2023
DOI: 10.56294/sctconf202375
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The impact of causal explanations and reader emotions on the effectiveness of rebuttal texts for communication and education

Abstract: Los textos de refutación han sido extensamente estudiados. La literatura científica indica que estos son efectivos para la comunicación científica, y que tienen la potencialidad de mejorar la comprensión crítica de la ciencia. Sin embargo, aún no se ha estudiado su efectividad en relación con diferentes formatos, contextos y audiencias. El presente trabajo tiene por objetivo presentar una revisión de diferentes investigaciones que sugieren: 1) que las emociones positivas y negativas, dependiendo de las creenci… Show more

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“…Flow experience. Utilizing a scale that has already been developed for measuring flow experience in video games [22], flow experience was quantified. Four specific aspects of the original scale, namely concentration (six items, e.g., no distraction from the task is highlighted; I can remain focused in the system), goal clarity (four items, e.g., overall system goals were presented in the beginning of the game; overall system goals were presented clearly), autonomy (three items, e.g., I know the next step in the game; I feel a sense of control over the game), and immersion (seven items, e.g., I forget about time passing while using the system; I feel emotionally involved in the system) were appropriate for the purposes of this study.…”
Section: Figure 3 Usability Scale Evaluationmentioning
confidence: 99%
“…Flow experience. Utilizing a scale that has already been developed for measuring flow experience in video games [22], flow experience was quantified. Four specific aspects of the original scale, namely concentration (six items, e.g., no distraction from the task is highlighted; I can remain focused in the system), goal clarity (four items, e.g., overall system goals were presented in the beginning of the game; overall system goals were presented clearly), autonomy (three items, e.g., I know the next step in the game; I feel a sense of control over the game), and immersion (seven items, e.g., I forget about time passing while using the system; I feel emotionally involved in the system) were appropriate for the purposes of this study.…”
Section: Figure 3 Usability Scale Evaluationmentioning
confidence: 99%