190 research outputs found

    Evaluating Learner Engagement with Gamification in Online Courses

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    Several reasons underlie the low retention rates in MOOCs. These reasons can be analysed from different perspectives, either in terms of the course design or the enrolled students. On the student side, we find little social interaction, boredom, tiredness, and a lack of motivation and time. These challenges can be addressed by adaptive gamification that proposes the design of personalised, hedonic learning experiences. Studies to date have adopted either the one-fits-all approach or the adaptive approach. Nevertheless, the adaptive solutions have considered a static player profile throughout the entire experience. This paper presents the design and evaluation of a dynamic adaptive gamification approach which—based on students’ interactions with game elements and also their opinions about these elements—dynamically updates the students’ player profile to better figure out which game elements suit them. We evaluated the engagement of students with gamification elements by means of a course composed of a knowledge "pill" related to the topic of “recycling plastics from the sea”, offered through the nanoMOOCs learning platform. We propose metrics such as the mean number of interactions with the gamification dashboard, the time spent by participants with game elements, and the opinions of students about these elements to compare the Dynamic Adaptive Gamification (DynamicAG) and the Static Adaptive (StaticAG) approaches. An experimental study with 66 high school students showed significant differences between both approaches. Specifically, the DynamicAG group spent twice as much time with the Dashboard than the StaticAG group. Moreover, students in the DynamicAG group were more engaged with game elements (mean number of interactions = 12.13) than those in the StaticAG group (mean number of interactions = 3.21)

    Chatbot-Based Natural Language Interfaces for Data Visualisation: A Scoping Review

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    Rapid growth in the generation of data from various sources has made data visualisation a valuable tool for analysing data. However, visual analysis can be a challenging task, not only due to intricate dashboards but also when dealing with complex and multidimensional data. In this context, advances in Natural Language Processing technologies have led to the development of Visualisation-oriented Natural Language Interfaces (V-NLIs). In this paper, we carry out a scoping review that analyses synergies between the fields of Data Visualisation and Natural Language Interaction. Specifically, we focus on chatbot-based V-NLI approaches and explore and discuss three research questions. The first two research questions focus on studying how chatbot-based V-NLIs contribute to interactions with the Data and Visual Spaces of the visualisation pipeline, while the third seeks to know how chatbot-based V-NLIs enhance users' interaction with visualisations. Our findings show that the works in the literature put a strong focus on exploring tabular data with basic visualisations, with visual mapping primarily reliant on fixed layouts. Moreover, V-NLIs provide users with restricted guidance strategies, and few of them support high-level and follow-up queries. We identify challenges and possible research opportunities for the V-NLI community such as supporting high-level queries with complex data, integrating V-NLIs with more advanced systems such as Augmented Reality (AR) or Virtual Reality (VR), particularly for advanced visualisations, expanding guidance strategies beyond current limitations, adopting intelligent visual mapping techniques, and incorporating more sophisticated interaction methods

    OK, boomer : new users, different platforms, new challenges

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    The popularization of new interaction spaces brings new narratives and social phenomena that merit attention from the scientific community. Based on the existing literature on the new challenges facing the communication discipline with these emerging narratives, this editorial summarizes the empirical and theoretical contributions of the thematic issue entitled "New Narratives for New Consumers: Influencers and the Millennial and Centennial Generations." The authors emphasize that the studies selected for this thematic issue explore the innovative features and opportunities of the emerging scenarios and offer a cautionary account of their structural problems and the urgency of a new media literacy

    Advanced quiz development for students’ self-learning in power generation, transmission and distribution

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    Students’ learning can be improved by using online quizzes with a valuable feedback, especially in large groups, making it very interesting for engineering subjects which are based on mathematics. This paper presents the evaluation of an online quiz experience based on a case study in two university subjects. Quizzes were created by using Wiris Quizzes (WQ) that can register the complete solution with all the steps involved. WQ has a calculator that allows us to solve the mathematical part of the quiz. The first aim of the online WQ experience is to provide feedback to students through automatic grading and clues to find the correct answers. The second aim is to promote autonomous student learning. The teachers also have excellent feedback about faulty interpretations or weaknesses in the students’ understanding. Consequently, teachers can provide corrective information to clarify ideas about what they want to be understood and what is understood by students. WQ allows teachers to develop algorithms for the quizzes by using random data, figures realized through programming, and multiple solutions that depend on the values of a table. The teaching experience of using WQ has shown that this tool can be useful in university technological subjects with large groups that require advanced and customized quizzes.Peer ReviewedPostprint (author's final draft

    Assistant Agents to Advice Users in Hybrid Structured 3D Virtual Environments

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    Hybrid structured 3D Virtual Environments model serious activities in immersive 3D spaces, where participants are human and SW agents, and their interactions are regulated by an OCMAS (Organization Centered Multi-Agent System). In this context, both OCMAS social model and the tasks that users need to accomplish can be rather complex, and thus, users may benefit from having an assistance service. Hence, we propose Personal Assistant agents (PA) which, based on knowledge about the OCMAS specification and current system state, provide the user with an advice (a plan) to achieve her goal. Additionally, we implement this service with PLAN-EA, an Extension of the A∗A^{\ast} algorithm that generates plans for a user whose actions may depend on other users' actions. Thus, PAs provide plans that do not only include assisted user actions but other users' ones. We illustrate our approach by means of v-mWater -an online water market- and make a comparative analysis, with and without assistance, where efficiency -in terms of number of user actions- shows an improvement (7 vs 10.8), efficacy -percentage of completed tasks- also improves (93% vs 77%), and assistance's overall satisfaction is positive

    Execution infrastructure for normative virtual environments

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    Virtual Institutions (VIs) have proven to be adequate to engineer applications where participants can be humans and software agents. VIs combine Electronic Institutions (EIs) and 3D Virtual Worlds (VWs). In this context, Electronic Institutions are used to establish the regulations that structure interactions and support software agent participation while Virtual Worlds facilitate human participation. In this paper we propose Virtual Institution eXEcution Environment (VIXEE) as an innovative communication infrastructure for VIs. Using VIXEE to connect Virtual Worlds and EI opens EI to humans, providing a fully operational and comprehensive environment. The main features of the infrastructure are (i) the causal connection between Virtual Worlds and Electronic Institutions, (ii) the automatic generation and update of the VIs' 3D visualization and (iii) the simultaneous participation of users from different virtual world platforms. We illustrate the execution of VIXEE system in a simple eAuction house example and use this example to evaluate the performance of our solution

    Including Conversational Agents into Structured Hybrid 3D Virtual Environments

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    Structured Hybrid 3D Virtual Environments are 3D virtual spaces where staff (organisational) software agents support human users in their task achievement. These systems are characterized by: i) being hybrid, so that humans and software agents can interact; and ii) being structured and task oriented, so that interactions are regulated by a subjacent Organisation Centered Multi Agent System (OCMAS)-an Electronic Institution (EI). The contribution of this paper is to include task-oriented conversational staff bots (i.e. the embodiment of staff agents in the 3D environment) that communicate with users by using natural language. With this aim, we extend the Artificial Intelligence Mark-up Language (AIML) with special tags to enable complex task-oriented conversations whose flow needs to consider both the states of the conversation and the ontology related to the task. We evaluate the usability of our conversational proposal and compare it to a previous command-based interaction system. Results show the conversational approach presents a higher user satisfaction than the command-based one. Moreover, in average, it also performs better in terms of efficiency, effectiveness and errors

    A 3D Visual Interface for Critiquing-based Recommenders: Architecture and Interaction

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    Nowadays e-commerce websites offer users such a huge amount of products, which far from facilitating the buying process, actually make it more difficult. Hence, recommenders, which learn from users' preferences, are consolidating as valuable instruments to enhance the buying process in the 2D Web. Indeed, 3D virtual environments are an alternative interface for recommenders. They provide the user with an immersive 3D social experience, enabling a richer visualisation and increasing the interaction possibilities with other users and with the recommender. In this paper, we focus on a novel framework to tightly integrate interactive recommendation systems in a 3D virtual environment. Specifically, we propose to integrate a Collaborative Conversational Recommender (CCR) in a 3D social virtual world. Our CCR Framework defines three layers: the user interaction layer (3D Collaborative Space Client), the communication layer (3D Collaborative Space Server), and the recommendation layer (Collaborative Conversational Recommender). Additionally, we evaluate the framework based on several usability criteria such as learnability, perceived efficiency and effectiveness. Results demonstrate that users positively valued the experience

    Seasonal and Spatial Variations of Indoor Pollen in a Hospital

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    The airborne indoor pollen in a hospital of Badajoz (Spain) was monitored over two years using a personal Burkard sampler. The air was sampled in four places indoors—one closed room and one open ward on each of the ground and the third floors—and one place outdoors at the entrance to the hospital. The results were compared with data from a continuous volumetric sampler. While 32 pollen types were identified, nearly 75% of the total counts were represented by just five of them. These were: Quercus, Cupressaceae, Poaceae, Olea, and Plantago. The average indoor concentration was 25.2 grains/m3, and the average indoor/outdoor ratio was 0.27. A strong seasonal pattern was found, with the highest levels in spring and winter, and the indoor concentrations were correlated with the outdoor one. Indoor air movement led to great homogeneity in the airborne pollen presence: the indoor results were not influenced by whether or not the room was isolated, the floor level, or the number of people in or transiting the site during sampling. The presence of ornamental vegetation in the area surrounding the building affected the indoor counts directly as sources of the pollen

    Comparison of Laser-Synthetized Nanographene-Based Electrodes for Flexible Supercapacitors

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    In this paper, we present a comparative study of a cost-effective method for the mass fabrication of electrodes to be used in thin-film flexible supercapacitors. This technique is based on the laser-synthesis of graphene-based nanomaterials, specifically, laser-induced graphene and reduced graphene oxide. The synthesis of these materials was performed using two different lasers: a CO2 laser with an infrared wavelength of λ = 10.6 ”m and a UV laser (λ = 405 nm). After the optimization of the parameters of both lasers for this purpose, the performance of these materials as bare electrodes for flexible supercapacitors was studied in a comparative way. The experiments showed that the electrodes synthetized with the low-cost UV laser compete well in terms of specific capacitance with those obtained with the CO2 laser, while the best performance is provided by the rGO electrodes fabricated with the CO2 laser. It has also been demonstrated that the degree of reduction achieved with the UV laser for the rGO patterns was not enough to provide a good interaction electrode-electrolyte. Finally, we proved that the specific capacitance achieved with the presented supercapacitors can be improved by modifying the in-planar structure, without compromising their performance, which, together with their compatibility with doping-techniques and surface treatments processes, shows the potential of this technology for the fabrication of future high-performance and inexpensive flexible supercapacitors.Spanish Ministry of Universities FPU16/01451University of Granada PPJIB2019-05Spanish Ministry of Science/FEDER-EU TEC2017-89955-PMexican Government through Conacyt A1-S-3553
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