12,115 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

    Establishing the design knowledge for emerging interaction platforms

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    While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles

    Information systems for interactive learning: Design perspective

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    This paper aims to present and discuss educational issues and relevant research to universities and colleges in the Arabian Gulf Region. This include cultural, students’ learning preferences and the use of information and communication technology. It particularly focuses on interactive learning through the consideration of learning styles. It explores the sequential-global learning styles profile of undergraduate students as part of a continuous research in Information Systems design with a particular focus on the design of Interactive Learning Systems (ILSs). A study to examine the learning style profile of undergraduate students in a cohort of Management Information Systems at a UAE university has been conducted, and a discussion and recommendations on how these findings can be reflected on the design of ILSs are provided

    Multimedia information technology and the annotation of video

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    The state of the art in multimedia information technology has not progressed to the point where a single solution is available to meet all reasonable needs of documentalists and users of video archives. In general, we do not have an optimistic view of the usability of new technology in this domain, but digitization and digital power can be expected to cause a small revolution in the area of video archiving. The volume of data leads to two views of the future: on the pessimistic side, overload of data will cause lack of annotation capacity, and on the optimistic side, there will be enough data from which to learn selected concepts that can be deployed to support automatic annotation. At the threshold of this interesting era, we make an attempt to describe the state of the art in technology. We sample the progress in text, sound, and image processing, as well as in machine learning

    Assessing Learning Efficiency In Narrative Simulation Delivered Through Interactive Multimedia

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    This study evaluated the effects of Narrative Simulation (NS) on learning and cognitive load. Specifically, it measured the potential differences in observed instructional efficiency when comparing a self-paced expository multimedia lesson to a NS lesson which involves a character-focused story with multiple decision inputs at key points. This ex post facto design observed 119 participants consisting of preservice teachers from a large public university in the southeastern United States. They were divided into two sequence groups: (a) Expository Lesson Group; and (b) Narrative Simulation group. The Expository group received Expository Lesson One first, then Expository Lesson Two, and then Narrative Simulation. The Narrative Simulation group received Narrative Simulation, Expository One, and then Expository Two. Upon entering learning management system, participants received the three lessons, each consisting of the following: (a) lesson content, (b) content assessment (c) NASA Task Load Index (TLX), a measure of cognitive load or perceived mental effort. Statistical analysis reported (a) no statistical differences on perceived cognitive load across lessons (b) no statistical differences in the efficiency score across lessons, (c) no statistical differences on assessment score across Expository One and Two, (d) no statistical differences in the number of attempts needed to achieve a passing score when considering all assessments, (e) statistically significant differences from each group’s respective first attempt regarding cognitive load and efficiency, (f) statistically significant differences in the Narrative Simulation assessment score between groups

    Cultural robotics : The culture of robotics and robotics in culture

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    Copyright 2013 Samani et al.; licensee InTech. This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly citedIn this paper, we have investigated the concept of "Cultural Robotics" with regard to the evolution o social into cultural robots in the 21st Century. By defining the concept of culture, the potential development of culture between humans and robots is explored. Based on the cultural values of the robotics developers, and the learning ability of current robots, cultural attributes in this regard are in the process of being formed, which would define the new concept of cultural robotics. According to the importance of the embodiment of robots in the sense of presence, the influence of robots in communication culture is anticipated. The sustainability of robotics culture based on diversity for cultural communities for various acceptance modalities is explored in order to anticipate the creation of different attributes of culture between robot and humans in the futurePeer reviewe

    Distributed Learning System Design: A New Approach and an Agenda for Future Research

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    This article presents a theoretical framework designed to guide distributed learning design, with the goal of enhancing the effectiveness of distributed learning systems. The authors begin with a review of the extant research on distributed learning design, and themes embedded in this literature are extracted and discussed to identify critical gaps that should be addressed by future work in this area. A conceptual framework that integrates instructional objectives, targeted competencies, instructional design considerations, and technological features is then developed to address the most pressing gaps in current research and practice. The rationale and logic underlying this framework is explicated. The framework is designed to help guide trainers and instructional designers through critical stages of the distributed learning system design process. In addition, it is intended to help researchers identify critical issues that should serve as the focus of future research efforts. Recommendations and future research directions are presented and discussed
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