Robert K. Atkinson’s research while affiliated with Arizona State University and other places

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Publications (88)


Description of ICAP coding categories.
Summary of number of friends and time on Facebook.
Summary of Facebook use.
Summary of emotional attitudes and daily routines for Facebook.
Descriptive statistics for EEG emotional responses by event type (t = 1 s).

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Facebook usage patterns looking into the mind via the ICAP engagement framework
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January 2022

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377 Reads

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4 Citations

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Robert K. Atkinson

This study aimed to establish an accurate baseline for Facebook usage and to investigate its learning potential via biometric perspective. This was explored by asking college students to browse their own Facebook page and peruse the content while wearing a high-fidelity EEG headset to record brainwave activity they experienced. Their actions were then coded using the empirically based Interactive-Constructive-Active-Passive (ICAP) engagement model to identify elements that could potentially be leveraged for learning. Based on these results, Facebook does not seem to make an ideal learning platform, due to higher frustration levels during higher cognitive tasks compared to passively consuming personally relevant non-instructional content. However, it may have more positive impacts on learning as long as initial frustration level is transformed smoothly to engagement and motivation for some learning opportunities and activities.

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MantarayAR: Leveraging augmented reality to teach probability and sampling

April 2020

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91 Reads

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60 Citations

Computers & Education

Drawing from the scholarly literature, it seems that across all levels of education, teachers frequently must assume that students come to them without knowledge of statistics; in essence, instructors start from scratch each time they set out to teach statistics. As such, augmented reality (AR) presents an opportunity to explore ways for students to learn basic statistical reasoning skills authentically and engagingly. This study investigated the impact of an AR learning environment, MantarayAR, on college students' learning outcomes and the perception of collaboration and engagement. The design of this study was a 3 × 2 factorial design that compared and analyzed the performance of students given three types of augmented reality conditions; a high AR experience (with movement throughout a physical space), a low AR experience (without movement throughout a physical space), and no AR experience (2-D images and text), as well as two levels of collaboration (pairs and no pairs). Using the pre-test to categorize students into low or high prior knowledge, students with low prior knowledge assigned to either high or low AR experience had statistically significant higher learning gains than those assigned to a no AR experience. The results suggest that an AR experience was particularly advantageous for students without prior knowledge of statistical reasoning. Also, students in the AR conditions reported a higher perception of engagement as measured than those who did not.


Assessing User Experience via Biometric Sensor Affect Detection

January 2019

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75 Reads

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5 Citations

Traditional user experience assessments rely on self-report, human-system performance, and observational data that incompletely capture users' psychological demands, processing, or affect. Specifically, self-report measures require users to identify and articulate subjective responses to product features, yet users may not possess accurate awareness or may be unwilling or unable to express themselves. Similarly, human-system performance and observational measures require analysts to make inferences about hidden psychological states based on observed external patterns. This chapter discusses how biometric sensor-based affect detection technologies (e.g., eye tracking and EEG) may supplement traditional methods. By measuring biometric indicators of psychological states, researchers can gain potentially richer and more accurate insights into user experience. These technologies are gaining traction in educational technology development and functionality, and thus the extension of these tools for usability and user experience evaluation is highly feasible.


Affect Measurement: A Roadmap Through Approaches, Technologies, and Data Analysis

December 2017

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4,514 Reads

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32 Citations

Affect is inextricably related to human cognitive processes and ex- presses a great deal about human necessities (Picard, 1997); affect signals what matters to us and what we care about. Furthermore, affect impacts our rational decision-making and action selection (Picard, 2010). Provid- ing computers with the capability to recognize, understand, and respond to human affective states would narrow the communication gap between the highly emotional human and the emotionally detached computer, en- hancing their interactions. Computer applications in learning, health care, and entertainment stand to bene t from such capabilities. Affect is a conceptual quantity with fuzzy boundaries and with sub- stantial individual difference variations in expression and experience (Picard, 1997). This makes measuring affect a challenging task. This chap- ter does not intend to present a comprehensive survey of the methods used to measure affect but instead provides a roadmap through a selection of the principal approaches and technologies. Section “Affect, Emotions, and Measurement” introduces the concepts and background behind affect measurement. Section “Gathering Data: Approaches and Technologies” presents approaches and technologies, explaining the type of data gath- ered from each, its characteristics, and its pros and cons. Section “Data Handling: Sampling, Filtering, and Integration” describes the stages of data handling, which include data sampling, data ltering, and data inte- gration from a variety of sources. Section “Data Analysis” describes tools and techniques for data analysis that correlate affect measurements with stimuli, and presents examples of the application of these tools in the anal- ysis of data samples collected in experimental studies.



Assessing User Experience via Biometric Sensor Affect Detection

June 2017

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511 Reads

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13 Citations

Traditional user experience assessments rely on self-report, human-system performance, and observational data that incompletely capture users' psychological demands, processing, or affect. Specifically, self-report measures require users to identify and articulate subjective responses to product features, yet users may not possess accurate awareness or may be unwilling or unable to express themselves. Similarly, human-system performance and observational measures require analysts to make inferences about hidden psychological states based on observed external patterns. This chapter discusses how biometric sensor-based affect detection technologies (e.g., eye tracking and EEG) may supplement traditional methods. By measuring biometric indicators of psychological states, researchers can gain potentially richer and more accurate insights into user experience. These technologies are gaining traction in educational technology development and functionality, and thus the extension of these tools for usability and user experience evaluation is highly feasible.



Table 1. Means and standard deviations on knowledge tests. 
Table 2. Means and standard deviations on attitude towards asthma. 
Using a computer game to teach school-aged children about asthma

January 2017

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498 Reads

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17 Citations

The purpose of this study was to determine whether playing Quest for the Code™, a computer game designed to teach children about asthma, would help healthy children acquire knowledge about and attitudes towards asthma and whether the beneficial effects would be maintained over time. The sample consisted of 155 children from four middle schools who were randomly assigned to play Quest for the Code™ or a game about nutrition serving as the control condition. Data were collected on knowledge and attitude pre-intervention, post-intervention, and at follow-up four weeks later. The results revealed that children who played Quest for the Code™ were more knowledgeable and had more positive attitudes than their peers in the control condition. And these benefits were maintained on follow-up tests. Our findings indicate the effectiveness and potential of using Quest for the Code™ as a tool for asthma education in a classroom setting.


Educational Technologies: Challenges, Applications and Learning Outcomes

June 2016

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622 Reads

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2 Citations

The book Educational Technologies: Challenges, Applications and Learning Outcomes contains fourteen chapters contributed by leading experts from the United States, China, Germany, Australia, Spain, Singapore and other countries across the globe. The chapters address the current challenges faced by researchers and professionals in the field of educational technology and how a variety of educational technologies can impact learning. In addition, these chapters provide educational technology applications, lessons learned from implementations, and recommendations for research and practices. Our contributors provide expertise on a wide range of topics that include educational values of social media, game-based curricula, transient effect in multimedia learning, using visuals to enhance learning, data visualization tools, self-monitoring, portfolio assessment systems, feedback via educational technology, embodied cognition via touch-screen technology, technological pedagogical content knowledge, classroom orchestration systems, adaptive learning systems, technology-supported language learning, and college algebra redesign with technology infusion. The book will be of interest to a diverse audience including: (a) researchers from education, psychology, computer science, and other interdisciplinary areas; (b) instructional designers, media specialists, assessment specialists, developers, and other professionals; (c) administrators and policy makers; and (d) students from educational technology, educational psychology, learning sciences, computer sciences, cognitive psychology, and other interdisciplinary areas.


Example-based learning: Exploring the use of matrices and problem variability

January 2016

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457 Reads

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14 Citations

Educational Technology Research and Development

The purpose of the study was to investigate the efficacy of using faded worked examples presented in matrices with problem structure variability to enhance learners’ ability to recognize the underlying structure of the problems. Specifically, this study compared the effects of matrix-format vs. linear-format faded worked examples combined with equivalent problem structure vs. contrast problem structure on learning. A total of 113 undergraduate students recruited from campus were randomly assigned to one of the four experimental conditions formed by a 2 X 2 factorial design. The results revealed three significant interactions on accuracy of anticipations, near transfer and medium transfer, suggesting that matrices foster learning when they contain contrast-structure problems but not with equivalent-structure problems.


Citations (74)


... Rote problem-solving practice is one common practice that may overload our capacity. CLT suggests that instructional designs should limit splitting cognitive resources during the learning phase and the problem-solving phase simultaneously (Renkl & Atkinson, 2010). ...

Reference:

Leveraging cognitive load theory to support students with mathematics difficulty
Learning from Worked-Out Examples and Problem Solving
  • Citing Book
  • January 2010

... One possible explanation, from the embodied cognition perspective, is that hand gesturing requires very limited body movement, which costs very little cognitive resources, which in turn leads to an equivalent level of intrinsic motivation, cognitive load, and learning outcomes compared to passively studying (i.e., no tracing). As biometric sensors have been increasingly used to measure motivation-related constructs (Conley et al., 2022;Kula et al., 2019), future research can incorporate this type of technology to detect the fluctuation of motivation during the learning process. ...

Facebook usage patterns looking into the mind via the ICAP engagement framework

... Specifically, step-based systems caused improvements of 0.76σ, compared to 0.31σ and 0.79σ for answer-based systems and human tutors, respectively (σ denotes standard deviation) [1]. Previously, we have described a step-based tutoring system in the domain of linear circuit analysis, which is a crucial gateway course in the education of both electrical and many nonelectrical engineers [2][3][4][5][6][7][8][9][10]. This system features automatic problem generation, where an unlimited number of unique circuit diagrams (not just element values) are created for every user. ...

Teaching Linear Circuit Analysis Techniques with Computers
  • Citing Conference Paper
  • June 2013

... Specifically, step-based systems caused improvements of 0.76σ, compared to 0.31σ and 0.79σ for answer-based systems and human tutors, respectively (σ denotes standard deviation) [1]. Previously, we have described a step-based tutoring system in the domain of linear circuit analysis, which is a crucial gateway course in the education of both electrical and many nonelectrical engineers [2][3][4][5][6][7][8][9][10]. This system features automatic problem generation, where an unlimited number of unique circuit diagrams (not just element values) are created for every user. ...

Expansion and Evaluation of a Step-based Tutorial Program for Linear Circuit Analysis

... απαιτούνται στον 21ο αιώνα (National Science Teaching Association, χ.χ.). Μελέτες υποστηρίζουν την αξιοποίηση σύγχρονων τεχνολογιών στην εκπαίδευση STEM με σκοπό την ενίσχυση των εκπαιδευτικών διαδικασιών (Conley et al., 2020). Καθώς οι τελευταίες δεκαετίες χαρακτηρίζονται από την ταχεία ανάδυση νέων τεχνολογιών που επιτρέπουν μια βαθύτερη διερεύνηση των ενδεδειγμένων εργαλείων για την υποστήριξη της STEM εκπαίδευσης, τεχνολογίες όπως η Επαυξημένη Πραγματικότητα (Augmented Reality -AR), συγκεντρώνουν αυξανόμενο ερευνητικό ενδιαφέρον. ...

MantarayAR: Leveraging augmented reality to teach probability and sampling
  • Citing Article
  • April 2020

Computers & Education

... This combination of resources allows validating findings across methods, applying a subconscious level of behavior. The incorporation of physiological techniques from the field of neuroscience addresses the limitations that traditional methods and measurements encounter in evaluating user experiences and reflects real-time psychological states and their impact on user behavior and decision making [26]. ...

Assessing User Experience via Biometric Sensor Affect Detection
  • Citing Chapter
  • January 2019

... (Horrey et al., 2006;Feng, Liu, & Chen, 2017). IVIS includes Infotainment Systems such as AVN: audio, video, navigation and Clusters and Head-Up Displays (HUD), which commonly found in most vehicles and collectively defined to as IVIS (Beck et al., 2019;Guo et al., 2014;Feng et al., 2018;Pampel et al., 2019;Kula et al., 2017;Platten et al., 2013). Clusters are a type of instrument panels that shows specific information about a vehicle's status while it is being driven (Bauerfeind et al., 2017;Broy, Zierer et al., 2014). ...

A biometric usability evaluation of instrument cluster and infotainment systems in two hybrid cars
  • Citing Conference Paper
  • August 2017

... This combination of resources allows validating findings across methods, applying a subconscious level of behavior. The incorporation of physiological techniques from the field of neuroscience addresses the limitations that traditional methods and measurements encounter in evaluating user experiences and reflects real-time psychological states and their impact on user behavior and decision making [26]. ...

Assessing User Experience via Biometric Sensor Affect Detection

... Eye movement may be measured using a variety of methods. The most commonly employed methods include optical sensors, such as cameras, to detect light-typically infrared-reflected from the eye [80]. ...

Affect Measurement: A Roadmap Through Approaches, Technologies, and Data Analysis

... One of the key strategies has been to incorporate artistic, technical, and creative elements into EFL learning and teaching techniques, particularly when relating them to other fields of study and culture. Cognitive psychology has shaped designs for technology-mediated teaching and learning environments and has had a significant impact on research, theory, and practice in teaching and learning (e.g., Koenig & Atkinson, 2009;Sweller, et al., 1998). As online learning environments (OLEs) have developed, a dispute about the applicability of experimentally determined cognitive concepts to these settings has become predictable but nonetheless significant. ...

Using Narrative and Game-Schema Acquisition Techniques to Support Learning from Educational Games
  • Citing Chapter
  • January 2008