Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts 2020
DOI: 10.1145/3397617.3398059
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Technology-mediated personalised learning for younger learners

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Cited by 46 publications
(6 citation statements)
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“…According to Böhme et al (2020), the aims of using digital media in schools are, on the one hand, the promotion of a critical use of digital media and, on the other hand, the support of learning. Especially in highly heterogeneous inclusive school settings, there is a great potential of digital media, as digital media have the potential to increase the participation of all students in the classroom (Vanbecelaere et al, 2020;Schaumburg, 2021). In this context, digital media can support teachers with diagnostic information and thus foster individualized learning offers (Schaumburg, 2021).…”
Section: Digital Learning Platforms For Individualized Practicementioning
confidence: 99%
See 1 more Smart Citation
“…According to Böhme et al (2020), the aims of using digital media in schools are, on the one hand, the promotion of a critical use of digital media and, on the other hand, the support of learning. Especially in highly heterogeneous inclusive school settings, there is a great potential of digital media, as digital media have the potential to increase the participation of all students in the classroom (Vanbecelaere et al, 2020;Schaumburg, 2021). In this context, digital media can support teachers with diagnostic information and thus foster individualized learning offers (Schaumburg, 2021).…”
Section: Digital Learning Platforms For Individualized Practicementioning
confidence: 99%
“…This is especially relevant for primary schools due to their high heterogeneity (Schwab et al, 2017). The usage of DLP contributes to the ability of all learners to participate in the classroom (Vanbecelaere et al, 2020;Schaumburg, 2021). Regarding the support of learners, DLP hold an added value of particular importance: the availability of learning data.…”
Section: Introductionmentioning
confidence: 99%
“…Recent serious games have begun to include an adaptive component that makes it possible to personalise the learning path of the game's user through complex algorithms. Beyond the ongoing debate about the exact definition of the more general concept of personalization (Vanbecelaere, Vasalou, et al., 2020), adaptivity is defined here as the ability of a system to adjust instruction based on learner abilities and/or preferences, at any particular point of the instruction process, with the goal of acting on identified learner characteristics and improving the efficiency and efficacy of learning (Oxman & Wong, 2014; Vandewaetere et al., 2011). Hence, it allows for the automatic adaptation of game elements such as content, user interfaces, game mechanics or game difficulty in order to customise or personalise the interactive experience (Holmes et al., 2018; Streicher & Smeddinck, 2016).…”
Section: Literature Reviewmentioning
confidence: 99%
“…Rather, before implementing personalised learning, we should progress thinking by investigating some of the primary challenges and how these challenges could result in a better understanding of young children's learning processes. Building on a workshop on the same theme during the 2020 Interaction Design for Children conference (Vanbecelaere et al., 2020), challenges were identified in four key areas: (1) the concept of technology‐mediated personalised learning; (2) the design of personalised technologies; (3) the evaluation methodologies exploring the effectiveness of personalised learning; and (4) the impact of technology‐mediated personalised learning on pedagogical practice, learning experiences and/or the teacher–learner relationship. This BJET special section sought to map out current research to address challenges in these four key areas to help move the debate forward and map out future directions for research.…”
Section: Moving the Debate Forwardmentioning
confidence: 99%