59,075 research outputs found

    Learning to like or dislike : revealing similarities and differences between evaluative learning effects

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    Researchers study phenomena such as the mere-exposure effect, evaluative conditioning, and persuasion to learn more about the ways in which likes and dislikes can be formed and changed. Often, these phenomena are studied in isolation. Here, we review and integrate conceptual analyses that highlight ways to relate these different phenomena and that reveal new avenues for research on evaluative learning. At the core of these analyses lies the idea that evaluative learning can be defined as changes in liking that are due to regularities in the environment. We discuss how this definition allows one to distinguish different types of evaluative learning on the basis of the nature of regularities (e.g., in the presence of one stimulus vs. in the presence of two stimuli) and the function of regularities (i.e., symbolic vs. nonsymbolic)

    Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)

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    "This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.

    Persuasive Design in Teaching and Learning

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    The EuroPLOT project (2010-2013) has developed Persuasive Learning and Technologies (PLOTs) and has evaluated them in four real-world case studies, which cover the widely different teaching scenarios of university education, adult learning in industry, informal learning at a museum, literature studies, and language learning. At the International Workshop of EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013), the results of the project were presented, and an overview of related research was given. One of the main conclusions of EuroPLOT has been that the specific learning context has to be considered when applying persuasive designs. At IWEPLET 2013, both the theoretical background as well as evaluations of persuasive technology demonstrations were presented. This paper provides an overview of these presentations

    Fictional Persuasion and the Nature of Belief

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    Psychological studies on fictional persuasion demonstrate that being engaged with fiction systematically affects our beliefs about the real world, in ways that seem insensitive to the truth. This threatens to undermine the widely accepted view that beliefs are essentially regulated in ways that tend to ensure their truth, and may tempt various non-doxastic interpretations of the belief-seeming attitudes we form as a result of engaging with fiction. I evaluate this threat, and argue that it is benign. Even if the relevant attitudes are best seen as genuine beliefs, as I think they often are, their lack of appropriate sensitivity to the truth does not undermine the essential tie between belief and truth. To this end, I shall consider what I take to be the three most plausible models of the cognitive mechanisms underlying fictional persuasion, and argue that on none of these models does fictional persuasion undermine the essential truth-tie

    Personalized Emphasis Framing for Persuasive Message Generation

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    In this paper, we present a study on personalized emphasis framing which can be used to tailor the content of a message to enhance its appeal to different individuals. With this framework, we directly model content selection decisions based on a set of psychologically-motivated domain-independent personal traits including personality (e.g., extraversion and conscientiousness) and basic human values (e.g., self-transcendence and hedonism). We also demonstrate how the analysis results can be used in automated personalized content selection for persuasive message generation

    Defining and characterizing team resilience in elite sport

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    Objectives: The objectives of this study were to develop a definition of team resilience and to identify the resilient characteristics of elite sport teams. Design and Method: Focus groups consisting of a total of 31 participants were conducted with five elite teams from a range of sports. An interpretive thematic analysis using inductive and deductive reasoning was employed to analyze the data. Results and Conclusions: Team resilience was defined as a dynamic, psychosocial process which protects a group of individuals from the potential negative effect of the stressors they collectively encounter. It comprises of processes whereby team members use their individual and combined resources to positively adapt when experiencing adversity. Findings revealed four main resilient characteristics of elite sport teams: group structure, mastery approaches, social capital, and collective efficacy. This study extends resilience research in sport psychology by providing greater conceptual clarity of resilience at a team level. The implications of the findings for those conducting research in this area and for those consulting with elite sport teams are discussed

    The Informal Logic of Mathematical Proof

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    Informal logic is a method of argument analysis which is complementary to that of formal logic, providing for the pragmatic treatment of features of argumentation which cannot be reduced to logical form. The central claim of this paper is that a more nuanced understanding of mathematical proof and discovery may be achieved by paying attention to the aspects of mathematical argumentation which can be captured by informal, rather than formal, logic. Two accounts of argumentation are considered: the pioneering work of Stephen Toulmin [The uses of argument, Cambridge University Press, 1958] and the more recent studies of Douglas Walton, [e.g. The new dialectic: Conversational contexts of argument, University of Toronto Press, 1998]. The focus of both of these approaches has largely been restricted to natural language argumentation. However, Walton's method in particular provides a fruitful analysis of mathematical proof. He offers a contextual account of argumentational strategies, distinguishing a variety of different types of dialogue in which arguments may occur. This analysis represents many different fallacious or otherwise illicit arguments as the deployment of strategies which are sometimes admissible in contexts in which they are inadmissible. I argue that mathematical proofs are deployed in a greater variety of types of dialogue than has commonly been assumed. I proceed to show that many of the important philosophical and pedagogical problems of mathematical proof arise from a failure to make explicit the type of dialogue in which the proof is introduced.Comment: 14 pages, 1 figure, 3 tables. Forthcoming in Perspectives on Mathematical Practices: Proceedings of the Brussels PMP2002 Conference (Logic, Epistemology and the Unity of the Sciences Series), J. P. Van Bendegem & B. Van Kerkhove, edd. (Dordrecht: Kluwer, 2004

    Exploring personality-targeted UI design in online social participation systems

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    We present a theoretical foundation and empirical findings demonstrating the effectiveness of personality-targeted design. Much like a medical treatment applied to a person based on his specific genetic profile, we argue that theory-driven, personality-targeted UI design can be more effective than design applied to the entire population. The empirical exploration focused on two settings, two populations and two personality traits: Study 1 shows that users' extroversion level moderates the relationship between the UI cue of audience size and users' contribution. Study 2 demonstrates that the effectiveness of social anchors in encouraging online contributions depends on users' level of emotional stability. Taken together, the findings demonstrate the potential and robustness of the interactionist approach to UI design. The findings contribute to the HCI community, and in particular to designers of social systems, by providing guidelines to targeted design that can increase online participation. Copyright © 2013 ACM
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