13,451 research outputs found

    A Foundation for Emotional Expressivity

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    To express emotions to others in mobile text messaging in our view require designs that can both capture some of the ambiguity and subtleness that characterizes emotional interaction and keep the media specific qualities. Through the use of a body movement analysis and a dimensional model of emotion experiences, we arrived at a design for a mobile messaging service, eMoto. The service makes use of the sub-symbolic expressions; colors, shapes and animations, for expressing emotions in an open-ended way. Here we present the design process and a user study of those expressions, where the results show that the use of these sub-symbolic expressions can work as a foundation to use as a creative tool, but still allowing for the communication to be situated. The inspiration taken from body movements proved to be very useful as a design input. It was also reflected in the way our subjects described the expressions

    Bakhtinian Dialogic and Vygotskian Dialectic: Compatabilities and contradictions in the classroom?

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    This article explores two central notions of ‘dialectics’ and ‘dialogics’ based on the work of Vygotsky (drawing on philosophers such as Hegel, Spinoza, Engels and Marx) and Bakhtin (drawing on members of the Bakhtin Circle and writers such as Dostoevsky and Rabelais) respectively, as well their varying interanimations within Stalin-Marxist Russian society. It is proposed that these two positions are incommensurably located alongside one another in contemporary education. I argue that Bakhtin offers diametrically oppositional educational provocations to those of Vygotsky. The implications of these interpretations will be explored with consideration of their underlying philosophical incompatibilities and contradictions, as well as the opportunities such a consideration pose for educational practice today

    Modelling human teaching tactics and strategies for tutoring systems

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    One of the promises of ITSs and ILEs is that they will teach and assist learning in an intelligent manner. Historically this has tended to mean concentrating on the interface, on the representation of the domain and on the representation of the student’s knowledge. So systems have attempted to provide students with reifications both of what is to be learned and of the learning process, as well as optimally sequencing and adjusting activities, problems and feedback to best help them learn that domain. We now have embodied (and disembodied) teaching agents and computer-based peers, and the field demonstrates a much greater interest in metacognition and in collaborative activities and tools to support that collaboration. Nevertheless the issue of the teaching competence of ITSs and ILEs is still important, as well as the more specific question as to whether systems can and should mimic human teachers. Indeed increasing interest in embodied agents has thrown the spotlight back on how such agents should behave with respect to learners. In the mid 1980s Ohlsson and others offered critiques of ITSs and ILEs in terms of the limited range and adaptability of their teaching actions as compared to the wealth of tactics and strategies employed by human expert teachers. So are we in any better position in modelling teaching than we were in the 80s? Are these criticisms still as valid today as they were then? This paper reviews progress in understanding certain aspects of human expert teaching and in developing tutoring systems that implement those human teaching strategies and tactics. It concentrates particularly on how systems have dealt with student answers and how they have dealt with motivational issues, referring particularly to work carried out at Sussex: for example, on responding effectively to the student’s motivational state, on contingent and Vygotskian inspired teaching strategies and on the plausibility problem. This latter is concerned with whether tactics that are effectively applied by human teachers can be as effective when embodied in machine teachers

    Persistence in Mathematics by Underrepresented Students: Experiences of a Math Excel Program

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    Success in mathematics by underrepresented and nontraditional college students is measured not only by academic performance (grades), but also by the continued participation and persistence of these students in mathematics coursework. The Math Excel program at Oregon State University attempts to build learning communities with a sharp academic focus in support of students concurrently taking introductory level mathematics courses. The Math Excel program is based heavily on Uri Treisman\u27s Emerging Scholars Workshop model of collaborative problem solving. In this article, we examine the experience of minority students in the Educational Opportunities Program participating in the Math Excel program. While the program had appeared successful in terms of improving academic performance in the concurrent mathematics course, the continued participation and persistence of these students in mathematics was disappointing. On a trial basis, structural changes were made to build a much stronger identification of the Math Excel learning community with a section of College Algebra. In the next term, there was a much higher incidence of participation in the subsequent Precalculus using the same Math Excel structure. While the collaborative problem solving activity provided in Math Excel was crucial to students\u27 successful academic performance, these results suggest that subtle issues related to students\u27 recognition of and identiïŹcation with a learning community may be critically important to underrepresented and nontraditional students\u27 continued persistence in mathematics

    Designing Engaging Learning Experiences in Programming

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    In this paper we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies to explore how programming tasks could be framed to motivate learners. Our empirical findings from these four field studies are summarized here, with a particular focus upon one – Whack a Mole – which compared the use of a physical interface with the use of a screen-based equivalent interface to obtain insights into what made for an engaging learning experience. Emotions reported by two sets of participant undergraduate students were analyzed, identifying the links between the emotions experienced during programming and their origin. Evidence was collected of the very positive emotions experienced by learners programming with a physical interface (Arduino) in comparison with a similar program developed using a screen-based equivalent interface. A follow-up study provided further evidence of the motivation of personalized design of programming tangible physical artefacts. Collating all the evidence led to the design of a set of ‘Learning Dimensions’ which may provide educators with insights to support key design decisions for the creation of engaging programming learning experiences

    Decoding learning: the proof, promise and potential of digital education

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    With hundreds of millions of pounds spent on digital technology for education every year – from interactive whiteboards to the rise of one–to–one tablet computers – every new technology seems to offer unlimited promise to learning. many sectors have benefitted immensely from harnessing innovative uses of technology. cloud computing, mobile communications and internet applications have changed the way manufacturing, finance, business services, the media and retailers operate. But key questions remain in education: has the range of technologies helped improve learners’ experiences and the standards they achieve? or is this investment just languishing as kit in the cupboard? and what more can decision makers, schools, teachers, parents and the technology industry do to ensure the full potential of innovative technology is exploited? There is no doubt that digital technologies have had a profound impact upon the management of learning. institutions can now recruit, register, monitor, and report on students with a new economy, efficiency, and (sometimes) creativity. yet, evidence of digital technologies producing real transformation in learning and teaching remains elusive. The education sector has invested heavily in digital technology; but this investment has not yet resulted in the radical improvements to learning experiences and educational attainment. in 2011, the Review of Education Capital found that maintained schools spent £487 million on icT equipment and services in 2009-2010. 1 since then, the education system has entered a state of flux with changes to the curriculum, shifts in funding, and increasing school autonomy. While ring-fenced funding for icT equipment and services has since ceased, a survey of 1,317 schools in July 2012 by the british educational suppliers association found they were assigning an increasing amount of their budget to technology. With greater freedom and enthusiasm towards technology in education, schools and teachers have become more discerning and are beginning to demand more evidence to justify their spending and strategies. This is both a challenge and an opportunity as it puts schools in greater charge of their spending and use of technolog

    What does touch tell us about emotions in touchscreen-based gameplay?

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence

    JAPANESE STUDENTS’ MINDSET AND MOTIVATION IN STUDYING ENGLISH GRAMMAR AND READING

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    This study probes the intrinsic and extrinsic types of the motivation of Japanese University students and sheds light on their mindset and beliefs about learning English Grammar and Reading. During 2016, a survey was administered to 260 students at a University in Tohoku, Japan. The findings revealed that 73% of participan0ts tended to have a fixed mindset with a slight degree of growth mindset while 19% tended to favor a growth mindset with some degree of fixed mindset, 6% with a strong fixed mindset and 2% with a strong growth mindset. This suggests that these students need to be motivated to be more pro-failure and accepting of mistakes to succeed in learning English. During this research, the author also taught with the support of the Family Environment Mode Approach (FEMA) (Ocampo, 2015). The study confirmed that the FEMA approach promoted a feeling of relaxation in at least half the participants during classroom activities, despite the pressures they were facing due to Test of English for International Communication(TOEIC) examination preparation. 98% of these students were also found to be extrinsically motivated in learning English grammar and reading, as they were included in their curriculum.&nbsp
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