Abstract
As equity is one of the fundamental criteria in the commitment to students at my university, when courses had to be taught on-line, new aspects had to be taken under scrutiny as regards the human-machine interface.
Promoting socialization is important for online activities. Not only was it crucial to ensure that all students could have access to all the materials, but more importantly, that they found contents to engage with in groups, that sparked their interests in order to be motivated [1], but that they also had a choice in navigating across different resources corresponding to personal styles to ensure a deep anchoring of concepts and gaming aspects were included where relevant.
Therefore, the course was devised around group work, plus individual support was provided by the instructor along the process.
The method used was qualitative [2] and based on the analysis of instructor’s teaching and classroom observation notes. The courses consisted of professional pre-service courses for teachers of French. All students were used to the technology.
Results show that as the results on all assignments were superior the way activities were designed had been beneficial. The added listings of on-line resources including many varied types, and the additional internet surfing possibilities, enhanced overall satisfaction and learning. Moreover, the addition of a gaming approach to content learning improved engagement.
There was typically less directionality, although direction was given with choices always included. More intentionality was expected on students’ part. Some areas of concern were connected to social aspects.
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Myers, M.J. (2022). Enhancing Concept Anchoring Through Social Aspects and Gaming Activities. In: Meiselwitz, G. (eds) Social Computing and Social Media: Applications in Education and Commerce. HCII 2022. Lecture Notes in Computer Science, vol 13316. Springer, Cham. https://doi.org/10.1007/978-3-031-05064-0_11
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