17,515 research outputs found

    Be bold and take a challenge: could motivational strategies improve help-seeking?

    Get PDF
    Part of the motivation behind the evolution of learning environments is the idea of providing students with individualized instructional strategies that allow them to learn as much as possible. It has been suggested that the goals an individual holds create a framework or orientation from which they react and respond to events. There is a large evidence-based literature which supports the notion of mastery and performance approaches to learning and which identifies distinct behavioural patterns associated with each. However, it remains unclear how these orientations manifest themselves within the individual: an important question to address when applying goal theory to the development of a goal-sensitive learner model. This paper exposes some of these issues by describing two empirical studies. They approach the subject from different perspectives, one from the implementation of an affective computing system and the other a classroom-based study, have both encountered the same empirical and theoretical problems: the dispositional/situational aspect and the dimensionality of goal orientation

    A fuzzy-based approach for classifying students' emotional states in online collaborative work

    Get PDF
    (c) 2016 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.Emotion awareness is becoming a key aspect in collaborative work at academia, enterprises and organizations that use collaborative group work in their activity. Due to pervasiveness of ICT's, most of collaboration can be performed through communication media channels such as discussion forums, social networks, etc. The emotive state of the users while they carry out their activity such as collaborative learning at Universities or project work at enterprises and organizations influences very much their performance and can actually determine the final learning or project outcome. Therefore, monitoring the users' emotive states and using that information for providing feedback and scaffolding is crucial. To this end, automated analysis over data collected from communication channels is a useful source. In this paper, we propose an approach to process such collected data in order to classify and assess emotional states of involved users and provide them feedback accordingly to their emotive states. In order to achieve this, a fuzzy approach is used to build the emotive classification system, which is fed with data from ANEW dictionary, whose words are bound to emotional weights and these, in turn, are used to map Fuzzy sets in our proposal. The proposed fuzzy-based system has been evaluated using real data from collaborative learning courses in an academic context.Peer ReviewedPostprint (author's final draft

    A model for providing emotion awareness and feedback using fuzzy logic in online learning

    Get PDF
    Monitoring users’ emotive states and using that information for providing feedback and scaffolding is crucial. In the learning context, emotions can be used to increase students’ attention as well as to improve memory and reasoning. In this context, tutors should be prepared to create affective learning situations and encourage collaborative knowledge construction as well as identify those students’ feelings which hinder learning process. In this paper, we propose a novel approach to label affective behavior in educational discourse based on fuzzy logic, which enables a human or virtual tutor to capture students’ emotions, make students aware of their own emotions, assess these emotions and provide appropriate affective feedback. To that end, we propose a fuzzy classifier that provides a priori qualitative assessment and fuzzy qualifiers bound to the amounts such as few, regular and many assigned by an affective dictionary to every word. The advantage of the statistical approach is to reduce the classical pollution problem of training and analyzing the scenario using the same dataset. Our approach has been tested in a real online learning environment and proved to have a very positive influence on students’ learning performance.Peer ReviewedPostprint (author's final draft

    Collaborative trails in e-learning environments

    Get PDF
    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    Affect and believability in game characters:a review of the use of affective computing in games

    Get PDF
    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
    • …
    corecore