55 research outputs found
Autonomous learning resources for ELF: what learners think
Este artículo trata sobre trabajo llevado a cabo por miembros del grupo de investigación ATLAS en el marco del
proyecto SO-CALL-ME (Social Ontology-driven Cognitively Augmented Language Learning Environment). Una de las
aplicaciones móviles creadas por el grupo es Eating out, un recurso educativo digital para el aprendizaje autónomo del
inglés como lengua extranjera, desarrollado en Moodle. El artículo describe este recurso y pasa a continuación a
explicar un experimento en el que un grupo de estudiantes universitarios de inglés trabajaron con él a lo largo de un
semestre, algunos usando un ordenador y otros utilizando un dispositivo móvil. Al final del semestre los estudiantes
respondieron un cuestionario sobre aspectos pedagógicos y técnicos de su experiencia con Eating out. En el artículo se
comentan los contenidos del cuestionario así como los resultados del experimento. Al dar a los estudiantes la
oportunidad de evaluar Eating out se buscó obtener información valor a la hora de mejorar este recurso educativo. Los
resultados también nos permiten comparar la experiencia de los estudiantes que trabajaron en un ordenador con la de
aquellos que lo hicieron con un dispositivo móvil y de esta manera comprobar si el mismo recurso educativo es tan
válido –o no– para la enseñanza de lenguas asistidas por ordenador como para la enseñanza de lenguas asistida por
dispositivos móviles.This paper reports on work carried out by members of the ATLAS research group within the SO-CALL-ME (Social
Ontology-driven Cognitively Augmented Language Learning Environment) project. One of the mobile applications
created by the group is Eating out, an EFL autonomous learning digital resource developed on Moodle. The paper
describes this resource and then moves on to explain an experiment in which a group of EFL university students worked
with it during a semester, some of them using a PC, some using a mobile device. At the end of the semester they
answered a questionnaire on pedagogical and technical aspects of their experience with Eating out. The contents of the
questionnaire are discussed as are the survey results. By giving the students the chance to evaluate Eating out, we seek
to obtain valuable information that may help us to improve this learning resource. Additionally, the results allow us to
compare the experiences of students working on a computer and those using a mobile device and thus see whether the
learning resource can be run on one as well as on the other
Autonomous learning resources for ELF: what learners think
Este artículo trata sobre trabajo llevado a cabo por miembros del grupo de investigación ATLAS en el marco del
proyecto SO-CALL-ME (Social Ontology-driven Cognitively Augmented Language Learning Environment). Una de las
aplicaciones móviles creadas por el grupo es Eating out, un recurso educativo digital para el aprendizaje autónomo del
inglés como lengua extranjera, desarrollado en Moodle. El artículo describe este recurso y pasa a continuación a
explicar un experimento en el que un grupo de estudiantes universitarios de inglés trabajaron con él a lo largo de un
semestre, algunos usando un ordenador y otros utilizando un dispositivo móvil. Al final del semestre los estudiantes
respondieron un cuestionario sobre aspectos pedagógicos y técnicos de su experiencia con Eating out. En el artículo se
comentan los contenidos del cuestionario así como los resultados del experimento. Al dar a los estudiantes la
oportunidad de evaluar Eating out se buscó obtener información valor a la hora de mejorar este recurso educativo. Los
resultados también nos permiten comparar la experiencia de los estudiantes que trabajaron en un ordenador con la de
aquellos que lo hicieron con un dispositivo móvil y de esta manera comprobar si el mismo recurso educativo es tan
válido –o no– para la enseñanza de lenguas asistidas por ordenador como para la enseñanza de lenguas asistida por
dispositivos móviles.This paper reports on work carried out by members of the ATLAS research group within the SO-CALL-ME (Social
Ontology-driven Cognitively Augmented Language Learning Environment) project. One of the mobile applications
created by the group is Eating out, an EFL autonomous learning digital resource developed on Moodle. The paper
describes this resource and then moves on to explain an experiment in which a group of EFL university students worked
with it during a semester, some of them using a PC, some using a mobile device. At the end of the semester they
answered a questionnaire on pedagogical and technical aspects of their experience with Eating out. The contents of the
questionnaire are discussed as are the survey results. By giving the students the chance to evaluate Eating out, we seek
to obtain valuable information that may help us to improve this learning resource. Additionally, the results allow us to
compare the experiences of students working on a computer and those using a mobile device and thus see whether the
learning resource can be run on one as well as on the other
The Use of Current Mobile Learning Applications in EFL
AbstractTechnological developments in ubiquitous computing and wireless communication together with the adoption of mobile multimedia devices and applications have translated into huge opportunities for English as a foreign language (EFL). Operating systems like Google's open source Android, Apple's iOS, and Microsoft's Windows 7 are getting more sophisticated and now have the potential to dramatically change this field. These handheld devices support individual and collaborative learning and offer the opportunity to develop technology that will assist students to learn anytime and anywhere and a large amount of applications for mobile phones, tablets and i-pod players has already been widely employed in EFL.Mobile learning (m-learning) refers to the use of mobile technologies for educational purposes. These devices can offer learning opportunities that are: spontaneous, informal, contextual, portable, ubiquitous, pervasive, and personal (Kukulska- Hulme et al., 2011). Thus, as Pilling-Cormick and Garrison (2007) explained, learners take primary responsibility and control of their learning process, including setting goals and evaluating outcomes. They are no longer the passive recipients of education, but consumers making choices in the learning market.However, although the stimuli from multi-channels (sound, image, interaction, etc.) may be very advantageous for the learner, mobile technologies also require the thoughtful integration of EFL pedagogy. In this paper, we intend to examine both the qualities and limitations of some mobile applications available by assessing their features from a pedagogic and technical point of view with the aid of a quality rubric. The results here presented are the starting point for the development of MALL (Mobile Assisted Language Learning) applications for EFL teaching/learning as part of the work carried out by linguists and IT engineers within the context of the SO-CALL-ME project in Spain
Genre Realized in Theme: The Case of News Reports and Commentaries
The purpose of this paper is to analyze how the clausal thematic features observed in two newspaper genres —news reports and commentaries— can be interpreted as textual signals of their different generic characterization. This is done through the qualitative and quantitative analysis of a sample consisting of thirty-three English texts, divided into two groups of seventeen news reports and sixteen commentaries, respectively. The analysis focused on the following thematic features: (1) the experiential elements selected as Thematic Heads; (2) the semantic nature of the nominal elements realizing these Heads and their internal structure; (3) the textual and interpersonal thematic choices as part of a multiple theme. The analysis reveals that each newspaper genre prefers certain thematic features and that the differences between the two genres are statistically significant. It is suggested that these thematic preferences can be attributed to genre-related variables such as the communicative purpose or the subject matter of the text
REALL: Rubric for the evaluation of apps in language learning
Rubrics, or documents for standardized assessment have been generalized in education in the past decade, and several benefits can be drawn from their use: a more objective assessment, a clear understanding of the criteria used, a homogenization of expectations and desirable features, etc. Thus, there have been several attempts to create rubrics for evaluating educational apps (see, for example, Avatar Generation, 2012 or Santiago, 2012) but not much has been done specifically in the field of Foreign Language Teaching (FLT). Our contribution seeks to fill that gap by presenting a rubric which includes criteria that are educational but also linguistic
The Use of Current Mobile Learning Applications in EFL
Technological developments in ubiquitous computing and wireless communication together with the adoption of mobile
multimedia devices and applications have translated into huge opportunities for English as a foreign language
(EFL). Operating systems like Google’s open source Android, Apple’s iOS, and Microsoft’s Windows 7 are getting more
sophisticated and now have the potential to dramatically change this field. These handheld devices support individual and
collaborative learning and offer the opportunity to develop technology that will assist students to learn anytime and anywhere
and a large amount of applications for mobile phones, tablets and i-pod players has already been widely employed in EFL.
Mobile learning (m-learning) refers to the use of mobile technologies for educational purposes. These devices can offer
learning opportunities that are: spontaneous, informal, contextual, portable, ubiquitous, pervasive, and personal (Kukulska-
Hulme et al, 2011). Thus, as Pilling-Cormick and Garrison (2007) explained, learners take primary responsibility and control
of their learning process, including setting goals and evaluating outcomes. They are no longer the passive recipients of
education, but consumers making choices in the learning market.
However, although the stimuli from multi-channels (sound, image, interaction, etc.) may be very advantageous for the
learner, mobile technologies also require the thoughtful integration of EFL pedagogy. In this paper, we intend to examine both
the qualities and limitations of some mobile applications available by assessing their features from a pedagogic and technical
point of view with the aid of a quality rubric. The results here presented are the starting point for the development of MALL
(Mobile Assisted Language Learning) applications for EFL teaching/learning as part of the work carried out by linguists and
IT engineers within the context of the SO-CALL-ME project in Spain
A scrutiny of the educational value of EFL mobile learning applications
Mobile learning is without any doubt the next step in the evolution of educational technology as it offers
modern methods of support to the process of learning through the use of mobile instruments. However,
although there are a huge number of educational applications in the market at the moment, the educational value of many of them is rather questionable.
The final aim of the SO-CALL-ME ((Social Ontology-based Cognitively Augmented Language Learning
Mobile Environment) (FFI 2011-29829) research project is to design and create EFL mobile applications
that successfully combine technical skills and a solid pedagogy. In this light, the present study is the third
phase of a line of research which started in 2012. In the first phase 67 MALL applications in the context of
EFL were assessed by means of a rubric not on their technical features but on their pedagogic goals. The
results gave us an idea of the qualities and limitations of the apps examined. In the second phase, a
quality guide was created as the basis for a more elaborate evaluation rubric. Out of the EFL apps
previously analyzed with the first rubric, we chose four that fulfilled the features considered most
important for the apps to be developed in a final stage of the research project. In the third phase, a rubric
was used to evaluate the linguistic adequacy of EFL apps for listening. The present study offers the
evaluation of a higher number of apps using the rubrics created in phases 2 and 3 in order to corroborate
the first impressions as a final step before using the quality guide for the creation of EFL applications
REALL: Rubric for the evaluation of apps in language learning
Rubrics, or documents for standardized assessment have been generalized in education in the past decade, and several benefits can be drawn from their use: a more objective assessment, a clear understanding of the criteria used, a homogenization of expectations and desirable features, etc. Thus, there have been several attempts to create rubrics for evaluating educational apps (see, for example, Avatar Generation, 2012 or Santiago, 2012) but not much has been done specifically in the field of Foreign Language Teaching (FLT). Our contribution seeks to fill that gap by presenting a rubric which includes criteria that are educational but also linguistic
The Parkinson's disease-associated GPR37 receptor interacts with striatal adenosine A2A receptor controlling its cell surface expression and function in vivo
G protein-coupled receptor 37 (GPR37) is an orphan receptor associated to Parkinson's disease (PD) neuropathology. Here, we identified GPR37 as an inhibitor of adenosine A2A receptor (A2AR) cell surface expression and function in vivo. In addition, we showed that GPR37 and A2AR do oligomerize in the striatum. Thus, a close proximity of GPR37 and A2AR at the postsynaptic level of striatal synapses was observed by double-labelling post-embedding immunogold detection. Indeed, the direct receptor-receptor interaction was further substantiated by proximity ligation in situ assay. Interestingly, GPR37 deletion promoted striatal A2AR cell surface expression that correlated well with an increased A2AR agonist-mediated cAMP accumulation, both in primary striatal neurons and nerve terminals. Furthermore, GPR37−/− mice showed enhanced A2AR agonist-induced catalepsy and an increased response to A2AR antagonist-mediated locomotor activity. Overall, these results revealed a key role for GPR37 controlling A2AR biology in the striatum, which may be relevant for PD management
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