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Träfflista för sökning "AMNE:(SOCIAL SCIENCES Educational Sciences) ;pers:(Haake Magnus)"

Sökning: AMNE:(SOCIAL SCIENCES Educational Sciences) > Haake Magnus

  • Resultat 1-10 av 72
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1.
  • Husain, Layla, et al. (författare)
  • Supporting Early Math : Rationales and Requirements for High Quality Software
  • 2015
  • Ingår i: The Journal of computers in mathematics and science teaching. - : Association for the Advancement of Computing in Education (AACE). - 0731-9258 .- 1943-5908. ; 34:4, s. 409-429
  • Tidskriftsartikel (refereegranskat)abstract
    • There is substantial evidence that preschooler' performance in early math is highly correlated to math performance throughout school as well as academic skills in general. One way to help children attain early math skills is by using targeted educational software and the paper discusses potential gains of using such software to support early math development. Furthermore it is argued that the content of early math software should be centered around notions such as number sense and spontaneous focus on numerosity. Beyond that, the paper argues for seven design criteria to consider if the goal is to provide strong support for early math via educational software: (1) use a pedagogical approach clearly based on research on early learning of mathematics, (2) provide a set of relevant representations in an appropriate order, (3) provide informative and meaningful feedback, (4) pay attention to motivational aspects for the age group, (5) provide individually adapted support as well as challenge, (6) include a reporting function for educators, and (7) enable the use of an inclusive pedagogy. These seven design criteria are described and illustrated by concrete examples drawn from a newly developed play-&-learn game in early math: Magical Garden.
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2.
  • Tärning, Betty, et al. (författare)
  • Young children's experience and preference of feedback - Sense and sensibility
  • 2018
  • Ingår i: Interaction Design and Architecture(s). - Rome : Interaction Design and Architecture(s). - 1826-9745 .- 2283-2998. ; :37, s. 206-230
  • Tidskriftsartikel (refereegranskat)abstract
    • This study explored the effects of adding visual continuous feedback in the form of feedback bars to a teachable-agent based learning game in mathematics. Forty-five (45) children, 8- to 12-years-old, from three Swedish school classes used the game during four math lessons. The focus was on how feedback to the students regarding their teachable agents learning progression - and different detailedness of such feedback - affects how the students (in a teacher role) experience the learning game. The results suggest that students were positive towards receiving immediate and continuous feedback, but their preferences with respect to the detailedness of the feedback differed according to their age. We found a divergence as to the preferred number of bars, where the 3 rd and 5 th graders preferred 1 or 3 bars but where the 2 nd graders preferred the more detailed version (6 bars) despite their lack of understanding of what the different bars represented.
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3.
  • Gulz, Agneta, et al. (författare)
  • Samarbete ger lyckat resultat
  • 2012
  • Ingår i: Sydsvenska dagbladet. - Malmö : Bonnier. - 1652-814X .- 1104-0068.
  • Tidskriftsartikel (populärvet., debatt m.m.)abstract
    • Ta några ingenjörsstudenter, släng in ett par kognitionsvetarstudenter och ge dem ett problem att lösa. Ut kommer interaktiva dataspel för skolan och robotar som kan imitera människors rörelser.– Vi kombinerar doing och thinking, säger Agneta Gulz, professor i kognitionsvetenskap.
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4.
  • Haake, Magnus, et al. (författare)
  • Pedagogical agents: Pedagogical interventions via integration of task-oriented and socially oriented conversation.
  • 2011
  • Ingår i: [Host publication title missing].
  • Konferensbidrag (refereegranskat)abstract
    • The paper discusses the motivation for and outcome of the addition of socially oriented so called “off-task” conversational abilities to an existing “teachable agent” (TA) in an educational mathematics game. The purpose of the extension is to affect constructs known to promote learning, such as self-efficacy and engagement, as well as enhancing students’ experiences of the game. A comparison of students that played the educational game with the off-task interaction included to those who played without it, indicate that the former had a more positive experience of the game, and that they also learnt more in the sense of teaching their TA better. The potential for pedagogical interventions in this and similar systems is discussed as well as differences found between high- and low-achievers.
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5.
  • Gulz, Agneta, et al. (författare)
  • Early Math in a Preschool Context : Spontaneous Extension of the Digital into the Physical
  • 2020
  • Ingår i: Interaction Design and Architecture(s). - : Interaction Design and Architecture(s). - 1826-9745 .- 2283-2998. ; 44, s. 129-154
  • Tidskriftsartikel (refereegranskat)abstract
    • The paper presents a systematic examination of data from two early math interventions, involving 188 children aged 3,5-6,5 and their teachers. The aim is to cast light on how a digital early math game can be spontaneously extended into the physical environment by children and by teachers. Questions were: i) how the math content was extended to the physical room, ii) which elements of the game and the interventions inspired and provided affordances for the extensions iii) implications for children’s learning of early math. The analyses revealed a great variety of ways in which children and teachers – acting on their own or together – brought the game out to the physical room. Among the underlying factors for this were everyone’s experiences with the game, familiar narratives, and simple game design in terms of rules and visual features. Finally, positive influences on early math learning from the extensions were identified.
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6.
  • Sjödén, Björn, et al. (författare)
  • Extending an educational math game with a pedagogical conversational agent – facing design challenges
  • 2010
  • Ingår i: Proceedings of the 1st International Conference on Interdisciplinary Research on Technology, Education and Communication (ITEC 2010). - Berlin, Heidelberg : Springer. - 9783642200731 - 9783642200748 ; , s. 116-130
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • We describe our work-in-progress of developing an educational game in mathematics for 12-14 year olds, by adding social and conversational abilities to an existing “teachable agent” (TA) in the game. The purpose of this extension is to affect cognitive, emotional and social constructs known to promote learning, such as self-efficacy and engagement, as well as enhancing students’ experiences of interacting with the agent over an extended period of time. Drawing from the EnALI framework, which states practical design guidelines, we discuss specific design challenges and exemplify research considerations as to developing the agent’s visual representation and conversational module. We present some initial findings from using prototype agents with students from the target group. Promising developments seem to reside in pronouncing the agent’s personality traits and expanding its knowledge database, particularly its range of conversational topics. Finally we propose some future studies and research directions.
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7.
  • Haake, Magnus, et al. (författare)
  • Visual Stereotypes and Virtual Pedagogical Agents
  • 2008
  • Ingår i: Educational Technology & Society. - Palmerston North : International Forum of Educational Technology & Society. - 1176-3647 .- 1436-4522. ; 11:4, s. 1-15
  • Tidskriftsartikel (refereegranskat)abstract
    • The paper deals with the use of visual stereotypes in virtual pedagogical agents and its potential impact in digital learning environments. An analysis of the concept of visual stereotypes is followed by a discussion of affordances and drawbacks as to their use in the context of traditional media. Next, the paper explores whether virtual pedagogical characters introduce anything novel with regard to the use of visual stereotypes - as compared both to real life interaction between humans and to the use of visual stereotypes in traditional non-interactive media such as magazines, film, television and video. It is proposed that novel affordances, as well as novel drawbacks, indeed are being introduced with the use of visual stereotypes in virtual characters. The conclusion of the paper is that knowledge on these matters can be useful both for developers of educational systems and for educators in enabling them to strengthen some pedagogical settings and activities.
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8.
  • Tärning, Betty, et al. (författare)
  • Assessing the black box of feedback neglect in a digital educational game for elementary school
  • 2020
  • Ingår i: Journal of the Learning Sciences. - : Informa UK Limited. - 1050-8406 .- 1532-7809. ; 29:4-5, s. 511-549
  • Tidskriftsartikel (refereegranskat)abstract
    • Background: Previous research shows that critical constructive feedback, that scaffolds students to improve on tasks, often remains untapped. The paper’s aim is to illuminate at what stages students provided with such feedback drop out of feedback processing. Methods: In our model, students can drop out at any of five stages of feedback processing: (1) noticing, (2) decoding, (3) making sense, (4) acting upon, and (5) using feedback to make progress. Eye-tracking was used to measure noticing and decoding of feedback. Behavioral data-logging tracked students’ use of feedback and potential progress. Three feedback signaling conditions were experimentally compared: a pedagogical agent, an animated arrow, and no signaling (control condition). Findings: Students dropped out at each stage and few made it past the final stage. The agent condition led to significantly less feedback neglect at the two first stages, suggesting that students who are not initially inclined to notice and read feedback text can be influenced into doing so. Contribution: The study provides a model and method to build more fine-grained knowledge of students’ (non)processing of feedback. More knowledge on at what stages students drop out and why can inform methods to counteract drop out and scaffold more productive and fruitful responses.
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9.
  • Pareto, Lena, 1962-, et al. (författare)
  • A teachable-agent-based game affording collaboration and competition : Evaluating math comprehension and motivation
  • 2012
  • Ingår i: Educational technology research and development. - : Springer Science and Business Media LLC. - 1042-1629 .- 1556-6501. ; 60:5, s. 723-751
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents an educational game in mathematics based on an apprenticeship model using a teachable agent, as well as an evaluative study of how the game affects (1) conceptual understanding and (2) attitudes towards mathematics. In addition, we discuss how collaborative and competitive affordances of the game may affect understanding and motivation. 19 students played the game in pairs once a week during math lessons for 7 weeks (the game-playing group) while another 19 students followed the regular curriculum (the control group). Math comprehension scores increased significantly for the game-playing group but not the control group (p < 0.05). However, there was no significant difference in attitude change between the two groups. Post hoc analyses indicated that game-playing primarily affected students' confidence in explaining math to a peer, but not their enjoyment of doing so. Collaborative and competitive activities seem to carry a strong motivational influence for students to play the game. © 2012 Association for Educational Communications and Technology.
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10.
  • Ternblad, Eva Maria, et al. (författare)
  • Do preschoolers ‘Game the system’? : a case study of children’s intelligent (Mis)use of a teachable agent based play-&-learn game in mathematics
  • 2018
  • Ingår i: Artificial Intelligence in Education : 19th International Conference, AIED 2018, Proceedings - 19th International Conference, AIED 2018, Proceedings. - Cham : Springer International Publishing. - 0302-9743 .- 1611-3349. - 9783319938424 - 9783319938431 ; 10947 LNAI, s. 557-569
  • Konferensbidrag (refereegranskat)abstract
    • For learning to take place in digital learning environments, learners need to use educational software – more or less – as intended. However, previous studies show that some school children, instead of trying to learn and master a skill, choose to systematically exploit or outsmart the system to gain progress. But what about preschoolers? The present study explores the presence of this kind of behavioral patterns among preschoolers who use a teachable agent-based play-&-learn game in early math. We analyzed behavioral data logs together with interviews and observations. We also analyzed action patterns deviating from the pedagogical design intentions in terms of non-harmful gaming, harmful gaming, and wheel-spinning. Our results reveal that even if pedagogically not intended use of the game did occur, harmful gaming was rare. Interestingly, the results also indicate an unexpected awareness in children of what it means to learn and to teach. Finally, we present a series of possible adjustments of the used software in order to decrease gaming-like behavior or strategies that signalize insufficient skills or poor learning.
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