Quantitative pedagogy: A digital two player game to examine communicative competence

Inner concepts are much richer than the words that describe them. Our general objective is to inquire what are the best procedures to communicate conceptual knowledge. We construct a simplified and controlled setup emulating important variables of pedagogy amenable to quantitative analysis. To this...

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Autor principal: Sigman, Mariano
Publicado: 2015
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Acceso en línea:https://bibliotecadigital.exactas.uba.ar/collection/paper/document/paper_19326203_v10_n11_p_LopezRosenfeld
http://hdl.handle.net/20.500.12110/paper_19326203_v10_n11_p_LopezRosenfeld
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spelling paper:paper_19326203_v10_n11_p_LopezRosenfeld2023-06-08T16:30:26Z Quantitative pedagogy: A digital two player game to examine communicative competence Sigman, Mariano creativity drawing human human experiment literature pedagogics quantitative analysis quantitative study adult interpersonal communication mobile application professional competence smartphone teaching young adult Adult Communication Humans Mobile Applications Professional Competence Smartphone Teaching Young Adult Inner concepts are much richer than the words that describe them. Our general objective is to inquire what are the best procedures to communicate conceptual knowledge. We construct a simplified and controlled setup emulating important variables of pedagogy amenable to quantitative analysis. To this aim, we designed a game inspired in Chinese Whispers, to investigate which attributes of a description affect its capacity to faithfully convey an image. This is a two player game: an emitter and a receiver. The emitter was shown a simple geometric figure and was asked to describe it in words. He was informed that this description would be passed to the receiver who had to replicate the drawing from this description. We capitalized on vast data obtained from an android app to quantify the effect of different aspects of a description on communication precision. We show that descriptions more effectively communicate an image when they are coherent and when they are procedural. Instead, the creativity, the use of metaphors and the use of mathematical concepts do not affect its fidelity. © 2015 Bastin et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Fil:Sigman, M. Universidad de Buenos Aires. Facultad de Ciencias Exactas y Naturales; Argentina. 2015 https://bibliotecadigital.exactas.uba.ar/collection/paper/document/paper_19326203_v10_n11_p_LopezRosenfeld http://hdl.handle.net/20.500.12110/paper_19326203_v10_n11_p_LopezRosenfeld
institution Universidad de Buenos Aires
institution_str I-28
repository_str R-134
collection Biblioteca Digital - Facultad de Ciencias Exactas y Naturales (UBA)
topic creativity
drawing
human
human experiment
literature
pedagogics
quantitative analysis
quantitative study
adult
interpersonal communication
mobile application
professional competence
smartphone
teaching
young adult
Adult
Communication
Humans
Mobile Applications
Professional Competence
Smartphone
Teaching
Young Adult
spellingShingle creativity
drawing
human
human experiment
literature
pedagogics
quantitative analysis
quantitative study
adult
interpersonal communication
mobile application
professional competence
smartphone
teaching
young adult
Adult
Communication
Humans
Mobile Applications
Professional Competence
Smartphone
Teaching
Young Adult
Sigman, Mariano
Quantitative pedagogy: A digital two player game to examine communicative competence
topic_facet creativity
drawing
human
human experiment
literature
pedagogics
quantitative analysis
quantitative study
adult
interpersonal communication
mobile application
professional competence
smartphone
teaching
young adult
Adult
Communication
Humans
Mobile Applications
Professional Competence
Smartphone
Teaching
Young Adult
description Inner concepts are much richer than the words that describe them. Our general objective is to inquire what are the best procedures to communicate conceptual knowledge. We construct a simplified and controlled setup emulating important variables of pedagogy amenable to quantitative analysis. To this aim, we designed a game inspired in Chinese Whispers, to investigate which attributes of a description affect its capacity to faithfully convey an image. This is a two player game: an emitter and a receiver. The emitter was shown a simple geometric figure and was asked to describe it in words. He was informed that this description would be passed to the receiver who had to replicate the drawing from this description. We capitalized on vast data obtained from an android app to quantify the effect of different aspects of a description on communication precision. We show that descriptions more effectively communicate an image when they are coherent and when they are procedural. Instead, the creativity, the use of metaphors and the use of mathematical concepts do not affect its fidelity. © 2015 Bastin et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
author Sigman, Mariano
author_facet Sigman, Mariano
author_sort Sigman, Mariano
title Quantitative pedagogy: A digital two player game to examine communicative competence
title_short Quantitative pedagogy: A digital two player game to examine communicative competence
title_full Quantitative pedagogy: A digital two player game to examine communicative competence
title_fullStr Quantitative pedagogy: A digital two player game to examine communicative competence
title_full_unstemmed Quantitative pedagogy: A digital two player game to examine communicative competence
title_sort quantitative pedagogy: a digital two player game to examine communicative competence
publishDate 2015
url https://bibliotecadigital.exactas.uba.ar/collection/paper/document/paper_19326203_v10_n11_p_LopezRosenfeld
http://hdl.handle.net/20.500.12110/paper_19326203_v10_n11_p_LopezRosenfeld
work_keys_str_mv AT sigmanmariano quantitativepedagogyadigitaltwoplayergametoexaminecommunicativecompetence
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