PRE2020 3 Group7: Difference between revisions

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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.
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.


 
==Survey study==
An online survey is made using google forms. In this survey students are firstly asked about their experiences and preferences concerning working/studying form home to get a general idea about their needs. Afterwards they are asked about their opinion on our general idea, to see whether their needs and our expectations are in line. These questions will help us making choices for the design in order to fulfill the needs of the end user.





Revision as of 20:32, 28 February 2021


Smart Study System


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.

Survey study

An online survey is made using google forms. In this survey students are firstly asked about their experiences and preferences concerning working/studying form home to get a general idea about their needs. Afterwards they are asked about their opinion on our general idea, to see whether their needs and our expectations are in line. These questions will help us making choices for the design in order to fulfill the needs of the end user.


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

The gamification of the learning process shows to have a positive effect on the learning experience. While playing people will be more engaged with the material and be more productive. This helps the student to be more motivated to study. However, this effect is mainly visible in students that are naturally keen on learning / are willing to learn. Students who do not like to learn will have different results. However, the method looks promising.


5. Seifert, T. (2004). Understanding student motivation. Educational Research, 46(2), 137–149. https://doi.org/10.1080/0013188042000222421

A student's motivation can be based on multiple variables, for instance: religion, parents, self-efficacy, self-worth and willingness to achieve certain goals among other things. A student’s motivation will have an influence on the way he or she will learn. It will have an effect on the behavior of things like the pursuit of mastery, failure avoidance, learned helplessness, and passive aggression. Students prefer their work to be meaningful and they like to have control and autonomy during their study. However in the end it all comes down to the personal emotions and beliefs of each student to really get a feel for their individual motivation.


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

This article shows the importance of a good working environment and what kind of effects this can have on the learning behavior and motivation of the students.


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

This paper shows the benefit of using a VR “game” to perform tests on students with a disorder, like ADHD. Since it helps them to focus better on the different tasks than if they would have done them with paper and pencil. While the test in the paper is focused on a younger audience, 6 to 16 years, it could give an indication for (young) adults as well. There also seems to be a difference in performance when looking at the different genders. The main takeaway message is that VR can be used to help students with a (learning) disorder to focus better by removing distractors for instance.


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

Eye tracking can be used as an input but also to measure the effect of various learning processes which make use of visual attention cues. Eye-tracking can provide more information on the split-attention effect, modality effect, redundancy effect, goal-specificity effect. The information gathered can be used to optimize learning strategies or layouts.

References

Reference 1

Logbook

Date Name Activity Time spent (HH:MM)
01/02/21 All Whatsapp Discussion 1:00
01/02/21 All Group Meeting 1:30
01/02/21 Jens Approach, milestones and deliverables 0:15
01/02/21 Joep Literature study for SotA 2:30
03/02/21 Jens Literature study for SotA 3:30
03/02/21 Erick Literature study for SotA 2:30
03/02/21 Ilana Literature study for SotA 1:00
03/02/21 Wouter Programming research 2:00
04/02/21 Erick Updating wiki page 0:30
04/02/21 All Group Meeting 1:30
04/02/21 Erick Updating wiki page 0:35
04/02/21 Ilana Problem statement 0:45
04/02/21 Ilana Literature study for SotA 2:00
04/02/21 Joep Literature study for SotA 1:00
05/02/21 Jens Literature study for SotA 1:30
05/02/21 Joep Literature study for SotA 2:00
06/02/21 Erick Literature study for SotA 2:00
06/02/21 Ilana Literature study for SotA 2:00
06/02/21 Joep Literature study for SotA 2:00
08/02/21 Erick Coming up withideas 0:30
17/02/21 Erick List of materials 2:00
20/02/21 Joep Description 1:00
24/02/21 Erick,Joep,Wouter Meeting for list of materials 1:00
24/02/21 Jens, Ilana creating online survey 2:30
25/02/21 All Group Meeting 1:00
25/02/21 Joep Sketching 1:00