76,111 research outputs found

    A CROSS-METAPHORICAL MAPPING VIDEO POSTER FOR ESL STUDENTS

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    This paper describes a teaching and learning video poster tool designed for students of Architecture and students of Sports Science (ESL) as a second language at the Technical University of Madrid. These two major groups of students share a cross-metaphorical mapping that can be used as a cognitive approach to learn vocabulary in context using images and contexts closed to their field of studies. The metaphorical cross-mapping activity was the result obtained after publishing a bilingual dictionary handled under the research group of DISCYT from the Technical University of Madrid. The results obtained from them show a very fruitful and innovative material creation for (ESP) teaching in specific contexts. Additionally, the video poster provided additional written and oral task activities to work out in class

    Services surround you:physical-virtual linkage with contextual bookmarks

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    Our daily life is pervaded by digital information and devices, not least the common mobile phone. However, a seamless connection between our physical world, such as a movie trailer on a screen in the main rail station and its digital counterparts, such as an online ticket service, remains difficult. In this paper, we present contextual bookmarks that enable users to capture information of interest with a mobile camera phone. Depending on the user’s context, the snapshot is mapped to a digital service such as ordering tickets for a movie theater close by or a link to the upcoming movie’s Web page

    Project:Filter - using applied games to engage secondary schoolchildren with public policy

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    Applied games present a twenty-first-century method of consuming information for a specific purpose beyond pure entertainment. Objectives such as awareness and engagement are often used as intended outcomes of applied games in alignment with strategic, organizational, or commercial purposes. Applied games were highlighted as an engagement-based outcome to explore noPILLS, a pan-European policy research project which presented policy pointers and suggested methods of interventions for reducing micropollution within the wastewater treatment process. This paper provides an assessment of a video game which was developed for the purpose of public engagement with policy-based research. The video game, Project:Filter, was developed as a means of communicating noPILLS to secondary school children in Scotland as part of a classroom-based activity. Knowledge development and engagement were identified using Interpretative Phenomenological Analysis to evidence topical awareness, depth of understanding, and suggested methods of intervention. Analysis of observations also provided insights into challenges surrounding logistics, pedagogy, social interactions, learning, and gender as contributing factors to the schoolchildren’s experiences of Project:Filter. The intention of this paper is two-fold: firstly, to provide an example of developing video games from policy-based research; and secondly, to suggest methods of phenomenological assessment for identifying play-based engagement

    ALT-C 2010 - Conference Introduction and Abstracts

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    Complete LibTech 2013 Print Program

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    PDF of the complete print program from the 2013 Library Technology Conferenc

    ALT-C 2010 Programme Guide

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