In the last few years, in an attempt to further motivate students to learn a foreign language, there has been an increasing interest in task-based teaching techniques, which emphasize communication and the practical use of language, thus moving away from the repetitive grammar-translation methods. Within this approach, the significance of situating foreign language learners in scenarios where they can meaningfully learn has become a major priority for many educators. This approach is particularly relevant in the context of teaching foreign languages to young children, who need to be introduced to a new language by means of very concrete vocabulary, which is facilitated by the use of objects that they can handle and see. In this study, we investigate the benefits of using wearable and Internet-of-Things (IoT) technologies in streamlining the creation of such realistic task-based language learning scenarios. We show that the use of these technologies will prove beneficial by freeing the instructors of having to keep records of the tasks performed by each student during the class session. Instead, instructors can focus their efforts on creating a friendly environment and encouraging students to participate. Our study sets up a basis for showing the great benefits of using wearable and IoT technologies in streamlining 1) the creation of realistic scenarios in which young foreign language learners can feel comfortable engaging in chat and becoming better prepared for social interaction in a foreign language, and 2) the acquisition and processing of performance metrics.
27 April 2014 in British Journal of Educational Technology
Nowadays, advances in technology enable us to easily assist patients with mobility impairment, so they may remain safe and comfortable at home. However, not everyone has experience using new technology. Their human-machine interfaces may become difficult to use, especially for people with motor limitations and little experience with the technology. In this paper we present an easy smart-home environment prototype to assist people with reduced mobility. This allows them to do daily household activities (turn on/off light, heat, TV, and so on), in addition to communicating with family, friends, and doctors. In order to overcome the technological barrier, we have proposed an interaction mechanism based on physical objects (combining mobile devices and NFC Technology) and sensors (Bluetooth LE technology) to adapt the task (depending on the user's location) and provide non-intrusive interaction. That is, the task adapts to user depending on the room. Then, the user can control the system by interacting with smart objects (bringing the objects closer the mobile device). We present the results of pilot interface usability testing in order to obtain preliminary data with the user feedback system.
In recent years, we have witnessed an exponential growth in the use wearable and Internet of Things devices to provide friendly and tangible interfaces for ubiquitous services. The digital transformation of private and public organizations has been largely spurred by the widespread use of mobile devices, such as smartphones, tablets and virtual reality gadgets. Tangible interfaces have further enhanced the quality of experience by enabling the customization of human–machine interfaces. This paper presents WIoTED: a platform integrating wearable and IoT technologies specifically designed for the delivery and support of learning/teaching activities. Among its main features, WIoTED introduces MovED: a wearable device designed to facilitate both the orchestration of enriching teaching environments and use by young learners. Based on numerous trials conducted under various scenarios, we have validated the operation of WIoTED in terms of the education delivery effectiveness: usability and user satisfaction. Our study includes a comparison in terms of the workload generated and response time bounds delivered by MovED with respect to a setup preferring the use of smartphones.
Reading is a skill, which is the ground of the most of processes of learning and it is necessary in order to stimulate children cognitive abilities such as mental agility, language, decision making, etc. However, reading is not considered an enjoyable activity by children. Thus, we propose NFCBook, a digital gamebook based on Tangible User Interfaces. The book embodies a literary work where the user is involved in the story deciding the main character's fate. The gamebook is executed on a mobile device (tablet, smartphone, and so on). The interaction style is founded on Tangible User Interfaces which allow the application to be controlled through gestures by touching the screen with the fingers or bringing smart objects close to mobile device. The sequence of this gamebook is as detailed below. First, children must look for common cards that incorporate NFC technology (in ticketing applications, payment cards and so forth). Then, users must configure the tangible interface or common cards (associating the objects with its digital information in the gamebook). And finally, children can start reading and playing with NFCBook.