160 research outputs found

    Reading in Web-based hypertexts: cognitive processes strategies and reading goals

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    Hypertext is a multi-linear electronic, textual and interactive environment to present information. The objective of such an environment is that readers may browse through linked, cross-referenced, annotated texts in a multi-sequential manner, and thus, it is believed, to improve the learning. However, early and current research findings have revealed some mixed results concerning the alleged advantage of hypertext on learning over paper-based documents. Researchers have identified the lack of research about the cognitive processes and the strategies that readers use during reading as one of the main factors for such results. As a result, there is a need and scope for further research in modelling the cognitive processes involved in reading comprehension and the reading strategies in a hypertext environment. This research addresses some of the gaps in the field by proposing a model that represents the sequence of events that take place during reading in a Web-based hypertext environment. Also, emphasis is placed on the strategies that readers use during hypertext reading and on the potential effect of different reading goals on reading comprehension. The evaluation of the model and the other hypotheses is conducted in two experiments using qualitative and quantitative methods. The first experiment employs the think aloud method. Forty two subjects participated. The results demonstrated that the proposed model precisely describes the sequence of events that take place during hypertext reading. They did not reveal any significant difference between different reading goals and understanding. They revealed four reading strategies: serial, serial overview, mixed, and mixed overview, and they identified three factors that influence the selection of hyperlinks: coherence, link location, and personal interest. The second experiment is an independent samples design experiment with ninety subjects. The results confirmed those found in the first experiment. The current study makes a contribution in the field of hypertext reading by proposing and evaluating a procedural model and by making this model graphic. By doing so it addresses some of the voids in the field, expands our understanding of the reading processes and the reading strategies, and provides practical guideliness which are enhanced to promote design supporting effective learning processes

    EdCCDroid: An Education Pilot Prototype for Introducing Code-Combat using LUA

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    The current paper present a serious game prototype developed to assist the learning of programming at a university level. The game is called EdCCDroid, and is based on Code-Combat, currently the only game field targeting audience for programming learning compared to other games that would see users touch on the purely logically side of programming without having the user entering any code. Code Combat allows users to use script languages such as javascript, Lua, python etc. as input in order to progress through a small story or compete against other players. The paper reports on a “Learn & Play” game prototype that encourages students to understand the fundamentals of programming, through algorithmic design sceptic tasks, using Robots as Avatars to perform certain tasks within the game world. The paper explores the use of the UNITY 3D libraries to design the game, the real-time interactive platform used and the instructions in Lua format. The goal of the game is to produce an attractive game theme environment as part of the game simulation concept, targeting the development of an easy use Head Up Display (HUD) for writing the equivalent task code in Lua., Feedback is provided in case of errors and a visual output of the game state is being produced with the motion/interaction of the game world-bots. The paper also reports on the usability evaluation results from a pilot study conducted with 14 participants

    Hardware Interfaces for VR Applications: Evaluation on Prototypes

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    The advancement of recent developments over the VR with the expansion of new Head Mount Displays (H.M.D.) such as Oculus Rift and Morpheus have opened new challenges in the already active research filed of the industry of Human-Computer Interaction (HCI) by exploring new means of communication with the support of the new hardware devices adjustable to body movements and hand position. The paper explores the hardware interactivity and VR H.M.D’s through two games designed to use the latest Oculus Rift SDK technology with alternative methods of hardware communication. A usability evaluation study was conducted with 18 participants and the results presented and discussed

    Quiz Cube:an AR mobile learning application

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    The current paper presents the Quiz Cube application and its evaluation. The Quiz Cube application is an AR mobile learning application for students and teachers to easily make and use AR UI system using fiducial marker cubes. AR as a platform is just now reaching its full potential. Since smartphones and mobile devices are now at a sufficiently large user base, it is worth looking at the potential for an extremely small form factor delivery system that is flexible, easily modified, and used by educators and students. An easily modifiable AR learning experience will present an AR Mobile platform development, interactive museums, and the chosen subject in a new style. This method can be shown to improve not only knowledge of the chosen subject through investigation, but a better understanding of development potentials for the mobile devices now ubiquitous to students. The Quiz Cube application was evaluated in three different ways and the results are presented here

    Perceptual user interface framework for immersive information retrieval environments (An experimental framework for testing and rapid iteration)

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    The use of perceptual inputs is an emerging area within HCI that suggests a developing Perceptual User Interface (PUI) that may prove advantageous for those involved in mobile serious games and immersive social network environments. Since there are a large variety of input devices, software platforms, possible interactions, and myriad ways to combine all of the above elements in pursuit of a PUI, we propose in this paper a basic experimental framework that will be able to standardize study of the wide range of interactive applications for testing efficacy in learning or information retrieval and also suggest improvements to emerging PUIs by enabling quick iteration. This rapid iteration will start to define a targeted range of interactions that will be intuitive and comfortable as perceptual inputs, and enhance learning and information retention in comparison to traditional GUI systems. The work focuses on the planning of the technical development of two scenarios, and the first steps in developing a framework to evaluate these and other PUIs for efficacy and pedagogy

    weSPOT: A Cloud-based Approach for Personal and Social Inquiry

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    Scientific inquiry is at the core of the curricula of schools and universities across Europe. weSPOT is a new European initiative proposing a cloud-based approach for personal and social inquiry. weSPOT aims at enabling students to create their mashups out of cloud-based tools in order to perform scientific investigations. Students will also be able to share their inquiry accomplishments in social networks and receive feedback from the learning environment and their peers.published in: Sun SITE Central Europe, 2012, pp. 7-11, Ref: http://ceur-ws.org/Vol-945/The research leading to these results has received funding from the European Community’ s Seventh Framework Programme (FP7/2007-2013) under grant agreement N° 318499-weSPOT project

    Adaptive hypermedia driven serious game design and cognitive style in school settings: an exploratory study

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    The potential value of adaptive hypermedia and game based learning to education and training has long been recognised, numerous studies have been undertaken in both those areas investigating its potential to improve learner performance. In particular research has indicated that tailoring content to match the prior knowledge of the user has the power to increase the effectiveness of learning systems. Recent studies have begun to indicate that Adaptive Hypermedia Learning Systems (AHLS) based on cognitive styles have the power to improve learner performance. Recent examples of research exploring avenues for effectively incorporating serious games into AHLS indicated that integrating serious games into a personalized learning environment has the potential educational benefits of combining a personalized delivery with increased learner motivation. The exploratory study presented in this paper here developed an Adaptive Hypermedia Driven Serious Game (AHDSG) based around Pask’s Holist-Serialist dimension of cognitive style. A prototype AHDSG was designed and developed to teach students about Sutton Hoo and archaeological methods. Sixty-six secondary school students participated in this study. Overall the findings of this study show that there was an improvement in performance among all participants. Although the participants that used the system which adapted to their preferred cognitive style achieved a higher mean gain score, the difference was not significant

    Real-time PCR detection of Human Herpesvirus 1-5 in patients lacking clinical signs of a viral CNS infection

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    <p>Abstract</p> <p>Background</p> <p>Infections of the central nervous system (CNS) with herpes- or enterovirus can be self-limiting and benign, but occasionally result in severe and fatal disease. The polymerase chain reaction (PCR) has revolutionized the diagnostics of viral pathogens, and by multiple displacement amplification (MDA) prior to real-time PCR the sensitivity might be further enhanced. The aim of this study was to investigate if herpes- or enterovirus can be detected in cerebrospinal fluid (CSF) from patients without symptoms.</p> <p>Methods</p> <p>Cerebrospinal fluid (CSF) samples from 373 patients lacking typical symptoms of viral CNS infection were analysed by real-time PCR targeting herpesviruses or enteroviruses with or without prior MDA.</p> <p>Results</p> <p>In total, virus was detected in 17 patients (4%). Epstein-Barr virus (EBV) was most commonly detected, in general from patients with other conditions (e.g. infections, cerebral hemorrhage). MDA satisfactorily amplified viral DNA in the absence of human nucleic acids, but showed poor amplification capacity for viral DNA in CSF samples, and did not increase the sensitivity for herpes virus-detection with our methodology.</p> <p>Conclusions</p> <p>Viral pathogens are rarely detected in CSF from patients without signs of CNS infection, supporting the view that real-time PCR is a highly specific method to detect symptomatic CNS-infection caused by these viruses. However, EBV may be subclinically reactivated due to other pathological conditions in the CNS.</p
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