10,535 research outputs found

    Interlanguage: What Can Errors Tell Us about How We Learn a Language? An Analysis of Native Spanish Speakers’ L2 Learner Language

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    Treball Final de Grau en Traducció i Interpretació. Codi: TI0983. Curs: 2019/2020In the field of second language acquisition, Selinker’s Interlanguage theory suggests that there is an intermediate mental stage suspended between the native and the target language. This theory has been interpreted as a way to describe what the process of learning the target language is like. This theory, along with Corder’s Significance of Errors are the basis of error analysis studies. This study aims to analyse learner language from the perspective of both theories. Our study will focus on Spanish native speakers who are learning English as their first foreign language, with the aim of discovering what their errors can reveal, and to what extent their native language influences their target language production. Our hypothesis is that some mistakes are caused by language interference, not only because learners transfer features from their first language, but also because they may ‘think’ in their native language. Admittedly, it is not possible to trace their thoughts back to their origin to really determine in what language they are produced, but it is nevertheless likely that their errors can, to some extent, reveal how these Spanish speakers learn English

    The Use of Learning Analytics Interactive Dashboards in Serious Games: A Review of the Literature

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    The learning analytics in serious games, corresponds to a subject in increasing demand in the educational field. In this context, there is a need to study how data visualizations found in the literature are adopted in learning analytics in serious games. This paper presents a Systematic Literature Review (SLR) on how the evolution of studies associated with the use of learning analytics interactive dashboards in serious games is processed, seeking to investigate the characteristics of using dashboards for viewing educational data. A bibliometric analysis was carried out in which 75 relevant studies were selected from the Scopus, Web of Science, and IEEExplore databases. From the data analysis, it was observed that in the current literature there is a reduced number of studies containing the main actors in the learning process, as follows: teachers/instructors, students/participants, game developers/designers, and managers/researchers. In the vast majority of investigated studies, data visualization algorithms are used, where the main focus takes into account only actors, such as teachers/instructors and students/participants

    Visual preferences in an ageing population : design, theory, practice, education & critical reflection

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    Formative periods represent early phases in life when we are particularly sensitive to experiences that influence later choices. This investigation hypothesised that the design of products associated with formative periods continues to influence preference throughout life. In design for an ageing population these preferences are important because designers often wrongly assume a decline in interest in design and physical ability. If these assumptions are prioritised there can be a detrimental effect on the visual sensitivity and emotional value products convey. In the United Kingdom a significant proportion of the ageing population is financially independent, physically healthy and resistant to traditionally negative associations of ageing. However, limited interrogation of the design process, or of the products produced, leaves a largely youth orientated design industry ill- equipped to challenge these associations and design for consumers whose experiences differ from their own. This investigation interviewed leading design professionals to test these assumptions and to inform an innovative questionnaire to identify visual preference. The questionnaire incorporated images of domestic products from 1930 to 1990 and asked for rapid responses reflecting intuitive preferences. A fifty five percent , response rate was achieved from 5,000 questionnaires posted to respondents aged fifty to seventy five years. Analysis of the findings identified two associations. Firstly, a statistically small association between age and visual preference, older respondents preferred older products, although the association was marginal and insufficient to support the hypothesis. Secondly, visual analysis revealed a strong preference for the most familiar form of the product, proposed as representing the 'contemporary essence'. These findings challenge assumptions that ageing is accompanied by a decline in design interest. Rather, the economic and social cost of establishing a design environment reduces the flexibility of future choices. These issues are age neutral. To address these issues, a critically reflective design approach is proposed as a positive response to an ageing population in an inclusive society

    AH 2004 : 3rd international conference on adaptive hypermedia and adaptive web-based systems : workshop proceedings part 2

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    Simple identification tools in FishBase

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    Simple identification tools for fish species were included in the FishBase information system from its inception. Early tools made use of the relational model and characters like fin ray meristics. Soon pictures and drawings were added as a further help, similar to a field guide. Later came the computerization of existing dichotomous keys, again in combination with pictures and other information, and the ability to restrict possible species by country, area, or taxonomic group. Today, www.FishBase.org offers four different ways to identify species. This paper describes these tools with their advantages and disadvantages, and suggests various options for further development. It explores the possibility of a holistic and integrated computeraided strategy
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