19,789 research outputs found

    Harnessing Technology: new modes of technology-enhanced learning: a case study series

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    This report presents the outcomes and conclusions from a series of 18 case studies exploring the innovative use of technology for learning and teaching using new modes of technology

    English Teachers’ Professional Development for Guiding the English Learning Process in Inclusive Classrooms

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    Esta investigación surge de la reflexión sobre el desempeño de la enseñanza del inglés para la enseñanza del inglés en aulas inclusivas que tienen estudiantes con discapacidad auditiva. Este estudio de investigación puede ayudar (EFL) a los profesores de inglés como lengua extranjera a facilitar las clases de inglés para estudiantes con discapacidades auditivas en una clase inclusiva. Posteriormente, los estudiantes con discapacidades auditivas pueden recibir ayuda en su proceso de aprendizaje como consecuencia de la conciencia de los docentes en la revisión de la planificación de la clase para crear un entorno inclusivo y existente y significativo. La metodología de investigación que se utilizó en el presente estudio fue la investigación cualitativa. El investigador utilizó la metodología de investigación cualitativa para observar, describir e interpretar actividades y situaciones sobre el desarrollo profesional de los profesores de inglés para guiar el proceso de aprendizaje de inglés en aulas inclusivas. Se creó una propuesta pedagógica sostenida en los talleres aplicados a la pedagogía como modelo de enseñanza y aprendizaje, lo que promueve un tiempo de reflexión relacionado con las prácticas actuales de los profesores de inglés en aulas inclusivas. Después de la implementación de los talleres surgieron algunos hallazgos significativos. Por ejemplo, los profesores de inglés promovieron el aprendizaje cooperativo como una estrategia de enseñanza exitosa que aprovecha las diferencias de los estudiantes. Por lo tanto, todos en la clase pueden aprovechar la diversidad. Como resultado de la implementación de los talleres, los profesores de inglés planificaron cambios en las metodologías actuales de enseñanza del inglés, es decir, los profesores de inglés centraron sus metodologías de enseñanza a través de las exposiciones y la fluidez en la comunicación que el aprendizaje de las reglas gramaticales. En consecuencia, los resultados del presente estudio pueden proporcionar información fundamental para el desarrollo profesional de los profesores de inglés en relación con la implementación de diferentes estrategias en el aula que pueden facilitar el aprendizaje de los alumnos D / HH en un contexto de integración o inclusivo. De esta manera, los estudiantes de D / HH pueden avanzar en su proceso de aprendizaje como consecuencia de la conciencia de los maestros en la adaptación de la planificación de la clase para crear un entorno de investigación real y significativo.This research emerges from the reflection about English-teaching performance for teaching English in inclusive classrooms that have hearing impaired students. This research study can help (EFL) English as foreign language teachers to ease English classes to hearing impaired students in an inclusive class. Subsequently, hearing impaired students can be aided in their learning process as a consequence of teachers‘ consciousness in the revision of the class planning in order to create and existent and meaningful inclusive environment. The research methodology that was used in the current study was qualitative research. The researcher used the qualitative research methodology to observe, describe, and interpret activities and situations about English teachers‘ professional development for guiding the English learning process in inclusive classrooms. A pedagogical proposal was created sustained in the workshops applied to the pedagogy as a model of teaching and learning, this promote a reflection time related to English teachers‘ current practices in inclusive classrooms. After the implementation of the workshops emerged some significant findings. For instance, the teachers of English promoted cooperative learning as a successful teaching strategy that takes advantage of students‘ differences. Therefore, everyone in the class can take advantage of diversity. As a result of the implementation of the workshops the teachers of English, planned changes in the current English teaching methodologies, namely, the teachers of English focused their teaching methodologies through the expositions and fluency communication than the learning of grammar rules. Consequently, the results of the present study can provide fundamental information for English teacher‘s professional development concerning the implementation of different classroom strategies that can facilitate D/HH students learning in an integration or inclusive context. In this way, D/HH learners can advance in their learning process as a consequence of the teachers` awareness in the adaptation of class planning in order to create a real and meaningful research environment

    Emerging issues and current trends in assistive technology use 2007-1010: practising, assisting and enabling learning for all

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    Following an earlier review in 2007, a further review of the academic literature relating to the uses of assistive technology (AT) by children and young people was completed, covering the period 2007-2011. As in the earlier review, a tripartite taxonomy: technology uses to train or practise, technology uses to assist learning and technology uses to enable learning, was used in order to structure the findings. The key markers for research in this field and during these three years were user involvement, AT on mobile mainstream devices, the visibility of AT, technology for interaction and collaboration, new and developing interfaces and inclusive design principles. The paper concludes by locating these developments within the broader framework of the Digital Divide

    Using Games to Practice Screen Reader Gestures

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    Tese de mestrado, Engenharia Informática (Engenharia de Software) Universidade de Lisboa, Faculdade de Ciências, 2021Nowadays, a smartphone is fundamental for multiple aspects of our lives. These have evolved from a basic tool to communicate to a multi-purpose tool that allows to communicate with colleagues and friends and to get any information or entertainment. Android and iOS, the most popular mobile operating systems, have developed built-in screen readers that make smartphones generally accessible to blind people using gestures and help them use more of their smartphones. However, users experience difficulties due to unfamiliarity with the gestures and due to lack of interaction with their touchscreens. One possible way to improve the accessibility of these technologies could be through games that can teach how to perform a gesture correctly and explain how it can be used, as lately there has been a growing interest on using video games as an innovative educational tool. We developed Games for Gestures, a set of accessible games to discover and learn the gestures Google Talkback offers and our goal is to explore whether it is possible for mobile accessible games to be used as a gesture discovery and practice method. Corda focuses on teaching how to navigate with Explore by Touch. Foguete focuses on directional swipes left and right and on teaching Swipe To Explore. Guarda Redes is focused on the more advanced gestures. To evaluate our games, we performed a study in which participants played our games for a period of 5 days. After that, we conducted audio-recorded remote interviews with questions about the games and their overall perception of gestures. Our results suggest that accessible games could be important in the process of learning gestures, as they offer a playful method of learning, particularly for less experienced users. This, in turn, would increase their autonomy and inclusion, as this process would become easier and more fun for them

    Development of an innovative technology based youth passenger safety program - an evidence-based approach

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    Young drivers are overrepresented in motor vehicle crash rates, and their risk increases when carrying similar aged passengers. Graduated Driver Licensing strategies have demonstrated effectiveness in reducing fatalities among young drivers, however complementary approaches may further reduce crash rates. Previous studies conducted by the researchers have shown that there is considerable potential for a passenger focus in youth road safety interventions, particularly involving the encouragement of young passengers to intervene in their peers’ risky driving (Buckley, Chapman, Sheehan & Davidson, 2012). Additionally, this research has shown that technology-based applications may be a promising means of delivering passenger safety messages, particularly as young people are increasingly accessing web-based and mobile technologies. This research describes the participatory design process undertaken to develop a web-based road safety program, and involves feasibility testing of storyboards for a youth passenger safety application. Storyboards and framework web-based materials were initially developed for a passenger safety program, using the results of previous studies involving online and school-based surveys with young people. Focus groups were then conducted with 8 school staff and 30 senior school students at one public high school in the Australian Capital Territory. Young people were asked about the situations in which passengers may feel unsafe and potential strategies for intervening in their peers’ risky driving. Students were also shown the storyboards and framework web-based material and were asked to comment on design and content issues. Teachers were also shown the material and asked about their perceptions of program design and feasibility. The focus group data will be used as part of the participatory design process, in further developing the passenger safety program. This research describes an evidence-based approach to the development of a web-based application for youth passenger safety. The findings of this research and resulting technology will have important implications for the road safety education of senior high school students

    Computer Entertainment Technologies for the Visually Impaired: An Overview

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    Over the last years, works related to accessible technologies have increased both in number and in quality. This work presents a series of articles which explore different trends in the field of accessible video games for the blind or visually impaired. Reviewed articles are distributed in four categories covering the following subjects: (1) video game design and architecture, (2) video game adaptations, (3) accessible games as learning tools or treatments and (4) navigation and interaction in virtual environments. Current trends in accessible game design are also analysed, and data is presented regarding keyword use and thematic evolution over time. As a conclusion, a relative stagnation in the field of human-computer interaction for the blind is detected. However, as the video game industry is becoming increasingly interested in accessibility, new research opportunities are starting to appear

    Electronic Library Collections and Users with Visual Impairments: Challenges, Developments, and the State of Collections Policies in Academic and Public Libraries

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    Academic and public library collections are developed based on the needs of the communities that surround them. Technology has increased the way users access information, and the way libraries offer information to their users. However, the accessibility of electronic resources for users with print disabilities remains an issue that has yet to have an equitable remedy. This paper identifies the challenges of visually impaired users, the developments in law, the current state of accessibility in academic and public library collections policies, and the current formats and products that are leading the way
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