Education and Learning Technologies
Study of mind and nature of intelligence is widely studied in cognitive science. Also, Artificial Wisdom which redefines the Artificial Wisdom is emerging research area where machine intelligence must collaborates with the constructive behavior and values of humanity. Thinking ability of human beings is recognized as the consciousness. Researchers from different domains like Cognitive Science, Artificial Intelligence, Psychology, Computer Engineering etc. are used to perform experimentations on consciousness or arousal of thoughts.
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Serious games (SGs) are innovative technological solutions to support children and adults with Autism Spectrum Disorder (ASD). We designed and developed a 3D personalized SG aimed to support children and teens with ASD in practicing a specific daily living activity: shopping in a supermarket. In our experiment, ten participants with ASD (8 males/2 females; age range 8-16 years) played ten game sessions, one per week, for no more than 30 minutes.
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Abstract—Contribution: This paper presents a study that adds evidence to the field of computer education by focusing on the interaction between shapes of tables, group size and gender, and their effects on on-task collaborative learning actions. By studying the collaborative learning environment in the context of computer education, the aim is to understand how different on-task actions are affected by mentioned factors.
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This dataset intends to provide information of Sigueme la Corriente audience perception on its pedagogical value.
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Any work using this dataset should cite the following paper:
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Any work using this dataset should cite the following paper:
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Please cite the following paper when using this dataset:
N. Thakur, "Twitter Big Data as a Resource for Exoskeleton Research: A Large-Scale Dataset of about 140,000 Tweets from 2017–2022 and 100 Research Questions", Journal of Analytics, Volume 1, Issue 2, 2022, pp. 72-97, DOI: https://doi.org/10.3390/analytics1020007
Abstract
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In this brief,
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