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Keywords = audio-visual skills

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23 pages, 3946 KiB  
Article
The Impact of Color Blindness on Player Engagement and Emotional Experiences: A Multimodal Study in a Game-Based Environment
by Merve Tillem and Ahmet Gün
Multimodal Technol. Interact. 2025, 9(6), 62; https://doi.org/10.3390/mti9060062 - 13 Jun 2025
Viewed by 513
Abstract
Color blindness can create challenges in recognizing visual cues, potentially affecting players’ performance, emotional involvement, and overall gaming experience. This study examines the impact of color blindness on player engagement and emotional experiences in digital games. The research aims to analyze how color-blind [...] Read more.
Color blindness can create challenges in recognizing visual cues, potentially affecting players’ performance, emotional involvement, and overall gaming experience. This study examines the impact of color blindness on player engagement and emotional experiences in digital games. The research aims to analyze how color-blind individuals engage with and emotionally respond to games, offering insights into more inclusive and accessible game design. An experiment-based study was conducted using a between-group design with a total of 13 participants, including 5 color-blind and 8 non-color-blind participants (aged 18–30). The sample was carefully selected to ensure participants had similar levels of digital gaming experience and familiarity with digital games, reducing potential biases related to skill or prior exposure. A custom-designed game, “Color Quest,” was developed to assess engagement and emotional responses. Emotional responses were measured through Emotion AI analysis, video recordings, and self-reported feedback forms. Participants were also asked to rate their engagement and emotional experience on a 1 to 5 scale, with additional qualitative feedback collected for deeper insights. The results indicate that color-blind players generally reported lower engagement levels compared to non-color-blind players. Although quantitative data did not reveal a direct correlation between color blindness and visual experience, self-reported feedback suggests that color-related design choices negatively impact emotional involvement and player immersion. Furthermore, in the survey responses from participants, color-blind individuals rated their experiences lower compared to individuals with normal vision. Participants emphasized that certain visual elements created difficulties in gameplay, and alternative sensory cues, such as audio feedback, helped mitigate these challenges. This study presents an experimental evaluation of color blindness in gaming, emphasizing how sensory adaptation strategies can support player engagement and emotional experience. This study contributes to game accessibility research by highlighting the importance of perceptual diversity and inclusive sensory design in enhancing player engagement for color-blind individuals. Full article
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18 pages, 292 KiB  
Article
Listen or Read? The Impact of Proficiency and Visual Complexity on Learners’ Reliance on Captions
by Yan Li
Behav. Sci. 2025, 15(4), 542; https://doi.org/10.3390/bs15040542 - 17 Apr 2025
Viewed by 660
Abstract
This study investigates how Chinese EFL (English as a foreign language) learners of low- and high-proficiency levels allocate attention between captions and audio while watching videos, and how visual complexity (single- vs. multi-speaker content) influences caption reliance. The study employed a novel paused [...] Read more.
This study investigates how Chinese EFL (English as a foreign language) learners of low- and high-proficiency levels allocate attention between captions and audio while watching videos, and how visual complexity (single- vs. multi-speaker content) influences caption reliance. The study employed a novel paused transcription method to assess real-time processing. A total of 64 participants (31 low-proficiency [A1–A2] and 33 high-proficiency [C1–C2] learners) viewed single- and multi-speaker videos with English captions. Misleading captions were inserted to objectively measure reliance on captions versus audio. Results revealed significant proficiency effects: Low-proficiency learners prioritized captions (reading scores > listening, Z = −4.55, p < 0.001, r = 0.82), while high-proficiency learners focused on audio (listening > reading, Z = −5.12, p < 0.001, r = 0.89). Multi-speaker videos amplified caption reliance for low-proficiency learners (r = 0.75) and moderately increased reliance for high-proficiency learners (r = 0.52). These findings demonstrate that low-proficiency learners rely overwhelmingly on captions during video viewing, while high-proficiency learners integrate multimodal inputs. Notably, increased visual complexity amplifies caption reliance across proficiency levels. Implications are twofold: Pedagogically, educators could design tiered caption removal protocols as skills improve while incorporating adjustable caption opacity tools. Technologically, future research could focus on developing dynamic captioning systems leveraging eye-tracking and AI to adapt to real-time proficiency, optimizing learning experiences. Additionally, video complexity should be calibrated to learners’ proficiency levels. Full article
(This article belongs to the Special Issue Educational Applications of Cognitive Psychology)
17 pages, 248 KiB  
Article
“Video Killed the Radio Star”: Transitioning from an Audio- to a Video-Based Exam in Hungarian Language Classes for International Medical Students
by Gabriella Hild, Anna Dávidovics, Vilmos Warta and Timea Németh
Educ. Sci. 2025, 15(2), 161; https://doi.org/10.3390/educsci15020161 - 28 Jan 2025
Viewed by 1040
Abstract
This action research examines the transition from audio- to video-based tasks in the final Medical Hungarian exam for international medical students, aiming to better align assessment with real-life language needs and enhance student motivation. Conducted at a Hungarian medical university with 61 second-year [...] Read more.
This action research examines the transition from audio- to video-based tasks in the final Medical Hungarian exam for international medical students, aiming to better align assessment with real-life language needs and enhance student motivation. Conducted at a Hungarian medical university with 61 second-year students, the study uses a mixed-methods approach. Quantitative data from a questionnaire and qualitative insights from focus group interviews reveal students’ experiences with the video-based exam tasks and preparatory materials. The results indicate a positive reception of the Practice Test Book and the new video exam format, with visual cues like body language aiding in comprehension and engagement. Students found that the video-based tasks closely mirrored clinical interactions, strengthening the relevance of language skills in professional contexts. Preparatory materials, including lead-in exercises, were well-received by students and seen as effective in improving readiness for the exam. The study suggests that the shift from audio- to video-based assessment can bridge classroom learning with real-world application, potentially serving as a model for other non-traditional study abroad settings in Languages Other Than English (LOTEs), especially as purely audio-based communication has become less prevalent in today’s world. Full article
18 pages, 1009 KiB  
Article
Interactive Videos as Effective Tools for Media Literacy Education in Communication and Media Courses
by Maria Matsiola
Electronics 2024, 13(23), 4738; https://doi.org/10.3390/electronics13234738 - 29 Nov 2024
Cited by 1 | Viewed by 1617
Abstract
The vast amount of audiovisual and multimedia content that is currently delivered via multiple ways and platforms makes media literacy imperative to enhance citizens’ ability to assess the credibility and trustworthiness of media sources. By recognizing bias and misinformation and understanding the impact [...] Read more.
The vast amount of audiovisual and multimedia content that is currently delivered via multiple ways and platforms makes media literacy imperative to enhance citizens’ ability to assess the credibility and trustworthiness of media sources. By recognizing bias and misinformation and understanding the impact the media can have on individuals and society, media literate citizens are better equipped to analyze the information they receive, thus presenting critical thinking. This paper, through research conducted among university students that attended the course of “Creative studio and audiovisual productions” at the Department of Communication and Digital Media, University of Western Macedonia, Greece, aims to present the effective use of interactive video production to media literacy. Prior to the beginning of the semester, the students were asked to state, among other things, their knowledge of media literacy, their digital literacy levels, and their skills level on various forms of video productions. At the end of the semester, they were asked to assess the knowledge and skills acquired through the process of creating an interactive video production on media literacy. The results revealed that through this project that brought them enjoyment, they gained knowledge, and they highly valued the role of interactive videos as communication tools. Full article
(This article belongs to the Special Issue Advances in HCI Research)
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12 pages, 259 KiB  
Article
A Shift from an Audio- to a Video-Based Exam Format to Reflect Real-Life Clinical Interactions in the Language-Learning Classroom
by Gabriella Hild, Anna Dávidovics, Vilmos Warta and Timea Németh
Educ. Sci. 2024, 14(12), 1278; https://doi.org/10.3390/educsci14121278 - 22 Nov 2024
Cited by 1 | Viewed by 796
Abstract
Effective patient communication is vital in medical training. At a Hungarian Medical university, international students in the English-medium program are required to study Hungarian for two years to prepare for clinical rotations in Hungarian hospitals. The final language assessment traditionally included an audio-based [...] Read more.
Effective patient communication is vital in medical training. At a Hungarian Medical university, international students in the English-medium program are required to study Hungarian for two years to prepare for clinical rotations in Hungarian hospitals. The final language assessment traditionally included an audio-based listening exam, but both students and teachers raised concerns about its difficulty and its lack of relevance to real-life clinical interactions and the students’ actual language needs. A needs analysis was conducted with 52 second-year international medical students through focus-group interviews after they took the exam to address these issues. Based on the feedback, a video-based exam format was developed and piloted. The new format incorporated visual cues such as gestures and facial expressions, better reflecting face-to-face patient communication. A total of 38 third-year students who had previously taken the audio-based version of the exam participated in the pilot, with focus-group interviews conducted to directly compare the two formats. The majority of the students found the video-based exam more engaging and relevant to their clinical experience. The findings suggest that the video-based exam better prepares students for real-life medical communication and provides a more meaningful assessment experience, bridging the gap between language learning and clinical practice. Full article
19 pages, 3739 KiB  
Article
Segmenting Speech: The Role of Resyllabification in Spanish Phonology
by Iván Andreu Rascón
Languages 2024, 9(11), 346; https://doi.org/10.3390/languages9110346 - 7 Nov 2024
Viewed by 1570
Abstract
Humans segment speech naturally based on the transitional probabilities between linguistic elements. For bilingual speakers navigating between a first (L1) and a second language (L2), L1 knowledge can influence their perception, leading to transfer effects based on phonological similarities or differences. Specifically, in [...] Read more.
Humans segment speech naturally based on the transitional probabilities between linguistic elements. For bilingual speakers navigating between a first (L1) and a second language (L2), L1 knowledge can influence their perception, leading to transfer effects based on phonological similarities or differences. Specifically, in Spanish, resyllabification occurs when consonants at the end of a syllable or word boundary are repositioned as the onset of the subsequent syllable. While the process can lead to ambiguities in perception, current academic discussions debate the duration of canonical and resyllabified productions. However, the role of bilingualism in the visual perception of syllable and word segmentation remains unknown to date. The present study explores the use of bilingual skills in the perception of articulatory movements and visual cues in speech perception, addressing the gap in the literature regarding the visibility of syllable pauses in lipreading. The participants in this study, 80 native Spanish speakers and 195 L2 learners, were subjected to audio, visual-only, and audiovisual conditions to assess their segmentation accuracy. The results indicated that both groups could segment speech effectively, with audiovisual cues providing the most significant benefit. Native speakers performed more consistently, while proficiency influenced L2 learners’ accuracy. The results show that aural syllabic segmentation is acquired at early stages of proficiency, while visual syllabic segmentation is acquired at higher levels of proficiency. Full article
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12 pages, 1186 KiB  
Article
An Expert Usability Evaluation of a Specialized Platform for Designing and Producing Online Educational Talking Books
by Mohamed Elsayed Ahmed and Shinobu Hasegawa
Appl. Syst. Innov. 2024, 7(5), 74; https://doi.org/10.3390/asi7050074 - 26 Aug 2024
Cited by 1 | Viewed by 1546
Abstract
Educational institutions are increasingly using audio-based learning resources and technologies nowadays, especially for students who are auditory learners and visually impaired. The ability to design and create online educational talking books with a pedagogical foundation has become essential for students studying instructional and [...] Read more.
Educational institutions are increasingly using audio-based learning resources and technologies nowadays, especially for students who are auditory learners and visually impaired. The ability to design and create online educational talking books with a pedagogical foundation has become essential for students studying instructional and information technology in the age of digital learning. With the need to enhance such skills to target students in higher educational institutions, instructional and information technology students have no specialized platform for designing and producing an online educational talking book without web programming challenges. This study suggests a new specialized, web-based platform that can assist students in developing online educational talking books. In this study, fourteen instructional technology experts evaluated the proposed platform’s usability. An online questionnaire was utilized to gather data, applying qualitative and quantitative methodologies. The results show that the proposed platform is appropriate for creating and developing an online educational talking book for the intended audience of students. Furthermore, the suggested platform’s current version had a workable design that was appropriate for helping students acquire the necessary abilities. Full article
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19 pages, 1140 KiB  
Review
A Review of Recent Literature on Audio-Based Pseudo-Haptics
by Sandy Abdo, Bill Kapralos, KC Collins and Adam Dubrowski
Appl. Sci. 2024, 14(14), 6020; https://doi.org/10.3390/app14146020 - 10 Jul 2024
Viewed by 2570
Abstract
Immersive virtual learning environments (iVLEs), particularly serious games and virtual simulations, typically ignore psychomotor skills development, partly due to the difficulty and cost associated with accurately replicating touch. Simulating touch, also known as haptics, requires specialized haptic devices that are not widely accessible [...] Read more.
Immersive virtual learning environments (iVLEs), particularly serious games and virtual simulations, typically ignore psychomotor skills development, partly due to the difficulty and cost associated with accurately replicating touch. Simulating touch, also known as haptics, requires specialized haptic devices that are not widely accessible at the consumer-level. Using visual (and/or auditory) cues, pseudo-haptics aims to mimic touch sensations without haptic devices. Although pseudo-haptics has predominantly focused on visual cues, a 2019 review by Collins and Kapralos on pseudo-haptics emphasized the role of auditory cues and cross-modal interactions. Since then, great advancements, notably during the COVID-19 pandemic’s shift to remote learning, have been made. Here, we build upon the work of Collins and Kapralos with a narrative review on audio-based pseudo-haptics. This narrative review explores 17 articles obtained from the Google Scholar, RefSeek, Scopus, and PubMed databases, with the aim of providing a comprehensive summary of the progress in this field since 2019. Pseudo-haptics presents a viable alternative to simulate various aspects of touch, including weight, stiffness, roughness, dampness, force, and glossiness, when haptic devices are unavailable, enhancing immersion and providing the potential to improve psychomotor skill training within iVLEs. Full article
(This article belongs to the Special Issue Applied Audio Interaction)
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15 pages, 3000 KiB  
Article
Enabling Self-Practice of Digital Audio–Tactile Maps for Visually Impaired People by Large Language Models
by Chanh Minh Tran, Nguyen Gia Bach, Phan Xuan Tan, Eiji Kamioka and Manami Kanamaru
Electronics 2024, 13(12), 2395; https://doi.org/10.3390/electronics13122395 - 19 Jun 2024
Cited by 2 | Viewed by 1775
Abstract
Digital audio–tactile maps (DATMs) on touchscreen devices provide valuable opportunities for people who are visually impaired (PVIs) to explore the spatial environment for engaging in travel activities. Existing solutions for DATMs usually require extensive training for the PVIs to understand the feedback mechanism. [...] Read more.
Digital audio–tactile maps (DATMs) on touchscreen devices provide valuable opportunities for people who are visually impaired (PVIs) to explore the spatial environment for engaging in travel activities. Existing solutions for DATMs usually require extensive training for the PVIs to understand the feedback mechanism. Due to the shortage of human resources for training specialists, as well as PVIs’ desire for frequent practice to maintain their usage skills, it has become challenging to widely adopt DATMs in real life. This paper discusses the use of large language models (LLMs) to provide a verbal evaluation of the PVIs’ perception, which is crucial for the independent practice of DATM usage. A smartphone-based prototype providing DATMs of simple floor plans was developed for a preliminary investigation. The evaluation results have proven that the interaction with the LLM could help the participants better understand the DATMs’ content and could vividly replicate them by drawings. Full article
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20 pages, 3243 KiB  
Article
Assessment of a Teaching Module for Cardiac Auscultation of Horses by Veterinary Students
by Alyse Wood, Frances Marie Shapter and Allison J. Stewart
Animals 2024, 14(9), 1341; https://doi.org/10.3390/ani14091341 - 29 Apr 2024
Cited by 1 | Viewed by 1754
Abstract
Auscultation of heart sounds is an important veterinary skill requiring an understanding of anatomy, physiology, pathophysiology and pattern recognition. This cross-sectional study was developed to evaluate a targeted, audio-visual training resource for veterinary students to improve their understanding and auscultation of common heart [...] Read more.
Auscultation of heart sounds is an important veterinary skill requiring an understanding of anatomy, physiology, pathophysiology and pattern recognition. This cross-sectional study was developed to evaluate a targeted, audio-visual training resource for veterinary students to improve their understanding and auscultation of common heart conditions in horses. Fourth- and fifth-year 2021 and 2022 Bachelor of Veterinary Science students at the University of Queensland (UQ) were provided the learning resource and surveyed via online pre- and post-intervention surveys. Results were quantitatively analyzed using descriptive statistics and Mann–Whitney U tests. Open-ended survey questions were qualitatively analyzed by thematic analysis and Leximancer™ Version 4 program software analysis. Over the two-year period, 231 fourth-year and 222 fifth-year veterinary students had access to the resource; 89 completed the pre-intervention survey and 57 completed the post-intervention survey. Quantitative results showed the resource helped students prepare for practicals and their perception of competency and confidence when auscultating equine cardiac sounds improved (p < 0.05). Compared to fifth-year students, fourth-year students felt less competent at identifying murmurs and arrythmias prior to accessing the learning resource (p < 0.05). Fourth-year and fifth-year students’ familiarity with detection of murmurs improved after completing the learning resource (p < 0.001). Qualitative analysis demonstrated a limited number of opportunities to practice equine cardiac auscultation throughout the veterinary degree, especially during the COVID-19 pandemic, and that integrated audio-visual resources are an effective means of teaching auscultation. Full article
(This article belongs to the Special Issue Education and Communication in Veterinary Clinical Practice)
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17 pages, 6723 KiB  
Article
Connected Art Practice: Transformative Learning Environments for Transdisciplinary Competences
by Dan Norton, Frances-Ann Norton and Stella Veciana
Societies 2024, 14(3), 33; https://doi.org/10.3390/soc14030033 - 23 Feb 2024
Cited by 2 | Viewed by 2798
Abstract
This article explores the implementation of Connected Art Practice in diverse learning environments, serving as an immersive entry point for students and researchers to develop collaborative transdisciplinary skills. This innovative approach integrates audio, educational, and sustainability research, employing sound-interaction methods applied to tangible [...] Read more.
This article explores the implementation of Connected Art Practice in diverse learning environments, serving as an immersive entry point for students and researchers to develop collaborative transdisciplinary skills. This innovative approach integrates audio, educational, and sustainability research, employing sound-interaction methods applied to tangible objects. Participants engage in exploring the interplay between objects representing interests or values, fostering the creation of a visual and linguistic network of interconnectedness. Inspired by artistic research, particularly Dérive, the practice provides experiences of connectedness to others and the environment, intertwined with reflections and discussions that foster a community of inquiry. This community collaboratively designs shared practices or projects, encouraging a holistic approach to transformative learning, addressing heterogeneity, complexity, authenticity, critical awareness, and emotional connectedness. All three case studies utilized qualitative analysis in artistic and academic settings. Datasets were collected in case study two from group discussion, participant observation, press releases and documentary photographs. In case studies one and three, audio–visual recordings, participant observation, field notes, and photo-documentation were collected. This study demonstrates that “Connected Art Practice” enhances competences in artistic expression, communication, and collaboration across disciplinary, social, and cultural boundaries. Specifically, it contributes to creative reinvention, personal sharing, self-reflection, and the capacity to co-design diverse projects. The paper concludes by discussing findings and pointing out the essential qualities of Connected Art, providing insights and resources for educational and research institutions seeking to foster transdisciplinary engagement and transformative learning in their curricular activities. Full article
(This article belongs to the Special Issue Visual Arts and Design: Practice-Based Research)
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8 pages, 447 KiB  
Article
The Use of Fine Arts to Enhance Visualization and Describing Skills in a First-Year Dental Anatomy Course: A Qualitative Study
by Geetha Siddanna, Bradley Smith, Andrea Mantesso, Vidya Ramaswamy, Tracy de Peralta and Elisabeta Karl
Oral 2024, 4(1), 1-8; https://doi.org/10.3390/oral4010001 - 21 Dec 2023
Cited by 2 | Viewed by 1557
Abstract
(1) Background: In this qualitative study, we investigated the implementation of an art-based observation workshop as a tool to improve visualization and interpretation skills in a cohort of first-year dental students (N = 109) in a dental anatomy course. (2) Methods: The art [...] Read more.
(1) Background: In this qualitative study, we investigated the implementation of an art-based observation workshop as a tool to improve visualization and interpretation skills in a cohort of first-year dental students (N = 109) in a dental anatomy course. (2) Methods: The art workshop was held once for a total of 60 min in the pre-clinical simulation laboratory, which is the regular teaching setting for the dental anatomy course. Visualization and interpretation skills were assessed before (pre-test) and after the art-based observation workshop (post-test). The pre- and post-tests contained five images that guided students to describe dental anatomy images. The pre- and post-test had different but similar images. Dental students accessed the pre- and post-tests on CANVAS and recorded their answers. After that, the audio recording files were analyzed and compared to determine the frequency of use of dental anatomy-specific nomenclature while answering the pre- and post-test. (3) Results: Our results demonstrate that students used dental anatomy-specific nomenclature more frequently after the intervention. (4) Conclusions: we have concluded that students’ use of dental anatomy nomenclature in the first-year dental anatomy curriculum is enhanced following an art-based intervention in a regular dental simulation laboratory. Full article
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15 pages, 478 KiB  
Article
Culinary and Gastronomic Practices during the Periods of Restrictions on Movement Caused by the COVID-19 Pandemic in the Province of Alicante (Spain)
by Maria Tormo-Santamaria, Lluís Català-Oltra, Alexandre Pereto-Rovira, Ángeles Ruíz-García and Josep Bernabeu-Mestre
Foods 2023, 12(15), 2838; https://doi.org/10.3390/foods12152838 - 26 Jul 2023
Viewed by 2176
Abstract
Introduction: The third wave of COVID-19 had a large impact on the autonomous Region of Valencia, which gave rise to restrictions on movement and access to collective eating establishments. The objective of this study is to analyse the culinary and gastronomic behaviour exhibited [...] Read more.
Introduction: The third wave of COVID-19 had a large impact on the autonomous Region of Valencia, which gave rise to restrictions on movement and access to collective eating establishments. The objective of this study is to analyse the culinary and gastronomic behaviour exhibited by the population of the province of Alicante during the period of restrictions, in early 2021, in order to compare the results with an identical survey carried out during the first lockdown of 2020. Methods: observational and repeated cross-sectional study. Results: The frequency and time dedicated to cooking were similar, as was the tendency to cook as a family, although the percentage of meals ate alone increased and the presence of audiovisual devices during meals persisted. Recipes, cookbooks, websites and online courses became the principal sources of learning and the self-perception of improvements in culinary skills was greater. The cooking of traditional dishes of the Mediterranean diet predominated to the detriment of ready meals, but 41.6% of those surveyed preferred to improvise. The recipes most consulted were those for main courses. Conclusions. In spite of certain changes and setbacks, which in many cases led to a regression to the situation prior to the pandemic, many of the improvements made during the lockdown of 2020 persisted. Changes were made in culinary and gastronomic practices that can help to achieve a more conscious, healthy and sustainable diet but which require educational policies and actions to reinforce and consolidate them. Full article
(This article belongs to the Special Issue Consumer Behavior and Food Choice—2nd Edition)
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13 pages, 711 KiB  
Article
Increasing Socially Significant Behaviors for Children with Autism Using Synchronous Reinforcement
by Stephany K. Stordahl, Joseph H. Cihon, Shahla Alai-Rosales and Jesus Rosales-Ruiz
Educ. Sci. 2023, 13(7), 751; https://doi.org/10.3390/educsci13070751 - 21 Jul 2023
Cited by 7 | Viewed by 4560
Abstract
In some types of reinforcement schedules, a reinforcer is presented or given to the child and interacted with continuously while a target behavior is occurring. Previous researchers have used this type of reinforcement as an assessment tool and to study basic reinforcement processes. [...] Read more.
In some types of reinforcement schedules, a reinforcer is presented or given to the child and interacted with continuously while a target behavior is occurring. Previous researchers have used this type of reinforcement as an assessment tool and to study basic reinforcement processes. However, little research has explored how to effectively use these schedules to reinforce socially important responses in applied settings. The current study analyzed the implementation of synchronous reinforcement in a nonconcurrent multiple baseline across participants. Several interventionists implemented synchronous reinforcement with four children with autism across a variety of responses and reinforcers. The results indicated that delivering social, audio/visual, and tangible stimuli on a synchronous schedule resulted in increased durations of targeted (e.g., social skills and motor skills) and nontargeted (e.g., approach, social bids, and speed) measures across all children. Recommendations regarding reinforcer and response selection in implementing synchronous schedules in applied settings are provided. Full article
(This article belongs to the Special Issue Advances in Educational Interventions for Autistic Individuals)
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17 pages, 10435 KiB  
Article
The Influence of Immersive and Collaborative Virtual Environments in Improving Spatial Skills
by Julián Conesa, Francisco José Mula, Kristin A. Bartlett, Ferran Naya and Manuel Contero
Appl. Sci. 2023, 13(14), 8426; https://doi.org/10.3390/app13148426 - 21 Jul 2023
Cited by 9 | Viewed by 2749
Abstract
The use of Virtual Reality (VR) is growing in popularity in educational contexts. In this work, we present a novel software application based on immersive VR in which users can interact simultaneously with a model in a shared virtual scene and maintain audiovisual [...] Read more.
The use of Virtual Reality (VR) is growing in popularity in educational contexts. In this work, we present a novel software application based on immersive VR in which users can interact simultaneously with a model in a shared virtual scene and maintain audiovisual communication. The 3D model-building activity within the application was designed to improve spatial skills. Twenty-nine industrial engineering students completed the modeling activity in groups of two or three. Post-test scores showed significant improvement over pre-test scores for both spatial tests used to measure the effectiveness of the instrument in improving spatial skills. Participants rated the application favorably in terms of usability and functionality. Results suggest that spatial training in a collaborative immersive virtual environment has the potential to be an effective approach to improving spatial skills. Full article
(This article belongs to the Special Issue Applications of Virtual, Augmented, and Mixed Reality - 2nd Volume)
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