代写Influence of Emotional State on Curiosity-Driven Language Learning代写Java编程

- 首页 >> Algorithm 算法

**Experiment Summary: Influence of Emotional State on Curiosity-Driven Language Learning**

**Objective:**

To investigate how emotional state affects curiosity-driven learning in the context of acquiring new words.

**Methodology:**

1. **Participants:**

- Complete 70 trials in total.

- In each trial, participants are given two options:

- **Reading Test:** Participants read 3 sentences ending with the same word. This option checks participants' attention (i.e., if they are reading or not), but there is no specific test on comprehension.

- **Discovery Method:** Participants discover the meaning through context or hints. They read 3 sentences ending with a fictional word and then type the meaning of the fictional word.

For example:

- Sentence 1: "Desde que era pequeña me encanta comer ateloso."

- Sentence 2: "Ha subido mucho el precio del ateloso."

- Sentence 3: "El bocadillo estará mucho más bueno con ateloso."

- The expected translation from the participant is: "tomate."

- Each option is associated with a monetary reward ranging from 1 to 10 euros, indicating the potential reward in a final lottery (recompensa_discovery and recompensa_reading). When an option is chosen, there is a 1/35 chance of winning that reward after completion.

2. **Trial Structure:**

- There are 2 blocks, easy and hard.(bloque 2 and bloque 4)

- Each participant completes 35 trials per block.

- In each trial, the two options are presented along with their associated rewards.

- The difference between the rewards for the Reading Test and Discovery Method ranges from -5 to +5 euros.

- The probability of earning a reward is independent of task performance, and participants are aware of this.

3. **Task Performance:**

- **Discovery Method:** After selecting this option and learning the new word, participants write down the meaning of the fictional word.

- Answers are checked for correctness.

4. **Emotional and Confidence Assessment:**

- Emotional valence and confidence (only for the Discovery Method) in their responses are assessed for each trial. Participants are asked to rate them from 1 to 9.

5. **Recognition Test:**

- After the learning phase (after all trials), a recognition test is conducted (only for the Discovery Method).

- Participants are presented with the words they saw before and must choose the correct translation from two presented options.

6. **Attentional Check:**

- Every 5 trials, participants perform. an attention check task.

- They are shown a sentence and asked if they saw it in the last 5 trials.

The columns in the CSV file are the following.

columns <- c(

"acierto", # Response accuracy

"bloque", # Categorical data: Refers to difficulty (2 easy, 4 hard)

"check_resp.time", # Response time of attention check test

"Código.participante.", # Participant ID

"correccion_ensayo_atencional", # Correctness of attention check response (1 is correct 0 is wrong)

"cuadros_apuesta.started", # Trial options presented start time

"cuadros_apuesta.stopped", # Trial options presented end time (the participant selected the option)

"date", # Date of experiment

"Edad.", # Age of participant

"ensayo_atencional", # 1 indicates that the sentence has been seen by participant in the previous 5 trials. 0 indicates it has not been shown.

"fragmento", # Sentence shown to participant for attention check

"ganancia_conseguida", # Final lottery reward in euro

"Hombre.Mujer.", # Sex of participant

"metodo_discovery", # 1 indicates the participant chose discovery method, 0 that they've chosen reading test

"palabra", # Fictional word

"palabra_pack", # ID of pack of words where the words for Discovery Method come from. The column is empty until the recognition test begins.

"palabra_trad", # Translation of fictional word (used also for recognition test).

"palabra_trad_falsa", # Fake translation of the word used only in the recognition test.

"pos_palabra_trad", # Position of the translated word in the recognition test. (either left or right)

"queso_recompensa_R.started", # Monetary value chart presented time.

"raton_cuadro.clicked_name", # SKIP (don't consider)

"raton_cuadro.time", # SKIP (don't consider)

"recompensa_discovery", # Monetary value (1 - 10) that user sees in discovery method option.

"recompensa_reading", # Monetary value (1 - 10) that user sees in reading test option.

"respuesta_participante", # Response of participant at end of discovery method.

"respuesta.started", # Response time started. After discovery method and before writing word.

"respuesta.stopped", # Response time end. After confirming word for discovery method.

"valor_felicidad", # Emotional valance of participant response in discovery method.

"valor_felicidad.started", # Evaluation of emotional valance started

"valor_felicidad.stopped", # Evaluation of emotional valance stopped

"valor_seguridad", # Confidence value of participant response in discovery method.

"valor_seguridad.started", # Evaluation of confidence value started

"valor_seguridad.stopped", # Evaluation of confidence value stopped

"Versión." # Version of experiment to balance the order of the blocks and option position )





站长地图