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dc.contributor.authorCofinia, Vincenza
dc.contributor.authorPrieta Pintado, Fernando de la 
dc.contributor.authorDi Mascio, Tania
dc.contributor.authorGennari, Rosella
dc.contributor.authorMarenzi, Ivana
dc.contributor.authorVittorini, Pierpaolo
dc.date.accessioned2017-09-05T10:59:54Z
dc.date.available2017-09-05T10:59:54Z
dc.date.issued2013
dc.identifier.citationVolumen 63 (3), pp. 45 - 51. Penerbit UTM Press.
dc.identifier.issn2180-3722
dc.identifier.urihttp://hdl.handle.net/10366/134345
dc.description.abstractTERENCE is an FP7 ICT European project that is developing an adaptive learning system for poor comprehenders and their educators. The learning material is made of stories and smart games for stimulating reading comprehension. The design of stories and smart games is also based on data collected from experts for the analysis of the context of use of the system, and is incrementally revised via evaluations of prototypes of stories and games, with domain experts of text comprehension or education as participants. In particular, since smart games are semi-automatically generated via artificial intelligence technologies, they contain mistakes that have to be fixed by experts of pedagogy before the games are given to learners. In this paper we focus on the design and evaluations of the TERENCE stories and smart games for poor comprehenders via lessons learnt with domain experts.
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.publisherPenerbit UTM Press
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 Unported
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/3.0/
dc.subjectComputer Science
dc.titleThe Design of Learning Material for Poor Comprehenders: Lessons Learnt from Experts
dc.typeinfo:eu-repo/semantics/article
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess


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