Search results for "Computer-assisted learning"
showing 7 items of 7 documents
The effectiveness of compositional animation design: Evidence from eye tracking
2017
Communication donnée le 1er septembre 2017 lors du symposium : Eye tracking as a method in learning and testing with different representations(session L 8); International audience; Learners have difficulty in decomposing conventionally designed animations to obtain raw material suitable for building high quality mental models. A composition approach to designing animations based on the Animation Processing Model was developed as a principled alternative to prevailing approaches. It provides learners with pre-decomposed material that is structured and sequenced to facilitate the relation building required for effective mental model construction. Study of a compositional animation that presen…
Experiences and motivations of the young for participation in virtual worlds
2010
Abstract The aim of this paper is to analyze the motivations and experiences of children to utilize virtual worlds. The paper identifies the activities that children perform in virtual worlds, features they use as well as the reasons for abandoning these virtual worlds. The paper presents results of a qualitative field study. The results indicate that features that are liked in the virtual worlds are similar to games. The main reasons to abandon virtual worlds were increased needs for social networking and better gaming experiences. Students showed interest in using games and virtual worlds at schools, but were generally rather skeptic about this possibility.
Assessing the effectiveness of GraphoLearn combined with classroom instruction on phonics : a randomised control trial
2023
Proficiency in reading is a gateway for learning. However, the literacy rate in India stands at only 73% today. Many children studying in English-medium public schools often face a learning disadvantage through the schooling years since they struggle in learning to read in English which manifests into a struggle with reading to learn in later years. This disadvantage is more pronounced in children living in poverty. Thus, consistent efforts towards building foundational literacy skills of these children when developmentally appropriate is important to overcome the learning crisis. The aim of this study was to determine whether GraphoLearn, a computer assisted learning tool, combined with Gr…
GraphoLearn India : The Effectiveness of a Computer-Assisted Reading Intervention in Supporting Struggling Readers of English
2018
India, a country with a population of more than 1.3 billion individuals, houses the world’s second largest educational system. Despite this, 100 of millions of individuals in India are still illiterate. As English medium education sweeps the country, many are forced to learn in a language which is foreign to them. Those living in poverty further struggle to learn English as it tends to be a language which they have no prior exposure to and no support at home for. Low-quality schools and poor instructional methods further exacerbate the problem. Without access to quality education, these individuals continue to struggle and are ultimately never given the chance to break the cycle of poverty.…
The Internationalisation of Higher Education in Brazil: Analysis of a Spanish-Brazilian Scientific Cooperation Project in CAL
2012
[EN] Over the past few years, the internationalisation of Higher Education has become a priority in Brazilian educational policies. The importance of internationalisation has become apparent thanks to numerous initiatives, ranging from the increase in funding for graduate and postgraduate research stays abroad to projects of scientific cooperation between universities in different countries. In this context, this paper explores a scientific cooperation project developed by two universities in Brazil and Spain: the Universidade Estadual de Campinas (UNICAMP) and the Universitat Politecnica de Valencia (UPV), relating to the field of Computer-Assisted Learning (CAL). First of all, the interna…
Applying video games in language learning and teaching : the learner perspective: a case study
2012
Tutkielman tarkoituksena on selvittää oppijoiden näkemyksiä videopelien nykyisistä ja mahdollisista käyttötavoista kieltenopetuksessa ottaen huomioon koehenkilöiden koulutus- ja pelaajataustan. Pelitutkimusta ei ole vielä tehty kauaa, joten ala on hajanainen, mutta tämä tutkimus pohjautuu tietokoneavusteisen oppimisen (CALL) ja videopeleihin perustuvan oppimisen (DGBL) tutkimukseen. CALL ei keskity erikseen pelien käyttöön tai käsittelee enemmän kieltenoppimiseen tehtyjä ohjelmia, kun taas peleihin perustuvassa opetuksessa kielet eivät ole erityisasemassa. Oppimistuloksia ja oppijakokemuksia pelien käytöstä on kerätty lähinnä esikoulu- ja peruskouluikäisiltä, joten lukiolaiskokeilu täydentä…
Participation of the young ones in virtual worlds : A look at experiences and motivations
2011
Virtual worlds have become very popular and there have been some attempts to find the motivations and experiences of using them. The aim of this paper is to analyze the motivations and experiences of young ones to utilize virtual worlds. The paper identifies the activities that children perform in virtual worlds, features they use as well as the reasons for abandoning these virtual worlds. The paper presents results of a qualitative field study. The results indicate that features that are liked in the virtual worlds are similar to games. The most liked features for virtual worlds were developing characters and doing things in groups. The activities that were liked the most in virtual worlds…