Proceedings of the ACM Symposium on Applied Perception 2017
DOI: 10.1145/3119881.3119884
|View full text |Cite
|
Sign up to set email alerts
|

How character customization affects learning in computational thinking

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

1
13
0

Year Published

2019
2019
2024
2024

Publication Types

Select...
5
2
1

Relationship

0
8

Authors

Journals

citations
Cited by 25 publications
(14 citation statements)
references
References 21 publications
1
13
0
Order By: Relevance
“…But character customization is not only used for entertainment purposes. Previous studies have proven these customization options to be positive to improve learning effects of e-learning software (Lin et al 2017) and for increasing the appealing of different serious applications (Reski and Alissandrakis 2020;Ravyse et al 2017). This supports the hypothesis of using avatars to treat auditory hallucinations.…”
Section: Avatar Creation Systemsupporting
confidence: 63%
“…But character customization is not only used for entertainment purposes. Previous studies have proven these customization options to be positive to improve learning effects of e-learning software (Lin et al 2017) and for increasing the appealing of different serious applications (Reski and Alissandrakis 2020;Ravyse et al 2017). This supports the hypothesis of using avatars to treat auditory hallucinations.…”
Section: Avatar Creation Systemsupporting
confidence: 63%
“…Despite the various types of avatar designs in educational games, avatars typically represent a student's selfrepresentation [14] or as a tutor or a virtual teacher [19]. The use of avatar should not be restricted to the representation of a user, but should cover specific roles to encourage social interaction, including as a customization tool [20], as an ingame strategy [9], or as a personal identification [6,8,15]. As a customization tool, users may freely customize their avatars based on the purpose and the rules of the game [1].…”
Section: Background Studymentioning
confidence: 99%
“…Teenagers are more susceptible to short-term thinking and present-biased preferences than adults. Recent neuroimaging studies have shown that the executive function of the brain, which helps individuals create holistic views of themselves and how they interact with the world around them, will not be completely developed until a person is between 25 and 30 years old (for an overview (Lavecchia, Liu and Oreopoulos, 2015 [35])). The limbic system, instead, matures much earlier.…”
Section: Teenagers Are More Susceptible To Short-term Thinkingmentioning
confidence: 99%
“…Internet literacy and information processing skills are related to cognitive and metacognitive brain functions that enable effective website navigation (OECD, 2015 [39]). These skills are still under development during teenage years (Lavecchia, Liu and Oreopoulos, 2015 [35]). Websites that aim to widen students' range of choices should be structured in a way that is adapted to the cognitive capacities and information search and processing preferences of their target audiences.…”
Section: Information Processing Skills and Limited Attention Spanmentioning
confidence: 99%