14,669 research outputs found
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Proceedings ICPW'07: 2nd International Conference on the Pragmatic Web, 22-23 Oct. 2007, Tilburg: NL
Proceedings ICPW'07: 2nd International Conference on the Pragmatic Web, 22-23 Oct. 2007, Tilburg: N
Do You See What I Mean? Computer-Mediated Discourse Analysis.
This chapter explores a sociolinguistic approach to computer-mediated communication (CMC), by examining how higher education teachers use digital media to manage interpersonal interaction in their online courses, form impressions, shape and maintain relationships with their students. Previous studies have often focused on the differences between online and offline interactions, though contemporary research is moving towards the view that CMC should be studied as an embedded linguistic form in everyday life. The study of language in these contexts is typically based on text-based forms of CMC, (often referred to as computer-mediated discourse analysis). Within this, focus in the chapter is on the devising and implementation of pragmatic linguistics of online interactions; at a high level this refers to meaning-making, shared belief systems and intercultural differences; at a specific level this includes issues such as turn-taking and the sequential analysis and organisation of virtual âinterlocutionâ
Analytic frameworks for assessing dialogic argumentation in online learning environments
Over the last decade, researchers have developed sophisticated online learning environments to support students engaging in argumentation. This review first considers the range of functionalities incorporated within these online environments. The review then presents five categories of analytic frameworks focusing on (1) formal argumentation structure, (2) normative quality, (3) nature and function of contributions within the dialog, (4) epistemic nature of reasoning, and (5) patterns and trajectories of participant interaction. Example analytic frameworks from each category are presented in detail rich enough to illustrate their nature and structure. This rich detail is intended to facilitate researchersâ identification of possible frameworks to draw upon in developing or adopting analytic methods for their own work. Each framework is applied to a shared segment of student dialog to facilitate this illustration and comparison process. Synthetic discussions of each category consider the frameworks in light of the underlying theoretical perspectives on argumentation, pedagogical goals, and online environmental structures. Ultimately the review underscores the diversity of perspectives represented in this research, the importance of clearly specifying theoretical and environmental commitments throughout the process of developing or adopting an analytic framework, and the role of analytic frameworks in the future development of online learning environments for argumentation
Collaborative Practices that Support Creativity in Design
Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study
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Mobile Learning Revolution: Implications for Language Pedagogy
Mobile technologies including cell phones and tablets are a pervasive feature of everyday life with potential impact on teaching and learning. âMobile pedagogyâ may seem like a contradiction in terms, since mobile learning often takes place physically beyond the teacher's reach, outside the walls of the classroom. While pedagogy implies careful planning, mobility exposes learners to the unexpected. A thoughtful pedagogical response to this reality involves new conceptualizations of what is to be learned and new activity designs. This approach recognizes that learners may act in more self-determined ways beyond the classroom walls, where online interactions and mobile encounters influence their target language communication needs and interests. The chapter sets out a range of opportunities for out-of-class mobile language learning that give learners an active role and promote communication. It then considers the implications of these developments for language content and curricula and the evolving roles and competences of teachers
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Learning design â making practice explicit
New technologies have immense potential for learning, but the sheer variety possible also creates challenges for learners in terms of navigating through an increasingly complex digital landscape and for teachers in terms of how to design and support learning interventions. How can learners and teachers make informed decisions about what technologies to use in the design and support of learning activities? This presentation will consider this question and present a new methodology for design â 'learning design', which aims to shift the creation and support of learning from what has traditionally been an implicit, belief-based practice to one that is explicit and design based. Learning design research at the Open University, UK has included the development of a set of conceptual design views, a tool for visualising designs (CompendiumLD) and a social networking site, for sharing and discussing learning and teaching ideas and designs (Cloudworks). An overview of this work will be provided, along with a discussion of the perceived benefits of this new approach to educational design
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(Meta)Modeling "Constitutive Communication": Toward a Real-Time Reflexive Infrastructure for Coordination and Codesign
This thesis explores the complex relationship between communication and design practice as they occur within the development of technologies. Contemporary theories of communication and technology provide a conceptual basis for treating communication and design as reflexive structuring acts that change the affordances of an interaction situation while embedded within an environment that constitutes the situation. Drawing upon some of these theories, a design research project is undertaken to define a general infrastructure for real-time interaction that affords users reflexive capabilities for redesigning and restructuring the relational situation from within. The design solution developed here proposes a variety of strategies to model the emergence, complexity, and multiplicity of objects as the negotiated outcomes of situated human-computer interactions. In order to consider the feasibility of this design, an inquiry is performed to assess contemporary approaches to reflexive infrastructure for real-time interaction. Various existing collaboration and coordination frameworks and support environments are examined that articulate solutions to elements of the problem space outlined in this thesis. The analysis focuses on the place-based and activity-based approaches to representing dynamic interaction situations exemplified by the research systems Orbit and Intermezzo. The way that these approaches enable and constrain the development of dynamic interaction situations provides a ground for considering the feasibility of the proposed mechanisms as means for reflexively modeling responsive emergence. The design research project undertaken here results in a more concrete proposal for design of infrastructures that reflexively model complex relationality and support emergent forms of coordination and codesign.</p
A Review of Verbal and Non-Verbal Human-Robot Interactive Communication
In this paper, an overview of human-robot interactive communication is
presented, covering verbal as well as non-verbal aspects of human-robot
interaction. Following a historical introduction, and motivation towards fluid
human-robot communication, ten desiderata are proposed, which provide an
organizational axis both of recent as well as of future research on human-robot
communication. Then, the ten desiderata are examined in detail, culminating to
a unifying discussion, and a forward-looking conclusion
Development of English as a Second Language in the Context of Massively Multiplayer Online Role-playing Games
This dissertation examined the affordances of commercially developed massively multiplayer online (role-playing) games (MMOGs) for second language (L2) development. It comprises three self-contained but related studies.
The first study, as a scoping review, synthesized 32 empirical papers, which investigated different aspects of L2 development in the context of these games. It sought to find out what aspects of L2 learning have been examined and how, and what the findings suggest regarding L2 learning opportunities and outcomes. This study highlighted that empirical research in this area is mainly qualitative and that L2-related affective factors, vocabulary, and communicative competence have been the most widely investigated topics. It concluded that MMOGs afford socially supportive and emotionally safe environments, which encourage L2 learners to use multiple opportunities for enriching their L2 vocabulary and enhancing their communicative competence in the target language.
The second study was an exploratory research. It adopted an interactionist approach to characterize the nature of the negotiations of meaning that occurred in the conversational exchanges between native (NES) and non-native English speakers (NNESs) playing World of Warcraft. The data consisted of 63 hours of audio-recorded, in-game conversations over a 5-month period. The participants consisted of an NES and 6 NNESs who were divided into two groups (low and high intermediate) according to their English language proficiency. This study identified and characterized the most frequently occurred triggers, indicators, responses and reaction to the responses in three types of dyadic conversational exchanges.
The third study examined L2 development through âusage-basedâ theories of language learning. It was a time-series (longitudinal) research that examined the trend of changes in the linguistic complexity of the NNESsâ spoken discourse during a 5-month period of gameplay. This examination involved repeated (in three equally-distributed time intervals) calculations of fourteen syntactic complexity indices and the indices associated with three components of lexical complexity (diversity, sophistication, and density). Overall, the results turned out to be more promising for the low intermediate than the high intermediate group of the NNESs. More detailed findings are presented and discussed in light of the current literature
Development of English as a Second Language in the Context of Massively Multiplayer Online Role-playing Games
This dissertation examined the affordances of commercially developed massively multiplayer online (role-playing) games (MMOGs) for second language (L2) development. It comprises three self-contained but related studies. The first study, as a scoping review, synthesized 32 empirical papers, which investigated different aspects of L2 development in the context of these games. It sought to find out what aspects of L2 learning have been examined and how, and what the findings suggest regarding L2 learning opportunities and outcomes. This study highlighted that empirical research in this area is mainly qualitative and that L2-related affective factors, vocabulary, and communicative competence have been the most widely investigated topics. It concluded that MMOGs afford socially supportive and emotionally safe environments, which encourage L2 learners to use multiple opportunities for enriching their L2 vocabulary and enhancing their communicative competence in the target language. The second study was an exploratory research. It adopted an interactionist approach to characterize the nature of the negotiations of meaning that occurred in the conversational exchanges between native (NES) and non-native English speakers (NNESs) playing World of Warcraft. The data consisted of 63 hours of audio-recorded, in-game conversations over a 5-month period. The participants consisted of an NES and 6 NNESs who were divided into two groups (low and high intermediate) according to their English language proficiency. This study identified and characterized the most frequently occurred triggers, indicators, responses and reaction to the responses in three types of dyadic conversational exchanges. The third study examined L2 development through âusage-basedâ theories of language learning. It was a time-series (longitudinal) research that examined the trend of changes in the linguistic complexity of the NNESsâ spoken discourse during a 5-month period of gameplay. This examination involved repeated (in three equally-distributed time intervals) calculations of fourteen syntactic complexity indices and the indices associated with three components of lexical complexity (diversity, sophistication, and density). Overall, the results turned out to be more promising for the low intermediate than the high intermediate group of the NNESs. More detailed findings are presented and discussed in light of the current literature
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