5,558 research outputs found

    Extroverts Tweet Differently from Introverts in Weibo

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    Being dominant factors driving the human actions, personalities can be excellent indicators in predicting the offline and online behavior of different individuals. However, because of the great expense and inevitable subjectivity in questionnaires and surveys, it is challenging for conventional studies to explore the connection between personality and behavior and gain insights in the context of large amount individuals. Considering the more and more important role of the online social media in daily communications, we argue that the footprint of massive individuals, like tweets in Weibo, can be the inspiring proxy to infer the personality and further understand its functions in shaping the online human behavior. In this study, a map from self-reports of personalities to online profiles of 293 active users in Weibo is established to train a competent machine learning model, which then successfully identifies over 7,000 users as extroverts or introverts. Systematical comparisons from perspectives of tempo-spatial patterns, online activities, emotion expressions and attitudes to virtual honor surprisingly disclose that the extrovert indeed behaves differently from the introvert in Weibo. Our findings provide solid evidence to justify the methodology of employing machine learning to objectively study personalities of massive individuals and shed lights on applications of probing personalities and corresponding behaviors solely through online profiles.Comment: Datasets of this study can be freely downloaded through: https://doi.org/10.6084/m9.figshare.4765150.v

    Trendswatch 2013: Back to the Future

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    TrendsWatch 2013 highlights six trends that CFM's staff and advisors believe are highly significant to museums and their communities, based on our scanning and analysis over the past year. For each trend, we provide a brief summary, list examples of how the trend is playing out in the world, comment on the trend's significance to society and to museums specifically, and suggest ways that museums might respond. We also provide links to additional readings. TrendsWatch provides valuable background and context for your museum's planning and implementation

    Gamification in Online Educational Systems

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    [EN] The usage of gamification in online educational systems has grown considerably over the last several decades. This has been in response to reports of low completion and retention rates in online educational systems such as MOOCs. The usage of gamification and the application of social and educational networking to online education systems has been found to increase student satisfaction with the system. However, it has been shown that as students become more familiar with the gamified educational system, the initial boost in motivation diminishes. Efforts made in order to increase the personalization of gamified educational system, however, indicated an increase in student motivation over the duration of the course. Suggestions for further work include the usage of smarter leaderboard systems, as well as the potential for personalization in peer to peer online tutoring platforms.Ibrahim, H.; Ibrahim, W. (2020). Gamification in Online Educational Systems. En 6th International Conference on Higher Education Advances (HEAd'20). Editorial Universitat Politècnica de València. (30-05-2020):1217-1224. https://doi.org/10.4995/HEAd20.2020.11238OCS1217122430-05-202

    Gender Moderation in Gamification: Does One Size Fit All?

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    Organizations actively seek methods for increasing employee engagement by incorporating game elements in core systems and processes, in an effort to increase their perceived playfulness. However, little is known about the actual impact of these elements on perceived playfulness. This study includes results from three repeated experiments performed during a gamified academic course. The relationships between enjoyment of specific game elements, the way they increase perceived playfulness, and gender moderations of these relations were examined. All three experiments show that badges had a positive relation with perceived playfulness and were more enjoyable to women. Surprisingly, the results showed that when men were the majority of subjects in the group, the relations between the game elements and perceived playfulness were different from when men were a minority. These results provide important insight into what possibly influences perceived playfulness in gamified solutions

    Who you’re gonna call? The development of university digital leaders

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    In our hyper-connected digitised educational world, university tutors are interested in capitalising on affordances of digital trends in teaching and learning. Students, under the alias of preservice- teachers, walk among them equipped with digital skills in areas of their interest. How can we encourage collaboration between tutors and students that can promote the use of the digital force wisely, support the development of students’ professional identities further and extend tutors’ digital competences? The story of nine tutors and eleven undergraduate pre-service-teachers working together on digital partnerships is set against discussions around digital leadership and citizenship. This case study aims to highlight how universities can respond to technology-driven change by engaging students further and support their awareness of digital citizenship. The overall results showed that the informal learning that students have capitalised outside the classroom can be used to scaffold their development of digital citizenship through offline community engagement. It demonstrates the advantage of using such opportunities as a means to encourage citizenship practices among university student communities and the positive impact that such synergies can have on all the participants
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