Matching Items (12)
Filtering by

Clear all filters

152061-Thumbnail Image.png
Description
Most people are experts in some area of information; however, they may not be knowledgeable about other closely related areas. How knowledge is generalized to hierarchically related categories was explored. Past work has found little to no generalization to categories closely related to learned categories. These results do not fit

Most people are experts in some area of information; however, they may not be knowledgeable about other closely related areas. How knowledge is generalized to hierarchically related categories was explored. Past work has found little to no generalization to categories closely related to learned categories. These results do not fit well with other work focusing on attention during and after category learning. The current work attempted to merge these two areas of by creating a category structure with the best chance to detect generalization. Participants learned order level bird categories and family level wading bird categories. Then participants completed multiple measures to test generalization to old wading bird categories, new wading bird categories, owl and raptor categories, and lizard categories. As expected, the generalization measures converged on a single overall pattern of generalization. No generalization was found, except for already learned categories. This pattern fits well with past work on generalization within a hierarchy, but do not fit well with theories of dimensional attention. Reasons why these findings do not match are discussed, as well as directions for future research.
ContributorsLancaster, Matthew E (Author) / Homa, Donald (Thesis advisor) / Glenberg, Arthur (Committee member) / Chi, Michelene (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2013
152920-Thumbnail Image.png
Description
Categories are often defined by rules regarding their features. These rules may be intensely complex yet, despite the complexity of these rules, we are often able to learn them with sufficient practice. A possible explanation for how we arrive at consistent category judgments despite these difficulties would be that we

Categories are often defined by rules regarding their features. These rules may be intensely complex yet, despite the complexity of these rules, we are often able to learn them with sufficient practice. A possible explanation for how we arrive at consistent category judgments despite these difficulties would be that we may define these complex categories such as chairs, tables, or stairs by understanding the simpler rules defined by potential interactions with these objects. This concept, called grounding, allows for the learning and transfer of complex categorization rules if said rules are capable of being expressed in a more simple fashion by virtue of meaningful physical interactions. The present experiment tested this hypothesis by having participants engage in either a Rule Based (RB) or Information Integration (II) categorization task with instructions to engage with the stimuli in either a non-interactive or interactive fashion. If participants were capable of grounding the categories, which were defined in the II task with a complex visual rule, to a simpler interactive rule, then participants with interactive instructions should outperform participants with non-interactive instructions. Results indicated that physical interaction with stimuli had a marginally beneficial effect on category learning, but this effect seemed most prevalent in participants were engaged in an II task.
ContributorsCrawford, Thomas (Author) / Homa, Donald (Thesis advisor) / Glenberg, Arthur (Committee member) / McBeath, Michael (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2014
152844-Thumbnail Image.png
Description
For this master's thesis, a unique set of cognitive prompts, designed to be delivered through a teachable robotic agent, were developed for students using Tangible Activities for Geometry (TAG), a tangible learning environment developed at Arizona State University. The purpose of these prompts is to enhance the affordances of the

For this master's thesis, a unique set of cognitive prompts, designed to be delivered through a teachable robotic agent, were developed for students using Tangible Activities for Geometry (TAG), a tangible learning environment developed at Arizona State University. The purpose of these prompts is to enhance the affordances of the tangible learning environment and help researchers to better understand how we can design tangible learning environments to best support student learning. Specifically, the prompts explicitly encourage users to make use of their physical environment by asking students to perform a number of gestures and behaviors while prompting students about domain-specific knowledge. To test the effectiveness of these prompts that combine elements of cognition and physical movements, the performance and behavior of students who encounter these prompts while using TAG will be compared against the performance and behavior of students who encounter a more traditional set of cognitive prompts that would typically be used within a virtual learning environment. Following this study, data was analyzed using a novel modeling and analysis tool that combines enhanced log annotation using video and user model generation functionalities to highlight trends amongst students.
ContributorsThomas, Elissa (Author) / Burleson, Winslow (Thesis advisor) / Muldner, Katarzyna (Committee member) / Walker, Erin (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2014
150150-Thumbnail Image.png
Description
Learning and transfer were investigated for a categorical structure in which relevant stimulus information could be mapped without loss from one modality to another. The category space was composed of three non-overlapping, linearly-separable categories. Each stimulus was composed of a sequence of on-off events that varied in duration and number

Learning and transfer were investigated for a categorical structure in which relevant stimulus information could be mapped without loss from one modality to another. The category space was composed of three non-overlapping, linearly-separable categories. Each stimulus was composed of a sequence of on-off events that varied in duration and number of sub-events (complexity). Categories were learned visually, haptically, or auditorily, and transferred to the same or an alternate modality. The transfer set contained old, new, and prototype stimuli, and subjects made both classification and recognition judgments. The results showed an early learning advantage in the visual modality, with transfer performance varying among the conditions in both classification and recognition. In general, classification accuracy was highest for the category prototype, with false recognition of the category prototype higher in the cross-modality conditions. The results are discussed in terms of current theories in modality transfer, and shed preliminary light on categorical transfer of temporal stimuli.
ContributorsFerguson, Ryan (Author) / Homa, Donald (Thesis advisor) / Goldinger, Stephen (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2011
150044-Thumbnail Image.png
Description
The purpose of this study was to investigate the effect of partial exemplar experience on category formation and use. Participants had either complete or limited access to the three dimensions that defined categories by dimensions within different modalities. The concept of "crucial dimension" was introduced and the role it plays

The purpose of this study was to investigate the effect of partial exemplar experience on category formation and use. Participants had either complete or limited access to the three dimensions that defined categories by dimensions within different modalities. The concept of "crucial dimension" was introduced and the role it plays in category definition was explained. It was hypothesized that the effects of partial experience are not explained by a shifting of attention between dimensions (Taylor & Ross, 2009) but rather by an increased reliance on prototypical values used to fill in missing information during incomplete experiences. Results indicated that participants (1) do not fill in missing information with prototypical values, (2) integrate information less efficiently between different modalities than within a single modality, and (3) have difficulty learning only when partial experience prevents access to diagnostic information.
ContributorsCrawford, Thomas (Author) / Homa, Donald (Thesis advisor) / Mcbeath, Micheal (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2011
156614-Thumbnail Image.png
Description
Academia is not what it used to be. In today’s fast-paced world, requirements

are constantly changing, and adapting to these changes in an academic curriculum

can be challenging. Given a specific aspect of a domain, there can be various levels of

proficiency that can be achieved by the students. Considering the wide array

Academia is not what it used to be. In today’s fast-paced world, requirements

are constantly changing, and adapting to these changes in an academic curriculum

can be challenging. Given a specific aspect of a domain, there can be various levels of

proficiency that can be achieved by the students. Considering the wide array of needs,

diverse groups need customized course curriculum. The need for having an archetype

to design a course focusing on the outcomes paved the way for Outcome-based

Education (OBE). OBE focuses on the outcomes as opposed to the traditional way of

following a process [23]. According to D. Clark, the major reason for the creation of

Bloom’s taxonomy was not only to stimulate and inspire a higher quality of thinking

in academia – incorporating not just the basic fact-learning and application, but also

to evaluate and analyze on the facts and its applications [7]. Instructional Module

Development System (IMODS) is the culmination of both these models – Bloom’s

Taxonomy and OBE. It is an open-source web-based software that has been

developed on the principles of OBE and Bloom’s Taxonomy. It guides an instructor,

step-by-step, through an outcomes-based process as they define the learning

objectives, the content to be covered and develop an instruction and assessment plan.

The tool also provides the user with a repository of techniques based on the choices

made by them regarding the level of learning while defining the objectives. This helps

in maintaining alignment among all the components of the course design. The tool

also generates documentation to support the course design and provide feedback

when the course is lacking in certain aspects.

It is not just enough to come up with a model that theoretically facilitates

effective result-oriented course design. There should be facts, experiments and proof

that any model succeeds in achieving what it aims to achieve. And thus, there are two

research objectives of this thesis: (i) design a feature for course design feedback and

evaluate its effectiveness; (ii) evaluate the usefulness of a tool like IMODS on various

aspects – (a) the effectiveness of the tool in educating instructors on OBE; (b) the

effectiveness of the tool in providing appropriate and efficient pedagogy and

assessment techniques; (c) the effectiveness of the tool in building the learning

objectives; (d) effectiveness of the tool in document generation; (e) Usability of the

tool; (f) the effectiveness of OBE on course design and expected student outcomes.

The thesis presents a detailed algorithm for course design feedback, its pseudocode, a

description and proof of the correctness of the feature, methods used for evaluation

of the tool, experiments for evaluation and analysis of the obtained results.
ContributorsRaj, Vaishnavi (Author) / Bansal, Srividya (Thesis advisor) / Bansal, Ajay (Committee member) / Mehlhase, Alexandra (Committee member) / Arizona State University (Publisher)
Created2018
137168-Thumbnail Image.png
Description
Sport is a widespread phenomenon across human cultures and history. Unfortunately, positive emotions in sport have been long vaguely characterized as happy or pleasant, or ignored altogether. Recent emotion research has taken a differentiated approach, however, suggesting there are distinct positive emotions with diverse implications for behavior. The present study

Sport is a widespread phenomenon across human cultures and history. Unfortunately, positive emotions in sport have been long vaguely characterized as happy or pleasant, or ignored altogether. Recent emotion research has taken a differentiated approach, however, suggesting there are distinct positive emotions with diverse implications for behavior. The present study applied this evolutionarily informed approach in the context of sport to examine which positive emotions are associated with play. It was hypothesized that pride, amusement, and enthusiasm, but not contentment or awe, would increase in Ultimate Frisbee players during a practice scrimmage. Further, it was hypothesized that increases in pride and amusement during practice would be differentially associated with sport outcomes, including performance (scores, assists, and defenses), subjective social connectedness, attributions of success, and attitudes toward the importance of practice. It was found that all positive emotions decreased during practice. It was also found that increases in pride were associated with more scores and greater social connectedness, whereas increases in amusement were associated with more assists. The present study was one of the first to examine change in positive emotions during play and to relate them to specific performance outcomes. Future studies should expand to determine which came first: emotion or performance.
ContributorsKuna, Jacob Anthony (Author) / Shiota, Michelle (Thesis director) / Glenberg, Arthur (Committee member) / Danvers, Alexander (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2014-05
153874-Thumbnail Image.png
Description
Emergent processes can roughly be defined as processes that self-arise from interactions without a centralized control. People have many robust misconceptions in explaining emergent process concepts such as natural selection and diffusion. This is because they lack a proper categorical representation of emergent processes and often misclassify these processes into

Emergent processes can roughly be defined as processes that self-arise from interactions without a centralized control. People have many robust misconceptions in explaining emergent process concepts such as natural selection and diffusion. This is because they lack a proper categorical representation of emergent processes and often misclassify these processes into the sequential processes category that they are more familiar with. The two kinds of processes can be distinguished by their second-order features that describe how one interaction relates to another interaction. This study investigated if teaching emergent second-order features can help people more correctly categorize new processes, it also compared different instructional methods in teaching emergent second-order features. The prediction was that learning emergent features should help more than learning sequential features because what most people lack is the representation of emergent processes. Results confirmed this by showing participants who generated emergent features and got correct features as feedback were better at distinguishing two kinds of processes compared to participants who rewrote second-order sequential features. Another finding was that participants who generated emergent features followed by reading correct features as feedback did better in distinguishing the processes than participants who only attempted to generate the emergent features without feedback. Finally, switching the order of instruction by teaching emergent features and then asking participants to explain the difference between emergent and sequential features resulted in equivalent learning gain as the experimental group that received feedback. These results proved teaching emergent second-order features helps people categorize processes and demonstrated the most efficient way to teach them.
ContributorsXu, Dongchen (Author) / Chi, Michelene (Thesis advisor) / Homa, Donald (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2015
155799-Thumbnail Image.png
Description
In today's data-driven world, every datum is connected to a large amount of data. Relational databases have been proving itself a pioneer in the field of data storage and manipulation since 1970s. But more recently they have been challenged by NoSQL graph databases in handling data models which have an

In today's data-driven world, every datum is connected to a large amount of data. Relational databases have been proving itself a pioneer in the field of data storage and manipulation since 1970s. But more recently they have been challenged by NoSQL graph databases in handling data models which have an inherent graphical representation. Graph databases with the ability to store physical relationships between two nodes and native graph processing technique have been doing exceptionally well in graph data storage and management for applications like recommendation engines, biological modeling, network modeling, social media applications, etc.

Instructional Module Development System (IMODS) is a web-based software system that guides STEM instructors through the complex task of curriculum design, ensures tight alignment between various components of a course (i.e., learning objectives, content, assessments), and provides relevant information about research-based pedagogical and assessment strategies. The data model of IMODS is highly connected and has an inherent graphical representation between all its entities with numerous relationships between them. This thesis focuses on developing an algorithm to determine completeness of course design developed using IMODS. As part of this research objective, the study also analyzes the data model for best fit database to run these algorithms. As part of this thesis, two separate applications abstracting the data model of IMODS have been developed - one with Neo4j (graph database) and another with PostgreSQL (relational database). The research objectives of the thesis are as follows: (i) evaluate the performance of Neo4j and PostgreSQL in handling complex queries that will be fired throughout the life cycle of the course design process; (ii) devise an algorithm to determine the completeness of a course design developed using IMODS. This thesis presents the process of creating data model for PostgreSQL and converting it into a graph data model to be abstracted by Neo4j, creating SQL and CYPHER scripts for undertaking experiments on both platforms, testing and elaborate analysis of the results and evaluation of the databases in the context of IMODS.
ContributorsSaha, Abir Lal (Author) / Bansal, Srividya (Thesis advisor) / Bansal, Ajay (Committee member) / Gonzalez-Sanchez, Javier (Committee member) / Arizona State University (Publisher)
Created2017
155225-Thumbnail Image.png
Description
Many English Language Learner (ELL) children struggle with knowledge of vocabulary and syntax. Enhanced Moved by Reading to Accelerate Comprehension in English (EMBRACE) is an interactive storybook application that teaches children to read by moving pictures on the screen to act out the sentences in the text. However, EMBRACE presents

Many English Language Learner (ELL) children struggle with knowledge of vocabulary and syntax. Enhanced Moved by Reading to Accelerate Comprehension in English (EMBRACE) is an interactive storybook application that teaches children to read by moving pictures on the screen to act out the sentences in the text. However, EMBRACE presents the same level of text to all users, and it is limited in its ability to provide error feedback, as it can only determine whether a user action is right or wrong. EMBRACE could help readers learn more effectively if it personalized its instruction with texts that fit their current reading level and feedback that addresses ways to correct their mistakes. Improvements were made to the system by applying design principles of intelligent tutoring systems (ITSs). The new system added features to track the student’s reading comprehension skills, including vocabulary, syntax, and usability, based on various user actions, as well as features to adapt text complexity and provide more specific error feedback using the skills. A pilot study was conducted with 7 non-ELL students to evaluate the functionality and effectiveness of these features. The results revealed both strengths and weaknesses of the ITS. While skill updates appeared most accurate when users made particular kinds of vocabulary and syntax errors, it was not able to correctly identify other kinds of syntax errors or provide feedback when skill values became too high. Additionally, vocabulary error feedback and adapting the complexity of syntax were helpful, but syntax error feedback and adapting the complexity of vocabulary were not as helpful. Overall, children enjoy using EMBRACE, and building an intelligent tutoring system into the application presents a promising approach to make reading a both fun and effective experience.
ContributorsWong, Audrey (Author) / Walker, Erin (Thesis advisor) / Nelson, Brian (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2017