scholarly journals An Intervention Featuring Public Posting and Graphical Feedback to Enhance the Performance of Competitive Dancers

2017 ◽  
Vol 10 (1) ◽  
pp. 1-11 ◽  
Author(s):  
Mallory Quinn ◽  
Raymond Miltenberger ◽  
Aracely Abreu ◽  
Taylor Narozanick
2004 ◽  
Vol 2 (4) ◽  
pp. 65-71
Author(s):  
Rayleen Earney ◽  
Timothy J. Bungum

Because most American adults do not meet recommended physical activity guidelines, the need for new and innovative strategies is apparent. The current study employed public posting in an attempt to increase walking behavior in a worksite setting. Pedometer generated data was publicly posted in a prominent location in the worksite. In our study that utilized a pre-experimental design, we found that walking steps were statistically higher during the intervention and in a post intervention period as compared to the baseline data. We conclude that the public posting of physical activity data has the potential to increase walking behavior.


2014 ◽  
Vol 1 (1) ◽  
pp. 67-77 ◽  
Author(s):  
Yong S. Suh

Abstract Most engineering software tools use typical menu-based user interfaces, and they may not be suitable for learning tools because the solution processes are hidden and students can only see the results. An educational tool for simple beam analyses is developed using a pen-based user interface with a computer so students can write and sketch by hand. The geometry of beam sections is sketched, and a shape matching technique is used to recognize the sketch. Various beam loads are added by sketching gestures or writing singularity functions. Students sketch the distributions of the loadings by sketching the graphs, and they are automatically checked and the system provides aids in grading the graphs. Students receive interactive graphical feedback for better learning experiences while they are working on solving the problems.


Information ◽  
2020 ◽  
Vol 11 (11) ◽  
pp. 498
Author(s):  
José Carlos Paiva ◽  
José Paulo Leal ◽  
Ricardo Queirós

Loss of motivation is one of the most prominent concerns in programming education as it negatively impacts time dedicated to practice, which is crucial for novice programmers. Of the distinct techniques introduced in the literature to engage students, gamification, is likely the most widely explored and fruitful. Game elements that intrinsically motivate students, such as graphical feedback and game-thinking, reveal more reliable long-term positive effects, but those involve significant development effort. This paper proposes a game-based assessment environment for programming challenges, built on top of a specialized framework, in which students develop a program to control the player, henceforth called Software Agent (SA). During the coding phase, students can resort to the graphical feedback demonstrating how the game unfolds to improve their programs and complete the proposed tasks. This environment also promotes competition through competitive evaluation and tournaments among SAs, optionally organized at the end by the teacher. Moreover, the validation of the effectiveness of Asura in increasing undergraduate students’ motivation and, consequently, the practice of programming is reported.


1980 ◽  
Vol 4 (1) ◽  
pp. 57-70 ◽  
Author(s):  
J. Michael Hutchison ◽  
Philip H. Jarman ◽  
Jon S. Bailey
Keyword(s):  

1984 ◽  
Vol 8 (1) ◽  
pp. 79-92 ◽  
Author(s):  
Ronald L. Blount ◽  
Trevor F. Stokes

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