Zahn, Carmen
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Zahn, Carmen
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- PublikationKünstliche Intelligenz als Teammitglied in Lerngruppen – Wie möchten Studierende gemeinsam mit künstlicher Intelligenz kooperieren?(20.01.2023) Paneth, Lisa; Rack, Oliver; Zahn, Carmen06 - Präsentation
- PublikationPoster Presentation of Project Examples in the Field of Artificial Intelligence(17.11.2022) Schwaninger, Adrian; Sterchi, Yanik; Wäfler, Toni; Renggli, Philipp; Rack, Oliver; Bleisch, Susanne; Paneth, Lisa; Jeitziner, Loris Tizian; Gasparik, Matus; Zahn, Carmen06 - Präsentation
- PublikationWhat if the computer crashes? Findings from an exploratory factor analysis on stressors in online exams(06/2022) Jeitziner, Loris Tizian; Roos, Anna-Lena; Ruf, Alessia; Zahn, CarmenThe pandemic has forced higher education to shift from onsite to online environments. This novel situation may increase students’ exam stress and induce new stressors. In the present study, we identified stressors in online exams by conducting an exploratory factor analysis of a novel questionnaire. The analysis revealed five factors that categorize students’ experience of stress. Preliminary descriptive results suggest that possible system failures and social pressures cause the highest stress for students.04B - Beitrag Konferenzschrift
- PublikationEffects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study(JMIR Publications, 16.02.2022) Zahn, Carmen; Leisner, David; Niederhauser, Mario; Roos, Anna-Lena; Iseli, Tabea; Soldati, Marco [in: JMIR Formative Research]Maintaining social relationships is a basic human need and particularly essential in old age, including when living in a retirement home. Multiplayer video games can promote positive social interactions among players from different generations while playing. Yet, such facilitation of positive social interactions depends on specific game design. To systematically investigate the effects of game design on social interaction between seniors and their coplayers, the game Myosotis FoodPlanet was developed in this study, and the impacts of 3 different game modes on social interaction were compared in a controlled field trial. This study aims to compare the effects of 3 different game modes (competitive, cooperative, and creative) on social interactions (verbal and nonverbal communication) between seniors and their younger coplayers. The results show that game mode can be an important factor for shaping the social interactions of players playing together. Compared with other modes, creative game modes can increase verbal communication. In contrast, competitive modes may stimulate more laughing together. This has important implications for game design and the use of computer games to promote social interaction between seniors and their coplayers in practice.01A - Beitrag in wissenschaftlicher Zeitschrift
- PublikationAesthetic design of app interfaces and their impact on secondary students’ interest and learning(Elsevier, 2022) Ruf, Alessia; Zahn, Carmen; Agotai, Doris; Iten, Glena; Opwis, Klaus [in: Computers & Education]Interest in science topics is an important prerequisite for science learning and achievement. Here, as part of a field experiment, we studied whether teenagers’ interest and learning of physics topics would be influenced by the aesthetics of a multimedia learning app. More specifically, we investigated with the example of learning about energy (types of power plants) how different interface designs of a multimedia learning app would influence aesthetic experience, interest, and learning outcome. In our study Swiss high school students (N = 108) were assigned to one of two conditions (i.e., game-style vs. industrial-style) differing in various aesthetic features. Results indicate that high-quality interfaces support learning and expressive aesthetic design features additionally foster interest in order to engage with the topic. Moreover, our findings on aesthetic experience suggest that deep perceptual processes, such as emotion and cognitive stimulation induced by interfaces, further impact interest and learning. Thus, our study gives implications for the design of interest-generating and learning-supporting science apps for teenagers and emphasizes the significance to consider aesthetic experience in future research.01A - Beitrag in wissenschaftlicher Zeitschrift