AB
A.A. Braam
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De Kindertelefoon is a children's helpline aimed at providing (pre-)adolescents with a person to talk to for a variety of subjects such as bullying, sex, and abuse. These people who talk for De Kindertelefoon need proper training and guidance. Among the tools that De Kindertelefoon provides is the 5-phase model, a conversational model. Researchers set up a simulation of a virtual child and De Kindertelefoon to help teach the 5-phase model. However, simulation alone was not enough, and we wanted to see if a feedback system could improve the results, with immediate feedback being the focus.
Immediate feedback is when the user fills in an answer and the system immediately provides information to strengthen knowledge.
When applied to an academic environment, both immediate feedback and student engagement have been proven to be important for completing a task.
Using a literature review, we found that immediate feedback can be directly linked to educational techniques such as self-improvement, self-efficacy, and the Self-Determination Theory. Through a focus group, we also found that constructive immediate feedback is an important pillar of De Kindertelefoon.
The design was achieved by looking at the existing and limited 5-phase model as a graph and trying to find an optimal path through that graph.
After conducting a within-subjects study experiment with 34 participants, the results were inconclusive, with neither condition appearing to be more useful for the group of participants, nor either condition being better at teaching them the 5-phase model.
As the results were inconclusive, the data was explored more by looking at it as a between-subject study, which showed that the explanation sheet might perform better for knowledge.
The research shows the possible strength of feedback in a practical manner. From the results, the immediate feedback is neither more nor less resonant than a classical approach to teaching the 5-phase model. ...
Immediate feedback is when the user fills in an answer and the system immediately provides information to strengthen knowledge.
When applied to an academic environment, both immediate feedback and student engagement have been proven to be important for completing a task.
Using a literature review, we found that immediate feedback can be directly linked to educational techniques such as self-improvement, self-efficacy, and the Self-Determination Theory. Through a focus group, we also found that constructive immediate feedback is an important pillar of De Kindertelefoon.
The design was achieved by looking at the existing and limited 5-phase model as a graph and trying to find an optimal path through that graph.
After conducting a within-subjects study experiment with 34 participants, the results were inconclusive, with neither condition appearing to be more useful for the group of participants, nor either condition being better at teaching them the 5-phase model.
As the results were inconclusive, the data was explored more by looking at it as a between-subject study, which showed that the explanation sheet might perform better for knowledge.
The research shows the possible strength of feedback in a practical manner. From the results, the immediate feedback is neither more nor less resonant than a classical approach to teaching the 5-phase model. ...
De Kindertelefoon is a children's helpline aimed at providing (pre-)adolescents with a person to talk to for a variety of subjects such as bullying, sex, and abuse. These people who talk for De Kindertelefoon need proper training and guidance. Among the tools that De Kindertelefoon provides is the 5-phase model, a conversational model. Researchers set up a simulation of a virtual child and De Kindertelefoon to help teach the 5-phase model. However, simulation alone was not enough, and we wanted to see if a feedback system could improve the results, with immediate feedback being the focus.
Immediate feedback is when the user fills in an answer and the system immediately provides information to strengthen knowledge.
When applied to an academic environment, both immediate feedback and student engagement have been proven to be important for completing a task.
Using a literature review, we found that immediate feedback can be directly linked to educational techniques such as self-improvement, self-efficacy, and the Self-Determination Theory. Through a focus group, we also found that constructive immediate feedback is an important pillar of De Kindertelefoon.
The design was achieved by looking at the existing and limited 5-phase model as a graph and trying to find an optimal path through that graph.
After conducting a within-subjects study experiment with 34 participants, the results were inconclusive, with neither condition appearing to be more useful for the group of participants, nor either condition being better at teaching them the 5-phase model.
As the results were inconclusive, the data was explored more by looking at it as a between-subject study, which showed that the explanation sheet might perform better for knowledge.
The research shows the possible strength of feedback in a practical manner. From the results, the immediate feedback is neither more nor less resonant than a classical approach to teaching the 5-phase model.
Immediate feedback is when the user fills in an answer and the system immediately provides information to strengthen knowledge.
When applied to an academic environment, both immediate feedback and student engagement have been proven to be important for completing a task.
Using a literature review, we found that immediate feedback can be directly linked to educational techniques such as self-improvement, self-efficacy, and the Self-Determination Theory. Through a focus group, we also found that constructive immediate feedback is an important pillar of De Kindertelefoon.
The design was achieved by looking at the existing and limited 5-phase model as a graph and trying to find an optimal path through that graph.
After conducting a within-subjects study experiment with 34 participants, the results were inconclusive, with neither condition appearing to be more useful for the group of participants, nor either condition being better at teaching them the 5-phase model.
As the results were inconclusive, the data was explored more by looking at it as a between-subject study, which showed that the explanation sheet might perform better for knowledge.
The research shows the possible strength of feedback in a practical manner. From the results, the immediate feedback is neither more nor less resonant than a classical approach to teaching the 5-phase model.
Bachelor thesis
(2019)
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Matthias Bakker, Ayrton Braam, Wouter Morssink, Tim Nederveen, Alexander Sterk, Jan-Willem Manenschijn, Marcus Specht
Raccoon Serious Games hosts so called escape events. These events are similar to an escape room in which teams work together to solve puzzles, only on larger scale. Different kinds of challenges, arise when hosting these events, such as monitoring the progress of the teams and managing collection of physical puzzles. For an escape event, different kinds of staff help the teams to have the best experience possible. The teams need to be able to submit their answers to puzzles, while the staff should provide them with the right materials and monitor their progress. To facilitate these needs, Raccoon Serious Games created the Massive Online Reactive Serious Escape (M.O.R.S.E) system. However, the old system lacked in the parts of modularity and flexibility, while having the event hardcoded. To solve this problem, we created a new system to improve the lesser points of the old system while also improving the usability and maintainability. Over the course of ten weeks, we researched and created the Massive Online Reactive Serious Escape 2.0 (M.O.R.S.E 2.0) system. The first part of the project consisted of researching the previous system to find the requirements for a new system. After that, a new system was designed and implemented from the ground up. M.O.R.S.E 2.0 contains all the functionality of the old system, while also improving the structure of the administrator panel. Furthermore, the final product comes with several editors, allowing for designing the puzzles, schedule and logic in the form of rulesets for an escape event and allowing multiple events to be created managed. Furthermore the configuration editor allows the employees of Raccoon Serious Games to adjust different types of settings and cosmetics. The product was successfully tested during an escape event and will be used by Raccoon Serious Games for future events.
...
Raccoon Serious Games hosts so called escape events. These events are similar to an escape room in which teams work together to solve puzzles, only on larger scale. Different kinds of challenges, arise when hosting these events, such as monitoring the progress of the teams and managing collection of physical puzzles. For an escape event, different kinds of staff help the teams to have the best experience possible. The teams need to be able to submit their answers to puzzles, while the staff should provide them with the right materials and monitor their progress. To facilitate these needs, Raccoon Serious Games created the Massive Online Reactive Serious Escape (M.O.R.S.E) system. However, the old system lacked in the parts of modularity and flexibility, while having the event hardcoded. To solve this problem, we created a new system to improve the lesser points of the old system while also improving the usability and maintainability. Over the course of ten weeks, we researched and created the Massive Online Reactive Serious Escape 2.0 (M.O.R.S.E 2.0) system. The first part of the project consisted of researching the previous system to find the requirements for a new system. After that, a new system was designed and implemented from the ground up. M.O.R.S.E 2.0 contains all the functionality of the old system, while also improving the structure of the administrator panel. Furthermore, the final product comes with several editors, allowing for designing the puzzles, schedule and logic in the form of rulesets for an escape event and allowing multiple events to be created managed. Furthermore the configuration editor allows the employees of Raccoon Serious Games to adjust different types of settings and cosmetics. The product was successfully tested during an escape event and will be used by Raccoon Serious Games for future events.