97,381 research outputs found

    Modelling Group Dynamics with SYMLOG and Snowdrift for Intelligent Classroom Environment

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    The aim of this thesis is to provide assistance to human teachers focusing on supporting group work within a classroom environment. This is achieved by incorporating theories from Psychology and Game Theory in order to provide a better method of modelling and predicting group interactions. This research proposes a framework that extends the pre-existing Intelligent Tutorial System (ITS) beyond the individual and into one that encompasses one or more groups of learners within a learning space. This framework transforms a traditional school classroom into a group interface as part of the communication module of an ITS and enhances the role of a human teacher. This is achieved by automating class management tasks and providing an immersive learning experience. Moreover, the proposed framework monitors emotional well-being and feeds back, to the teacher, emotional profiles of individuals and groups. This new ITS system is named Intelligent Classroom Tutoring System (ICTS). 6 experiments were conducted to support the ICTS. 2 experiments were set up to compare experimental frameworks for SYMLOG allowing the researchers to test a new mod-SYMLOG which was found to be an effective tool for modelling groups interactions. 1 experiment was centred around a longitudinal study of group work, and the final 3 composing of both AI and human studies, examining applying a new mod-Snowdift game to produce a predictive mechanism for group interaction

    Reflexivity and flexibility: Complementary routes to innovation?

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    Flexibility and reflexivity are essential processes for organisational innovation. The aim of the paper is to investigate their concurrent and interactive contribution in enhancing two innovation outcomes (the organisational openness towards innovation and the actual innovation adoption). Participants were 357 Italian employees. Results of a hierarchical regression model showed the role of both factors in fostering the two innovation outcomes under study. In addition, results showed the complementary interaction of reflexivity and flexibility, outlining two possible routes to innovation. Specifically, reflexivity appears to be a generative learning process capable of encouraging innovation in low-flexibility conditions, whereas flexibility tends to encourage innovation in low-reflexivity conditions. The findings provide empirical support of their roles as complementary resources for innovation, which has been under-examined in the literature

    Technology that enhances without inhibiting learning

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    Technology supported information sharing could be argued to both enhance and inhibit learning. However, social and affective issues that motivate learners' technology interactions are often overlooked. Are learners avoiding valuable learning applications because of privacy fears and trust issues? Will inaccurate technology assumptions and awareness inhibit information sharing? Do learners need control over technology enhanced safe creative spaces or can they be motivated to overcome badly designed systems because sharing is 'valuable' or 'fun'. This presentation details a model of privacy and trust issues that can be used to enhance elearning. Several OU case-studies of multimedia, mobile and elearning applications (conducted within IET, KMI and the Open CETL) are evaluated using this model. The model helps to identify trade-offs that learners make for technology enhanced or inhibited learning. Theories of control, identity, information sensitivity and re-use are discussed within the context of these elearning examples

    A pedagogical framework for embedding C&IT into the curriculum

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    This paper proposes a methodology for effectively embedding communication and information technologies (C&IT) into the curriculum. This builds on existing frameworks for designing courses involving C&IT. A hypothetical illustration of this process is provided, and issues relating to the adoption and application of the methodology are identified

    A–C Estrogens as Potent and Selective Estrogen Receptor-Beta Agonists (SERBAs) to Enhance Memory Consolidation under Low-Estrogen Conditions

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    Estrogen receptor-beta (ERβ) is a drug target for memory consolidation in postmenopausal women. Herein is reported a series of potent and selective ERβ agonists (SERBAs) with in vivo efficacy that are A–C estrogens, lacking the B and D estrogen rings. The most potent and selective A–C estrogen is selective for activating ER relative to seven other nuclear hormone receptors, with a surprising 750-fold selectivity for the β over α isoform and with EC50s of 20–30 nM in cell-based and direct binding assays. Comparison of potency in different assays suggests that the ER isoform selectivity is related to the compound’s ability to drive the productive conformational change needed to activate transcription. The compound also shows in vivo efficacy after microinfusion into the dorsal hippocampus and after intraperitoneal injection (0.5 mg/kg) or oral gavage (0.5 mg/kg). This simple yet novel A–C estrogen is selective, brain penetrant, and facilitates memory consolidation

    Building the Infrastructure: The Effects of Role Identification Behaviors on Team Cognition Development and Performance

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    The primary purpose of this study was to extend theory and research regarding the emergence of mental models and transactive memory in teams. Utilizing Kozlowski et al.’s (1999) model of team compilation, we examine the effect of role identification behaviors and argue that such behaviors represent the initial building blocks of team cognition during the role compilation phase of team development. We then hypothesized that team mental models and transactive memory would convey the effects of these behaviors onto team performance in the team compilation phase of development. Results from 60 teams working on a command and control simulation supported our hypotheses

    A three person poncho and a set of maracas:designing Ola De La Vida, a co-located social play computer game

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    Events that bring people together to play video games as a social experience are growing in popularity across the western world. Amongst these events are ‘play parties,’ temporary social play environments which create unique shared play experiences for attendees unlike anything they could experience elsewhere. This paper explores co-located play experience design and proposes that social play games can lead to the formation of temporary play communities. These communities may last for a single gameplay session, for a whole event, or beyond the event. The paper analyses games designed or enhanced by social play contexts and evaluates a social play game, Ola de la Vida. The research findings suggest that social play games can foster community through the design of game play within the game itself, through curation which enhances their social potential, and through design for ‘semi-spectatorship’, which blurs the boundaries between player and spectator thus widening the game’s magic circle

    Supporting arts and science communities on-line

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    This paper examines the use of the Web to support continuing professional development (CPD). It outlines the factors driving the adoption of CPD and highlights areas where the Web can aid in the development of successful professional communities. A survey examining the use of the Internet to support professionals working in the domains of the Arts and Science is presented. The study reviews twenty four sites for the presence and degree of adoption of several key features including: - community building, range and value of content, user friendliness and guidance, sophistication of employed Web technology
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