1,389 research outputs found
Negotiation of meaning via virtual exchange in immersive virtual reality environments
This study examines how English-as-lingua-franca (ELF) learners employ semiotic resources, including head movements, gestures, facial expression, body posture, and spatial juxtaposition, to negotiate for meaning in an immersive virtual reality (VR) environment. Ten ELF learners participated in a Taiwan-Spain VR virtual exchange project and completed two VR tasks on an immersive VR platform. Multiple datasets, including the recordings of VR sessions, pre- and post-task questionnaires, observation notes, and stimulated recall interviews, were analyzed quantitatively and qualitatively with triangulation. Built upon multimodal interaction analysis (Norris, 2004) and Varonis and Gassâ (1985a) negotiation of meaning model, the findings indicate that ELF learners utilized different embodied semiotic resources in constructing and negotiating meaning at all primes to achieve effective communication in an immersive VR space. The avatar-mediated representations and semiotic modalities were shown to facilitate indication, comprehension, and explanation to signal and resolve non-understanding instances. The findings show that with space proxemics and object handling as the two distinct features of VR-supported environments, VR platforms transform learnersâ social interaction from plane to three-dimensional communication, and from verbal to embodied, which promotes embodied learning. VR thus serves as a powerful immersive interactive environment for ELF learners from distant locations to be engaged in situated languacultural practices that goes beyond physical space. Pedagogical implications are discussed
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Augmented reality and mobile learning: the state of the art
In this paper, we examine the state of the art in augmented reality (AR) for mobile learning. Previous work in the field of mobile learning has included AR as a component of a wider toolkit for mobile learning but, to date, little has been done that discusses the phenomenon in detail or that examines its potential for learning, in a balanced fashion that identifies both positive and negative aspects of AR. We seek to provide a working definition of AR and examine how it is embedded within situated learning in outdoor settings. We also attempt to classify AR according to several key aspects (device/technology; mode of interaction; type of media involved; personal or shared experiences; if the experience is portable or static; and the learning activities/outcomes). We discuss the technical and pedagogical challenges presented by AR before looking at ways in which AR can be used for learning. Lastly, the paper looks ahead to what AR technologies may be on the horizon in the near future
Nordic Childhoods in the Digital Age
"This book adds to the international research literature on contemporary Nordic childhoods in the context of fast-evolving technologies. It draws on the workshop program of the Nordic Research Network on Digital Childhoods funded by the Joint Committee for Nordic research councils in the Humanities and Social Sciences (NOS-HS) during the years 2019â2021. Bringing together researchers from Finland, Norway, Sweden, Denmark and Iceland, the book addresses pressing issues around childrenâs communication, learning and education in the digital age.
The volume sheds light on cultural values, educational policies and conceptions of children and childhood, and childâmedia relationships inherent in Nordic societies. The book argues for the importance of understanding local cultures, values and communication practices that make up contemporary digital childhoods and extends current discourses on childrenâs screen time to bring in new insights about the nature of childrenâs digital engagement.
This book will appeal to researchers, graduate students, educators and policy makers in the fields of childhood education, educational technology and communication.
Orchestrating Learning Scenarios for the Borderless Classroom
This part of the symposium focuses on the design of seamless learning experiences in a borderless classroom. There are two parts to this symposium. We start with unpacking various theoretical approaches that inform the instructional design of boundary-crossing learning scenarios, such as social learning theory, experiential learning, situated cognition and theory of play. We then identify critical design elements for connecting in-and-out of classroom learning experiences, such as learning through an inquiry and exploration process and from bringing back personal stories that provide context back into to the classroom. Next, we present the Singapore Future School Experience as a case study to illustrate the design and enactment of four iterations of in-and-out of the classroom inquiry learning experiences. In this learning design students could apply and build knowledge across varying contexts. The retrospective analysis revealed that three critical design elements appeared to influence and shape the impact of inquiry learning on the learning processes and outcomes. First, a central task in the design process is to facilitate continuity: linking classroom and outdoor learning contexts. Second, providing an effective combination of both structured and unstructured learning activities enhanced intentional learning. Third, facilitating the creation of common ground helped to foster and sustain knowledge creation and advancement in seamless learning environments
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The IPAD and the Development of Speaking and Writing in the Secondary EFL Classroom
Recent research (Kukulska-Hulme & Viberg, 2018) indicates that mobile technology can support second language learning and educational literacy. The iPad is a mobile device that is having a large distribution in schools and an important impact on second language formal and informal learning. However, studies focused on the use of the iPad to specifically enhance and support second language learning and teaching are still scarce. Against this backdrop, this study sought to investigate learnersâ and teachersâ perceptions of mobile learning, the implementation of technology-mediated language tasks and the potential impact of the iPad in developing writing and speaking skills in an English as a foreign language classroom in a secondary school in Italy. The data was collected through classroom observations, interviews, recorded teacher meetings, studentsâ written assignments, and lesson plans. The data collected has been analysed from a socio-cultural theory perspective. The analysis of written data was also informed by Hallidayan Systemic Functional Linguistics (SFL), and a Task-based language teaching (TBLT) framework was used to design writing and speaking tasks. Results show a positive influence on student motivation towards the performance of speaking tasks and improvements on technology-mediated second language writing tasks. In addition, the study found that the use of the iPad had a positive impact on the design of speaking and writing tasks for teachers. Moreover this action research study contributes to mobile assisted language learning by providing further understanding of how the iPad can enhance foreign language learning, especially teaching speaking and writing in the context of secondary education, and provides educators with recommendations on how to design specific language tasks
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Gesture in multimodal language learner interaction via videoconferencing on mobile devices
This thesis focuses on how adult English language learners exploit and experience gesture while communicating with one another via mobile technologies. Mobiles create opportunities for multimodal language learning beyond the classroom (Kukulska-Hulme et al., 2017), however, modes such as gesture are mediated and transformed by technology in complex ways (Hampel & Stickler, 2012). In a small-scale qualitative study, learners from a range of nationalities who were studying on language programmes in the UK were connected in dyads via Skype videoconferencing (VC) in order to complete information gap tasks using tablets, 2-in-1 devices, and smartphones. These communicative tasks had been intentionally designed around a diversity of informal âsettingsâ (Benson, 2011) which included cafĂ©s, museums, and historical buildings. Following the tasks, participants took part in stimulated recall interviews in order to reflect on their multimodal forms of communication.
This exploratory, qualitative study examines gesture from a theoretical perspective which links the mode to spoken language (Kendon, 2004; McNeill, 1992; Norris, 2004) and positions gesture within the wider framework of the negotiation of meaning (Varonis & Gass, 1985). As the role of speech-associated gestures within language learning via technology has not been widely researched, an interdisciplinary methodology had to be designed to analyse the video recorded data from the learnersâ tasks. This is based on transcription procedures from gesture-speech analysis (McNeill, 1992; McNeill & Duncan, 2000). As gesture in this study is understood as being closely aligned to speech, a multimodal unit of analysis was combined with the Varonis and Gass (1985) framework of the negotiation of meaning. The multimodal method allowed for the categorisation and analysis of gesture to investigate how learners may co-orchestrate the two modes in relationship to their deployment of mobile technologies from beyond the classroom. The participants were asked to reflect on their interactions from multimodal perspectives and interview data were triangulated with the task performances. Theoretical and pedagogical conclusions are drawn as to the manner in which learners exploit gesture as an integral part of the negotiation of meaning
The digital literacy and multimodal practices of young children: engaging with emergent research: proceedings of the first Training School of COST Action IS1410, University of Minho, Braga, Portugal, 6th - 8th June, 2016
CIEd - Centro de Investigação em Educação, UID/CED/01661/, Instituto de Educação,
Universidade do Minho, através de fundos nacionais da FCT/MCTES-P
Tangible user interfaces : past, present and future directions
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
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