Please listen to the presentation, read detailed slides and return to first post to make your comments below the corresponding paper author's post.
Session Chair: Shun Okuhara
Session Theme: Education and Support
Session Number: 5
Paper No: 5
Session and Talk No: TS5-4
Type: Short
Co-authors: Ming Yi, Kecheng Lai and Yukari Nagai
Title: Using Symbol Designs for a Cooking Puzzle Game as Training Material for Error-less Learning for MCI
The Science Behind Engaging Students in ClassKevin Clauson
This is the expanded version of 'How to Fight Lecturalgia'. The enhancements from the peer-reviewed literature and science behind aspects of visual design were added in response to feedback after presenting the former version. This was presented as the keynote of Faculty Development at the University of Louisiana - Monroe.
2013 newmans error analysis and comprehension strategiesadd4maths
- Anne Newman identified 5 common hurdles students face when solving word problems: reading the words, comprehending what they read, transforming the information into a process to solve the problem, carrying out the necessary procedures, and encoding the answer.
- Newman's research showed that about 60% of student errors occur before even reaching the processing stage due to issues with reading, comprehension and transformation.
- Teachers are encouraged to use prompts based on Newman's framework to help students identify where they may be facing difficulties when solving word problems. This includes asking students to explain what the question is asking, how they will solve it, showing their work, and checking that their written answer actually responds to the original question.
Games for Health - Mary Dankbaar - Gaming as a training tool for cognitive sk...Games for Health Europe
Game playing residents showed higher clinical competency skills before emergency training compared to the non-game group, but this effect did not persist after two weeks of training. Residents who played the serious game on emergency care reported feeling engaged with the patient scenarios and enjoyed playing the game, though it did not increase their motivation for the course overall. While a serious game was found to improve skills initially, more research is needed on integrating games optimally into emergency training through blended learning designs.
This document discusses lecturalgia, which is the medical term for painful lectures. It explores the causes of lecturalgia such as poor organization, delivery, and judgment by the lecturer as well as symptoms students may experience like tinnitus and loss of consciousness. The document recommends ways to combat lecturalgia such as using audience response systems (ARS) to increase student engagement and interaction. It provides examples of how to implement ARS strategies and discusses benefits and challenges of using this technology in the classroom.
The document provides guidance for teachers on preparing students for NAPLAN numeracy testing through various strategies. It discusses key actions like becoming familiar with test formats and using practice questions. It also provides tips for interpreting test questions, supporting English as a second language learners, teaching problem-solving approaches, and analyzing errors. Suggestions are given for using test materials in classroom games and activities linked to the curriculum.
The document discusses a study that explored how different interaction styles (tutor vs peer) between a robot and children affected social and task engagement during a collaborative task. The study used questionnaires, behavioral observations, and physiological sensors to assess engagement. Results found no significant differences between conditions in questionnaire responses. Behavioral analyses found more talking in the tutor condition and longer smiles when the robot expressed behaviors. The tutor condition also saw better task performance efficiency. Overall, the study provides preliminary insights into child-robot interactions but further research is needed.
Exploring 3D-Virtual Learning Environments with Adaptive RepetitionsIOSRJM
In spatial tasks, the use of cognitive aids reduce mental load and therefore being appealing to trainers and trainees. However, these aids can act as shortcuts and prevents the trainees from active exploration which is necessary to perform the task independently in non-supervised environment. In this paper we used adaptive repetition as control strategy to explore the 3D- Virtual Learning environments. The proposed approach enables the trainee to get the benefits of cognitive support while at the same time he is actively involved in the learning process. Experimental results show the effectiveness of the proposed approach.
This document summarizes a study that analyzed the mathematics performance of grade five students in Thailand using the Newman Procedure. The study aimed to identify the levels at which students make errors in problem solving and compare performance between high- and low-achieving students as well as between students in Bangkok and a poorer performing province. Most students struggled at the comprehension and transformation levels. Poor performers made more errors in comprehension, while good performers performed well across levels. Students in the poorer province struggled more with comprehension, while those in Bangkok struggled with transformation.
The Science Behind Engaging Students in ClassKevin Clauson
This is the expanded version of 'How to Fight Lecturalgia'. The enhancements from the peer-reviewed literature and science behind aspects of visual design were added in response to feedback after presenting the former version. This was presented as the keynote of Faculty Development at the University of Louisiana - Monroe.
2013 newmans error analysis and comprehension strategiesadd4maths
- Anne Newman identified 5 common hurdles students face when solving word problems: reading the words, comprehending what they read, transforming the information into a process to solve the problem, carrying out the necessary procedures, and encoding the answer.
- Newman's research showed that about 60% of student errors occur before even reaching the processing stage due to issues with reading, comprehension and transformation.
- Teachers are encouraged to use prompts based on Newman's framework to help students identify where they may be facing difficulties when solving word problems. This includes asking students to explain what the question is asking, how they will solve it, showing their work, and checking that their written answer actually responds to the original question.
Games for Health - Mary Dankbaar - Gaming as a training tool for cognitive sk...Games for Health Europe
Game playing residents showed higher clinical competency skills before emergency training compared to the non-game group, but this effect did not persist after two weeks of training. Residents who played the serious game on emergency care reported feeling engaged with the patient scenarios and enjoyed playing the game, though it did not increase their motivation for the course overall. While a serious game was found to improve skills initially, more research is needed on integrating games optimally into emergency training through blended learning designs.
This document discusses lecturalgia, which is the medical term for painful lectures. It explores the causes of lecturalgia such as poor organization, delivery, and judgment by the lecturer as well as symptoms students may experience like tinnitus and loss of consciousness. The document recommends ways to combat lecturalgia such as using audience response systems (ARS) to increase student engagement and interaction. It provides examples of how to implement ARS strategies and discusses benefits and challenges of using this technology in the classroom.
The document provides guidance for teachers on preparing students for NAPLAN numeracy testing through various strategies. It discusses key actions like becoming familiar with test formats and using practice questions. It also provides tips for interpreting test questions, supporting English as a second language learners, teaching problem-solving approaches, and analyzing errors. Suggestions are given for using test materials in classroom games and activities linked to the curriculum.
The document discusses a study that explored how different interaction styles (tutor vs peer) between a robot and children affected social and task engagement during a collaborative task. The study used questionnaires, behavioral observations, and physiological sensors to assess engagement. Results found no significant differences between conditions in questionnaire responses. Behavioral analyses found more talking in the tutor condition and longer smiles when the robot expressed behaviors. The tutor condition also saw better task performance efficiency. Overall, the study provides preliminary insights into child-robot interactions but further research is needed.
Exploring 3D-Virtual Learning Environments with Adaptive RepetitionsIOSRJM
In spatial tasks, the use of cognitive aids reduce mental load and therefore being appealing to trainers and trainees. However, these aids can act as shortcuts and prevents the trainees from active exploration which is necessary to perform the task independently in non-supervised environment. In this paper we used adaptive repetition as control strategy to explore the 3D- Virtual Learning environments. The proposed approach enables the trainee to get the benefits of cognitive support while at the same time he is actively involved in the learning process. Experimental results show the effectiveness of the proposed approach.
This document summarizes a study that analyzed the mathematics performance of grade five students in Thailand using the Newman Procedure. The study aimed to identify the levels at which students make errors in problem solving and compare performance between high- and low-achieving students as well as between students in Bangkok and a poorer performing province. Most students struggled at the comprehension and transformation levels. Poor performers made more errors in comprehension, while good performers performed well across levels. Students in the poorer province struggled more with comprehension, while those in Bangkok struggled with transformation.
Games, Gamification and Interactivity for LearningKarl Kapp
The document discusses how to apply game design principles to instructional design. It describes a scenario where two teams compete to design a game about slaying dragons. Throughout the scenario, the teams are presented with design decisions and arguments for why challenges, risk, curiosity and player choices lead to more engaging learning experiences based on research on self-determination theory and motivation. The document concludes by providing five tips for instructional designers to think like game designers such as beginning with activities, creating mystery, challenges, risk, and meaningful choices for learners.
The document discusses how incorporating elements of chance and uncertainty into classroom learning activities can increase student engagement by activating the brain's reward system in a similar way to playing games, highlighting research that found students preferred math questions where the chance of getting the correct answer was 50% compared to 100% or 0%; it also summarizes studies that found measuring skin conductivity responses found greater emotional engagement with learning tasks presented as games compared to non-game formats.
Designing digital comprehensive system to test and assess the intelligently b...ijfcstjournal
Intelligence Quotient (IQ) is a ratio achieved by dividing the mental age over chronological age. There are
several ways to achieve a mental age and usually professionals use certain tests. In order to avoid having
decimals and facilitate calculations, the result of mental age/chronological age ration is multiplied by 100.
IQ tests are used to determine IQ value. Tests and methods available to determine IQ have shortcomings
such as time-consuming nature of the tests, non-comprehensive tests, non-systematic tests, etc. This article
seeks to design a comprehensive digital system for testing and evaluating children's IQ according to
Wechsler's Intelligence Theory to solve problems of the tests and methods available.
Ch7 Social interaction in collaborative vs. assisted playing begonapino.comBegoña Pino
Social interaction in collaborative vs. assisted playing - Research study - Pino, B. (2006) "Computers as an environment for facilitating social interaction in children with autistic spectrum disorders". PhD Thesis, University of Edinburgh, UK
The document discusses using an instructional game called Action Fraction Race Car Game to teach fractions to students in grades 5-8. It summarizes research showing fractions are difficult for students to master and retention is increased through activity-rich lessons. The game aims to improve understanding of fractions by making lessons more engaging through a hands-on, competitive experience with feedback. It progressively increases in difficulty through multiple levels. The teacher's role is to ensure students understand rules and do not spend too much time playing. Both advantages like improved problem-solving and automaticity, and disadvantages like potential boredom or negative attitudes are discussed.
The document discusses using an instructional game called Action Fraction Race Car Game to teach fractions to students in grades 5-8. It summarizes research showing fractions are difficult for students to master and recommends hands-on activities to improve understanding. The game aims to increase students' fraction skills by making problems more difficult as players progress to higher levels. It provides immediate feedback through acceleration/deceleration as well as sounds. The teacher's role is to ensure students understand rules and do not spend too much time playing. While the game may increase skills practice and motivation, it also has limitations like not promoting deep conceptual understanding.
The document describes a study that evaluated the effectiveness of a video for teaching students about operant conditioning principles like reinforcement and punishment. The 12-minute video showed a chicken being trained to peck at a specific playing card through positive reinforcement, which was then incorporated into a card trick. Students who watched the video scored higher on a subsequent test compared to those who only received a lecture. The video was also perceived as enjoyable and helpful for understanding the material. The results suggest brief videos can be an effective supplement or replacement for parts of lectures on operant conditioning.
The document describes a study that evaluated the effectiveness of a video on teaching students about operant conditioning principles. Students watched a video of a chicken being trained to peck at a playing card or not peck at other cards. Students who watched the video scored higher on a subsequent test compared to those who only received a lecture. The video was also found to increase students' confidence in training animals and was viewed as an enjoyable way to learn about operant conditioning concepts.
Here are a few ideas for using current events to increase student engagement in an online cultural diversity course:
- Have a weekly discussion forum where students can post links to recent news stories related to issues of diversity, race, ethnicity, gender, etc. and discuss them. This keeps topics feeling current and relevant.
- Incorporate current events into discussion questions for readings/videos. For example, ask how a recent policy change or event relates to concepts from that week's material.
- Assign short response papers where students analyze a current event through the lens of a sociological framework or theory from the course.
- Invite guest speakers via video conference to discuss their research on a current topic related to diversity. Have a Q
This document summarizes an action research project that investigated using quiz games to improve students' understanding of science knowledge and control misbehavior in the classroom. Interviews found that both teachers and students felt quiz games were an engaging activity. Test scores improved from a mean of 8.36 to 8.90 after a quiz game, and misbehaviors decreased from 41 to 24 students. Thus, the research concluded that quiz games can effectively improve learning outcomes and classroom behavior when implemented properly. Future research could address weaknesses like modifying questions to different ability levels and conducting the study over multiple cycles.
The document discusses the game sense approach to teaching physical education. It explains that the game sense approach involves students developing an understanding of sports and physical activities so they can modify games to appropriately challenge themselves. It emphasizes stopping games regularly to question students on how to perform skills and progress tasks. The game sense approach keeps students engaged by encouraging individual and team efforts and adapting games. It is an effective holistic learning style that is cognitive, social, and physical.
This document provides a variety of game ideas that teachers can use in the classroom to engage students and reinforce learning. It begins with an introduction to educational games and the benefits of using games. It then describes 16 specific games that can be adapted for different subjects, including content-related games like Battleship for vocabulary practice and guessing games like Who is He/She? for identifying people. The games are meant to be interactive, help students work together, and make learning an enjoyable experience while still focusing on academic content.
- This document is a final report for a semester project completed by 5 students for an Industrial Design bachelor's program.
- The project aimed to create an immersive game that blends physical and digital elements to teach skills like collaboration and stakeholder thinking to players aged 14-18.
- After many iterations, the students developed Empyria, a strategic fantasy board game for 3-6 players where they take on roles of stakeholders in a fictional world and must solve crises through debate and strategy.
This case study describes an OT intervention for a student named Alan with global developmental delays. The OT used a client-centered approach including occupational profiling, assessment, goal setting, and monitoring to address Alan's difficulties with handwriting, attention, and social participation in school. Sensory-based interventions were implemented weekly and found to improve Alan's classroom attention and social interactions. His handwriting also noticeably improved. The OT collaborated with Alan, his teacher, and mother throughout the process.
Barry Ryan_Alternative Laboratories: Near Peer Constructed Technology Enhanc...Barry Ryan
Dr. Barry Ryan discusses using game-based learning and augmented reality to enhance chemistry laboratories. Students act as change agents and curriculum designers by creating online preparatory resources and developing an augmented reality-enhanced lab. Research found the augmented reality improved student preparation, provided helpful visual aids, and increased confidence in lab skills. While challenges exist, augmented reality shows potential as an alternative learning tool if integrated thoughtfully into traditional methods.
1. The study evaluated older adults' perceptions and attitudes towards digital brain training games and control puzzle games played on tablets over one month.
2. Participants found the brain training games to be more frustrating and less enjoyable than the control puzzle games. However, adherence was high for both.
3. Perceived cognitive benefits from gameplay, enjoyment, and challenge positively predicted motivation to play, which trended towards predicting adherence. Digital games should balance enjoyment and cognitive engagement for older adults.
The Game Sense approach is a modification of the Teaching Games for Understanding model that focuses on challenging students to discover their own issues within skills and gameplay to maximize learning. It allows students to learn games themselves but also the reasons for different skills and how to apply them, through modifying games over time. This student-centered method encourages self-assessment and developing overall skills rather than just motor skills. While it may be slower, Game Sense has potential to be an appropriate primary school PDHPE method by allowing students to assess their own abilities and how to improve them.
Jawad Haqbeen from Nagoya Institute of Technology Jawad Haqbeen
This document discusses using a conversational agent to facilitate discussion and generate ideas to help achieve the UN Sustainable Development Goals (SDGs). It conducted an experiment using an agent to moderate online discussions on SDG topics. The results showed that discussions with agent facilitation generated more ideas and supporting arguments compared to discussions without an agent. The agent helped engage more participants, extract valuable insights, and lead to more deliberation. Future work involves larger scale discussions to further harness the collective intelligence of crowds to help policymaking efforts towards achieving the SDGs.
More Related Content
Similar to TS5-4: Ming Yi from Japan Advanced Institute of Science and Technology
Games, Gamification and Interactivity for LearningKarl Kapp
The document discusses how to apply game design principles to instructional design. It describes a scenario where two teams compete to design a game about slaying dragons. Throughout the scenario, the teams are presented with design decisions and arguments for why challenges, risk, curiosity and player choices lead to more engaging learning experiences based on research on self-determination theory and motivation. The document concludes by providing five tips for instructional designers to think like game designers such as beginning with activities, creating mystery, challenges, risk, and meaningful choices for learners.
The document discusses how incorporating elements of chance and uncertainty into classroom learning activities can increase student engagement by activating the brain's reward system in a similar way to playing games, highlighting research that found students preferred math questions where the chance of getting the correct answer was 50% compared to 100% or 0%; it also summarizes studies that found measuring skin conductivity responses found greater emotional engagement with learning tasks presented as games compared to non-game formats.
Designing digital comprehensive system to test and assess the intelligently b...ijfcstjournal
Intelligence Quotient (IQ) is a ratio achieved by dividing the mental age over chronological age. There are
several ways to achieve a mental age and usually professionals use certain tests. In order to avoid having
decimals and facilitate calculations, the result of mental age/chronological age ration is multiplied by 100.
IQ tests are used to determine IQ value. Tests and methods available to determine IQ have shortcomings
such as time-consuming nature of the tests, non-comprehensive tests, non-systematic tests, etc. This article
seeks to design a comprehensive digital system for testing and evaluating children's IQ according to
Wechsler's Intelligence Theory to solve problems of the tests and methods available.
Ch7 Social interaction in collaborative vs. assisted playing begonapino.comBegoña Pino
Social interaction in collaborative vs. assisted playing - Research study - Pino, B. (2006) "Computers as an environment for facilitating social interaction in children with autistic spectrum disorders". PhD Thesis, University of Edinburgh, UK
The document discusses using an instructional game called Action Fraction Race Car Game to teach fractions to students in grades 5-8. It summarizes research showing fractions are difficult for students to master and retention is increased through activity-rich lessons. The game aims to improve understanding of fractions by making lessons more engaging through a hands-on, competitive experience with feedback. It progressively increases in difficulty through multiple levels. The teacher's role is to ensure students understand rules and do not spend too much time playing. Both advantages like improved problem-solving and automaticity, and disadvantages like potential boredom or negative attitudes are discussed.
The document discusses using an instructional game called Action Fraction Race Car Game to teach fractions to students in grades 5-8. It summarizes research showing fractions are difficult for students to master and recommends hands-on activities to improve understanding. The game aims to increase students' fraction skills by making problems more difficult as players progress to higher levels. It provides immediate feedback through acceleration/deceleration as well as sounds. The teacher's role is to ensure students understand rules and do not spend too much time playing. While the game may increase skills practice and motivation, it also has limitations like not promoting deep conceptual understanding.
The document describes a study that evaluated the effectiveness of a video for teaching students about operant conditioning principles like reinforcement and punishment. The 12-minute video showed a chicken being trained to peck at a specific playing card through positive reinforcement, which was then incorporated into a card trick. Students who watched the video scored higher on a subsequent test compared to those who only received a lecture. The video was also perceived as enjoyable and helpful for understanding the material. The results suggest brief videos can be an effective supplement or replacement for parts of lectures on operant conditioning.
The document describes a study that evaluated the effectiveness of a video on teaching students about operant conditioning principles. Students watched a video of a chicken being trained to peck at a playing card or not peck at other cards. Students who watched the video scored higher on a subsequent test compared to those who only received a lecture. The video was also found to increase students' confidence in training animals and was viewed as an enjoyable way to learn about operant conditioning concepts.
Here are a few ideas for using current events to increase student engagement in an online cultural diversity course:
- Have a weekly discussion forum where students can post links to recent news stories related to issues of diversity, race, ethnicity, gender, etc. and discuss them. This keeps topics feeling current and relevant.
- Incorporate current events into discussion questions for readings/videos. For example, ask how a recent policy change or event relates to concepts from that week's material.
- Assign short response papers where students analyze a current event through the lens of a sociological framework or theory from the course.
- Invite guest speakers via video conference to discuss their research on a current topic related to diversity. Have a Q
This document summarizes an action research project that investigated using quiz games to improve students' understanding of science knowledge and control misbehavior in the classroom. Interviews found that both teachers and students felt quiz games were an engaging activity. Test scores improved from a mean of 8.36 to 8.90 after a quiz game, and misbehaviors decreased from 41 to 24 students. Thus, the research concluded that quiz games can effectively improve learning outcomes and classroom behavior when implemented properly. Future research could address weaknesses like modifying questions to different ability levels and conducting the study over multiple cycles.
The document discusses the game sense approach to teaching physical education. It explains that the game sense approach involves students developing an understanding of sports and physical activities so they can modify games to appropriately challenge themselves. It emphasizes stopping games regularly to question students on how to perform skills and progress tasks. The game sense approach keeps students engaged by encouraging individual and team efforts and adapting games. It is an effective holistic learning style that is cognitive, social, and physical.
This document provides a variety of game ideas that teachers can use in the classroom to engage students and reinforce learning. It begins with an introduction to educational games and the benefits of using games. It then describes 16 specific games that can be adapted for different subjects, including content-related games like Battleship for vocabulary practice and guessing games like Who is He/She? for identifying people. The games are meant to be interactive, help students work together, and make learning an enjoyable experience while still focusing on academic content.
- This document is a final report for a semester project completed by 5 students for an Industrial Design bachelor's program.
- The project aimed to create an immersive game that blends physical and digital elements to teach skills like collaboration and stakeholder thinking to players aged 14-18.
- After many iterations, the students developed Empyria, a strategic fantasy board game for 3-6 players where they take on roles of stakeholders in a fictional world and must solve crises through debate and strategy.
This case study describes an OT intervention for a student named Alan with global developmental delays. The OT used a client-centered approach including occupational profiling, assessment, goal setting, and monitoring to address Alan's difficulties with handwriting, attention, and social participation in school. Sensory-based interventions were implemented weekly and found to improve Alan's classroom attention and social interactions. His handwriting also noticeably improved. The OT collaborated with Alan, his teacher, and mother throughout the process.
Barry Ryan_Alternative Laboratories: Near Peer Constructed Technology Enhanc...Barry Ryan
Dr. Barry Ryan discusses using game-based learning and augmented reality to enhance chemistry laboratories. Students act as change agents and curriculum designers by creating online preparatory resources and developing an augmented reality-enhanced lab. Research found the augmented reality improved student preparation, provided helpful visual aids, and increased confidence in lab skills. While challenges exist, augmented reality shows potential as an alternative learning tool if integrated thoughtfully into traditional methods.
1. The study evaluated older adults' perceptions and attitudes towards digital brain training games and control puzzle games played on tablets over one month.
2. Participants found the brain training games to be more frustrating and less enjoyable than the control puzzle games. However, adherence was high for both.
3. Perceived cognitive benefits from gameplay, enjoyment, and challenge positively predicted motivation to play, which trended towards predicting adherence. Digital games should balance enjoyment and cognitive engagement for older adults.
The Game Sense approach is a modification of the Teaching Games for Understanding model that focuses on challenging students to discover their own issues within skills and gameplay to maximize learning. It allows students to learn games themselves but also the reasons for different skills and how to apply them, through modifying games over time. This student-centered method encourages self-assessment and developing overall skills rather than just motor skills. While it may be slower, Game Sense has potential to be an appropriate primary school PDHPE method by allowing students to assess their own abilities and how to improve them.
Similar to TS5-4: Ming Yi from Japan Advanced Institute of Science and Technology (20)
Jawad Haqbeen from Nagoya Institute of Technology Jawad Haqbeen
This document discusses using a conversational agent to facilitate discussion and generate ideas to help achieve the UN Sustainable Development Goals (SDGs). It conducted an experiment using an agent to moderate online discussions on SDG topics. The results showed that discussions with agent facilitation generated more ideas and supporting arguments compared to discussions without an agent. The agent helped engage more participants, extract valuable insights, and lead to more deliberation. Future work involves larger scale discussions to further harness the collective intelligence of crowds to help policymaking efforts towards achieving the SDGs.
TS2-1: Shoko Kimura from Japan Advanced Institute of Science and TechnologyJawad Haqbeen
Session Chair: Kiyota Hashimoto
Session Theme: Online Discussion and Cooperation
Session Number: 2
Paper No: 11
Session and Talk No: TS2-1
Type: Short
Co-authors: Shoko Kimura, Susumu Kunifuji and Takayuki Ito
Title: A Comparative Study of the Effects of Clapping Hands Sounds and Gesture Presentation During Online Meetings
TS2-2: Shun Shiramatsu from Nagoya Institute of TechnologyJawad Haqbeen
Session Chair: Kiyota Hashimoto
Session Theme: Online Discussion and Cooperation
Session Number: 2
Paper No: 28
Session and Talk No: TS2-2
Type: Short
Co-authors: Shun Shiramatsu and Yasunobu Igarashi
Title: A Preliminary Consideration toward Evidence-based Consensus Building through Human-Agent Collaboration on Semantic Authoring Platform
TS2-5: Jie Jiang from Japan Advanced Institute of Science and TechnologyJawad Haqbeen
Session Chair: Kyota Hashimoto
Session Theme: Online Discussion and Cooperation
Session Number: 2
Paper No: 6
Session and Talk No: TS2-5
Type: Full
Co-authors: Jie Jiang, Nagai Yukari, Yuizono Takaya and Yang Yu
Title: Research on New Quantitative Methods to Understand the Vitality of Urban Public Space
TS2-4: Sofia Sahab from Nagoya Institute of TechnologyJawad Haqbeen
Session Chair: Kiyota Hashimoto
Session Theme: Online Discussion and Cooperation
Session Number: 2
Paper No: 3
Session and Talk No: TS2-4
Type: Full
Co-authors: Sofia Sahab, Takayuki Ito, Jawad Haqbeen and Shun Okuhara
Title: Towards an Insights-Driven Participatory Tool for Social Sustainability in the context of Neighborhood Functions of Gozars in Kabul City
The 15th International Conference on Knowledge, Information and Creativity Support System Program had two days of sessions and talks. Day 1 included 3 sessions, 2 invited talks, an award ceremony and social events. Day 2 featured 2 sessions, 2 invited talks and a closing ceremony.
TS1-2: Xiuxia Cui from Japan Advanced Institute of Science and Technology Jawad Haqbeen
Session Chair: Thanaruk Theeramunkong
Session Theme: Creative Research Environments & their Performance
Session Number: 1
Paper No: 18
Session and Talk No: TS1-2
Type: Full
Co-authors: Xiuxia Cui, Yukari Nagai and Xiaoxiao Liu
Title: A Study on the Elderly House with Supportive Service from the Viewpoint of Creativity
The 15th International Conference on Knowledge, Information and Creativity Support System (KICSS2020) will be held online on November 25-26, 2020 and hosted by D-Agree. The conference aims to facilitate technology and knowledge exchange between international researchers in fields related to knowledge science, information systems, creativity support systems, and complex systems modeling. It will cover a broad range of topics related to knowledge engineering, information technology, creativity support systems, and complex systems modeling.
Invited Talk 1: Dr. Sanparith MarukatatJawad Haqbeen
Sanparith Marukatat will give an invited talk titled "AI in medicine" from 1:00-1:50 PM on November 25, 2020. Dr. Marukatat received his computer science degree in 1998 from University of Franche-Comté, Besançon in France and completed his doctoral thesis at University Paris 6 in 2004. He currently works in the Image Processing and Understanding team at the National Electronics and Computer Technology Center, where his research interests include machine learning, statistical pattern recognition, and AI.
Professor Kwei-Jay Lin will give an invited talk titled "The AutoCoach Smart Agent Project: AI with a Personality". He will discuss the AutoCoach project, which uses an Android application and sensors to monitor a driver's behavior in real time and compare it to their history and others. Based on this analysis, AutoCoach offers personalized recommendations to make drivers aware of potential problems and gradually improve their behavior. The talk will cover AutoCoach's system architecture, user interface design, and early experiences using AI technologies to collect driving data, analyze behaviors, match users to driving styles, and provide intelligent feedback to persuade safer driving.
TS5-3: Shohei Watanabe from Akita Prefectural UniversityJawad Haqbeen
Session Chair: Shun Okuhara
Session Theme: Education and Support
Session Number: 5
Paper No: 25
Session and Talk No: TS5-3
Type: Short
Co-authors: Shohei Watanabe and Ryo Sugawara
Title: Consideration of group approaches based on Japanese group principle
TS5-5: Gao Wei from Japan Advanced Institute of Science and TechnologyJawad Haqbeen
Please listen to the presentation, read detailed slides and return to first post to make your comments below the corresponding paper author's post.
Session Chair: Shun Okuhara
Session Theme: Education and Support
Session Number: 5
Paper No: 9
Session and Talk No: TS5-5
Type: Short
Co-authors: Gao Wei, Yukari Nagai and Zhang Ruifeng
Title: Influencing Factors and Intervention Strategies of Kindergarten Outdoor Environment on Children's Accidental Injury
TS5-7: Tessai Hayama from Nagaoka University of TechnologyJawad Haqbeen
Please listen to the presentation, read detailed slides and return to first post to make your comments below the corresponding paper author's post.
Session Chair: Shun Okuhara
Session Theme: Education and Support
Session Number: 5
Paper No: 8
Session and Talk No: TS5-7
Type: Full
Co-authors: Tessai Hayama and Shuma Sato
Title: Supporting Concept-Map Creation in Video-Based Learning based on Concept-Map Components Provision
TS5-1: Takashi Sakuma from Chiba Prefectural University of Health SciencesJawad Haqbeen
This document discusses using e-books to revitalize tourism at destinations. It proposes creating e-book guides for specific locations that can be easily updated with timely information and distributed digitally. The plan involves surveying existing e-books, considering how to leverage e-books' strengths for tourism, setting up an e-book creation environment, defining requirements, creating sample e-books, experimenting, and verifying effectiveness through interviews. The document provides details on using the Sigil e-book editor to easily create e-books in EPUB format for distribution. The goal is to engage individuals and local businesses in producing e-book guides to promote tourism.
TS3-3: Naoki Kawamura from Nagoya Institute of TechnologyJawad Haqbeen
1) The document proposes extracting a more specific discussion structure called "Oppose and IBIS structure" from online discussion forums to allow automated facilitation agents to perform more diverse facilitations.
2) This structure adds an "Oppose structure" element to the existing IBIS structure, and can increase the number of potential facilitations from 80 to 107.
3) The authors define a method to extract nodes using a tree structure classifier and restrict link extraction to sentences within 20 distances, achieving better performance than existing methods in experiments on real discussion data.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
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How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
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Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...
TS5-4: Ming Yi from Japan Advanced Institute of Science and Technology
1. Using Symbol Designs for a Cooking
Puzzle Game as Training Material for
Error-less Learning for MCI
YI Ming
LAI Kecheng
Nagai Yukari
2. Overview
INTRODUCTION
EL training can improve people
with mild cognitive impairment
(MCI) and those in the early stages
of dementia (PwD). Error-less
learning (EL) refers to a kind of
learning that does not make any
mistakes in the learning process
method
ORIGINALITY
Let the EL training
method turn be combined
with fun puzzle games, it is
more immersive and allows
participants to be more
interested in the experiment
METHOD
We design the graphic
symbols and combine the
Error-less learning method as a
cooking puzzle game,
composed of creative symbols,
to carry out the cooking
process.
DISSCUSSION
In this study, we examined how
people with cognitive
impairments learn to use
puzzle games through errorless
learning techniques and how
the application of these
techniques’ change over time.
3. INTRODUCTION
Literature review:
1. Japan is renowned worldwide as an aging society and thus the
problems caused by aging have also attracted more and more
attention within the country. The cognitive function of the elderly
declines with age, and ones with mild cognitive impairment (from
now on referred to as MCI) diseases are gradually increasing. It is
also noted that the early symptoms of dementia often include MCI
(Nordlund) Et al., 2005).
2. Other studies have pointed out that the likelihood of
people with MCI developing dementia in the future is as
high as 16% to 41% (Petersen, 2011; Gauthier et al.,
2008).
4. INTRODUCTION
3. Most research results indicate that cognitive training is the best
way to improve cognitive dysfunction or MCI in the elderly. Some
studies have found that Error-less learning (from now referred to
as EL) can help them improve their usual memory and cognitive
functions. This method is more effective than other types of
learning methods, such as error learning (Hyer et al., 2015;
Roberts et al. 2016).
5. 5
INTRODUCTION
4. In addition to drug treatment, nostalgia therapy has also been
proven to be an effective way to exercise the cognitive function of
the elderly and improve their physical and psychological
conditions. The elderly who often play with educational toys can
delay thinking degradation; enhance concentration, cognition and
memory. Daily activities such as shopping, cooking, and
housework has also been seen to help prevent Alzheimer’s (Zhang
Wei et al., 2012 ).
6. Participants
65-85 years old elderly Japanese people
Selected 8 elderly people from Japanese society who do not attend a facility for the aged
24 food and condiment samples which we narrowed down
24 graphic symbols were first used for recognition and memory target training and were
divided into 6 different training questionnaires (Figure 1) and 3 puzzle games
EXPERIMENTAL METHOD
8. EXPERIMENTAL METHOD
The questions in the interview after
the test are about the evaluation of
the test. The questions posed are:
"Please briefly talk about your views
on this graphic symbol recognition
test"; "Do you think these graphic
symbols are easy or difficult to
recognize?"; "Do you think you can
still benefit from Error-less learning
methods even if you don’t know or
are unsure?”
Procedures
9. EXPERIMENTAL METHOD
After we conducted a recognition test of graphic symbols on the subjects, based on the
graphic symbols that the subjects already knew, we designed three puzzle games with
recipes as the theme. All had ranging and differing levels of difficulty and adopted a
method of Error-less learning.
Procedures
11. EXPERIMENTAL METHOD
Procedures
1. Partial training of the game
We started the training from the ‘A’ puzzle which has the lowest difficulty out of the three puzzles. Each
puzzle was used 4 times in total during the training. Each time the puzzle was changed in a clockwise
direction to ensure that the subject trained with different parts. During the training test, if a subject could not
recognize a graphic symbol, we gave them hints. Each subject conducted the partial training individually
without their fellow group members.
12. EXPERIMENTAL METHOD
Procedures
2. The overall training of the game
After the subjects had participated individually in the partial training test, they immediately conduct the main
training test of the puzzle together as a group (Figure 3). In the overall training test of the puzzle, as also
seen in the partial training, if the experimental subjects struggle to recognize a graphic symbol, we will also
give them prompts.
13. DISCUSSION
DATA
The data is collected in the following way.
First, we recorded the time taken for each subject to complete the
puzzle game test, which includes both the partial training test time and the
test time of the overall training.
Second, we recorded the number of hints required by the subjects
during each training and testing session. Once again, we observed and
recorded the completion of each link in the training test.
Finally, we collected interviews afterwards, about the participants’
attitudes towards the experiment.
14. DISCUSSION
1.Graphic symbol test results
We evaluated the results of the
graphic symbol test on four subjects.
In the connection test of the graphic
symbols to physical photos and the
graphic symbols to text interpretation
of physical objects, they were all
successful and accurate. No errors
were found in their test results, which
shows that the subjects can correctly
recognize the graphic symbols in the
puzzle experiment, and our graphic
symbol design is effective.
2. Game training test results
In this part of the training test, we
recorded their completion time and the
number of hints they required during
the completion of part of the puzzle test
and the overall test of the puzzle. First
of all, whether it was a partial training
test or an overall training test, the four
test subjects were successful and able
to complete each of the food puzzles
individually and as a group. Secondly,
when they completed the three puzzles
of ‘A’, ‘B’ and ‘C’, there was a
correlation that as the difficulty of the
puzzle increased, the time required for
them to complete the puzzle alone also
increased. However, in the overall
training test of the ‘A’, ‘B’ and ‘C’
puzzles, where subjects participated
together as a group, the time required
for each part showed a decreasing
characteristic.
3. Summary
In this study, we examined how
people with cognitive impairments
learn to use puzzle games through
errorless learning techniques and
how the application of these
techniques’ change over time. With
longitudinal application of errorless
learning techniques to teach people
with cognitive impairments to play
puzzle game tasks we would see a
decrease in the need for the games
over time which would be indicated
by the following: if participants are
able to play with fewer prompts from
the experiment instructor, if
participants complete more turns
independently, and if there is a
shorter duration of turns(i.e., play
becomes quicker)
15. DISCUSSION
Limitations
This experiment is based on the selection of participants for the training process. It is necessary to
screen and separate the participants who usually cook and those who do not often cook. That is, the
accuracy and completion speed of the experiment is strongly related to whether the participants have
cooking experience. Also when the participants were doing the symbol recognition questionnaires and
training, it can be questioned whether they recognized them according to our training methods, or if they
used some exclusion methods; even though the graphic symbols we used were all derived from the
cognitive category of the respondents. However, it is possible that the subjects obtained the result
through conjecture during the experiment. This complicated and long process also requires later
experiments and data to prove and elaborate such issue, such as whether eye tracker test data is
needed to determine the accuracy of the participants' recognition of food graphic symbols. Since during
the training and testing and through the questionnaire, we concluded that all participants have a
corresponding increase in interest in this experiment. Can we seek more experimental people to
participate in this design and entertaining cooking? Puzzle games can produce such products for
society. At the same time, we need to seek a degradable, environmentally friendly, non-toxic and
harmless printing ink and paper medium that can be cooked with to further allow participants to enjoy
Error-less learning methods.
16. DISCUSSION
REFERENCES
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