9,971 research outputs found

    Main strategies of internet-based Japanese language teaching and the associated risks : a thesis presented in partial fulfilment of the requirements for the degree of Master of Arts in Japanese at Massey University

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    This study formulates two models of using Internet in classroom based Japanese language education. The models identified, the static model and the dynamic model, can be used in planning the strategy of introducing Internet as an educational medium in Japanese language classroom. Apart from elaborating the features of the models, and clarifying their relationships to recognized foreign/second language teaching approaches, we determine the risks, associated with Internet based Japanese language education and consider the ways to mitigate them. Our study is backed by 2 surveys, and by qualitative and quantitative analysis of Internet search engine data and of a database of teachers' beliefs data. This study may be of value to Japanese language teachers and learners, education administrators and to designers of CALL software

    AnswerTree – a hyperplace-based game for collaborative mobile learning

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    In this paper we present AnswerTree, a collaborative mobile location-based educational game designed to teach 8-12 year olds about trees and wildlife within the University of Nottingham campus. The activity is designed around collecting virtual cards (similar in nature to the popular Top TrumpsTM games) containing graphics and information about notable trees. Each player begins by collecting one card from a game location, but then he or she can only collect further cards by answering questions – whose solutions are obtainable through sharing knowledge with other cardholders. This ostensibly allows each player to become a subject expert at the start of the game, encouraging collaborative interaction for the game to be successfully completed. In this initial paper we will outline the structure and background of this location based game. AnswerTree has been authored within the Hyperplace framework, and is a first implementation of a wider process to develop a flexible, multi-purpose platform for both individual and group location-based mobile learning

    Making Mobile Learning Work: Case Studies of Practice

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    mSpace meets EPrints: a Case Study in Creating Dynamic Digital Collections

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    In this case study we look at issues involved in (a) generating dynamic digital libraries that are on a particular topic but span heterogeneous collections at distinct sites, (b) supplementing the artefacts in that collection with additional information available either from databases at the artefact's home or from the Web at large, and (c) providing an interaction paradigm that will support effective exploration of this new resource. We describe how we used two available frameworks, mSpace and EPrints to support this kind of collection building. The result of the study is a set of recommendations to improve the connectivity of remote resources both to one another and to related Web resources, and that will also reduce problems like co-referencing in order to enable the creation of new collections on demand

    Using Technology to Support At-Risk Students' Learning

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    A new report finds that technology - when implemented properly -can produce significant gains in student achievement and boost engagement, particularly among students most at risk

    ALT-C 2010 - Conference Proceedings

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