scholarly journals When learning Italian as a Second Language, tourism and technology go hand in hand

2021 ◽  
Author(s):  
Anna Zingaro ◽  
Cristiana Cervini

This paper aims to describe the development of CALL-ER, an application for mobile devices, produced within the CALL-ER project (Context-Aware Language Learning in Emilia Romagna). An ever-increasing availability of applications for language learning that meet the different learning needs of users, as well as the ubiquitous wireless communication, led applications for mobile devices to become gradually more context-aware. This means that language is acquired by users through the direct experience with the local context where they are. An example in this regard is represented by the CALL-ER mobile application, that supports mobility students through the incidental learning of Italian language and culture in the city of Forlì. We will begin this contribution with an outline of the theoretical underpinnings that supported the project and a presentation of the project itself. We will then present the first stage of the project, during which the application was developed before its first testing. At this point, an overall description of the application will be given. A special attention will be paid throughout this paper both to how language learning has been conceived through experiential tourism and to the multimodality of the contents.

2012 ◽  
Vol 3 (2) ◽  
pp. 1-25 ◽  
Author(s):  
Sergio Gómez ◽  
Ramón Fabregat

In technology-enhanced learning, the use of mobile applications is increasing, which improves students’ learning experiences, allowing them to carry out daily activities anytime, anywhere. However, the majority of the available learning contents have been designed for desktop computers; thus, accessing that information is limited by the technical capabilities of mobile devices. As a result, students might lose interest and motivation to learn using their mobile devices if content adaptation and learning personalization processes are not appropriately designed. In this paper, the authors present a context-aware adaptation architecture for mobile learning. In the architecture, two mechanisms based on conditional statements from the IMS Learning Design specification and a transcoding mechanism are presented. Moreover, which learner’s contextual information can be represented to design the learning process and retrieved to adapt activities and resources is explained by the description of a context-aware mobile-assisted second language learning scenario.


ReCALL ◽  
2008 ◽  
Vol 20 (3) ◽  
pp. 271-289 ◽  
Author(s):  
Agnes Kukulska-Hulme ◽  
Lesley Shield

AbstractMobile learning is undergoing rapid evolution. While early generations of mobile learning tended to propose activities that were carefully crafted by educators and technologists, learners are increasingly motivated by their personal learning needs, including those arising from greater mobility and frequent travel. At the same time, it is often argued that mobile devices are particularly suited to supporting social contacts and collaborative learning - claims that have obvious relevance for language learning. A review of publications reporting mobile-assisted language learning (MALL) was undertaken to discover how far mobile devices are being used to support social contact and collaborative learning. In particular, we were interested in speaking and listening practice and in the possibilities for both synchronous and asynchronous interaction in the context of online and distance learning. We reflect on how mobile language learning has developed to date and suggest directions for the future.


2019 ◽  
Vol 2 (1) ◽  
pp. 75
Author(s):  
Rizki Putri Ramadhani ◽  
Alim Harun Pamungkas

Various opinions also took place when looking at the diverse Indonesian language learning needs of BIPA students. Not only technical language learning in the classroom, but also activities in the implementation of the program to achieve the learning needs of language and culture of BIPA students. Departing from the various problems that exist, the discussion this time will only discuss grammar that can be approved using communicative.Keywords: BIPA Learning, Grammar, Communicative Approach, Learning and Education


Author(s):  
Mfundo Masango ◽  
Francois Mouton ◽  
Alastair Nottingham ◽  
Jabu Mtsweni

2018 ◽  
Vol 7 (4.36) ◽  
pp. 300
Author(s):  
A. Mustakim hanifa ◽  
M. Ameen zulkifli ◽  
Nasiroh Omar ◽  
Azmina M. Zamani ◽  
Suraya Masrom

  Monitoring small crowd of people as tourists in different country always create recurrence issues to their tour-guides such as someone is lost somewhere, losing important documents and getting sick in the middle of the crowd. Similarly, during the Hajj season, such issues occur while millions of Muslims are gathered in two popular cities, Mecca and Medina, of Saudi Arabia. At the peak of the Hajj season, Mecca is identified as the most crowded place when pilgrims all over the world along with their respective tour-guides known as Mutawwif are resided in the city. Thus, communication between the crowd and their respective tour guides offers useful dynamic multi-user tracking data which is essential for close monitoring purposes. This study explores the usage feasibility of dynamic multi-user tracking data in order to provide a context-aware and simple communication means in the form of mobile application to both pilgrims and Mutawwifs for resolving their recurrence issues. The application can be used by the pilgrims to send current location and purpose for contacting the Mutawwif. At the same time, the Mutawwif is able to locate their respective pilgrims and aware of their pilgrims’ current location and needs. The prototype of the system is developed by using software engineering approach to test the feasibility of using multi-user tracking data in such situation. The prototype has been evaluated and fulfilled the intended requirements for monitoring small crowd. As a conclusion, the prototype offers an alternative for Malaysian Mutawwifs to aware of pilgrims’ issues and track their need and location at real time during Hajj season. Similarly, the pilgrims also can communicate their needs and problems to their respective Mutawwifs.  


Author(s):  
Édgar Herberto Medina Sánchez ◽  
Mauro Callejas Cuervo

Resumen Se presenta una propuesta basada en el desarrollo de una aplicación para dispositivos móviles que cuenten con sistemas operativos Android, integrando dos herramientas de demarcación como es realidad aumentada y geo posicionamiento, contribuyendo a una mejor movilidad de personas invidentes en la cuidad de Tunja; además se presenta el estado del arte de trabajos relacionados con dispositivos móviles y realidad aumentada, dando soporte al desarrollo de actividades en poblaciones con este tipo de discapacidad; la articulación de este tipo de tecnologías permite obtener dispositivos de gran utilidad para su desenvolvimiento autónomo. La solución consta de un primer módulo de geo-referencia el cual se encarga del almacenamiento de los puntos geográficamente importantes sobre rutas seleccionadas para el estudio; un segundo módulo trata de escoger la ruta óptima que la persona puede recorrer, adicionalmente se integra la funcionalidad en realidad aumentada, la cual basándose en los puntos reconocidos estratégicamente y la información recibida sobre esta, ayudara a reconocer los lugares por los que la persona pueda guiarse como referencia durante su trayectoria. Palabras Clave: Realidad Aumentada, dispositivo móvil, discapacidad visual, movilidad, invidentes.   Abstract We present a proposal based on the development of an application for mobile devices that have Android operating systems, integrating two tools demarcation as augmented reality and geo positioning, contributing to the improved mobility of blind people in the city of Tunja, plus it presents the state of art related work and augmented reality mobile devices, supporting the development of activities in people with this type of disability, the articulation of these technologies allows for useful devices for autonomous development . The solution consists of a first geo - reference module which is responsible for storage of important geographical points on routes selected for the study, a second module deals with choosing the optimal path that the person can go, additionally integrates the functionality in augmented reality, which recognized based on the points strategically and information received about this, help you recognize the places that a person can be guided as a reference during his career. Keywords: Augmented Reality, mobile, visual impairment, mobility, blind.


2021 ◽  
Vol 7 ◽  
pp. e550
Author(s):  
Santiago Criollo-C ◽  
Mayron Lema ◽  
Mario Salvador Gonzalez ◽  
Angel Jaramillo-Alcázar ◽  
Andrea Guerrero-Arias ◽  
...  

Language is the primordial element for cultural transfer in indigenous communities; if it is not practiced, there is a risk of losing it and with it, a large part of the history of a community. Ecuador is a multicultural and multiethnic country with 18 indigenous peoples. Currently, in this country, some native languages are at risk of disappearing due to factors such as racial discrimination, underestimation of the language, and, above all, the lack of interest and motivation of the new generations to learn this language. Information technologies have made it possible to create mobile applications such as games, dictionaries, and translators that promote the learning of the Kichwa language. However, the acceptance of technology has not been evaluated, nor the intention to involve mobile devices in the process of teaching this language. Subsequently the objective of this work is to explore the acceptance of technology and the use of mobile devices to motivate the learning of the Kichwa language. For this purpose, the mobile application “Otavalo Rimay” was used with several students of a Kichwa language learning center. The methodology used to verify the hypothesis of this work was Design Sciences Research (DSR) together with the theory of acceptance and use of technology (UTAUT). The instrument used for this evaluation was a survey carried out after the use of the mobile application. The statistical analysis of the results obtained indicates characteristics such as the utility and perceived ease of use, positively influence students to motivate the use of mobile devices in learning a language. The results also show the great technological acceptance by students for learning and confirm that currently, mobile learning is accepted for use in education.


Author(s):  
Johanna Pirker ◽  
Christian Gütl ◽  
Patrick Weiner Weiner ◽  
Victor Garcia-Barrios

In recent years, the use of mobile applications and computer-based games as pedagogical tools has become more and more popular. Additionally, many mobile devices enhance the user experience by providing different sensors, e.g. to deliver location-based educative information. In this article we introduce an online tool for easily creating location-based mobile applications that combine teaching and gaming activities to make users aware of their current environment or situation. First, we briefly present the Location-based Mobile Application Creator (LMAC), an online framework for creating such mobile solutions and discuss potential application scenarios. Then, we introduce a first mobile application for educational purposes created with LMAC in more detail: a game-based scavenger hunt for children enabling them to learn facts about the city of Graz, Austria. Similar to a traditional scavenger hunt, users are able to gather geo-referenced information with mobile devices (smartphones and tablets) and learn about the environment in a playful way. With LMAC, teachers can easily create individual scavenger hunts adapted to the current subject matter. This paper is an extended version of our work published in 2014 at the IMCL-conference.


Author(s):  
Mark Gaved ◽  
Ann Jones ◽  
Agnes Kukulska-Hulme ◽  
Eileen Scanlon

Smart cities are often developed in a top-down approach and designers may see citizens as bits within data flows. A more human-centred perspective would be to consider what the smart city might afford its citizens. A high speed, pervasive network infrastructure offers the opportunity for ubiquitous mobile learning to become a reality. The MASELTOV project sees the smart city as enabling technology enhanced incidental learning: unplanned or unintentional learning that takes place in everyday life, in any place, at any time, with the city itself the context and the prompt for learning episodes. Migrants in particular will benefit: limited in their opportunity to attend formal education yet with a pressing need for language learning to support their integration. Incidental learning services, like smart city planning, need interdisciplinary communication for successful development. The authors describe the MASELTOV Incidental Learning Framework which will act as a boundary object to facilitate this process.


2020 ◽  
Vol 1 (1) ◽  
pp. 27-31
Author(s):  
Jihan Fadhilah ◽  
Dwiny Meidelfi ◽  
Aldo Erianda

For motor vehicles and cars, each year always causes an increase in the number of motor vehicle problems such as leaky tires, running out of gas or breaking down and the number of problems always increases. Where when these problems occur drivers always have difficulty in finding the nearest workshop or help. To seek help for problems with vehicles in the city of Padang, through mobile devices becomes very important considering vehicle users who find it difficult to find help. In this study the author tries to resolve the above problems by creating an Android-based system that makes it easy for motorists and cars to find help with the problems they are experiencing later. In the study of this mobile application the author will utilize GPS on existing smartphones so that they can search for other people who are around the location to make it easier to find the nearest aid provider. The study was conducted from the stages of needs analysis, design, implementation, until testing.


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