705,032 research outputs found

    A Computer-based 21st Century Prototype

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    This paper describes a prototype computer-based reading comprehension program. It begins with a short description, at a general level, of theoretical issues relating to the learning of comprehension skills in a foreign/second language learning. These issues cover such areas as personal meaning-making on the basis of individual differences and the need for individualized intervention to maximize the comprehension process. Modern technology facilitates this process and enables simultaneous support of large numbers of students. Specifically, from a learning perspective, the program focuses on students' personal understandings while, from a reading perspective, the construction of meaning is based on an interactive model where both high-level (global, inferential) structures are elicited/studied as well as low-level structures (e.g. vocabulary, grammar). These principles are strengthened with research findings from studies in awareness and language processing based on eye-movement analysis. As part of its reading comprehensions focus, the system also has a strong commitment to the development of critical thinking skills, recognized as one of the most important 21st Century skills. The program is then described in detail, including its ability to store students' responses and to be administered through standard learning management systems. Finally, an outline of planned future developments and enhancements is presented

    A Computer-based 21st Century Prototype

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    Abstract This paper describes a prototype computer-based reading comprehension program. It begins with a short description, at a general level, of theoretical issues relating to the learning of comprehension skills in a foreign/second language learning. These issues cover such areas as personal meaning-making on the basis of individual differences and the need for individualized intervention to maximize the comprehension process. Modern technology facilitates this process and enables simultaneous support of large numbers of students. Specifically, from a learning perspective, the program focuses on students’ personal understandings while, from a reading perspective, the construction of meaning is based on an interactive model where both high-level (global, inferential) structures are elicited/studied as well as low-level structures (e.g. vocabulary, grammar). These principles are strengthened with research findings from studies in awareness and language processing based on eye-movement analysis. As part of its reading comprehensions focus, the system also has a strong commitment to the development of critical thinking skills, recognized as one of the most important 21st Century skills. The program is then described in detail, including its ability to store students’ responses and to be administered through standard learning management systems. Finally, an outline of planned future developments and enhancements is presented

    Multilevel Large Language Models for Everyone

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    Large language models have made significant progress in the past few years. However, they are either generic {\it or} field specific, splitting the community into different groups. In this paper, we unify these large language models into a larger map, where the generic {\it and} specific models are linked together and can improve each other, based on the user personal input and information from the internet. The idea of linking several large language models together is inspired by the functionality of human brain. The specific regions on the brain cortex are specific for certain low level functionality. And these regions can jointly work together to achieve more complex high level functionality. Such behavior on human brain cortex sheds the light to design the multilevel large language models that contain global level, field level and user level models. The user level models run on local machines to achieve efficient response and protect the user's privacy. Such multilevel models reduce some redundancy and perform better than the single level models. The proposed multilevel idea can be applied in various applications, such as natural language processing, computer vision tasks, professional assistant, business and healthcare

    PERFORMANCE ANALYSIS OF SECURITY MEASURES IN NEAR FIELD COMMUNICATION

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    Nowadays near field communication are largely used in so many different applications for the convenience and ease of use they provide. They store and exchange many personal data, some of them requires more security than others, due to the value they poses, such as banking information and personal identification. And maintaining high level of security is task of the utmost priority. The main focus of this thesis is establishing a knowledge base for different NFC/RFID devices. Evaluating the different encryption algorithms used currently, based on their encryption/decryption time, their immunity to brute force attack, and the amount of power needed to execute them. The encryption algorithms will be implemented using Python programing language and tested on a windows computer in order to test their immunity against brute force attack. Encryption/decryption time and the power usage will be tested on a Raspberry Pi, for the similarities it has with modern mobile devices.fi=Opinnäytetyö kokotekstinä PDF-muodossa.|en=Thesis fulltext in PDF format.|sv=Lärdomsprov tillgängligt som fulltext i PDF-format

    Career Development Program for Refugee and Migrant Youth

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    The Career Guidance for Refugee and Migrant Young People project is an initiative of the South Metropolitan Migrant Resource Centre funded by the Department of Education and Training. It aims to develop, pilot and evaluate a career development and planning program that specifically meets the learning levels and needs of refugee youth with low levels of education, cultural life skills and English language ability

    Blogging: Promoting Learner Autonomy and Intercultural Competence through Study Abroad

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    The current study explores closely how using a combined modalities of asynchronous computer-mediated communication (CMC) via blogs and face-to-face (FTF) interaction through ethnographic interviews with native speakers (L1s) supports autonomous learning as the result of reflective and social processes. The study involves 16 American undergraduate students who participated in blogs to develop their intercultural competence over the course of one-semester study abroad. The results show that blogs afforded students the opportunity to work independently (e.g., content creation) and reflect upon cross-cultural issues. Critical reflection, however, relied on the teacher’s guidance and feedback, as most of the students were cognitively challenged by not being able to clearly articulate different points of view. It is likely that students were not accustomed to reflecting. The findings also indicate that task type fostered autonomy in different ways. While free topics gave students more control of their own learning, teacher-assigned topics required them to critically think about the readings. Lack of access to Internet at the host institution and family also contributed to a limited level of social interaction. The study concludes that well-designed tasks, effective metacognitive and cognitive skills, and the accessibility to Internet are essential to maximize the potentials of blogs for learner autonomy and intercultural communication

    A Case Study of Using Online Communities and Virtual Environment in Massively Multiplayer Role Playing Games (MMORPGs) as a Learning and Teaching Tool for Second Language Learners

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    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also in education. This research investigates the use of commercial MMORPGs to support second language teaching. MMORPGs offer virtual safe spaces in which students can communicate by using their target second language with global players. Using a mix of ethnography and action research, this study explores the students’ experiences of language learning and performing while playing MMORPGs. The results show that the use of MMORPGs can facilitate language development by offering fun, informal, individualised and secure virtual spaces for students to practise their language with native and other second language speakers

    A Classification of Scripting Systems for Entertainment and Serious Computer Games

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    The technology base for modern computer games is usually provided by a game engine. Many game engines have built-in dedicated scripting languages that allow the development of complete games that are built using those engines, as well as extensive modification of existing games through scripting alone. While some of these game engines implement proprietary languages, others use existing scripting systems that have been modified according to the game engine's requirements. Scripting languages generally provide a very high level of abstraction method for syntactically controlling the behaviour of their host applications and different types of scripting system allow different types of modification of their underlying host application. In this paper we propose a simple classification for scripting systems used in computer games for entertainment and serious purposes

    Student Interaction with Minitel Telecommunications

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