1,053 research outputs found

    Flow and business simulation games: A typology of students

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    In the context of management training business simulation games are increasingly emerging as pedagogical tools for motivating and engaging players actively in the learning experience. Business simulation games provide opportunities for students to enter the flow state. However, few studies have applied flow theory in this specific context. Using data from a two-wave longitudinal study with a sample of 430 students who played a business simulation game, this research draws on the four-channel model of flow to identify subgroups of students based on their levels of skill and challenge and to analyse the evolution of their optimal experience of flow. In addition, it explores whether students in flow achieve higher learning outcomes; in particular, students’ perceived learning, satisfaction and skills development

    Behaviorally Measuring Ease-of-Use by Analyzing Users’ Mouse Cursor Movements

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    Ease-of-use—the extent to which a technology is free of effort—is a hallmark of many successful websites and is a predictor of important user outcomes including intentions to use a system and a system’s perceived usefulness. We propose a behavior-based measure of ease-of-use based on the analysis of users’ mouse cursor movements. As a basis for this measure, we explain how ease-of-use influences the precision of users’ mouse cursor movements, extending Attentional Control Theory and the Response Activation Model. We propose two mousing statistics—Normalized Area under the Curve and Normalized Additional Distance—and predict that they are correlated with PEOU and can be used to differentiate ease-of-use among different tasks. We end by describing next steps to test our hypotheses and highlight potential implications

    Social media fatigue pada mahasiswa di masa pandemi COVID-19: Peran neurotisisme, kelebihan informasi, invasion of life, kecemasan, dan jenis kelamin

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    Tujuan dari penelitian ini adalah untuk memeriksa apakah neurotisisme, kelebihan informasi, invasion of life, dan kecemasan memengaruhi social media fatigue pada mahasiswa yang belajar di rumah karena pandemi COVID-19. Partisipan penelitian ini berjumlah 639 orang mahasiswa dari kawasan Jabodetabek dan beberapa kota lain yang aktif menggunakan media sosial sebagai sarana belajar di rumah dan juga mencari dan menerima berbagai informasi. Teknik analisis utama yang digunakan adalah regresi hierarkis. Hasil penelitian memperlihatkan bahwa secara bertahap masing-masing variabel seperti neurotisisme, kelebihan informasi, invasion of life dan kecemasan memiliki pengaruh terhadap terjadinya social media fatigue pada mahasiswa. Namun demikian pada tahap terakhir ketika kecemasan dipertimbangkan dalam perhitungan maka neurotisisme menjadi tidak berpengaruh. Hasil penelitian ini juga menunjukkan besarnya pengaruh kelebihan informasi terhadap social media fatigue dan lebih rentannya kelompok mahasiswa pria untuk mengalami social media fatigue saat belajar di rumah selama pandemi COVID-19

    Eye quietness and quiet eye in expert and novice golf performance: an electrooculographic analysis

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    Quiet eye (QE) is the final ocular fixation on the target of an action (e.g., the ball in golf putting). Camerabased eye-tracking studies have consistently found longer QE durations in experts than novices; however, mechanisms underlying QE are not known. To offer a new perspective we examined the feasibility of measuring the QE using electrooculography (EOG) and developed an index to assess ocular activity across time: eye quietness (EQ). Ten expert and ten novice golfers putted 60 balls to a 2.4 m distant hole. Horizontal EOG (2ms resolution) was recorded from two electrodes placed on the outer sides of the eyes. QE duration was measured using a EOG voltage threshold and comprised the sum of the pre-movement and post-movement initiation components. EQ was computed as the standard deviation of the EOG in 0.5 s bins from –4 to +2 s, relative to backswing initiation: lower values indicate less movement of the eyes, hence greater quietness. Finally, we measured club-ball address and swing durations. T-tests showed that total QE did not differ between groups (p = .31); however, experts had marginally shorter pre-movement QE (p = .08) and longer post-movement QE (p < .001) than novices. A group × time ANOVA revealed that experts had less EQ before backswing initiation and greater EQ after backswing initiation (p = .002). QE durations were inversely correlated with EQ from –1.5 to 1 s (rs = –.48 - –.90, ps = .03 - .001). Experts had longer swing durations than novices (p = .01) and, importantly, swing durations correlated positively with post-movement QE (r = .52, p = .02) and negatively with EQ from 0.5 to 1s (r = –.63, p = .003). This study demonstrates the feasibility of measuring ocular activity using EOG and validates EQ as an index of ocular activity. Its findings challenge the dominant perspective on QE and provide new evidence that expert-novice differences in ocular activity may reflect differences in the kinematics of how experts and novices execute skills

    Visual Climate Change Communication: From Iconography To Locally Framed 3D Visualization

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    Climate change is an urgent problem with implications registered not only globally, but also on national and local scales. It is a particularly challenging case of environmental communication because its main cause, greenhouse gas emissions, is invisible. The predominant approach of making climate change visible is the use of iconic, often affective, imagery. Literature on the iconography of climate change shows that global iconic motifs, such as polar bears, have contributed to a public perception of the problem as spatially and temporally remote. This paper proposes an alternative approach to global climate change icons by focusing on recognizable representations of local impacts within an interactive game environment. This approach was implemented and tested in a research project based on the municipality of Delta, British Columbia. A major outcome of the research is Future Delta, an interactive educational game featuring 3D visualizations and simulation tools for climate change adaptation and mitigation future scenarios. The empirical evaluation is based on quantitative pre/post-game play questionnaires with 18 students and 10 qualitative expert interviews. The findings support the assumption that interactive 3D imagery is effective in communicating climate change. The quantitative post-questionnaires particularly highlight a shift in support of more local responsibility

    The Role of Massively Multiplayer Role-Playing Games in Facilitating Vocabulary Acquisition for English Language Learners: A Mixed-Methods Study

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    Slow vocabulary development and poor comprehension among English Language learners (ELLs) (August, Carlo, & Snow, 2005) have resulted in an academic achievement gap between ELLs and native English-speaking learners in the United States (Klingner, Artiles, & Barletta, 2006; Wilde, 2010). This mixed-methods sequential explanatory research aims to help narrow the academic gap by providing increased engagement and interaction opportunities to ELLs. In this study, I replicated and extended Bourgonjon et al. (2010)’s study identifying the predictive factors of students’ acceptance for using video games in the classrooms. A sequential qualitative study with 11 selected participants was conducted to explain how the factors, tested in the first quantitative phase of study, facilitate ELLs’ vocabulary growth. I triangulated the results of the two phases and the discussion of the findings to answer my research questions. Based on the data collected from 371 participants via a web-based survey, I tested the reliability and validity of the adapted survey scale items using inter-item correlations, factor analysis, and internal consistency reliability tests. Then, I formulated and validated path models to test the hypotheses related to relationships among variables. Results from the analysis concluded that the factor of perceived learning opportunity is an important predictors for players’ preference for using MMORPGs in the L2 English classroom. The follow-up qualitative study aims to explain why certain factors identified in the first phase were significant predictors that impact players’ preference to use MMORPGs to obtain L2 English vocabulary. Evidence shows that game texts and social interactions are major learning opportunities provided by MMORPGs. I expect that this study, along with further research in this area, will help teachers integrate MMORPGs or related game mechanics into their regular instruction to provide increased engagement and interaction opportunities to English language learners

    Attention and time constraints in performing and learning a table tennis forehand shot

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    This is a section on p. S95 of article 'Verbal and Poster: Motor Development, Motor Learning and Control, and Sport and Exercise Psychology' in Journal of Sport and Exercise Psychology, 2010, v.32, p.S36-S237published_or_final_versio

    EEG coherence between the verbal-analytical region (T3) and the motor-planning region (Fz) increases under stress in explicit motor learners but not implicit motor learners

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    This journal supplement contains abstracts of NASPSPA 2010Free Communications - Verbal and Poster: Motor Learning and Controlpublished_or_final_versionThe Annual Conference of the North American Society for the Psychology of Sport and Physical Activity (NASPSPA 2010), Tucson, AZ., 10-12 June 2010. In Journal of Sport and Exercise Psychology, 2010, v. 32 suppl., p. S13
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