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Journal articles on the topic 'Interactive instructions'

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1

Huffman, S. B., and J. E. Laird. "Flexibly Instructable Agents." Journal of Artificial Intelligence Research 3 (November 1, 1995): 271–324. http://dx.doi.org/10.1613/jair.150.

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This paper presents an approach to learning from situated, interactive tutorial instruction within an ongoing agent. Tutorial instruction is a flexible (and thus powerful) paradigm for teaching tasks because it allows an instructor to communicate whatever types of knowledge an agent might need in whatever situations might arise. To support this flexibility, however, the agent must be able to learn multiple kinds of knowledge from a broad range of instructional interactions. Our approach, called situated explanation, achieves such learning through a combination of analytic and inductive techniq
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Schraw, Gregory. "Interactive, Compensatory Reading Strategies." Journal of Literacy Research 28, no. 1 (1996): 55–70. http://dx.doi.org/10.1080/10862969609547910.

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Three experiments examined the trade-off between the text-based and task-based importance. Text-based importance was defined as information in a text that is important due to its structural relation to other text segments. Task-based importance was defined as text information that is important due to external constraints such as instructions. Undergraduates in this study spontaneously adopted an interactive, compensatory strategy in which task-based importance superseded the role of text-based importance. Implications for reading instruction and practice were discussed.
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Ryabokin, N. O., and Y. M. Shatkovsky. "The concept of instruction, its communicative tasks." Bulletin of Luhansk Taras Shevchenko National University, no. 4 (335) (2020): 27–37. http://dx.doi.org/10.12958/2227-2844-2020-4(335)-27-37.

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This article deals with the concept of instructions, its types and communication tasks. It was found that the instruction can be characterized as an official business document of technical content and its design at all levels has a high degree of standardization, which ensures the economy in writing and perception of this text. The instructional discourse is investigated and its features are determined: the presence of different speech genres, in particular, the operation manual, the memo, the user manual, the prescription, the service directive; certain speech tactics, namely, informing, shif
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Loh, Christian Sebastian. "Researching and Developing Serious Games as Interactive Learning Instructions." International Journal of Gaming and Computer-Mediated Simulations 1, no. 4 (2009): 1–19. http://dx.doi.org/10.4018/jgcms.2009091501.

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As serious games gain momentum in the academic arena, no doubt more educators and instructional technologists will begin considering the possibility of making their own games for instruction. As developers of instructional resources, instructional technologists need to steer clear of producing more ‘video’ games, and instead, developing more ‘serious’ games that incorporate both learning and assessment. The research community needs to learn from tested processes and best practices to avoid repeating old mistakes. The model for serious game making presented in this article has been used success
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Straub, Holly R., and Michael M. Granaas. "Interaction of Instructions with the Recall Strategy Actually Used in a Paired-Associates Learning Task." Psychological Reports 71, no. 3 (1992): 987–93. http://dx.doi.org/10.2466/pr0.1992.71.3.987.

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Previous research suggests that interactive imagery produces memory performance superior to separation imagery, although the effects of instructions are less clear. Paired-associate learning was used to examine the effects of instructions (general memory, separation imagery, and interactive imagery) on recall, the frequency of using memory strategies (nonimaginal, separate image, and interactive image), and strategies' effectiveness. The numbers of correctly recalled items were fewer for subjects given general memory instructions than for subjects given separation or interactive imagery instru
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Oviawe, Jane Itohan. "Technical Education Lecturers’ Knowledge of Students’ Engagement in Application of Interactive Instructional Strategies." Journal of Technology and Humanities 1, no. 1 (2020): 1–10. http://dx.doi.org/10.53797/jthkkss.v1i1.1.2020.

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This study investigated technical education lecturers’ knowledge of students’ engagement application of interactive instructional strategies using descriptive survey research design. Four research questions and four null hypotheses guided the study. The study aimed to determine technical education lecturers’ knowledge of the: meaning and levels of students’ engagement in instruction; indicators of students’ engagement in instruction; factors that influence students’ engagement in instruction; and active learning strategies that promote students’ engagement in instruction. The population for th
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7

Sebrechts, Marc M., and Joseph G. Deck. "Techniques for Acquiring Computer Procedures: Some Restrictions on “Interaction”." Proceedings of the Human Factors Society Annual Meeting 30, no. 3 (1986): 275–79. http://dx.doi.org/10.1177/154193128603000317.

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Although many current theories emphasize the interactive and exploratory nature of learning, computer-aided training systems that use these principles often appear ineffective. A series of four experiments examined two kinds of interaction that are available in a number of commercial systems: (1) interactively reading instructions and then performing the indicated steps; (2) interactively selecting the order in which to explore the instructions. The data suggest that although interaction leads to better performance initially, this advantage is lost after a short delay. Likewise, unstructured a
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Joselyn C. Lotiba-Canuela and Michael Anthony Jay B. Regis. "Development of an Interactive Visual Simulator for the Pipelining Concept." Journal of Science, Engineering and Technology (JSET) 6, no. 1 (2018): 169–76. http://dx.doi.org/10.61569/6be43144.

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Pipelining is an optimization technique in which each instruction is divided into sub units overlap with other instructions. Since it is tedious to visualize manually, this study provides a visualization of a five-stage pipeline based on the execution of Instruction Set Architecture (ISA) instruction. A lexical analyzer is used in extracting tokens from the source code and a parser in syntax checking. Instruction dependency and data dependency are also considered during execution with an optional hardware operand forwarding enabled or disabled before program execution. This study implemented i
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Budhu, Muniram. "Enhancing Instructions Using Interactive Multimedia Simulations." SIMULATION 76, no. 4 (2001): 222–31. http://dx.doi.org/10.1177/003754970107600406.

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Cai, Pengshan, Zonghai Yao, Fei Liu, et al. "PaniniQA: Enhancing Patient Education Through Interactive Question Answering." Transactions of the Association for Computational Linguistics 11 (2023): 1518–36. http://dx.doi.org/10.1162/tacl_a_00616.

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Abstract A patient portal allows discharged patients to access their personalized discharge instructions in electronic health records (EHRs). However, many patients have difficulty understanding or memorizing their discharge instructions (Zhao et al., 2017). In this paper, we present PaniniQA, a patient-centric interactive question answering system designed to help patients understand their discharge instructions. PaniniQA first identifies important clinical content from patients’ discharge instructions and then formulates patient-specific educational questions. In addition, PaniniQA is also e
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Vishwakarma, Bibhakar, and Dazy Zarabi. "Effect of Computer Assisted Instructions on Developing Functional Maths Skills Among Children with Intellectual Disability at Secondary Level." International Journal of Research and Review 10, no. 12 (2023): 305–11. http://dx.doi.org/10.52403/ijrr.20231233.

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Number plays a significant role in our day to day lives. Functional math skills are those skills that an individual need to know in order to live independent in society, to care for themselves, and to make choices about their lives. Teaching math to students with intellectual disability includes learning through concrete experiences and the application of learned skills moreover alternative instructional strategies are crucial for meeting the learning needs of these students. Instructional material and strategies through computer assisted instructions have been found to aid academic achievemen
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Li, Wen Jie, Li Ming Wu, and Chen Liu. "Research of Hand Gesture Recognition in Multi-Touch Projector-Camera System." Advanced Materials Research 588-589 (November 2012): 1184–87. http://dx.doi.org/10.4028/www.scientific.net/amr.588-589.1184.

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This paper studys the feasibility of the shadow of interactive gestures on the projection screen as the control instructions in a projection interactive system. With regard to complex background of the projection screen, we put forward to detect mobile gestures and the shadows of gestures by using the way of the Gaussian mixture model. Relative to the non-rigid body interaction gestures, The shadow of gestures has a simpler two-dimensional characteristics and greater differences from the other regions of the projection screen. Based on this characteristics, we adopt Ostu threshold segmentation
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Khoirunnisa, Nani Mira, Dewi Sodja Laela, Nurul Fatikhah, and Yonan Heriyanto. "Education with interactif website media on patient compliance levels for implementation of post-odontectomy instructions." Journal Center of Excellent : Health Assistive Technology 2, no. 2 (2024): 101–7. http://dx.doi.org/10.36082/jchat.v2i2.1852.

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Introduction: Patient compliance with post odontectomy instructions is one of the factors that determine postoperative success. Lack of patient knowledge can interfere with the healing process and cause complications. Instructions given verbally often make patients less aware of post-operative care. Interactive website media through gadgets can be used as a tool to increase patient knowledge as an effort to prevent complications. The purpose of the study was to determine the effect of providing education with interactive website media on the level of patient compliance with post-odontectomy in
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Krieger, Pauline, Markus Kattenbeck, Bernd Ludwig, Johannes Helmbrecht, and Ioannis Giannopoulos. "Hey You! Let’s Talk. Dialogue-Initiatives Revisited for Wayfinding Instructions." AGILE: GIScience Series 1 (July 15, 2020): 1–19. http://dx.doi.org/10.5194/agile-giss-1-11-2020.

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Abstract. This paper presents Human-Computer Interaction design guidelines for interactive wayfinding assistance systems which provide on-line route instructions. These design suggestions are based on a corpus of human-to-human, on-line, landmark-based route instructions in German language which were gathered by means of an in-situ study involving pairs of participants. Based on the description of this collection, which is made publicly available, an in-depth analysis of the corpus is presented: This analysis reveals the importance of establishing Common Ground through existential-presentative
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Ajimotokan, Habeeb A., Rashidat M. Ambali, Abdulkareem B. Rabiu, Temitayo S. Ogedengbe, Hassan K. Ibrahim, and Mudasir O. Yusuf. "Development and Evaluation of an Interactive Instructional Package for Teaching Engineering Graphics Skills." FUOYE Journal of Engineering and Technology 7, no. 2 (2022): 280–86. http://dx.doi.org/10.46792/fuoyejet.v7i2.806.

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Exposure to modern pedagogical approaches and methods with appropriate instructional media can enhance the development of high-level critical thinking and technical skills. This study examined the development of an interactive instructional software package for teaching engineering graphics and evaluated its relative effectiveness on second-year undergraduate engineering students' academic achievement, skill transfer, and retention. In this study, the quasi-experimental, pre-test, post-test, control group design was employed. 45 research participants were sampled, employing two-stage stratifie
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Radulovic, Branka, Maja Stojanovic, and Vera Zupanec. "The effects of laboratory inquire-based experiments and computer simulations on high school students‘ performance and cognitive load in physics teaching." Zbornik Instituta za pedagoska istrazivanja 48, no. 2 (2016): 264–83. http://dx.doi.org/10.2298/zipi1602264r.

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The main goal of this study was to examine the extent to which different teaching instructions focused on the application of laboratory inquire-based experiments (LIBEs) and interactive computer based simulations (ICBSs) improved understanding of physical contents in high school students, compared to traditional teaching approach. Additionally, the study examined how the applied instructions influenced students? assessment of invested cognitive load. A convenience sample of this research included 187 high school students. A multiple-choice test of knowledge was used as a measuring instrument f
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Haruna, Hussein, Asad Abbas, Zamzami Zainuddin, Xiao Hu, Robin R. Mellecker, and Samira Hosseini. "Enhancing instructional outcomes with a serious gamified system: a qualitative investigation of student perceptions." Information and Learning Sciences 12, no. 5/6 (2021): 383–408. http://dx.doi.org/10.1108/ils-05-2020-0162.

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Purpose This paper aims to evaluate the students’ perception of their learning experiences concerning serious gaming and gamification instructions and determines whether they were motivated enough and engaged during the educative process in a resource-poor context. Moreover, the study evaluated the impact of interactive instructional environment outcomes in terms of students’ perceptions of the learning catalysed by gamified systems, particularly in enhancing attitude change coupled with knowledge acquisition. Design/methodology/approach This study used a qualitative research design technique
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Satoh, Yoshinori, Ye Li, Xuefeng Zhu, and Rizwan-uddin. "ICONE23-1365 3D VIRTUAL FACILITIES WITH INTERACTIVE INSTRUCTIONS FOR NUCLEAR EDUCATION AND TRAINING." Proceedings of the International Conference on Nuclear Engineering (ICONE) 2015.23 (2015): _ICONE23–1—_ICONE23–1. http://dx.doi.org/10.1299/jsmeicone.2015.23._icone23-1_170.

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19

Chen, Z. R. "SPEECH RECOGNITION OPTIMIZATION OF INTERACTIVE SPOKEN ENGLISH INSTRUCTIONS." Telecommunications and Radio Engineering 79, no. 14 (2020): 1287–99. http://dx.doi.org/10.1615/telecomradeng.v79.i14.80.

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20

Bardadym, Oleh. "Information and digital competence development in future teachers of natural sciences using the video learning method." Image of the Modern Pedagogue 2(209), no. 2522-9729 (2023): 27–35. https://doi.org/10.5281/zenodo.8002164.

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Generally, video learning is a powerful tool for teaching and learning in higher education, as it allows students to interact with content in a visual and interactive way and record the sequence of actions. Nowadays, modern video content should engage, discipline, and educate students. Different types of educational videos are distinguished depending on the goals set: video explanations that argue complex concepts or ideas in a clear and concise form, often using animation and graphics; video instructions that contain step-by-step rules for performing a task or using a product; streams (live b
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Sudarmanto, Dwi, Yetty Widya KS, and Yuni Ekawati. "MULTIMEDIA INTERAKTIF SEBUAH TEROBOSAN PEMBELAJARAN PAKET B." JIV 1, no. 1 (2006): 46–56. http://dx.doi.org/10.21009/jiv.0101.6.

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Due to a signicant increase of learning achievement using B Package using ICT it’s strongly recomended to use multimedia in teaching mathetmaticts. Information and communication technology (ICT), is developing so fast. Its development is not easy to predict. Now a days, ICT is utilized by almost all aspects of human life including education. The research conducted was regarding the use of ICT to teach math. It was how influential interactive media can be used to facilitate instructional program of B Package to teach mathematics. Rasearch findings indicate that there is significant increase in
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Julius, L. Carlos, Fatima A. Dayrit Maria, K. Lozano Maycee, C. Valencia Rio, Grace A. Mendoza Dr., and O. Yanga Erika. "Jamboard as an Interactive Platform Toward Improving Students' Writing Competency in Stylistics and Discourse Analysis." International Journal of Innovative Science and Research Technology 7, no. 6 (2022): 1141–49. https://doi.org/10.5281/zenodo.6834270.

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Writing skill is one of the macro skills that is considered as the most difficult skill to develop which requires an appropriate pedagogy, instruction, setting and platform. As the contemporary technologies emerge, the educational setting and platform have also been influenced thus technology-mediated instructions and teaching also emerge. So much so, there are some technology-mediated instructions and platforms that need to be evaluated in terms of its effectiveness in honing, enhancing and developing the skill and competency of the learners. With all these in mind, the researchers aimed to e
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Nuriddinova, Sevinch Nuriddin kizi, and Nozima Nuriddin kizi Nuriddinova. "Increasing the effectiveness of learning biology lessons by means of interactive games and interactive methods." Multidisciplinary Journal of Science and Technology 4, no. 7 (2024): 288–90. https://doi.org/10.5281/zenodo.13148560.

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The purpose and tasks of biology teaching methodology. The methodology of teaching biology is about learning, processes, principles and laws related to the fundamentals of biological science, educational processes related to the fundamentals of biological science. Information and instructions on increasing the effectiveness of learning biology lessons by means of interactive games and interactive methods are presented.
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Matin, Mohammad A. "Interactive Computer-Centered Instructions for Science and Engineering Education." Creative Education 03, no. 03 (2012): 375–79. http://dx.doi.org/10.4236/ce.2012.33059.

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Park, Seungwon and 김창수. "Interactive Instructions to Enhance English Listening and Reading Proficiency." Studies in English Language & Literature 38, no. 4 (2012): 289–306. http://dx.doi.org/10.21559/aellk.2012.38.4.013.

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Fiorentino, Michele, Antonio E. Uva, Michele Gattullo, Saverio Debernardis, and Giuseppe Monno. "Augmented reality on large screen for interactive maintenance instructions." Computers in Industry 65, no. 2 (2014): 270–78. http://dx.doi.org/10.1016/j.compind.2013.11.004.

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Marraffino, Matthew D., and Cheryl I. Johnson. "Applying Multimedia Learning Principles to Design Effective Mobile Training." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 1205–9. http://dx.doi.org/10.1177/1541931213601282.

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In the training literature, little empirical research has been devoted to the design of effective mobile-based instruction for training transfer. In this experiment, we tested the applicability of a multimedia learning design principle, the redundancy principle, in the context of a highly interactive tablet-based simulation for training m4 rifle disassembly procedures. In the narration condition, the simulation included oral instructions describing each disassembly step, while the narration and text condition included onscreen text in addition to the simulation and oral instructions. While we
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Turaeva, Sayyora, and Nasir Husaini Muhammad. "TEACHING THE LIFE AND WORK OF A SHEPHERD USING INTERACTIVE METHODS." International Journal of Education, Social Science & Humanities. FARS Publishers 11, no. 1 (2023): 980–84. https://doi.org/10.5281/zenodo.7590969.

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this article provides relevant interactive methods, instructions and recommendations for teaching and learning Cholpon's life and work using modern pedagogical technologies and interactive methods in literature classes in secondary schools.
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Ma'rufah, Desi Wijayanti. "Promoting Student Questioning in EFL Classroom: Teacher’s Strategies in 2013 Curriculum Context." OKARA: Jurnal Bahasa dan Sastra 15, no. 2 (2021): 170–84. http://dx.doi.org/10.19105/ojbs.v15i2.4284.

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The government expects that the learning process in the 2013 curriculum uses inspiring, interactive, fun, and challenging activities that engage students’ participation in the class. The students’ involvement and critical thinking in meaningful learning are increased when the students ask questions productively in the classroom. However, Indonesian EFL students are indicated to have little space for interacting in the classroom, not to mention questioning. For that reason, this study aims to explore the teacher’s strategies in encouraging student questioning in EFL class. A qualitative researc
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Sun, Hanjie. "Interactive Knowledge Visualization Based on IoT and Augmented Reality." Journal of Sensors 2022 (September 29, 2022): 1–8. http://dx.doi.org/10.1155/2022/7921550.

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In order to solve the integration value of information technology and education, it is mainly reflected in the container for storing and disseminating information, the problem is that learners lack the proper self-learning ability, and the author proposes an interactive knowledge visualization system based on the Internet of Things and augmented reality technology. According to the applicable characteristics of augmented reality technology applied to IoT data presentation and interaction, the method can analyze and describe its application possibility. In the design of interactive electronic t
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Putri, Citra Anggia, Winda Setia Sari, and Anna Riana Suryanti Tambunan. "Developing interactive multimedia in enhancing students' listening comprehension using Moodle and Thinglink." JOALL (Journal of Applied Linguistics and Literature) 9, no. 1 (2024): 116–32. http://dx.doi.org/10.33369/joall.v9i1.30158.

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The effect of COVID-19 outbreak to education is in form of a shift of instructional practices from classroom-based instructions to online technology-based practices. To respond to the needs of technology-based instructional activities, this study developed interactive multimedia utilizing online technology-based platforms featuring Moodle and Thinglink to enhance students' comprehension in listening. This is a Research and Development involving fifty-three students of English literature study program in a state university in North Sumatera as object of the study. This study applies the ADDIE m
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Naeem, Waqasia, Zahra Ashraf, and Zeeshan Ali Afsar. "Factors Causing ESL Students' Demotivation to Learn English." Global Language Review VIII, no. I (2023): 114–22. http://dx.doi.org/10.31703/glr.2023(viii-i).11.

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Despite the importance of English language proficiency in Pakistan, many learners struggle to develop a positive attitude towards English language learning. Thereby, this qualitative research study aims to analyze the factors causing ESL (English as a Second Language) college students' demotivation to learn English. The researcher conducted semi-structured interviews with sixteen students from different colleges in Karachi. The study found that difficult course content, non- interactive teaching styles, using English as the medium of instruction, and teachers' attitudes were the major sources
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Pande, Prajakt, and Per Meyer Jepsen. "Science lab safety goes immersive: An ecological media-comparison study with gender analyses assessing iVR’s learning effectiveness." Research and Practice in Technology Enhanced Learning 20 (April 12, 2024): 001. http://dx.doi.org/10.58459/rptel.2025.20001.

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We conducted a media-comparison study in ecologically valid settings to understand immersive virtual reality’s (iVR’s) instructional effectiveness in a university science course. We tested how complementing regular science lab safety instruction with interactive iVR simulation, desktop simulation, or the re-viewing of a text-heavy manual compare with each other in terms of knowledge-related and affective learning outcomes. We also explored gender differences in the outcomes across these instructional conditions. 102 undergraduates (51 females) were randomly assigned to one of the instructional
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van Leer, Eva, Brittney Lewis, and Nick Porcaro. "Effect of an iOS App on Voice Therapy Adherence and Motivation." American Journal of Speech-Language Pathology 30, no. 1 (2021): 210–27. http://dx.doi.org/10.1044/2020_ajslp-19-00213.

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Purpose Patients commonly report difficulties adhering to voice therapy. An iOS app was developed in our lab that assists practice via reminder notifications, instructional recordings, and cepstral peak prominence analysis results. The purpose of this study was to assess the effect of such homework support modality on adherence behavior and associated motivation in a comparison of app support and written homework instructions and to assess the usability and utility of the app. Method Thirty-four individuals exhibiting adducted hyperfunction were randomized to receive either written homework in
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Devi, Anit Pranita, and Suroto Suroto. "Explicit reading strategy instruction in an online reading classroom." ELT Forum: Journal of English Language Teaching 13, no. 2 (2024): 125–36. http://dx.doi.org/10.15294/elt.v13i2.1639.

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Difficulties in comprehending English academic texts encountered by many students lead to the need for improvement in teaching reading. Moreover, in online reading instructions, explicit reading strategies are required so that students can develop their comprehension more independently and become strategic readers. This study aims to find out how explicit reading strategy instructions in online reading classes are implemented and what advantages and challenges are faced during its implementation. This is a case study program evaluation that uses observation, field notes, and interviews. It inv
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Grivainis, Mark, Zuojian Tang, and David Fenyö. "TranspoScope: interactive visualization of retrotransposon insertions." Bioinformatics 36, no. 12 (2020): 3877–78. http://dx.doi.org/10.1093/bioinformatics/btaa244.

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Abstract Motivation Retrotransposition is an important force in shaping the human genome and is involved in prenatal development, disease and aging. Current genome browsers are not optimized for visualizing the experimental evidence for retrotransposon insertions. Results We have developed a specialized browser to visualize the evidence for retrotransposon insertions for both targeted and whole-genome sequencing data. Availability and implementation TranspoScope’s source code, as well as installation instructions, are available at https://github.com/FenyoLab/transposcope.
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Kumaran, Vikram, Jonathan Rowe, Bradford Mott, and James Lester. "SceneCraft: Automating Interactive Narrative Scene Generation in Digital Games with Large Language Models." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 19, no. 1 (2023): 86–96. http://dx.doi.org/10.1609/aiide.v19i1.27504.

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Creating engaging interactive story-based experiences dynamically responding to individual player choices poses significant challenges for narrative-centered games. Recent advances in pre-trained large language models (LLMs) have the potential to revolutionize procedural content generation for narrative-centered games. Historically, interactive narrative generation has specified pivotal events in the storyline, often utilizing planning-based approaches toward achieving narrative coherence and maintaining the story arc. However, manual authorship is typically used to create detail and variety i
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Muhammad Noman Noorani, Danish Wazeer, and Bibi Fatima. "Improving Grammar Skills through Flipped Learning: A Study of Pakistani ESL Learners at the University Level." Social Science Review Archives 3, no. 2 (2025): 2080–92. https://doi.org/10.70670/sra.v3i2.830.

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This study aimed to examine the effects of the flipped learning model on the grammar achievement of undergraduate English as a Second Language (ESL) students in Pakistan. A quasi-experimental research design was employed at a public university in Karachi, Pakistan. From the university's English department, two sections of first-year undergraduate ESL learners (each comprising 30 students) were selected through convenience sampling. These two sections were randomly assigned to either the experimental group (flipped classroom) or the control group (traditional instruction). Over a 10-week interv
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Khan, Abdul Gaffar, Sayma Hossain Shetu, Md Nazmul Islam, and Syed Moudud-Ul-Huq. "Multimedia Instructions and Academic Performance of Students." International Journal of Smart Education and Urban Society 11, no. 1 (2020): 23–40. http://dx.doi.org/10.4018/ijseus.2020010103.

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This article assesses the effect of multimedia instructions on the academic performance of secondary and higher secondary school students in a developing country. The total sample size was 600, and the respondents were the secondary and higher secondary school students of Bangladesh. Data was collected through self-administered questionnaires. Finally, data analysis was performed using a two stage structural equations modelling approach. As per the study results, communicative and interactive class atmosphere (CIC), motivational teaching method (MTM), memorizable study materials (MSM), organiz
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Kumari, Veena, and Philip J. Corr. "Menstrual Cycle, Arousal-Induction, and Intelligence Test Performance." Psychological Reports 78, no. 1 (1996): 51–58. http://dx.doi.org/10.2466/pr0.1996.78.1.51.

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Regularly menstruating students (aged 19 to 25 yr.) were tested in the morning under high and low arousal-induction conditions (with time-pressure instructions vs without time-pressure instructions) during either midcycle ( n = 16) or menstruation phase ( n = 16) to study the interactive effects of menstrual phases and time-pressure stress-induced arousal on intelligence test scores on Raven's Standard Progressive Matrices and Hundal's General Mental Ability Test. A crossover interactive effect of menstrual phase and stress-induced arousal was found on performance of the Hundal test, suggestin
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Bindu Priya, P., G. Rohit, and Mrs P.S.G.Aruna Sri. "Interactive online book system." International Journal of Engineering & Technology 7, no. 2.7 (2018): 323. http://dx.doi.org/10.14419/ijet.v7i2.7.10607.

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The basic objective of making interactive book system is to make a web application. Which serves individuals with each one of the functionalities gave in a book shop. Few conditions are taken as consideration to developing this application, first one is customer view and second one is administrative view. In customer view customer can upload the book and download a book and they can add the anno-tations to know about the book. They can provide the suggestions about that book. That can be viewed by administrator and admin can solve as per the instructions. The architecture of application is plo
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Chang, Yu-Ping, Aditya Kumar Dwibedi, Suryakanth Joshi, and Sreyasee Das Bhattacharjee. "DEVELOPMENT OF AN AI-POWERED EMOTIONALLY INTELLIGENT, INTERACTIVE AGENT PROTOTYPE TO SUPPORT INFORMAL CAREGIVERS." Innovation in Aging 7, Supplement_1 (2023): 1019. http://dx.doi.org/10.1093/geroni/igad104.3274.

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Abstract Long-term informal caregiving for older adults with dementia is exhausting and poses risks to caregivers’ health outcomes. Most informal caregivers are not well prepared for their new role, facing various challenges and receiving limited support. With the advent of artificial intelligence (AI) and information and communication technologies (ICTs), assistive technology is increasingly useful for supporting caregivers. However, limited research assesses the potential for AI to facilitate a privacy-preserving computation environment to provide proactive assistance to caregivers. This pro
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Hoyos, Mailen, Tulia Esther Rivera Florez, and Isabel Cristina Puerta Lopera. "Data analysis using statistical graphs from an exploratory approach." SCT Proceedings in Interdisciplinary Insights and Innovations 2 (July 26, 2024): 472. http://dx.doi.org/10.56294/piii2024472.

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The degree work entitled "Data analysis using statistical graphics from an exploratory approach" addressed the need to transform the teaching of statistics through a technological and innovative approach. Traditional textbooks were found to be deficient in terms of pedagogical design, which motivated the development of an interactive book that included new pedagogical methods, technology and data analysis. For the realization of this work, a review of statistics textbooks was carried out and, taking this into account, an interactive book was designed and programmed using the Shiny library of t
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More, Sachin K., Yashawant M. Patil, and Popat D. Kumbhar. "Improving Student Performance through Interactive Webinars." Journal of Engineering Education Transformations 37, IS2 (2024): 339–42. http://dx.doi.org/10.16920/jeet/2024/v37is2/24059.

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Abstract— In the rapidly evolving landscape of education, the integration of technology has proven to be instrumental in reshaping traditional learning paradigms. This paper delves into the realm of improving student’s performance by harnessing the potential of interactive webinars as on innovative educational tool. The paper aims to investigate the impact of interactive webinars on student engagement, knowledge retention and overall academic achievement in the course. The findings of the study provide empirical evidence that interactive webinars positively influence student performance. The a
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Behforouz, Behnam, and Ali Al Ghaithi. "The Effectiveness of an Interactive WhatsApp Bot on Listening Skills." International Journal of Interactive Mobile Technologies (iJIM) 18, no. 02 (2024): 82–95. http://dx.doi.org/10.3991/ijim.v18i02.44327.

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The present paper attempted to measure the effectiveness of an interactive WhatsApp bot on the listening skills of Omani English as a Foreign Language (EFL) learners. For this purpose, 40 Omani intermediate EFL learners were divided into two groups: a control and an experimental in a higher education institution. A pretest was conducted to ensure the homogeneity of listening skills among all the participants. While both groups received instructions and exercises on listening in class, an interactive WhatsApp bot was designed for the experimental group to receive more instructions and training
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Dhiman, Hitesh, and Carsten Röcker. "Does the Medium Matter? A Comparison of Augmented Reality Media in Instructing Novices to Perform Complex, Skill-Based Manual Tasks." Proceedings of the ACM on Human-Computer Interaction 8, EICS (2024): 1–28. http://dx.doi.org/10.1145/3660249.

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Past research comparing augmented reality (AR) media such as in-situ projection and head-mounted devices (HMD) has usually considered simple manual activities. It is unknown whether previously reported differences between different AR media also apply to complex, skill-driven tasks. In this paper, we explore the feasibility and challenges in designing AR instructions for expertise-driven, skilled activities. We present findings from a real-world, between-subjects experiment in which novices were instructed to trim and bone sub-primal cuts of pork using two interactive AR prototypes, one utiliz
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Liang, Hong. "Exploring the Role of DingTalk for Teaching and Learning English Listening Skills in Blended Learning Environments." Journal of Education and Educational Research 10, no. 3 (2024): 336–43. http://dx.doi.org/10.54097/5v19qj50.

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This study explores how digital platforms such as DingTalk can be used to teach and learn English listening skills as one of the tools for blended learning instructions. These platforms offer synchronous and asynchronous learning methods and provide students with a flexible and interactive platform that promotes real-time communication, peer feedback, and self-paced learning. Although this platform has shown potential benefits for improving listening comprehension using constructivist and social learning theories, drawbacks include technological limitations, insufficient platform features for
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Woolbright, David, Vladimir Zanev, and Neal Rogers. "VisibleZ: A Mainframe Architecture Emulator for Computing Education." Serdica Journal of Computing 8, no. 4 (2015): 389–408. http://dx.doi.org/10.55630/sjc.2014.8.389-408.

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This paper describes a PC-based mainframe computer emulatorcalled VisibleZ and its use in teaching mainframe Computer Organizationand Assembly Programming classes. VisibleZ models IBM’s z/Architectureand allows direct interpretation of mainframe assembly language objectcode in a graphical user interface environment that was developed in Java.The VisibleZ emulator acts as an interactive visualization tool to simulateenterprise computer architecture. The provided architectural componentsinclude main storage, CPU, registers, Program Status Word (PSW), andI/O Channels. Particular attention is give
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Lahtinen, Essi, and Tuukka Ahoniemi. "Annotations for Defining Interactive Instructions to Interpreter Based Program Visualization Tools." Electronic Notes in Theoretical Computer Science 178 (July 2007): 121–28. http://dx.doi.org/10.1016/j.entcs.2007.01.041.

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Kulkarni, Vasudeo Digambar, and Popat Savaleram Tambade. "Enhancing the Learning of Thermodynamics using Computer Assisted Instructions at Undergraduate Level." International Journal of Physics and Chemistry Education 5, no. 1 (2013): 2–10. http://dx.doi.org/10.51724/ijpce.v5i1.71.

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In this study, the effects of interactive multimedia package were investigated in classroom on students' conceptual understanding of heat and thermodynamics. Two groups – one control group and one experimental group of students at first year undergraduate level were studied to determine the role of computer animations in the development of functional understanding of the concepts of thermodynamics. For this purpose, interactive multimedia package on thermodynamics is developed. Thermodynamics Concept Test was administered to test students’ conceptual understanding. The difficulty index and dis
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