7,363 research outputs found

    Alternative Computer Assisted Communicative Task-based Language Testing: New Communicational and Interactive Online Skills

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    [EN] Computer-assisted language learning knowledge tests should no longer be designed on traditional skills to measure individual competence through traditional skills such as reading, comprehension and writing, but instead, it should diagnose interactive and communication skills in foreign languages. In recent years in online education, it has been necessary to review the concept of interactive competence in digital environments in a complementary way to its traditional use. It is important to promote a new typology of alternative tasks and items in tests where examinees can prove a real interactive performance in communication and interaction through the digital scenario. This should be done through tools that facilitate oral negotiation, the management and understanding of the information extracted from online repositories, the search for suitable online digital material, and the use of new modes of audio-visual communication. Although some of these tasks have been used in a complementary way in the design of language tests previously: it is true that they have not been applied in a coherent way to be used as an assessment tool. A first approach was made by Miguel Alvarez, Garcia Laborda & Magal-Royo (2021) in the development of oral negotiation skills through the use of interactive tools. The current online assessment models analyzed by Garcia Laborda & Alvarez Fernandez (2021) indicate the need to seek new ways of assessing foreign languages through the design of tests that fit in the current digital and interactive world.Magal-Royo, T.; García Laborda, J.; Mora Cantallops, M.; Sánchez Alonso, S. (2021). Alternative Computer Assisted Communicative Task-based Language Testing: New Communicational and Interactive Online Skills. International Journal of Emerging Technologies in Learning (Online). 16(19):251-259. https://doi.org/10.3991/ijet.v16i19.26035S251259161

    Enhancing web-based learning resources with quizzes through an Authoring Tool and an Audience Response System

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    Quizzes are among the most widely used resources in web-based education due to their many benefits. However, educators need suitable authoring tools that can be used to create reusable quizzes and to enhance existing materials with them. On the other hand, if teachers use Audience Response Systems (ARSs) they can get instant feedback from their students and thereby enhance their instruction. This paper presents an online authoring tool for creating reusable quizzes and enhancing existing learning resources with them, and a web-based ARS that enables teachers to launch the created quizzes and get instant feedback from the class. Both the authoring tool and the ARS were evaluated. The evaluation of the authoring tool showed that educators can effectively enhance existing learning resources in an easy way by creating and adding quizzes using that tool. Besides, the different factors that assure the reusability of the created quizzes are also exposed. Finally, the evaluation of the developed ARS showed an excellent acceptance of the system by teachers and students, and also it indicated that teachers found the system easy to set up and use in their classrooms

    The evolving landscape of learning technology

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    This paper provides an overview of the current and emerging issues in learning technology research, concentrating on structural issues such as infrastructure, policy and organizational context. It updates the vision of technology outlined by Squires’ (1999) concept of peripatetic electronic teachers (PETs) where Information and Communication Technologies (ICT) provide an enabling medium to allow teachers to act as freelance agents in a virtual world and reflects to what extent this vision has been realized The paper begins with a survey of some of the key areas of ICT development and provides a contextualizing framework for the area in terms of external agendas and policy drivers. It then focuses upon learning technology developments which have occurred in the last five years in the UK and offers a number of alternative taxonomies to describe this. The paper concludes with a discussion of the issues which arise from this work

    OER in the Mobile Era: Content Repositories’ Features for Mobile Devices and Future Trends

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    Learning objects and open contents have been named in the Horizon reports from 2004 and 2010 respectively, predicting to have an impact in the short term due to the current trend of offering open content for free on the Web. OER repositories should adapt their features so their contents can be accessed from mobile devices. This paper summarizes recent trends in the creation, publication, discovery, acquisition, access, use and re-use of learning objects on mobile devices based on a literature review on research done from 2007 to 2012. From the content providers side, we present the results obtained from a survey performed on 23 educational repository owners prompting them to an- swer about their current and expected support on mobile devices. From the content user side, we identify features provided by the main OER repositories. Finally, we intro- duce future trends and our next contribution

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    THEORETICAL PERSPECTIVES AND PRACTICES OF MOBILE-ASSISTED LANGUAGE LEARNING AND MIND MAPPING IN THE TEACHING OF WRITING IN ESL CLASSROOMS

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    Mobile assisted language learning (MALL) is a highly popularmultidisciplinary study field which increasingly attracts the attention ofscholars around the world. Moreover, it has attracted the scholars whohave realized the potential to apply mobile technologies to enhancelearning. This paper explores the perspectives and practices of mobileassistedlanguage learning and mind mapping and their practices inteaching of writing in the ESL classrooms. Few aspects are covered likedefining MALL, theoretical perspectives drawn from MALL, relatingthese to the practice of MALL and mind mapping in writing, pedagogicalapproaches used in MALL and issues faced in the ESL writingclassrooms. Thus, it is showed that MALL can be incorporated intowriting by using it with several writing approaches and techniques whichcounterparts the pedagogical advantages in mobile language learningcontexts. The paper concludes with a brief discussion of the reviewedstudies and it implicates that mobile learning and mind mapping has goodprospects for teaching writing to ESL students

    A conceptual framework for developing explorative e-learning strategy using ontology-based knowledge management

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    This paper presents a conceptual framework for developing explorative e-learning strategy using ontology-based knowledge management. It conducts a comprehensive analysis of the applicability of ontologies in management of knowledge, with a particular reference to the development of explorative e-learning environments for enhancing an efficient use and reuse of available information and knowledge in e-learning, leading to a better understanding of the main issues for developing effective explorative e-learning strategies in an e-learning environment

    Module Hypercontent for Gross Motor Learning

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    This study aims to develop a hypercontent-based gross motor learning model. The subjects of this research were students of the Early Childhood Education Teacher Education Study Program at STKIP Kusuma Negara Jakarta. This study uses the Research and Development (RnD) method. Develop gross motor learning models conceptually, procedurally and physically. Through expert one-to-one tests in the field of early childhood education materials, learning design, learning media and Indonesian. As well as one to one tests, small group tests and large group tests for students. This research can be a guide for future researchers in developing gross motor learning with the same approach or a different approach. This research produced learning products in the form of gross motor learning models, printed modules and learning videos. Hypercontent-based gross motor learning can facilitate students and increase student success in early childhood gross motor learning
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