A Simple Class Activity to Improve Peer-to-Peer Interaction

2021 ◽  
Author(s):  
Chris Wilson
2019 ◽  
Vol 4 (1) ◽  
pp. 37-58
Author(s):  
Qun Zheng ◽  
Ying Xu

Pragmatic (in)felicity in requests refers to the (in)appropriateness and (im)politeness of one's language use. It has been a great challenge to L2 learners, as they are likely to compose grammatically correct but pragmatically infelicitous requests. Such infelicity could be associated with pragmalinguistic and sociopragmatic factors, yet whether L2 learners are aware of those factors has been underexplored. To understand the effects of power, imposition, and modifications on email perception, we designed a matched guise test for 224 Chinese L2 learners, who were instructed to rate from 1 (very inappropriate/impolite) to 5 (very appropriate/polite) on four email requests (Power±; Imposition±). We found that (1) learners are highly aware of pragmalinguistic factors because they perceive requests mitigated by internal and external modifications as more appropriate and polite (p < .05), (2) learners have limited awareness of power difference as they rank direct form as inappropriate in peer-to-peer interaction, and (3) learners cannot realise fully the sociopragmatic factors involved in high-imposition situations. The awareness of pragmatic (in)felicity among learners seems to be underdeveloped as regards degree of power and imposition. The findings could have some implications in language pedagogy.


Author(s):  
Andreas Heinemann ◽  
Tobias Straub

The growing share of people using mobile devices, that support wireless peer-to-peer interaction, offers the opportunity to build a ubiquitous infrastructure for electronic word-of-mouth messaging and advertising. This chapter introduces Opportunistic Networks as a layer for one-hop communication that opens up electronic word-of-mouth messaging for mobile devices. The reader will learn about adPASS (short for advertisement passing), a system build on top of Opportunistic Networks for digital advertisement distribution stimulated by an anonymous and tamper-resistant bonus point model. A simulation based on empirical movement patterns indicates the feasibility of our approach. This chapter concludes with a summary and provides an outlook on further research paths starting from our findings.


2012 ◽  
pp. 1618-1636
Author(s):  
Andreas Heinemann ◽  
Tobias Straub

The growing share of people using mobile devices, that support wireless peer-to-peer interaction, offers the opportunity to build a ubiquitous infrastructure for electronic word-of-mouth messaging and advertising. This chapter introduces Opportunistic Networks as a layer for one-hop communication that opens up electronic word-of-mouth messaging for mobile devices. The reader will learn about adPASS (short for advertisement passing), a system build on top of Opportunistic Networks for digital advertisement distribution stimulated by an anonymous and tamper-resistant bonus point model. A simulation based on empirical movement pat=terns indicates the feasibility of our approach. This chapter concludes with a summary and provides an outlook on further research paths starting from our findings.


Author(s):  
К. С. Дєєв

Develop  a  mathematical  model  of  an  abstract  network  packet  filter  with  the  ability  to classify Peer-to-Peer interactions. Used  methods  of  mathematical  modeling,  simulation  modeling  for  the  method  of group method of data handling and methods of mathematical statistics. Verification of effectiveness of the proposed models and methods is performed by comparing various metrics of the classifier of peer-to-peer interaction.  The  combination  of  different  approaches  in  the  synthesis  of  network  filter  rules  allows  us  to abstract  from the  transport layer  protocols, the  rules  are  described  as  a binary  tree that is  searched for peer-to-peer interaction properties.


2021 ◽  
Author(s):  
Mark Vincent Springett ◽  
Martin Mihajlov ◽  
Ezeni Brzovska ◽  
Mihaela Orozel ◽  
Vesna Elsner ◽  
...  

Abstract This paper reports three exploratory empirical studies with older adults that had little or no prior experience with interactive technologies. The participants were introduced to interactive technology by playing games on touchscreens, playing in pairs with the assistance of a mentor. We focus on two principle aspects, the peer-to-peer interaction during these sessions, and the role of the mentor in progressing the sessions. In the case of peer-to-peer interaction we looked for ways in which players supported each other during interaction to assess the role of peer interaction in this context. In the case of mentoring, we examined the efficacy of a minimalist approach where verbal encouragement, suggestions or (in the last resort) intervention are used to provide support to learners. The sessions showed that learners typically could play and learn basic manipulations independently after initial help and guidance from mentors. We also found that peer interaction, both in verbal and non-verbal communication and cooperative action was broadly a positive influence within sessions, suggesting that there is significant value in building confidence as well as in learning.


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