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Muñoz, Karla; Noguez, Julieta; Neri, Luis; Mc Kevitt, Paul; Lunney, Tom – Educational Technology & Society, 2016
Game-based Learning (GBL) environments make instruction flexible and interactive. Positive experiences depend on personalization. Student modelling has focused on affect. Three methods are used: (1) recognizing the physiological effects of emotion, (2) reasoning about emotion from its origin and (3) an approach combining 1 and 2. These have proven…
Descriptors: Educational Games, Psychological Patterns, Models, Academic Achievement
Kazemzadeh, Abe – ProQuest LLC, 2013
This dissertation studies how people describe emotions with language and how computers can simulate this descriptive behavior. Although many non-human animals can express their current emotions as social signals, only humans can communicate about emotions symbolically. This symbolic communication of emotion allows us to talk about emotions that we…
Descriptors: Natural Language Processing, Psychological Patterns, Computer Simulation, Discourse Analysis
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Huang, Hung-Yu; Wang, Wen-Chung; Chen, Po-Hsi; Su, Chi-Ming – Applied Psychological Measurement, 2013
Many latent traits in the human sciences have a hierarchical structure. This study aimed to develop a new class of higher order item response theory models for hierarchical latent traits that are flexible in accommodating both dichotomous and polytomous items, to estimate both item and person parameters jointly, to allow users to specify…
Descriptors: Item Response Theory, Models, Vertical Organization, Bayesian Statistics
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Zhang, Zhiyong; Nesselroade, John R. – Multivariate Behavioral Research, 2007
Dynamic factor models have been used to analyze continuous time series behavioral data. We extend 2 main dynamic factor model variations--the direct autoregressive factor score (DAFS) model and the white noise factor score (WNFS) model--to categorical DAFS and WNFS models in the framework of the underlying variable method and illustrate them with…
Descriptors: Bayesian Statistics, Computation, Simulation, Behavioral Science Research