15 research outputs found

    Search of the Emotional Design Effect in Programming Revised

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    In this paper, we validate and extend previous findings on using emotional design in online learning materials by using a randomized controlled trial in the context of a partially-online university level programming course. For students who did not master the content beforehand, our results echo previous observations: emotional design material was not perceived more favourably, while materials’ perceived quality was correlated with learning outcomes. Emotionally designed material lead to better learning outcomes per unit of time, but it didn’t affect students navigation in the material.Peer reviewe

    Negative feedback in your face: examining the effects of proxemics and gender on learning

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    While applications of virtual agents in training and pedagogy have largely concentrated on positive valenced environments and interactions, human-human interactions certainly also involve a fair share of negativity that is worth exploring in virtual environments. Further, in natural human interaction as well as in virtual spaces, physical actions arguably account for a great deal of variance in our representations of social concepts (e.g., emotions, attitudes). Proxemics, specifically, is a physical cue that can elicit varying perceptions of a social interaction. In the current paper, we explore the combined and individual effects of proxemic distance and gender in a specifically negative feedback educational context. We pursue this with a 2 (Proxemic Distance) × 2 (Virtual Instructor Gender) between subject design, where participants actively engage in a learning task with a virtual instructor that provides harsh, negative feedback. While this study demonstrates some anticipated negative reactions to negative feedback from a close distance, such as external attribution of failure, we also observe some unexpected positive outcomes to this negative feedback. Specifically, negative feedback from a close distance has raises positive affect and effort, particularly among male participants interacting with a male virtual professor. Objective measures (head movement data) corroborate these same-gender effects as participants demonstrate more engagement when interacting with a virtual professor of their same gender. The results of the present study have broad implications for the design of intelligent virtual agents for pedagogy and mental health outcomes
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