- Almost every digital escape room journey is a personal practice (For specific steps, please see the timeline in the Learning Outcomes). I analyzed key elements of digital lesson plans based on based on the theoretical framework of Nadolny et al. (2020) and UTAUT (Venkatesh, 2003) using Xmind.
- Apart from that, the biggest personal practice was the evaluation of the proposals chosen by my group based on the GBL theoretical framework. GBL refers to games that include educational objectives (Dickey, 2011). Learning and games can be combined in a variety of ways, such as computer games played in a class or role-playing games that cover an entire course over a semester.
- Every time you move up a level in Digital Escape Room, you get a digital badge. I designed my own digital badge "Eagle".
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I learned about Think Aloud as a writing method in a lecture by a visiting professor. I learned about Think Aloud as a writing method in a lecture by a visiting professor. Think Aloud is a method where participants think out loud while performing a task or explaining their thought process. It provides insights into their cognitive processes, decision-making, and problem-solving strategies.
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Led by Dr Na Li, we participated in a chatbot experiment. Everyone was randomly assigned to two AIs. One of the two AIs assigned to me was overly enthusiastic, and although there was a response to my question at the beginning of each sentence, it was very brief. It always kept asking me questions, which annoyed me a bit. The other was an AI whose personality was set to be gentle and empathetic, and while she did ask me rhetorical questions, she was more likely to express her understanding, concern, and encouragement. By chatting with these two AIs with different personas, I got a deep sense of the glimmers and flaws that exist in the creation and development of chatbots.
*Please click "6" to turn to the next page to read the sixth part.
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