the decision, and other people are making it for them. Therefore this research will investigate the viability of developing an internal webbased learning and communication tool for people with an ID. The tool will focus on providing accessible information through image to image navigation and by providing choice of modality when receiving information. (Who, 2011) state that two of the biggest barriers to living an ordinary life are the lack of accessible information and being able to advocate. A person cannot be an active citizen if they cannot access the information or understand the way it is presented. It effects every part of your life. The experiment also evaluated if video conferencing communication tools are accessible for the participants who reside in different locations to communicate with each other. The key issues that must be explored around the development of such a system will be factors such as; Accessible Information, Web Accessibility and Universal Design. The pilot system will involve individuals with mild to moderate ID who attend one of seven training centres in disparate locations. This research will also explore these issues in the context of social models, such as Wolfensberger\u27s theory of Social Role Valorization
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