31,906 research outputs found

    Negotiation of meaning and corrective feedback in Japanese/English eTandem

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    This paper presents a comparative analysis of corrective feedback provided by participants in an eTandem interaction between university students in Japan and Australia who were learning each other’s language. Corrective feedback provided to tandem partners during interaction via text-based Synchronous Computer Mediated Communication (SCMC) is compared to corrective feedback provided to tandem partners post-chat utilizing logs of the chat interaction. Results show that implicit corrective feedback on NNS errors occurred in the text-based SCMC interaction but not frequently. On the other hand, negotiation of meaning occurred most often to overcome communication problems during chat exchange rather than in direct relation to errors. This is a crucial element for L2 development since the learner finds himself/herself in the sort of context that allows for recognition of developmental gaps. Further, explicit corrective feedback utilizing conversation logs and exchanged by email achieved high rates of correction both in English and Japanese sessions. The strategy of sending post-chat corrective feedback is shown to be an effective eTandem language learning strategy providing learners with opportunities to focus on form in their L2.31 page(s

    Tribal metaphors in social game design: creating conflict and camaraderie through context

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    This paper briefly explores the emergence of tribal patterns in social play. The formation of community groups is not just a result of game design, but a fundamental part of the social nature of the species. Tribal effects, such as favouritism towards fellow group members, have been studied by social psychologists for decades (e.g. [22,15,7]). We highlight some specific existing mechanics that enable and encourage this kind of behaviour in social games, and identify the importance of social feedback in generating tribal feelings. An experiment is described, that explores the minimal conditions of tribal behaviour player groups in social games. Specifically, it identifies the importance of feedback on social context in supporting the emergence of in-group favouring tribal play

    Supporting peer interaction in online learning environments

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    This paper reports two studies into the efficacy of sentence openers to foster online peer-to-peer interaction. Sentence openers are pre-defined ways to start an utterance that are implemented in communication facilities as menu’s or buttons. In the first study, typical opening phrases were derived from naturally occurring online dialogues. The resulting set of sentence openers was implemented in a semi-structured chat tool that allowed students to compose messages in a freetext area or via sentence openers. In the second study, this tool was used to explore the students’ appreciation and unprompted use of sentence openers. Results indicate that students hardly used sentence openers and were skeptical of their usefulness. Because both measures were negatively correlated with students’ prior chat experience, optional use of sentence openers may not be the best way to support students’ online interaction. Based on these findings, alternative ways of using sentence openers are discussed and topics for further research are advanced

    Collaboration scripts - a conceptual analysis

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    This article presents a conceptual analysis of collaboration scripts used in face-to-face and computer-mediated collaborative learning. Collaboration scripts are scaffolds that aim to improve collaboration through structuring the interactive processes between two or more learning partners. Collaboration scripts consist of at least five components: (a) learning objectives, (b) type of activities, (c) sequencing, (d) role distribution, and (e) type of representation. These components serve as a basis for comparing prototypical collaboration script approaches for face-to-face vs. computer-mediated learning. As our analysis reveals, collaboration scripts for face-to-face learning often focus on supporting collaborators in engaging in activities that are specifically related to individual knowledge acquisition. Scripts for computer-mediated collaboration are typically concerned with facilitating communicative-coordinative processes that occur among group members. The two lines of research can be consolidated to facilitate the design of collaboration scripts, which both support participation and coordination, as well as induce learning activities closely related to individual knowledge acquisition and metacognition. In addition, research on collaboration scripts needs to consider the learners’ internal collaboration scripts as a further determinant of collaboration behavior. The article closes with the presentation of a conceptual framework incorporating both external and internal collaboration scripts

    Combining relevance information in a synchronous collaborative information retrieval environment

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    Traditionally information retrieval (IR) research has focussed on a single user interaction modality, where a user searches to satisfy an information need. Recent advances in both web technologies, such as the sociable web of Web 2.0, and computer hardware, such as tabletop interface devices, have enabled multiple users to collaborate on many computer-related tasks. Due to these advances there is an increasing need to support two or more users searching together at the same time, in order to satisfy a shared information need, which we refer to as Synchronous Collaborative Information Retrieval. Synchronous Collaborative Information Retrieval (SCIR) represents a significant paradigmatic shift from traditional IR systems. In order to support an effective SCIR search, new techniques are required to coordinate users' activities. In this chapter we explore the effectiveness of a sharing of knowledge policy on a collaborating group. Sharing of knowledge refers to the process of passing relevance information across users, if one user finds items of relevance to the search task then the group should benefit in the form of improved ranked lists returned to each searcher. In order to evaluate the proposed techniques we simulate two users searching together through an incremental feedback system. The simulation assumes that users decide on an initial query with which to begin the collaborative search and proceed through the search by providing relevance judgments to the system and receiving a new ranked list. In order to populate these simulations we extract data from the interaction logs of various experimental IR systems from previous Text REtrieval Conference (TREC) workshops

    Improving social game engagement on Facebook through enhanced socio-contextual information

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    In this paper we describe the results of a controlled study of a social game, Magpies, which was built on the Facebook Online Social Network (OSN) and enhanced with contextual social information in the form of a variety of social network indices. Through comparison with a concurrent control trial using an identical game without the enhanced social information, it was shown that the additional contextual data increased the frequency of social activity between players engaged in the game. Despite this increase in activity, there was little increase in growth of the player-base when compared to the control condition. These findings corroborate previous work that showed how socio-contextual enhancement can increase performance on task-driven games, whilst also suggesting that it can increase activity and engagement when provided as context for non task-driven game environments

    An experimental study of corrective feedback during video-conferencing

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    Child-to-child interaction and corrective feedback in a computer mediated L2 class

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    The current study examined the provision of corrective feedback and learner repair following feedback in the interactional context of child-to-child conversations, particularly computer mediated, in an elementary Spanish immersion class. The relationship among error types, feedback types, and immediate learner repair were also examined. A total of 46, fifth-grade children participated in the study. Using Blackboard, the instructor randomly paired students and created a "virtual group" for each pair. Each pair was asked to interact and complete a jigsaw task in the "virtual classroom." Blackboard recorded the pairs' interactions, which were later printed and coded for types of error (syntactic/lexical), types of negative feedback (explicit/recasts/negotiation) and immediate learner repairs. Findings indicate that learners did not provide explicit negative feedback. Learners provided implicit negative feedback (recasts and negotiation) while completing the jigsaw task in the virtual classroom. The majority of lexical errors and syntactic errors were corrected using negotiation. Over half of feedback moves led to immediate repair. Negotiation moves proved more effective at leading to immediate repair of errors than did recasts
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