121,333 research outputs found
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Investigating the socio-constructivist dimension of online interactions: the case of synchronous audio-graphic conferencing systems
This study explores the quality of interactive patterns in audio-graphic conferencing environments and learners' involvement in interaction. Supporters of this technology claim that online interactions support socio-constructivist language learning. However, the existing literature does not indicate whether the quality of interaction required for realising constructivist principles of learning can affectively be ensured in such environments.
The study is based on the Open University's online audio-graphic tuition environment, Lyceum. It investigates the verbal and written interactions of adult Open University students learning French. The data is analysed by different models of analysis pertaining to different socio-constructivist and cognitive models of analysis.
The results show that students use high forms of thinking to engage in a cyclical rather than a linear process of knowledge construction. However, there is no evidence that this process is supported by the audio-graphic system itself. The tutor's style and task design play a more important role in supporting the learning process
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Ideation as an intellectual information acquisition and use context: Investigating game designers’ information-based ideation behavior
Human Information Behavior (HIB) research commonly examines behavior in the context of why information is acquired and how it will be used, but usually at the level of the work or everyday-life tasks the information will support. HIB has not been examined in detail at the broader contextual level of intellectual purpose (i.e. the higher-order conceptual tasks the information was acquired to support). Examination at this level can enhance holistic understanding of HIB as a ‘means to an intellectual end’ and inform the design of digital information environments that support information interaction for specific intellectual purposes. We investigate information-based ideation (IBI) as a specific intellectual information acquisition and use context by conducting Critical Incident-style interviews with ten game designers, focusing on how they interact with information to generate and develop creative design ideas. Our findings give rise to a framework of their ideation-focused HIB, which systems designers can leverage to reason about how best to support certain behaviors to drive design ideation. These findings emphasize the importance of intellectual purpose as a driver for acquisition and desired outcome of use
"I like how it looks but it is not beautiful" -- Sensory appeal beyond beauty
Statements such as “X is beautiful but I don’t like how it looks” or “I like how X looks but it is not beautiful” sound contradictory. How contradictory they sound might however depend on the object X and on the aesthetic adjective being used (“beautiful”, “elegant”, “dynamic”, etc.). In our study, the first sentence was estimated to be more contradictory than the latter: If we describe something as beautiful, we often intend to evaluate its appearance, whereas it is less counterintuitive to appreciate an appearance without finding it beautiful. Furthermore, statements including “beautiful” appeared more contradictory than those including “elegant” and “dynamic”, pointing to its greater evaluative component. When related to artworks, sentences could appear less contradictory due to readers’ consideration of the divergence between conventional beauty and art-related sensory pleasures that can even include negative valence. Such ambivalence might be more frequent in art-objects than in other artefacts. Indeed, in our study, sentences referring to artworks were estimated to be less contradictory compared to sentences referring to other artefacts. Meanwhile, an additional small group of graphic design students showed a less clear difference between art-related and non-art-related sentences. We discuss the potential influence of art experience and interest as well as theoretical and methodological challenges like the conceptualization of beauty
Problems in the design and implementation of a GKS-based user interface for a graphical information system
CISRG discussion paper ;
Insights on the kinematics of the India-Eurasia collision from global geodynamic models
The Eocene India-Eurasia collision is a first order tectonic event whose nature and chronology remains controversial. We test two end-member collision scenarios using coupled global plate motion-subduction models. The first, conventional model, invokes a continental collision soon after ∼60 Ma between a maximum extent Greater India and an Andean-style Eurasian margin. The alternative scenario involves a collision between a minimum extent Greater India and a NeoTethyan back-arc at ∼60 Ma that is subsequently subducted along southern Lhasa at an Andean-style margin, culminating with continent-continent contact at ∼40 Ma. Our numerical models suggest the conventional scenario does not adequately reproduce mantle structure related to Tethyan convergence. The alternative scenario better reproduces the discrete slab volumes and their lateral and vertical distribution in the mantle, and is also supported by the distribution of ophiolites indicative of Tethyan intraoceanic subduction, magmatic gaps along southern Lhasa and a two-stage slowdown of India. Our models show a strong component of southward mantle return flow for the Tethyan region, suggesting that the common assumption of near-vertical slab sinking is an oversimplification with significant consequences for interpretations of seismic tomography in the context of subduction reference frames
Neurophysiological Profile of Antismoking Campaigns
Over the past few decades, antismoking public service announcements (PSAs) have been used by governments to promote healthy
behaviours in citizens, for instance, against drinking before the drive and against smoke. Effectiveness of such PSAs has been
suggested especially for young persons. By now, PSAs efficacy is still mainly assessed through traditional methods (questionnaires
and metrics) and could be performed only after the PSAs broadcasting, leading to waste of economic resources and time in the
case of Ineffective PSAs. One possible countermeasure to such ineffective use of PSAs could be promoted by the evaluation of the
cerebral reaction to the PSA of particular segments of population (e.g., old, young, and heavy smokers). In addition, it is crucial to
gather such cerebral activity in front of PSAs that have been assessed to be effective against smoke (Effective PSAs), comparing
results to the cerebral reactions to PSAs that have been certified to be not effective (Ineffective PSAs). &e eventual differences
between the cerebral responses toward the two PSA groups will provide crucial information about the possible outcome of new
PSAs before to its broadcasting. &is study focused on adult population, by investigating the cerebral reaction to the vision of
different PSA images, which have already been shown to be Effective and Ineffective for the promotion of an antismoking
behaviour. Results showed how variables as gender and smoking habits can influence the perception of PSA images, and how
different communication styles of the antismoking campaigns could facilitate the comprehension of PSA’s message and then
enhance the related impac
Thinking geo/graphically: The interdisciplinary space between graphic design and cultural geography
In relation to the understanding and representation of everyday life and place, it is clear that many cultural geographers are beginning to explore what one might call “creative” qualitative research methods, the majority of which draw on the discipline of fine art. In particular, the use of film and sound within research is increasing, as are calls for conference submissions and journal articles relating to such work. Such developments within cultural geography mirror those across qualitative research within the broader social science arena, and for geographers the use of this type of media is perhaps a way to contend with the ongoing, relational nature of place and the representational challenge that brings. In contrast, the perception of the traditional medium of print seems to be that it is lacking the fluid nature of film or sound, only capable of generating representations of place that are too “static” or “fixed.” However, this paper proposes that interdisciplinary collaboration between cultural geography and graphic design offers much with regard to the development of print-based creative methods for understanding and representing everyday life and place. It suggests that the form of the book offers an opportunity to develop geo/graphic work that engages both form and content in a holistic way, enabling the production of a space of interpretation and multi-sensory exploration for the reader. Such work engages with contemporary debates around representation, and positions the reader’s interaction with the book as both cognitively and performatively embodied. For the researcher, the geo/graphic design process also functions as an analytical tool, one that, through the development of the material form of the work, re-situates them in place and enables further reflection and understanding
Development and evaluation of a multimedia interactive CD: Public speaking interactive media
This paper reports on a study that endeavours to develop a Computer Assisted Learning (CAL) multimedia courseware namely, Public Speaking Interactive Media. This courseware was developed specifically for diploma students undergoing ENG4113 (Business English) and ENG 4153 (Public Speaking Skills) at Kolej Profesional MARA Indera Mahkota, Kuantan, Pahang. The objectives and goals of this study is to develop a CAL courseware which is in-line with the syllabus of the courses using multimedia elements together with the application of behaviorist, cognitive and constructivist
learning theories as a basis in the design of the courseware. Moreover, the instructional design and
implementation of this CAL multimedia courseware employ active and flexible learning strategies. Utilizing Hannafin and Peck’s Design Model, this courseware was developed using Macromedia Director and Macromedia Authorware to ensure that multimedia elements and simulations can be
fully integrated. The findings of the study revealed that the courseware fulfilled its objectives in aiding
students in comprehending the concept of public speaking skills better by using multimedia elements. In addition, the courseware is in-line with the syllabus and has incorporated the theories and strategies intended successfully
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