3,317 research outputs found

    The effectiveness of robot-enacted messages to reduce the consumption of high-sugar energy drinks

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    This exploratory study examines the effectiveness of social robots' ability to deliver advertising messages using different "appeals" in a business environment. Specifically, it explores the use of three types of message appeals in a human-robot interaction scenario: guilt, humour and non-emotional. The study extends past research in advertising by exploring whether messages communicated by social robots can impact consumers' behaviour. Using an experimental research design, the emotional-themed messages focus on the health-related properties of two fictitious energy drink brands. The findings show mixed results for humour and guilt messages. When the robot delivered a promotion message using humour, participants perceived it as being less manipulative. Participants who were exposed to humourous messages also demonstrated a significantly greater intent for future purchase decisions. However, guilt messages were more likely to persuade consumers to change their brand selection. This study contributes to the literature as it provides empirical evidence on the social robots' ability to deliver different advertising messages. It has practical implications for businesses as a growing number seek to employ humanoids to promote their services

    Female Students in Computer Science Education: Understanding Stereotypes, Negative Impacts, and Positive Motivation

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    Although female students engage in coding courses, only a small percentage of them plan to pursue computer science (CS) as a major when choosing a career path. Gender differences in interests, sense-of belonging, self-efficacy, and engagement in CS are already present at an early age. This article presents an overview of gender stereotypes in CS and summarizes negative impressions female students between 12 and 15 experience during CS classes, as well as influences that may be preventing girls from taking an interest in CS. The study herein draws on a systematic review of 28 peer-reviewed articles published since 2006. The findings of the review point to the existence of the stereotypical image of a helpless, uninterested, and unhappy "Girl in Computer Science". It may be even more troubling a construct than that of the geeky, nerdy male counterpart, as it is rooted in the notion that women are technologically inept and ill-suited for CS careers. Thus, girls think they must be naturally hyper-intelligent in order to pursue studies in CS, as opposed to motivated, interested, and focused to succeed in those fields. Second, based on the review, suggestions for inclusive CS education were summarized. The authors argue that in order to make CS more inclusive for girls, cultural implications, as well as stereotypization in CS classrooms and CS education, need to be recognized as harmful. These stereotypes and cultural ideas should be eliminated by empowering female students through direct encouragement, mentoring programs, or girls-only initiatives.Comment: 22 page

    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.

    Robotics workshops and Contextualised Technological Education programme

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    Realized between 2009 and 2013 as an action-research to support the education system, tackling the challenges of the new manufacturing of Industry 4.0, Officina Emilia's robotics workshops are described in the paper that presents methods and results of the evaluation of the activities. The conclusion remarks are on how to involve students, their teachers and schools, with the aim of simultaneously creating significant learning in the new generations, in-service teacher training experiences, innovation of methodologies

    A Guideline for Environmental Games (GEG) and a randomized controlled evaluation of a game to increase environmental knowledge related to human population growth

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    People often have very little knowledge about the impact of unsustainable human population growth on the environment and social well-being especially in developing countries. Therefore, an efficient method should be explored in order to educate, and if possible, to convince the members of the public to realize the environmental and social problems caused by the unsustainable population growth. Digital Game-Based Learning (DGBL) has been highlighted by some studies as an innovative tool for learning enhancement. While only a handful of studies have scientifically evaluated the impact of DGBL on knowledge outcomes, the approach is an attractive tool to increase knowledge and motivate engagement with environmental issues surrounding population growth because of its potential to improve learners’ motivation and engagement thereby compared to traditional learning approaches. Therefore, the three primary research questions for this study are: 1) "Can a single-player digital game be an appropriate and attractive learning application for the players to gain insight about the relationship between the growing human population and the environmental issues?" 2) "How can we design environmental games for the players to gain insights about the relationship between the growing human population and the environmental issues via playing a game?" and 3) "What are the obstacles preventing the players from adapting environmental knowledge obtained from the learning mediums into the real-life?" To inform the development of an efficacious DGBL game to impact learning outcomes, critical reviews of environmental issues related to population growth as well as critical reviews of commercial and serious environmental games in terms of their educational and motivational values were undertaken in this study. The results of these critical reviews informed the development of a Guideline for Environmental Games (or GEG). The GEG was developed by combining the engaging game technology with environmental learning and persuasion theories. The GEG was then used to inform the development of a prototype game called THE GROWTH; a single-player, quiz-based, city-management game targeting young adolescents and adults. Multiple evaluation methods of the game were used to answer the three key research questions mentioned earlier. These methods included: 1) The Randomized Controlled Trial approach (RCT) where the participants were systematically divided into the experimental and the control group respectively and their knowledge scores (quantitative data) compared and analyzed, 2) The participants’ abilities to recall and describe the environmental and well-being issues were collected and analyzed qualitatively using The Content Analysis method (CA) and, 3) The participants’ overall feedback on the learning mediums was collected and analyzed to evaluate the motivational values of THE GROWTH itself. To this end, THE GROWTH was evaluated with 82 Thai-nationality participants (70 males and 12 females). The results showed that participants assigned to play THE GROWTH demonstrated greater environmental and social-well-being knowledge related to population growth (F(1,40) = 43.86, p = .006) compared to the control group participants assigned to a non-interactive reading activity (consistent with material presented in THE GROWTH). Furthermore, participants who played THE GROWTH recalled on average more content presented in the game when compared to participants who were presented with similar content in the reading material (t (59) = 3.35, p = .001). In terms of level of engagement, the study suggested that participants assigned to the game were more engaging with their learning medium on average when compared to participants assigned to the non-interactive reading activity. This is evidenced by the longer time participants spent on the task, the activity observed from participants’ recorded gameplay, and their positive responses in the survey. The semi-structured interviews used in this study highlighted the participants’ attitudes towards the environmental, social, and technological issues. Although the participants’ perceived behavioural intention towards the environmental commitments were not statistically differed between the two study group, their responses still provide some evidences that leaps may occur from the learning mediums to the real-world context. Furthermore, these responses can be valuable evidences for the policy makers and for the future development of environmental serious games. Overall, the results suggested that digital environmental games such as THE GROWTH might be an effective and motivational tool in promote the learning about sustainable population size, the environment, and the social well-being. The game’s ability to convince the participants to change towards sustainable lifestyles, however, might be subjected to the future research and other real-world circumstances such as the governmental and public supports. In summary, the research in this thesis makes the following contributions to knowledge: • The Guideline for Environmental Games (GEG) contributes to knowledge about making theoretically-based environmental games. It has particular significance because the guideline was validated by demonstrating learning improvements in a systematic randomized controlled trial. • The use of Multi-Strategy Study Design where multiple systematic evaluation methods were used in conjunction to provide conclusive findings about the efficacy of DGBL to impact outcomes. • THE GROWTH itself is a contribution to applied research as an example of an effective DGBL learning tool

    The Use of Socially Assistive Robots with Autistic Children

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    The use of socially assistive robots (SARs) appears to facilitate learning, social and communication, and collaborative play in autistic children, though rigorous research to drive translation into everyday practice is limited. This thesis, comprised of four studies, was aimed at providing a comprehesive overview of how SARs have been used with young autistic people, to identify the factors that might encourage their future use, and to consider the scope of SAR benefit for autistic youth via secondary data analysis from a specific SAR support programme. The first chapters provide an overview of autism, theories, and models, and the available psychosocial support for autistic children and their families as per current practice. Within this, the different SARs types used in autism research are described followed by an outiline of the rationale for each study design methodology to address the aims of this thesis. Chapter 4 presents an up-to-date evidence summary of the nature of SARs research in autism reporting that robot-mediated support has predominantly been administered in autism clinics/centers with benefits in the social and communication skills of autistic children. Chapter 5 explores parents’/carers’ knowledge and preferences about the use of smartphones, iPods, tablets, virtual reality, robots or other technologies to support the specific needs/interests of autistic children offering guidance on how to extend the benefits of the systematic review findings. The online survey reported that 59% of parents/carers mostly preferred a tablet, followed by virtual reality and then robots that were the least preferred technologies due to being immersive, unrealistic or an unknown technology. To delve deeper into parent views about SARs, chapter 6 provides data from 12 individual interviews and one focus group with parents of autistic children. Parents were receptive to the use of a robot-mediated support acknowledging that the predictability, consistency and scaffolding of robots might facilitate learning in autism. Independent living skills and social and communication skills were the two domains of focus in future robot-mediated support with autistic children. Such a finding indicates that there may be scope to extent robots in the autism community. The final data analysed in chapter 7 draws on ten video recordings of autistic children exploring the effect of triadic robot-mediated support with a human therapist alongside a humanoid robot, called Kaspar, compared to a dyadic interaction with a human therapist alone on the development of children’s joint attention skills. Retrospective data analysis here showed no statistically significant difference in the joint attention skills of autistic children in the human therapist compared to the robot-mediated group nor in their skills from the first to the last session in either group. A statistically significant difference was observed on the requests for social games which improved from the first to the last session in the human therapist group. This study highlights the challenges SARs research facing to evidence demonstrable impact on everyday life skills as a driver of parent and child buy-in to this type of support. Taken together, the studies in this thesis suggest that SARs have a role in autism support, mainly in social and communication domains. Parents/carers have valid reasons for preferring other types of technology support though when asked to think about SARs, they do acknowledge ways in which robots may be advantegous. Existing data and secondary analysis reported that rigour in reporting the way that SARs may benefit skills development is needed and that life skills impact may be difficult to assess over a short-term period. To take SARs research forward, it is imperative to deepen partenships with autism stakeholders to ensure fit for purpose skills selection, measurement of impact, and take up of support to expand benefit

    Telepresence robotic technology support for social connectedness during treatment of children with cancer

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    Children with cancer experience fragmented school attendance during treatment. Telepresence robots that connect them with school during treatment periods were explored through an intervention involving participant observation followed by semi-structured interviews from 2020–22 with children with cancer, their class teachers, and classmates. We used an abductive approach, inspired by the Agential Realism theory and Situational Analysis. The use of telepresence robots in education enables hospitalized children to actively participate in real-time social activities with their classmates. However, consistent monitoring is necessary to ensure the success of this integration process as the classmates can lose interest in providing support to a child with cancer.</p

    Video-based collaborative learning:evidence for a pedagogical model

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    The educational potential of video is a long-lasting, multi-faceted topic, and the affordances of technological advancement have recently revitalized this discussion. However, teachers are still far from competently integrating or becoming accustomed to video-based pedagogy, especially in combination with collaborative pedagogy. To provide teachers and teacher educators with sound principles for implementing video-supported collaborative learning (VSCL), this symposium fosters a teacher experiment, a cross-over analysis on a pedagogical model for effective VSCL, and student feedback in relation with VSCL. The experiment shows students’ growing lexical richness and cohesion by working peer feedback on student’s video recorded teaching practice. The cross-over analysis shows the evidence for the VSCL-pedagogical model based on data from many other experiments in the European ViSuAL-project. The same holds for the student-feedback analysis. In this symposium we interact about practical experiences in relation with the effective principles of the developed pedagogical model and the experiences of the students
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