Exploring linguistic indicators of social collaborative group engagement
2023, Jeitziner, Loris Tizian, Paneth, Lisa, Rack, Oliver, Zahn, Carmen, Wulff, Dirk U., Damşa, Crina, Borge, Marcela, Koh, Elizabeth, Worsley, Marcelo
This study takes a NLP approach to measuring social engagement in CSCL-learning groups. Specifically, we develop linguistic markers to capture aspects of social engagement, namely sentiment, responsiveness and uniformity of participation and compare them to human ratings of social engagement. We observed small to moderate links between NLP-markers and human ratings that varied in size and direction across the different groups. We discuss measurement and prediction of social collaborative group engagement using natural language processing.
Exploring nonverbal behavior and collaborative group engagement in online learning groups
2022-07-22, Rack, Oliver, Paneth, Lisa, Jeitziner, Loris Tizian, Zahn, Carmen
In an explorative field study, we investigated nonverbal behavior and collaborative group engagement (QCGE) in online learning groups. Participants in small groups performed a hidden profile task. Results suggests differences within and between groups in their nonverbal behavior. We expect that nonverbal behaviors relate to QCGE in online learning groups.
“Grandma! Grandpa! Let`s play together!” – Effects of game mode in multiplayer video games on intergenerational social interaction: A randomized field study
2022, Zahn, Carmen, Leisner, David, Niederhauser, Mario, Roos, Anna-Lena, Iseli, Tabea, Soldati, Marco
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 the establishment and maintenance of social relationships, due to facilitating positive social interactions between players, even from different generations. Such facilitation of positive social interactions depends, however, on specific game design. The present study investigates the impacts of three different game modes on social interaction in a controlled field trial. Results reveal significant differences. Important implications on game design and the use of computer games for seniors in practice are discussed.
A multi-method approach to capture quality of collaborative group engagement
2023, Paneth, Lisa, Jeitziner, Loris Tizian, Rack, Oliver, Zahn, Carmen, Damsa, Crina, Borge, Marcela, Koh, Elizabeth, Worsley, Marcelo
Multi-method approaches are an emerging trend in CSCL research as they allow to paint a more comprehensive picture of complex group learning processes than using a single method. In this contribution, we combined measures from different data sources to capture the quality of collaborative group engagement (QCGE) in CSCL-groups: QCGE-self-assessments, QCGE-ratings of verbal group communication, and video recorded nonverbal group behaviors. Using different methods of analysis, we visualized, described, and analyzed the data and related the measures to each other. Here, we present results suggesting that measures from different data sources are interrelated: For instance, nonverbal behavior (like nodding the head) is related to high QCGE-ratings of verbal communications. Results are preliminary and show disparities, too. Yet, we conclude that the multi-method approach results in a more comprehensive understanding of QCGE. Feasibility and suitability of the multi-method approach are discussed and conclusions for future research are drawn.
What if the computer crashes? Findings from an exploratory factor analysis on stressors in online exams
2022-06, Jeitziner, Loris Tizian, Roos, Anna-Lena, Ruf, Alessia, Zahn, Carmen
The 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.
Poster Presentation of Project Examples in the Field of Artificial Intelligence
2022-11-17, Schwaninger, Adrian, Sterchi, Yanik, Wäfler, Toni, Renggli, Philipp, Rack, Oliver, Bleisch, Susanne, Paneth, Lisa, Jeitziner, Loris Tizian, Gasparik, Matus, Zahn, Carmen
Effects of Game Mode in Multiplayer Video Games on Intergenerational Social Interaction: Randomized Field Study
2022-02-16, Zahn, Carmen, Leisner, David, Niederhauser, Mario, Roos, Anna-Lena, Iseli, Tabea, Soldati, Marco
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.