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Description
With social technology on the rise, it is no surprise that young students are at the forefront of its use and impact, particularly in the realm of education. Due to greater accessibility to technology, media multitasking and task-switching are becoming increasingly prominent in learning environments. While technology can have numerous

With social technology on the rise, it is no surprise that young students are at the forefront of its use and impact, particularly in the realm of education. Due to greater accessibility to technology, media multitasking and task-switching are becoming increasingly prominent in learning environments. While technology can have numerous benefits, current literature, though somewhat limited in this scope, overwhelmingly shows it can also be detrimental for academic performance and learning when used improperly. While much of the existing literature regarding the impact of technology on multitasking and task-switching in learning environments is limited to self-report data, it presents important findings and potential applications for modernizing educational institutions in the wake of technological dependence. This literature review summarizes and analyzes the studies in this area to date in an effort to provide a better understanding of the impact of social technology on student learning. Future areas of research and potential strategies to adapt to rising technological dependency are also discussed, such as using a brief "technology break" between periods of study. As of yet, the majority of findings in this research area suggest the following: multitasking while studying lengthens the time required for completion; multitasking during lectures can affect memory encoding and comprehension; excessive multitasking and academic performance are negatively correlated; metacognitive strategies for studying have potential for reducing the harmful effects of multitasking; and the most likely reason students engage in media-multitasking at the cost of learning is the immediate emotional gratification. Further research is still needed to fill in gaps in literature, as well as develop other potential perspectives relevant to multitasking in academic environments.
ContributorsKhanna, Sanjana (Author) / Roberts, Nicole (Thesis director) / Burleson, Mary (Committee member) / Barrett, The Honors College (Contributor)
Created2016-12
Description
This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain cognizant of these new technological advancements.
ContributorsHatfield, Kacy (Author) / Sha, Xin (Thesis director) / Finn, Ed (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2022-05
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Description

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain cognizant of these new technological advancements.

ContributorsHatfield, Kacy (Author) / Sha, Xin (Thesis director) / Finn, Ed (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2022-05
164748-Thumbnail Image.png
Description

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain cognizant of these new technological advancements.

ContributorsHatfield, Kacy (Author) / Sha, Xin (Thesis director) / Finn, Ed (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2022-05
164749-Thumbnail Image.png
Description

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain cognizant of these new technological advancements.

ContributorsHatfield, Kacy (Author) / Sha, Xin (Thesis director) / Finn, Ed (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2022-05
164750-Thumbnail Image.png
Description

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain cognizant of these new technological advancements.

ContributorsHatfield, Kacy (Author) / Sha, Xin (Thesis director) / Finn, Ed (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2022-05
164751-Thumbnail Image.png
Description

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain cognizant of these new technological advancements.

ContributorsHatfield, Kacy (Author) / Sha, Xin (Thesis director) / Finn, Ed (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2022-05
164752-Thumbnail Image.png
Description

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain

This project explores the potential of an artificial intelligence/machine learning algorithm, K-Means to augment the connection between two individuals through a game interface. Further implementation of such technology is theorized in the form of a two-way chatbot. The role of bias is extensively reported and researched in order to remain cognizant of these new technological advancements.

ContributorsHatfield, Kacy (Author) / Sha, Xin (Thesis director) / Finn, Ed (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2022-05