104,780 research outputs found

    Teaching and learning ESP beyond the classroom

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    Developments in technology, increases in demand and research into learning are all changing the face of how, where and when people learn. Two factors coalesce – the understanding that learning is exploring and the ability of technology to provide wide spaces for exploration. In these two senses the use of technology complements and extends the learner-centered methodology that predominates in ESP teaching. The main advantage if that learners can access the source material in their own time, work through the material at their own pace, choosing topics and subject areas to match their own interests and do all this without necessarily having to interact with a teacher

    THE INFLUENCE OF PERSONALITY AND LANGUAGE PROFICIENCY ON ESL LEARNERS' WORD CONTRIBUTIONS IN FACE-TO-FACE AND SYNCHRONOUS ONLINE FORUMS

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    Background and Purpose: Recent technological advancements and Covid-19 pandemic have prompted more opportunities for online learning. However, there is a dearth of empirical research that is focused on high school students. Therefore, this study aims to obtain a more comprehensive view of ESL learners’ involvement or word contributions in a ‘normal’ face-to-face situation and in a synchronous online text-based environment by relating it to their personality and language proficiency.   Methodology: In this study, a quasi-experiment was carried out over four weeks. It involved eight sessions of face-to-face and online discussions with 48 Malaysian high school students who were divided into two matched-sample groups. The participants' feedback was used to support and provide insights on the findings. The quantitative data were analysed using using IBM SPSS statistics 26 software while the participants’ responses to the online feedback session were analysed using open coding and axial coding strategies.   Findings: Statistically significant difference was found in learners’ word contributions during face-to-face and online discussions. Apart from the extroverts with high-intermediate language proficiency, the other groups of learners who are either introverts or having lower level language proficiency were found to produce significantly more words in synchronous online text-based discussions. The non-face-to-face context of online forums might have lowered the learners’ level of anxiety and increased their confidence to interact with their peers. Contributions: Learners’ personalities and language proficiency levels should be considered when choosing a discussion setting and when facilitating discussion activities. More support should be provided for the less proficient or introverted learners to express themselves in a face-to-face discussion.     Keywords: Personality, Language proficiency, Computer-mediated communication, Synchronous text-based online discussions, Word contributions   Cite as: Chew, S. Y., & Ng, L. L. (2021). The influence of personality and language proficiency on ESL learners' word contributions in face-to-face and synchronous online forums. Journal of Nusantara Studies, 6(1), 199-221. http://dx.doi.org/10.24200/jonus.vol6iss1pp199-22

    weSPOT: A personal and social approach to inquiry-based learning

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    weSPOT is a new European initiative proposing a novel approach for personal and social inquiry-based learning in secondary and higher education. weSPOT aims at enabling students to create their mash-ups out of cloud based tools and services in order to perform scientific investigations. Students will also be able to share their inquiry accomplishments in social networks and receive feedback from the learning environment and their peers. This paper presents the research framework of the weSPOT project, as well as the initial inquiry-based learning scenarios that will be piloted by the project in real-life educational settings

    The Emergence of Norms via Contextual Agreements in Open Societies

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    This paper explores the emergence of norms in agents' societies when agents play multiple -even incompatible- roles in their social contexts simultaneously, and have limited interaction ranges. Specifically, this article proposes two reinforcement learning methods for agents to compute agreements on strategies for using common resources to perform joint tasks. The computation of norms by considering agents' playing multiple roles in their social contexts has not been studied before. To make the problem even more realistic for open societies, we do not assume that agents share knowledge on their common resources. So, they have to compute semantic agreements towards performing their joint actions. %The paper reports on an empirical study of whether and how efficiently societies of agents converge to norms, exploring the proposed social learning processes w.r.t. different society sizes, and the ways agents are connected. The results reported are very encouraging, regarding the speed of the learning process as well as the convergence rate, even in quite complex settings

    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

    Arabic language-learning strategy preferences among undergraduate students

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    This study elicited Arabic students’ perceptions regarding their language-learning strategy preferences (LLSPs). A sample of 120 undergraduate Arabic students participated. Data were collected through a questionnaire and interviews. The findings reveal that students tend to adopt a holistic view of the learning task and relate it to real-life, personal experience. Participants selected interaction with the teacher, speaking, and flashcards as their most preferred application-directed learning strategies. These selections demonstrate that Arabic students desire to be proactive in order to make the language more concrete for them, to enhance their performance, and to develop language skills that will last a lifetime. Whereas advanced level participants preferred interaction with the teacher, speaking, flashcards, and working individually, beginner level participants preferred learning grammar and group work. The empirical evidence from this study could have implications regarding theoretical models of effective Arabic language instruction, Arabic teacher education programs, and curriculum development

    THE EFFECTIVENESS OF USING GAMES IN TEACHING ENGLISH SKILLS TO THE FOURTH GRADER OF SD N MUKIRAN 03, KALIWUNGU, SEMARANG

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    This report is written based on the job training done by the writer as an English teacher in SD N Mukiran 03, Kaliwungu, Semarang. This report seeks to describe the process of teaching English skills by using games and to describe the effectiveness of using games in teaching English skills to the fourth grader in SD N Mukiran 03, Kaliwungu, Semarang. The data of this report were collected by observation, interview, and experience when the writer taught English lesson. The observation was done in the class. The interview was done toward the teachers and the students. The report reveals that applying games in teaching English to the children give some effective benefits, especially in teaching English skills. Game is the effective method to be applied in the English class

    Generating socially appropriate tutorial dialog

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    Analysis of student-tutor coaching dialogs suggest that good human tutors attend to and attempt to influence the motivational state of learners. Moreover, they are sensitive to the social face of the learner, and seek to mitigate the potential face threat of their comments. This paper describes a dialog generator for pedagogical agents that takes motivation and face threat factors into account. This enables the agent to interact with learners in a socially appropriate fashion, and foster intrinsic motivation on the part of the learner, which in turn may lead to more positive learner affective states

    Moving between virtual and real worlds: second language learning through massively multiplayer online role playing games (MMORPGs)

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    Massively Multiplayer Online Role Playing Games (MMORPGs) bring players together in a large virtual community. This type of online gaming can serve many purposes such as entertainment, social interaction, information exchange and education and is now an integral part of many people's lives particularly the younger generation. This research study investigates the use of openly available MMORPGs to supplement second language teaching for higher education students. MMORPGs provide informal virtual worlds in which students can communicate in their second language with people from across the globe. The research approach combines ethnography and action research in the virtual and real worlds. In the real world the researcher observes the interaction with the MMORPGs by the students both through their informal discussion in the classroom and through screen video captures of their game play in the MMORPG. In addition the researcher takes on the role of a character within the MMORPG allowing for observation inside the virtual world from the viewpoint of another game character. Through action research, the researcher observes, plans and then interacts with the students' MMORPG characters within the game. This enables the researcher to provide anonymous but tailored support to the students including advice on the game play, a confidence boost where needed, a friendly face where needed and some support around language issues. In the real world, action research is also used to provide tutorial exercises and discussions based on the students' experiences with the MMORPG, facilitating further enhancement opportunities for their language development. This paper concludes that MMORPGs provide a safe, relaxed and engaging environment in which students can practice and improve their language skills

    Understanding Communication Patterns in MOOCs: Combining Data Mining and qualitative methods

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    Massive Open Online Courses (MOOCs) offer unprecedented opportunities to learn at scale. Within a few years, the phenomenon of crowd-based learning has gained enormous popularity with millions of learners across the globe participating in courses ranging from Popular Music to Astrophysics. They have captured the imaginations of many, attracting significant media attention - with The New York Times naming 2012 "The Year of the MOOC." For those engaged in learning analytics and educational data mining, MOOCs have provided an exciting opportunity to develop innovative methodologies that harness big data in education.Comment: Preprint of a chapter to appear in "Data Mining and Learning Analytics: Applications in Educational Research
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