56,170 research outputs found

    The impact of technology on childrenā€™s attainment in English: a review of the literature

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    CGAMES'2009

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    Collecting Data from Children Ages 9-13

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    Provides a summary of literature on common methods used to collect data, such as diaries, interviews, observational methods, and surveys. Analyzes age group-specific considerations, advantages, and drawbacks, with tips for improving data quality

    Interaction Effects of Socioeconomic Status on Emerging Literacy and Literacy Skills among Pre-Kindergarten and Kindergarten Children: A Comparison Study

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    Socioeconomic differences in childrenā€™s reading and educational outcomes have been thoroughly documented throughout literature. Bobalik, Scarber, and Toon (2017) examined the link between socioeconomic status (SES) and classroom instruction on emerging literacy skills in pre-kindergarten children. The results supported the theory that children identified as belonging to a low socioeconomic status enter school with lower emerging literacy skills and benefit most from academic instruction; these childrenā€™s literacy skills substantially increased throughout the academic year, growing closer to those of their peers who were identified with a high socioeconomic status. The aim of the present study was to expand our understanding of the interaction effects of socioeconomic status and curriculum on emerging literacy and literacy skills by continuing the research into kindergarten. This study examined whether 1) differences in groups continued to grow closer to the mean or 2) the differences in groups became greater with the introduction of reading skills in kindergarten. Children (N=33) were recruited from a private school and a public school. The children from the public school who qualified for the Federal Poverty Guidelines for free/reduced lunch were assigned as having a low socioeconomic status, and children from the private school were assigned as having a high socioeconomic status. The Phonological Awareness Literacy Screening ā€“ K (PALS-K) was used to measure the literacy skills in the kindergarten children. Results of the study indicated that literacy scores between the socioeconomic groups were not significantly different at the kindergarten level, however differences between the mean scores of the pre-kindergarten and kindergarten groups were found to be significant

    Affective Medicine: a review of Affective Computing efforts in Medical Informatics

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    Background: Affective computing (AC) is concerned with emotional interactions performed with and through computers. It is defined as ā€œcomputing that relates to, arises from, or deliberately influences emotionsā€. AC enables investigation and understanding of the relation between human emotions and health as well as application of assistive and useful technologies in the medical domain. Objectives: 1) To review the general state of the art in AC and its applications in medicine, and 2) to establish synergies between the research communities of AC and medical informatics. Methods: Aspects related to the human affective state as a determinant of the human health are discussed, coupled with an illustration of significant AC research and related literature output. Moreover, affective communication channels are described and their range of application fields is explored through illustrative examples. Results: The presented conferences, European research projects and research publications illustrate the recent increase of interest in the AC area by the medical community. Tele-home healthcare, AmI, ubiquitous monitoring, e-learning and virtual communities with emotionally expressive characters for elderly or impaired people are few areas where the potential of AC has been realized and applications have emerged. Conclusions: A number of gaps can potentially be overcome through the synergy of AC and medical informatics. The application of AC technologies parallels the advancement of the existing state of the art and the introduction of new methods. The amount of work and projects reviewed in this paper witness an ambitious and optimistic synergetic future of the affective medicine field

    System upgrade: realising the vision for UK education

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    A report summarising the findings of the TEL programme in the wider context of technology-enhanced learning and offering recommendations for future strategy in the area was launched on 13th June at the House of Lords to a group of policymakers, technologists and practitioners chaired by Lord Knight. The report ā€“ a major outcome of the programme ā€“ is written by TEL director Professor Richard Noss and a team of experts in various fields of technology-enhanced learning. The report features the programmeā€™s 12 recommendations for using technology-enhanced learning to upgrade UK education

    Easy on that trigger dad: a study of long term family photo retrieval

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    We examine the effects of new technologies for digital photography on people's longer term storage and access to collections of personal photos. We report an empirical study of parents' ability to retrieve photos related to salient family events from more than a year ago. Performance was relatively poor with people failing to find almost 40% of pictures. We analyze participants' organizational and access strategies to identify reasons for this poor performance. Possible reasons for retrieval failure include: storing too many pictures, rudimentary organization, use of multiple storage systems, failure to maintain collections and participants' false beliefs about their ability to access photos. We conclude by exploring the technical and theoretical implications of these findings

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productā€™s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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