Narmare sextio studenter fran Humanistiska fakulteten ochLTH har jobbat intensivt i blandade grup... more Narmare sextio studenter fran Humanistiska fakulteten ochLTH har jobbat intensivt i blandade grupper under hostterminen. I universitetets aldsta byggnad Kungshuset visade de strax fore jul upp sina resultat, samtliga nara kopplade till spjutspetsforskning inom teknik och larande. Studenterna har gjort filmer som t.ex. visar pa nya satt att lara sig matte och historia, eller hur man med hjalp av virtuella 3D-figurer kan utforska kroppssprakets betydelse for manskligt tankande. Kursdeltagarna ar i kognitionsvetenskap eller gar sista aren paingenjorsutbildningen. Men det ar inte baradet tvarvetenskapliga upplagget som gor kurserna speciella. Det handlar ocksa om att man arbetar med verkliga problem, sadana som forskare sjalva forsoker losa. Studenterna jobbar i absoluta forskningsfronten – det finns inget facit. (Less)
This chapter discusses design challenges encountered when developing a conversational pedagogical... more This chapter discusses design challenges encountered when developing a conversational pedagogical agent. By tracing the historical roots of pedagogical agents in Intelligent Tutoring Systems (ITS), we discern central developments in creating an agent that is both knowledgeable ...
Perspectives of the ASHA Special Interest Groups, Apr 5, 2023
Purpose: Dichotic speech tests are commonly used in audiological assessments of children with sus... more Purpose: Dichotic speech tests are commonly used in audiological assessments of children with suspected listening difficulties, which may have a range of origins. In Sweden, today, one in four primary schoolchildren has a foreign background, which means that a large proportion of children will be assessed through the medium of a language that they speak at school, but it is not the language they regularly speak at home. This study examines dichotic listening ability among children attending primary schools in two cities in southern Sweden with a high proportion of recent immigrants. Method: In this study, 82 Swedish second and third graders aged 7–9 years with varying Swedish language exposure performed a dichotic listening task, under free recall and directed conditions. They also performed backward digit span as a measure of working memory and crosslinguistic nonword repetition, which is central for language learning. Results: We found no effect of Swedish language exposure on dichotic listening performance. Right ear was not significantly better than the left ear in either free or directed recall indicating no right ear advantage. Dichotic listening performance was significantly better in free recall compared with directed recall. Dichotic listening was related to working memory capacity. After controlling for working memory capacity, nonword repetition showed a significant positive association with dichotic listening under free recall but not directed recall. Conclusions: Test language exposure and knowledge do not seem to influence primary school children's performance on a dichotic digit task. Performance was related to working memory capacity and the complex skill of perceiving, coding, and producing novel words in a nonword repetition task. In clinical practice, both tests of working memory capacity and crosslinguistic nonword repetition may inform the interpretation of dichotic listening results in children with diverse language backgrounds.
Intelligent, socially oriented technology : Projects by teams of master level students in cogniti... more Intelligent, socially oriented technology : Projects by teams of master level students in cognitive science and engineering : Anthology of master level course papers
Vad kan man lara sig av att spela datorspel? Den som spelar finner nog fragan tamligen ointressan... more Vad kan man lara sig av att spela datorspel? Den som spelar finner nog fragan tamligen ointressant. For spelaren ar vitsen med spelandet inte att lara sig nagot. Meningsfulla fragor ar istallet: Va ...
In a study with 108 10- to 12-year-olds who used a digital educational game targeting history, we... more In a study with 108 10- to 12-year-olds who used a digital educational game targeting history, we addressed the phenomenon of perseverance, that is, the tendency to stick with a task even when it is challenging. The educational game was designed to make all students encounter tasks they did not succeed to solve, at which point they were offered a set of choices corresponding to perseverance and non-perseverance. Methods used were behavioral log data, post-questionnaires, and an in-game questionnaire conducted by a game character, who asked the students about the reason for their choice. Overall, we found no differences between high and low-perseverance students as to their experiences of effort, difficulty, and learning, and neither in their self-reported motives for persevering – when doing so. With respect to performance, however, high-persevering students solved significantly more tasks at higher difficulty levels. Comparing high-perseverance students who tended to take a break d...
Skolan kombinerar ideer om 2000-talets kunskaper med 1900-talets former av tester och utvardering... more Skolan kombinerar ideer om 2000-talets kunskaper med 1900-talets former av tester och utvarderingar. Sammanblandningen ar domd att misslyckas.
The Journal of Computers in Mathematics and Science Teaching, 2015
There is substantial evidence that preschooler’s performance in early math is highly correlated t... more There is substantial evidence that preschooler’s performance in early math is highly correlated to math performance throughout school as well as academic skills in general. One way to help children attain early math skills is by using targeted educational software and the paper discusses potential gains of using such software to support early math development. Furthermore it is argued that the content of early math software should be centered around notions such as number sense and spontaneous focus on numerosity. Beyond that, the paper argues for seven design criteria to consider if the goal is to provide strong support for early math via educational software: (1) use a pedagogical approach clearly based on research on early learning of mathematics, (2) provide a set of relevant representations in an appropriate order, (3) provide informative and meaningful feedback, (4) pay attention to motivational aspects for the age group, (5) provide individually adapted support as well as cha...
Virtual Reality has long been proposed to combine the reliability of controlled laboratory settin... more Virtual Reality has long been proposed to combine the reliability of controlled laboratory settings with the ecological validity of real life. While the technological development steadily pushes towards even more realistic renderings of the real world—the elusiveness of social and emotional elements gradually becomes more evident. This is not the least true for behavioral studies in rich sociocultural contexts. This article examines the outcomes of a study on distractions, taking place in a socially rich context—the classroom. The study made use of a Virtual Reality environment simulating a junior high school lesson, where the Distraction condition consisted of peers watching nonrelevant content on their laptops. In the control condition these laptops were closed. No significant distraction effects were found, neither on learning nor behavior. Given the strong support in the literature for such effects, the study design, including technical aspects, is scrutinized and discussed. We ...
Journal of Speech, Language, and Hearing Research, 2021
Purpose This study reports on the development of an auditory passage comprehension task for Swedi... more Purpose This study reports on the development of an auditory passage comprehension task for Swedish primary school children of cultural and linguistic diversity. It also reports on their performance on the task in quiet and in noise. Method Eighty-eight children aged 7–9 years and showing normal hearing participated. The children were divided into three groups based on presumed language exposure: 13 children were categorized as Swedish-speaking monolinguals, 19 children were categorized as simultaneous bilinguals, and 56 children were categorized as sequential bilinguals. No significant difference in working memory capacity was seen between the three language groups. Two passages and associated multiple-choice questions were developed. During development of the passage comprehension task, steps were taken to reduce the impact of culture-specific prior experience and knowledge on performance. This was achieved by using the story grammar principles, universal topics and plots, and sim...
The paper presents a systematic examination of data from two early math interventions, involving ... more The paper presents a systematic examination of data from two early math interventions, involving 188 children aged 3,5-6,5 and their teachers. The aim is to cast light on how a digital early math game can be spontaneously extended into the physical environment by children and by teachers. Questions were: i) how the math content was extended to the physical room, ii) which elements of the game and the interventions inspired and provided affordances for the extensions iii) implications for children’s learning of early math. The analyses revealed a great variety of ways in which children and teachers – acting on their own or together – brought the game out to the physical room. Among the underlying factors for this were everyone’s experiences with the game, familiar narratives, and simple game design in terms of rules and visual features. Finally, positive influences on early math learning from the extensions were identified.
Narmare sextio studenter fran Humanistiska fakulteten ochLTH har jobbat intensivt i blandade grup... more Narmare sextio studenter fran Humanistiska fakulteten ochLTH har jobbat intensivt i blandade grupper under hostterminen. I universitetets aldsta byggnad Kungshuset visade de strax fore jul upp sina resultat, samtliga nara kopplade till spjutspetsforskning inom teknik och larande. Studenterna har gjort filmer som t.ex. visar pa nya satt att lara sig matte och historia, eller hur man med hjalp av virtuella 3D-figurer kan utforska kroppssprakets betydelse for manskligt tankande. Kursdeltagarna ar i kognitionsvetenskap eller gar sista aren paingenjorsutbildningen. Men det ar inte baradet tvarvetenskapliga upplagget som gor kurserna speciella. Det handlar ocksa om att man arbetar med verkliga problem, sadana som forskare sjalva forsoker losa. Studenterna jobbar i absoluta forskningsfronten – det finns inget facit. (Less)
This chapter discusses design challenges encountered when developing a conversational pedagogical... more This chapter discusses design challenges encountered when developing a conversational pedagogical agent. By tracing the historical roots of pedagogical agents in Intelligent Tutoring Systems (ITS), we discern central developments in creating an agent that is both knowledgeable ...
Perspectives of the ASHA Special Interest Groups, Apr 5, 2023
Purpose: Dichotic speech tests are commonly used in audiological assessments of children with sus... more Purpose: Dichotic speech tests are commonly used in audiological assessments of children with suspected listening difficulties, which may have a range of origins. In Sweden, today, one in four primary schoolchildren has a foreign background, which means that a large proportion of children will be assessed through the medium of a language that they speak at school, but it is not the language they regularly speak at home. This study examines dichotic listening ability among children attending primary schools in two cities in southern Sweden with a high proportion of recent immigrants. Method: In this study, 82 Swedish second and third graders aged 7–9 years with varying Swedish language exposure performed a dichotic listening task, under free recall and directed conditions. They also performed backward digit span as a measure of working memory and crosslinguistic nonword repetition, which is central for language learning. Results: We found no effect of Swedish language exposure on dichotic listening performance. Right ear was not significantly better than the left ear in either free or directed recall indicating no right ear advantage. Dichotic listening performance was significantly better in free recall compared with directed recall. Dichotic listening was related to working memory capacity. After controlling for working memory capacity, nonword repetition showed a significant positive association with dichotic listening under free recall but not directed recall. Conclusions: Test language exposure and knowledge do not seem to influence primary school children's performance on a dichotic digit task. Performance was related to working memory capacity and the complex skill of perceiving, coding, and producing novel words in a nonword repetition task. In clinical practice, both tests of working memory capacity and crosslinguistic nonword repetition may inform the interpretation of dichotic listening results in children with diverse language backgrounds.
Intelligent, socially oriented technology : Projects by teams of master level students in cogniti... more Intelligent, socially oriented technology : Projects by teams of master level students in cognitive science and engineering : Anthology of master level course papers
Vad kan man lara sig av att spela datorspel? Den som spelar finner nog fragan tamligen ointressan... more Vad kan man lara sig av att spela datorspel? Den som spelar finner nog fragan tamligen ointressant. For spelaren ar vitsen med spelandet inte att lara sig nagot. Meningsfulla fragor ar istallet: Va ...
In a study with 108 10- to 12-year-olds who used a digital educational game targeting history, we... more In a study with 108 10- to 12-year-olds who used a digital educational game targeting history, we addressed the phenomenon of perseverance, that is, the tendency to stick with a task even when it is challenging. The educational game was designed to make all students encounter tasks they did not succeed to solve, at which point they were offered a set of choices corresponding to perseverance and non-perseverance. Methods used were behavioral log data, post-questionnaires, and an in-game questionnaire conducted by a game character, who asked the students about the reason for their choice. Overall, we found no differences between high and low-perseverance students as to their experiences of effort, difficulty, and learning, and neither in their self-reported motives for persevering – when doing so. With respect to performance, however, high-persevering students solved significantly more tasks at higher difficulty levels. Comparing high-perseverance students who tended to take a break d...
Skolan kombinerar ideer om 2000-talets kunskaper med 1900-talets former av tester och utvardering... more Skolan kombinerar ideer om 2000-talets kunskaper med 1900-talets former av tester och utvarderingar. Sammanblandningen ar domd att misslyckas.
The Journal of Computers in Mathematics and Science Teaching, 2015
There is substantial evidence that preschooler’s performance in early math is highly correlated t... more There is substantial evidence that preschooler’s performance in early math is highly correlated to math performance throughout school as well as academic skills in general. One way to help children attain early math skills is by using targeted educational software and the paper discusses potential gains of using such software to support early math development. Furthermore it is argued that the content of early math software should be centered around notions such as number sense and spontaneous focus on numerosity. Beyond that, the paper argues for seven design criteria to consider if the goal is to provide strong support for early math via educational software: (1) use a pedagogical approach clearly based on research on early learning of mathematics, (2) provide a set of relevant representations in an appropriate order, (3) provide informative and meaningful feedback, (4) pay attention to motivational aspects for the age group, (5) provide individually adapted support as well as cha...
Virtual Reality has long been proposed to combine the reliability of controlled laboratory settin... more Virtual Reality has long been proposed to combine the reliability of controlled laboratory settings with the ecological validity of real life. While the technological development steadily pushes towards even more realistic renderings of the real world—the elusiveness of social and emotional elements gradually becomes more evident. This is not the least true for behavioral studies in rich sociocultural contexts. This article examines the outcomes of a study on distractions, taking place in a socially rich context—the classroom. The study made use of a Virtual Reality environment simulating a junior high school lesson, where the Distraction condition consisted of peers watching nonrelevant content on their laptops. In the control condition these laptops were closed. No significant distraction effects were found, neither on learning nor behavior. Given the strong support in the literature for such effects, the study design, including technical aspects, is scrutinized and discussed. We ...
Journal of Speech, Language, and Hearing Research, 2021
Purpose This study reports on the development of an auditory passage comprehension task for Swedi... more Purpose This study reports on the development of an auditory passage comprehension task for Swedish primary school children of cultural and linguistic diversity. It also reports on their performance on the task in quiet and in noise. Method Eighty-eight children aged 7–9 years and showing normal hearing participated. The children were divided into three groups based on presumed language exposure: 13 children were categorized as Swedish-speaking monolinguals, 19 children were categorized as simultaneous bilinguals, and 56 children were categorized as sequential bilinguals. No significant difference in working memory capacity was seen between the three language groups. Two passages and associated multiple-choice questions were developed. During development of the passage comprehension task, steps were taken to reduce the impact of culture-specific prior experience and knowledge on performance. This was achieved by using the story grammar principles, universal topics and plots, and sim...
The paper presents a systematic examination of data from two early math interventions, involving ... more The paper presents a systematic examination of data from two early math interventions, involving 188 children aged 3,5-6,5 and their teachers. The aim is to cast light on how a digital early math game can be spontaneously extended into the physical environment by children and by teachers. Questions were: i) how the math content was extended to the physical room, ii) which elements of the game and the interventions inspired and provided affordances for the extensions iii) implications for children’s learning of early math. The analyses revealed a great variety of ways in which children and teachers – acting on their own or together – brought the game out to the physical room. Among the underlying factors for this were everyone’s experiences with the game, familiar narratives, and simple game design in terms of rules and visual features. Finally, positive influences on early math learning from the extensions were identified.
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Papers by Agneta Gulz