1,931 research outputs found

    How can I produce a digital video artefact to facilitate greater understanding among youth workers of their own learning-to-learn competence?

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    In Ireland, youth work is delivered largely in marginalised communities and through non-formal and informal learning methods. Youth workers operate in small isolated organisations without many of the resources and structures to improve practice that is afforded to larger formal educational establishments. Fundamental to youth work practice is the ability to identify and construct learning experiences for young people in non-traditional learning environments. It is therefore necessary for youth workers to develop a clear understanding of their own learning capacity in order to facilitate learning experiences for young people. In the course of this research, I attempted to use technology to enhance and support the awareness among youth workers of their own learning capacity by creating a digital video artifact that explores the concept – learning-to-learn. This study presents my understanding of the learning-to-learn competence as, I sought to improve my practice as a youth service manager and youth work trainer. This study was conducted using an action research approach. I designed and evaluated the digital media artifact – “Lenny’s Quest” in collaboration with staff and trainer colleagues in the course of two cycles of action research, and my research was critiqued and validated throughout this process

    Two-handed navigation in a haptic virtual environment

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    This paper describes the initial results from a study looking at a two-handed interaction paradigm for tactile navigation for blind and visually impaired users. Participants were set the task of navigating a virtual maze environment using their dominant hand to move the cursor, while receiving contextual information in the form of tactile cues presented to their non-dominant hand. Results suggest that most participants were comfortable with the two-handed style of interaction even with little training. Two sets of contextual cues were examined with information presented through static patterns or tactile flow of raised pins. The initial results of this study suggest that while both sets of cues were usable, participants performed significantly better and faster with the static cues

    Predictive text entry methods for mobile phones

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    This paper reports initial user tests comparing text entry methods, analysis of word clashes with dictionary based methods and keystroke level modelling of the different input methods

    The reality of employer engagement in work-based learning

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    Model-based target sonification on mobile devices

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    We investigate the use of audio and haptic feedback to augment the display of a mobile device controlled by tilt input. We provide an example of this based on Doppler effects, which highlight the user's approach to a target, or a target's movement from the current state, in the same way we hear the pitch of a siren change as it passes us. Twelve participants practiced navigation/browsing a state-space that was displayed via audio and vibrotactile modalities. We implemented the experiment on a Pocket PC, with an accelerometer attached to the serial port and a headset attached to audio port. Users navigated through the environment by tilting the device. Feedback was provided via audio displayed via a headset, and by vibrotactile information displayed by a vibrotactile unit in the Pocket PC. Users selected targets placed randomly in the state-space, supported by combinations of audio, visual and vibrotactile cues. The speed of target acquisition and error rate were measured, and summary statistics on the acquisition trajectories were calculated. These data were used to compare different display combinations and configurations. The results in the paper quantified the changes brought by predictive or 'quickened' sonified displays in mobile, gestural interaction

    The work of community gardens: reclaiming place for community in the city

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    The growth of community gardens has become the source of much academic debate regarding their role in community empowerment in the contemporary city. In this article, we focus upon the work being done in community gardens, using gardening in Glasgow as a case study. We argue that while community gardening cannot be divorced from more regressive underlying economic and social processes accompanying neoliberal austerity policies, it does provide space for important forms of work that address social needs and advance community empowerment. In developing this argument we use recent geographical scholarship concerning the generative role of place in bringing together individuals and communities in new collective forms of working. Community gardens are places that facilitate the recovery of individual agency, construction of new forms of knowledge and participation, and renewal of reflexive and proactive communities that provide broader lessons for building more progressive forms of work in cities

    How to Improve Financial Literacy: Some Successful Strategies

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    In New Zealand, the connection between financial literacy and security in retirement is well accepted, based on the understanding that people need to have the confidence and ability to make informed and lasting decisions about their personal finances throughout their lives. This chapter presents five strategies that are having some success in lifting New Zealanders’ financial literacy and the common elements that connect them. The chapter finishes with a discussion of the importance of monitoring and evaluation while noting the inherent difficulties in proving a causal link from financial education to greater financial literacy to improved financial well-being

    A Simulated Walk in Nature: Testing Predictions from the Attention Restoration Theory

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    Attention Restoration Theory (ART) predicts that top-down processing during everyday activities can cause attentional fatigue and that bottom-up processing that occurs when people experience nature will be restorative (Kaplan, 1995). The present study examined this prediction by exposing participants to three different conditions using a repeated measures design: a control condition during which participants walked on a typical treadmill, a nature/restorative condition during which participants walked on the same treadmill, experiencing a simulated nature walk, and a perturbation condition that included the same simulated nature scene but also required top-down processing during the walk. The findings supported ART predictions. As measured by the backwards digit span test, the nature condition produced a significant improvement in directed attention performance compared to the control and perturbation conditions that did not. Natural or simulated natural environments could be implemented throughout University campuses to support a more effective learning environment for students
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