26 research outputs found
Be bold and take a challenge: could motivational strategies improve help-seeking?
Part of the motivation behind the evolution of learning environments is the idea of providing students with individualized instructional strategies that allow them to learn as much as possible. It has been suggested that the goals an individual holds create a framework or orientation from which they react and respond to events. There is a large evidence-based literature which supports the notion of mastery and performance approaches to learning and which identifies distinct behavioural patterns associated with each. However, it remains unclear how these orientations manifest themselves within the individual: an important question to address when applying goal theory to the development of a goal-sensitive learner model. This paper exposes some of these issues by describing two empirical studies. They approach the subject from different perspectives, one from the implementation of an affective computing system and the other a classroom-based study, have both encountered the same empirical and theoretical problems: the dispositional/situational aspect and the dimensionality of goal orientation
Attention modeling using inputs from a Brain Computer Interface and user-generated data in Second Life
A model of attention in computer-based assessment exercise in Second Life is presented. Attention is measured considering psychometric inputs based on Electro Encephalogram (EEG) readings using NeuroSky technology. The model of attention considers the readings and combines them with user-generated, performance data [1] (giving-up, answer correctness and time spent) to determine states of attention and trigger strategies to improve or sustain an optimal level of attention. The novelty of this approach is in using NeuroSky technology to read attention levels and in combining this input with user-generated data taken from interaction. This model of attention is based on the ARCS [2,3] model of motivation and can be later integrated into a model of motivation [4] for virtual worlds learning. The paper discusses the feasibility of using attention to complement existing models of motivation [4] and outlines work for the future
The use of virtual world platforms for supporting an emergency response training exercise
The development of a computer-based simulation for emergency response exercise training to facilitate trainees' learning activities and learning outcomes is proposed. Some limitations in using these simulations in emergency services include a focus on small-scaled individual task training and highly controlled environments designed to measure trainees' performance. These problems decrease the realism of the simulation which should represent more diverse, open-ended, counter-intuitive and unpredictable environmental conditions. These problems could reduce learning outcomes brought about by allowing open-ended discussions and team working. Virtual worlds provide a new methodological framework for conducting emergency response exercises. This paper describes a research agenda for the development of a virtual training exercise for emergency response. It has three objectives: firstly, it highlights the issues of validity of exercises for emergency events; secondly, it reviews possible virtual worlds which could be deployed as test bed environments and presents methodologies for their evaluation. Lastly, it suggests a future development of a virtual environment that may be used to support the emergency planning community by considering an existing similar project
Assessing the usability of a brain-computer interface (BCI) that detects attention levels in an assessment exercise
Multimodal augmented reality tangible gaming
This paper presents tangible augmented reality gaming environment that can be used to enhance entertainment using a multimodal tracking interface. Players can interact using different combinations between a pinch glove, a Wiimote, a six-degrees-of-freedom tracker, through tangible ways as well as through I/O controls. Two tabletop augmented reality games have been designed and implemented including a racing game and a pile game. The goal of the augmented reality racing game is to start the car and move around the track without colliding with either the wall or the objects that exist in the gaming arena. Initial evaluation results showed that multimodal-based interaction games can be beneficial in gaming. Based on these results, an augmented reality pile game was implemented with goal of completing a circuit of pipes (from a starting point to an end point on a grid). Initial evaluation showed that tangible interaction is preferred to keyboard interaction and that tangible games are much more enjoyable
Modelling the learner's motivational state in a Vygotskyan-inspired ITS
EThOS - Electronic Theses Online ServiceGBUnited Kingdo
MODELLING USER ATTENTION FOR HUMAN-AGENT INTERACTION
In this work, we propose a design for a user attention model featuring three core components. Our system components can work in real-time, offering indications of user attention from different sensory inputs (both visual and neurophysiological). Intention of the current work is to keep the equipment as unintrusive as possible, while keeping the confidence of the inputs as high as possible. We discuss potential applications of such a system, particularly with respect to evaluating user attentive behaviour during human-agent interactions and as a more natural interface for interacting with agents. 1
Learning as Immersive Experience: Learning and Teaching Practices in Virtual Worlds
As virtual worlds come of age, their potential for applications supporting teaching and learning is becoming increasingly recognised. This chapter outlines a transition of learning, centring on the uptake of new tools for supporting Technology Enhanced Learning (TEL) in universities and colleges. In particular, the use of technologies such as virtual worlds is increasing the pedagogic toolkit of teachers and tutors, providing unique opportunities to support and enhance teaching and learning. In particular, the use of virtual worlds to reach remote, distance, and online learners is creating new opportunities for face-to-face engagement and motivation with difficult-to-reach groups. To evidence and explore this potential, this chapter documents the main findings from several studies which focus upon defining and examining the key components which contribute towards the efficacy of an 'immersive learning experience'. This includes the main findings of the UK JISC-funded MyPlan project, wherein Second Life, a desktop virtual world, was used to support career decisions and educational choices among two groups of learners, the first from a college and the second from a university. These findings are compared to those arising from the UK Technology Strategy Board-funded Serious Games: Engaging Training Solutions (SG-ETS) project, which sought to develop and assess three high-fidelity serious games. The chapter focuses upon four specific components of virtual worlds and immersive learning techniques: personalisation through learner modelling, integrative feedback, intrinsic motivational quality, and what the authors term 'social interactive learning'. These four criteria are discussed with respect to the study, providing a basis for future ongoing studies that explore the efficacy of immersive virtual worlds as an alternative for, and supplement to, traditional learning environments