7,166 research outputs found

    Player agency in interactive narrative: audience, actor & author

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    The question motivating this review paper is, how can computer-based interactive narrative be used as a constructivist learn- ing activity? The paper proposes that player agency can be used to link interactive narrative to learner agency in constructivist theory, and to classify approaches to interactive narrative. The traditional question driving research in interactive narrative is, ‘how can an in- teractive narrative deal with a high degree of player agency, while maintaining a coherent and well-formed narrative?’ This question derives from an Aristotelian approach to interactive narrative that, as the question shows, is inherently antagonistic to player agency. Within this approach, player agency must be restricted and manip- ulated to maintain the narrative. Two alternative approaches based on Brecht’s Epic Theatre and Boal’s Theatre of the Oppressed are reviewed. If a Boalian approach to interactive narrative is taken the conflict between narrative and player agency dissolves. The question that emerges from this approach is quite different from the traditional question above, and presents a more useful approach to applying in- teractive narrative as a constructivist learning activity

    Creating Learning Objects in Libras and written Portuguese

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    Most Deaf1children are born to non-Deaf parents and have little to no contact with Sign Language (SL). SL is the natural language of the Deaf, necessary for intellectual development. They are a complete linguistic system, with grammar, syntax, semantics, etc. and they allow for the expression of abstract thoughts. SLs are used to create and disseminate information, science, and knowledge. They are vital for communication, identity, culture, and citizenship for the Deaf. There are very few studies to inform the design of Learning Objects (LO) for bilingual Deaf Education and Literacy. LO is system-based artifacts used to teach some subject. Bilingualism is the approach that values SL as a language of culture and education (L1) and the written form of the Oral Language (OL) as L2. This article presents the process educators could follow to create such LO to be used by the Deaf child her interlocuto

    Pandemic and Education: notes from the Brazilian context

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    This is an essay that addresses issues related to learning and its possible enhancements through the use of technologies. In the year 2020, amid the moment when all of humanity was affected due to the advent of a pandemic, caused by COVID-19, abrupt changes occurred in all instances. Schools did not go unscathed by all the changes that millions of people were affected by. In the present essay, the authors discuss the problems of this pandemic moment, inviting readers to think about the current moment, having at sight the unequal possibilities that have risen by the educational process mediated by technologies and digital medias

    Aspects of Virtual Learning

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    One of the very effective functional and inexpensive methods in education involves the simulations of all sorts Virtual learning is not necessarily complicated or definitely associated with computer technology rather it is also possible through employment of simple materials Even a didactic fairy tale may in that respect be considered a s a commencement and a useful example far from deserving underestimatio

    Smart City and Smart Tourist Destinations: Learning from New Experiences in the 21st century

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    Digital transformation has been a worldwide reality since the late 1990s. However, the 21st century has promoted its acceleration and scope for its use. Tourism professionals have sought the benefits that digital connections via smartphones bring to the diffusion and negotiation of services and products. However, young people from the internet age seek autonomy in the elaboration of their own travel itineraries, contributing to the emergence of intelligent tourist destinations. Based on the correlation with the principles of smart cities that increasingly become the goal of global managers, this study seeks to demonstrate the potential of the insertion of the tourist segment in this new perspective of social behavior. The results show that the co-creation by the travelers in search of experiences of impact in their lives is here to stay with QR Codes and Apps of cell phones. Information and digital communication technologies bring greater autonomy and creativity to the universe of tourists

    ANALYZING VIDEOGAMES TO LEARN HOW TO THINK CRITICALLY

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    The reflections contained in this research work deal with the educational challenge launched by the cultural and social phenomenon of videogames, which have become more than pure forms of entertainment and fun, more and more metaphors of the big game of the reality of life. Many of the earliest scholarly studies emanated from the research laboratories of pedagogical departments were typically concerned with the possible effect of games and young players. For a long time videogames have been forgotten as educative medium because they have been considered as mere trifles \u2013 low art \u2013 carrying none of the weight, gravitas or credibility of more traditional media. The seemingly bewildering variety of game types makes it almost inevitable that game theorists, journalists and marketers have attempted to find ways of classifying and making more manageable the object of their attentions. By far the most frequently used tool has been genre. The generic classification of videogames is so widely employed that it is often easy to overlook it altogether or merely consider it as natural. One of the possible forms of videogame education is that of promoting its understanding and educative usage. The present work, starting from the construction of an evaluation grid, aims at analyzing videogame products in order to learn how to think critically. From an educational point of view, the data presented are meant to be functional tools to stimulate thinking activity and to activate appropriate mental processes in children. The research dealt with the analysis of 50 video games designed for children aged 3 to 10 years of age

    A Proposal to Create Learning Environments in Virtual Worlds Integrating Advanced Educative Resources

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    Social Networking has been a global consumer phenomenon during the last few years. Online communities are changing the way people behave, share and interact within their daily lives. Most of such communities are mainly focused on sharing contents and communicating using a traditional web interface. However, social virtual worlds are computer-simulated environments that the users can "inhabit" and in which they can interact and create objects. Education is one of the most interesting applications of virtual worlds, as their flexibility can be exploited in order to create heterogeneous groups from all over the world who can collaborate synchronously in different virtual spaces. In this paper, we highlight the potential of virtual worlds as an educative tool and propose a model to create learning environments within Second Life or OpenSimulator combining the Moodle learning management system, embodied conversational metabots, and programmable 3D objects. We have implemented the proposal in a learning system for several subjects of the Computer Science degree in our university and show that it fostered engagement and collaboration and helped the students to better understand complex concepts.Research funded by projects CICYT TIN 2011-28620-C02-01, CICYT TEC 2011-28626 C02-02, CAM CONTEXTS (S2009/TIC-1485), and DPS 2008-07029-C02-02.Enviad

    Increasing Eco-Efficiency Awareness for Ship Loading Process Using Virtual Reality and Gamification

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    The world is striving for a sustainable future as United Nations proposed the 17 Sustainable Development Goals to reduce the environmental impact and increase societal wellbeing by 2030. In this endeavor, eco-efficiency is considered as one of the key concept to facilitate the successful transition to the sustainable development with the focus to reduce the ecological impact of industry through efficiency improvements. The shipping industry is largely involved in this challenge with a target set by International Maritime Organization to cut emissions from individual ships by 40% from 2008 levels by 2030. The ship loading process is believed to have great impact to the overall eco-efficiency as it is not only a time consuming process but also determines the fuel consumption of the transportation. In this study, we aim to incorporate virtual reality (VR) technology and gamification theories to raise the eco-efficiency awareness in the shipping loading process. A VR application for ship loading process was developed using a real world case in the Baltic sea region. Eco-efficiency concept is introduced in different levels based on the gamification theories. Maritime professionals tested the VR application and provided their feedback. The results are positive that combining VR and gamification can be useful to train operators with eco-efficiency in ship loading operations. It also shows a huge potential to support the shipping industry in this transition towards a more sustainable future. A VR application for ship loading process was developed using a real world case in the Baltic sea region. Eco-efficiency concept is introduced in different levels based on the gamification theories. Maritime professionals tested the VR application and provided their feedback. The results are positive that combining VR and gamification can be useful to train operators with eco-efficiency in ship loading operations. It also shows a huge potential to support the shipping industry in this transition towards a more sustainable future. A VR application for ship loading process was developed using a real world case in the Baltic sea region. Eco-efficiency concept is introduced in different levels based on the gamification theories. Maritime professionals tested the VR application and provided their feedback. The results are positive that combining VR and gamification can be useful to train operators with eco-efficiency in ship loading operations. It also shows a huge potential to support the shipping industry in this transition towards a more sustainable future. The results are positive that combining VR and gamification can be useful to train operators with eco-efficiency in ship loading operations. It also shows a huge potential to support the shipping industry in this transition towards a more sustainable future. The results are positive that combining VR and gamification can be useful to train operators with eco-efficiency in ship loading operations. It also shows a huge potential to support the shipping industry in this transition towards a more sustainable future

    Body Language and Consumer Persuasion: Evidence from Jordan

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    This study aim to investigate of body language in terms of eye contact, gestures or body distance, and the ir impact on persuasion. The study was conducted in 2016 using surveys, which were distributed randomly among students in “Jordanian Universities”, using Google form. To achieve the purpose of the study, and in order to analyze the results, the researchers use simple linear regression and multiple linear regression analysis provided by SPSS 22. The results of the study indicated an impact of body language on consumer persuasion in Jordan use of body language factors (eye contact, gestures, and bodydistance )

    ICTs in distance learning courses of second language acquisition

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    Treball Final de Màster Universitari en Ensenyament i Adquisició de la Llengua Anglesa en Contextos Multilingües. Codi: SAY531. Curs: 2016/201
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