240 research outputs found

    Decision-Making Should Be More Like Programming

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    The Effect of Age, Gender, and Previous Gaming Experience on Game Play Performance

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    What makes re-finding information difficult? A study of email re-finding

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    Re-nding information that has been seen or accessed before is a task which can be relatively straight-forward, but often it can be extremely challenging, time-consuming and frustrating. Little is known, however, about what makes one re-finding task harder or easier than another. We performed a user study to learn about the contextual factors that influence users' perception of task diculty in the context of re-finding email messages. 21 participants were issued re-nding tasks to perform on their own personal collections. The participants' responses to questions about the tasks combined with demographic data and collection statistics for the experimental population provide a rich basis to investigate the variables that can influence the perception of diculty. A logistic regression model was developed to examine the relationships be- tween variables and determine whether any factors were associated with perceived task diculty. The model reveals strong relationships between diculty and the time lapsed since a message was read, remembering when the sought-after email was sent, remembering other recipients of the email, the experience of the user and the user's ling strategy. We discuss what these findings mean for the design of re-nding interfaces and future re-finding research

    Designing an Educational Game: Case Study of ’Europe 2045’

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    Abstract. This paper presents a theoretical framework, which has been adopted in designing an on-line multi-player strategy game Europe 2045. Europe 2045 is an educational tool for high school social science courses, aimed at familiar-izing students with political, economic, and social issues in contemporary Europe. Apart from learning facts, players develop a range of key skills: discus-sion ability, negotiation, teamwork, and group decision-making. The presented theoretical framework is based on a critical analysis of crucial issues, which seem to determine the success or failure of development and implementation of an educational game in the formal school environment. It demonstrates key ap-proaches the authors of Europe 2045 have adopted in order to overcome already known problems related to game-based learning. On a general level this paper discusses issues related to formal fact learning in educational systems and the possible role of educational games in enhancing these systems

    Habitable 3D Learning Environments for Situated Learning

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    Social determinants of content selection in the age of (mis)information

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    Despite the enthusiastic rhetoric about the so called \emph{collective intelligence}, conspiracy theories -- e.g. global warming induced by chemtrails or the link between vaccines and autism -- find on the Web a natural medium for their dissemination. Users preferentially consume information according to their system of beliefs and the strife within users of opposite narratives may result in heated debates. In this work we provide a genuine example of information consumption from a sample of 1.2 million of Facebook Italian users. We show by means of a thorough quantitative analysis that information supporting different worldviews -- i.e. scientific and conspiracist news -- are consumed in a comparable way by their respective users. Moreover, we measure the effect of the exposure to 4709 evidently false information (satirical version of conspiracy theses) and to 4502 debunking memes (information aiming at contrasting unsubstantiated rumors) of the most polarized users of conspiracy claims. We find that either contrasting or teasing consumers of conspiracy narratives increases their probability to interact again with unsubstantiated rumors.Comment: misinformation, collective narratives, crowd dynamics, information spreadin

    The Inter-organizational Business Case in ES Implementations: Exploring the Impact of Coordination Structures and Their Properties

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    Developing the business case (BC) for an inter-organizational network is a major challenge. Factors like competition and differences in semantics between actors influence the stakeholders’ willingness to share information necessary for the BC development. In this paper we develop an exploratory framework showing the effect that coordination structure and project scope have on the development of a shared BC. We defined several coordination properties, such as competition, decision making location and decision power that mitigate this effect. We applied the framework in a case study where a BC is developed for an inter-organizational network. Our findings show that current BC development methods need to be re-stated and complemented by extra tools and interventions to support stakeholders in the inter-organizational specific setting
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