
Amael ArguelUniversité Toulouse II - Jean Jaurès | UTM · Département Psychologie cognitive, ergonomie
Amael Arguel
PhD Psychology
University of Toulouse - CNRS (UMR CLLE)
About
34
Publications
22,197
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1,223
Citations
Citations since 2017
Introduction
I am a psychological scientist specialised in digital learning and human factors. In 2009, I completed a PhD in Cognitive Psychology at the University of Rennes, France. Then, I moved to Australia where I was appointed successively at Macquarie University, at the University of New South Wales, at the Science of Learning Research Centre, and at University of Technology Sydney. Since 2019, I am an Associate Professor of Cognitive Psychology and Ergonomics at the University of Toulouse, France.
Additional affiliations
September 2019 - present
May 2018 - July 2019
July 2014 - May 2018
Education
October 1999 - December 2009
Publications
Publications (34)
Animations and videos are often designed to present information that involves change over time, in such a way as to aid understanding and facilitate learning. However, in many studies, static displays have been found to be just as beneficial and sometimes better. In this study, we investigated the impact of presenting together both a video recordin...
Confusion is an emotion that is likely to occur while learning complex information. This emotion can be beneficial to learners in that it can foster engagement, leading to deeper understanding. However, if learners fail to resolve confusion, its effect can be detrimental to learning. Such detrimental learning experiences are particularly concerning...
Emotions play a significant part in students’ learning experiences within complex educational environments. However, the impact of emotional experiences on effective learning is not straightforward. For example, being confused during learning may be perceived as an adverse event. There is, however, considerable research evidence suggesting that con...
When students perform complex cognitive activities, such as solving a problem, epistemic emotions can occur and influence the completion of the task. Confusion is one of these emotions and it can produce either negative or positive outcomes, according to the situation. For this reason, considering confusion can be an important factor for educators...
Background: Mobility-as-a-Service (MaaS) is a new concept based on shared mobility. The concept of MaaS is to use one single application of mobility to access and pay for various transport modes. The adoption of the application by users is a new challenge for cities, especially because it allows to promote sustainable modes of transport. Individual...
In everyday life, we remember together often. Surprisingly, research reliably shows costs of collaboration. People remember less in groups than the same number of individuals remember separately. However, there is evidence that some groups are more successful than others, depending on factors such as group relationship and verbal communication stra...
Computational thinking – the ability to reformulate and solve problems in ways that can be undertaken by computers – has been heralded as a foundational capability for the 21st Century. However, there are potentially different ways to conceptualise and measure computational thinking, for instance, as generalized problem solving capabilities or as a...
Classical surgical education has to face both a forensic reality and a technical issue: to train a learner in more complex techniques in an increasingly short time. Moreover, surgical training is still based on an empirical hierarchical relationship in which learners must reproduce a sequence of actions in a situation of strong emotional pressure....
Lors de la pandémie de COVID-19, les plateformes de téléconsultation ont contribué à maintenir la continuité des soins des patients. Leur utilisation s'avère toutefois difficile pour des personnes présentant des troubles cognitifs. Nous présentons un travail exploratoire reposant sur une démarche centrée utilisateur visant à identifier les difficul...
A systematic literature review on scientific literature was conducted on the objectives of gamification in transportation and mobilities. The computer science field has mainly addressed this rapidly growing research area so far. Nevertheless inputs from human factors and ergonomics (HF/E) are crucial in order to ensure that gamification meets the n...
Early literacy is largely acquired through child-led learning, yet current ways to support and enhance it may present problems of coercion and adult control. The Following in our Footsteps II intervention sought to circumvent such problems by teaching parent and educator pairs of 46 preschoolers how to make everyday literacy and numeracy processes...
Play is traditionally considered the foundation of learning in the early years. Yet as it is characterised by free choice, it can be difficult for adults to ensure all learning is useful for children. Typically, play-based curricula attempt to link children’s interests to valued curriculum content. However, these links can be tenuous, and adult att...
There is growing interest in young driver training that addresses age-related factors, including incompletely developed impulse control. Two studies investigated whether training of response inhibition can reduce risky simulated driving in young drivers (aged 16–24 years). Each study manipulated aspects of response inhibition training then assessed...
Computational thinking – the ability to solve problems using concepts from computer science – has been widely discussed in the computer science education field. However, the relationship of computational thinking to intelligence – seen as the general ability to understand and solve complex problems – is contestable and has not been extensively expl...
Difficulties are often an unavoidable but important part of the learning process. This seems particularly so for complex conceptual learning. Challenges in the learning process are however, particularly difficult to detect and respond to in educational environments where growing class sizes and the increased use of digital technologies mean that te...
The construct of student engagement has been useful in understanding students' motivation in digital learning environments where they are required to show increased autonomy and independence in learning. Increasing clarity around this construct has allowed researchers to more accurately describe the nature of student engagement and the context in w...
Research on incidence of and changes in confusion during complex learning and problem-solving calls for advanced methods of confusion detection in digital learning environments (DLEs). In this study we attempt to address this issue by investigating the use of multiple measures, including psychophysiological indicators and self-ratings, to detect co...
Maximising the benefits of digital learning environments requires understanding how students process what they are exposed to in these environments. Besides approaches based on examining information processing within the cognitive domain, the importance of including emotions has been recently addressed. This study aimed to explore emotional dynamic...
Rational, aims and objectives:
The aim of this review was to identify general theoretical frameworks used in online social network interventions for behavioral change. To address this research question, a PRISMA-compliant systematic review was conducted.
Methods:
A systematic review (PROSPERO registration number CRD42014007555) was conducted usi...
METHODS: A 12-month parallel 2-group randomized controlled trial was conducted. Participants living with asthma were recruited nationally in Australia between April and August 2013, and randomized 1:1 to either the PCHMS group or control group (online static educational content). The primary outcome measure was possession of an up-to-date written A...
Research often treats confusion as a turning point of the learners’ cognitive-affective dynamics in digital environments (e.g. D’Mello, Grasser and colleagues). The origin of confusion, however, is a topic of a debate. Could inaccurate prior knowledge serve as a source of confusion, or does confusion relate to metacognitive processes? In this paper...
Confusion is an emotion that is likely to occur when learning complex concepts. While this emotion is often seen as undesirable because of its potential to induce frustration and boredom, recent research has highlighted the vital role confusion can play in student learning. The learning of topics in geography such as tropical cyclone causes and pro...
Objective:
Our aim was to evaluate the use and effectiveness of interventions using social networking sites (SNSs) to change health behaviors.
Materials and methods:
Five databases were scanned using a predefined search strategy. Studies were included if they focused on patients/consumers, involved an SNS intervention, had an outcome related to...
Objective/Aims: Personally controlled health management systems (PCHMS) in mobile technologies offer a new platform for personal health care. The objective of this study was to develop a mobile version of "Healthy.me", an existing web-based PCHMS, and analyse its usability. Method: The mobile extension of the PCHMS was iteratively designed from its...
Personally controlled health management systems (PCHMSs) contain a bundle of features to help patients and consumers manage their health. However, it is unclear how consumers actually use a PCHMS in their everyday settings.
To conduct an empirical analysis of how consumers used the social (forum and poll) and self-reflective (diary and personal hea...
Many studies have shown the effectiveness of self-management for patients with asthma. In particular, possession and use of a written asthma action plan provided by a doctor has shown to significantly improve patients' asthma control. Yet, uptake of a written asthma action plan and preventative asthma management is low in the community, especially...
Personally controlled health management systems (PCHMS) often consist of multiple design features. Yet, they currently lack empirical evidence on how consumers use and engage with a PCHMS. An online prospective study was designed to investigate how 709 consumers used a web-based PCHMS to manage their physical and emotional wellbeing over five month...
Personally controlled health management systems (PCHMS), which include a personal health record (PHR), health management tools, and consumer resources, represent the next stage in consumer eHealth systems. It is still unclear, however, what features contribute to an engaging and efficacious PCHMS.
To identify features in a Web-based PCHMS that are...
Les procédures d'urgence sont exécutées lors de situations inattendues, avec des contraintes temporelles empêchant la consultation d'un document. Pourtant, leur réalisation correcte est primordiale. L'enjeu est de les avoir intégrées a priori, lors de formations. Les outils multimédias permettent la réalisation de documents dédiés à l'apprentissage...
Electronic technical documents are becoming increasingly common in many school-level, university and professional courses. These electronic documents offer a number of advantages over their paper counterparts. One of these is their ability to present visual information gradually in a way which is synchronized with the corresponding spoken explanati...
CAN THE COMPREHENSION OF A MULTIMEDIA TECHNICAL DOCUMENT BE IMPROVED BY A SEQUENTIAL PRESENTATION OF ITS CONTENT ?
Electronic technical documents are becoming increasingly common in many school-level, university and professional courses. These electronic documents offer a number of advantages over their paper counterparts. One of these is their abi...
Projects
Projects (4)
We focus on understanding how players' cognitive processes are engaged when interacting with video games, in order to optimize these interactions according to players' abilities and expectations. We typically conduct experiments to study the influence of video game design choices on player experience, performance, and cognitive processes (e.g., perception and attention).
The project investigates the acceptability, quality, and experience of interaction with all innovative means of mobility (autonomous individual and collective vehicles from levels 3 to 5) whether inside (passenger, driver) or outside (motorist, cyclist, pedestrian).
The studies are conducted in simulated (MSHST-CCU technological platform) and real life environment (autOCampus technological platform).
To investigate the extent to which children's interests will be influenced by changes to the activities of family members and educators. These interests will be measured in freely chosen play. Improvements in numeracy and literacy are measured to investigate the influence of numeracy and literacy demonstrations by these adults.