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Construction of Multi-mode Affective Learning System: Taking Affective Design as an Example
This study aims to design a non-simultaneous distance instruction system with affective computing, which integrates interactive agent technology with the curricular instruction of affective design. The research subjects were 78 students, and prototype assessment and final assessment were adopted to...
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Published in: | Educational Technology & Society 2016-04, Vol.19 (2), p.132-147 |
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creator | Lin, Hao-Chiang Koong Su, Sheng-Hsiung Chao, Ching-Ju Hsieh, Cheng-Yen Tsai, Shang-Chin |
description | This study aims to design a non-simultaneous distance instruction system with affective computing, which integrates interactive agent technology with the curricular instruction of affective design. The research subjects were 78 students, and prototype assessment and final assessment were adopted to assess the interface and usability of the system. Prototype assessment consisted of heuristic assessment and the system usability scale, while final assessment adopted the triangular cross-validation method: where the questionnaire for user interaction satisfaction, observation, and interviews were used to explore the effect of learning and obtain qualitative and quantitative information for analysis. According to the experimental results, the usability of the non-simultaneous distance instruction system with affective computing was high; the respondents showed high-level satisfaction regarding interaction with the affective learning system; the training game response mechanism of the system could effectively improve the emotion of learning; there was a significant improvement in the effect of learning based on the affective learning system. |
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The research subjects were 78 students, and prototype assessment and final assessment were adopted to assess the interface and usability of the system. Prototype assessment consisted of heuristic assessment and the system usability scale, while final assessment adopted the triangular cross-validation method: where the questionnaire for user interaction satisfaction, observation, and interviews were used to explore the effect of learning and obtain qualitative and quantitative information for analysis. According to the experimental results, the usability of the non-simultaneous distance instruction system with affective computing was high; the respondents showed high-level satisfaction regarding interaction with the affective learning system; the training game response mechanism of the system could effectively improve the emotion of learning; there was a significant improvement in the effect of learning based on the affective learning system.</description><identifier>ISSN: 1176-3647</identifier><identifier>ISSN: 1436-4522</identifier><identifier>EISSN: 1436-4522</identifier><language>eng</language><publisher>Palmerston North: International Forum of Educational Technology & Society</publisher><subject>Affect (Psychology) ; Affective Behavior ; Affective computing ; College Students ; Computer Interfaces ; Control groups ; Courseware ; Design engineering ; Distance Education ; Educational Games ; Emotional expression ; Facial expressions ; Foreign Countries ; Heuristics ; Instructional design ; Instructional Effectiveness ; Intelligent Tutoring Systems ; Interactive systems ; Interviews ; Learning ; Measurement ; Methods ; Mixed Methods Research ; Observation ; Qualitative analysis ; Questionnaires ; Recognition (Psychology) ; Reinforcement learning (Machine learning) ; Satisfaction ; Special Issue Articles ; Training ; Tutoring ; Usability ; User satisfaction</subject><ispartof>Educational Technology & Society, 2016-04, Vol.19 (2), p.132-147</ispartof><rights>Copyright 2016 by International Forum of Educational Technology & Society (IFETS)</rights><rights>COPYRIGHT 2016 International Forum of Educational Technology & Society</rights><rights>2016. This work is published under https://creativecommons.org/licenses/by-nc-nd/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.jstor.org/stable/pdf/jeductechsoci.19.2.132$$EPDF$$P50$$Gjstor$$H</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/1792129397?pq-origsite=primo$$EHTML$$P50$$Gproquest$$Hfree_for_read</linktohtml><link.rule.ids>314,780,784,21378,21394,25753,33611,33877,37012,43733,43880,44590,58238,58471</link.rule.ids><backlink>$$Uhttp://eric.ed.gov/ERICWebPortal/detail?accno=EJ1097265$$DView record in ERIC$$Hfree_for_read</backlink></links><search><creatorcontrib>Lin, Hao-Chiang Koong</creatorcontrib><creatorcontrib>Su, Sheng-Hsiung</creatorcontrib><creatorcontrib>Chao, Ching-Ju</creatorcontrib><creatorcontrib>Hsieh, Cheng-Yen</creatorcontrib><creatorcontrib>Tsai, Shang-Chin</creatorcontrib><title>Construction of Multi-mode Affective Learning System: Taking Affective Design as an Example</title><title>Educational Technology & Society</title><description>This study aims to design a non-simultaneous distance instruction system with affective computing, which integrates interactive agent technology with the curricular instruction of affective design. The research subjects were 78 students, and prototype assessment and final assessment were adopted to assess the interface and usability of the system. Prototype assessment consisted of heuristic assessment and the system usability scale, while final assessment adopted the triangular cross-validation method: where the questionnaire for user interaction satisfaction, observation, and interviews were used to explore the effect of learning and obtain qualitative and quantitative information for analysis. According to the experimental results, the usability of the non-simultaneous distance instruction system with affective computing was high; the respondents showed high-level satisfaction regarding interaction with the affective learning system; the training game response mechanism of the system could effectively improve the emotion of learning; there was a significant improvement in the effect of learning based on the affective learning system.</description><subject>Affect (Psychology)</subject><subject>Affective Behavior</subject><subject>Affective computing</subject><subject>College Students</subject><subject>Computer Interfaces</subject><subject>Control groups</subject><subject>Courseware</subject><subject>Design engineering</subject><subject>Distance Education</subject><subject>Educational Games</subject><subject>Emotional expression</subject><subject>Facial expressions</subject><subject>Foreign Countries</subject><subject>Heuristics</subject><subject>Instructional design</subject><subject>Instructional Effectiveness</subject><subject>Intelligent Tutoring Systems</subject><subject>Interactive systems</subject><subject>Interviews</subject><subject>Learning</subject><subject>Measurement</subject><subject>Methods</subject><subject>Mixed Methods Research</subject><subject>Observation</subject><subject>Qualitative analysis</subject><subject>Questionnaires</subject><subject>Recognition (Psychology)</subject><subject>Reinforcement learning (Machine learning)</subject><subject>Satisfaction</subject><subject>Special Issue Articles</subject><subject>Training</subject><subject>Tutoring</subject><subject>Usability</subject><subject>User 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According to the experimental results, the usability of the non-simultaneous distance instruction system with affective computing was high; the respondents showed high-level satisfaction regarding interaction with the affective learning system; the training game response mechanism of the system could effectively improve the emotion of learning; there was a significant improvement in the effect of learning based on the affective learning system.</abstract><cop>Palmerston North</cop><pub>International Forum of Educational Technology & Society</pub><tpages>16</tpages><oa>free_for_read</oa></addata></record> |
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subjects | Affect (Psychology) Affective Behavior Affective computing College Students Computer Interfaces Control groups Courseware Design engineering Distance Education Educational Games Emotional expression Facial expressions Foreign Countries Heuristics Instructional design Instructional Effectiveness Intelligent Tutoring Systems Interactive systems Interviews Learning Measurement Methods Mixed Methods Research Observation Qualitative analysis Questionnaires Recognition (Psychology) Reinforcement learning (Machine learning) Satisfaction Special Issue Articles Training Tutoring Usability User satisfaction |
title | Construction of Multi-mode Affective Learning System: Taking Affective Design as an Example |
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