In the context of arithmetic word problems involving multiplication and division relationships between quantities, a typical arithmetic situation leads to two multiplications and four divisions. This paper introduces ...
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ISBN:
(纸本)9783031601248;9783031601255
In the context of arithmetic word problems involving multiplication and division relationships between quantities, a typical arithmetic situation leads to two multiplications and four divisions. This paper introduces an educational framework for a meaningful and integrated interpretation of both operations in such situations. It is based on the 'tri-quantitative proposition model', a computational approach representing problems with two existential and one relational propositions. Additionally, this paper describes a problem-posing task designed using this model. Preliminary evaluations with teachers and university students were conducted to assess the task's effectiveness. The results of these evaluations, which are reported here, suggest the usefulness and advanced nature of the proposed framework and task design.
This paper describes a focus group study that explores immersive learning in the field of Human-Robot Interaction (HRI). We examine four categories of HRI cases: robot-led, human-led, autonomous, and collaborative. Fo...
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ISBN:
(纸本)9783031490644;9783031490651
This paper describes a focus group study that explores immersive learning in the field of Human-Robot Interaction (HRI). We examine four categories of HRI cases: robot-led, human-led, autonomous, and collaborative. For each case, we evaluate the potential risks and human learning outcomes. Our findings include interaction styles that can be applied in HRI as well as the directionality and (multi)modality of these interaction styles. We identified several areas of risk, including miscommunication, privacy concerns, and injuries. Lastly, we explored common human learning outcomes based on the interaction categories. Our findings fill a gap in the literature by providing an analysis of immersive learning outcomes and risks in the field of HRI. Our results contribute towards the establishment of a framework that can improve the development of immersive learning environments.
We explore the use of aggregative crowdsourced forecasting (ACF) [2,42] as a mechanism to help operationalize "collective intelligence" of human-machine teams for coordinated actions. We adopt the definition...
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ISBN:
(纸本)9783031601248;9783031601255
We explore the use of aggregative crowdsourced forecasting (ACF) [2,42] as a mechanism to help operationalize "collective intelligence" of human-machine teams for coordinated actions. We adopt the definition for Collective Intelligence as: "A property of groups that emerges from synergies among data-information-knowledge, softwarehardware, and individuals (those with new insights as well as recognized authorities) that enables just-in-time knowledge for better decisions than these three elements acting alone." [52] Collective Intelligence emerges from new ways of connecting humans and AI to enable decisionadvantage, in part by creating and leveraging additional sources of information that might otherwise not be included. Aggregative crowdsourced forecasting (ACF) is a recent key advancement towards Collective Intelligence wherein predictions (X% probability that Y will happen) and rationales (why I believe it is this probability that X will happen) are elicited independently from a diverse crowd, aggregated, and then used to inform higher-level decision-making. This research asks whether ACF, as a key way to enable Operational Collective Intelligence, could be brought to bear on operational scenarios (i.e., sequences of events with defined agents, components, and interactions) and decision-making, and considers whether such a capability could provide novel operational capabilities to enable new forms of decision-advantage.
The paper describes and evaluates the use of large language models (LLMs) to provide personalized motivational feedback in the context of Intelligent Tutoring Systems (ITS). Specifically, the main contributions of the...
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ISBN:
(纸本)9783031630279;9783031630286
The paper describes and evaluates the use of large language models (LLMs) to provide personalized motivational feedback in the context of Intelligent Tutoring Systems (ITS). Specifically, the main contributions of the present work are the definition of a novel evaluation framework and the early application of such a framework to assess the ability of LLMs to generate textual feedback including motivational features. The experimentation results show that LLMs demonstrate a promising ability to generate motivational feedback and, therefore, a good chance to be integrated as an additional model into the traditional ITS architecture.
Motivation is an important factor in paediatric speech therapy. Rehabilitation is often long-term work that requires many repetitions and home training with parents. Therefore, one of the most important tasks of paedi...
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ISBN:
(纸本)9783031490644;9783031490651
Motivation is an important factor in paediatric speech therapy. Rehabilitation is often long-term work that requires many repetitions and home training with parents. Therefore, one of the most important tasks of paediatric speech-language pathologists (SLPs) is to find different ways, over and over again, to motivate children for training. As different types of games themselves have already been identified as important motivational tools used by SLPs, the purpose of this study was to investigate what kind of gamification elements SLPs use in therapy, in addition to the games themselves, to motivate children for training. 26 Finnish SLPs responded to an online questionnaire consisting of four open-ended questions. Our results indicate that SLPs typically use several different motivational methods, which they aim to personalize as much as possible to individually support motivation. SLPs make a special effort to increase children's intrinsic motivation by employing motivational features commonly used in gamification, such as playfulness, the child's own interests, and goal setting.
This study aimed to strengthen Danish high school students' understanding of the periodic table by designing a serious game. The study included 46 students from two classes in chemistry. One class with 24 students...
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ISBN:
(纸本)9783031490644;9783031490651
This study aimed to strengthen Danish high school students' understanding of the periodic table by designing a serious game. The study included 46 students from two classes in chemistry. One class with 24 students was included in the experimental study, which employed game-based learning as part of understanding the periodic table. One class with 22 students served as the control group and engaged only in an analog reading of the periodic table. The evaluation consisted of data logging, a knowledge test, a questionnaire with items from the user engagement scale, and interviews with 12 students. The findings revealed the game engaged the students. Students in the experimental gaming group reported significantly higher positive engagement than the control group did. The knowledge test revealed, that in four out of six questions, the gaming group answered more correctly than the control group did. Interestingly, the highest percentage of correct answers was a question linked to a game-designed surprise with an alarm.
Recent advancements in virtual reality (VR) technology have made it possible to effectively recreate traditional historical environments, allowing users to immerse themselves in real history and culture. The objective...
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ISBN:
(纸本)9783031610462;9783031610479
Recent advancements in virtual reality (VR) technology have made it possible to effectively recreate traditional historical environments, allowing users to immerse themselves in real history and culture. The objective of this study is to develop a virtual experience of the commercial culture of the Thirteen Hongs of Canton, a significant trading site between China and Europe during the Qing dynasty. The game development involved creating an animated character navigating the streets of the Thirteen Hongs, surrounded by merchants, vendors, and tourists. The main goal of the game is for players to use VR controllers to purchase various products, while facing challenging tasks that require focus on different visual and auditory cues. The educational aspect of the game aims to enlighten players about the significant historical role of the Thirteen Hongs as a bustling trade hub, and to educate them about the diverse range of Chinese goods that were exported to European nations. This research explores the integration of digital games and VR technologies in order to enhance cultural heritage education, providing an engaging and effective learning experience. The findings of this study contribute to interdisciplinary research on VR technologies, cultural heritage education, and game design, opening up possibilities for future investigations in this field.
Seeking to connect the knowledge of Environmental Psychology and Ergonomics of the Built Environment to provide guidelines to assist home office projects, this article presents the preliminary results of the first sta...
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ISBN:
(纸本)9783031613616;9783031613623
Seeking to connect the knowledge of Environmental Psychology and Ergonomics of the Built Environment to provide guidelines to assist home office projects, this article presents the preliminary results of the first stage of the doctoral research conducted at UFPE in Brazil, in collaborationwith FAUlisboa in Portugal. This research aimed to formulate an assessment model for the environmental conditions that promote discomfort and excessive loads in home office environments. To achieve this, the study considered the aspects of privacy control, biophilia, office clutter, and coherence (achieved through reduced contrast). The empirical investigation in this initial stage, structured through Facet Theory, employed the Multiple Sorting Procedure to collect data from 58 Brazilians and 45 Portuguese participants. The data were analyzed using the multidimensional scaling technique of Similarity Structure Analysis with the aid of the computer program HUDAP (Hebrew University Data Analysis Package) computational program. The empirical results revealed that the home office environment with a dedicated workspace, privacy control, the presence of biophilia, the absence of office clutter, and minimal to moderate contrast, is associated with conditions that promote the reduction of excessive loads and perceived state anxiety in the investigated environments. Furthermore, there was partial consensus in the majority of results between the two groups under study.
Z-related pitch-class sets (pc-sets) have captured particular interest in set theory in music due to their similarity in intervallic structures alongside obscurity in transformational relations. This paper explores th...
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ISBN:
(纸本)9783031606373;9783031606380
Z-related pitch-class sets (pc-sets) have captured particular interest in set theory in music due to their similarity in intervallic structures alongside obscurity in transformational relations. This paper explores the structural and transformational relationships between Z-related hexachords in Z(12). We demonstrate that common subsets, precisely those with prime forms [06] and [016], play a crucial role in defining the structure of complementary Z-related hexachords. We present a categorization of Z-related hexachords based on the discrete Fourier transform (DFT). The categorization aligns with the relative positions of the [06] subsets in the hexachord. Moreover, we introduce the method of dyad expansion for interpreting the transformational relationships between Z-related hexachords.
We propose a new fair exchange protocol that takes advantage of delay encryption and commutative encryption to achieve optimal partial fairness among all protocols involving one-way messages. Our protocol consists of ...
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ISBN:
(纸本)9783031477539;9783031477546
We propose a new fair exchange protocol that takes advantage of delay encryption and commutative encryption to achieve optimal partial fairness among all protocols involving one-way messages. Our protocol consists of 3 setup messages and 2N + 1 exchange messages and it is fair against covert adversaries with probability 1 - 1/2N. We prove that this is optimal up to shortening the setup phase which is notably more efficient than existing protocols.
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