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The existing computational visual attention systems have focused on the objective to basically simulate and understand the concept of visual attention system in adults. Consequently, the impact of observer's age in scene viewing behavior…
Smartphones as one of information technology products have been affected higher education in various aspects. This article explains the useness of smartphones in facilitating online examination in information systems and computer science…
The main aim of the research was to examine educational use of Facebook. The Computer Networks and Communication lesson was taken as the sample and the attitudes of the students included in the study group towards Facebook were measured in…
Human cognitive performance is an underlying factor in most of our daily lives, and numerous factors influence cognitive performance. In this work, we investigate how changes in sleep quality influence cognitive performance, measured from a…
CONTRIBUTION: This paper presents an empirical study of an introductory-level programming course with students using multiple monitors and compares their performance and self-reported experiences versus students using a single monitor.…
The increasing complexity of abstract concepts in physics education and the low level of students critical thinking skills demand innovative instructional strategies aligned with 21st century competencies. This study aims to analyze…
The ubiquitous presence of digital devices has cemented the 'Digital Native' paradigm, assuming inherent technological proficiency among contemporary youth. This multicenter study ($N=243$ European secondary students) challenges this…
This study examines the impact of positive and negative contrast polarities (i.e., light and dark modes) on the performance of younger adults and people in their late adulthood (PLA). In a crowdsourced study with 134 participants (69 below…
The widespread use of digital devices has raised growing concerns about its impact on sustained attention at the population level. In this work, we propose a minimal dynamical framework to describe the collective evolution of attention…
Researchers and designers have incorporated social media affordances into learning technologies to engage young people and support personally relevant learning, but youth may reject these attempts because they do not meet user expectations.…
This study reports the impact of examining either with digital or paper-based tests in science subjects taught across the second-ary level. With our method, we compare the percentile ranking scores of two cohorts earned in computer- and…
Reaction time studies with computers investigate how and how quickly participants respond to changing sensory input. They promise simple and precise measurement of time and inputs and offer interesting insights into human behavior. However,…
Over the last decades, the Internet and mobile technology have consolidated the digital as a public sphere of life. Designers are asked to create engaging digital experiences. However, in some cases engagement is seen as a psychological…
So far, most research investigating the predictability of human behavior, such as mobility and social interactions, has focused mainly on the exploitation of sensor data. However, sensor data can be difficult to capture the subjective…
Researchers have widely acknowledged the potential of control mechanisms with which end-users of recommender systems can better tailor recommendations. However, few e-learning environments so far incorporate such mechanisms, for example for…
In the digital era, social media platforms play a pivotal role in shaping adolescents' body image perceptions. This study examines how Douyin and WeChat, two contrasting Chinese social media platforms, influence body image among Chinese…
The widespread adoption of generative AI is already impacting learning and help-seeking. While the benefits of generative AI are well-understood, recent studies have also raised concerns about increased potential for cheating and negative…
In the present study, we are trying to understand how peer unethical behavior stimulates the decoupling of emotions in adolescents. We have simulated an interactive game-based environment in order to stimulate participants to make decisions…
Learning using Computer-Assisted Instruction (CAI) demands a high level of attention given the tendency to be distracted and mind-wander. How does the online STEM instructor know when learners are having attentional problems and the extent…
This research dives into exploring the dark mode effects on students of a university. Research is carried out implementing the dark mode in e-Learning sites and its impact on behavior of the users. Students are spending more time in front…