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Dive into the research topics where Jessica Hammer is active.

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Featured researches published by Jessica Hammer.


annual symposium on computer human interaction in play | 2014

Intangle: exploring interpersonal bodily interactions through sharing controllers

Jayden Garner; Gavin Wood; Sandra Danilovic; Jessica Hammer; Florian 'Floyd' Mueller

Multi-player computer games are increasingly being designed to engage with interpersonal bodily interactions, however, their focus is often limited to facilitating direct body contact. In contrast, we propose that designers foster varying levels of body contact through the design of shared controller interactions to introduce new types of gameplay that affords players a more nuanced engagement with the concept of socially and personally mediated body-space in games. We explore this through our game intangle, where participants follow computer-generated vocal instructions on how to operate shared controllers that results inevitably into players weaving their bodies together. This game embeds strong social values in the gameplay such as collaboration, empathy and inclusivity.


annual symposium on computer-human interaction in play | 2016

Playtesting with a Purpose

Judeth Oden Choi; Jodi Forlizzi; Michael G. Christel; Rachel Moeller; MacKenzie Bates; Jessica Hammer

Playtesting, or using play to guide game design, gives designers feedback about whether their game is meeting their goals and the players expectations. We report a case study of designing, deploying, and iterating on a series of playtesting workshops for novice game designers. We identify common missteps made by novice designers and address these missteps through the concept of purposefulness, understanding why you are playtesting as well as how to playtest. We ground our workshops in the development of rich player experience goals, which inform playtest design, data collection and iteration. We show that by applying methods taught in our workshops, novice game designers leveraged playtest methods and tools, employed playtesting and data collection methods appropriate for their goals, and effectively applied playtest data in iterative design. We conclude with lessons learned and next steps in our research on playtesting.


learning at scale | 2016

Browser Language Preferences as a Metric for Identifying ESL Speakers in MOOCs

Judith Uchidiuno; Amy Ogan; Kenneth R. Koedinger; Evelyn Yarzebinski; Jessica Hammer

Open access and low cost make Massively Open Online Courses (MOOCs) an attractive learning platform for students all over the world. However, the majority of MOOCs are deployed in English, which can pose an accessibility problem for students with English as a Second Language (ESL). In order to design appropriate interventions for ESL speakers, it is important to correctly identify these students using a method that is scalable to the high number of MOOC enrollees. Our findings suggest that a new metric, browser language preference, may be better than the commonly-used IP address for inferring whether or not a student is ESL.


learning at scale | 2015

Cultural Relevance in MOOCs: Asking About Socioeconomic Context

Anna Kasunic; Jessica Hammer; Amy Ogan

Existing datasets tell us only a partial story about the contextual factors that impact learners in Massive Online Open Courses (MOOCs). Information about race/ethnicity, education, and income helps us understand socioeconomic status, but such data is notoriously difficult to collect in an international context. Extant MOOC studies have not paid due attention to socioeconomic variables; they have either taken a U.S.-centric approach, ignored important country-specific dimensions of variables, or failed to ask about certain variables altogether, such as race/ethnicity. During a qualitative study of 24 self-regulated learners from population groups underrepresented in MOOCs, we piloted a short U.S.-centric demographic questionnaire. Preliminary results suggest that a large-scale survey designed for both cross-national and country-specific analyses would provide valuable information to MOOC researchers.


designing interactive systems | 2017

Design Features in Games for Health: Disciplinary and Interdisciplinary Expert Perspectives

Christina Kelley; Lauren Wilcox; Wendy Ng; Jade Schiffer; Jessica Hammer

Games for health (G4H) aim to improve health outcomes and encourage behavior change. While existing theoretical frameworks describe features of both games and health interventions, there has been limited systematic investigation into how disciplinary and interdisciplinary stakeholders understand design features in G4H. We recruited 18 experts from the fields of game design, behavioral health, and games for health, and prompted them with 16 sample games. Applying methods including open card sorting and triading, we elicited themes and features (e.g., real-world interaction, game mechanics) around G4H. We found evidence of conceptual differences suggesting that a G4H perspective is not simply the sum of game and health perspectives. At the same time, we found evidence of convergence in stakeholder views, including areas where game experts provided insights about health and vice versa. We discuss how this work can be applied to provide conceptual tools, improve the G4H design process, and guide approaches to encoding G4H-related data for large-scale empirical analysis.


learning at scale | 2016

A Preliminary Look at MOOC-associated Facebook Groups: Prevalence, Geographic Representation, and Homophily

Anna Kasunic; Jessica Hammer; Robert E. Kraut; Michael Massimi; Amy Ogan

Although xMOOCs are not designed to directly engage students via social media platforms, some students in these courses join MOOC-associated Facebook groups. This study explores the prevalence of Facebook groups associated with courses from MITx and HarvardX, the geographic distribution of students in such groups as compared to the courses at large, and the extent to which such groups are location and/or language homophilous. Results suggests that a non-trivial number of MOOC students engage in Facebook groups, that learners from a number of non-U.S. locations are disproportionately likely to participate in such groups, and that the groups display both location and language homophily. These findings have implications for how MOOCs and social media platforms can support learners from non-English speaking contexts.


human factors in computing systems | 2018

Playing to Wait: A Taxonomy of Idle Games

Sultan A. Alharthi; Olaa Alsaedi; Zachary O. Toups; Joshua Tanenbaum; Jessica Hammer

Idle games are a recent minimalist gaming phenomenon in which the game is left running with little player interaction. We deepen understanding of idle games and their characteristics by developing a taxonomy and identifying game features. This paper examines 66 idle games using a grounded theory approach to analyze play, game mechanics, rewards, interactivity, progress rate, and user interface. To establish a clearly bounded definition of idle games, we analyzed 10 non-idle games with the same approach. We discuss how idle games move players from playing to planning, how they question dominant assumptions about gameplay, and their unusual use of resources such as player attention and computer cycles. Our work illuminates opportunities for the design of idle games, suggests design implications, and provides a framework for researchers to clearly articulate questions about this genre.


human factors in computing systems | 2018

A Design Framework for Awareness Cues in Distributed Multiplayer Games

Jason Wuertz; Sultan A. Alharthi; William A. Hamilton; Scott Bateman; Carl Gutwin; Anthony Tang; Zachary O. Toups; Jessica Hammer

In the physical world, teammates develop situation awareness about each others location, status, and actions through cues such as gaze direction and ambient noise. To support situation awareness, distributed multiplayer games provide awareness cues - information that games automatically make available to players to support cooperative gameplay. The design of awareness cues can be extremely complex, impacting how players experience games and work with teammates. Despite the importance of awareness cues, designers have little beyond experiential knowledge to guide their design. In this work, we describe a design framework for awareness cues, providing insight into what information they provide, how they communicate this information, and how design choices can impact play experience. Our research, based on a grounded theory analysis of current games, is the first to provide a characterization of awareness cues, providing a palette for game designers to improve design practice and a starting point for deeper research into collaborative play.


International Journal of Artificial Intelligence in Education | 2018

Going Global: Understanding English Language Learners’ Student Motivation in English-Language MOOCs

Judith Uchidiuno; Amy Ogan; Evelyn Yarzebinski; Jessica Hammer

Massive Open Online Courses (MOOCs) offer high quality, free courses to anyone with an Internet connection. However, these courses may be relatively inaccessible to the large global population of students who are English Language Learners (ELLs). Current efforts to understand student motivation in MOOCs do not take into account the specific needs of ELL students. Through interviews with 12 ELL online students, and a survey with 20,084 ELL respondents, we investigate ELL students’ motivations for taking online courses. We show that ELL students’ motivations are highly socialized strategies for achieving long-term goals of economic, social, and geographic mobility. Although research studies show that ELLs interact sparingly with other students in MOOCs, we present evidence that they have unmet needs for interaction, and discuss how student interaction systems in MOOCs can better address these needs. Finally, we show evidence that ELLs deliberately use English MOOCs to improve their language skills, even when the content is not language-related. This implies that meeting ELL students’ needs and access to MOOCs involves translating MOOCs to their local languages, but also providing language support in English-language MOOCs.


International Journal of Artificial Intelligence in Education | 2018

How Do English Language Learners Interact with Different Content Types in MOOC Videos

Judith Uchidiuno; Kenneth R. Koedinger; Jessica Hammer; Evelyn Yarzebinski; Amy Ogan

English Language Learners (ELLs) are a substantial portion of the students who enroll in MOOCs. In order to fulfill the promise of MOOCs – i.e., making higher education accessible to everyone with an internet connection – appropriate interventions should be offered to students who struggle with the language of course content. Through the analysis of clickstream log data gathered from two MOOC courses deployed on Coursera, Introduction to Psychology and Statistical Thermodynamics, we show that compared to native English speakers, ELL students have distinct behavioral patterns in how they engage with MOOC content including increased interaction with content that contains text, increased seeking away from content without visual support, and decreased video play rates. These patterns are expressed differently in response to different types of course content and domains. Our findings not only suggest more fine-grained methods for automatically identifying students who need language interventions, but also have further implications for the design of language support interventions and MOOC videos.

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Amy Ogan

Carnegie Mellon University

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Judith Uchidiuno

Carnegie Mellon University

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Zachary O. Toups

New Mexico State University

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Alexandra To

Carnegie Mellon University

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Geoff Kaufman

Carnegie Mellon University

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Steven P. Dow

University of California

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Sultan A. Alharthi

New Mexico State University

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