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Open AccessJournal ArticleDOI

Human agency beliefs affect older adults' interaction behaviours and task performance when learning with computerised partners

TLDR
It is suggested that beliefs about agency affect how efficiently and how accurately older adults learn with technology, which has implications for computer mediated support in aging.
About
This article is published in Computers in Human Behavior.The article was published on 2019-12-01 and is currently open access. It has received 5 citations till now. The article focuses on the topics: Collaborative learning & Task (project management).

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Citations
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Journal ArticleDOI

Influences on medical app adoption by patients: the unified theory of acceptance and use of technology model and the moderating effects of technology readiness

TL;DR: In this article, the authors investigated the factors influencing the adoption of medical apps by hospital patients, and found that patients have begun to provide their own apps to improve the efficiency of hospital services.
Proceedings ArticleDOI

Conversational Agents for Elderly Interaction

TL;DR: In this article, the authors analyzed the use of conversational agents and the main types of personalization used during interacting with the elderly and found that these solutions may have a positive impact on elderly's life.
Proceedings Article

Towards Human-Based Models of Behaviour in Social Robots: Exploring Age-Related Differences in the Processing of Gaze Cues in Human-Robot Interaction.

TL;DR: Towards human-based models of behaviour in social robots: Exploring age-related differences in the processing of gaze cues in human-robot interaction.
Journal ArticleDOI

Effects of social skills on lexical alignment in human-human interaction and human-computer interaction

TL;DR: The authors investigated whether speakers converge with their conversational partner on lexical choices (i.e., lexical alignment) to the same extent when they believed the partner was a human (human-human interaction, HHI) and when they were a computer (humancomputer interaction), and whether the strength of lexical alignments is moderated by individuals' social skills in the same fashion in HHI and HCI.
Book ChapterDOI

A Human or a Computer Agent: The Social and Cognitive Effects of an e-Learning Instructor's Identity and Voice Cues

TL;DR: In this article , the authors examined the effects of an e-learning instructor's identity and voice cues on an instructor's social ratings, learners' cognitive load, and learning performance.
References
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Journal ArticleDOI

Reducing working memory load in spoken dialogue systems

TL;DR: The number of options is less important than an accurate assessment of the actual cognitive demands of the task at hand, and both older and younger users booked appointments more quickly without compromising task success.
Journal Article

Development of a VR therapy application for Iraq war military personnel with PTSD.

TL;DR: The aim of the current paper is to specify the rationale, design and development of an Iraq War PTSD VR application that is being created from the virtual assets that were initially developed for theX-Box game entitled Full Spectrum Warrior which was inspired by a combat tactical training simulation, Full Spectrum Command.
Journal ArticleDOI

ICT Learning by Older Adults and Their Attitudes toward Computer Use

TL;DR: The findings show that direct contact with computers generates more positive attitudes toward computer use and also positive relationships with attitudes, user behavior, training expectations, and self-confidence.
Journal ArticleDOI

The shaping of social perception by stimulus and knowledge cues to human animacy

TL;DR: Using fMRI, an elaborate belief manipulation, and human and robot avatars, it is found that knowledge cues to human animacy modulate engagement of person perception and mentalizing networks, while stimulus cues tohuman animacy had less impact on social brain networks.
Journal ArticleDOI

Left to their own devices: the everyday realities of one-to-one classrooms

TL;DR: In this article, the authors focus on how the proliferation of digital devices has come to bear upon everyday experiences of school and highlight the ways in which staff and students negotiate (in)appropriate technology engagement; the ordinary (rather than extraordinary) ways that students make use of their devices in classrooms; and the device-related tensions now beginning to arise in schools.
Related Papers (5)
Frequently Asked Questions (13)
Q1. What are the contributions in this paper?

For instance, this paper found that older adults are more likely to become anxious around computers, and computer anxiety is an important predictor of computer use. 

There may be differences in the recall of this information after a longer delay, and future research should focus on the influence of human and computer learning partners on longer-term recall. Future studies may focus on whether the approachability and friendliness of perceived human interlocutors has a role in how well older adults interact and learn. Despite these limitations, their results indicate that beliefs about agency play an important role in human-computer dialogue and highlight the need for future research in this area. 

In line with human Barrier Task research, in order to minimise inter-trial noise, the nine trials were collapsed into three trial bins, each representing three consecutive trials. 

The interaction between the early trials and condition suggests that while initial interactions with the computer partner are quicker, participants show a greater overall decrease in the time taken to complete trials in the human partner condition. 

Higher levels of computer literacy and internet use in older adults are significantly predictors of psychological well-being, reduced loneliness, and higher life satisfaction (González, Ramírez & Viadel, 2015; Heo, Chun, Lee, Lee & Kim, 2015; Gardiner, Geldenhuys & Gott, 2018). 

In a within-subjects design, twenty-four older adults aged 60-85 years completed a collaborative learning task with both the human and computer systems. 

It is also important to note that the social manner of the computer may play a role in how people interact and learn from them, and increased computer sociability may create a more human-like alliance with an agent (Vardoulakis et al., 2012). 

Participants believed that they were interacting with a human partner in one condition and a computer partner in another condition and their interactive behaviours, performance, and later recall were assessed. 

As beliefs about agency have an impact on how older adults interact with and learn from systems, researchers and software designers should take this into account when creating systems designed to interact with and assist older adults. 

Advanced computer systems are now relatively inexpensive and therefore increasingly used by people, organisations, and corporations (Caruana, Spirou, & Brock, 2017). 

Wilcoxon signed-ranks (V = 17, p < 0.05, d = 0.55) revealed that, one hour later, participants recalled significantly more tangram descriptions in the human condition compared to the computer condition. 

The Computerised Barrier Task yields two dependent variables relating to interactionwith the system; time taken to complete the task and number of interactive turns taken, aligning with previous Barrier Task research (Derksen et al., 2015). 

The four most commonly used phrases to describe each card were accessible as descriptors, with the least common of the four presented initially.