In this paper we first investigated the relationship between game habits of primary school children and their school achievements and anxiety levels. Then, we investigated if children habitually playing video games at...
ISBN:
(纸本)9783031490644;9783031490651
In this paper we first investigated the relationship between game habits of primary school children and their school achievements and anxiety levels. Then, we investigated if children habitually playing video games at home have an advantage when it comes to learning using educational games. In order to answer these questions, we exploited the data coming from the digital game-based learning (DGBL) intervention Happy Maths, a 6-week programme run in Irish primary schools aimed to increase maths abilities and decrease maths anxiety (MA). The dataset contained the academic achievements, the video game habits and the intervention data of 952 pupils. Our results show how playing games at home that are not age-appropriate was associated with higher MA and lower maths score, while time spent playing was associated with higher MA and lower literacy score. Regarding the efficacy of the DGBL intervention, there was no difference in the efficacy of the intervention between gamers and non-gamers. However, habitual video gamers were faster in executing their game moves, and they achieved higher scores, learning the game better. Overall, the study underlines the importance of playing age-appropriate games, and it provides evidence that, although kids playing video game might have a good advantage when it comes to educational games, the efficacy of such games is the same for gamers and non-gamers.
Expert human tutors can observe learner mistakes to understand their misconceptions and procedural errors. Highly capable, but opaque large language models have shown remarkable abilities across numerous domains, and ...
ISBN:
(纸本)9783031606083;9783031606090
Expert human tutors can observe learner mistakes to understand their misconceptions and procedural errors. Highly capable, but opaque large language models have shown remarkable abilities across numerous domains, and may be useful for adaptive instruction in a variety of ways. Working with publicly available data from the National Assessment of Educational Progress, (388 questions selected from 4th, 8th and 12th grade math and science) we examined these three questions: 1) Do language models find the same problems difficult as students do? We found statistically significant, but small similarities in performance that differ somewhat by model. 2) Do language models have the same pattern of errors as students? Our findings reveal that, under the "minimal " prompts, the models often mirror students in choosing the same incorrect answers. However, this alignment decreases when prompt models used "chain of thoughts". 3) Can language models interpret and explain students' wrong answers? We presented frequently-chosen wrong answers toNAEP items to GPT-4 and an experienced science teacher, and compared their explanations. There was a good correspondence between these explanations, with 81% being fully or partially in agreement. Discussion focuses on how these capabilities can be used for test design and adaptive instruction.
This research delves into the intricate interplay between mental workload and facial temperature among participants undergoing simulated aircraft takeoff scenarios. Our objective was to discern how workload impacts fa...
ISBN:
(纸本)9783031630309;9783031630316
This research delves into the intricate interplay between mental workload and facial temperature among participants undergoing simulated aircraft takeoff scenarios. Our objective was to discern how workload impacts facial temperature within the context of a flight simulator. Ten individuals were enlisted to serve as pilots in simulated A-320 flights, navigating through six distinct scenarios designed to mimic various levels of mental workload during takeoff, including both routine and emergency situations. Wemeticulously collected data, amassing a total of 120 takeoff instances and over 10 h of time-series data encompassing heart rate, workload assessments, and facial thermal images and temperatures. Through thorough comparative analysis of EEG data and different types of thermal images, compelling insights emerged. Notably, we observed a pronounced inverse relationship between workload and facial muscle temperatures, alongside facial landmark points. The implications of these findings extend beyond mere academic curiosity, offering valuable insights into the physiological repercussions ofworkload. Moreover, they hold promise for enhancing aviation safety protocols and optimizing pilot performance in demanding scenarios involving human interaction.
Platforms are nowadays typically equipped with trusted execution environments (TEEs), such as Intel SGX or ARM TrustZone. However, recent microarchitectural attacks on TEEs repeatedly broke their confidentiality guara...
ISBN:
(纸本)9783031477539;9783031477546
Platforms are nowadays typically equipped with trusted execution environments (TEEs), such as Intel SGX or ARM TrustZone. However, recent microarchitectural attacks on TEEs repeatedly broke their confidentiality guarantees, including the leakage of long-term cryptographic secrets. These systems are typically also equipped with a cryptographic coprocessor, such as a TPM or Google Titan. These coprocessors offer a unique set of security features focused on safeguarding cryptographic secrets. Still, despite their simultaneous availability, the integration between these technologies is practically nonexistent, which prevents them from benefitting from each other's strengths. In this paper, we propose TALUS, a general design and a set of three main requirements for a secure symbiosis between TEEs and cryptographic coprocessors. We implement a proof-of-concept of TALUS based on Intel SGX and a hardware TPM. We show that with TALUS, the long-term secrets used in the SGX life cycle can be moved to the TPM. We demonstrate that our design is robust even in the presence of transient execution attacks, preventing an entire class of attacks due to the reduced attack surface on the shared hardware.
Game-based learning has become a research hotspot in the field of educational technology, but how to design scientific, happy and effective educational games is still an important challenge. In this paper, we discuss ...
ISBN:
(纸本)9789819744411;9789819744428
Game-based learning has become a research hotspot in the field of educational technology, but how to design scientific, happy and effective educational games is still an important challenge. In this paper, we discuss the design method of educational games based on the research case of Lab of Learning sciences at Peking University. Based on learning sciences perspective, our research presents a pentagonal model of educational game design and points out 4 specific design principles.
As a new production system that highly integrates tangible products and intangible services, the product service system provides an opportunity for the transformation from discrete production to integrated production....
ISBN:
(纸本)9783031613616;9783031613623
As a new production system that highly integrates tangible products and intangible services, the product service system provides an opportunity for the transformation from discrete production to integrated production. Product Service System Design, proposed on this basis, involves systematic planning and design of related strategies, concepts, products, usage, processes, etc. However, existing literature shows a relative lack of attention on the role of "Media" during product service system design. Hence, this study, grounded in Product Service System design procedures and Uses & Gratifications theory, constructed the Double UG Design Model encompassing four phases - Unearth, Generation, Uses & Gratifications - with reference to the Double Diamond Design Model. The model emphasizes the working mechanism of "Media" across the entire design process, explores more possibilities brought by interdisciplinary research, provides new ideas to subsequent studies on Product Service System Design, and expands the application boundary of media in design research.
Organizations are increasingly adopting cloud-based, collaborative IS like Microsoft 365 to enhance collaboration and productivity, which was accelerated by the Covid-19 pandemic. Higher productivity through these sys...
ISBN:
(数字)9783031613562
ISBN:
(纸本)9783031613555;9783031613562
Organizations are increasingly adopting cloud-based, collaborative IS like Microsoft 365 to enhance collaboration and productivity, which was accelerated by the Covid-19 pandemic. Higher productivity through these systems also offers a solution to potential workforce shortages. However, introducing such IS often faces challenges, including user reluctance to change existing habits and software. For example, low willingness to change and poor communication exacerbate this problem, especially with suites like Microsoft 365, which help transitioning from software to cloud-based, collaborative solutions. The key challenge in integrating new applications is engaging users effectively, as poor engagement leads to unsatisfactory experiences and poor value. Understanding user needs and providing support are crucial for promoting adoption. For collaborative IS, such as conversational agents, their value depends on user interaction. Addressing these challenges requires a structured method focusing on user feedback and requirements during the lifecycle design phase. This study examines the introduction and increased adoption of Microsoft 365 in a multinational organization. Despite expectations for high usage, fostering user engagement remains a significant hurdle. Therefore, we developed a systematic, survey-based approach in a case organization, aiming to stimulate user interaction by repeated fostering of interactions, and, consequently, add value for users.
The advent and development of technology have revolutionized the means and techniques for disseminating information. Social media have established themselves, becoming the main scenarios for debate, sources of dissemi...
ISBN:
(数字)9783031574023
ISBN:
(纸本)9783031574016;9783031574023
The advent and development of technology have revolutionized the means and techniques for disseminating information. Social media have established themselves, becoming the main scenarios for debate, sources of dissemination of newideas and virtual places through which individuals exchange views and opinions sitting from their armchairs at home. However, since they are platforms accessible to all, the difficulties in managing content considered illegal or violent have been amplified. The essay aims to analyze the theme of Social Media through the universe of Artificial Intelligence in its educational perspective. Highlighting risks and prospects.
In Japan, where economic disparity is widening due to the increase in the number of single parents, the increase in the number of non-regular employees, and the impact of the spread of new coronavirus infection, purch...
ISBN:
(纸本)9783031601248;9783031601255
In Japan, where economic disparity is widening due to the increase in the number of single parents, the increase in the number of non-regular employees, and the impact of the spread of new coronavirus infection, purchase intentions for specific products are declining. This is due to TV advertising, and the failure of TV advertisers to create TV ads that match the interests of individual consumers. Although viewing intention for TV ads is decreasing, viewing intention for TV ads that match individual consumer interests is significantly higher. However, from the perspective of TV ad creators, it is time-consuming to create TV ads thatmatch the interests of individual consumers, and they have not been able to create such TV ads. In this study, we investigated the effects of TV ads on purchase intention for each individual attribute of consumers whowatch TV ads and found a targeting aid for creating TV ads that match the interests of individual consumers.
Objective data on social media use is now urgently needed for understanding its impact on adolescent well-being. Traditional objective social media data collection methods, such as data donation and passive sensing, f...
ISBN:
(纸本)9783031722400;9783031722417
Objective data on social media use is now urgently needed for understanding its impact on adolescent well-being. Traditional objective social media data collection methods, such as data donation and passive sensing, face challenges including intrusiveness, privacy concerns, and limitations in adolescent-a critical demographic in this research area. In our study, we introduced a novel, less intrusive method using user-donated screenshots within an ecological momentary assessment (EMA) framework. We recruited 374 adolescents from Switzerland, who were instructed to capture and share three daily screenshots detailing their total and app-specific usage across screentime, activations, and notifications. From this, we collected 6,819 screenshots, with 25% of participants failing to submit any screenshots, 14% submitted incorrect or incomplete ones, while 64% provided complete data for more than five days. To process this data, we developed an image-to-text pipeline using Tesseract OCR that achieved a 96% average accuracy rate. This user-donated screenshot method proved to be less burdensome than traditional data donation, capable of capturing detailed app-specific usage across smartphone operating systems, and applicable among adolescents. Nonetheless, success of the user-donated screenshot approach hinges on user compliance. We analyze attrition sources and suggest six strategies to enhance future research, such as incentivizing participation, implementing pre-upload image checks, and improving participant onboarding and education.
暂无评论