In this contribution, we present iHEARu-PLAY, an online, multi-player platform for crowdsourced database collection and labelling, including the voice analysis application (VoiLA), a free web-based speech classificati...In this contribution, we present iHEARu-PLAY, an online, multi-player platform for crowdsourced database collection and labelling, including the voice analysis application (VoiLA), a free web-based speech classification tool designed to educate iHEARu-PLAY users about state-of-the-art speech analysis paradigms. Via this associated speech analysis web interface, in addition, VoiLA encourages users to take an active role in improving the service by providing labelled speech data. The platform allows users to record and upload voice samples directly from their browser, which are then analysed in a state-of-the-art classification pipeline. A set of pre-trained models targeting a range of speaker states and traits such as gender, valence, arousal, dominance, and 24 different discrete emotions is employed. The analysis results are visualised in a way that they are easily interpretable by laymen, giving users unique insights into how their voice sounds. We assess the effectiveness of iHEARu-PLAY and its integrated VoiLA feature via a series of user evaluations which indicate that it is fun and easy to use, and that it provides accurate and informative results.展开更多
Gamification in education enables for the holistic optimization of the learning process,empowering learners to ameliorate their digital,cognitive,emotional and social skills,via their active experimentation with game ...Gamification in education enables for the holistic optimization of the learning process,empowering learners to ameliorate their digital,cognitive,emotional and social skills,via their active experimentation with game design elements,accompanying pertinent pedagogical objectives of interest.This paper focuses on a cross-platform,innovative,gamified,educational learning system product,funded by the Hellenic Republic Ministry of Development and Investments:howlearn.By applying gamification techniques,in 3D virtual environments,within which,learners fulfil STEAM(Science,Technology,Engineering,Arts and Mathematics)-related Experiments(Simulations,Virtual Labs,Interactive Storytelling Scenarios,Decision Making Case Studies),howlearn covers learners’subject material,while,simultaneously,functioning,as an Authoring Gamification Tool and as a Game Metrics Repository;users’metrics are being,dynamically,analyzed,through Machine Learning Algorithms.Consequently,the System learns from the data and learners receive Personalized Feedback Report Dashboards of their overall performance,weaknesses,interests and general class competency.A Custom Recommendation System(Collaborative Filtering,Content-Based Filtering)then supplies suggestions,representing the best matches between Experiments and learners,while also focusing on the reinforcement of the learning weaknesses of the latter.Ultimately,by optimizing the Accuracy,Performance and Predictive capability of the Personalized Feedback Report,we provide learners with scientifically valid performance assessments and educational recommendations,thence intensifying sustainable,learner-centered education.展开更多
This study explores the reconstruction of the educational value of failure experiences in gamified learning,aiming to provide theoretical and practical guidance for optimizing learning processes.The research systemati...This study explores the reconstruction of the educational value of failure experiences in gamified learning,aiming to provide theoretical and practical guidance for optimizing learning processes.The research systematically analyzes the current status and problems of failure experiences in gamified learning,and clarifies their educational values in three dimensions:cognitive development,emotional attitudes,and social skills.Theoretically,failure experiences can stimulate learners’reflection,deepen knowledge understanding,cultivate critical thinking,enhance frustration tolerance,motivate learning,and improve social interaction abilities.Practically,strategies for reconstructing educational value are proposed,including goal-oriented design with contextual elements,cognitive guidance through failure education and role models,and interactive reinforcement via timely feedback and technological tools.Empirical results show that the experimental group using reconstructed strategies significantly outperforms the control group in learning motivation,academic performance,and attitudes toward gamified learning.The study fills academic gaps in gamified learning theories,offers actionable insights for educators and developers,and highlights the need for expanded sample scope,enhanced qualitative research,and long-term strategy validation in future studies.展开更多
Information retrieval systems have been a major tool for users to obtain useful information.It has been one of foci for the researchers in library and information science to keep improving the design of information re...Information retrieval systems have been a major tool for users to obtain useful information.It has been one of foci for the researchers in library and information science to keep improving the design of information retrieval systems,refining their function,and meeting information needs of various users.Generation Z,also named as"digital natives",refers to people who were born after mid-1990s.展开更多
Gamified education has set the ground for the delineation of state-of-the-art literacy skills,enabling learners to develop their digital,cognitive,emotional and social competencies,through active experimentation,motiv...Gamified education has set the ground for the delineation of state-of-the-art literacy skills,enabling learners to develop their digital,cognitive,emotional and social competencies,through active experimentation,motivation and engagement,all while ensuring that pedagogical objectives are being effectuated,therefore capacitating the optimization of the learning process,as a whole.In this paper,we commence by assessing some of the most fundamental frameworks,models and theories evolved around the concept of gamification.We,additionally,showcase schemes through which it stimulates the actualization of active,multidimensional learning,by promoting the application of technological advancements,for the enhancement of learners’hard and soft skills,within time and cost effective frameworks.Ultimately,we,thoroughly,present a newly introduced,cross-platform,innovative educational learning system product,funded by the Hellenic Republic Ministry of Development and Investments,howlearn.Using gamification techniques,in 3D virtual environments,for the realization of STEAM related experiments which cover the vast majority of learners’subject material,while,simultaneously functioning as an authoring tool,whilst essentially accounting for accessibility,geographical and other socio-economic considerations,howlearn advocates youth-centered learning,providing the foundations towards the establishment of gamified,socially sustainable,multifaceted,inclusive educational learning systems.展开更多
With the expansion of online gaming users and market size, online games play a significant role in the marketing of the tourism industry. Utilizing games as a communication medium has successfully attracted a broad sp...With the expansion of online gaming users and market size, online games play a significant role in the marketing of the tourism industry. Utilizing games as a communication medium has successfully attracted a broad spectrum of gamers. This study analyzes the impact of integrating tourism destinations into online games on players’ intentions to travel. The research finds that embedding tourism destinations or related information into games positively influences players’ intentions to travel, particularly when these elements are relevant to the game and resonate well with the gamers. However, the prominence of tourism destinations within games negatively influences players’ intentions to travel. The attitudes of players towards these embedded destinations play a mediating role in this process. Furthermore, the game experience positively moderate the impact of relevance and game enjoyment on attitudes, while negatively moderating the impact of significance on attitudes. To enhance the relevance of tourism destinations embedded into online games, this study proposes a series of strategies aimed at boosting players’ travel intention. These findings provide valuable guidance for the tourism industry and game developers, fostering collaboration and development between the two.展开更多
基金supported by the European Community’s Seventh Framework Programme(No.338164)(ERC Starting Grant iHEARu)
文摘In this contribution, we present iHEARu-PLAY, an online, multi-player platform for crowdsourced database collection and labelling, including the voice analysis application (VoiLA), a free web-based speech classification tool designed to educate iHEARu-PLAY users about state-of-the-art speech analysis paradigms. Via this associated speech analysis web interface, in addition, VoiLA encourages users to take an active role in improving the service by providing labelled speech data. The platform allows users to record and upload voice samples directly from their browser, which are then analysed in a state-of-the-art classification pipeline. A set of pre-trained models targeting a range of speaker states and traits such as gender, valence, arousal, dominance, and 24 different discrete emotions is employed. The analysis results are visualised in a way that they are easily interpretable by laymen, giving users unique insights into how their voice sounds. We assess the effectiveness of iHEARu-PLAY and its integrated VoiLA feature via a series of user evaluations which indicate that it is fun and easy to use, and that it provides accurate and informative results.
文摘Gamification in education enables for the holistic optimization of the learning process,empowering learners to ameliorate their digital,cognitive,emotional and social skills,via their active experimentation with game design elements,accompanying pertinent pedagogical objectives of interest.This paper focuses on a cross-platform,innovative,gamified,educational learning system product,funded by the Hellenic Republic Ministry of Development and Investments:howlearn.By applying gamification techniques,in 3D virtual environments,within which,learners fulfil STEAM(Science,Technology,Engineering,Arts and Mathematics)-related Experiments(Simulations,Virtual Labs,Interactive Storytelling Scenarios,Decision Making Case Studies),howlearn covers learners’subject material,while,simultaneously,functioning,as an Authoring Gamification Tool and as a Game Metrics Repository;users’metrics are being,dynamically,analyzed,through Machine Learning Algorithms.Consequently,the System learns from the data and learners receive Personalized Feedback Report Dashboards of their overall performance,weaknesses,interests and general class competency.A Custom Recommendation System(Collaborative Filtering,Content-Based Filtering)then supplies suggestions,representing the best matches between Experiments and learners,while also focusing on the reinforcement of the learning weaknesses of the latter.Ultimately,by optimizing the Accuracy,Performance and Predictive capability of the Personalized Feedback Report,we provide learners with scientifically valid performance assessments and educational recommendations,thence intensifying sustainable,learner-centered education.
文摘This study explores the reconstruction of the educational value of failure experiences in gamified learning,aiming to provide theoretical and practical guidance for optimizing learning processes.The research systematically analyzes the current status and problems of failure experiences in gamified learning,and clarifies their educational values in three dimensions:cognitive development,emotional attitudes,and social skills.Theoretically,failure experiences can stimulate learners’reflection,deepen knowledge understanding,cultivate critical thinking,enhance frustration tolerance,motivate learning,and improve social interaction abilities.Practically,strategies for reconstructing educational value are proposed,including goal-oriented design with contextual elements,cognitive guidance through failure education and role models,and interactive reinforcement via timely feedback and technological tools.Empirical results show that the experimental group using reconstructed strategies significantly outperforms the control group in learning motivation,academic performance,and attitudes toward gamified learning.The study fills academic gaps in gamified learning theories,offers actionable insights for educators and developers,and highlights the need for expanded sample scope,enhanced qualitative research,and long-term strategy validation in future studies.
文摘Information retrieval systems have been a major tool for users to obtain useful information.It has been one of foci for the researchers in library and information science to keep improving the design of information retrieval systems,refining their function,and meeting information needs of various users.Generation Z,also named as"digital natives",refers to people who were born after mid-1990s.
文摘Gamified education has set the ground for the delineation of state-of-the-art literacy skills,enabling learners to develop their digital,cognitive,emotional and social competencies,through active experimentation,motivation and engagement,all while ensuring that pedagogical objectives are being effectuated,therefore capacitating the optimization of the learning process,as a whole.In this paper,we commence by assessing some of the most fundamental frameworks,models and theories evolved around the concept of gamification.We,additionally,showcase schemes through which it stimulates the actualization of active,multidimensional learning,by promoting the application of technological advancements,for the enhancement of learners’hard and soft skills,within time and cost effective frameworks.Ultimately,we,thoroughly,present a newly introduced,cross-platform,innovative educational learning system product,funded by the Hellenic Republic Ministry of Development and Investments,howlearn.Using gamification techniques,in 3D virtual environments,for the realization of STEAM related experiments which cover the vast majority of learners’subject material,while,simultaneously functioning as an authoring tool,whilst essentially accounting for accessibility,geographical and other socio-economic considerations,howlearn advocates youth-centered learning,providing the foundations towards the establishment of gamified,socially sustainable,multifaceted,inclusive educational learning systems.
基金The National Social Science Fund of China(No:24BGL145).
文摘With the expansion of online gaming users and market size, online games play a significant role in the marketing of the tourism industry. Utilizing games as a communication medium has successfully attracted a broad spectrum of gamers. This study analyzes the impact of integrating tourism destinations into online games on players’ intentions to travel. The research finds that embedding tourism destinations or related information into games positively influences players’ intentions to travel, particularly when these elements are relevant to the game and resonate well with the gamers. However, the prominence of tourism destinations within games negatively influences players’ intentions to travel. The attitudes of players towards these embedded destinations play a mediating role in this process. Furthermore, the game experience positively moderate the impact of relevance and game enjoyment on attitudes, while negatively moderating the impact of significance on attitudes. To enhance the relevance of tourism destinations embedded into online games, this study proposes a series of strategies aimed at boosting players’ travel intention. These findings provide valuable guidance for the tourism industry and game developers, fostering collaboration and development between the two.