Human Factors Affecting Video Streaming Service Selection

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Description
Choosing a video streaming service to subscribe to involves a complex decision-making process consisting of multifaceted factors that consumers must carefully consider. This dissertation identifies and examines the factors influencing consumers’ decisions by reviewing research from diverse fields such as

Choosing a video streaming service to subscribe to involves a complex decision-making process consisting of multifaceted factors that consumers must carefully consider. This dissertation identifies and examines the factors influencing consumers’ decisions by reviewing research from diverse fields such as human factors, psychology, economics, and human-computer interaction. The identified factors shaping consumers’ choices, in order of importance, are advertisements, social value, price, content, and content discovery methods. Additionally, this study assesses consumers’ willingness to pay for each factor and examines whether their perceived explanation of their choice of platform aligns with the behavior in the choice experiments. Opportunities for future research are discussed including, the potential for developing an algorithm to determine one’s likelihood of subscribing to a streaming platform based on the choice heuristics outlined in this study.
Date Created
2024
Agent

The Effect of Leaderboards and Expectations on Deeper Level Cognitive Engagement

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Description
A core component of leadership is being able to motivate and influence people to perform at the highest levels they are capable of. Being able to perform well in most industries requires people to put effort into their work, bypass

A core component of leadership is being able to motivate and influence people to perform at the highest levels they are capable of. Being able to perform well in most industries requires people to put effort into their work, bypass surface level impulses, and engage deeper levels of cognitive processes when making decisions. This study looked at two treatments, an expectation and a social incentive, and its effects on cognitive reflection test (CRT) scores and time taken to complete this test. Although it appeared that receiving a leaderboard and expectation treatment improved cognitive reflection test score, these results were not statistically significant. It appeared that a leaderboard and expectation treatment increased time put into taking the test after removing certain data, but these results were also not statistically significant. After some transformation of the data, there may be an effect that leaderboards have on deeper level cognitive engagement if time and effort put into the test is controlled for properly, but this will have to be observed further in future studies.
Date Created
2022
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A Study on the Impact of Interactivity on Learning and Usability in Online Learning Websites

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Description

Online learning has been more prevalent since the rapid increase of the technology field, this paper examines if the interactivity of an online learning website can affect learning, usability, and time spent interacting. Participants were collected from Amazon Mechanical Turk,

Online learning has been more prevalent since the rapid increase of the technology field, this paper examines if the interactivity of an online learning website can affect learning, usability, and time spent interacting. Participants were collected from Amazon Mechanical Turk, and they were compensated $1.00 for their time. 39 participants received one of three online learning conditions on the ideal gas law with varying levels of interactivity (video, simulation, quiz). The participants took a pretest, interacted with their condition for a set time, then completed a posttest and a usability survey. An ANOVA was conducted on time, usability, and posttest transfer scores. A repeated measures ANOVA was conducted on pretest and posttest recall scores. There was no significance found for learning, usability, or time spent interacting with the online learning platform. Further studies should consider exposing participants to learning materials for longer periods of time.

Date Created
2022-05
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Using ML to Predict Online Course Ratings

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Description

The pandemic that hit in 2020 has boosted the growth of online learning that involves the booming of Massive Open Online Course (MOOC). To support this situation, it will be helpful to have tools that can help students in choosing

The pandemic that hit in 2020 has boosted the growth of online learning that involves the booming of Massive Open Online Course (MOOC). To support this situation, it will be helpful to have tools that can help students in choosing between the different courses and can help instructors to understand what the students need. One of those tools is an online course ratings predictor. Using the predictor, online course instructors can learn the qualities that majority course takers deem as important, and thus they can adjust their lesson plans to fit those qualities. Meanwhile, students will be able to use it to help them in choosing the course to take by comparing the ratings. This research aims to find the best way to predict the rating of online courses using machine learning (ML). To create the ML model, different combinations of the length of the course, the number of materials it contains, the price of the course, the number of students taking the course, the course’s difficulty level, the usage of jargons or technical terms in the course description, the course’s instructors’ rating, the number of reviews the instructors got, and the number of classes the instructors have created on the same platform are used as the inputs. Meanwhile, the output of the model would be the average rating of a course. Data from 350 courses are used for this model, where 280 of them are used for training, 35 for testing, and the last 35 for validation. After trying out different machine learning models, wide neural networks model constantly gives the best training results while the medium tree model gives the best testing results. However, further research needs to be conducted as none of the results are not accurate, with 0.51 R-squared test result for the tree model.

Date Created
2021-12
Agent

Analytics in Baseball: Retention of Sport Specific Analytic Information Based on Various Presentation Methods

Description
Analytics are being collected on a day to day basis on just about anything that you can think of. Sports is one of the recent fields that has started implementing the tool into their game. Analytics can be

Analytics are being collected on a day to day basis on just about anything that you can think of. Sports is one of the recent fields that has started implementing the tool into their game. Analytics can be described as an abundance of statistical information that show situational tendencies of other teams and players. It is hypothesized that analytics provide anticipatory information that allows athletes to know what is coming; therefore, allowing them to perform better in real game scenarios. However, it is unclear how this information should be presented to athletes and whether athletes can actually retain the abundance of information given to them. Two different types of presentation methods (Numeric and Numeric plus Graph) and two different amounts of analytic information (High and Low) were compared for baseball players in an online based baseball specific retention survey: High Numeric (excess information shown in spreadsheet format), Low Numeric (key information shown in spreadsheet format), High Numeric plus Graph (excess information shown as a spreadsheet with hitting zone maps), and Low Numeric plus Graph (key information shown as a spreadsheet with hitting zone maps). Athletes produced different retention scores for the type of presentation method given across the whole study. Athletes presented analytic as Numeric plus Graph performed better than athletes in just Numeric condition. Additionally, playing experience had a significant effect on an athlete’s ability to retain analytic information. Athletes with 10 plus years of baseball experience performed better in every condition other than High Numeric plus Graph compared to athletes with less than 10 years of experience. Amount and experience also had an interaction effect that produced statistical significance; those with less experience performed better in conditions with less baseball information given whereas those with more experience were able to handle more baseball information at once. Providing analytic information gives athletes, especially baseball batters, a significant advantage over their opponent; however, ability to retain analytic information depends on how the information is presented and to whom the information is being presented.
Date Created
2020
Agent

The Effects of Higher Agency Roles on Learning and Perceptions

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Description
Educational technologies can be great tools for learning. The implementation of learning aids and scaffolds within these technologies often make them effective; however, due to various problems, students may take more passive approaches to learning when using these educational tools.

Educational technologies can be great tools for learning. The implementation of learning aids and scaffolds within these technologies often make them effective; however, due to various problems, students may take more passive approaches to learning when using these educational tools. This tends to lead to interactions that impair learning. This study approaches this issue by reexamining the learner’s role when interacting with educational technologies. Specifically, the current study attempts to support learning and perceptions by inviting students to approach a learning task like an interface designer or instructional designer. These roles derive from a previous study on higher agency roles. The results of the current study indicate that participants learned across all conditions, suggesting the assignment of roles may not impair learning. However, learning outcomes did not differ between conditions. Additionally, the interface designer and instructional designer roles were more critical of the sounds and organizations of each video than the learner role. Limitations of the study and future directions are discussed.
Date Created
2020
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Investigating the Novelty Effect in Virtual Reality on STEM Learning

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Description
The science, technology, engineering, and math (STEM) education community is interested in using virtual reality (VR) to help students learn STEM knowledge. Prior research also provided evidence that VR learning can increase students’ motivation and learning achievement. However, it was

The science, technology, engineering, and math (STEM) education community is interested in using virtual reality (VR) to help students learn STEM knowledge. Prior research also provided evidence that VR learning can increase students’ motivation and learning achievement. However, it was not clear whether the effect of VR on learning was partly from sensory novelty and whether the effectiveness was sustainable. This study was to satisfy the concern on the sustainability of VR STEM learning in instruction and address the research gaps in exploring the effect of VR on a STEM learning experience with a consideration of novelty.

The study used a mixed-methods experimental design and involved a three-session VR STEM learning intervention. The quantitative data was collected through the intervention by survey questionnaire, session quiz, and pre- and post-tests, while the interviews were taken after the intervention. The structural equation modeling method was used to explore the relationships among factors in the VR learning experience. Longitudinal quantitative comparisons were conducted with the multiple imputation method. Its purpose was to evaluate the changing magnitude of factors across sessions. After quantitative analysis, interview transcripts were analyzed. They were used to triangulate or provide context for understanding of quantitative results.

The results showed that motivation and engagement play a critical mediation role in an effective VR learning experience. While individuals’ psychological responses and motivation may significantly increase in a VR learning experience for novelty, the novelty effect may not steeply decrease when individuals are becoming familiar with the novelty. This phenomenon is more observable in a VR condition having a high degree of immersion and embodiment. In addition, novelty does not necessarily increase learning achievement. The increase of learning achievement is more dependent on a match between the learning content and the learning method. The embodied learning method is appropriate for instructing difficult knowledge and spatial knowledge. Reserving enough time for reflection is important to deep learning in a VR environment.
Date Created
2020
Agent

Semantic Network Model of Cold and Flu Medications

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Description
ABSTRACT



The cold and the flu are two of the most prevalent diseases in the world. Many over the counter (OTC) medications have been created to combat the symptoms of these illnesses. Some medications take a holistic approach

ABSTRACT



The cold and the flu are two of the most prevalent diseases in the world. Many over the counter (OTC) medications have been created to combat the symptoms of these illnesses. Some medications take a holistic approach by claiming to alleviate a wide range of symptoms, while others target a specific symptom. As these medications become more ubiquitous within the United State of America (USA), consumers form associations and mental models about the cold/flu field. The goal of Study 1 was to build a Pathfinder network based on the associations consumers make between cold/flu symptoms and medications. 100 participants, 18 years or older, fluent in English, and residing in the USA, completed a survey about the relatedness of cold/flu symptoms to OTC medications. They rated the relatedness on a scale of 1 (highly unrelated) to 7 (highly related) and those rankings were used to build a Pathfinder network that represented the average of those associations. Study 2 was conducted to validate the Pathfinder network. A different set of 90 participants with the same restrictions as those in Study 1 completed a matching associations test. They were prompted to match symptoms and medications they associated closely with each other. Results showered a significant negative correlation between the geodetic distance (the number of links between objects in the Pathfinder network) separating symptoms and medications and frequency of pairing symptoms with medication. This provides evidence of the validity of the Pathfinder network. It was also seen that, higher the relatedness rating between symptoms and medications in Study 1, higher the frequency of pairing symptom to medication in Study 2, and the more directly linked those symptoms and medications were in the Pathfinder network. This network can inform pharmaceutical companies about which symptoms they most closely associate with, who their competitors are, what symptoms they can dominate, and how to market their medications more effectively.
Date Created
2020
Agent

Self-Efficacy and Learning of Engineering Concepts Through Gamification

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Description
The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games

The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have developed so much so that it has become its own topic area for research. This study is looking to analyze the effect that gamification has on not only learning, but also self-efficacy. Through a choose your own adventure game, the knowledge and self-efficacy of participants will be examined to observe the differences when learning difficult engineering concepts with and without gamification. It is expected that participants that experienced training through gamification will demonstrate deeper learning and higher self-efficacy than trained through a video. Furthermore, it is anticipated that some video trained participants’ self-efficacy will increase; however, their comprehension will be less than participants trained through gamification. The results of this study can help promote the interest in researching gamification and education, while influencing educators to corporate gamification elements when designing their courses. Moreover, this study continued through adaptation and integration into a statics forces class, investigated if the same results can be found within a classroom setting.
Date Created
2020-05
Agent

A Look into Measuring Trust in Medical Devices

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Description
The purpose of this review is to determine how to measure and assess human trust in medical technology. A systematic literature review was selected as the path to understand the landscape for measuring trust up to this point. I started

The purpose of this review is to determine how to measure and assess human trust in medical technology. A systematic literature review was selected as the path to understand the landscape for measuring trust up to this point. I started by creating a method of systematically reading through related studies in databases before summarizing results and concluding with a recommended design for the upcoming study. This required searching several databases and learning each advanced search methods for each in order to determine which databases provided the most relevant results. From there, the reader examined the results, keeping track in a spreadsheet. The first pass through filtered out the results which did not include detailed methods of measuring trust. The second pass took detailed notes on the remaining studies, keeping track of authors, participants, subjects, methods, instruments, issues, limitations, analytics, and validation. After summarizing the results, discussing trends in the results, and mentioning limitations a conclusion was devised. The recommendation is to use an uncompressed self-reported questionnaire with 4-10 questions on a six-point-Likert scale with reversing scales throughout. Though the studies analyzed were specific to medical settings, this method can work outside of the medical setting for measuring human trust.
Date Created
2020-05
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