649 research outputs found
Impact of mobile virtual reality on EFL learnersâ listening comprehension
Virtual reality (VR) has received increasing attention from researchers and practitioners in EFL listening. However, prior studies are primarily concerned with non-immersive desktop-based VR. Few studies examined the effects of VR via mobile-rendered head-mounted displays (mobile VR). Therefore, this study investigates the impact of mobile VR on EFL learnersâ listening comprehension. Participants were 49 Taiwanese seventh-graders, randomly assigned to either the VR group or video group. The VR group played with a language learning VR app using mobile VR while the video group watched the walkthrough video of the VR app on personal computers. The effects of mobile VR were analyzed based on listening comprehension post-tests, recalls, and interviews. The results revealed the VR groupâs listening comprehension and recall were significantly better than that of the video group. The interview data indicated that, for most VR players, mobile VR-mediated EFL listening was motivating, beneficial, and convenient. They felt more engaged in the listening tasks. Simulated real-life scenarios and interactivity, particularly the interaction with virtual characters, led to a stronger sense of presence and a higher degree of immersion, which enabled them to listen as a participant rather than overhearer. Interaction in an authentically fully-immersive context facilitated listening comprehension. The findings suggest that mobile VR may be a useful tool to promote EFL listening and underscore the necessity for additional research on the emerging technology for language learning
Digital Scripture: An Investigation of the Design and Use of a Mobile Application for Reading Sacred Text
Digital sacred text reading is rapidly growing as digital devices such as mobile smartphones are becoming more common across the globe. Although sacred text can have strong influence on identify and behavior, the effects of a digital revolution on scripture reading practices are not well understood. In particular, current research literature indicates that more information is needed about the design and use of digital sacred text applications (apps) such as mobile Bibles across different religious groups or cultures. Therefore, this study builds upon and extends previous work to analyze a religious text app, Gospel Library, which is designed and largely used by members of The Church of Jesus Christ of Latter-day Saints. Data about the design of the app were collected by analyzing app store description text, conducting a technical app walkthrough, and interviewing current app design team members. Data about the usage of Gospel Library were collected by gaining permission from the design organization to access user analytic data collected during normal app operations. Results of the study show that this digital sacred text app is designed and used in ways that support religious or cultural reading values and norms. In particular, this study suggests that Latter-day Saints appear to value the King James Version of the English Bible and other unique religious text such as the Book of Mormon and General Conference sermons or messages. Results also suggest Latter-day Saints value church-wide directed scripture reading efforts situated in a culture of listening and receiving interpretation as opposed to social discussions of scripture. Furthermore, this study reports unique features or affordances that digital sacred texts can offer including audio capabilities, videos, search functions, sharing, highlighting, and other annotations. This study contributes to the research field of digital sacred text literacy by offering data gathered from an app design organization including interviews and user analytic data. It also adds to the broader conversation about religious literacy and digital versus print-based reading
Generators of Architectural Atmosphere
This book was born as the legacy of the âGenerators of Architectural Atmosphereâ Symposium, an Interfaces event of the Academy of Neuroscience for Architecture (ANFA), sponsored by the EUâs Horizon 2020 MSCA Program â RESONANCES Project, the Perkins Eastman Studio, and the 2020 Regnier Chair. The event was hosted in the College of Architecture, Planning and Design (APDesign), Kansas State University, Manhattan, KS, on April 12, 2022. Recent advances in science are confirming many of the architectâs expert intuitions opening new doors to the perception of space and the meaning of architectural design. This volume collects three essays: âThe Atmospheric Equation and the Weight of Architectural Generatorsâ by Elisabetta Canepa; âSensing the Atmospheric Space Through a Virtual Lens: Scrutinizing Opportunities and Limitationsâ by Kutay GĂŒler; and âLocating Architectural Atmosphereâ by Tiziana Proietti and Sergei Gepshtein. Bob Condia provided a critical introduction entitled âThe Applied Science of Generating Atmospheres in Architecture.âhttps://newprairiepress.org/ebooks/1048/thumbnail.jp
Developing multiliteracies with digital games and digital literature in a college-level English course with first language and second language learners
Digital technology has had an increasing presence in the lives of children and young adults over the last 20 years. The American, non-profit organization Common Sense Media claims that 89% of teens now own a cellphone while 70% use social media multiple times a day (Rideout & Robb, 2018). Similarly, in Canada, Statistics Canada reports that 96% of young people use the Internet on a daily basis or own their own smartphone (Statistics Canada, 2018, p.13). As a result of this, recent calls for critical education in regards to social and digital media argue for the importance of 21st century media and literacy skills (Butler, 2017; Storksdieck, 2016). These calls join a chorus of academics who have long been calling for the importance of multiliteracy development in education (Cope & Kalantzis, 2000; Gee & Hayes, 2011; Lankshear & Knobel, 2011; New London Group, 1996). In searching for texts that may facilitate multiliteracy development, digital games has emerged as an option in formal education, given the complex critical thinking, learning, and literacy practices they can afford (Beavis, O'Mara, & McNeice, 2012; Gee, 2007; Salen & Zimmerman, 2004; Squire, 2008; Steinkhueler, 2010). Similarly, recent scholarship has discussed using digital games in language and literature courses, particularly L2 environments, demonstrating how digital games can increase motivation, vocabulary attainment, and provide other linguistic benefits (Guerrero, 2011; Vahdat & Behbahani, 2013; Yang & Chen, 2012). Despite these claims, little research, has demonstrated the ways in which such texts can engender multiliteracies in both L1 and L2 environments. The study presented here sought to explore the multitliterate affordances when using digital literature and digital games for L1 and L2 learners at an English first language college in Quebec. 23 students participated in the qualitative, exploratory, design-based research study conducted in an English literature class. Results show that the implications of using digital games to engender multiliteracy development are substantive. Moreover, the studyâs findings indicate that students were able to apply literary concepts through playing these games, as well as interrogate terms such as empathy, multimodality, and procedural rhetoric. Therefore, digital games can be understood as convergent texts (Jenkins, 2006) in that they afford a multitude of literacies, engagement, reflexivity, and lend themselves to critical, literary analysis. However, more research is needed, particularly on the specific ways these texts might be integrated into the classroom so that teachers are provided with detailed information on how to teach with them.Au cours des 20 derniĂšres annĂ©es, une prĂ©sence accrue de la technologie numĂ©rique sâest
manifestée dans la vie des enfants et des jeunes adultes. L'organisation à but non lucratif
américaine Common Sense Media affirme que 89 % des adolescents possÚdent désormais un
téléphone portable, tandis que 70 % utilisent les médias sociaux plusieurs fois par jour (Rideout
et Robb, 2018, p. 8). De mĂȘme, au Canada, Statistique Canada rapporte que 96 % des jeunes
utilisent Internet quotidiennement ou possÚdent leur propre téléphone intelligent (Statistique
Canada, 2018, p. 13). En conséquence, les récents appels au bénéfice d'une éducation critique en
matiÚre de médias sociaux et numériques plaident en faveur de l'importance des compétences en
matiÚre de médias et de littératies du XXIe siÚcle (Butler, 2017; Storksdieck, 2016). Ces appels
rejoignent un groupe de chercheurs qui revendiquent depuis longtemps l'importance du
développement des multilittératies en éducation (Cope et Kalantzis, 2000; Gee et Hayes, 2011;
Lankshear et Knobel, 2011; New London Group, 1996). Parmi les textes qui peuvent faciliter le
développement des multilittératies, les jeux numériques représentent une option possible en
Ă©ducation, compte tenu de leurs possibilitĂ©s de susciter la pensĂ©e critique ainsi que dâautres
pratiques multilittéraires complexes (Beavis, O'Mara et McNeice, 2012; Gee, 2007; Salen &
Zimmerman, 2004; Squire, 2008; Steinkhueler, 2010). De mĂȘme, des travaux rĂ©cents ont portĂ©
sur l'utilisation de jeux numériques dans les cours de langue et de littérature, en particulier dans
des situations dâapprentissages de L2, dĂ©montrant ainsi comment les jeux numĂ©riques peuvent
augmenter la motivation, l'acquisition du vocabulaire et d'autres avantages linguistiques
(Guerrero, 2011; Vahdat & Behbahani, 2013; Yang et Chen, 2007, 2012). En dépit de ces
affirmations, peu de recherches ont démontré la maniÚre dont de tels textes peuvent engendrer les
multilittératies dans les environnements de L1 et L2. L'étude présentée ici cherchait à explorer les
avantages des multilittératies, lors de l'utilisation de la littérature numérique et des jeux
numériques dans un collÚge anglophone au Québec. Vingt-trois étudiants ont participé à une
étude qualitative, exploratoire, basée sur une recherche orientée sur la conception (design-based
research) en éducation, dans un cours de littérature anglaise. Les résultats montrent que les
consĂ©quences de lâutilisation des jeux numĂ©riques pour gĂ©nĂ©rer un dĂ©veloppement en
multilittératie sont considérables. De plus, les conclusions des recherches indiquent que les
étudiants parviennent à appliquer les concepts de littératie dans leurs jeux numériques en
revisitant certains termes tels que : empathie, multimodalité et rhétorique procédurale, tout en les
questionnant. Par consĂ©quent, les jeux numĂ©riques peuvent ĂȘtre apprĂ©hendĂ©s comme des textes
convergents (Jenkins, 2006) dans la mesure oĂč ils permettent une multitude de littĂ©raties de
mĂȘme quâun engagement et une rĂ©flexivitĂ© accrus en se prĂȘtant Ă une analyse littĂ©raire critique.
Cependant, des recherches supplĂ©mentaires sâavĂšrent nĂ©cessaires, en particulier sur les moyens
prĂ©cis dâintĂ©grer ces textes dans la classe afin que les enseignants disposent dâinformations
détaillées sur la maniÚre de les utiliser dans leur enseignement
Designing and Evaluating a Collaborative Writing Process with Gamification Elements: Toward a Framework for Gamifying Collaboration Processes
In this study, we examine the influence that gamification elements have on collaboration processes in terms of whether they increase intention to continue to use the system based on meaningful engagement and hedonic motivation as well as outcome quality. Therefore, we review gamification models and principles for information systems and consolidate them in a preliminary framework. We then evaluate how one can supplement the collaboration process for collaborative story writing with gamification elements based on the framework. Additionally, we consider specific gamification elements to successfully accomplish the process. To do so, we conducted action design research in a common iterative structure. First, we observed and reflected on the analog collaborative writing process. Next, we derived design principles and remodeled and implemented the process via a Web application instantiation to evaluate them. In the evaluation, we identified the developed design principlesâ ability to reach higher hedonic motivation and meaningful engagement, which led to an enhanced intention to continue to use the system. Additionally, we found the potential to manage the shift toward digital collaboration processes that motivate people to participate and produce promising outcomes that do not vary much from outcomes in an analog setting
PENGUJIAN COGNITIVE WALKTHROUGH ANTARMUKA PERPUSTAKAAN DIGITAL (E-LIBRARY) PUSAT DOKUMENTASI DAN INFORMASI ILMIAH â LIPI (PDII-LIPI)
Interface design has a significant role towards the successful of digital librarys application use. Digital libraryservices developed by Centre for Scientific Documentation and Information - Indonesian Institute of Sciences (PDII-LIPI) has yet to be evaluated. This research analyzed the design of the web interface of PDII-LIPIâs digitallibraries using the method of cognitive walkthrough (CW). The aim of the research is to identify user constraints inusing PDII-LIPIâs digital libraries. Object of this study are three menus in digital library web interface that is âKaryaIlmiah Indonesiaâ, âBuku Elektronikâ, and âJurnal Indonesia (ISJD)â. CW testing parameters for PDII-LIPIâs digitallibrary interface consists of the successful completion of the task, and the effectiveness of the task. The successfulcompletion of the task was assessed by comparing the standard time with task completion time by respondents. Effectiveness accessed based on the processing time of each stage and the number of mistakes made by therespondent. The test results showed that all respondents successfully completed the task with the time that goesbeyond the standard set time. The analysis was conducted on all test results indicate that the obstacles faced byusers in general are finding menu of âE-Libraryâ, specify the search facility is used, and searching the articles
Exploring Augmented Reality App Usability: A Socially Practised Affordance Perspective
Augmented Reality (AR) apps have the potential to transform the way in which users experience products and services. However, AR adoption rates have not yet reached the expectations of developers and the service sector. Users' expectations and experiences of AR apps can influence the adoption of AR technology. This thesis explores AR user behaviour; specifically, by focusing on the usability of AR and the underlying motives that drive users to adopt or reject AR technology. To achieve this aim, qualitative methods and multiple sources of data (858 online reviews, 62 usersâ reflections, multiple apps) have been used to inform a better understanding of AR app use. Affordance theory was applied using the âwalkthrough techniqueâ to identify AR affordances arising from the application of AR technology. Ten AR app affordances and five user goals were identified by investigating the performance and usage aspects of various applications. Then, social practice theory (SPT) elements (meanings, materials, competency) were applied to understand the three major characteristics of usability (interactivity, compatibility, credibility) associated with current AR apps that may prevent potential users from actualising their affordances. This study contributes to knowledge by introducing a new theory of âsocially practised affordancesâ (SPA) which allows AR app users to actualise an appâs affordances when there is a coherence between SPT elements. Moreover, it sheds new light on how AR apps, users, and social practices are interconnected by explaining connections between materials e.g., AR apps, expected and developed meanings, user and system competencies and how these elements might drive AR appsâ usersâ behaviour. This study concludes by discussing theoretical and practical implications that can give future direction to AR developers through the development of a SPA framework for AR applications.
Keywords: AR applications, Usersâ expectation and experience, Usability, Socially practised affordance (SPA)
Social Virtual Reality Platform Comparison and Evaluation Using a Guided Group Walkthrough Method
As virtual reality (VR) headsets become more commercially accessible, a range of social platforms have been developed that exploit the immersive nature of these systems. There is a growing interest in using these platforms in social and work contexts, but relatively little work into examining the usability choices that have been made. We developed a usability inspection method based on cognitive walkthrough that we call guided group walkthrough. Guided group walkthrough is applied to existing social VR platforms by having a guide walk the participants through a series of abstract social tasks that are common across the platforms. Using this method we compared six social VR platforms for the Oculus Quest. After constructing an appropriate task hierarchy and walkthrough question structure for social VR, we ran several groups of participants through the walkthrough process. We undercover usability challenges that are common across the platforms, identify specific design considerations and comment on the utility of the walkthrough method in this situation
The Embodiment of Architectural Experience:A Methodological Perspective on Neuro-Architecture
People spend a large portion of their time inside built environments. Research in neuro-architectureâthe neural basis of human perception of and interaction with the surrounding architectureâpromises to advance our understanding of the cognitive processes underlying this common human experience and also to inspire evidence-based architectural design principles. This article examines the current state of the field and offers a path for moving closer to fulfilling this promise. The paper is structured in three sections, beginning with an introduction to neuro-architecture, outlining its main objectives and giving an overview of experimental research in the field. Afterward, two methodological limitations attending current brain-imaging architectural research are discussed: the first concerns the limited focus of the research, which is often restricted to the aesthetic dimension of architectural experience; the second concerns practical limitations imposed by the typical experimental tools and methods, which often require participants to remain stationary and prevent naturalistic interaction with architectural surroundings. Next, we propose that the theoretical basis of ecological psychology provides a framework for addressing these limitations and motivates emphasizing the role of embodied exploration in architectural experience, which encompasses but is not limited to aesthetic contemplation. In this section, some basic concepts within ecological psychology and their convergences with architecture are described. Lastly, we introduce Mobile Brain/Body Imaging (MoBI) as one emerging brain imaging approach with the potential to improve the ecological validity of neuro-architecture research. Accordingly, we suggest that combining theoretical and conceptual resources from ecological psychology with state-of-the-art neuroscience methods (Mobile Brain/Body Imaging) is a promising way to bring neuro-architecture closer to accomplishing its scientific and practical goals
Design Affordances and User Perception: Investigating the Relationship Between Space Design and Pedagogical Possibility in an Innovative Learning Environment
This major research project explores how teachers and school leaders at Branksome Hall,
an all-girls International Baccalaureate (IB) school in Toronto, Ontario, Canada perceive
the affordances (potential uses) of a new Innovative Learning Environment (ILE) under
construction. This study adopted a social constructivist approach. First, primary research
involving virtual reality (VR) walkthroughs identified the spatial features participants perceived
as supporting their current and future teaching practices. Following this research, a teacher
workshop built upon these features, exploring how well they aligned with the stated aims
of the building. Abductive thematic coding was applied to the data according to the themes
presented in Frelin and GrannĂ€sâ (2022) TEALE modelâtwo additional themes were also
uncovered that fall outside of this framework. The findings aim to guide the transition to utilizing
the iCAST effectively through the creation of spatial profiles for each space under study. Each
profile provides a dynamic resource for teachers that can be used to empower an exploration
of the impact of space on pedagogy and to inspire the development of innovative practices.
Seven insights were developed based on the analysis of primary data and secondary research.
These insights were used to guide the development of five key practice implications for Branksome
Hallâs next steps, which involve cross-team collaboration, revisiting the buildingâs aims, engaging in
futures workshops, and intentionally developing teachersâ spatial literacy and professional learning.
This project highlights the evolving nature of educational purpose and how educatorsâ perceptions
of space are influenced by their core educational philosophies. Interestingly, the affordances
perceived outside of the TEALE model align more closely with the European concept of âBildungâ
and a more participatory approach to 21st-century learning
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