20,309 research outputs found

    Interactive Software to Accompany Yookoso: Has it all Been Worthwhile?

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    In this paper, we describe the development of interactive software to accompany Yookoso (Tohsaku 1999), the textbook in use in the first two years of the Japanese language course at Queensland University of Technology. We begin with a discussion of what is meant by interactivity; we then examine the advantages of using the software in association with the textbook package, as opposed to using the textbook package alone. We also discuss the importance of integrating multimedia materials into the curriculum and the role of the teacher in this model of ‘blended learning’. It is hoped the paper will prove useful to those who are considering implementing or have already implemented a CALL component in their Japanese language program

    Conference Reports

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    Adopting Moodle:Case Studies in the Diffusion of Innovation

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    This joint research paper among five part-time English teachers at Maebashi Kyoai Gakuen University, hereafter called Kyoai University, represents a focused practical application of Action Research based on CALL (Computer Assisted Language Learning) in the classroom and syllabus. This research builds upon the history and development of CALL at the University, including previous research based on student perceptions of CALL (Deadman, 2014) and teacher’s perceptions and evaluations of multimedia technologies (Mason, 2014). The paper details and investigates how CALL is adopted amongst the teachers in this study, through the existent software Moodle (Modular Object-Oriented Dynamic Learning Environment). Two of the members of this group have used Moodle, whereas the three other part-time teachers have had limited exposure and experience using it. The aim of this research group is to peer-teach each other in a community of practice, in order that our own technology skills increase, ultimately transferring this to better learning experiences for the students. The paper will use teachers experience, observations and planning to detail the purposefulness of technology in the curriculum; the teacher’s own perceptions of the technology; the subsequent selection, planning and design of appropriate class-specific Moodle applications; and each teacher’s initial evaluations of Moodle as they begin to construct their own Moodle accounts for various classes. A general e-mail was sent to all Japanese part-time teachers who would be interested in jointly partaking in a research paper, based on the above considerations. As such, the members of this research paper are equal in membership and responsibility for the research, as per the ethical considerations of practitioner research (Hammersley, M., Gomm, R., and Woods, P., 2003)

    Emerging technologies for learning report (volume 3)

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    A survey of comics research in computer science

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    Graphical novels such as comics and mangas are well known all over the world. The digital transition started to change the way people are reading comics, more and more on smartphones and tablets and less and less on paper. In the recent years, a wide variety of research about comics has been proposed and might change the way comics are created, distributed and read in future years. Early work focuses on low level document image analysis: indeed comic books are complex, they contains text, drawings, balloon, panels, onomatopoeia, etc. Different fields of computer science covered research about user interaction and content generation such as multimedia, artificial intelligence, human-computer interaction, etc. with different sets of values. We propose in this paper to review the previous research about comics in computer science, to state what have been done and to give some insights about the main outlooks

    E/Valuating new media in language development

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    This paper addresses the need for a new approach to the educational evaluation of software that falls under the rubric "new media" or "multimedia" as distinct from previous generations of Computer-Assisted Language Learning (CALL) software. The authors argue that present approaches to CALL software evaluation are not appropriate for a new genre of CALL software distinguished by its shared assumptions about language learning and teaching as well as by its technical design. The paper sketches a research-based program called "E/Valuation" that aims to assist language educators to answer questions about the educational effectiveness of recent multimedia language learning software. The authors suggest that such program needs to take into account not only the nature of the new media and its potential to promote language learning in novel ways, but also current professional knowledge about language learning and teaching

    Chatbots for learning: A review of educational chatbots for the Facebook Messenger

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    With the exponential growth in the mobile device market over the last decade, chatbots are becoming an increasingly popular option to interact with users, and their popularity and adoption are rapidly spreading. These mobile devices change the way we communicate and allow ever-present learning in various environments. This study examined educational chatbots for Facebook Messenger to support learning. The independent web directory was screened to assess chatbots for this study resulting in the identification of 89 unique chatbots. Each chatbot was classified by language, subject matter and developer's platform. Finally, we evaluated 47 educational chatbots using the Facebook Messenger platform based on the analytic hierarchy process against the quality attributes of teaching, humanity, affect, and accessibility. We found that educational chatbots on the Facebook Messenger platform vary from the basic level of sending personalized messages to recommending learning content. Results show that chatbots which are part of the instant messaging application are still in its early stages to become artificial intelligence teaching assistants. The findings provide tips for teachers to integrate chatbots into classroom practice and advice what types of chatbots they can try out.Web of Science151art. no. 10386

    New Media Art/ New Funding Models

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    Investigates the current state of funding for new media artists, with an emphasis on the support structures for innovative creative work that utilizes advanced technologies as the main vehicle for artistic practice
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