10,412 research outputs found

    The Effectiveness of Using Cloud-Based Cross-Device IRS to Support Classical Chinese Learning

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    [[abstract]]The purpose of the present study was to examine the effects of integrating a cloud-based cross-device interactive response system (CCIRS) on enhancing students¡¦ classical Chinese learning. The system is a cloud-based IRS system which provides instructors and learners with an environment in which to achieve immediate interactive learning and discussion in the classroom. A quasi-experimental design was employed in which the experimental group (E.G.) learned classical Chinese with the system, while the control group (C.G.) followed their original learning method. The results revealed that the novice and medium-achievement learners in the E.G. performed significantly better than other E.G. students, and most students as well as the instructor gave positive feedback regarding the use of the system for course learning. In sum, CCIRS is an easy-to-use learning trigger that encourages students to participate in activities, arouses course discussion, and helps to achieve students¡¦ social and self-directed learning. The study concludes that the idea of ¡¥bring your own device¡¦ could be implemented with this system, while integrating educational factors such as game-based elements and competitive activities into the response system could reinforce flipped classroom learning.[[notice]]補正完

    Dramatistic User Experience Design: The Usability Testing of an e-Government System in A Non-Western Setting

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    This dissertation investigates rhetorical situatedness as a factor that culturally designates users’ motives in adopting a new technology. The application of Kenneth Burke’s dramatism extends the discussion about the situation where an interaction takes place to include acting and meaning-making in Non-Western settings as contextual and situated. This expansion is essential to reinforce the understanding of how cultural contexts impact users’ motives, specifically users from Non-Western settings, to adopt a technology. The traditional Human-Computer Interaction (HCI) research stresses mechanical and technical aspects between a user (agent) and a technology device (agency) in order to reduce user errors. This approach isolates the rhetorical situation of interaction in a computer interface, thus eliding the cultural situatedness by regarding the situation as something fixed, such as in a laboratory. Adding a cultural context provides a fuller picture of this interaction. Using a civic records online system called e-Lampid, which is administered by Surabaya City Government in Indonesia as a case study, I discover five elements of situatedness that contribute significantly to weave acting and meaning-making into a culturally informed interaction. User motives are shaped by internal and external situations that are collective, local, and both onsite and off. Dramatism is a tool for analysis and production that prioritizes cultural awareness. Dramatistic User Experience (UX) design offers analytical, comprehensive, and systematic perspectives on the design process. Dramatistic UX integrates three different approaches: usability testing, rhetorical awareness of situations, and needs analysis. The synergy of dramatism, user experience, and design thinking provides a holistic approach to construct a rhetorically grounded and culturally contingent user experience design

    Your iPhone Cannot Escape History, and Neither Can You: Self-Reflexive Design for a Mobile History Learning Game

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    This chapter focuses on the design approach used in the self-reflexive finale of the mobile augmented reality history game Jewish Time Jump: New York. In the finale, the iOS device itself and the player using it are implicated in the historical moment and theme of the game. The author-designer-researcher drew from self-reflexive traditions in theater, cinema, and nonmobile games to craft the reveal of the connection between the mobile device and the history that the learners were studying. Through centering on this particular design element, the author demonstrates how self-reflexivity can be deployed in a mobile learning experience to tie history to contemporary concerns. What does it mean to bring self-reflexive techniques to mobile learning? What should we consider as we bring these techniques to bear on the mobile learning environment? How can we take advantage of the affordances of mobile self-reflexivity? The chapter explores these questions, and more, through the case of attempting to bring the self-reflexive technique to mobile learning; specifically, in a mobile ARG for leaching history

    2020-2021 Boise State University Undergraduate Catalog

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    This catalog is primarily for and directed at students. However, it serves many audiences, such as high school counselors, academic advisors, and the public. In this catalog you will find an overview of Boise State University and information on admission, registration, grades, tuition and fees, financial aid, housing, student services, and other important policies and procedures. However, most of this catalog is devoted to describing the various programs and courses offered at Boise State

    Digital Learning in the Wild: Re-Imagining New Ruralism, Digital Equity, and Deficit Discourses through the Thirdspace

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    abstract: Digital media is becoming increasingly important to learning in today’s changing times. At the same time, digital technologies and related digital skills are unevenly distributed. Further, deficit-based notions of this digital divide define the public’s educational paradigm. Against this backdrop, I forayed into the social reality of one rural Americana to examine digital learning in the wild. The larger purpose of this dissertation was to spatialize understandings of rural life and pervasive social ills therein, in order to rethink digital equity, such that we dismantle deficit thinking, problematize new ruralism, and re-imagine more just rural geographies. Under a Thirdspace understanding of space as dynamic, relational, and agentive (Soja, 1996), I examined how digital learning is caught up spatially to position the rural struggle over geography amid the ‘Right to the City’ rhetoric (Lefebvre, 1968). In response to this limiting and urban-centric rhetoric, I contest digital inequity as a spatial issue of justice in rural areas. After exploring how digital learning opportunities are distributed at state and local levels, I geo-ethnographically explored digital use to story how families across socio-economic spaces were utilizing digital tools. Last, because ineffective and deficit-based models of understanding erupt from blaming the oppressed for their own self-made oppression, or framing problems (e.g., digital inequity) as solely human-centered, I drew in posthumanist Latourian (2005) social cartographies of Thirdspace. From this, I re-imagined educational equity within rural space to recast digital equity not in terms of the “haves and have nots” but as an account of mutually transformative socio-technical agency. Last, I pay the price of criticism by suggesting possible actions and solutions to the social ills denounced throughout this dissertation.Dissertation/ThesisDoctoral Dissertation Learning, Literacies and Technologies 201
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