6,245 research outputs found

    Exploring EFL Teachers Perspectives on Collaborative Learning Activities in Senior High School Contexts

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    Abstract In this global age, it is of critical importance for future workforces to possess both higher intellectual and social competencies crucially sustaining their careers. In accord with this fact, second language educators engaging in worldwide second language learning circumstances have taken a critical stance to promote collaborative learning activities earlier in senior high school contexts to maximize these future generations’ potentials in terms of problem-solving, critical thinking, social, and conflict resolution skills. This was a qualitative study conducted in a narrative way to decipher the observed recurring phenomenon accurately based on people’s stories and experiences. Open-ended interviews were also utilized in this study to obtain more natural and authentic portrayals regarding the stories told by participants. 2 EFL teachers having different expertise and experiences in running collaborative learning activities in distinctive Senior High School Contexts were also involved in this study to yield richer and reliable results out of the data gathered. The study revealed that collaborative learning activities will run more efficiently when supportive learning assistances are extensively addressed and a higher degree of reverence occurred among diverse group members.  Keywords: EFL Teachers’ Perspectives, Collaborative Learning Activities, Senior High School Context

    How Social Robots can Influence Motivation as Motivators in Learning:A Scoping Review

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    Earlier research has investigated how educational social robots can influence learner motivation and learning outcomes as motivators instead of learning materials. This paper presents a scoping literature review of this body of work, focusing on the educational strategies used, and describing the range of approaches used to influence motivation and learning through social robots, not as learning tools but as motivators. Nineteen advanced studies are identified and described according to the components of the ARCS model (a motivation model dominant in robotics research): Attention, Relevance, Confidence, and Satisfaction. We summarized the measures used for motivation in the studies and relate these measures to the four ARCS model components. Finally, we analyzed the studies from the perspectives of sample groups, study type, and domain or subject. Our analyses suggested that beyond focusing on persuasive (educational) strategies that educational social robots can use to keep learners' attention, researchers should also focus on the satisfaction component of motivation. Furthermore, future studies should examine long-term interactions, apply more rigor in using validated questionnaires, and combine qualitative and quantitative methods to understand not only the effects of these different approaches but also the reasons behind them.</p

    Embedding Intelligence. Designerly reflections on AI-infused products

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    Artificial intelligence is more-or-less covertly entering our lives and houses, embedded into products and services that are acquiring novel roles and agency on users. Products such as virtual assistants represent the first wave of materializa- tion of artificial intelligence in the domestic realm and beyond. They are new interlocutors in an emerging redefined relationship between humans and computers. They are agents, with miscommunicated or unclear proper- ties, performing actions to reach human-set goals. They embed capabilities that industrial products never had. They can learn users’ preferences and accordingly adapt their responses, but they are also powerful means to shape people’s behavior and build new practices and habits. Nevertheless, the way these products are used is not fully exploiting their potential, and frequently they entail poor user experiences, relegating their role to gadgets or toys. Furthermore, AI-infused products need vast amounts of personal data to work accurately, and the gathering and processing of this data are often obscure to end-users. As well, how, whether, and when it is preferable to implement AI in products and services is still an open debate. This condition raises critical ethical issues about their usage and may dramatically impact users’ trust and, ultimately, the quality of user experience. The design discipline and the Human-Computer Interaction (HCI) field are just beginning to explore the wicked relationship between Design and AI, looking for a definition of its borders, still blurred and ever-changing. The book approaches this issue from a human-centered standpoint, proposing designerly reflections on AI-infused products. It addresses one main guiding question: what are the design implications of embedding intelligence into everyday objects

    Co-designing an Embodied e-Coach With Older Adults: The Tangible Coach Journey

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    This article describes a tangible interface for an e-coach, co-designed in four countries to meet older adults' needs and expectations. The aim of this device is to coach the user by giving recommendations, personalized tasks and to build empathy through vocal, visual, and physical interaction. Through our co-design process, we collected insights that helped identifying requirements for the physical design, the interaction design and the privacy and data control. In the first phase, we collected users' needs and expectations through several workshops. Requirements were then transformed into three design concepts that were rated and commented by our target users. The final design was implemented and tested in three countries. We discussed the results and the open challenges for the design of physical e-coaches for older adults. To encourage further developments in this field, we released the research outputs of this design process in an open-source repository

    The crossroads of English language learners, task-based instruction, and 3D multi-user virtual learning in Second Life

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    English as a foreign language (EFL) learners' task-based practices in 3D multi-user virtual environments are a dynamic avenue that has attracted research attention in current second language acquisition literature. This study explores EFL adult learners' perceptions and language practices in a 10-session, task-based course in Second Life (SL). A full-blown task-based syllabus that capitalized on meaningful real-life tasks was designed and documented in this study. Employing the grounded theory approach and triangulating multiple qualitative data sources, two core themes emerged: factors that influence SL learning experience and effects of task-based instruction on language learning in SL. SL was evidenced as a viable learning environment due to its conspicuous features, immersive and virtual reality, sense of tele- and co-presence. This study implicates that 1) 3D multimodal resources in SL provide EFL learners with visual and linguistic support and facilitate language teaching and learning; and 2) tasks that draw upon SL features, accommodate learners' cultural/world knowledge, and simulate real-life scenarios, can optimize learners' virtual learning experiences

    Conceptualizing Core Practices for Professional Development of Novice Mentors

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    Purposeful and effective professional development of teacher mentors is often a proposed solution in many of the present debates about education, including teacher quality, teacher retention, and the student achievement gap. The literature about teacher mentoring suggests that if mentors in teacher education programs do not have significant professional development on mentoring, even a thoughtfully organized formal induction program can be ineffective in preparing good teachers, undermined by an unprepared mentor. The purpose of this conceptual paper is to propose a framework of professional development for veteran teachers who are to become mentors. Our framework will have a three-fold effect. The framework is designed to (a) develop or strengthen supportive and collaborative partnerships between schools and teacher education programs; (b) prompt veteran teachers to identify, share, and deconstruct their teaching practices with colleagues and teacher educators; and (c) scaffold teacher learning into research on and best practices in effective mentoring. Ultimately, the framework's aim is to structure the preparation of effective teacher mentors, who will go on to have positive impacts on interns and novice teachers' long-term successes. Notably, based on the research, our Professional Development (PD) framework is situated in schools, about subject area knowledge, and focused on mastery of mentoring skills.

    Proceedings of the International Workshop “Re-Thinking Technology in Museums: towards a new understanding of people’s experience in museums"

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    Proceedings of the International Workshop “Re-Thinking Technology in Museums: towards a new understanding of people’s experience in museums

    Robotika za djecu: nacionalne politike i inicijative u tri europske zemlje

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    This article explores the issue of introducing children between six and ten years of age ‎to robotics and investigates the use of robots in schools and in extracurricular activities. The central ‎questions are 1) whether and how the introduction of robotics is addressed in political strategies and‎ educational policies (RQ1), and 2) what the main actors in the introduction of robots in educational‎ settings are (RQ2). Therefore, a pilot study in three European countries (Austria, Lithuania, Romania)‎was conducted, which included an analysis of national policy strategies, as well as interviews with three‎ stakeholders per country. The article illustrates the specificities of the investigated countries presented as ‎case studies and discusses them in a comparative way. The findings show that the investigated countries’‎ educational policies aim at mirroring the Digital Agenda for Europe and that two opposite approaches ‎to implementation of robotics (bottom-up vs. top-down) can be identified.‎Ovaj članak istražuje upoznavanje djece u dobi od šest do deset godina s robotikom te ispituje‎ upotrebu robota u školama i izvannastavnim aktivnostima. Središnja pitanja su 1) je li uvođenje robotike ‎obuhvaćeno političkim strategijama i obrazovnim politikama i na koji način (RQ1) te 2) tko su glavni‎ akteri uvođenja robota u obrazovno okruženje (RQ2). Kako bi se odgovorilo na ova pitanja, provedena ‎je pilot studija u tri europske zemlje (Austriji, Litvi i Rumunjskoj) koja je uključivala analizu nacionalnih ‎policy strategija, kao i intervjue s po tri dionika u svakoj zemlji. Članak ilustrira specifičnosti istraživanih ‎zemalja prezentirane kao studije slučaja, raspravlja o njima i međusobno ih uspoređuje. Nalazi pokazuju ‎kako obrazovne politike u analiziranim zemljama imaju za cilj preslikati Digitalnu agendu za Europu ‎te da se mogu identificirati dva suprotna pristupa implementaciji robotike, odozdo prema gore i odozgo ‎prema dolje.

    Exploring the landscape of reflection

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    open4noopenFrison, Daniela; Fedeli, Monica; Tino, Concetta; Minnoni, ErikaFrison, Daniela; Fedeli, Monica; Tino, Concetta; Minnoni, Erik
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