Abstract. Digital and real world events can be combined to create powerful learning opportunities for students, but time, tools, and expertise have been traditional barriers to teacher-created enhancements. This paper provides a rationale for using emerging, teacher-friendly tools, to merge real space and virtual space through video and 2D barcodes. The results of three pilot studies combine to illustrate the potential for using these tools. Results indicate that cell phones have the potential to facilitate augmented reality experiences for deaf students and adults.
In this paper a prototype system called 'Language Acquisition Manipulatives Blending Early-childhood Research and Technology' (LAMBERT) is described. The system allows children, in particular Deaf pre-schoolers, to play with toys that trigger multimedia presentations designed to introduce and reinforce American Sign Language (ASL) nouns through the use of Radio Frequency Identification (RFID). A pilot study has been conducted and initial results indicate positive perceptions of the system among educators. Advanced features of the system are currently under development and are delineated.
This chapter proposes to outline a process of virtual ethnography that combines emic and etic methods of data gathering adapted to the virtual context to provide a ‘true’ (Richardson, 2000) accounting of the social constructs inherent in the virtual world. The first section of this chapter discusses the unique characteristics of virtual ethnography when used to explore virtual environments such as Second Life or MMORPGs such as World of Warcraft. The second section presents some of the methodological issues related to conducting such research. Finally, the third section offers for consideration some unique challenges related to the application of such methods. Two concerns are discussed: 1) identifying an understanding the phenomenological structures unique to a particular virtual environment and 2) the implications of such knowledge with regard to the design of new virtual educational environments.
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