Essays about: "learning intervention"

Showing result 1 - 5 of 106 essays containing the words learning intervention.

  1. 1. Data analytics and machine learning for railway track degradation: Using Bothnia Line track measurements for maintenance forecasting

    University essay from KTH/Väg- och spårfordon samt konceptuell fordonsdesign

    Author : Elie Roudiere; [2024]
    Keywords : Railway; Track geometry; Machine learning; Statistics; Predictive maintenance; Botniabanan; Järnväg; spårgeometri; maskininlärning; statistik; förebyggande underhåll; Botniabanan;

    Abstract : In this paper, a statistical method is developed to improve predictive maintenance on railway track. The problem tackled is being able to predict when the next maintenance event should take place to guarantee a certain track quality class. READ MORE

  2. 2. Using poverty simulations to teach about poverty - an action research study

    University essay from Göteborgs universitet/Institutionen för didaktik och pedagogisk profession

    Author : Lenka Čavojská; [2023-06-20]
    Keywords : Poverty; Poverty Simulation; Attitudes toward Poverty; Experiential Learning; Experiential Education; Experiential Learning Cycle; Critical approaches to Experiential Learning and Education; Action Research;

    Abstract : Aim: The purpose of this research study was to investigate the effect of a poverty simulation activity on 9th-grade students’ understanding of poverty. Theory: This study´s theoretical framework was built on Dewey´s theory of Experiential Education, Kolb´s Experiential Learning Cycle, and various critical approaches toward Experiential Learning and Education. READ MORE

  3. 3. Rainbow Galaxy Adventure A gamified socio-emotional learning experience

    University essay from Göteborgs universitet/Institutionen för pedagogik och specialpedagogik

    Author : Franchesca Toledo Spets; [2023-06-19]
    Keywords : socio-emotional learning; socio-emotional education; gamification; collaborative learning; primary education;

    Abstract : Aim: The aim of the thesis is to describe and analyze how a gamified socio-emotional learning intervention influenced the perceptions of socio-emotional concepts and competencies for the participants. Framework: The research adopts a conceptual framework of collaborative learning. READ MORE

  4. 4. DIFFERENTIAL OUTCOME TRAINING AND HUMANOID ROBOT FEEDBACK ON A VISUOSPATIAL GAMIFIED TASK: An experimental study investigating learning, affective social engagement cues and cognitive learning strategies

    University essay from Institutionen för tillämpad informationsteknologi

    Author : Alva Markelius; Sofia Sjöberg; [2023-02-01]
    Keywords : Human-robot interaction; gamified memory task; dementia; differential outcome theory; Furhat; engagement; digitalised treatments; robot assistance;

    Abstract : By combining Differential Outcome Training (DOT), the usage of unique stimulus-response pairings, and feedback from a humanoid simulated robot (SDK) this study aims to improve learning performance of subjects on a visuospatial gamified memory task. This is achieved by using the SDK as an interface for an algorithm that provides audiovisual, reinforcing feedback promoting engangement in a new dyadic setup for a gamified task. READ MORE

  5. 5. Heart rate estimation from wrist-PPG signals in activity by deep learning methods

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Marie-Ange Stefanos; [2023]
    Keywords : Deep Learning; Medical Data; Signal Processing; Heart Rate Estimation; Wrist Photoplethysmography; Djup lärning; Medicinska Data; Signalbehandling; Pulsuppskattning; Handledsfotopletysmograf;

    Abstract : In the context of health improving, the measurement of vital parameters such as heart rate (HR) can provide solutions for health monitoring, prevention and screening for certain chronic diseases. Among the different technologies for HR measuring, photoplethysmography (PPG) technique embedded in smart watches is the most commonly used in the field of consumer electronics since it is comfortable and does not require any user intervention. READ MORE