10,621 research outputs found

    Human computer interaction for international development: past present and future

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    Recent years have seen a burgeoning interest in research into the use of information and communication technologies (ICTs) in the context of developing regions, particularly into how such ICTs might be appropriately designed to meet the unique user and infrastructural requirements that we encounter in these cross-cultural environments. This emerging field, known to some as HCI4D, is the product of a diverse set of origins. As such, it can often be difficult to navigate prior work, and/or to piece together a broad picture of what the field looks like as a whole. In this paper, we aim to contextualize HCI4D—to give it some historical background, to review its existing literature spanning a number of research traditions, to discuss some of its key issues arising from the work done so far, and to suggest some major research objectives for the future

    Custom-designed motion-based games for older adults: a review of literature in human-computer interaction

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    Many older adults, particularly persons living in senior residences and care homes, lead sedentary lifestyles, which reduces their life expectancy. Motion-based video games encourage physical activity and might be an opportunity for these adults to remain active and engaged; however, research efforts in the field have frequently focused on younger audiences and little is known about the requirements and benefits of motion-based games for elderly players. In this paper, we present an overview of motion-based video games and other interactive technologies for older adults. First, we summarize existing approaches towards the definition of motion-based video games – often referred to as exergames – and suggest a categorization of motion-based applications into active video games, exergames, and augmented sports. Second, we use this scheme to classify case studies addressing design efforts particularly directed towards older adults. Third, we analyze these case studies with a focus on potential target audiences, benefits, challenges in their deployment, and future design opportunities to investigate whether motion-based video games can be applied to encourage physical activity among older adults. In this context, special attention is paid to evaluation routines and their implications regarding the deployment of such games in the daily lives of older adults. The results show that many case studies examine isolated aspects of motion-based game design for older adults, and despite the broad range of issues in motion-based interaction for older adults covered by the sum of all research projects, there appears to be a disconnect between laboratory-based research and the deployment of motion-based video games in the daily lives of senior citizens. Our literature review suggests that despite research results suggesting various benefits of motion-based play for older adults, most work in the field of game design for senior citizens has focused on the implementation of accessible user interfaces, and that little is known about the long-term deployment of video games for this audience, which is a crucial step if these games are to be implemented in activity programs of senior residences, care homes, or in therapy

    A Review of the "Digital Turn" in the New Literacy Studies

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    Digital communication has transformed literacy practices and assumed great importance in the functioning of workplace, recreational, and community contexts. This article reviews a decade of empirical work of the New Literacy Studies, identifying the shift toward research of digital literacy applications. The article engages with the central theoretical, methodological, and pragmatic challenges in the tradition of New Literacy Studies, while highlighting the distinctive trends in the digital strand. It identifies common patterns across new literacy practices through cross-comparisons of ethnographic research in digital media environments. It examines ways in which this research is taking into account power and pedagogy in normative contexts of literacy learning using the new media. Recommendations are given to strengthen the links between New Literacy Studies research and literacy curriculum, assessment, and accountability in the 21st century

    Exploring Teacher’s Attitudes and Behaviors in Implementing Instructional Technology into Curriculum

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    This program evaluation explored how effective integration of technology resources and systems with teacher training and curriculum development can occur despite teachers limited technology competencies. Theses competencies increase when teachers have desire and opportunities to become better acquainted with utilizing digital tools. Perceived technology integration skills of teachers solely, cannot predict the effective integration of technology in student products to address new learning (Ertmer, 2005). Technology integrated lesson plans, the relationship between teachers\u27 beliefs and their use of various strategies to integrate technology and a model that teachers can use to guide them through the necessary changes they will need to make to be successful in integrating new technology into their classroom (Wong, Li, Choi, & Lee, 2008). This process offers the potential to assist teachers in identifying and assessing Wisconsin’s mandated student technology literacy standards. Continuity of professional development, time for both professional and curricular development activities (such as reviewing the software, exploring available resources, and creating new lessons) and technical, administrative, and pedagogical support for teachers can facilitate strategies to integrate technology in all content areas (Lim & Khine, 2006)

    Digital and Media Literacy: A Plan of Action

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    Outlines a community education movement to implement Knight's 2009 recommendation to enhance digital and media literacy. Suggests local, regional, state, and national initiatives such as teacher education and parent outreach and discusses challenges

    Credibility of Health Information and Digital Media: New Perspectives and Implications for Youth

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    Part of the Volume on Digital Media, Youth, and Credibility. This chapter considers the role of Web technologies on the availability and consumption of health information. It argues that young people are largely unfamiliar with trusted health sources online, making credibility particularly germane when considering this type of information. The author suggests that networked digital media allow for humans and technologies act as "apomediaries" that can be used to steer consumers to high quality health information, thereby empowering health information seekers of all ages

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

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    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations

    Using Interactive Reading Techniques with \u3ci\u3eWord World\u3c/i\u3e to Enhance Emergent Literacy

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    Facets of emergent literacy such as phonological awareness (PA) and alphabet knowledge (AK) are precursors to later conventional literacy (Dockrell, Stuart & King, 2010; Neuman & Dwyer, 2009; NELP, 2008). Interactive reading techniques such as dialogic reading (Whitehurst et al., 1988) and explicit print referencing (Piasta et al., 2012; Justice et al., 2010) have been used effectively with printed text to enhance emergent literacy. This quasi-experimental study was designed to determine the extent to which interactive reading techniques combined with the viewing of educational television may enhance facets of emergent literacy such as PA and AK. A convenience sample of 19 preschool children between the ages of 31- and 44-months were assigned randomly to an intervention group (n = 8) or a control group (n = 11). During a 6-week period, the intervention group viewed episodes of the educational television program Word World with their teacher, who implemented scaffolding in the form of interactive reading techniques, while the control group viewed the same episodes with no scaffolding. Before and after the intervention, students from both groups were assessed for PA and AK. Results of ANCOVAs controlling for pre-test differences indicated that children in the intervention group scored higher than did students from the control group. These differences were statistically significant. Recognizing the study\u27s limitations, the researcher recommends combining interactive reading techniques with the viewing of educational television in preschool settings to enhance emergent literacy
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