The sudden onset of the COVID-19 pandemic severely disrupted universities around the world. In the two weeks following a shelter-in-place order, all the actors of the educational system were forced to transition to remote education. This shift required a new reliance upon technologies that these individuals might never have adopted at all, often with significant difficulties. In this paper, we present a qualitative study on a university-wide survey dataset describing student and faculty experiences of abruptly transitioning to remote teaching and learning during the spring 2020 semester at the Pennsylvania State University. We performed an inductive thematic analysis to identify the challenges and opportunities that arose during the transition. Our findings contribute to building better tools, curriculum, and supports for remote education, particularly during an unexpected crisis.
Online discussion of the ensuing pandemic exemplifies the extent and complexity of information required to understand human perception. Social media has proven to be a viable medium for identifying actionable data and analyzing public perception. As health sectors all over the world battled to obtain accurate information regarding COVID-19, this research focused on gauging public perceptions of the vaccine. The public reception of the vaccine can be determined by public perception. This study explores how to use machine learning to understand human perceptions in the context of the COVID-19 vaccine. Natural Language Processing (NLP) was employed to detect pro-and anti-vaccine tweets, while two machine learning classification models were used to study the patterns derived from the analysis. The study analyzed people's perceptions of the vaccine by presenting the results from a geographic region, while learning patterns that are likely to be associated with pro-or anti-vaccine perceptions.
While some promising early work exists, gamified surveys are still not widespread. In this work-in-progress paper, we present our methodology on gamifying surveys, which combines the rigor of survey design with the creativity and affordances of game design and makes use of an existing tool to ease development. We illustrate our methodology with four different gamified surveys focused on personality tests and frameworks-in general and in the context of games. We discuss the challenges and opportunities and describe a research agenda to advance this work. CCS Concepts •General and reference → Measurement; •Human-centered computing → HCI design and evaluation methods;
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.