PRE2020 3 Group7: Difference between revisions
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1. Bahsi, I., Çetkin, M., Orhan, M., Kervancioglu, P., Sayin, S., & Ayan, H. (2017). Evaluation of Attention - motivation level, studying environment and methods of medical faculty students. European Journal of Therapeutics, 1-7. | 1. Bahsi, I., Çetkin, M., Orhan, M., Kervancioglu, P., Sayin, S., & Ayan, H. (2017). Evaluation of Attention - motivation level, studying environment and methods of medical faculty students. European Journal of Therapeutics, 1-7. | ||
: | : Summary | ||
2. Bunce, D. M., Flens, E. A., & Neiles, K. Y. (2010). How Long Can Students Pay Attention in Class? A Study of Student Attention Decline Using Clickers. Journal of Chemical Education, 1438-1443. | 2. Bunce, D. M., Flens, E. A., & Neiles, K. Y. (2010). How Long Can Students Pay Attention in Class? A Study of Student Attention Decline Using Clickers. Journal of Chemical Education, 1438-1443. | ||
: | : Summary | ||
3.Saalmann, Y. B., Pigarev, I. N., & Vidyasagar, T. R. (2007). Neural Mechanisms of Visual Attention: How Top-Down Feedback Highlights Relevant Locations. Science, 1612-1615. | 3. Saalmann, Y. B., Pigarev, I. N., & Vidyasagar, T. R. (2007). Neural Mechanisms of Visual Attention: How Top-Down Feedback Highlights Relevant Locations. Science, 1612-1615. | ||
: | : Summary | ||
4. Buckley, P., & Doyle, E. (2014). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162–1175. https://doi.org/10.1080/10494820.2014.964263 | |||
: Summary | |||
5. Seifert, T. (2004). Understanding student motivation. Educational Research, 46(2), 137–149. https://doi.org/10.1080/0013188042000222421 | |||
: Summary | |||
6. Ames, C. (1992). Classrooms: Goals, structures, and student motivation. Journal of Educational Psychology, 84(3), 261–271. https://doi.org/10.1037/0022-0663.84.3.261 | |||
: Summary | |||
7. Zheng, S., Han, K., Rosson, M. B., & Carroll, J. M. (2016). The Role of Social Media in MOOCs. Proceedings of the Third (2016) ACM Conference on Learning @ Scale, Association for Computing Machinery. https://doi.org/10.1145/2876034.2876047 | |||
: Summary | |||
8. Iriarte, Y., Diaz-Orueta, U., Cueto, E., Irazustabarrena, P., Banterla, F., & Climent, G. (2012). AULA—Advanced Virtual Reality Tool for the Assessment of Attention. Journal of Attention Disorders, 20(6), 542–568. https://doi.org/10.1177/1087054712465335 | |||
: Summary | |||
9. van Gog, T., & Scheiter, K. (2010). Eye tracking as a tool to study and enhance multimedia learning. Learning and Instruction, 20(2), 95–99. https://doi.org/10.1016/j.learninstruc.2009.02.009 | |||
: Summary | |||
==References== | ==References== |
Revision as of 17:24, 3 February 2021
Smart Study System
During these times it can be hard to stay motivated to study/work. Students nowadays get easily distracted….
Group Members
Name | Study | Student ID | |
---|---|---|---|
Wouter de Vries | Computer Science | 1463748 | w.p.h.d.vries@student.tue.nl |
Ilana van den Akkerveken | Psychology & Technology | 1224158 | i.a.f.v.d.akkerveken@student.tue.nl |
Joep Obers | Mechanical Engineering | 1455117 | j.g.p.m.obers@student.tue.nl |
Jens Reijnen | Psychology & Technology | 1378074 | j.m.t.reijnen@student.tue.nl |
Erick Hoogstrate | Mechanical Engineering | 1455176 | e.hoogstrate@student.tue.nl |
Plan
Planning
Week | Activity | Name |
---|---|---|
1 | Choose a subject | All |
Literature research for problem statement and SotA | All | |
2 | x | x |
x | x | |
3 | x | x |
x | x | |
4 | x | x |
x | x | |
x | x | |
5 | x | x |
x | x | |
x | x | |
x | x | |
6 | x | x |
x | x | |
x | x | |
7 | x | x |
x | x | |
x | x | |
x | x | |
8 | x | x |
x | x | |
x | x | |
x | x | |
9 | x | x |
x | x | |
x | x | |
x | x |
Milestones
This project and approach have multiple milestones. Firstly, the literature study. Secondly, the results of the survey can be considered a milestone. The third milestone would be a (functional) prototype. The final prototype, after the user-study has been conducted, is a big milestone. Finally, the completion of the wiki is the last milestone. From these milestones, we could conclude that the results of the survey and user-test, the prototype and the wiki are the deliverables of this project.
Deliverables
- survey-study
- prototype
- user-study
- complete wiki page
Approach
The approach to this project is as follows. Firstly, a literature study will be conducted to find multiple points that can influence or enhance concentration while studying. This might also help increase the understanding of which distractions are most common while studying. Secondly, a survey will be held. This survey is used to confirm the findings from the literature. Furthermore, if the data is gathered from actual students, it will contain practical problems that might not emerge from literature alone. In the meantime, the first bit of code and a very early prototype could be created. After all the data has been evaluated, the prototype can be finished (until further notice). A user-study/usability test will now be conducted to investigate how helpful the product truly is. As a finishing touch, the prototype or code may need to be adapted, dependent on the user tests.
Subject
x
Problem statement
During these times it can be hard to stay motivated to study/work. Students nowadays get easily distracted….
Objectives
Objective
Users
Students
Primary Users
Students
Secondary Users
People working from home
Requirements
Students want to achieve their degree. In order to achieve it they need to study a lot, which can be very hard in the wrong environment. Therefore they require a stimulating study environment, but also after studying a place to relax and let go of all the stress.
State of the Art
1. Bahsi, I., Çetkin, M., Orhan, M., Kervancioglu, P., Sayin, S., & Ayan, H. (2017). Evaluation of Attention - motivation level, studying environment and methods of medical faculty students. European Journal of Therapeutics, 1-7.
- Summary
2. Bunce, D. M., Flens, E. A., & Neiles, K. Y. (2010). How Long Can Students Pay Attention in Class? A Study of Student Attention Decline Using Clickers. Journal of Chemical Education, 1438-1443.
- Summary
3. Saalmann, Y. B., Pigarev, I. N., & Vidyasagar, T. R. (2007). Neural Mechanisms of Visual Attention: How Top-Down Feedback Highlights Relevant Locations. Science, 1612-1615.
- Summary
4. Buckley, P., & Doyle, E. (2014). Gamification and student motivation. Interactive Learning Environments, 24(6), 1162–1175. https://doi.org/10.1080/10494820.2014.964263
- Summary
5. Seifert, T. (2004). Understanding student motivation. Educational Research, 46(2), 137–149. https://doi.org/10.1080/0013188042000222421
- Summary
6. Ames, C. (1992). Classrooms: Goals, structures, and student motivation. Journal of Educational Psychology, 84(3), 261–271. https://doi.org/10.1037/0022-0663.84.3.261
- Summary
7. Zheng, S., Han, K., Rosson, M. B., & Carroll, J. M. (2016). The Role of Social Media in MOOCs. Proceedings of the Third (2016) ACM Conference on Learning @ Scale, Association for Computing Machinery. https://doi.org/10.1145/2876034.2876047
- Summary
8. Iriarte, Y., Diaz-Orueta, U., Cueto, E., Irazustabarrena, P., Banterla, F., & Climent, G. (2012). AULA—Advanced Virtual Reality Tool for the Assessment of Attention. Journal of Attention Disorders, 20(6), 542–568. https://doi.org/10.1177/1087054712465335
- Summary
9. van Gog, T., & Scheiter, K. (2010). Eye tracking as a tool to study and enhance multimedia learning. Learning and Instruction, 20(2), 95–99. https://doi.org/10.1016/j.learninstruc.2009.02.009
- Summary
References
Aylett, M. P., Sutton, S. J., & Vazquez-Alvarez, Y. (2019, August). The right kind of unnatural: designing a robot voice. In Proceedings of the 1st International Conference on Conversational User Interfaces (pp. 1-2).
Logbook
Date | Name | Activity | Time spent (HH:MM) |
---|---|---|---|
03/02/20 | All | Discussing the subject | 01:00 |