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Seyedahmad Rahimi; Justice T. Walker; Lin Lin-Lipsmeyer; Jinnie Shin – Creativity Research Journal, 2024
Digital sandbox games such as "Minecraft" can be used to assess and support creativity. Doing so, however, requires an understanding of what is deemed creative in this game context. One approach is to understand how Minecrafters describe creativity in their communities, and how much those descriptions overlap with the established…
Descriptors: Creativity, Video Games, Computer Games, Evaluation Methods
Vera Kempe; Patricia J. Brooks; Steven Gillis – Language Teaching Research Quarterly, 2024
The Child Language Data Exchange System (CHILDES), created by Brain MacWhinney and Catherine Snow in 1984, is one of the earliest Open Science and data sharing initiatives in child language development research, and probably in developmental psychology and the behavioral sciences more generally. It is the cornerstone of TalkBank--a repository of…
Descriptors: Databases, Child Language, Language Acquisition, Language Research
Lawrence Angrave; Jiaxi Li; Ninghan Zhong – Grantee Submission, 2022
To efficiently create books and other instructional content from videos and further improve accessibility of our course content we needed to solve the scene detection (SD) problem for engineering educational content. We present the pedagogical applications of extracting video images for the purposes of digital book generation and other shareable…
Descriptors: Instructional Materials, Material Development, Video Technology, Course Content
Morris, Mitchell J. – ProQuest LLC, 2012
Quickly accessing the contents of a video is challenging for users, particularly for unstructured video, which contains no intentional shot boundaries, no chapters, and no apparent edited format. We approach this problem in the domain of lecture videos though the use of machine learning, to gather semantic information about the videos; and through…
Descriptors: Heuristics, Electronic Learning, Video Technology, Computer Interfaces

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