Papers by Annamaria Cacchione
IUL Research
Il metaverso può avere un’influenza profonda su ciò che si intende per insegnamento e apprendimen... more Il metaverso può avere un’influenza profonda su ciò che si intende per insegnamento e apprendimento, nelle loro dimensioni sia formali che informali. Prendendo spunto dalle analisi bibliometriche disponibili e, in particolare, da quelle di Tlili e colleghi (2022) e Zhang e colleghi (2022), si propone qui una nuova analisi documentale che mira a riflettere sulle sfide e sulle opportunità che il metaverso presenta nella sua valenza educativa di edu-metaverse. La ricerca è stata condotta sui lavori indicizzati da Scopus a partire dal 2022 e si è focalizzata su un sottoinsieme di 67 lavori classificati sotto Social Science. Tra questi, ci si è concentrati sulle review per identificare i nodi più rilevanti dell’attuale discussione sulle opportunità di apprendimento offerte da questo nuovo ambiente digitale ancora così poco esplorato.
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In questo articolo vengono presentati e discussi i primi risultati di un'indagine sull'in... more In questo articolo vengono presentati e discussi i primi risultati di un'indagine sull'insegnamento dell'italiano nei CPIA avviata nell'ambito della struttura di ricerca INDIRE sull'istruzione degli adulti. Si tratta di parte delle risposte ottenute attraverso la somministrazione di un questionario creato per indagare il metodo didattico prevalentemente adottato nei diversi corsi di italiano – dall'alfabetizzazione ai livelli B1 e B2 – e rispondere così alle domande centrali della ricerca: qual è il metodo didattico adottato per l'insegnamento dell'italiano L2? È ancora quello comunicativo il metodo prevalente? Le risposte, che coprono un campione abbastanza rappresentativo di docenti dei 130 CPIA italiani, confermano solo in parte la prevalenza del metodo comunicativo, ma, soprattutto, la mettono in discussione attraverso esempi e spiegazioni che dimostrano, da un lato, una limitata consapevolezza del valore teorico e pratico di nozioni e tecniche e,...
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Annales Universitatis Paedagogicae Cracoviensis. Studia de Cultura, 2017
L'articolo parte dalla considerazione che l'italiano contemporaneo contiene una serie di ... more L'articolo parte dalla considerazione che l'italiano contemporaneo contiene una serie di espressioni provenienti da film cult italiani degli anni '70.'80 e '90, comunemente usate sia nel parlato che nello scritto – ad esempio giornalistico. E' importante che gli apprendenti intermedi e avanzati di italiano L2 ne conoscano il significato ed imparino ad usarle. Per questo, viene proposta la creazione di un'antologia online di film didattizzati per l'insegnamento/apprendimento. L'articolo propone, come base di partenza, espressioni tratte da Amici Miei, film di Verdone e Benigni, dalla saga di Fantozzi e da due film di Moretti.
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Augmented Reality Games I, 2019
This chapter proposes a reading of Pokemon GO in terms of learning potentiality, trying to descri... more This chapter proposes a reading of Pokemon GO in terms of learning potentiality, trying to describe how learning can occur via the game and which methodological approach fits it better. After a brief literature review about unexpected benefits of the game, especially in terms of health, Schutz’s idea of finite provinces of meaning is explored in order to understand how different layers of reality interact in an Augmented Reality-based game. This background analysis opens the way for investigating the process of restructuration that cognitive frames can undergo when players, for example, go to a PokeStop or to a Gym. Since these moments of knowledge creation are unpredictable, the Incidental Learning methodological approach is taken into consideration, along with Transformative and Ubiquitous Learning.
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This contribution describes an experimentation conducted with a Master degree group of students a... more This contribution describes an experimentation conducted with a Master degree group of students at the Complutense University of Madrid, in order to observe their capability to identify a series of textual and phrasal connectives in Italian as L2 through the analysis of three texts (of different linguistic levels) extracted from the A.Ma.Dis corpus. The data show that the intervention was a successful inductive and corpus-based learning experience, and that the students were able to identify and classify connective elements quite correctly. Data collected by the students also show a clear convergence between the increase of the number and variety of connectives used by non natives and the improvment of their global proficiency.
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International Association for Development of the Information Society, 2017
The Augmented Reality Game, Pokemon Go, took the world by storm in the summer of 2016. City lands... more The Augmented Reality Game, Pokemon Go, took the world by storm in the summer of 2016. City landscapes were decorated with amusing, colourful objects called Pokemon, and the holiday activities were enhanced by catching these wonderful creatures. In light of this, it is inevitable for mobile language learning researchers to reflect on the impact of this game on learning and how it may be leveraged to enhance the design of mobile and ubiquitous technologies for mobile and situated language learning. This paper analyses the game Pokemon Go and the players' experiences according to a framework developed for evaluating mobile language learning and discusses how Pokemon Go can help to meet some of the challenges faced by earlier research activities.
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This paper shows the results of a study focused on the topic management in semi-spontaneous spoke... more This paper shows the results of a study focused on the topic management in semi-spontaneous spoken speech by schizophrenic patients. Three main issues have been investigated in order to trace the " topic path " of each conversation: the coherence and cohesion mechanism, the turn-taking pattern and the argumentation structure. The study adopted a textual (i.e., not limited to the clause boundaries) definition of topic. Six therapeutic conversations involving four patients were selected among a corpus of psychiatric conversations collected by the CIRASS Department of the University of Naples " Federico II ". The findings show a great variety of phenomena, that can be traced back to common factors only in part. They also show a severe deficit in following the cooperation principle; as a consequence, the usual conversational patterns are often broken. In one case, the patient " s speech appears to be absolutely normal (the speech is never disorganized) but shows different kinds of problems, mostly due to the reality perception. It is suggested that a pragmatic deficit can account for many aspects of schizophrenic patients " language problems. A theory of mind related deficit can also account for more general impairments causing indirectly speech disorganization.
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Human-Computer Interaction: Concepts, Methodologies, Tools, and Applications
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Digital Systems for Open Access to Formal and Informal Learning, 2014
This chapter presents language learners as social networkers and describes and discusses the type... more This chapter presents language learners as social networkers and describes and discusses the types of users that can be identified by analysing the content created by them using a situated mobile language-learning app, LingoBee, based on the idea of crowdsourcing. Borrowing ideas from other studies conducted on social network users, we can identify that language learners use LingoBee as a social network and they behave as social networkers by creating content, acting as Conversationalists and Critics and displaying other behaviours shown by social networkers. In addition to this, from our user studies, it can be seen that language learners are stimulated by the contributions of other users as well as welcoming competition among users. LingoBee users as social networkers were analysed and discussed based on Luckin’s idea of the zone of proximal assistance and the zone of available assistance.
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La comunicazione parlata, Napoli, …, 2008
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International Journal of Mobile and Blended Learning, 2013
In this paper, the authors explore the ideas of mobility and creativity through the use of LingoB... more In this paper, the authors explore the ideas of mobility and creativity through the use of LingoBee, a mobile app for situated language learning. LingoBee is based on ideas from crowd-sourcing and social networking to support language learners. Learners are able to create their own content and share it with other learners through a repository. The authors have analysed the language content created by second language learners in several European countries to identify creativity in mobile language learning. Three perspectives of creativity could be found: creativity spurred by the situated context or what the authors call “LingoBee moments”, collaborative creative construction of content and creative use of language. Examples of each are presented and discussed. This work has been conducted within the EU LLP project SIMOLA, Situated Mobile Language Learning.
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Roczniki Humanistyczne, Dec 28, 2023
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La prosa italiana tra comunicazione e invenzione letteraria, 2024
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Revue Romane, 2016
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International Association For Development of the Information Society, Oct 1, 2012
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Studies in Communication Sciences
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Papers by Annamaria Cacchione
Nel frattempo, il bisogno di competenze solide e aggiornate è sempre più forte e gli adulti sono sottoposti a pressioni sociali ed economiche continue. Per questo, le linee comuni europee ci chiedono di assicurare, entro il 2030, che almeno il 60% degli adulti partecipi ad attività formative ogni anno. Nonostante i numerosi problemi, il sistema dell’Istruzione degli Adulti italiano può raccogliere questa sfida e contribuire a raggiungere questi ambiziosi obiettivi, a patto però di procedere a un profondo lavoro di riorganizzazione e di professionalizzazione del corpo docente.
Nel frattempo, il bisogno di competenze solide e aggiornate è sempre più forte e gli adulti sono sottoposti a pressioni sociali ed economiche continue. Per questo, le linee comuni europee ci chiedono di assicurare, entro il 2030, che almeno il 60% degli adulti partecipi ad attività formative ogni anno. Nonostante i numerosi problemi, il sistema dell’Istruzione degli Adulti italiano può raccogliere questa sfida e contribuire a raggiungere questi ambiziosi obiettivi, a patto però di procedere a un profondo lavoro di riorganizzazione e di professionalizzazione del corpo docente.