interaction game
Recently Published Documents


TOTAL DOCUMENTS

34
(FIVE YEARS 1)

H-INDEX

6
(FIVE YEARS 0)

2021 ◽  
Author(s):  
Lucas Fernando

The principal reason for formative assessment is to improve understudies' learning and it ought to be viewed as a piece of the learning interaction. Game-based learning has gotten more normal in schooling and one of the arising game-based learning stages utilized in instruction establishments is Kahoot. This paper explored the impression of understudies towards Kahoot as a developmental evaluation instrument in school understudies in Indonesia. The examination utilized a review that comprises of 12 things through Kahoot study stage. An aggregate of 100 subjects partook in this examination. The understudies profoundly apparent Kahoot as fun, successful and better than e-learning stage for input as its middle score was 4. The remainder of things were acceptably seen by the understudies as demonstrated by the score of 3 aside from working on complex subjects that acquired an unsuitable level. There were critical middle score contrasts among male and female understudies for inspiration and saw information maintenance, whereby guys scored higher than females (p < 0.05). Kahoot is a promising developmental evaluation instrument that is achievable, down to earth and makes learning fun and pleasant. It very well may be utilized to spur understudies to learn. Be that as it may, Kahoot was not the best apparatus to work on complex subjects as seen by school understudies.


Author(s):  
Levern Q. Currie ◽  
Eva Wiese

Robotic agents are becoming increasingly pervasive in society, and have already begun advancing fields such as healthcare, education, and industry. However, despite their potential to do good for society, many people still feel unease when imaging a future where robots and humans work and live together in shared environments, partly because robots are not generally trusted or ascribed human-like socio-emotional skills such as mentalizing and empathizing. In addition, performing tasks conjointly with robots can be frustrating and ineffective partially due to the fact that neuronal networks involved in action understanding and execution (i.e., the action-perception network; APN) are underactivated in human-robot interaction (HRI). While a number of studies has linked underactivation in APN to reduced abilities to predict a robot’s actions, little is known about how performing a competitive task together with a robot affects one’s own ability to execute or suppress an action. In the current experiment, we use a Go/No-Go task that requires participants to give a response on Go trials and suppress a response on No-Go trials to examine whether the performance of human players is impacted by whether they play the game against a robot believed to be controlled by a human as opposed to being pre-programmed. Preliminary data shows higher false alarm rates on No-Go trials, higher hit rates on Go trials, longer reaction times on Go trials and higher inverse efficiency scores in the human-controlled versus the pre-programmed condition. The results show that mind perception (here: perceiving actions as human-controlled) significantly impacted action execution of human players in a competitive human-robot interaction game.


Author(s):  
Ines Ayed ◽  
Antoni Jaume-I-Capó ◽  
B. Moya-Alcover ◽  
Francisco José Perales

2019 ◽  
Vol 14 (1) ◽  
pp. 80-102
Author(s):  
Enzo Lenine Lima

The pervasiveness of international conflict makes of it one of the main topics of discussionamong IR scholars. The discipline has extensively attempted to model the conditions andsettings under which armed conflict emerges, at sometimes resorting to formal models as toolsto generate hypotheses and predictions. In this paper, I analyse two distinct approaches toformal modelling in IR: one that fits data into mathematical models and another that derivesstatistical equations directly from a model’s assumption. In doing so, I raise the followingquestion: how should maths and stats be linked in order to consistently test the validity offormal models in IR? To answer this question, I scrutinise James Fearon’s audience costsmodel and Curtis Signorino’s strategic interaction game, highlighting their mathematicalassumptions and implications to testing formal models. I argue that Signorino’s approachoffer a more consistent set of epistemological and methodological tools to model testing,for it derives statistical equations that respect a model’s assumptions, whereas the data-fitapproach tends to ignore such considerations.


Author(s):  
Liaquat R. Johnson ◽  
Ramiz Raja

Background: Empathy is integral to professionalism, but is lacking in medical students. There are few interventions that promote empathy. This pilot study describes the first use of a novel intervention to promote empathy.Methods: A novel social interaction game was developed and administered to first MBBS students. It provided an experiential simulation of persons belonging to lower socioeconomic strata over 4 simulated ‘days’. This cross-sectional study assessed the impact of the intervention on empathy using a 5-point Likert scale to score self-perceptions across several domains. The data were analyzed using repeated measures analysis of variance (RMANOVA).Results: There was a statistically significant decline in scale scores on all days following Day 1 (p<0.05). This was true across all domains. Cronbach’s alpha for internal reliability was 0.91 for Day 1; and 0.97 for Day 1 through Day 4. Open ended comments indicated empathic feelings were generated due to the intervention.Conclusions: A simulation experience like the social interaction game described here, may be used to improve the attitudes and empathy of medical students towards persons from low socioeconomic backgrounds.


Author(s):  
Ben McCamish ◽  
Vahid Ghadakchi ◽  
Arash Termehchy ◽  
Behrouz Touri ◽  
Liang Huang
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document