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1.
Educ Technol Res Dev ; 69(6): 3101-3129, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34729003

RESUMO

The positivity principle states that people learn better from instructors who display positive emotions rather than negative emotions. In two experiments, students viewed a short video lecture on a statistics topic in which an instructor stood next to a series of slides as she lectured and then they took either an immediate test (Experiment 1) or a delayed test (Experiment 2). In a between-subjects design, students saw an instructor who used her voice, body movement, gesture, facial expression, and eye gaze to display one of four emotions while lecturing: happy (positive/active), content (positive/passive), frustrated (negative/active), or bored (negative/passive). First, learners were able to recognize the emotional tone of the instructor in an instructional video lecture, particularly by more strongly rating a positive instructor as displaying positive emotions and a negative instructor as displaying negative emotions (in Experiments 1 and 2). Second, concerning building a social connection during learning, learners rated a positive instructor as more likely to facilitate learning, more credible, and more engaging than a negative instructor (in Experiments 1 and 2). Third, concerning cognitive engagement during learning, learners reported paying more attention during learning for a positive instructor than a negative instructor (in Experiments 1 and 2). Finally, concerning learning outcome, learners who had a positive instructor scored higher than learners who had a negative instructor on a delayed posttest (Experiment 2) but not an immediate posttest (Experiment 1). Overall, there is evidence for the positivity principle and the cognitive-affective model of e-learning from which it is derived.

2.
IEEE Comput Graph Appl ; 37(4): 72-83, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-28829295

RESUMO

Education research has shown that instructor gestures can help capture, maintain, and direct the student's attention during a lecture as well as enhance learning and retention. Traditional education research on instructor gestures relies on video stimuli, which are time consuming to produce, especially when gesture precision and consistency across conditions are strictly enforced. The proposed system allows users to efficiently create accurate and effective stimuli for complex studies on gesture, without the need for computer animation expertise or artist talent.

3.
Disabil Rehabil Assist Technol ; 8(3): 238-48, 2013 May.
Artigo em Inglês | MEDLINE | ID: mdl-22789025

RESUMO

We describe a graphical user interface designed to allow non-expert users to pose 3D characters to create American Sign Language (ASL) computer animation. The interface is an important component of a software system that allows educators of the Deaf to add sign language translation, in the form of 3D character animations, to digital learning materials, thus making them accessible to deaf learners. A study indicates that users with no computer animation expertize can create animated ASL signs quickly and accurately.


Assuntos
Gráficos por Computador , Surdez/reabilitação , Educação de Pessoas com Deficiência Auditiva , Língua de Sinais , Interface Usuário-Computador , Adulto , Estudos de Coortes , Auxiliares de Comunicação para Pessoas com Deficiência , Surdez/psicologia , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Satisfação do Paciente , Adulto Jovem
4.
Disabil Rehabil Assist Technol ; 5(2): 115-24, 2010 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-20184528

RESUMO

In this article, we describe the development of two novel approaches to teaching math and science concepts to deaf children using 3D animated interactive software. One approach, Mathsigner, is non-immersive and the other, SMILE, is a virtual reality immersive environment. The content is curriculum-based, and the animated signing characters are constructed with state-of-the art technology and design. We report preliminary development findings of usability and appeal based on programme features (e.g. 2D/3D, immersiveness, interaction type, avatar and interface design) and subject features (hearing status, gender and age). Programme features of 2D/3D, immersiveness and interaction type were very much affected by subject features. Among subject features, we find significant effects of hearing status (deaf children take longer time and make more mistakes than hearing children) and gender (girls take longer than boys; girls prefer immersive environments rather than desktop presentation; girls are more interested in content than technology compared to boys). For avatar type, we found a preference for seamless, deformable characters over segmented ones. For interface comparisons, there were no subject effects, but an animated interface resulted in reduced time to task completion compared to static interfaces with and without sound and highlighting. These findings identify numerous features that affect software design and appeal and suggest that designers must be careful in their assumptions during programme development.


Assuntos
Matemática/educação , Pessoas com Deficiência Auditiva , Ciência/educação , Software , Criança , Feminino , Humanos , Masculino , Design de Software , Interface Usuário-Computador
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