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1
"Into"-causatives in world Englishes
In: English world-wide. - Amsterdam [u.a.] : Benjamins 43 (2022) 1, 1-32
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2
Corpus of British Isles Spoken English ...
Coats, Steven; Englantilainen Filologia. - : Steven Coats, 2022
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3
A Multilingual Perspective on Reading—Investigating Strategies of Irish Students Learning French
Markey, Michael. - : University of Hawaii National Foreign Language Resource Center, 2022. : Center for Language & Technology, 2022
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4
CONSTITUTIONAL EXCEPTIONS COMPARED: THE CASES OF NEW CALEDONIA AND NORTHERN IRELAND
In: CURIOS ; https://hal.archives-ouvertes.fr/hal-03577182 ; Elizabeth Durot Boucé. CURIOS, TIR, 2021, CURIOS, 978-2-917681-55-8 (2021)
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5
The Oxford Alamanac for the Year of Our Lord 1703 ; with Irish grammar and prosody in Latin and Irish ...
Molloy, Francis, active 1660; Lhuyd, Edward, 1660-1709. - : Trinity College Dublin, the University of Dublin, 2021
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6
Glossaries and miscellanea ...
Unattributed. - : Trinity College Dublin, the University of Dublin, 2021
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7
Vocabulary of Highland Gaelic ...
Lhuyd, Edward, 1660-1709. - : Trinity College Dublin, the University of Dublin, 2021
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8
Fragment of a comparative vocabulary of Latin, Welsh, Cornish and Amoric ...
Parry, David. - : Trinity College Dublin, the University of Dublin, 2021
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9
Adopting a Systematic Approach to Tasting Cider within the Irish Craft Cider Industry
In: Dissertations (2021)
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10
Imagining the future in Irish budgets 1970–2015: a mixed-methods discourse analysis
In: Articles (2021)
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11
Situated Immersive Gaming Environments for Irish Language Learning
Collins, Naoise. - : Technological University Dublin, 2021
In: Doctoral (2021)
Abstract: In this thesis, three cycles of design based research are outlined, implementing a situated immersive virtual reality game for Irish language learning. It was undertaken in order to investigate a potential technological solution to improve the limited number of daily Irish adult speakers in Ireland, 3%. It examines the intersection between game based learning, Irish language learning and virtual reality technology and the methodological approach undertaken follows a design based research paradigm. The research focus is on motivation and anxiety through interaction with a virtual reality game. It offers several contributions to current literature including: The utilisation of the Second Language (L2) self-system system of motivation within a design based research methodological approach. The study disseminates the results of three cycles of a design based research experiment. It found an increase in vocabulary retention, reduction in anxiety towards Irish and a significant increase in attitudes towards learning Irish. It also highlights learner’s experience of a immersive situated game to learn Irish. The first case study was conducted with 7 participants from TU Dublin’s game design programme. This was a pilot study which confirmed the questionnaires and game design direction of the thesis moving forward. The results led to a redesign of the game following quantitative and qualitative feedback from participants. The second case study was conducted with 13 participants from TU Dublin’s Irish language classes. There were no statistically significant results found, however, there was a large reduction in the mean for Irish language anxiety and Irish language self confidence in participants after engaging with the virtual reality game. The results led to a redesign of the game following the quantitative and qualitative feedback from participants. In the third case study there were 10 participants from Marino Institute of Education. Statistically significant results were found with a 21% increase in vocabulary retention alongside a decrease in Irish language anxiety and an increase in attitudes towards iilearning Irish. Focus groups of the participants are explored through thematic analysis in order to corroborate the quantitative data. Participants validated the quantitative analysis and illustrated how the design of the VR game aided their motivation and vocabulary retention. The thesis concludes by providing a summary of the research questions and the results obtained and gives game design recommendations for future immersive situated games for Irish language learning.
Keyword: and Cultures; design based research; Ireland; Irish adult speakers; Irish language learning; Other Arts and Humanities; Other Languages; situated immersive virtual reality game; Societies; technological solution
URL: https://arrow.tudublin.ie/cgi/viewcontent.cgi?article=1034&context=tourdoc
https://arrow.tudublin.ie/tourdoc/35
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12
Changes in Children’s Speech and Language Difficulties from Age Five to Nine: An Irish National, Longitudinal Study
In: International Journal of Environmental Research and Public Health ; Volume 18 ; Issue 16 (2021)
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13
Staging the Easter Rising: Plays by W.B. Yeats, Sean O'Casey and Colm Tóibín
In: Studies in Arts and Humanities ; 2 ; 1 ; 67-77 (2021)
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14
The `traiterous' and `unfitting' words in Ireland's 1641 depositions: the legal, social, violent, and emotional implications of language
Hoffman, Grace. - : Trinity College Dublin. School of Histories & Humanities. Discipline of History, 2021
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15
The MELLIE Project: Intercultural Collaborative Storytelling
In: Studies in Arts and Humanities ; 4 ; 2 ; 123-133 (2021)
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16
From Figure to Figure: A Reflection On Telling And Listening
In: Studies in Arts and Humanities ; 4 ; 2 ; 134-138 (2021)
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17
Marginalizing Memory: Political Commemorations of the 1916 Easter Rising
In: Studies in Arts and Humanities ; 2 ; 1 ; 5-16 (2021)
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18
Can you see what I see? Differing perspectives between low and micro-budget filmmakers and film development agencies
In: Studies in Arts and Humanities ; 5 ; 2 ; 65-79 (2021)
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19
Happy Talk: A pilot effectiveness study of a targeted-selective speechâ language and communication intervention for children from areas of social disadvantage
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20
Critical perspective on discourse in the representation of conflict in Ireland
Ó hAdhmaill, Féilim. - : Irish Association for Applied Linguistics (IRAAL), 2021
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