Tag Archives: Youth

Invitation to Mirela Gutica’s PhD Defense

DESIGNING EDUCATIONAL GAMES AND ADVANCED LEARNING TECHNOLOGIES:
AN IDENTIFICATION OF EMOTIONS FOR MODELING PEDAGOGICAL AND ADAPTIVE EMOTIONAL AGENTS

by
Mirela Gutica

Abstract: Emotional, cognitive, and motivational processes are dynamic and influence each other during learning. The goal of this dissertation is to gain a better understanding of emotion interaction in order to design Advanced Learning Technologies (ALTs) and Intelligent Tutoring Systems (ITSs) that adapt to emotional needs. In order for ITSs to recognize and respond to affective states, the system needs to have knowledge of learners’ behaviors and states. Based on emotion frameworks in affective computing and education, this study responds to this need by providing an in-depth analysis of students’ affective states during learning with an educational mathematics game for grade 5-7 (Heroes of Math Island) specifically designed for this research study and based on principles of instructional and game design.

The mixed methodology research design had two components: (1) a quasi-experimental study and (2) affect analysis. The quasi-experimental study included pretest, intervention (gameplay), and posttest, followed by a post-questionnaire and interview. Affect analysis involved the process of identifying what emotions should be observed, and video annotations by trained judges.

The study contributes to related research by: (1) reviewing sets of emotions important for learning derived from literature and pilot studies; (2) analyzing inter-judge agreement both aggregated and over individual students to gain a better understanding of how individual differences in expression affect emotion recognition; (3) examining in detail what and how many emotions actually occur or are expressed in the standard 20-second interval; (4) designing a standard method including a protocol and an instrument for trained judges; and (5) offering an in-depth exploration of the students’ subjective reactions with respect to gameplay and the mathematics content. This study analyzes and proposes an original set of emotions derived from literature and observations during gameplay. The most relevant emotions identified were boredom, confidence, confusion/hesitancy, delight/pleasure, disappointment / displeasure, engaged concentration, and frustration. Further research on this set is recommended for design of ALTs or ITSs that motivate students and respond to their cognitive and emotional needs. The methodological protocol developed to label and analyze emotions should be evaluated and tested in future studies.

Defense:
When: March 17, 2014 @ 9:00 am
Where: Faculty of Graduate and Postdoctoral Studies, UBC

STEM 2014 conference Call for Papers #stem #education #yteubc

The University of British Columbia is hosting the 3rd International STEM (Science, Technology, Engineering and Mathematics) Education Conference on its Vancouver campus in July 2014.  The Call for Papers is posted below and the submission deadline is December 9, 2013.

We hope those of you engaged in STEM Education will submit a proposal to present: detailed information on the submission process is on the STEM 2014 website.  Your assistance in sharing the Call for Papers with colleagues and networks would be greatly appreciated.

CALL FOR PAPERS

STEM 2014 Conference | July 12-15
The University of British Columbia | Vancouver, Canada

STEM Education and Our Planet:
Making Connections Across Contexts

 The International Conference of STEM in Education is an opportunity for educators and researchers from schools, universities, colleges, businesses, industries and other private and public agencies to share and discuss their innovative practices and research initiatives that may advance STEM education.

The conference will create opportunities for sharing:

  • information and knowledge through keynote addresses from world leaders in STEM education, papers, poster presentations, panels, workshops, symposia, and innovative showcases;
  • effective STEM pedagogical practices and strategies in and across a variety of education settings;
  • the most contemporary STEM research initiatives and their outcomes;
  • professional development approaches for STEM educators in a range of educational contexts;
  • experiences and networking between participants from across the globe.

Join us in the summer of 2014 at the University of British Columbia (UBC) in Vancouver.  Submit your proposal to present at the STEM 2014 Conference at stem2014.ubc.ca.  Call for Papers closes December 9, 2013.

We invite proposals from educators, academics, education officers, industry partners, graduate and undergraduate students for papers, poster presentations, panels, workshops, symposia, and innovative showcases.  Proposals will be peer reviewed, and are invited in any area related to the overall focus of the conference, including:

  • Innovation in STEM Research
  • Innovative Resources for STEM Education
  • Transformation in Educational Practices through STEM
  • Sustainability Education and STEM
  • Interdisciplinary Approaches to Popular Science Education
  • Life-long learning in STEM
  • STEM learning in and across formal and informal contexts
  • Curriculum Theory and Development in STEM
  • Educational Philosophy and Theory about STEM
  • Educational Policy, Leadership and Management for STEM
  • Rural Education and STEM
  • Special Education and STEM
  • Educational Technology in STEM
  • Teacher Education and Professional Development in STEM
  • Design and Technology Education
  • Science Fiction and STEM Education
  • Disasters and STEM Education
  • Other related STEM topics will also be considered

Presenters whose papers are accepted for the Conference will be invited to submit their full papers to be published in the peer-reviewed online STEM 2014 Conference Proceedings. Author guidelines are available on the conference website.

Video Gaming in the Classroom: Insights and Ideas from Teenage Students by Peter Halim

Peter and research participants in focus group

Congratulations to Peter Halim for successfully defending his thesis titled “Video Gaming in the Classroom: Insights and Ideas from Teenage Students”! Peter made the minor edits and closed his MA program, meaning that he will graduate in November. The thesis can be downloaded from the CIRCLE database.

 

VIDEO GAMING IN THE CLASSROOM: INSIGHTS AND IDEAS FROM TEENAGE STUDENTS

Peter Halim

For this research, four high school aged teenagers participated in an intensive one week video gaming camp, at which time they articulated their attitudes and ideas about mainstream video games and their place in education. The purpose was to explore strategies for utilizing mainstream commercial video games for educative purposes in the classroom. The participants’ insights along with observations made on their interaction with video games were analyzed through Rogers’ Diffusion of Innovation and the General Aggression Model. In summary, the participants, more or less experts in gaming, enjoyed video games and described them as one of their favourite activities. Furthermore, it was found that video games played both a positive and negative role in the participants’ lives. For example, all participants seemed to have developed healthy values and relationships directly through playing video games during their pre-adolescent years. Conversely, their responses also indicated that they experienced limits to video games and did not see innovation from market and home to school as a smooth, trivial process. Rather, they provided key insights into aligning specific games with specific content, curriculum, and courses. The participants’ insights suggest that the use of mainstream video games for learning will most likely continue to be a fringe strategy implemented by individual teachers who actively discern the educational uses of video games. Game and gaming literacies are among the most recent entries into new literacies research. This thesis contributes to this research by exploring teenagers’ ideas about gaming in the classroom. In conclusion, this study finds that mainstream video games have potential to be effectively used as learning strategies in the classroom in the future pending on continued progress and interest in this endeavor.