8,812 research outputs found

    Guess the score, fostering collective intelligence in the class

    Get PDF
    This paper proposes the use of serious games as a tool to enhance collective intelligence of undergraduate and graduate students. The development of social skills of individuals in a group is related to the performance of the collective intelligence of the group manifested through the shared and collaborative development of intellectual tasks [1]. Guess the Score GS, is a serious game implemented by means of an online tool, created to foster the development, collaboration and engagement of students. It's has been designed with the intention of facilitating the development of individual’s social skills in a group in order to promote education of collective intelligence. This paper concludes that the design of learning activities using serious games as a support tool in education, generate awareness about of utilities of gaming in the collective learning environment and the fostering of collective intelligence education.Postprint (published version

    Identifying immersive environments’ most relevant research topics: an instrument to query researchers and practitioners

    Get PDF
    This paper provides an instrument for ascertaining researchers’ perspectives on the relative relevance of technological challenges facing immersive environments in view of their adoption in learning contexts, along three dimensions: access, content production, and deployment. It described its theoretical grounding and expert-review process, from a set of previously-identified challenges and expert feedback cycles. The paper details the motivation, setup, and methods employed, as well as the issues detected in the cycles and how they were addressed while developing the instrument. As a research instrument, it aims to be employed across diverse communities of research and practice, helping direct research efforts and hence contribute to wider use of immersive environments in learning, and possibly contribute towards the development of news and more adequate systems.The work presented herein has been partially funded under the European H2020 program H2020-ICT-2015, BEACONING project, grant agreement nr. 687676.info:eu-repo/semantics/publishedVersio

    Collective Intelligence - Consenting to Conscient Consultation

    Get PDF
    Google, Facebook, Amazon, Wikipedia, Spotify, Netflix, Apple, Samsung, Microsoft, Disney, Uber, Tinder, etc.: ours is the generation that has got a World Wide Web to their fingertips; in addition, we often feel like the net has analogously become a kind of add-on to our minds, i.e., an extension to our intellectual capacity. Browsing on the internet, emailing, skyping, googling, chatting, posting texts, photos or videos on social media, whilst interacting with contents that can be as informative as the news broadcast and as entertaining as playing videogames or streaming music, films, and series via applications (apps) downloaded on smart devices have thus been gradually becoming some of our generation’s daily activities of choice. Along these lines, whilst meaning to conceptualise a method for studying an alternative to our present-day prescriptive educational practices, I elaborate a constructivist approach towards the transformative paradigm of a transmedia-interactive produsage. That is, in this MA Thesis I propose the produsage of a cyclic program in which educators could cooperatively consent on a conscient consultation of their prodused contents in a knowledge democratisation exercise. These experts could thereby participate on the mediation, moderation, and mediatisation of a (n)ethnographic e-volution on the road to a sociocultural empowerment and a civic emancipation movement, striving for critical reforms that would pursue the autonomous automatisation of self-regulatory socio-cultures. Comparatively, from this study’s standpoint, the arguably participative factor of the existing Participatory Web resembles the speculative political empowerment triggered by the act of voting for a political candidate: because, in both cases, the options presented to the public regularly are pre-established by the few de facto empowered decision-makers, like e.g., the heads of political parties and coalitions on one hand, or content writers and producers on another. Alternatively, in this thesis I will look into concealed alternatives for (or, preferably, against) what has gradually developed into the modus operandi of media and technology businesses: the monetisation of information by the commodification of produsers. More specifically, I hope to analyse if, inasmuch as ICTs have been democratising knowledge, they also have been contributing to the prospective quest for more maximalist, and collective, forms of participation during our (Western societies’) history. Notwithstanding, this thesis is a theoretical study, and therefore, here I will not present an empirical example of such educative interaction: which I deliberately call eduraction. Appropriately, because the academia continuously gains new insights with the intersection and compilation of our human cognition, – viz., with our collective intelligence (CI) – I understand that constructivist edutainment and pedagogical participation practices can be interchangeably employed towards a civic engagement – as presented in this thesis’ results. Accordingly, the discussion that I intend to incite with this research theoretically refers to the possible implementation of artefacts for mediatising our civic participation, towards the radical sense of democracy via a critical constructivist education. In short, here, I aim to explain how interactive media create collective intelligence, by analysing what decentralisation of power is engendered by produsage and why edutaining praxis ought to spur a civic participation. As a result, in this study I will hypothesise the emergence of a 21st century conscientisation praxis. All in all, educators are enthusiasts, connoisseurs, collecting, curating, collaborating, criticising, converging, and creating contents that synthesise and might materialise meaningful methods and manners for systematically reasoning, negotiating, or promoting a collective, constructivist, and perchance transformative and participative (democratic) utopia. Ultimately, instructors are a medium of knowledge; and be that as it may, nobody knows all, but the sum of all known by each of us is all the knowledge of our multi-millenary humanity. Thence, we ought to find ways of collaboratively connecting the dots with our bits and pieces of information. Until very recently, many considered the efforts for conceptualising networks, in which meaningful thematics could be broadly discussed (by people from different ethnicities all over the world), just as naïve as utopic. Indeed, it is still debatable whether interactive media, in the current state of Web 2.0, do provide such effectual possibilities to its users. On the other hand, it is with the purpose of adding to this debate that I endeavour to investigate quiescent means for collaboratively working on a critical upgrade to the denotation of democracy. As a matter of fact, technology, etymologically, is the study of crafts; and this MA Thesis endeavours to deal with the sociocultural factors and artefacts that we create to assist our kind’s evolving signification of civilisation. With this in mind, for concluding this thesis with a theorisation on yet untapped possibilities within produsage, I look into some of the latest media developments which could possibly contribute to meaningful improvements on our practices of participative citizenship. Then, in such hyperlinked hypothesis, educative matters of various thematic universes could be cooperatively taught by doyens, through networked lectures, with new hypertexts being added to the storylines of their lessons inasmuch as they were being produced and curated, as a critique to divergent interpretations on those phenomena previously presented via a unique interactive-video production. In that event, interactive media could create a Collective Intelligence, by means of an edutaining praxis which could spur a civic participation for democratising knowledge via produsage – in turn, (re-)creating and cyclically transforming our collective intelligence. Like this, such media type would theoretically serve as a wikinomical platform

    Network analyses of internet gaming disorder symptoms and their links with different types of motivation

    Get PDF
    The study used regularized partial correlation network analysis (EBICglasso) to examine the structure of DSM-5 internet gaming disorder (IGD) symptoms (network 1); and the associations of the IGD symptoms in the network with different types of motivation as defined in the self-determination theory i.e., intrinsic motivation (engaging in an activity for something unrelated to the activity), identified regulation (engaging in the activity because it aligns with one’s values and/or goals), external regulation (engagement in activity being driven by external rewards and/or approval), and amotivation (engaging in an activity without often understanding why) (network 2). Participants were 968 adults from the general community. They completed self-rating questionnaires covering IGD symptoms and different types of motivation. The findings for network 1 showed mostly positive connections between the symptoms within the IGD network. The most central symptom was loss of control, followed by continuation, withdrawal symptoms, and tolerance. In general, these symptoms were more strongly connected with each other than with the rest of the IGD symptoms. The findings for network 2 showed that the different types of motivation were connected differently with the different IGD symptoms. For instance, the likeliest motivation for the preoccupation and escape symptoms is intrinsic motivation, and for negative consequences, it is low identified regulation. Overall, the findings showed a novel understanding of the structure of the IGD symptoms, and the motivations underlying them. The clinical implications of the findings for assessment and treatment of IGD are discussed

    Network analyses of internet gaming disorder symptoms and their links with different types of motivation

    Get PDF
    The study used regularized partial correlation network analysis (EBICglasso) to examine the structure of DSM-5 internet gaming disorder (IGD) symptoms (network 1); and the associations of the IGD symptoms in the network with different types of motivation as defined in the self-determination theory i.e., intrinsic motivation (engaging in an activity for something unrelated to the activity), identified regulation (engaging in the activity because it aligns with one’s values and/or goals), external regulation (engagement in activity being driven by external rewards and/or approval), and amotivation (engaging in an activity without often understanding why) (network 2). Participants were 968 adults from the general community. They completed self-rating questionnaires covering IGD symptoms and different types of motivation. The findings for network 1 showed mostly positive connections between the symptoms within the IGD network. The most central symptom was loss of control, followed by continuation, withdrawal symptoms, and tolerance. In general, these symptoms were more strongly connected with each other than with the rest of the IGD symptoms. The findings for network 2 showed that the different types of motivation were connected differently with the different IGD symptoms. For instance, the likeliest motivation for the preoccupation and escape symptoms is intrinsic motivation, and for negative consequences, it is low identified regulation. Overall, the findings showed a novel understanding of the structure of the IGD symptoms, and the motivations underlying them. The clinical implications of the findings for assessment and treatment of IGD are discussed. © 2022, The Author(s)

    Internet and gaming addiction: a systematic literature review of neuroimaging studies

    Get PDF
    In the past decade, research has accumulated suggesting that excessive Internet use can lead to the development of a behavioral addiction. Internet addiction has been considered as a serious threat to mental health and the excessive use of the Internet has been linked to a variety of negative psychosocial consequences. The aim of this review is to identify all empirical studies to date that used neuroimaging techniques to shed light upon the emerging mental health problem of Internet and gaming addiction from a neuroscientific perspective. Neuroimaging studies offer an advantage over traditional survey and behavioral research because with this method, it is possible to distinguish particular brain areas that are involved in the development and maintenance of addiction. A systematic literature search was conducted, identifying 18 studies. These studies provide compelling evidence for the similarities between different types of addictions, notably substance-related addictions and Internet and gaming addiction, on a variety of levels. On the molecular level, Internet addiction is characterized by an overall reward deficiency that entails decreased dopaminergic activity. On the level of neural circuitry, Internet and gaming addiction led to neuroadaptation and structural changes that occur as a consequence of prolonged increased activity in brain areas associated with addiction. On a behavioral level, Internet and gaming addicts appear to be constricted with regards to their cognitive functioning in various domains. The paper shows that understanding the neuronal correlates associated with the development of Internet and gaming addiction will promote future research and will pave the way for the development of addiction treatment approaches

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

    Get PDF
    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

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

    Get PDF
    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

    Design & Learner-Centric Analytics. Proceedings of the 6th International Conference on Designs for Learning. 23-25 May, 2018, Bergen Norway

    Get PDF
    publishedVersio

    AI-Enabled Smartphone-Based Intervention Mental Health Application for University Students

    Get PDF
    The novel COVID-19 outbreak has resulted in lockdowns and university campus closure which affected the mental health of university students negatively. This was reflected in mental disorders, with emotional, physical fitness, exercise, and studying are the most affected aspects during the pandemic. The design and development of a smartphone application is the objective of this paper. The app\u27s goal is to assist university students in improving their mental health and overall quality of life by answering a structured questionnaire at first then the app uses artificial intelligence for sentiment analysis of a user’s social interaction. Then the app connects the user with random peers who share similar mental sentiments to chat with and if there is no peer available, a chatbot is used. In case of significant loneliness, the app connects the user with caregivers, community volunteers, and health professionals
    • …
    corecore