370 research outputs found

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Exploring Language Learning with Mobile Technology: A Qualitative Content Analysis of Vocabulary Learning Apps for ESL Learners in Canada

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    Learning apps are becoming ubiquitous in and out of the classroom. While the number of ESL learnings apps has been increasing dramatically, not much information is available for teachers and learners to evaluate the quality of these apps. The purpose of this study was to explore the apps that are most commonly recommended for language learning, investigate features of commonly recommended ESL learning apps, and develop an app evaluation tool that might inform selection of ESL learning apps for use in teaching or recommendations to parents and learners. This study used qualitative content analysis to study selected vocabulary learning apps. Findings show that there is a lack of ESL reading and writing apps, and the selected apps do not have all the exemplar app features in curriculum, pedagogy, and design. The author developed an app evaluation checklist based on the existing literature, Ontario ESL curriculum, and on the emergent app features in the findings. The findings of this study have potential to guide administrators, policy makers, educators, teachers, and individual learners when selecting quality, productive, and well-designed apps

    The Pacifican, December 1,1994

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    https://scholarlycommons.pacific.edu/pacifican/1716/thumbnail.jp

    Drawing, Handwriting Processing Analysis: New Advances and Challenges

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    International audienceDrawing and handwriting are communicational skills that are fundamental in geopolitical, ideological and technological evolutions of all time. drawingand handwriting are still useful in defining innovative applications in numerous fields. In this regard, researchers have to solve new problems like those related to the manner in which drawing and handwriting become an efficient way to command various connected objects; or to validate graphomotor skills as evident and objective sources of data useful in the study of human beings, their capabilities and their limits from birth to decline

    Performing citizenship: tensions in the creation of the citizen image on stage and screen

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    What does it mean to be a “citizen” of the United States? In the simplest of terms, citizenship is a limited position of identity, relegated to a narrow definition of legal and geographical position for an individual. But to be a “citizen” in America means far more than that – it becomes an accepted image of our collective identity which seeks an historical and political supremacy that allows America, and its citizens, to claim ideological status over anyone who is not a part of that nationalistic frame. The citizen has, for us, become a set of understood rights and privileges, inexorably connected to a further set of duties and responsibilities that we must perform in exchange for those rights. This study seeks to examine the ways in which theatre has contributed to the creation of, reinforcement of, and subversion of a dominant ideological view of Americans citizens. The evolution of our concept of citizenship is explored, from its origins in Greek philosophy to twentieth-century expansions of who is and who is not considered to be a citizen. Theatrical movements and productions from differing eras are examined to reveal how each of these reacted to their historical contexts in presenting the image of the citizen on stage and screen, and how our understanding of who we are, as Americans, becomes so engrained in all aspects of society that even theatrical attempts to challenge or subvert this ideology become entangled in calls for the very same rights and privileges. Ultimately, this work challenges theatre to eradicate our stubborn and subconscious adherence to what we perceive as our fundamental rights, and to create images of the citizen which are more holistic in relationship to the world around us

    Data and the city – accessibility and openness. a cybersalon paper on open data

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    This paper showcases examples of bottom–up open data and smart city applications and identifies lessons for future such efforts. Examples include Changify, a neighbourhood-based platform for residents, businesses, and companies; Open Sensors, which provides APIs to help businesses, startups, and individuals develop applications for the Internet of Things; and Cybersalon’s Hackney Treasures. a location-based mobile app that uses Wikipedia entries geolocated in Hackney borough to map notable local residents. Other experiments with sensors and open data by Cybersalon members include Ilze Black and Nanda Khaorapapong's The Breather, a "breathing" balloon that uses high-end, sophisticated sensors to make air quality visible; and James Moulding's AirPublic, which measures pollution levels. Based on Cybersalon's experience to date, getting data to the people is difficult, circuitous, and slow, requiring an intricate process of leadership, public relations, and perseverance. Although there are myriad tools and initiatives, there is no one solution for the actual transfer of that data

    Young Children (0-8) and Digital Technology - A qualitative study across Europe

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    It only takes witnessing a few interactions within modern western families to realize how much the experience of childhood has changed. The change comes from different winds blowing on today’s families’ time but certainly, the use of digital technologies peaks out and its impacts on childhood, education, learning and safety has been at question over the last years. Since a very early age, video watching and gaming on a variety of internet-connected devices are among children's favourite activities. Parents see digital technologies as positive and unavoidable, if not necessary, but at the same time, find managing their use challenging. They perceive digital technologies as something that needs to be carefully regulated and controlled. They would appreciate advice on fostering children’s online skills and safety. The document reports on results of a cross-national analysis building on data coming from 234 family interviews with both children and parents, carried out from September 2014 until April 2017 in 21 countries. It exposes the key findings regarding first children’s usage, perceptions of the digital technologies and their digital skills in the home context but also on parents’ perceptions, attitudes, and strategies. Beside the cross-national analysis, a dedicated section provides contextualized snapshots of the study results at national level. It then takes a close up on 38 families in seven countries in which researchers came for a second interview distant of one year in which they focused on monitoring change of context, children and parents’ perceptions, attitudes, and strategies over time. Conclusion reflect on the potential benefits, risks and consequences associated with their (online) interactions with digital technologies and provide recommendations to policymakers, industry, parents and carers.JRC.E.3-Cyber and Digital Citizens' Securit

    Strange Concepts and the Stories They Make Possible

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    Fantastic tales of rebellious robots and animated artifacts are a permanent fixture in popular culture. What kind of behavior do we expect from such conceptual hybrids in science fiction, nonsense poetry, and surrealist art
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