Fun and Pleasure in e-learning

User types have already evolved in the digital world and expectations have gone beyond pure usability. Emotions have become important; users are conscious demanders of usable and engaging products, appealing, interesting and enjoyable experiences. Among various applications and impacts of the digital world, e-learning stands as an important area where user- product interaction is important since this interaction determines the quality of learning outcomes. The theory and practice of e-learning points out the importance of learner centered vision and presents key issues for successful learning. Technology usage, instructional design, motivation and learning management systems are listed as main issues, but the emotional perspective is left underestimated. This study aims to present the learners’ definition and expectations of ‘fun’ and ‘pleasure’ in e-learning.
Design & Emotion 2008, Hong Kong


Pain Detection from Facial Videos Using Two-Stage Deep Learning
Menchetti, Guglielmo; Chen, Zhanli; Wilkie, Diana J.; Ansari, Rashid; Yardimci, Yasemin; Cetin, A. Enis (2019-01-01)
A new method to objectively measure pain using computer vision and machine learning technologies is presented. Our method seeks to capture facial expressions of pain to detect pain, especially when a patients cannot communicate pain verbally. This approach relies on using Facial muscle-based Action Units (AUs), defined by the Facial Action Coding System (FACS), that are associated with pain. It is impractical to use human FACS coding experts in clinical settings to perform this task as it is too labor-inten...
Use of mobile phones in language learning: Developing effective instructional materials
SARAN, Murat; Çağıltay, Kürşat; Seferoglu, GÖLGE (2008-03-26)
With its widespread use and its features and functions such as mobility, reachability, localization, and personalization, mobile phone technology offers a great potential in learning environments. With this consideration, our first and foremost aim in this study has been to make use of this profound interest and potential, and contribute to the efforts to enhance existing educational practices, particularly in the developing regions of the world. Therefore, we developed instructional materials to be deliver...
Interaction patterns among global software development learning teams
SERÇE, fatma cemile; SWİGGER, kathleen; Alpaslan, Ferda Nur; BRAZİLE, robert; DAFOULAS, georges; CABRERA, Victor Lopez (2009-05-22)
This paper describes a study of the impact of communication behaviors on the performance of global software teams. Using a content analysis technique developed by [10], the researchers first characterized the asynchronous communications among student teams in Panama, Turkey and the US as they worked to complete a global software development project. Cluster analysis was then used to identify groups with similar communication patterns, which is defined as the proportion of time spent on each of the behaviors...
The temporal communication behaviors of global software student teams
SWİGGER, Kathleen; Hoyt, Matthew; Serce, Fatma Cemile; Alpaslan, Ferda Nur (2012-03-01)
This paper examines the global software development process by using content analysis techniques, as described in an earlier study (Serce et al., 2011), to determine time-variant patterns of communication behaviors among student teams engaged in a global software development project. Data gathered from two software development projects involving students in the US, Panama, and Turkey were used to determine how globally distributed team behavior is temporally patterned in complex ways. A formal, quantitative...
Learning to play an imperfect information card game using reinforcement learning
Alpaslan, Ferda Nur; Baykal, Ömer; Demirdöver, Buğra Kaan (2022-08-01)
Artificial intelligence and machine learning are widely popular in many areas. One of the most popular ones is gaming. Games are perfect testbeds for machine learning and artificial intelligence with various scenarios and types. This study aims to develop a self-learning intelligent agent to play the Hearts game. Hearts is one of the most popular trick-taking card games around the world. It is an imperfect information card game. In addition to having a huge state space, Hearts offers many extra challenges d...
Citation Formats
M. B. Gündoğan, “Fun and Pleasure in e-learning,” Hong Kong, 2019, p. 1, Accessed: 00, 2020. [Online]. Available: