1,052 research outputs found

    A SYSTEMATIC REVIEW OF ELEMENTS IN GAME-BASED ARABIC LANGUAGE LEARNING FRAMEWORK FOR DYSLEXIC CHILDREN

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    Game-Based Language Learning (GBLL) has been proven an effective approach tool to improve learning and has become a widely used teaching aid to maintain engagement and motivation in learners. The purpose of this systematic literature review is to identify the framework elements of Game-Based Arabic Language Learning (GBALL) for Dyslexic Children. Although previous research has addressed various guidelines and frameworks for educational tools in Arabic language learning, however, only few studies focus on dyslexic children. The methodology used in this paper is Systematic Literature Review (SLR) by Kitchenham (2004) and Kitchenham and Charters (2007). A selection of relevant research was performed to achieve the research objectives. The selected online open sources databases involved as are primary resources: Google Scholar, ResearchGate, UM Student Repository, Open Access Theses and Dissertation (OATD). Scientific publications and journals, conference proceedings, and technical papers are found in well-known online databases that include a complete citation and reference analysis. Based on a systematic review process, the researchers reported and discussed findings with possible future research directions. A total of 18 studies were selected, which revealed two themes: the multimedia elements of game-based language learning for dyslexic children and the Arabic language learning elements for dyslexic children. The results of this study can be applied as a guideline for educational tools for dyslexic children in Arabic language learning.   Keywords: framework design, elements, guidelines, game-based Arabic language learning for dyslexic children, game-based learning, dyslexia language learning   Cite as: Noor Azli, M. M., 2Ghazali, Z., Einannabella, N., Asrina Suriani, M. Y., Muhammad Sabri, S., & Sarifah Nurhanum, S. S. (2023). A systematic review of elements in game-based Arabic language learning framework for Dyslexic children. Journal of Nusantara Studies, 8(2), 332-351. http://dx.doi.org/10.24200/jonus.vol8iss2pp332-35

    An Immersive Learning Model

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    Our overarching goal is to provide children with immersive game-based learning environments to support Arabic linguistic skills acquisition. We postulate that immersion in- creases learning. To investigate this hypothesis, we developed a model and built an implementation of an educational virtual environment (EVE) that supports immersion and thus, induces effective learning. Experimental results confirm our hypothesis. Our model integrates learning content, learning activities, immersion and gameplay. Based on our analysis of various curricula, specifically the United Arab Emirates grade one curriculum, we identified the nature of the learning content in order to satisfy the curriculum requirements. This content is conceptually structured to support gradual and independent learning. Acquiring knowledge from the learning content involves a learning process that we operationalize as a set of well-defined cognitive activities, which are categorized as perception, recognition, association, composition and recall. Accordingly, gameplay events and actions are designed to afford and instantiate these activities to engage the learner. Besides gameplay, engagement is explicitly addressed by modeling immersion using three different dimensions (sensory, imaginative and challenge-based). Our implementation is a 3D virtual reality game that captures various learning environments, each of which provides adventure, exploration, and learning. The gameplay engages players into learning activities that stimulate their senses, challenges them, and keep them absorbed in their quests. The implemented system runs on PC’s with Oculus and on smart phones with virtual glasses. These configurations were used in experiments in the lab- oratory, at a primary school, and in informal settings to measure immersion and learning. Results show that our model contributes effectively to immersion and learning

    interactive Islamic Prayer (iIP)

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    The implementation of Virtual Environments has often been used within the educational domain. This study adopts a Virtual Environment (VE) setting to enhance and develop the physical aspects of teaching the Islamic prayer to primary school children, in comparison to traditional forms of teaching through a prayer book and prayer video. An interactive teaching Software, the interactive Islamic Prayer (iIP), was designed and developed for this purpose and uses technology by Microsoft’s Microsoft Kinect 360 for Windows to demonstrate the various movements of the prayer in sequence. Through the administration of a number of questionnaires, a quantitative analysis of the participants’ learning experience were identified, as well as details over which approach the participants preferred. The questionnaires also provided a detailed insight into six areas of study from the learners’ perspective when using the various learning approaches: comprehension, learning experience, interaction, satisfaction, usability and achievement. The results revealed a higher degree of interaction within the lesson on prayer when using the iIP compared to the traditional teaching methods, and although some were unfamiliar with using the Microsoft Kinect 360, on the whole, they found it to be fun and educational. The findings also showed that the software was able to focus on lower level thinking skills, such as recalling information and memory, as a test of the students’ knowledge on the prayer before and after using the software showed a significant improvement in comparison to the other approaches. Recommendations have been given on how to effectively implement this software within these relevant classrooms

    A ciência da leitura e a produção acadêmica: caminhos trilhados

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    Linguistics focuses on the different phenomena of language. In macrolinguistics areas, there is Psycholinguistics. This subfield researches (de)coding processes of messages with verbal codes. Thus, one of its influential fields of activity is reading. Reading is one of the most complex information processing tasks. It begins with the graphemes decoding and it finishes with the text comprehension. Regarding the assessment of reading, there are several exams and large-scale tests, such as Pisa, Saeb (Aneb and Anresc/Prova Brasil), ENEM. Alarming statistics come with the indicators from these evaluative instruments. There are, among Brazilians, low levels of reading comprehension and marked functional illiteracy rate. Therefore, this study aimed to research what scientific communication has shared in terms of knowledge about reading. Specifically, the objectives were synthesize, considering the psycholinguistic approach of reading research, studies and research with the most recurrent theme in the reading field evidenced from the electronic communication, in order to investigate the dimensions and limitations of knowledge about this subject. For this, through WebQualis system, Qualis A1 and A2 scientific journals with electronic format and with focuses/scopes related to reading from the areas of (1) Language Arts/Linguistics, (2) Psychology and (3) Education were selected. With the selected journals and through Capes Journals Portal, all their volumes and issues from 2011 to 2015 were analyzed. With this, scientific articles related to reading were mapped. With the mapped articles abstracts, the recurrent themes in reading in the scientific production were observed. Finally, with the full articles that had the recurrent theme, the researches results were integrated, synthesizing and pondering about them. With a critical-reflexive assessment of the data, relevant information was found. First, on one hand, it was noted that the reading has achieved a stable and upward space through the electronic communication. On the other one, it was checked that the contributions of Psychology have a great influence in reading and comprehension research. Second, it was shown that the most frequent theme in electronic productions is comprehension. Finally, with the synthesis, it was found that, increasingly, comprehension topics related to reading neurobiological aspects were empirical and directly investigated. In addition, there are several studies that propose reading teaching methods as well as strategies for improving the comprehension, including the use of TICs. Moreover, it was found that many research results are limited. This is because the comprehension involves several components – cognitive processes and skills. Researches often focus attention on one or the other component of it only, and each research fixes a specific methodology design and that vary considerabably. Regarding the assessment of reading, many of the methodological apparatus tasks evaluate only the product of comprehension and not its process. In other words, built mental representations are evaluated and not how the encoding of this text occurred. Therefore, in short, both the researches advancement in the comprehension field and several limitations were observed.A Linguística atém-se aos mais diferentes fenômenos da língua(gem). Nos domínios macrolinguísticos, há a Psicolinguística. Essa subárea tem como foco de investigação os processos de (de)codificação de mensagens de códigos verbais. Assim, um de seus influentes campos de atuação é o de leitura. A leitura é uma das tarefas de processamento de informações mais complexas. Ela tem como princípio a decodificação grafêmica e como fim a compreensão textual. Em relação à avaliação da leitura, existem diversos testes e provas em larga escala, como o Pisa, o Saeb (Aneb e Anresc/Prova Brasil), o ENEM. Com os indicadores desses instrumentos avaliativos, vêm estatísticas alarmantes. Há, entre os brasileiros, baixos níveis de compreensão leitora e acentuado índice de analfabetismo funcional. Por conseguinte, este trabalho pretendeu investigar o que a comunicação científica tem compartilhado em termos de conhecimento sobre leitura. Especificamente, objetivou-se sintetizar, considerando a abordagem psicolinguística de investigação da leitura, estudos e pesquisas cuja temática evidenciada da comunicação eletrônica fosse a mais recorrente no campo da leitura, a fim de investigar dimensões e limitações do conhecimento a respeito dessa temática. Para isso, selecionaram-se, por meio do sistema WebQualis, periódicos científicos Qualis A1 e A2 em formato eletrônico e com focos/escopos relacionados à leitura, das áreas de (1) Letras/Linguística, (2) Psicologia e (3) Educação. Com os periódicos selecionados e por meio do Portal de Periódicos Capes, analisaram-se todos os seus volumes e números de 2011 a 2015, a fim de mapear artigos científicos com assunto em leitura. Com os resumos dos artigos mapeados, evidenciaram-se temáticas mais recorrentes na produção científica em leitura. Por fim, dos artigos completos cuja temática era a mais recorrente, integraram-se resultados das pesquisas, fazendo-se uma análise, com fins de síntese e reflexão. Da apreciação crítico-reflexiva dos dados, constataram-se relevantes informações. Em primeiro lugar, de um lado, observou-se que a leitura tem conquistado um estável e ascendente espaço em meio à comunicação eletrônica. De outro, demonstrou-se que contribuições da Psicologia têm forte influência na pesquisa de leitura e compreensão. Em segundo, evidenciou-se que a compreensão é a temática mais frequente nas produções eletrônicas. Por fim, com a síntese, constatou-se que, cada vez mais, se investiga empírica e diretamente facetas da compreensão em relação às bases neurobiológicas da leitura. Igualmente, há diversas pesquisas que propõem metodologias de ensino da leitura, bem como estratégias para a melhoria da compreensão, incluindo a utilização das TICs. Além disso, concluiu-se que muitos resultados de pesquisas são limitados. Isso porque a compreensão envolve diversos componentes – processos cognitivos e habilidades. E as pesquisas, muitas vezes, apenas focam a atenção em um ou em outro componente, além de definirem específicos e variados designs de metodologia. Em relação à avaliação da leitura, muitas das tarefas do aparato metodológico das pesquisas apenas avaliam o produto da compreensão e não o seu processo. Ou seja, avaliam-se representações mentais construídas e não como ocorreu a codificação desse texto na mente do leitor. Por conseguinte, em suma, tanto o avanço de pesquisas no campo de compreensão quanto, também, diversas limitações ficaram evidentes

    XR Academia:Research and Experiences in Virtual Reality, Augmented Reality, Mixed Reality, and Artificial Intelligence in Latin America and Europe

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    The book XR Academia: Research and Experiences in Virtual Reality, Augmented Reality, Mixed Reality, and Artificial Intelligence in Latin America and Europe, has at its core the objective of making immersive technology accessible and visible worldwide, with the simultaneous breaking-down of linguistic barriers. Both European and Latin American authors can read each other’s work(s), allowing knowledge and experience in extended reality to be shared. Another important aspect of XR Academia is its attempt to introduce an open science contribution to the issues of immersive technologies, in order to inspire new generations that do not have access to increasingly expensive publications. This volume includes fourteen selected chapters from presenters from the 2020 and 2021 events. These chapters describe research and experiences on a wide range of XR applications, which include entertainment, health, narration, education, psychotherapy, guidance, language, culture and arts. Considering that great inventions and innovations are developed in Latin America but fail to be published internationally, our aim was to open a door to allow the permanent exchange between two languages: Spanish and English

    Gesture Recognition System Application to early childhood education

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    One of the most socially and culturally advantageous uses of human-computer interaction is enhancing playing and learning for children. In this study, gesture interactive game-based learning (GIGL) is tested to see if these kinds of applications are suitable to stimulate working memory (WM) and basic mathematical skills (BMS) in early childhood (5-6 years old) using a hand gesture recognition system. Hand gesture is being performed by the user and to control a computer system by that incoming information. We can conclude that the children who used GIGL technology showed a significant increase in their learning performance in WM and BMS, surpassing those who did normal school activities

    Exploring English as an Additional Language Students’ Perceived Engagement in and Experience of Content Vocabulary Acquisition and Retention Through Immersive Virtual Reality Games

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    This thesis aimed to explore whether headset-mounted display virtual reality (HMD VR) games could serve as an innovative approach to enhance content vocabulary learning and foster subject content knowledge of Years 7 and 8 Middle Eastern students. Specifically, it aimed to measure these students’ content specific vocabulary acquisition and retention, examine their perceptions of and attitudes towards VR game-based learning, and offer best practices for educational institutions that support culturally and linguistically diverse (CALD) learners
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