12,604 research outputs found

    PrĂ©diction de la dĂ©tĂ©rioration du comportement Ă  l’aide de l’apprentissage automatique

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    Les plateformes de mĂ©dias sociaux rassemblent des individus pour interagir de maniĂšre amicale et civilisĂ©e tout en ayant des convictions et des croyances diversifiĂ©es. Certaines personnes adoptent des comportements rĂ©prĂ©hensibles qui nuisent Ă  la sĂ©rĂ©nitĂ© et affectent nĂ©gativement l’équanimitĂ© des autres utilisateurs. Certains cas de mauvaise conduite peuvent initialement avoir de petits effets statistiques, mais leur accumulation persistante pourrait entraĂźner des consĂ©quences majeures et dĂ©vastatrices. L’accumulation persistante des mauvais comportements peut ĂȘtre un prĂ©dicteur valide des facteurs de risque de dĂ©tĂ©rioration du comportement. Le problĂšme de la dĂ©tĂ©rioration du comportement n’a pas Ă©tĂ© largement Ă©tudiĂ© dans le contexte des mĂ©dias sociaux. La dĂ©tection prĂ©coce de la dĂ©tĂ©rioration du comportement peut ĂȘtre d’une importance cruciale pour Ă©viter que le mauvais comportement des individus ne s’aggrave. Cette thĂšse aborde le problĂšme de la dĂ©tĂ©rioration du comportement dans le contexte des mĂ©dias sociaux. Nous proposons de nouvelles mĂ©thodes basĂ©es sur l’apprentissage automatique qui (1) explorent les sĂ©quences comportementales et leurs motifs temporels pour faciliter la comprĂ©hension des comportements manifestĂ©s par les individus et (2) prĂ©disent la dĂ©tĂ©rioration du comportement Ă  partir de combinaisons consĂ©cutives de motifs sĂ©quentiels correspondant Ă  des comportements inappropriĂ©s. Nous menons des expĂ©riences approfondies Ă  l’aide d’ensembles de donnĂ©es du monde rĂ©el et dĂ©montrons la capacitĂ© de nos modĂšles Ă  prĂ©dire la dĂ©tĂ©rioration du comportement avec un haut degrĂ© de prĂ©cision, c’est-Ă -dire des scores F-1 supĂ©rieurs Ă  0,8. En outre, nous examinons la trajectoire de dĂ©tĂ©rioration du comportement afin de dĂ©couvrir les Ă©tats Ă©motionnels que les individus prĂ©sentent progressivement et d’évaluer si ces Ă©tats Ă©motionnels conduisent Ă  la dĂ©tĂ©rioration du comportement au fil du temps. Nos rĂ©sultats suggĂšrent que la colĂšre pourrait ĂȘtre un Ă©tat Ă©motionnel potentiel qui pourrait contribuer substantiellement Ă  la dĂ©tĂ©rioration du comportement

    Squaring the circle: a new alternative to alternative-assessment

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    Many quality assurance systems rely on high-stakes assessment for course certification. Such methods are not as objective as they might appear; they can have detrimental effects on student motivation and may lack relevance to the needs of degree courses increasingly oriented to vocational utility. Alternative assessment methods can show greater formative and motivational value for students but are not well suited to the demands of course certification. The widespread use of virtual learning environments and electronic portfolios generates substantial learner activity data to enable new ways of monitoring and assessing students through Learning Analytics. These emerging practices have the potential to square the circle by generating objective, summative reports for course certification while at the same time providing formative assessment to personalise the student experience. This paper introduces conceptual models of assessment to explore how traditional reliance on numbers and grades might be displaced by new forms of evidence-intensive student profiling and engagement

    Increasing nature connection in children:A mini review of interventions

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    Alexia Barrable - ORCID: 0000-0002-5352-8330 https://orcid.org/0000-0002-5352-8330Half of the world’s population live in the urban environment. Lifestyle changes in the 20th century have led to spending more time indoors and less in nature. Due to safety concerns, longer hours in formal education, as well as lack of suitable outdoor environments, children in particular have been found to spend very little time outdoors. We have an opportunity, both timely and unique to have our children (re)connect with nature. Nature connection is a subjective state and trait that encompasses affective, cognitive, and experiential aspects in addition to being positively associated with wellbeing, and strong predictor of pro-environmental attitudes and behaviors. This mini-review brings together recent studies that report on interventions to increase nature connection in children. Fourteen studies were identified through electronic searches of Web of Science, Scopus, PsychInfo, ERIC, and Google Scholar. The review aims to offer an overview of the interventions identified, provide a snapshot of the current state of the literature, briefly present themes and trends in the studies identified in relation to nature connection in young people, and propose potential guidelines for future work.https://doi.org/10.3389/fpsyg.2020.0049211pubpu

    Tailoring persuasive health games to gamer type

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    Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior

    SPEC Kit 356 Diversity and Inclusion

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    Today, diversity is defined beyond racial and ethnic groups and includes gender, sexual orientation, ability, language, religious belief, national origin, age, and ideas. The increase of published literature about cultural competencies, microaggressions, and assessment of diversity issues, as well as the inclusion of social justice movements in libraries, suggests diversity-related activities have increased and evolved over the last seven years. Over this time span, several libraries have obtained funding to support strategies to increase the number of minority librarians on their staff and support their advancement within the organization. There also appears to be an increase in the number of diversity or multicultural groups at the local, state, and national levels. However, these changes have not been consistently documented. Therefore, it is important to re-examine this topic to evaluate the impact of evolving endeavors, to see if more ARL libraries are involved, to see how diversity plans have changed over the years, and to document the current practices of research libraries. The main purpose of this survey was to identify diversity trends and changes in managing diversity issues in ARL libraries through exploring the components of diversity plans and initiatives since 2010, acknowledge library efforts since the 1990s, provide evidence of best practices and future trends, and identify current strategies that increase the number of minority librarians in research libraries and the types of programs that foster a diverse workplace and climate. The survey was conducted between May 1 and June 5, 2017. Sixty-eight of the 124 ARL member institutions responded to the survey for a 55% response rate. Interestingly, only 22 of the respondents to the 2010 SPEC survey participated in this survey, but this provides an opportunity to explore the diversity and inclusion efforts of a new set of institutions in addition to seeing what changes those 22 institutions have made since 2010. The SPEC Survey on Diversity and Inclusion was designed by Toni Anaya, Instruction Coordinator, and Charlene Maxey-Harris, Research and Instructional Services Chair, at the University of Nebraska-Lincoln. These results are based on responses from 68 of the 124 ARL member libraries (55%) by the deadline of June 12, 2017. The survey’s introductory text and questions are reproduced below, followed by the response data and selected comments from the respondents. The purpose of this survey is to explore the components of diversity plans created since 2010, identify current recruitment and retention strategies that aim to increase the number of minority librarians in research libraries, identify staff development programs that foster an inclusive workplace and climate, identify how diversity programs have changed, and gather information on how libraries assess these efforts

    Constructing Meanings by Designing Worlds: Digital Games as Participatory Platforms for Interest-Driven Learning and Creativity

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    This study emerges from the observation of an increasing divide between generations: a lack of a shared ground that carries profound social, cultural, and educational implications. In particular, the broadening differences between academic and “grassroots” approaches to learning and creativity are transforming formal and informal enterprises into seemingly incommunicable realms. This clash between different (and distant) practices, inside and outside of school, is inhibiting the construction of a common language between teachers and students, and, more broadly, between generations, thus hindering the development of any educational discourse. In this study I inquired into an online participatory space in order to advance our understanding on how its participants, driven by their interest for gaming and game design, discursively constructed learning and creativity. In particular, I looked into a community dedicated to designing, sharing, and critiquing digital game levels (i.e. “mini-games”) created with LittleBigPlanet (a digital game and creative tool for the PlayStation 3 game console) and discussed in the “Forum” section of the LittleBigPlanet Central website (www.lbpcentral.com). In this qualitative study I applied a hybrid intertextual methodology based on discourse analysis, studio critique, and design process analysis to analyze discursive texts (threads/posts in the discussion forum), interactive artifacts (user-generated game levels), and constructive practices (deigning, sharing, and critiquing game levels). The findings of this study show that participants socially construct and negotiate learning and creativity by enacting specific discursive functions that entail the use of humor and specialist language and the negotiation of effort and self-appreciation. By engaging in multimodal and intertextual practices in an attentive and competent community, users create a safe social space that fosters reciprocal trust, togetherness, participation, planning, and reflectivity. By furthering our understanding of a situated interest world, this research advances our knowledge on informal participatory spaces in which learning and creativity emerge as intertwined phenomena that develop through social-constructive endeavors that spur from people’s interests and passions

    Harnessing Collaborative Technologies: Helping Funders Work Together Better

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    This report was produced through a joint research project of the Monitor Institute and the Foundation Center. The research included an extensive literature review on collaboration in philanthropy, detailed analysis of trends from a recent Foundation Center survey of the largest U.S. foundations, interviews with 37 leading philanthropy professionals and technology experts, and a review of over 170 online tools.The report is a story about how new tools are changing the way funders collaborate. It includes three primary sections: an introduction to emerging technologies and the changing context for philanthropic collaboration; an overview of collaborative needs and tools; and recommendations for improving the collaborative technology landscapeA "Key Findings" executive summary serves as a companion piece to this full report

    Seminar Users in the Arabic Twitter Sphere

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    We introduce the notion of "seminar users", who are social media users engaged in propaganda in support of a political entity. We develop a framework that can identify such users with 84.4% precision and 76.1% recall. While our dataset is from the Arab region, omitting language-specific features has only a minor impact on classification performance, and thus, our approach could work for detecting seminar users in other parts of the world and in other languages. We further explored a controversial political topic to observe the prevalence and potential potency of such users. In our case study, we found that 25% of the users engaged in the topic are in fact seminar users and their tweets make nearly a third of the on-topic tweets. Moreover, they are often successful in affecting mainstream discourse with coordinated hashtag campaigns.Comment: to appear in SocInfo 201
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