Design of educational multimedia interfaces

Author(s):  
Rana Al-Hajri ◽  
Salah Al-Sharhan ◽  
Ahmed Al-Hunaiyyan ◽  
Tareq Alothman
2000 ◽  
Vol 6 (3) ◽  
pp. 109-112 ◽  
Author(s):  
A. Schmidt ◽  
R. Brück ◽  
K. Hahn ◽  
A. Labeque ◽  
G. Popovic ◽  
...  

Author(s):  
PHILIPPE MORIN ◽  
JEAN-PAUL HATON ◽  
JEAN-MARIE PIERREL ◽  
GUENTHER RUSKE ◽  
WALTER WEIGEL

In the framework of man-machine communication, oral dialogue has a particular place since human speech presents several advantages when used either alone or in multimedia interfaces. The last decade has witnessed a proliferation of research into speech recognition and understanding, but few systems have been defined with a view to managing and understanding an actual man-machine dialogue. The PARTNER system that we describe in this paper proposes a solution in the case of task oriented dialogue with the use of artificial languages. A description of the essential characteristics of dialogue systems is followed by a presentation of the architecture and the principles of the PARTNER system. Finally, we present the most recent results obtained in the oral management of electronic mail in French and German.


2008 ◽  
pp. 1031-1041
Author(s):  
C. Robbins

This chapter explores how educational technology can be developed according to indigenous learning approaches of the South Pacific. It is based on an expansive research and development project conducted 2003-2004 at The University of the South Pacific (USP). After an introduction to several aspects of indigenous South Pacific learning approaches and their usage in the formal learning sector, I make several recommendations for instructional technology design based on these principles, illustrated with examples of educational technology projects that apply these recommendations. Specifically, we follow educational multimedia efforts at USP that enable learning in wholes, encourage observation and imitation and utilize vernacular metaphors and languages. This includes recommendations for interface design, interaction design and decentralized content localization.


Author(s):  
Anna Escofet Roig ◽  
Ma José Rubio Hurtado

The scope of this article is to analyze educational multimedia games from a gender perspective. Our society is changing, moving toward information and communication technologies (Castells, 1997). Schools are not exempt of this change and computers in the classroom begin to be common. This new learning tool needs to be critically evaluated by teachers. The gender construction in the world representations offered by educational multimedia should also be evaluated.


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