- Nov 2018
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paperpile.com paperpile.com
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Interactionist SLA theory in CALL research
Chapelle CA (2006) focus on the theory of interactionist SLA theory
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paperpile.com paperpile.com
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The Interaction Approach and CMC (Bryan Smith): The Interaction Approach(IA) in second language acquisition studies suggests that there is a link between interaction and learning. This approach focuses on three major components of interaction — exposure (input), production (output), and feedback. Many CALL researchers have adopted this theoretical perspective in exploring the relationship between CMC and instructed second language acquisition, exploiting many of the argued affordances offered by this medium in relation to the key tenets of the IA. This paper will provide a conceptual overview of the IA and explore specifically how CALL researchers have sought to study SLA from this theoretical perspective. We will discuss several methodological hurdles facing researchers engaged in this type of research and will offer some suggested strategies for conducting sound SLA/CALL research from an IA.
the interaction approach overlaps with psycholinguistic approach under the cognitive theory
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- Oct 2018
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idyll-lang.org idyll-lang.orgIdyll1
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A toolkit for creating data-driven stories and explorable explanations.
Markup language for creating data driven stories
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- Apr 2018
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campustechnology.com campustechnology.com
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Instructional design support increases student-to-student interaction. Source: Chloe 2: The Changing Landscape of Online Education
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- Mar 2018
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tachesdesens.blogspot.com tachesdesens.blogspot.com
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Where do they speak about the ups and downs of human existence in academic publications?
HUMAN INTERACTION
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teresa-nextsteps.blogspot.com teresa-nextsteps.blogspot.com
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The serendipity of networked practice together with a heightened attention to the importance of protecting the place of human interaction in education resulted in many conference presentations and publications
Reflective practice, research, publication
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- Nov 2017
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childmind.org childmind.org
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Parent-Child Interaction Therapy (PCIT) PCIT works with parents and children together, teaching them skills to interact in a positive, productive way. It is effective for kids between the ages of 2 and 7, and usually requires 14 to 17 weekly sessions. In PCIT, parents receive live coaching (via a bug in the ear) from a therapist who watches from behind a one-way mirror as they and their child perform a series of tasks, and parents practice specific responses to both desired and undesired behavior. PCIT is the most practice-intensive, Dr. Rouse says, as parents demonstrate mastery of each skill before going on to the next one. “It starts out with positive interactions, then waits till parents reach mastery of these skills before moving on to discipline strategies to improve oppositional behavior.” Dr. Rouse says he might propose PCIT if he feels that the parents need a lot of one-on-one attention in terms of how they’re interacting with their child, and “especially if it feels like there have been a lot of coercive negative interactions.” Sometimes it’s very important for parents, he adds, “to learn how to be with their kid in a positive way.” He adds that he doesn’t always suggest PCIT even if the child falls within PCIT’s age range. “It’s not just age, it’s looking at the situation. If there needs to be a really strong dose of positive interactions as the first thing and the child is under 7, I’ll lean more toward PCIT.”
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medium.com medium.com
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They pulled it off by hiding a fast typist (with a keyboard) in another room. The microphone output was fed to a speaker, and the hidden typist translated the speech into keystrokes which appeared as text on the monitor with amazing speed and accuracy.
This reminds me of the Mechanical Turk a fake chess-playing machine from the 18th century. This is called a mechanical illusion.
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He carried the block of wood with him for a few weeks and pretended that it was a functional device in order to get insights into how he would use it. If someone asked for a meeting, for example, he’d pull out the block and tap on it to simulate checking his calendar and to schedule a meeting reminder.
This is an excellent way of researching how this "pretotype" would integrate into ones life. However for this simulation to make any sense I guess one would have to have a pretty clear idea of what it means to "check your calendar", "set a meeting reminder", etc. Playing our the interactions, also means having an idea of the actions they would involve.
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- Sep 2017
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www.nature.com www.nature.com
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Plot a course through the genome Inspired by Google Maps, a suite of tools is allowing researchers to chart the complex conformations of chromosomes.
mentioned tools are focused on (capture) Hi-C data
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- Jun 2017
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www.interaction-design.org www.interaction-design.org
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Technologists are not noted for learning from the errors of the past. They look forward, not behind, so they repeat the same problems over and over again.”
History of computational thinking.
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- Apr 2017
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static1.squarespace.com static1.squarespace.com
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communication, community, and interaction
Communication: the imparting or exchanging of information or news; means of connection between people or places, in particular. Interaction: reciprocal action or influence. At first glance, these words tend to have similar meanings or be sub categories of each other. I just found odd and interesting that Bay/Rickert chose both words rather than one or the other.
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archive.org archive.org
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This is an example of using Hypothes.is for interacting through annotations of a text, and in this case, a scanned book.
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- Feb 2017
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www.usabilidoido.com.br www.usabilidoido.com.br
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When dealing with technology, there are two dominant discourses that permeate research and practice: determinism and non-determinism. For the former discourse, ethics is only an issue for the designers of technology, because they determine what users should do; for the latter, ethics is only an issue for users, because they ultimately define what to do with technology. Both
So determinism makes the designer responsible/hold accountable assuming they "determine" what users "should" do,
while non-determinism absolves the designer leaving the burden of responsibility of the consequence of interactions, on the user. So non determinism assums that the embedded characteristics don't work on the user, or that he is able to resist their encouragement or discouragement. That he can shape the aspects of those certain characteristics than the other way around, thereby ultimately defining what to do with the technology.
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We argue that artifacts support human behavior by providing adaptations, but these adaptations can expand or restrict human actions.
Those adaptations are also framed under the guise of fulfilling the prime objective of fulfilling the business needs, i.e to compete for market share, increase profit margins or simply, "Will this make "them" give "us" more money?. This objective is constrained to view humans in the identity of consumer. It is through this identity we derive the canvas of needs which our bosses and their bosses let us create adaptations.
Many designers are limited to designing a set of adaptations in their artifacts by what markets signals as profitable. Those who are fortunate enough to work in non-profits or worker coops may have more freedom to resist the unethical demands of the market forces.
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- Jun 2016
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The fact that we joke about it documents an acceptance of a culture of abuse online. It helps normalize online harassment campaigns and treat the empowerment of abusers as inevitable, rather than solvable.
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noisey.vice.com noisey.vice.com
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The money is an investment for opportunity. You paid for a live audience and the hope that this entertainer will make your dreams—whatever they are—come true and nobody is going to stop you, not even the artist themselves.
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- Apr 2016
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www.nytimes.com www.nytimes.com
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challenge his friends
He invites peers to play his game with him.
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app.immidi.com app.immidi.com
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Create New Message
Button states need to be added
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- Mar 2016
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www.confectious.net www.confectious.net
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What kinds of objects and subjects do interaction design practices make, and how do those practices produce them?
The question could also be re-framed as what experiences of our lives do the objects of interaction design encapsulate?
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- Feb 2016
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ineducation.ca ineducation.ca
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narratives of emotional and social journeys from being at academic risk in high schools to being academically successful in universities academic experiences.
These are indeed the stories we need to hear, and the data that needs to be collected -- how ever she drew data from narratives.
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