5 research outputs found

    El método IBI en la enseñanza de ELE : aplicación de la gamificación en el Camino de Santiago

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    Los cambios recientes producidos en el ámbito de la educación y, particularmente, en la adquisición de segundas lenguas, como son la utilización de metodologías activas y el viraje en el foco de atención de la gramática hacia el vocabulario, son el punto de partida de esta propuesta de innovación didáctica para una clase de ELE. En concreto, este trabajo parte de un método pedagógico donde el aprendizaje de vocabulario se sitúa en el centro del mismo, el método IBI (input-based incremental), y de cómo una herramienta didáctica, la gamificación, puede aumentar su efectividad tanto en resultados de aprendizaje como en términos actitudinales. Para ello, este trabajo realiza una propuesta de innovación didáctica que consiste en seis lecciones enmarcadas en el recorrido del Camino de Santiago inglés.Recent changes in the field of education and, particularly, in the acquisition of second languages, such as the use of active learning and the shift in the focus of attention from grammar to vocabulary, are the origin of this proposal of didactic innovation for a class of Spanish as a foreign language. Specifically, this work is based on a pedagogical method where vocabulary is the centre of learning, the IBI (input-based incremental) method, and how a didactic tool, gamification, can increase its effectiveness both in learning outcomes and in attitudinal terms. To achieve this, the present work makes a proposal of didactic innovation that consists of six lessons framed in the English route of Camino de Santiago

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data
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