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1
International Bilingual Journal of Culture, Anthropology and Linguistics ...
Pal, Patitpaban. - : Open Science Framework, 2021
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2
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
In: Multimodal Technologies and Interaction; Volume 5; Issue 12; Pages: 80 (2021)
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3
From Clinical Practice to the Classroom. Advantages and Disadvantages of Video and Paper Cases on the Motivation and Clinical Reasoning of Occupational Therapy Students
In: International Journal of Environmental Research and Public Health ; Volume 18 ; Issue 18 (2021)
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4
El videoling: uso educativo del vídeo en la enseñanza de la gramática ; Videoling: video as an educational purpose in grammar teaching
Martí Climent, Alícia; García Vidal, Pilar. - : Universidad de Extremadura, 2021
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5
The Effect of Multiplayer Video Games on Incidental and Intentional L2 Vocabulary Learning: The Case of Among Us
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6
Motivation Through Student-Made Video Projects: A Qualitative Case Study ...
Jung, Christina Dahee. - : Werklund School of Education, 2020
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7
Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app
Galle, Thor. - : KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020
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8
The effects of virtual exchanges on oral skills and motivation
Canals, Laia. - : University of Hawaii National Foreign Language Resource Center, 2020. : Center for Language & Technology, 2020. : (co-sponsored by Center for Open Educational Resources and Language Learning, University of Texas at Austin), 2020
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9
Using Serious Games for Learning British Sign Language Combining Video, Enhanced Interactivity, and VR Technology
Ferguson, J.; Gonzalez Russi, M.; Doumanis, I.; Mentzelopoulos, M.; Bouki, V.. - : Graz University of Technology, Institut für Informationssysteme und Computer Medien, 2020
Abstract: One in every six persons in the UK suffers a hearing loss, either as a condition they have been born with or they disordered they acquired during their life. 900,000 people in the UK are severely or profoundly deaf and based on a study by Action On Hearing Loss UK in 2013 only 17 percent of this population, can use the British Sign Language (BSL). That leaves a massive proportion of people with a hearing impediment who do not use sign language struggling in social interaction and suffering from emotional distress, and an even larger proportion of Hearing people who cannot communicate with those of the deaf community. This paper presents a serious game (SG) that aims to close the communication gap between able hearing people and people with a hearing impediment by providing a tool that facilitates BSL learning targeting adult population. The paper presents the theoretical framework supporting adult learning based on which a SG game using Virtual Reality (VR) technology has been developed. It explains the experimental framework of the study and presents the creation of the research instruments to facilitate the study comprising of a SG that integrates video and conventional video based educational material. It reports and analyses the study results that demonstrate the advantage of the SG in effectively supporting users learning a set of BSL signs and it presents qualitative outcomes that inform the further development of the game to serve learning needs. The paper closes with conclusions, directions for further development of this educational resource and future studies.
Keyword: Adult learning; British Sign Language; Games based Learning; Serious Games; Video Learning; Virtual Reality
URL: https://westminsterresearch.westminster.ac.uk/item/v32z2/using-serious-games-for-learning-british-sign-language-combining-video-enhanced-interactivity-and-vr-technology
https://westminsterresearch.westminster.ac.uk/download/20369b34a1c92e6cd8daa51ae94b5a0c08e6983917cbb952d36625d631f33511/1048003/jucs_26_08_0996_1016_economou.pdf
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10
Using serious games for learning sign language combining video, enhanced interactivity and VR technology
Economou, D.; Doumanis, I.; Bouki, V.. - : Graz University of Technology, Institut für Informationssysteme und Computer Medien, 2020
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11
La Vieille dame se met au numérique : un exemple de classe inversée à l’université ...
Delorme Benites, Alice. - : Groupe d’Études et de Recherches pour le Français Langue Internationale (GERFLINT), 2019
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12
Adult Learning Sign Language by combining video, interactivity and play in a 3D game platform
Economou, D.; Gonzalez Russi, M.; Doumanis, I.. - : Graz University Press, 2019
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13
Impact of Lecture Video Acceleration in a Flipped Introductory Engineering Course
In: Industrial and Manufacturing Systems Engineering Publications (2018)
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14
How does the option of video assessment impact on student choice and grades?
Schofield, L.; Baker, Karen; Vo, Darcy. - : Unitec ePress, 2017
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15
How does the option of video assessment impact on student choice and grades?
Schofield, L.; Baker, Karen; Vo, Darcy. - : Unitec ePress, 2017
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16
Using Network-Text analysis to characterise learner engagement in active video watching
Hecking T; Dimitrova V; Mitrovic A. - : APSCE, 2017
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17
Task-based language teaching online: A guide for teachers
Baralt, Melissa; Morcillo Gómez, José. - : University of Hawaii National Foreign Language Resource Center, 2017. : Michigan State University Center for Language Education and Research, 2017
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18
Feeling alienated – teachers using immersive digital games in classrooms
Stieler-Hunt, Colleen; Jones, C M. - : Routledge, 2017
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19
A Review of Video Triggers and Video Production in Higher Education and Continuing Education PBL Settings
In: Interdisciplinary Journal of Problem-Based Learning (2016)
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20
The efficient classroom: how team-based learning and lecture video acceleration affect the learning efficiency and effectiveness of a first-year engineering course
In: Graduate Theses and Dissertations (2015)
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