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Scharinger C. Task-irrelevant decorative pictures increase cognitive load during text processing but have no effects on learning or working memory performance: an EEG and eye-tracking study. PSYCHOLOGICAL RESEARCH 2024; 88:1362-1388. [PMID: 38502229 PMCID: PMC11142986 DOI: 10.1007/s00426-024-01939-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/03/2021] [Accepted: 02/08/2024] [Indexed: 03/21/2024]
Abstract
Decorative pictures (DP) are often used in multimedia task materials and are commonly considered so-called seductive details as they are commonly not task-relevant. Typically, DP result in mixed effects on behavioral performance measures. The current study focused on the effects of DP on the cognitive load during text reading and working memory task performance. The theta and alpha frequency band power of the electroencephalogram (EEG) and pupil dilation served as proxies of cognitive load. The number of fixations, mean fixation durations, and the number of transitions served as proxies of the attentional focus. For both, text reading and n-back working memory tasks, the presence and congruency of DP were manipulated in four task conditions. DP did neither affect behavioral performance nor subjective ratings of emotional-motivational factors. However, in both tasks, DP increased the cognitive load as revealed by the EEG alpha frequency band power and (at least to some extent) by subjective effort ratings. Notably, the EEG alpha frequency band power was a quite reliable and sensitive proxy of cognitive load. Analyzing the EEG data stimulus-locked and fixation-related, the EEG alpha frequency band power revealed a difference in global and local cognitive load. In sum, the current study underlines the feasibility and use of EEG for multimedia research, especially when combined with eye-tracking.
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Affiliation(s)
- Christian Scharinger
- Leibniz-Institut für Wissensmedien Tübingen, Schleichstr. 6, 72076, Tübingen, Germany.
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2
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Neves BHSD, Martini VÁ, Fantti MDF, Mello-Carpes PB. Long-term impact of neuroscience outreach interventions on elementary students' knowledge. ADVANCES IN PHYSIOLOGY EDUCATION 2024; 48:147-154. [PMID: 38269406 DOI: 10.1152/advan.00028.2023] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/21/2023] [Revised: 12/11/2023] [Accepted: 01/23/2024] [Indexed: 01/26/2024]
Abstract
Neuroeducation is characterized as a subarea of neuroscience that involves comprehending the teaching and learning processes and relating them to neuroanatomy, neurophysiology, and neuropsychology. The inclusion of some aspects of the neuroscience of learning in teachers' and students' formation, applying them in teaching-learning environments, contributes to the quality of education and impacts students' quality of life and health. Thus, the POPNEURO outreach program performs interventions with students and teachers of low-income schools to disseminate neuroscience concepts, relating them to the students' daily lives. This study reports the impact of these actions, assessed 1 yr after their conclusion. The results showed that the long-term impact of the activities carried out is, in general, positive. Even 1 yr after the activities end, students demonstrate knowledge about the neuroscience themes and satisfaction with participating.NEW & NOTEWORTHY This article reports on neuroscience disclosure activities performed with school students and describes their short- and long-term positive impact. Even 1 yr after the activities, students demonstrate knowledge about the themes worked on and satisfaction with the activities.
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Affiliation(s)
- Ben-Hur Souto Das Neves
- Physiology Research Group, Stress, Memory and Behavior Lab, Federal University of Pampa, Uruguaiana, Rio Grande do Sul, Brazil
| | - Victória Ávila Martini
- Physiology Research Group, Stress, Memory and Behavior Lab, Federal University of Pampa, Uruguaiana, Rio Grande do Sul, Brazil
| | - Mayúme de Freitas Fantti
- Physiology Research Group, Stress, Memory and Behavior Lab, Federal University of Pampa, Uruguaiana, Rio Grande do Sul, Brazil
| | - Pâmela Billig Mello-Carpes
- Physiology Research Group, Stress, Memory and Behavior Lab, Federal University of Pampa, Uruguaiana, Rio Grande do Sul, Brazil
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3
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Navratil SD, Kühl T. Learning with self-generated drawings and the impact of learners' emotional states. Front Psychol 2023; 14:1286022. [PMID: 38034298 PMCID: PMC10687578 DOI: 10.3389/fpsyg.2023.1286022] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2023] [Accepted: 10/31/2023] [Indexed: 12/02/2023] Open
Abstract
Introduction The present study examined the influence of emotional states when learning with self-generated drawings. It was assumed that learners in a positive emotional state would profit from learning with self-generated drawings, while learners in a negative emotional state would not profit from this strategy to the same extent but would rather benefit through reading. Methods University students (N = 123) were randomly assigned to one of four conditions resulting from a 2 × 2 design with self-generated drawings (yes vs. no) and emotional state (positive vs. negative) as independent variables. Results Results showed that learning with self-generated drawings was more beneficial for a following transfer test than learning without drawings - irrespective of a learner's emotional state. The quality of self-generated drawings predicted the learning outcomes of the retention and pictorial test, but not for transfer. Discussion Missing effects of emotional states and the missing interaction with self-generated drawings will be discussed.
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Affiliation(s)
| | - Tim Kühl
- Psychology of Education, University of Mannheim, Mannheim, Germany
- Institute for Psychology of Learning and Instruction, Kiel University, Kiel, Germany
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4
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De Nicolò M, Kanatschnig T, Hons M, Wood G, Kiili K, Moeller K, Greipl S, Ninaus M, Kober SE. Engaging learners with games-Insights from functional near-infrared spectroscopy. PLoS One 2023; 18:e0286450. [PMID: 37279251 PMCID: PMC10243642 DOI: 10.1371/journal.pone.0286450] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/07/2023] [Accepted: 05/16/2023] [Indexed: 06/08/2023] Open
Abstract
The use of game elements in learning tasks is thought to facilitate emotional and behavioral responses as well as learner engagement. So far, however, little is known about the underlying neural mechanisms of game-based learning. In the current study, we added game elements to a number line estimation task assessing fraction understanding and compared brain activation patterns to a non-game-based task version. Forty-one participants performed both task versions in counterbalanced order while frontal brain activation patterns were assessed using near-infrared spectroscopy (within-subject, cross-sectional study design). Additionally, heart rate, subjective user experience, and task performance were recorded. Task performance, mood, flow experience, as well as heart rate did not differ between task versions. However, the game-based task-version was rated as more attractive, stimulating and novel compared to the non-game-based task version. Additionally, completing the game-based task version was associated with stronger activation in frontal brain areas generally involved in emotional and reward processing as well as attentional processes. These results provide new neurofunctional evidence substantiating that game elements in learning tasks seem to facilitate learning through emotional and cognitive engagement.
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Affiliation(s)
| | | | - Manuel Hons
- Institute of Psychology, University of Graz, Graz, Austria
| | - Guilherme Wood
- Institute of Psychology, University of Graz, Graz, Austria
- BioTechMed-Graz, Graz, Austria
| | - Kristian Kiili
- Faculty of Education and Culture, Tampere University, Tampere, Finland
| | - Korbinian Moeller
- Centre for Mathematical Cognition, School of Science, Loughborough University, Loughborough, United Kingdom
- Leibniz-Institut für Wissensmedien, Tübingen, Germany
- LEAD Graduate School & Research Network, University of Tübingen, Tübingen, Germany
| | - Simon Greipl
- Department of Media and Communication, Ludwig Maximilian University of Munich, Munich, Germany
| | - Manuel Ninaus
- Institute of Psychology, University of Graz, Graz, Austria
- LEAD Graduate School & Research Network, University of Tübingen, Tübingen, Germany
| | - Silvia Erika Kober
- Institute of Psychology, University of Graz, Graz, Austria
- BioTechMed-Graz, Graz, Austria
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5
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Scharinger C, Prislan L, Bernecker K, Ninaus M. Gamification of an n-back working memory task - is it worth the effort? An EEG and eye-tracking study. Biol Psychol 2023; 179:108545. [PMID: 36965785 DOI: 10.1016/j.biopsycho.2023.108545] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/16/2022] [Revised: 03/21/2023] [Accepted: 03/22/2023] [Indexed: 03/27/2023]
Abstract
Gamification of cognitive tasks might positively affect emotional-motivational factors (emotional design perspective) or negatively affect cognitive factors like working memory load (minimalistic design perspective). The current study examined the effects of gamification in a spatial n-back working memory task on task performance, task load (i.e., working memory load and effort), and subjective task experience. Task load was assessed by the physiological process measures pupil dilation and EEG theta (4 - 6Hz) and alpha (8 - 13Hz) frequency band power. Gamification was achieved by elements of emotional design (i.e., the visual screen design using, e.g., color, cartoon figures as n-back stimuli, and a narrative embedding of the task). While EEG and eye-tracking were recorded, participants conducted gamified and non-gamified 1-back and 2-back load levels. The gamification resulted in positive effects on subjective task experience and affect. Despite these effects, gamification did not affect task performance and task load. However, exploratory analyses revealed increased EEG theta power at right-parietal electrodes for gamified task versions compared to non-gamified ones. Potentially, this effect might indicate participants' increased effort or concentration in the gamified n-back task. In line with an emotional design perspective, gamification positively altered subjective task experience and affect without hampering task performance and therefore justify the extra effort of implementing game elements.
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Affiliation(s)
| | - Laura Prislan
- Department of Teaching and Learning with Intelligent Systems (LLiS), University of Stuttgart, Germany
| | - Katharina Bernecker
- Department of Psychology - Psychology of Motivation, Volition, and Emotion, University of Zurich, Switzerland
| | - Manuel Ninaus
- Institute of Psychology, University of Graz, Austria; LEAD Graduate School and Research Network, University of Tübingen, Germany
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Lenski S, Großschedl J. Emotional design pictures: Pleasant but too weak to evoke arousal and attract attention? Front Psychol 2023; 13:966287. [PMID: 36687908 PMCID: PMC9846075 DOI: 10.3389/fpsyg.2022.966287] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/10/2022] [Accepted: 11/21/2022] [Indexed: 01/06/2023] Open
Abstract
A new field of research builds on the theoretical assumption that distinct design manipulations, such as human-like features with appealing colors (emotional design), foster multimedia learning by influencing the learners' affective state (i.e., valence and arousal) and attention. Empirical studies, however, provide inconsistent findings of the affective potential of emotional design, underlining the need for psychophysiological measurements to assess the affective state and attention more objectively. The effects of differently designed stimuli (picture-text combinations with anthropomorphic pictures in bright and saturated colors [emotional design], picture-text combinations with non-anthropomorphic pictures in grayscale [neutral design], and plain text [control design]) on junior high school students' valence (N = 15), arousal (N = 18), and attention (N = 27) were examined. Valence was determined by students' judgments on a rating scale; arousal and attention were assessed by psychophysiological parameters (electrodermal activity of students and their dwell time on stimuli, respectively). To allow the examination of valence and arousal as separate dimensions, two independent experiments were conducted. Results of experiment I show that students perceived emotional design stimuli as more pleasant than stimuli in neutral or control design. Besides, an interaction with the content of the stimuli was found. While the positive effect of the emotional design was found for concepts that could be interpreted as potentially positive (e.g., sunlight) or neutral (e.g., consumer), stimuli representing potentially negative concepts (e.g., dead consumer) were not perceived as more pleasant if presented in emotional design. Experiment II shows that emotional design did not induce higher arousal than neutral and control designs and did not attract more attention. Instead, the text within picture-text combinations (emotional and neutral designs) attracted more attention when pictures were presented in neutral than in emotional design. By investigating the emotional state more differentiated and by examining arousal and attention using psychophysiological parameters, the present study helps to understand the heterogeneous findings of previous studies.
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Affiliation(s)
- Sina Lenski
- Faculty of Mathematics and Natural Sciences, Institute for Biology Education, University of Cologne, Cologne, North Rhine-Westphalia, Germany,German Institute for Adult Education, Bonn, North Rhine-Westphalia, Germany
| | - Jörg Großschedl
- Faculty of Mathematics and Natural Sciences, Institute for Biology Education, University of Cologne, Cologne, North Rhine-Westphalia, Germany,*Correspondence: Jörg Großschedl,
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Colors and Learner’s Gender Evoke Different Emotional and Cognitive Effects in Multimedia Learning. HUMAN BEHAVIOR AND EMERGING TECHNOLOGIES 2022. [DOI: 10.1155/2022/1235732] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
The emotional design principle avers that highly saturated warm colors in multimedia learning presentations can elevate affective-motivational, cognitive, and learning outcomes. While warm and achromatic grayscale color tones have been explored extensively, relatively less research examines the effects of cold colors in multimedia learning. This study explores how color tones (warm, cold, and achromatic grayscale) and learners’ gender influence positive emotions, intrinsic motivation, cognitive load, and transfer performance. An online experiment was conducted where learners pursuing IT courses in an Asian university (
) engaged with either one of the multimedia learning lessons on distributed denial-of-service attack imbued with (1) a warm color tone, (2) a cold color tone, and (3) an achromatic grayscale color tone. Findings show that the cold color tone was associated with fewer enhanced positive emotion types than the other color tones. Compared to the achromatic grayscale color tone (
,
), significantly higher extraneous cognitive load ratings were observed with the warm color tone (
,
) and the cold color tone (
,
). Following reports by some learners, this could be attributed to the overly vivid and saturated chromatic colors impairing the learners’ visual and cognitive processes, causing them to rate the multimedia learning experience with warm and cold color tones as more difficult than with the achromatic grayscale color tone. Male learners in the warm color tone condition (
,
) performed marginally better on the transfer posttest than male learners in the cold color tone condition (
,
) and male learners in the achromatic grayscale color tone condition (
,
). In contrast, female learners in the warm color tone condition (
,
) performed marginally worse than female learners in the cold color tone condition (
,
) and significantly worse than female learners in the achromatic grayscale color tone condition (
,
). Overall, these results show that gender can shape the effects of warm colors on learning—the warm color tone can enhance male learners’ but stifle female learners’ transfer performance. Moreover, this study aligns with recent studies that colors as an emotional design feature may lead to higher cognitive load ratings. This paper discusses the theoretical and practical implications and submits a future outlook for broadening the research domain.
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Effects of decorative pictures on mental processing demands and learning: An EEG and eye-tracking study. Acta Psychol (Amst) 2022; 231:103798. [PMID: 36427365 DOI: 10.1016/j.actpsy.2022.103798] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2022] [Revised: 10/22/2022] [Accepted: 11/18/2022] [Indexed: 11/23/2022] Open
Abstract
Across two experiments, the effects of presenting decorative pictures (DP) alongside texts were assessed with respect to the mental processing demands during reading, learning outcomes, and subjective task experience. DP were thought to function as so-called seductive details. Eye-tracking and the electroencephalogram (EEG) were recorded during reading. Pupil dilation and the EEG theta (4-8 Hz) and alpha (8-13 Hz) frequency band power served as measures of the mental processing demands. Texts on features and habitats of animals served as learning materials. Working memory (WM) load was manipulated as an additional factor during reading. Neither the additional WM load nor DP had significant effects on learning outcomes, albeit in both experiments the increased WM load affected the physiological measures as expected. DP with a few different motifs generally were not very seductive (Experiment 1). DP with more diverse motifs resulted in increased mental processing demands as indicated by the EEG alpha frequency band power (Experiment 2). Subjective task experience was positively affected by the DP present in Experiment 2 as indicated by higher subjective ratings of interestingness, comprehensibility, emotionality, and aesthetical pleasantness when DP were present. In sum, the study indicates that DP with diverse motifs may function as seductive details, increasing mental processing demands without detrimental effects on learning outcomes.
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9
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The Appraisal Principle in Multimedia Learning: Impact of Appraisal Processes, Modality, and Codality. MULTIMODAL TECHNOLOGIES AND INTERACTION 2022. [DOI: 10.3390/mti6070058] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
This paper presents two experiments examining the influences of media-specific appraisal and attribution on multimedia learning. The first experiment compares four different versions of learning material (text, text with images, animation with text, and animation with audio). Results reveal that the attributed type of appraisal, (i.e., the subjective impression of whether a medium is easy or difficult to learn with) impacts invested mental effort and learning outcomes. Though there was no evidence for the modality effect in the first experiment, we were able to identify it in a second study. We were also able to replicate appraisal and attribution findings from study 1 in study 2: if media appraisal leads to the result that learning with a specific medium is difficult, more mental effort will be invested in information processing. Consequently, learning outcomes are better, and learners are more likely to attribute knowledge acquisition to their own abilities. Outcomes also indicate that the modality effect can be explained by avoidance of split-attention rather than modality-specific information processing in working memory.
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10
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Stanworth JO, Yen WH, Warden CA. Conflicted about online learning?: Using sentiment analysis to explore learner approach-avoidance motivation. ONLINE INFORMATION REVIEW 2022. [DOI: 10.1108/oir-09-2021-0463] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeStudent motivation underpins the challenge of learning, made more complex by the move to online education. While emotions are integral to students' motivation, research has, to date, overlooked the dualistic nature of emotions that can cause stress. Using approach-avoidance conflict theory, the authors explore this issue in the context of novel online students' responses to a fully online class.Design/methodology/approachUsing a combination of critical incident technique and laddering, the authors implemented the big data method of sentiment analysis (SA) which results in approach tables with 1,318 tokens and avoid tables with 1,090 tokens. Using lexicon-based SA, the authors identify tokens relating to approach, avoid and mixed emotions.FindingsThe authors implemented the big data method of SA which results in approach tables with 1,318 tokens and avoid tables with 1,090 tokens. Using lexicon-based SA, the authors identify tokens relating to approach, avoid and mixed emotions. These ambivalent emotions provide an opportunity for teachers to rapidly diagnose and address issues of student engagement in an online learning class.Originality/valueResults demonstrate the practical application of SA to unpack the role of emotions in online learner motivation.
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11
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Rohles B, Backes S, Fischbach A, Amadieu F, Koenig V. Creating positive learning experiences with technology: A field study on the effects of user experience for digital concept mapping. Heliyon 2022; 8:e09246. [PMID: 35497031 PMCID: PMC9044002 DOI: 10.1016/j.heliyon.2022.e09246] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/09/2021] [Revised: 02/09/2022] [Accepted: 03/30/2022] [Indexed: 11/18/2022] Open
Abstract
Learning and assessment are increasingly mediated by digital technologies. Thus, learners’ experiences with these digital technologies are growing in importance, as they might affect learning and assessment. The present paper explores the impact of user experience on digital concept mapping. It builds on user experience theory to explain variance in the intention to use digital concept mapping tools and in concept map-based assessment scores. Furthermore, it identifies fulfillment of psychological needs as an important driver of positive experiences. In a field study in three schools and a university (N = 71), we tested two concept mapping prototypes on computers and tablets. We found that user experience is a significant factor explaining variance in intention to use. User experience also explained variance in three out of four concept mapping scores on tablets, potentially related to the lower pragmatic quality of the tablet prototypes. Fulfillment of psychological needs strongly affected perceptions of different qualities of user experience with digital concept mapping. These results indicate that user experience needs to be considered in digital concept mapping to provide a positive and successful environment for learning and assessment. Finally, we discuss implications for designers of digital learning and assessment tools. User experience (UX) is a vital success factor for digital education tools. Fulfillment of psychological needs defines user experience. User experience is a strong predictor of intention to use. User experience can explain variance in concept map scores. User experience models can complement technology acceptance models.
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Affiliation(s)
- Björn Rohles
- Cognitive Science & Assessment, Faculty of Humanities, Education and Social Sciences (FHSE), University of Luxembourg, 2, avenue de l'Université, L-4365 Esch-sur-Alzette Luxembourg
- Corresponding author.
| | - Susanne Backes
- Luxembourg Centre for Educational Testing (LUCET), University of Luxembourg, 2, avenue de l'Université, L-4365 Esch-sur-Alzette, Luxembourg
| | - Antoine Fischbach
- Luxembourg Centre for Educational Testing (LUCET), University of Luxembourg, 2, avenue de l'Université, L-4365 Esch-sur-Alzette, Luxembourg
| | - Franck Amadieu
- CLLE (CNRS-UT2J), University of Toulouse, Laboratoire CLLE UMR5263, Université Toulouse Jean Jaurès, Maison de la Recherche, 5, Allée Antonio Machado, 31058 Toulouse cedex 9, France
| | - Vincent Koenig
- Cognitive Science & Assessment, Faculty of Humanities, Education and Social Sciences (FHSE), University of Luxembourg, 2, avenue de l'Université, L-4365 Esch-sur-Alzette Luxembourg
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12
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Wang T, Sun Y, Liao S. Physical Self Matters: How the Dual Nature of Body Image Influences Smart Watch Purchase Intention. Front Psychol 2022; 13:846491. [PMID: 35401379 PMCID: PMC8992001 DOI: 10.3389/fpsyg.2022.846491] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/31/2021] [Accepted: 02/14/2022] [Indexed: 11/24/2022] Open
Abstract
To determine the role of physical self in body-involving consumption, we explore how body image influences purchasing intention toward hybrid products with body-involving features. In this study, we establish the dual nature of body image: specifically, body image influences intention to purchase via the perception of utilitarian value and symbolic value. Further, we find a competitive mediation in which positive body image (PBI) negatively influences purchase intention (direct effect), while PBI is positively related to purchase intention via utilitarian and symbolic value (indirect effect). This indicates that without the mediation testing of the utilitarian-symbolic framework, the positive influence of body image will be "hidden." Additionally, the mediated effect of symbolic value is moderated by personal innovativeness toward technology (PITT), suggesting that a consumer's knowledge of wearables enhances the effect of body image. With the introduction of body image, this paper provides a more comprehensive model to analyze purchase intention with regard to digital products with body-involving features.
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Affiliation(s)
- Teng Wang
- School of Management, Harbin Institute of Technology, Harbin, China
| | - Yongqiang Sun
- School of Information Management, Wuhan University, Wuhan, China
| | - Shengwu Liao
- Southern Hospital of Southern Medical University, Guangzhou, China
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13
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Li M. Application of sentence-level text analysis: The role of emotion in an experimental learning intervention. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2022; 99:104278. [PMID: 35110783 PMCID: PMC8803271 DOI: 10.1016/j.jesp.2021.104278] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/29/2022]
Abstract
This registered study aimed at testing the role of emotion in the intervention effect of an experimental intervention study in academic settings. Previous analyses of the National Study of the Learning Mindset (Yeager et al., 2019) showed that in a randomized controlled trial, high school students who were given the growth mindset intervention had, on average higher GPA than did students in the control condition. Previous analyses also showed that school achievement levels moderated the intervention effect. This study applied a sentence-level text analysis strategy to detect participants' attentional focus in five emotional dimensions (valence, arousal, dominance/control, approach-avoidant, and uncertainty) across three writing prompts students wrote during the intervention. Linear mixed models were conducted to test if emotional dimension scores computed using the text analysis predicted a higher intervention effect (i.e., higher post-intervention GPA given pre-intervention GPA). The moderating role of school achievement levels was also examined. The results of this study have implications on the possibility of applying text analysis strategies on open-ended questions in interventions or experimental studies to examine the role of the emotion-attentional focus of participants during intervention or experimental studies on the intervention or experimental outcomes, especially those that are conducted in academic settings.
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Affiliation(s)
- Manyu Li
- University of Louisiana at Lafayette
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14
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Chen WK, Chang JR, Chen LS, Hsu RY. Using refined kano model and decision trees to discover learners' needs for teaching videos. MULTIMEDIA TOOLS AND APPLICATIONS 2022; 81:8317-8347. [PMID: 35125926 PMCID: PMC8807013 DOI: 10.1007/s11042-021-11744-9] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/08/2020] [Revised: 09/06/2021] [Accepted: 11/22/2021] [Indexed: 06/14/2023]
Abstract
With the advancement of technology and the spread of the COVID19 epidemic, learning can no longer only be done through face-to-face teaching. Numerous digital learning materials have appeared in large numbers, changing people's learning mode. In the era of information explosion, how to capture the learners' attention to teaching videos and improve learning effectiveness is the common goal of every designer of e-leaning teaching content. Previous researches focused on the analysis of learning effectiveness and satisfaction. Instructional designers only provided design elements with high learning effectiveness or high satisfaction, and lacked in-depth analysis of the learners' perspectives. The opinions of these e-learning users are often the key to the success of online teaching videos. Therefore, this study aims at the design elements that will be used in the teaching film. The operation mode of the piano mechanism will be employed as the content of the teaching film. Based on eight elements including arrow cueing, dynamic arrow cueing, spreading-color cueing, contrary to cueing, font style, color application, anthropomorphic, and audiovisual complementarity, we use Refined Kano Model to analyze learners' needs of categorization of each element, and discover learners' expectations for teaching videos. In addition, this study also conducts in-depth data analysis through decision trees algorithm, and stratification analyses using different variables (such as design expertise, using frequency, and usage experience, etc.) to find out the key design factors that affect learners' learning. Depending on the learner's background, the use of e-learning experience, using frequency, and the length of the learning video, our results could provide for reference when designing teaching videos. Instructional designers can better understand how to effectively use design elements, so that the teaching videos can achieve the best learning effect.
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Affiliation(s)
- Wen-Kuo Chen
- Department of Marketing and Logistics Management, Chaoyang University of Technology, Taichung, 413310 Taiwan
| | - Jing-Rong Chang
- Department of Information Management, Chaoyang University of Technology, Taichung, 413310 Taiwan
| | - Long-Sheng Chen
- Department of Information Management, Chaoyang University of Technology, Taichung, 413310 Taiwan
| | - Rui-Yang Hsu
- Department of Information Management, Chaoyang University of Technology, Taichung, 413310 Taiwan
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Abstract
Although educational robots are known for their capability to support language learning, how actual interaction processes lead to positive learning outcomes has not been sufficiently examined. To explore the instructional design and the interaction effects of robot-assisted language learning (RALL) on learner performance, this study systematically reviewed twenty-two empirical studies published between 2010 and 2020. Through an inclusion/exclusion procedure, general research characteristics such as the context, target language, and research design were identified. Further analysis on oral interaction design, including language teaching methods, interactive learning tasks, interaction processes, interactive agents, and interaction effects showed that the communicative or storytelling approach served as the dominant methods complemented by total physical response and audiolingual methods in RALL oral interactions. The review provides insights on how educational robots can facilitate oral interactions in language classrooms, as well as how such learning tasks can be designed to effectively utilize robotic affordances to fulfill functions that used to be provided by human teachers alone. Future research directions point to a focus on meaning-based communication and intelligibility in oral production among language learners in RALL.
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Iulamanova A, Bogdanova D, Kotelnikov V. Decision Support in the Automated Compilation of Individual Training Module Based on the Emotional State of Students. IFAC-PAPERSONLINE 2021; 54:85-90. [PMID: 38620943 PMCID: PMC8588783 DOI: 10.1016/j.ifacol.2021.10.424] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
Abstract
Distance education has become very relevant in the context of the global coronavirus pandemic. There is an acute issue of increasing the efficiency of this process. Students face problems of self-organization and lack of motivation to learn. Considering their emotional state and individual characteristics let create a system that adapts to each student and make education more individual. In this work, the problem of decision support is described in the automated compilation of an individual training module in distance education based on considering the emotional states of students. The work formulates the existing problems of distance education. An overview of existing research in the field of accounting and recognition of emotions in education is given. The problem of managing the process of distance learning, considering the emotional states of students and their individual characteristics, is given. It is proposed to introduce emotional support in the learning process and select the form of presentation of the material adequate to the student's state. The results of an experiment on 80 students with different personality types are presented. The analysis of the results showed that the emotional state of the students, who used the developed decision support system in teaching, became much better. After training, the level of knowledge of students, who used the developed decision support system, became higher.
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17
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Digital support for student engagement in blended learning based on self-determination theory. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106909] [Citation(s) in RCA: 28] [Impact Index Per Article: 9.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
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18
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19
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Wang Y, Zhou Z, Gong S, Jia D, Lei J. The Effects of Emotional Design on Multimedia Learning and Appreciation of Chinese Poetry. Front Psychol 2021; 12:621969. [PMID: 34421699 PMCID: PMC8375431 DOI: 10.3389/fpsyg.2021.621969] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/27/2020] [Accepted: 06/10/2021] [Indexed: 11/29/2022] Open
Abstract
Painting, music, literature, and other art forms embody the essence of human wisdom and induce esthetic experience, among which poetry is inherently creative, because it contains a wealth of symbols, imageries, insights, and so forth. The appreciation and learning of Chinese poetry is an important part of the curriculum in secondary schools. However, studies have mainly focused on textual characters of poetry, with little literature focusing on esthetic appreciation and in-depth learning of poetry. In this vein, we ask whether emotional designs will promote the appreciation and learning of Chinese poetry. To answer this question, we explored the influence of the combination of external emotion induction (positive and neutral movie clips) and internal colorful design (chromatic and achromatic) on esthetic preference and learning of poetry. One hundred and sixty-six participants (14–15 years old) were randomly assigned to one of four conditions created by two factors (external emotion induction and internal colorful design). The results showed that the combination of external emotion induction and internal colorful design promoted positive emotions, retention, and transfer performances of learners. Furthermore, perceived difficulty of learners decreased significantly when external emotional induction and internal colorful design were both positive. Consequently, these findings indicated that emotional designs in multimedia facilitated the learning performance of middle school students in Chinese poetry, and supported the cognitive-affective theory of learning with media. This research was a preliminary exploration of emotional design in humanities.
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Affiliation(s)
- Yi Wang
- Key Laboratory of Adolescent Cyberpsychology and Behavior (Central China Normal University), Ministry of Education, Wuhan, China.,School of Psychology, Central China Normal University, Wuhan, China
| | - Zhijin Zhou
- Key Laboratory of Adolescent Cyberpsychology and Behavior (Central China Normal University), Ministry of Education, Wuhan, China.,School of Psychology, Central China Normal University, Wuhan, China
| | - Shaoying Gong
- Key Laboratory of Adolescent Cyberpsychology and Behavior (Central China Normal University), Ministry of Education, Wuhan, China.,School of Psychology, Central China Normal University, Wuhan, China
| | - Dandan Jia
- Key Laboratory of Adolescent Cyberpsychology and Behavior (Central China Normal University), Ministry of Education, Wuhan, China.,School of Psychology, Central China Normal University, Wuhan, China
| | - Jing Lei
- Dengzhou No. 1 Middle School, Dengzhou, China
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20
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Exploring the Role of Visual Design in Digital Public Health Safety Education. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18157965. [PMID: 34360258 PMCID: PMC8345422 DOI: 10.3390/ijerph18157965] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/02/2021] [Revised: 07/21/2021] [Accepted: 07/27/2021] [Indexed: 11/16/2022]
Abstract
In this research, the positive role of interface visual design in digital safety education was verified taking COVID-19 prevention and control knowledge as the content of public health safety education, where interface emotion (positive, negative, and neutral) and interface layout (waterfall typed and juxtaposition typed) were regarded as independent variables, and readers’ understanding, course evaluation and system usability score were dependent variables. As revealed in the results of a 3 × 2 two-factor experiment in which 252 college students participated: first, different interface emotion can cause significantly different understanding, where negative emotion has the best learning transfer effect; second, due to the difference in interface emotion, participants may give certain courses significantly different evaluation scores, while positive emotional interface contributes to the obviously high scores of three course-evaluation items, “appeal of the lesson”, “enjoyment of the lesson” and “interface quality”; third, significantly different system usability can be caused by different interface layout, where waterfall-type layout enjoys higher appraisal from users; fourth, interface emotion and interface layout have a similar interactive effects in terms of “effort of the lesson” and “interface quality”, where waterfall-type layout is favored in terms of positive emotional interface, and juxtaposition-type layout is more advantageous in terms of negative emotional interface. These results are of vital significance for interface design and safety education. Further, the visual design method for interface emotion and interface layout were analyzed to determine the most suitable design principles so as to improve the effect of digital public health safety education and provide constructive ideas for fighting against COVID-19 at the educational level.
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21
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Peng X, Xu Q, Chen Y, Zhou C, Ge Y, Li N. An eye tracking study: positive emotional interface design facilitates learning outcomes in multimedia learning? INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY IN HIGHER EDUCATION 2021; 18:40. [PMID: 34778532 PMCID: PMC8289450 DOI: 10.1186/s41239-021-00274-x] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 03/25/2021] [Accepted: 05/12/2021] [Indexed: 06/13/2023]
Abstract
Unlike the other studies on emotional design in multimedia learning, the present study differentiated the two confounding variables of visual interface design and structured content to manipulate the instructional material. Specifically, we investigated how the visual aesthetics of positive emotional interface design influenced learners' cognitive processes, emotional valences, learning outcomes, and subjective experience. Eighty-one college students took part in the experimental study. They were divided into the three experimental groups: a holistic layout of positive emotional design group (HPED), a local layout of positive emotional design group (LPED), and a neutral emotional design group (ND). By using a mixed approach of questionnaires and eye tracking, we further explored the differences among the three groups in cognitive processing, learning outcomes, and subjective experience. Results indicated that the LPED group invested higher cognitive effort, put more attentional focus in the relevant knowledge content module, and achieved better learning performance (i.e., retention and transfer tests) in contrast to the HPED group and the ND group. However, no significant difference in dynamic changes of emotional state among the three groups was detected. The analytical results can provide researchers and practitioners with valuable insights into the positive emotional design of multimedia learning, which allows for the facilitation of mental engagement, learning outcomes and subjective perception.
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Affiliation(s)
- Xian Peng
- National Engineering Laboratory for Educational Big Data, Central China Normal University, Wuhan, 430079 Hubei China
- Learning and Cognitive Science Laboratory, College of Education, Zhejiang University, Hangzhou, 310028 Zhejiang China
| | - Qinmei Xu
- Learning and Cognitive Science Laboratory, College of Education, Zhejiang University, Hangzhou, 310028 Zhejiang China
| | - Yufan Chen
- Learning and Cognitive Science Laboratory, College of Education, Zhejiang University, Hangzhou, 310028 Zhejiang China
| | - Chenying Zhou
- Learning and Cognitive Science Laboratory, College of Education, Zhejiang University, Hangzhou, 310028 Zhejiang China
| | - Yuqing Ge
- Learning and Cognitive Science Laboratory, College of Education, Zhejiang University, Hangzhou, 310028 Zhejiang China
| | - Na Li
- Learning and Cognitive Science Laboratory, College of Education, Zhejiang University, Hangzhou, 310028 Zhejiang China
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22
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Schneider S, Beege M, Nebel S, Schnaubert L, Rey GD. The Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE). EDUCATIONAL PSYCHOLOGY REVIEW 2021; 34:1-38. [PMID: 34226808 PMCID: PMC8242289 DOI: 10.1007/s10648-021-09626-5] [Citation(s) in RCA: 18] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 06/10/2021] [Indexed: 11/29/2022]
Abstract
For a long time, research on individuals learning in digital environments was primarily based on cognitive-oriented theories. This paper aims at providing evidence that social processes affect individual learning with digital materials. Based on these theories and empirical results, a social-processes-augmented theory is suggested: the Cognitive-Affective-Social Theory of Learning in digital Environments (CASTLE). This CASTLE postulates that social cues in digital materials activate social schemata in learners leading to enhanced (para-)social, motivational, emotional, and metacognitive processes. To substantiate this theory, socio-cognitive theories are used, which predict social influences on learning with digital materials. Besides, previous empirical findings are presented assuming that with a rising number of social cues in digital materials, the influence of social processes increases. Finally, consequences regarding the design of digital learning media are discussed.
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Affiliation(s)
- Sascha Schneider
- Psychology of Learning with Digital Media, Faculty of Humanities, Chemnitz University of Technology, Straße der Nationen 12, 09111 Chemnitz, Germany
| | - Maik Beege
- Psychology of Learning with Digital Media, Faculty of Humanities, Chemnitz University of Technology, Straße der Nationen 12, 09111 Chemnitz, Germany
| | - Steve Nebel
- Psychology of Learning with Digital Media, Faculty of Humanities, Chemnitz University of Technology, Straße der Nationen 12, 09111 Chemnitz, Germany
| | - Lenka Schnaubert
- Fachgebiet Psychologische Forschungsmethoden - Medienbasierte Wissenskonstruktion, Universität Duisburg-Essen, Campus Duisburg, Lotharstraße 65, 47057 Duisburg, Germany
| | - Günter Daniel Rey
- Psychology of Learning with Digital Media, Faculty of Humanities, Chemnitz University of Technology, Straße der Nationen 12, 09111 Chemnitz, Germany
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23
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Nandi A, Xhafa F, Subirats L, Fort S. Real-Time Emotion Classification Using EEG Data Stream in E-Learning Contexts. SENSORS 2021; 21:s21051589. [PMID: 33668757 PMCID: PMC7956809 DOI: 10.3390/s21051589] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/27/2021] [Revised: 02/11/2021] [Accepted: 02/19/2021] [Indexed: 11/19/2022]
Abstract
In face-to-face and online learning, emotions and emotional intelligence have an influence and play an essential role. Learners’ emotions are crucial for e-learning system because they promote or restrain the learning. Many researchers have investigated the impacts of emotions in enhancing and maximizing e-learning outcomes. Several machine learning and deep learning approaches have also been proposed to achieve this goal. All such approaches are suitable for an offline mode, where the data for emotion classification are stored and can be accessed infinitely. However, these offline mode approaches are inappropriate for real-time emotion classification when the data are coming in a continuous stream and data can be seen to the model at once only. We also need real-time responses according to the emotional state. For this, we propose a real-time emotion classification system (RECS)-based Logistic Regression (LR) trained in an online fashion using the Stochastic Gradient Descent (SGD) algorithm. The proposed RECS is capable of classifying emotions in real-time by training the model in an online fashion using an EEG signal stream. To validate the performance of RECS, we have used the DEAP data set, which is the most widely used benchmark data set for emotion classification. The results show that the proposed approach can effectively classify emotions in real-time from the EEG data stream, which achieved a better accuracy and F1-score than other offline and online approaches. The developed real-time emotion classification system is analyzed in an e-learning context scenario.
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Affiliation(s)
- Arijit Nandi
- Department of Computer Science, Universitat Politècnica de Catalunya (BarcelonaTech), 08034 Barcelona, Spain;
- Eurecat, Centre Tecnològic de Catalunya, 08005 Barcelona, Spain; (L.S.); (S.F.)
| | - Fatos Xhafa
- Department of Computer Science, Universitat Politècnica de Catalunya (BarcelonaTech), 08034 Barcelona, Spain;
- Correspondence:
| | - Laia Subirats
- Eurecat, Centre Tecnològic de Catalunya, 08005 Barcelona, Spain; (L.S.); (S.F.)
- ADaS Lab, Universitat Oberta de Catalunya, 08018 Barcelona, Spain
| | - Santi Fort
- Eurecat, Centre Tecnològic de Catalunya, 08005 Barcelona, Spain; (L.S.); (S.F.)
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24
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Kober SE, Wood G, Kiili K, Moeller K, Ninaus M. Game-based learning environments affect frontal brain activity. PLoS One 2020; 15:e0242573. [PMID: 33211780 PMCID: PMC7676717 DOI: 10.1371/journal.pone.0242573] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/28/2020] [Accepted: 11/04/2020] [Indexed: 01/08/2023] Open
Abstract
Inclusion of game elements in learning environments to increase motivation and learning outcome is becoming increasingly popular. However, underlying mechanisms of game-based learning have not been studied sufficiently yet. In the present study, we investigated effects of game-based learning environments on a neurofunctional level. In particular, 59 healthy adults completed a game-based version (including game elements such as a narrative and virtual incentives) as well as a non-game-based version of a number line estimation task, to improve fractional knowledge, while their brain activity was monitored using near-infrared spectroscopy. Behavioral performance was comparable across the two versions, although there was a tendency that less errors were made in the game-based version. However, subjective user experience differed significantly between versions. Participants rated the game-based version as more attractive, novel, and stimulating but less efficient than the non-game-based version. Additionally, positive affect was reported to be higher while engaging in the game-based as compared to the non-game-based task version. Corroborating these user reports, we identified increased brain activation in areas associated with emotion and reward processing while playing the game-based version, which might be driven by rewarding elements of the game-based version. Moreover, frontal areas associated with attention were also more activated in the game-based version of the task. Hence, we observed converging evidence on a user experience and neurofunctional level indicating that the game-based version was more rewarding as well as emotionally and attentionally engaging. These results underscore the potential of game-based learning environments to promote more efficient learning by means of attention and reward up-tuning.
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Affiliation(s)
- Silvia Erika Kober
- Institute of Psychology, University of Graz, Graz, Austria
- BioTechMed-Graz, Graz, Austria
- * E-mail:
| | - Guilherme Wood
- Institute of Psychology, University of Graz, Graz, Austria
- BioTechMed-Graz, Graz, Austria
| | - Kristian Kiili
- Faculty of Education and Culture, Tampere University, Tampere, Finland
| | - Korbinian Moeller
- Centre for Mathematical Cognition, School of Science, Loughborough University, Loughborough, United Kingdom
- Leibniz-Institut für Wissensmedien, Tübingen, Germany
- LEAD Graduate School & Research Network, Eberhard-Karls University Tübingen, Tübingen, Germany
| | - Manuel Ninaus
- Centre for Mathematical Cognition, School of Science, Loughborough University, Loughborough, United Kingdom
- Leibniz-Institut für Wissensmedien, Tübingen, Germany
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25
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Wong RM, Adesope OO. Meta-Analysis of Emotional Designs in Multimedia Learning: A Replication and Extension Study. EDUCATIONAL PSYCHOLOGY REVIEW 2020. [DOI: 10.1007/s10648-020-09545-x] [Citation(s) in RCA: 29] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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26
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Surma T, Kirschner PA. Virtual special issue computers in human behavior technology enhanced distance learning should not forget how learning happens. COMPUTERS IN HUMAN BEHAVIOR 2020; 110:106390. [PMID: 32327879 PMCID: PMC7164858 DOI: 10.1016/j.chb.2020.106390] [Citation(s) in RCA: 14] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/13/2020] [Accepted: 04/15/2020] [Indexed: 12/04/2022]
Affiliation(s)
- Tim Surma
- Expertise Centre for Effective Learning, Thomas More University of Applied Sciences, Belgium
| | - Paul A. Kirschner
- Expertise Centre for Effective Learning, Thomas More University of Applied Sciences, Belgium
- Open University of The Netherlands, the Netherlands
- Corresponding author. Open University of The Netherlands, the Netherlands.
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27
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Sustainable Environments in Education: Results on the Effects of the New Environments in Learning Processes of University Students. SUSTAINABILITY 2020. [DOI: 10.3390/su12072668] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Within the framework of the Sustainable Development Goals, it is necessary to move towards quality education that promotes opportunities based on the principles of equity and equality. For this reason, the environment where the teaching–learning process occurs plays a fundamental role. Our research shows the results of the effects of the environment in the learning processes of university students (N = 33). Using a method of sampling experiences, the students assessed how the new environment learning (NEL) compared to the traditional classroom (TC) encouraged their attention, participation in class, creativity, curiosity, critical thinking, motivation to learn and mood (hedonic tone and activation level). In addition, the students assessed to what extent the class seemed visually appealing to them. The design was of repeated measures, so that the experiences of the same subjects in both classrooms were evaluated over a period of 53 days. Over this period of time, after finishing each of the classes selected for the study, the participants received a message on their mobile phones with a link to a short ad hoc questionnaire that evaluated their experience in relation to the learning environment of the classes they had just attended. In total, we recorded 359 responses in relation to the TC and 209 in relation to the NEL. The results show statistically significant differences in the degree of participation and visual appeal, with higher levels in the NEL. These elements are vital in achieving the education for sustainable development, oriented towards critical thinking, responsibility and social transformation.
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28
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Shangguan C, Wang Z, Gong S, Guo Y, Xu S. More Attractive or More Interactive? The Effects of Multi-Leveled Emotional Design on Middle School Students' Multimedia Learning. Front Psychol 2020; 10:3065. [PMID: 32038417 PMCID: PMC6987435 DOI: 10.3389/fpsyg.2019.03065] [Citation(s) in RCA: 13] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/24/2019] [Accepted: 12/26/2019] [Indexed: 11/13/2022] Open
Abstract
Previous studies on multimedia learning have provided shreds of evidence for the positive effect of visually attractive emotional design on college students' emotion and learning outcomes. However, the effect may vary among middle school students. The aim of this study was to examine the impacts of visual and behavioral emotional design on the emotional, motivational and cognitive outcomes of middle school students. In Experiment 1, 50 participants (ages 13-15) were randomly assigned to one of two conditions: visual positive emotional design (colorful and anthropomorphic design) and visual neutral emotional design (achromatic and without anthropomorphic design). In Experiment 2, 173 participants (ages 13-16) were randomly assigned to one of four conditions created by the two factors: visual emotional design (positive vs. neutral) and behavioral emotional design (positive vs. neutral). The behavioral positive emotional design allows learners to interact with learning materials, whereas behavioral neutral emotional design only allows learners to watch learning video. Results showed that both visually attractive and behaviorally interactive design (visual positive emotion design and behavioral positive emotional design) had positive effect on learners' positive emotions. Combining visual positive with behavioral positive emotional design could facilitate learning performance.
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Affiliation(s)
- Chenyu Shangguan
- School of Psychology, Central China Normal University, Wuhan, China.,Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, China
| | - Zhen Wang
- School of Psychology, Central China Normal University, Wuhan, China.,Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, China
| | - Shaoying Gong
- School of Psychology, Central China Normal University, Wuhan, China.,Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, China
| | - Yawei Guo
- College of Education, University of Georgia, Athens, GA, United States
| | - Sheng Xu
- School of Psychology, Central China Normal University, Wuhan, China.,Key Laboratory of Adolescent Cyberpsychology and Behavior (CCNU), Ministry of Education, Wuhan, China
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29
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Kumar JA, Muniandy B, Wan Yahaya WAJ. Exploring the effects of emotional design and emotional intelligence in multimedia-based learning: an engineering educational perspective. NEW REV HYPERMEDIA M 2019. [DOI: 10.1080/13614568.2019.1596169] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
Affiliation(s)
- Jeya Amantha Kumar
- Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Pulau Pinang, Malaysia
| | - Balakrishnan Muniandy
- School of Education, Languages and Communications, Wawasan Open University, Pulau Pinang, Malaysia
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30
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31
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Thielsch MT, Haines R, Flacke L. Experimental investigation on the effects of website aesthetics on user performance in different virtual tasks. PeerJ 2019; 7:e6516. [PMID: 30809464 PMCID: PMC6388663 DOI: 10.7717/peerj.6516] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/07/2018] [Accepted: 01/25/2019] [Indexed: 11/20/2022] Open
Abstract
In Human-Computer Interaction research, the positive effect of aesthetics on users' subjective impressions and reactions is well-accepted. However, results regarding the influence of interface aesthetics on a user's individual performance as an objective outcome are very mixed, yet of urgent interest due to the proceeding of digitalization. In this web-based experiment (N = 331), the effect of interface aesthetics on individual performance considering three different types of tasks (search, creative, and transfer tasks) is investigated. The tasks were presented on an either aesthetic or unaesthetic website, which differed significantly in subjective aesthetics. Goal orientation (learning versus performance goals) was included as a possible moderator variable, which was manipulated by using different task instructions. Both aesthetics and goal orientation were a between-subject factor, leading to a 2 × 2 between subject design. Manipulation checks were highly significant. Yet the results show neither significant main effects of aesthetics and goal orientation on performance regarding both accuracy and response times in each of the three tasks, nor significant interaction effects. Nevertheless, from a practical perspective aesthetics still should be considered due to its positive effects on subjective perceptions of users, even as no substantial effects on user performance occurred in the present experiment.
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Affiliation(s)
| | - Russell Haines
- Department of Information Technology and Decision Sciences, Old Dominion University, Norfolk, VA, United States of America
| | - Leonie Flacke
- Department of Psychology, University of Münster, Münster, Germany
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32
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Prastawa H, Ciptomulyono U, Laksono-Singgih M, Hartono M. The effect of cognitive and affective aspects on usability. THEORETICAL ISSUES IN ERGONOMICS SCIENCE 2019. [DOI: 10.1080/1463922x.2018.1547458] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
Affiliation(s)
- Heru Prastawa
- Industrial Engineering, Institut Teknologi Sepuluh Nopember, Surabaya, Indonesia
- Industrial Engineering, Universitas Diponegoro, Semarang, Indonesia
| | | | | | - Markus Hartono
- Industrial Engineering, University of Surabaya, Surabaya, Indonesia
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33
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When Academic Technology Fails: Effects of Students’ Attributions for Computing Difficulties on Emotions and Achievement. SOCIAL SCIENCES 2018. [DOI: 10.3390/socsci7110223] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
As education experiences are increasingly mediated by technology, the present research explored how causal attributions for academic computing difficulties impacted emotions and achievement in two studies conducted with post-secondary students in North America and Germany. Study 1 (N = 1063) found ability attributions for computer problems to be emotionally maladaptive (more guilt, helplessness, anger, shame, regret, anxiety, and boredom), with strategy attributions being more emotionally adaptive (more hope, pride, and enjoyment). Study 2 (N = 788) further showed ability attributions for computer problems to predict poorer academic achievement (grade percentage) over and above effects of attributions for poor academic performance. Across studies, the effects of effort attributions for computer problems were mixed in corresponding to more negative computing-related emotions despite academic achievement benefits. Implications for future research on students’ academic computing attributions are discussed with respect to domain-specificity, intervention, and technical support considerations.
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34
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Navratil SD, Kühl T, Heidig S. Why the Cells Look Like That - The Influence of Learning With Emotional Design and Elaborative Interrogations. Front Psychol 2018; 9:1653. [PMID: 30245656 PMCID: PMC6137232 DOI: 10.3389/fpsyg.2018.01653] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/21/2018] [Accepted: 08/17/2018] [Indexed: 11/13/2022] Open
Abstract
We investigated emotional design features that may influence multimedia learning with a self-generated learning (SGL) activity, namely answering elaborative interrogations. We assumed that a positive emotional design would be associated with a higher motivation to accomplish the additional SGL activity. Moreover, an interaction was expected: Learners learning with a positive emotional design should profit from learning with elaborative interrogations whereas learners learning with a negative emotional design would not profit from this strategy to the same extent but would rather benefit through reading. Since no negative emotional design existed yet, we additionally took the challenge to construct one. In a preliminary study, the emotional design features were pre-tested for their influence on emotional state and according to evaluation results, emotional design features were modified for the final versions. For the main study, German students (N = 228) were randomly assigned to one of six conditions that resulted from a 3 × 2 Design with emotional design (intended-positive vs. intended-neutral vs. intended-negative) and SGL activity (elaborative interrogations vs. no elaborative interrogations). Contrary to expectations, the intended-negative design worked not out as intended, but was rather comparable with the positive emotional design with respect to learners' emotional states. Learner motivation was higher when learning with the intended-negative emotional than the neutral design. The quality of the elaborated answers and learner motivation correlated positively with the performance of all learning outcome scores. For transfer questions which addressed the elaborated concepts, an interaction can be reported: learners learning with the positive emotional design benefitted from learning by reading compared to answering the elaborative interrogations. Regarding transfer questions whose concepts were explicitly described in the instructional material, it was better to learn with the intended-negative emotional than the neutral design. According to results of mediation analyses, the influence of motivation on learning outcomes could mostly be explained by the influence of motivation on answering the elaborative interrogations. Implications for creating emotional design as well as its effect on learning are discussed.
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Affiliation(s)
| | - Tim Kühl
- Psychology of Education, University of Mannheim, Mannheim, Germany
| | - Steffi Heidig
- Hochschule Zittau/Görlitz, University of Applied Sciences, Zittau, Germany
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Liew TW, Mat Zin NA, Sahari N. Exploring the affective, motivational and cognitive effects of pedagogical agent enthusiasm in a multimedia learning environment. HUMAN-CENTRIC COMPUTING AND INFORMATION SCIENCES 2017. [DOI: 10.1186/s13673-017-0089-2] [Citation(s) in RCA: 44] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
AbstractIn a traditional classroom environment, instructor enthusiasm has been shown to enhance student’s emotion, affective perceptions, intrinsic motivation, and cognitive outcome. Additionally, emotional response theory argues that enthusiastic verbal and nonverbal cues of an instructor will induce positive emotional states in learners, which in turn, enact learners’ approach behaviours in the learning process. Therefore, should a pedagogical agent convey enthusiastic behaviours in a multimedia learning environment? Literature and theoretical reviews offer two competing views. The first view, based on emotional response theory, predicts that enthusiastic verbal and nonverbal cues of a pedagogical agent can induce higher positive emotions in learners, which in turn, enhance affective perceptions, intrinsic motivation, and cognitive outcome. However, the second view, based on cognitive load theory, suggests that pedagogical agent enthusiasm may increase extraneous cognitive load (additional processing in the mind), which negatively impact emotion, affective perceptions, intrinsic motivation, and cognitive outcome. To investigate the effects of agent enthusiasm, seventy-two university freshmen interacted with either an enthusiastic agent or a neutral agent (operationalized through vocal tones, facial expression, gestures, and remarks) that simulates the instructional role of a virtual tutor that delivers narrative demonstrations on how to predict the outputs of C-Programming algorithms. The results of our study showed that pedagogical agent enthusiasm significantly enhanced emotion, intrinsic motivation, affective perceptions, and cognitive outcome. Moreover, mediation analyses revealed that the facilitating effects of agent enthusiasm on intrinsic motivation, affective perceptions of the learning environment, and affective perceptions of the pedagogical agent were fully mediated by a learner’s positive emotion, thus demonstrating that the framework of emotional response theory can be applied to learner-agent interaction in a multimedia learning environment. Implications and suggestions for future research related to pedagogical agent enthusiasm are discussed in this paper.
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