Elly Konijn

Prof. Dr. Elly Konijn

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Research Focus & Metrics

Academic Career Length

21Years (2006-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 July 2007 in Developmental Psychology
Verified
Journal Article
Closed access
EKElly Konijn
Elly Konijn
MBMarije Nije Bijvank
Marije Nije Bijvank
BBBrad J. Bushman
Brad J. Bushman
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in.

27 February 2019 in E-Learning and Digital Media
Verified
Journal Article
Open access
PDF file
KWKasper Welbers
Kasper Welbers
EKElly Konijn
Elly Konijn
CBChristian Burgers
Christian Burgers
AVAnna Bij de Vaate
Anna Bij de Vaate
AEAllison Eden
Allison Eden
BBBritta C Brugman
Britta C Brugman
In this paper, we reflect on the implementation of a gamified application for helping students learn important facts about their study program. We focus on two design features, of which different configurations were tested in a field experiment among Dutch university students (N = 101). The first feature is feedback, which is expected to increase engagement, with personalized (“tailored”) feedback being more effective than generic feedback. The second feature is a session limit that was designed to prevent users from “binging” the game, because this could prevent deep learning. Results showed that generic feedback was more effective than tailored feedback, contrasting our expectations. The session limit, however, did prevent binging without reducing the overall number of sessions played. Our findings suggest that careful consideration of game properties may impact sustaining and encouraging play via a gamified application.

1 November 2020 in Computers & Education
Verified
Journal Article
Open access
EKElly Konijn
Elly Konijn
JHJohan F. Hoorn
Johan F. Hoorn

11 October 2021 in International Journal of Social Robotics
Verified
Journal Article
Open access
PDF file
EKElly Konijn
Elly Konijn
BJBrechtje Jansen
Brechtje Jansen
VBVictoria Mondaca Bustos
Victoria Mondaca Bustos
VHVeerle L. N. F. Hobbelink
Veerle L. N. F. Hobbelink
DVDaniel Preciado Vanegas
Daniel Preciado Vanegas
Especially these days, innovation and support from technology to relieve pressure in education is highly urgent. This study tested the potential advantage of a social robot over a tablet in (second) language learning on performance, engagement, and enjoyment. Shortages in primary education call for new technology solutions. Previous studies combined robots with tablets, to compensate for robot’s limitations, however, this study applied direct human–robot interaction. Primary school children (N = 63, aged 4–6) participated in a 3-wave field experiment with story-telling exercises, either with a semi-autonomous robot (without tablet, using WOz) or a tablet. Results showed increased learning gains over time when training with a social robot, compared to the tablet. Children who trained with a robot were more engaged in the story-telling task and enjoyed it more. Robot’s behavioral style (social or neutral) hardly differed overall, however, seems to vary for high versus low educational abilities. While social robots need sophistication before being implemented in schools, our study shows the potential of social robots as tutors in (second) language learning.

1 April 2020 in Telematics and Informatics
Verified
Journal Article
Closed access
NVNadia A.J.D. Bij de Vaate
Nadia A.J.D. Bij de Vaate
JVJolanda Veldhuis
Jolanda Veldhuis
EKElly Konijn
Elly Konijn