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Data-driven goal setting: Searching optimal badges in the decision forest 数据驱动的目标设置:在决策林中搜索最佳徽章
Pub Date : 2023-09-01 DOI: 10.1016/j.teler.2023.100072
Julian Langenhagen

Goal setting is vital in learning sciences, but the scientific evaluation of optimal learning goals is underexplored. This study proposes a novel methodological approach to determine optimal learning goals. The data in this study comes from a gamified learning app implemented in an undergraduate accounting course at a large German university. With a combination of decision trees and regression analyses, the goals connected to the badges implemented in the app are evaluated. The results show that the initial badge set already motivated learning strategies that led to better grades on the exam. However, the results indicate that the levels of the goals could be improved, and additional badges could be implemented. In addition to new goal levels, new goal types are also discussed. The findings show that learning goals initially determined by the instructors need to be evaluated to offer an optimal motivational effect. The new methodological approach used in this study can be easily transferred to other learning data sets to provide further insights.

目标设定在学习科学中至关重要,但对最佳学习目标的科学评估却没有得到充分的探索。本研究提出了一种新的方法来确定最佳学习目标。这项研究中的数据来自德国一所大型大学的本科生会计课程中使用的游戏化学习应用程序。通过决策树和回归分析的组合,评估与应用程序中实现的徽章相关的目标。结果表明,最初的徽章集已经激励了学习策略,从而在考试中取得了更好的成绩。然而,结果表明,目标的水平可以提高,可以实施额外的徽章。除了新的目标级别,还讨论了新的目标类型。研究结果表明,教师最初确定的学习目标需要进行评估,以提供最佳的激励效果。本研究中使用的新方法可以很容易地转移到其他学习数据集,以提供进一步的见解。
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引用次数: 0
The effect of using entry-level keyboards in improving user-adaptability to new keyboards: Case of the Central-Bantu keyboards 使用入门级键盘对提高用户对新键盘的适应性的影响:以中央班图键盘为例
Pub Date : 2023-09-01 DOI: 10.1016/j.teler.2023.100073
Thokozani Chimkono , Amelia Taylor , Eunice Mphako-Banda , Pascal Kishindo

Current trends in keyboard design show that QWERTY-similarity is a key factor for high user-adaptability keyboard design. This design approach has the challenge that the higher the similarity the lower the text-entry rate for the optimized keyboard. This article reports on the findings of an empirical study which we conducted on QWERTY-users to measure the effect of using an entry-level keyboard in improving user-ability to adapt to a new keyboard. The study used two Central-Bantu physical keyboards (entry-level: with high QWERTY-similarity, and advanced-level: with low similarity) which we had designed in an earlier study. The empirical study obtained learning-curves of the Advanced-level keyboard, of a 12-participant group which was first introduced to an entry-level keyboard, against a control-group of similar size, in a longitudinal study design. A two-sample t-test on the empirical results showed that the entry-level approach caused a marginally significant text-entry-rate improvement of 9.4% with p < .09. A two-sample U-test on word-error rates indicated a non-significant improvement of 8.4%. Our study has shown that the use of entry keyboards is an effective strategy in improving keyboard user-adaptability.

键盘设计的当前趋势表明,QWERTY相似性是高用户适应性键盘设计的关键因素。这种设计方法具有的挑战是相似性越高,优化键盘的文本输入率就越低。本文报告了我们对QWERTY用户进行的一项实证研究的结果,该研究旨在衡量使用入门级键盘对提高用户适应新键盘的能力的影响。该研究使用了我们在早期研究中设计的两个Central Bantu物理键盘(入门级:QWERTY相似度高,高级:相似度低)。在一项纵向研究设计中,实证研究获得了一个12名参与者组的高级键盘学习曲线,该组首次被引入入门级键盘,而对照组的大小相似。对实证结果的两样本t检验显示,入门级方法导致9.4%的文本输入率略有显著提高,p<。09.对单词错误率的两个样本的U型检验表明,8.4%的错误率没有显著改善。我们的研究表明,使用输入键盘是提高键盘用户适应性的有效策略。
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引用次数: 0
Application of deep learning and machine learning models to improve healthcare in sub-Saharan Africa: Emerging opportunities, trends and implications 应用深度学习和机器学习模型改善撒哈拉以南非洲的医疗保健:新出现的机遇、趋势和影响
Pub Date : 2023-09-01 DOI: 10.1016/j.teler.2023.100097
Elliot Mbunge , John Batani

Deep learning and machine learning techniques present unmatched opportunities to improve healthcare in sub-Saharan Africa (SSA). However, there is a paucity of literature on AI-based applications deployed to improve care in SSA, which makes it challenging to organise the research contributions in the present and to highlight obstacles and emerging research areas that need to be explored in the future. This study applied the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) model to conduct a comprehensive review of deep learning and machine learning models deployed in SSA to improve access to care while exploring emerging opportunities, trends and implications for integrating AI-based models in SSA healthcare. This study reveals that AI models can analyse and derive inferences from massive health data for early detection, diagnosis, monitoring for chronic disorders, prediction of diseases, monitoring large-scale public health patterns and help limit exposure in contagious environments. AI can facilitate the development of targeted health interventions and improve patient outcomes in all stages of diagnosis, treatment, drug development and monitoring, personalised medicine, patient control and care. Integrating AI models with health applications can tremendously assist health professionals and policymakers in disease diagnosis and making informed decisions. AI algorithms bias, poor access to health data and formats, and lack of policies and frameworks supporting the integration of data-driven AI-based solutions into health systems hinder the integration of AI-based models into health systems. There is a need for transparency and ethical use of AI and crafting policies that support the use of AI in SSA health systems. Utilising AI-based models in healthcare can also assist researchers and healthcare workers to move towards smart care and better comprehend future research needs of AI in smart care.

深度学习和机器学习技术为改善撒哈拉以南非洲(SSA)的医疗保健提供了无与伦比的机会。然而,关于用于改善SSA护理的基于人工智能的应用程序的文献很少,这使得目前组织研究贡献以及强调未来需要探索的障碍和新兴研究领域具有挑战性。本研究应用PRISMA(系统评价和荟萃分析的首选报告项目)模型对SSA中部署的深度学习和机器学习模型进行了全面审查,以改善获得护理的机会,同时探索在SSA医疗保健中集成基于人工智能的模型的新机会、趋势和意义。这项研究表明,人工智能模型可以分析和推断大量健康数据,用于早期检测、诊断、监测慢性疾病、预测疾病、监测大规模公共卫生模式,并有助于限制接触传染性环境。人工智能可以促进有针对性的健康干预措施的发展,并改善患者在诊断、治疗、药物开发和监测、个性化药物、患者控制和护理的各个阶段的结果。将人工智能模型与健康应用程序相结合,可以极大地帮助卫生专业人员和决策者进行疾病诊断和做出明智的决策。人工智能算法的偏见、对健康数据和格式的获取能力差,以及缺乏支持将基于数据驱动的人工智能解决方案集成到健康系统中的政策和框架,阻碍了将基于人工智能的模型集成到健康系统中。人工智能的使用需要透明和合乎道德,并制定支持在SSA卫生系统中使用人工智能的政策。在医疗保健中使用基于人工智能的模型也可以帮助研究人员和医护人员走向智能医疗,更好地理解人工智能在智能医疗中的未来研究需求。
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引用次数: 0
Snapchat streaks—How are these forms of gamified interactions associated with problematic smartphone use and fear of missing out among early adolescents? Snapchat条纹——这些形式的游戏化互动是如何与早期青少年中有问题的智能手机使用和对错过的恐惧联系起来的?
Pub Date : 2023-09-01 DOI: 10.1016/j.teler.2023.100087
Christina M. van Essen , Joris Van Ouytsel

Snapchat offers a unique function, the Snapchat Streak, which is a gamified function within the app that motivates users to participate in daily interactions. This feature of the application can aid users in building a friendship with their peers. Given the requirement of interacting on the platform every 24 hours, our exploratory study aims to investigate how Snapchat streaks are associated with Fear of Missing Out (FOMO), problematic smartphone use and social media self-control. We conducted a study among a final sample of 2483 early adolescents (Mage = 13.46 years old; SD = 0.894) in the Dutch-speaking community of Belgium. The results indicate that the girls were more likely than boys to engage in a Snapchat streak and were more likely to engage in streaks for a longer period of time. Problematic smartphone use was associated with the engagement in Snapchat streaks. Lastly, FOMO, problematic smartphone use, and social media self-control were correlated with the number of people and the number of days adolescents maintained Snapchat streaks with, albeit it being a weak relationship. Implications of the findings for understanding adolescent Snapchat use are provided.

Snapchat提供了一个独特的功能,Snapchat Streak,这是应用程序中的一个游戏化功能,可以激励用户参与日常互动。该应用程序的这一功能可以帮助用户与同行建立友谊。考虑到每24小时在平台上互动一次的要求,我们的探索性研究旨在调查Snapchat条纹与害怕错过(FOMO)、智能手机使用问题和社交媒体自制力之间的关系。我们在比利时荷兰语社区的2483名早期青少年(Mage=13.46岁;SD=0.894)的最终样本中进行了一项研究。结果表明,女孩比男孩更有可能出现Snapchat连胜,而且更有可能在更长的时间内出现连胜。有问题的智能手机使用与Snapchat连胜有关。最后,FOMO、有问题的智能手机使用和社交媒体自制力与青少年保持Snapchat连胜的人数和天数相关,尽管这是一种较弱的关系。研究结果对理解青少年Snapchat的使用有一定的启示。
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引用次数: 0
Validation of the Motives to Use Social Networking Sites Scale (MOTUS) 社交网站使用动机验证量表(MOTUS)
Pub Date : 2023-09-01 DOI: 10.1016/j.teler.2023.100080
Linda-Elisabeth Reimann , Phillip Ozimek , Elke Rohmann , Hans-Werner Bierhoff

A lot of research has been conducted to explore the high amount of daily usage time on social networking sites (SNSs). We suggest a two-dimensional frame of reference for investigating the usage of SNSs, which incorporates both four motives for usage and mode of usage in terms of active/passive usage. A special feature of the item construction was to combine the motive facet and the active/passive facet as integral dimensions in the formulation of items. The advantage of this approach is the comprehensive assessment of SNS use with high content validity. Till now, such a measure, which is based on the two-dimensional frame of reference, does not exist. To fill the gap the aim of our study was to develop the Motives to use SNSs Scale (MOTUS) assessing: (1) active as well as passive use and (2) underlying motives by conducting two studies (N1 = 597, N2 = 437). Study 1 focused on item development, item reduction, and identification of factor structure. The analysis resulted in an eight-factor structure that represented active and passive domains of each motive. Study 2 confirmed this factor structure by showing good values for model fit. The results confirmed the construct validity of the MOTUS. Results are discussed with respect to applications and limitations of the new measure.

已经进行了大量的研究来探索社交网站(SNS)上的大量日常使用时间。我们提出了一个研究社交网络使用的二维参考框架,其中包括四种使用动机和主动/被动使用的使用模式。项目结构的一个特殊特点是将动机方面和主动/被动方面结合起来,作为项目表述中的整体维度。这种方法的优点是对SNS的使用进行了全面评估,内容有效性高。到目前为止,这种基于二维参考框架的措施还不存在。为了填补这一空白,我们研究的目的是通过进行两项研究(N1=597,N2=437),开发使用SNS量表(MOTUS)评估的动机:(1)主动和被动使用;(2)潜在动机。研究1侧重于项目开发、项目缩减和因素结构识别。分析得出了一个八因素结构,代表了每种动机的主动和被动领域。研究2通过显示良好的模型拟合值证实了这一因素结构。结果证实了MOTUS的结构有效性。结果讨论了新措施的应用和局限性。
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引用次数: 0
An exploration of esports fan identity, engagement practices, and motives 对电子竞技粉丝身份、参与实践和动机的探索
Pub Date : 2023-09-01 DOI: 10.1016/j.teler.2023.100081
Joshua Barney , Natalie Pennington

As esports continues to grow in popularity, it is important to evaluate esports viewers and the fan communities that form around esports. The present study surveyed esports fans (N = 174) to examine motives for watching esports, how those motives may relate to engagement behaviors within the esports community, and if the strength of fan identity mediated the relationship between motives and engagement. The three categories of motives assessed were skill-based, entertainment-based, and relationship-based. Results suggest that the strength of fan identity predicts both viewing frequency and engagement online within esports communities. Skill-based motives predicted greater viewing frequency, while relationship-based motives predicted both viewing frequency and engagement online. Mediation analysis revealed that fan identity partially mediated skill-based motives and fully mediated relationship-based motives. Entertainment-based motives did not predict viewing or engagement. Together, our results provide additional insight into esports fandoms, and the significance of relationships formed and sustained.

随着电子竞技越来越受欢迎,评估电子竞技观众和围绕电子竞技形成的粉丝群体很重要。本研究调查了电子竞技粉丝(N=174),以考察观看电子竞技的动机,这些动机与电子竞技社区内的参与行为之间的关系,以及粉丝身份的强度是否介导了动机与参与之间的关系。评估的三类动机是基于技能、基于娱乐和基于关系。结果表明,粉丝身份的强度可以预测电子竞技社区的在线观看频率和参与度。基于技能的动机预测观看频率更高,而基于关系的动机预测在线观看频率和参与度。中介分析表明,粉丝身份部分中介了基于技能的动机,而完全中介了基于关系的动机。基于娱乐的动机并不能预测观看或参与度。总之,我们的研究结果为电子竞技爱好者以及建立和维持关系的重要性提供了更多的见解。
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引用次数: 0
Adhocracy culture buffers for mindfulness outcome: A cross-level moderated mediation analysis 民主文化缓冲正念结果:一个跨水平调节的中介分析
Pub Date : 2023-09-01 DOI: 10.1016/j.teler.2023.100071
Niharika Gaan (Assistant Professor) , Anamika Sahoo

The prolonged COVID-19 pandemic reduced the performance of the software developer team in the Indian IT industry because of numerous psychosocial challenges while working in a non-dedicated workspace. Therefore, using the lens of self-determination theory (SDT), the present study investigated the indirect effect of mindfulness on team performance via psychological safety and active remote engagement under the bounded condition of adhocracy culture. The web-based responses of 604 team members nested in 99 teams from 10 Indian IT companies were used to perform a multilevel analysis. The analyses were conducted using Mplus 8.0 version to test the hypothesis. The results showed a significant serial mediation role of psychological safety and remote engagement in the relationship between the mindfulness of software developers and team performance. The relationship between mindfulness and psychological safety becomes stronger when the adhocracy culture is high. Similarly, the relationship between mindfulness and team performance via the serial mediation of psychological safety and active remote engagement becomes stronger when the adhocracy culture is high. Similar to many psychological approaches, this study supports the postulates advocated by SDT, while emphasizing the central role played by mindfulness.

长期的新冠肺炎大流行降低了软件开发团队在印度IT行业的表现,因为在非专用工作区工作时面临许多心理社会挑战。因此,本研究运用自主理论(SDT)的视角,研究了在adhocracy文化的有限条件下,正念通过心理安全和主动远程参与对团队绩效的间接影响。来自10家印度IT公司的99个团队中的604名团队成员的网络响应被用于进行多层次分析。使用Mplus 8.0版本进行分析以检验该假设。结果表明,心理安全和远程参与在软件开发人员的正念与团队绩效之间的关系中起着重要的系列中介作用。当adhomacy文化高涨时,正念和心理安全之间的关系变得更加牢固。同样,当adhomacy文化高涨时,通过心理安全和主动远程参与的一系列中介,正念和团队表现之间的关系变得更强。与许多心理学方法类似,本研究支持SDT倡导的假设,同时强调正念发挥的核心作用。
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引用次数: 0
How important is ICT for reducing undernourishment in Africa? 信息和通信技术在减少非洲营养不良方面有多重要?
Pub Date : 2023-09-01 DOI: 10.1016/j.teler.2023.100098
Edmond Noubissi Domguia, Laure Fangue Ndjioze Hymette, Joseph Tcheunta Nzomo, Sylvain Berthelet Ngassam, Olivier Donfouet

This paper makes a contribution to the literature on the relationship between undernourishment and ICT. There are very few studies on this topic, and existing studies have not yet looked at the channels through which ICT affect undernourishment. We use a stochastic impact model extended to the population, affluence, and technology (STIRPAT) regression model to estimate both the effect and transmission of ICT on undernourishment in 45 African countries from 2000 to 2017. The empirical results show that ICT use measured by internet and mobile phone penetration reduces malnutrition. Furthermore, the mediation analysis reveals that ICT not only have a direct positive effect on undernourishment but also a positive indirect effect through their impact on per capita income, education, health, and access to clean water. However, the total effect is positive and indicates that ICT are useful in reducing undernourishment in Africa. In addition, these results have also shown us that variables such as education, public spending on health and access to drinking water are useful in reducing malnutrition in Africa. However, per capita income and the level of inflation exacerbate malnutrition on the continent. To enhance the beneficial effects of ICT on malnutrition, governments should design policies to improve access to water, education, and health care; better distribution of national wealth.

本文对营养不良与信息和通信技术之间关系的文献做出了贡献。关于这一主题的研究很少,现有的研究还没有研究信息和通信技术影响营养不良的渠道。我们使用一个扩展到人口、富裕和技术的随机影响模型(STIRPAT)回归模型来估计2000年至2017年45个非洲国家信息和通信技术对营养不良的影响和传播。实证结果表明,以互联网和手机普及率衡量的信息和通信技术使用减少了营养不良。此外,调解分析表明,信息和通信技术不仅对营养不良有直接的积极影响,而且通过对人均收入、教育、健康和获得清洁水的影响也有积极的间接影响。然而,总体效果是积极的,表明信息和通信技术有助于减少非洲的营养不良。此外,这些结果还向我们表明,教育、公共卫生支出和获得饮用水等变量有助于减少非洲的营养不良。然而,人均收入和通货膨胀加剧了非洲大陆的营养不良。为了增强信息和通信技术对营养不良的有益影响,各国政府应制定政策,改善获得水、教育和医疗保健的机会;更好地分配国家财富。
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引用次数: 0
Systematic review of disruptive innovation (DI) research in agriculture and future direction of research 农业颠覆性创新研究综述及未来研究方向
Pub Date : 2023-09-01 DOI: 10.1016/j.teler.2023.100079
Md. Rahat Khan , Md. Zahir Uddin Arif

This systematic review aimed to display the trajectory of research on the chosen topics, conduct a methodical analysis of the relevant literature by evaluating the journal parameters, and suggest potential avenues for research on disruptive innovation (DI) in agriculture. A systematic literature review (SLR) method was used to conduct the review research. A total number of 61 articles on DI in agriculture were reviewed. The PRISMA flowchart completed the overall process to confirm the final selection of the review. The review outcomes provided that most DI in agriculture research was based on food supply, technology adoption, digital risk management, and agriculture modernization from the evidence of some selected developed and developing countries. Only a few DI research were found from the evidence of transition economies. However, the review found a lack of research on the government's inclusion of DI in agriculture. More investigations are required for the sub-sector of the agriculture industry for the actual development of the overall agriculture industry. So far, the researchers' knowledge; the review is possibly the very first attempt by any researchers to work on SLR research regarding DI in agriculture. This paper contributes to agriculture, a vital process in the marketplace that currently lacks a strong foundation of innovation theory in this sector. This paper broadens the understanding of this subject by comprehensively analyzing this study area.

这篇系统综述旨在展示所选主题的研究轨迹,通过评估期刊参数对相关文献进行系统分析,并提出农业颠覆性创新研究的潜在途径。采用系统文献综述(SLR)方法进行综述研究。综述了61篇关于农业DI的文章。PRISMA流程图完成了确认审查最终选择的整个过程。审查结果表明,农业研究中的大多数DI是基于一些选定的发达国家和发展中国家的食品供应、技术采用、数字风险管理和农业现代化的证据。只有少数DI研究是从转型经济体的证据中发现的。然而,审查发现,缺乏对政府将DI纳入农业的研究。为了整个农业产业的实际发展,需要对农业产业的子部门进行更多的调查。到目前为止,研究人员的知识;这篇综述可能是任何研究人员在农业DI方面进行SLR研究的第一次尝试。本文致力于农业,这是市场中的一个重要过程,目前该领域缺乏强有力的创新理论基础。本文通过对这一研究领域的全面分析,拓宽了对这一主题的理解。
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引用次数: 0
Who are the gamers? Profiling adult gamers using machine learning approaches 谁是游戏玩家?使用机器学习方法分析成年玩家
Pub Date : 2023-09-01 DOI: 10.1016/j.teler.2023.100074
Márton Gosztonyi

In our paper, we used factor analysis and artificial intelligence-based modeling to reveal how video gamers living in an economically peripheric European Union member state can be segmented based on gaming time. We performed a causal analysis of two groups—occasional and frequent players—based on the data of a 2022 representative survey. The results show that in a semi-peripheral country, the adult population plays video games in a similar proportion as in the central countries (every second person), but at the same time, a high degree of polarization can be demonstrated in the time spent gaming. Based on our results, players can be predicted with high reliability based on player preferences, that is, game types, motivations, and shopping habits. However, it is worth supplementing these categories with players' socio-demographic characteristics. Our research contributes to a deeper understanding of the factors and causal relationships that determine video gamers in semi-peripheral countries; moreover, it sheds light on the distinguishing variables that function as group builders.

在我们的论文中,我们使用因子分析和基于人工智能的建模来揭示生活在经济边缘的欧盟成员国的视频游戏玩家如何根据游戏时间进行细分。我们根据2022年一项具有代表性的调查数据,对两组人——偶尔和频繁的参与者——进行了因果分析。结果表明,在一个半周边国家,成年人口玩电子游戏的比例与中部国家相似(每秒钟一人),但同时,游戏时间也存在高度两极分化。根据我们的结果,可以根据玩家的偏好,即游戏类型、动机和购物习惯,以高可靠性预测玩家。然而,值得用玩家的社会人口特征来补充这些类别。我们的研究有助于更深入地了解决定半周边国家视频游戏玩家的因素和因果关系;此外,它还揭示了充当群构建器的可区分变量。
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引用次数: 1
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