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La dictée tchattée : une transposition de la dictée négociée dans un monde virtuel en vue de l’apprentissage de la langue française
In: ISSN: 2610-1920 ; Adjectif : analyses et recherches sur les TICE ; https://hal.archives-ouvertes.fr/hal-03102679 ; Adjectif : analyses et recherches sur les TICE, Laboratoire Education, Discours et Apprentissages (EDA), 2021, numéro thématique 1 : Productions d’écrits et technologies. Regards contemporains ; http://www.adjectif.net/spip.php?article551 (2021)
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Cognition incarnée, cognition habitante : comment des élèves habitent en 3D un collège virtuel ?
In: EIAH ; https://hal.archives-ouvertes.fr/hal-03264625 ; EIAH, Jun 2021, Lyon, France (2021)
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Stimuler la créativité pour enseigner et apprendre : un monde virtuel au collège
In: COLLOQUE LINE ; https://halshs.archives-ouvertes.fr/halshs-03182001 ; COLLOQUE LINE, Mar 2021, NICE, France (2021)
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4
Le corps du chercheur dans la Recherche Action Participative
In: SFERE 2021 ; https://halshs.archives-ouvertes.fr/halshs-03181993 ; SFERE 2021, Mar 2021, MARSEILLE, France (2021)
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Educational Virtual World as screen based uses of the senses: implications of body configurations
In: IMPEC Screens Multimodal Interactions ; https://hal.archives-ouvertes.fr/hal-03102747 ; IMPEC Screens Multimodal Interactions, Laboratoire ICAR : Interactions, Corpus, Apprentissages, Représentations UMR 5191 CNRS • ENS de Lyon • Université Lyon 2, Jul 2020, Lyon, France ; https://impec.sciencesconf.org/?forward-action=index&forward-controller=index&lang=en (2020)
Abstract: International audience ; The analytical framework of this paper draws on the iterative interaction of the complex arrangement of bodies and objects in physical and virtual settings using screens at school. Educational Virtual World (VW) is an active field in full evolution. The metaphor of incorporation (Galeja, 2011) allows us to avoid such a dichotomous relationship: it expresses the phenomenon of immersion or presence as an assimilation into the consciousness of the game world in a manner that is coextensive with our being in the physical world. This does not imply that the two are equal, but rather that the physical and the virtual are both aspects of what we perceive as real. Thus, the body becomes present in both the physical world and cyberspace: the interface adapts to the body and the body adapts to the interface. C. Goodwin (2000) writes that the notion of embodiment encompasses orientation, gesture, and intonation, among other physical aspects of interaction. The moment-to-moment arrangement of these various semiotic fields is called contextual configuration. This contextual configuration changes during the course of action: new semiotic fields can be brought in and old ones treated as irrelevant, adapting with the new proposals. With VW, the body becomes the main interface of interaction, manipulating the information available through senses. Incorporation into the VW is an experience of involving cognition, emotion, and imagery into a narrative (Granic et al., 2014).Hence, the paper focuses on the features of embodiment configurations when using the virtual world in the classroom. We aim to determine how the body and materiality enter into contextual configurations and gain their significance in relation to the physical and virtual setting , where screen based uses of the senses are focused on using avatars, a special spatial and temporal configuration of current reality.The methodology is applied in the context of a secondary school (students aged 11-15) adopting an educational immersive 3D virtual world. We conducted a participatory action research enabling us to undertake participant observation, collecting video-audio records supported by students focus group and teachers’ interviews. Specifically, we focus on a dataset consisting in five video recordings of teaching lessons (of about 45 minutes), one teacher interview (37.41 minutes) and a focus group with students (37.09 minutes). The five teaching sessions consist of: - Four sessions in the classroom with the use of VW concerning math, French, English and Italian, taking part in the Interdisciplinary and Language projects. The classroom is composed of 20-22 students (about 11-13 years old). All of them are very familiar with the VW. - One VW session in math from the "Homework done" project. The session involved 3-4 students (10-11 years old) guided by a teacher. We started by reviewing each video recording session closely to understand its structure and interactional ordering from the participants’ perspectives. For this, we repeated our searches in the data to find relevant clips based on the criteria above. We selected topical episodes [9] [13] to carry out a more detailed embodied interaction analysis, which was transcribed and qualitatively analyzed.Our results highlight the dynamic ways in which the arrangement of bodies and material acted as a mediational means between real and virtual settings. We highlight within these setting how senses are engaged and the limits it encounters to do it. In this paper, the use of the VW focuses more on incorporation – absorption and transportation – than on immersion. Players are productively bound to these virtual environments via the social and cultural codes that are designed into the scenario and incorporated through the role of avatars in screen based uses to the senses ; these codes are also acquired through the remediation practices of everyday life by the student.As didactic implications, adopting and integrating educational VW into the classroom requires the teacher to design teaching sessions that change traditional modalities to foster students engagement in learning. Sessions with VW must mobilize the curriculum content with the teacher’s creative scaffolding able to deal with incorporation to anchor screen based uses of the senses at school.
Keyword: [SCCO.PSYC]Cognitive science/Psychology; [SHS.ANTHRO-SE]Humanities and Social Sciences/Social Anthropology and ethnology; [SHS.EDU]Humanities and Social Sciences/Education; [SHS.SOCIO]Humanities and Social Sciences/Sociology
URL: https://hal.archives-ouvertes.fr/hal-03102747
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6
Sensorialités et engagement de l’élève dans l’interaction pédagogique avatariale en collège virtuel
In: IMPEC2020 ; https://halshs.archives-ouvertes.fr/halshs-02894105 ; IMPEC2020, Jul 2020, lyon, France (2020)
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7
Embodiment between Physical and Virtual workd in a France college
In: st International Conference on Education in the Digital Ecosystem Blended Learning in Teacher Training – Innovation and Good Practices ; https://halshs.archives-ouvertes.fr/halshs-02431582 ; st International Conference on Education in the Digital Ecosystem Blended Learning in Teacher Training – Innovation and Good Practices, Universiti Teknogi MARA & BLTea European project, Aug 2019, Kuching, Sarawak, Malaysia (2019)
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8
Une recherche action participative orientée conception sur l’intégration du numérique en milieu scolaire
In: Usages du numérique en éducation : regards critiques ; https://hal-amu.archives-ouvertes.fr/hal-01739322 ; Usages du numérique en éducation : regards critiques, Mar 2018, Lyon, France (2018)
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