2,141 research outputs found

    Improvisation for technically-oriented peoples

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    Teaching “soft” skills to technical people is just as important as learning “hard” skills. Improvisation techniques can also be used in teaching technical concepts such as cybersecurity, agile development, database design, programming concepts, and most importantly how to better one’s communication skills. In an age where rapid changes have become the norm, improvisation techniques can be used to help navigate the new challenges of the next generation careers, global interaction, and technologies. These techniques can easily be incorporated in other methodologies such as creative problem-solving and design thinking. There are clearly defined and flexible rules for improvising, which make it easier for technical persons to learn and use in their daily life and career.Enseñar las habilidades “blandas” a las personas técnicas es tan importante como aprender las habilidades “duras”. Las técnicas de improvisación también se pueden usar en la enseñanza de conceptos técnicos como la ciberseguridad, el desarrollo ágil, el diseño de bases de datos, los conceptos de programación y, lo más importante, cómo mejorar las habilidades de comunicación. En una era en la que los cambios rápidos se han convertido en la norma, las técnicas de improvisación pueden usarse para ayudar a navegar los nuevos desafíos de las carreras de la próxima generación, la interacción global y las tecnologías. Estas técnicas pueden incorporarse fácilmente en otras metodologías, como la resolución creativa de problemas y el pensamiento de diseño. Existen reglas claramente definidas y flexibles para la improvisación que facilitan que las personas técnicas aprendan y usen en su vida diaria y carrer

    The impact of STEAM education using robotics on the executive function of typical and ADHD students along with developmental exploration

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    Educational Robotics (ER) is a novel learning approach renowned mostly for its effects on scientific academic disciplines such as science, technology, engineering, arts and mathematics (STEAM). According to recent research, ER can also influence cognitive development by increasing critical reasoning and planning abilities. The purpose of this study was to quantify the potential of ER to empower Executive Functions (EF), including the ability to govern, update, and program information. Executive Function (EF) refers to a complex set of cognitive control processes required for adaptive daily functioning. EFs are more predictive of intellectual progress, health, wealth, and quality of life over the life span than IQ or socioeconomic position. Evidence suggests that EFs can be divided into three core capacities (working memory, inhibition, and shifting), which work together to support higher-order cognitive processing (e.g., planning, problem solving) required to stay on track, resist contrary impulses and distraction, and pursue more-positive (rather than most-immediate) outcomes. Given the importance of EFs, there is a growing interest in enhancing them. The current study sought also to validate the ER's efficacy on EF in children with ADHD

    Gaining Computational Insight into Psychological Data: Applications of Machine Learning with Eating Disorders and Autism Spectrum Disorder

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    Over the past 100 years, assessment tools have been developed that allow us to explore mental and behavioral processes that could not be measured before. However, conventional statistical models used for psychological data are lacking in thoroughness and predictability. This provides a perfect opportunity to use machine learning to study the data in a novel way. In this paper, we present examples of using machine learning techniques with data in three areas: eating disorders, body satisfaction, and Autism Spectrum Disorder (ASD). We explore clustering algorithms as well as virtual reality (VR). Our first study employs the k-means clustering algorithm to explore eating disorder behaviors. Our results show that the Eating Disorder Examination Questionnaire (EDE-Q) and Clinical Impairment Assessment (CIA) are good predictors of eating disorder behavior. Our second study uses a hierarchical clustering algorithm to find patterns in the dataset that were previously not considered. We found four clusters that may highlight the unique differences between participants who had positive body image versus participants who had negative body image. The final chapter presents a case study with a specific VR tool, Bob’s Fish Shop, and users with ASD and Attention Deficit Hyperactivity Disorder (ADHD). We hypothesize that, through the repetition and analysis of these virtual interactions, users can improve social and conversational understanding. Through the implementation of various machine learning algorithms and programs, we can study the human experience in a way that has never been done. We can account for neurodiverse populations and assist them in ways that are not only helpful but also educational

    Computer Science Framework to Teach Community-Based Environmental Literacy and Data Literacy to Diverse Students

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    This study introduces an integrated curriculum designed to empower underrepresented students by combining environmental literacy, data literacy, and computer science. The framework promotes environmental awareness, data literacy, and civic engagement using a culturally sustaining approach. This integrated curriculum is embedded with resources to support language development, technology skills, and coding skills to accommodate the diverse needs of students. To evaluate the effectiveness of this curriculum, we conducted a pilot study in a 5th-grade special education classroom with multilingual Latinx students. During the pilot, students utilized Scratch, a block-based coding language, to create interactive projects that showcased locally collected data, which they used to communicate environmental challenges and propose solutions to community leaders. This approach allowed students to engage with environmental literacy at a deeper level, harnessing their creativity and community knowledge in the digital learning environment. Moreover, this curriculum equipped students with the skills to critically analyze political and socio-cultural factors impacting environmental sustainability. Students not only gained knowledge within the classroom but also applied their learning to address real environmental issues within their community. The results of the pilot study underscore the efficacy of this integrated approach.Comment: 4 figures, 1 tabl

    Computer games as a subject of psychological research – negative and positive aspects of gaming

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    Computer games are an interactive form of entertainment that is popular with younger and younger players. Therefore researchers are actively seeking information on the consequences of pursuing this type of pastime. At the beginning, the researchers’ attention was focused mainly on the negative aspects of gaming. Nowadays, more and more benefits related to this activity are being indicated. In 2014, Granic, Lobel and Engels published an article on the benefits of playing computer games. The researchers focused on four areas: cognitive, motivational, emotional, and social. They wanted to inspire new research on mental health benefits of gaming by pointing to various research reports they selected. This paper aims to present the research directions explored in recent years by researchers who strive to describe the positive and negative consequences of gaming. I present the main directions and examples of research in these areas, highlighting the ambiguity of the current results. Problematic areas related to gaming include aggression and violence, addiction, weakening of social relations, experiencing undesirable emotions, sexualization, racial prejudice, and racial discrimination. The indicated opportunities and benefits are the strengthening of cognitive, motor, emotional, and social competences

    Psychology, Learning, Technology

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    This open access book constitutes the refereed proceedings of 1st International Workshop on Psychology, Learning, Technology, PLT 2022, Foggia, Italy, during January 2022. The 8 full papers presented here were carefully reviewed and selected from 23 submissions. In addition, one invited paper is also included. Psychology, Learning, ad Technology Conference (PLT2022) aims to explore learning paths that incorporate digital technologies in innovative and transformative ways and the improvement of the psychological and relational life. The conference includes topics about the methodology of application of the ICT tools in psychology and education: from blended learning to the application of artificial intelligence in education; from the teaching, learning, and assessment strategies and practices to the new frontiers on Human-Computer Interaction
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