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1.
Front Robot AI ; 6: 148, 2019.
Article in English | MEDLINE | ID: mdl-33501163

ABSTRACT

Acknowledging the benefits of active learning and the importance of collaboration skills, the higher education system has started to transform toward utilization of group activities into lecture hall culture. In this study, a novel interaction has been introduced, wherein a social robot facilitated a small collaborative group activity of students in higher education. Thirty-six students completed a 3 h activity that covered the main content of a course in Human Computer Interaction. In this within-subject study, the students worked in groups of four on three activities, moving between three conditions: instructor facilitation of several groups using pen and paper for the activity; tablets facilitation, also used for the activity; and robot facilitation, using tablets for the activity. The robot facilitated the activity by introducing the different tasks, ensuring proper time management, and encouraging discussion among the students. This study examined the effects of facilitation type on attitudes toward the activity facilitation, the group activity, and the robot, using quantitative, and qualitative measures. Overall students perceived the robot positively, as friendly and responsive, even though the robot did not directly respond to the students' verbal communications. While most survey items did not convey significant differences between the robot, tablet, or instructor, we found significant correlations between perceptions of the robot, and attitudes toward the activity facilitation, and the group activity. Qualitative data revealed the drawbacks and benefits of the robot, as well as its relative perceived advantages over a human facilitator, such as better time management, objectivity, and efficiency. These results suggest that the robot's complementary characteristics enable a higher quality learning environment, that corresponds with students' requirements and that a Robot Supportive Collaborative Learning (RSCL) is a promising novel paradigm for higher education.

2.
Proc ACM SIGCHI ; 2017: 137-145, 2017 Mar.
Article in English | MEDLINE | ID: mdl-30693352

ABSTRACT

Mindset has been shown to have a large impact on people's academic, social, and work achievements. A growth mindset, i.e., the belief that success comes from effort and perseverance, is a better indicator of higher achievements as compared to a fixed mindset, i.e., the belief that things are set and cannot be changed. Interventions aimed at promoting a growth mindset in children range from teaching about the brain's ability to learn and change, to playing computer games that grant brain points for effort rather than success. This work explores a novel paradigm to foster a growth mindset in young children where they play a puzzle solving game with a peer-like social robot. The social robot is fully autonomous and programmed with behaviors suggestive of it having either a growth mindset or a neutral mindset as it plays puzzle games with the child. We measure the mindset of children before and after interacting with the peer-like robot, in addition to measuring their problem solving behavior when faced with a challenging puzzle. We found that children who played with a growth mindset robot 1) self-reported having a stronger growth mindset and 2) tried harder during a challenging task, as compared to children who played with the neutral mindset robot. These results suggest that interacting with peer-like social robot with a growth mindset can promote the same mindset in children.

3.
Child Neuropsychol ; 16(4): 388-404, 2010.
Article in English | MEDLINE | ID: mdl-20574865

ABSTRACT

The aim of the study was to assess: (a) developmental changes in attention, response inhibition, and face-information processing using the new Balloons task and (b) to evaluate the association between measures derived from the task with reported behavior problems. One hundred and thirty-four typically developing children (53 boys and 81 girls) were tested with the Balloons. Their parents and teachers completed the Child Behavior Checklist. Our results validate the Balloons as a reliable task with significant effects of manipulations in difficulty level (speed, processing load, and processing type). The results suggest that face-information processing undergoes significant changes during the age period between 7 and 13 years with significant gender differences. Modest but significant correlations were found between the Balloons' measures and behavior problems.


Subject(s)
Attention/physiology , Child Behavior/physiology , Child Development/physiology , Executive Function/physiology , Pattern Recognition, Visual/physiology , Age Factors , Child , Cognition/physiology , Emotions/physiology , Female , Humans , Male , Sex Factors , Surveys and Questionnaires
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