scholarly journals The case of EFL: does technology lead to learning?

Raído ◽  
2018 ◽  
Vol 12 (30) ◽  
pp. 197-210
Author(s):  
Gicele Vergine Vieira ◽  
Kyria Rebeca Finardi

This paper reviewed a series of studies which investigated the validity of educational soft ware as tools to promote EFL learning. A metasummary approach was used to appraise and synthesize the main fi ndings of four studies. The results are presented in a comparative form, providing information extracted from each report in the following domains: objectives of the studies, instruments of data collection, sample composition, theoretical background, major fi ndings and conclusions and implications of the studies. It is concluded that the four studies reviewed do believe in the contribution of technology to EFL teaching and learning but express a concern about the integration of human-computer interaction and pedagogic features of educational soft ware for EFL learning.

2004 ◽  
Vol 2 (3) ◽  
Author(s):  
Amee Morgans

The conference topic areas encompassed methodological issues in data collection and analysis, human computer interaction and socio-technical issues. The conference was well attended, with approximately 100 delegates who attended from all areas of Australia and New Zealand and a couple of international visitors as well.


1983 ◽  
Vol 27 (11) ◽  
pp. 897-900 ◽  
Author(s):  
Andrew M. Cohill ◽  
Roger W. Ehrich

Automated collection of human performance data in human/computer interaction studies is not only time and cost efficient, but more reliable and accurate, and less intrusive than manual data collection. In many cases, it allows that measurement of additional dependent variables. In the experiment described in this report, an automated data collection system was successfully used, resulting in time, cost, and data savings. The metering system includes modules which collected the data during the experimental session, and others which reduced the raw data into a usable form. By designing the software in flexible modules, adaptation to later studies has been simple and easy.


10.28945/3472 ◽  
2016 ◽  
Vol 13 ◽  
pp. 269-277
Author(s):  
Herman Koppelman

The number of online resources available for teaching and learning in higher education has been growing enormously during the last decade. A recent development is the emergence of Massive Open Online Courses (MOOCs) and of Open Educational Resources (OER). The result is a huge number of videos that are available on line. Can these videos enrich learning? As a pilot study we added sixteen videos to an existing introductory course in Human-Computer Interaction. This course is mandatory in the Bachelor programs Computer Science and Information Science (second year). Watching the videos was optional for the students. The videos originated for the most part from the MOOC Human-Computer Interaction, produced by Stanford University. We offered this course to a pilot group of eight students. The educational context was problem-based learning in distance education. The videos were welcomed by all of the students and were found to be useful in their learning process. The students watched the videos intensively and appreciated them very well. A main reason for the students to be positive about the videos was that they liked to alternate reading texts and watching videos.


2021 ◽  
Vol 20 (2) ◽  
pp. 159
Author(s):  
Roberto Lopes dos Santos Junior

Análise, a partir de revisão de literatura em fontes secundárias, sobre as principais tendências que permeiam os estudos em interação humano-computador, com foco na realidade tecnológica no Pará. A pesquisa baseou-se em levantamento bibliográfico a partir de repositórios científicos digitais, sendo utilizados os verbetes interação humano-computador e Pará. O trabalho localizou duas principais vertentes de análise: inserção tecnológica em instituições de ensino no estado, e nos projetos e programas tecnológicos implantados no Pará a partir dos anos 2000. Percebeu-se, em ambas as vertentes, considerável ênfase em características ligadas a acessibilidade e acesso universal da informação, e de muitos dos projetos mostrarem informações preliminares ou indicarem descontinuidade. A pesquisa conclui que o estado do Pará, a partir dessas iniciativas, possui promissor campo de análise ligada à interação humano-computador, a partir de considerável espectro de programas de inserção computacional e informacional na região.AbstractThis study analyses the evolution and principal tendencies of research linked tohuman-computer interaction in technological reality of Pará. Data collection wasconducted in scientific repositories, using the terms Human-computer interaction and Pará. The research results in the recognition of two main issues: technological insertion in teaching institutions and technological projects implanted in Pará since 2000. It was noticed, in both aspects, considerable emphasis in accessibility and universal access, and also perceived that these projects present discontinuity and only preliminary information. This research concludes that the state of Pará has a promising field of study related to human computer interaction, related to informational and computational insertion.


interactions ◽  
2013 ◽  
Vol 20 (2) ◽  
pp. 44-53 ◽  
Author(s):  
Elizabeth F. Churchill ◽  
Anne Bowser ◽  
Jennifer Preece

Author(s):  
Nor Haniza binti Mohd Khir ◽  
Marina Ismail

Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work.


2021 ◽  
Vol 4 (1) ◽  
pp. 23-38
Author(s):  
Mustafa M. A. Mohamed ◽  
Hatem A. M. Darabee ◽  
Emrah Soykan

Background: As a pivotal and critical constituent of medical education, notable human-computer interaction (HCI) conduct emphasizes attention for building a domain in which each and every employee develops and excels. HCI, as is always an essential partner in medical field, is here understood as the central idea or the thematic statement of the study. Aim: The aim is to summarize the analysis of the selected sample into a compound article that move within the circle of human-computer interaction in medical education. Sample: The study was conducted as a review of 55 articles selected from refined 250 ones, within the concept of technology in medicine in a period of 3 years (2016-2019). Design and methods: descriptive approach is used through an evaluative analysis, where literature review is considered as a tool for data collection.


Author(s):  
Jens Ziegler ◽  
Randy Döring ◽  
Johannes Pfeffer ◽  
Leon Urbas

Interacting with mobile devices can be challenging in adverse working environments. Using hand gestures for interaction can overcome severe usability issues that users face when working with mobile devices in industrial settings. This chapter is dedicated to the design, implementation, and evaluation of mobile information systems with hand gesture recognition as means for human computer interaction. The chapter provides a concise theoretical background on human gestural interaction and gesture recognition, guidelines for the design of gesture vocabularies, recommendations for proper implementation, and parameterization of robust and reliable recognition algorithms on energy-efficient 8-bit architectures. It additionally presents an elaborated process for participatory design and evaluation of gesture vocabularies to ensure high usability in the actual context of use. The chapter concludes with a case study that proves the suitability of the proposed framework for the design of efficient and reliable hand gesture-based user interfaces.


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