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{
"count": 98418,
"next": "https://eartharxiv.org/api/keywords/?format=api&limit=100&offset=50000",
"previous": "https://eartharxiv.org/api/keywords/?format=api&limit=100&offset=49800",
"results": [
{
"word": "doll play; social understanding; mentalizing"
},
{
"word": "young children; fNIRS."
},
{
"word": "ubiquitous computing; ubiquitous reproduction;\ncognitive diversity; creativity; intelligibility"
},
{
"word": "symmetry; relational processing; comparison and\ncontrast"
},
{
"word": "pragmatics; semantics; politeness; honorifics;pragmatic inference; Korean"
},
{
"word": "Classroom Study; Productive Failure; Scaffolding"
},
{
"word": "Direct Instruction; Productive Failure; Scaffolding"
},
{
"word": "exploration; exploitation; networks; social learn-ing"
},
{
"word": "adjective ordering; binomials; context-dependency; semantics; pragmatics; subjective distance"
},
{
"word": "Animacy; Recall; Memory"
},
{
"word": "Item Response Theory"
},
{
"word": "DirectorTask"
},
{
"word": "Negation; alternatives; N400; P600"
},
{
"word": "drift diffusion model; ideal observer model;Bayesian modelling; cognitive effort; rational inference"
},
{
"word": "decision-making; cognitive heuristics; cognitive\neffort; regret minimization; utility maximization"
},
{
"word": "teaching; active learning; evidence selection"
},
{
"word": "comparisons; conceptual distance;\ngeneralization; strategies; eye tracking measures"
},
{
"word": "visual working memory; eye gaze; hierarchical\nmodelling"
},
{
"word": "choice blindness; attitude change; attitude\nstrength; need for cognition; preference for consistency;\npolitical awareness."
},
{
"word": "cognitive development; exploreexploit; decisionmaking"
},
{
"word": "informal language; slang; generative model; cate-gorization; language and cognition"
},
{
"word": "exceptions"
},
{
"word": "overgeneralization"
},
{
"word": "Social Norms; Social Cognition; Bayesian Theoryof Mind; Intuitive Theories"
},
{
"word": "rumor; belief change; eye tracking; social media"
},
{
"word": "advertising creativity; human senses; multimodalcreativity"
},
{
"word": "Motion events; Memory; Cross-linguistic\ndifferences; Co-speech gesture"
},
{
"word": "sequential diagnostic reasoning; sequential causalstructure learning; causal Bayesian networks; order effects"
},
{
"word": "semantics; pragmatics; incremental processing;generics; psycholinguistics"
},
{
"word": "Prospection; Memory; Future Thinking; Big\nData; Naturally Occurring Datasets"
},
{
"word": "cognitive development; temporal cognition; causalinference; counterfactual reasoning"
},
{
"word": "corpus linguistics; machine learning; deception;\npronouns"
},
{
"word": "visual world paradigm; eye-tracking; referenceprocessing; discourse"
},
{
"word": "sentence processing; perceptual noise; pragmaticcontext; real-world semantics; rational inference."
},
{
"word": "Left-side bias"
},
{
"word": "HolisticProcessing"
},
{
"word": "infant bilingualism; cognitive ability; bilingualadvantage"
},
{
"word": "cloth"
},
{
"word": "semantic universals; generalized quantifiers; Kol-mogorov complexity; learnability"
},
{
"word": "learning; testimony; social cognition; credibility;\ncognitive development; epistemic trust; accuracy; epistemic\nvigilance"
},
{
"word": "Dutch; next-mention biases; predictability; pro-nouns; referring expressions; thematic role"
},
{
"word": "language processing; cognitive factors"
},
{
"word": "complexsentences; syntactic structure; age; individual variation"
},
{
"word": "Co-variation Detection; Inner-Individual Dilemma;\nCo-operation; Multi-Level Approach Simpsons Paradox"
},
{
"word": "language acquisition; morphology; agglutinating;\nfusional; artificial language learning; transparency"
},
{
"word": "achievement goals; working memory"
},
{
"word": "mental\narithmetic; distributed cognition; interactivity"
},
{
"word": "Information Seeking; Active Learning;Approximate Number System; Decision Making"
},
{
"word": "semantic universals; color naming; color evolu-tion."
},
{
"word": "vocabulary acquisition; word-learning bias; late\ntalker; word learning"
},
{
"word": "Cloze Test"
},
{
"word": "Semantic\nSimilarity"
},
{
"word": "Probabilistic Prediction"
},
{
"word": "Online Comprehension"
},
{
"word": "Predictive Completion Task"
},
{
"word": "cognitive development; category learning;abstraction; generalization; memory; selective attention"
},
{
"word": "Exhaus-tivity."
},
{
"word": "causal learning; probability learning; illusorycorrelation; long-term memory; smartphone"
},
{
"word": "Graph structures"
},
{
"word": "GaussianProcess"
},
{
"word": "Successor Representation"
},
{
"word": "discourse; presuppositions; context; accommoda-tion; EEG"
},
{
"word": "gamification; artificial intelligence in education;persistence; educational games; incentive structuresIntroductionAs the technological development accelerates"
},
{
"word": "self-directedlife-long learning is becoming critically important. MassiveOpen Online Courses (MOOCs) and other digital resourcesprovide unprecedented opportunities for life-long learning.However"
},
{
"word": "only about 15% of the students who enroll in aMOOC actually finish it (Jordan"
},
{
"word": "2019). One of the rea-sons might be that learning something new often requiresconfronting one’s own incompetence and persisting throughseveral failed attempts to understand a new concept or dosomethin"
},
{
"word": "2001; Baker et al."
},
{
"word": "2008)even though they are often necessary to master new skills(Ericsson"
},
{
"word": "Krampe"
},
{
"word": "& Tesch-R ̈omer"
},
{
"word": "semantic organization; semantic development;\nstatistical learning; taxonomic; association"
},
{
"word": " CRISPR/Cas9"
},
{
"word": "1993). People who havebecome experts in using an outdated tool by doing the samework in the same way for many years may be especially resis-tant to learning how to use a new tool because in the short-"
},
{
"word": "Corbett"
},
{
"word": "& Koedinger"
},
{
"word": "2004; Mostow et al."
},
{
"word": "2002).To help student’s overcome such motivational obstacles"
},
{
"word": "educational software increasingly relies on game elements"
},
{
"word": "such as points"
},
{
"word": "levels"
},
{
"word": "and badges"
},
{
"word": "to encourage continued en-gagement with the learning materials (Kapp"
},
{
"word": "2012; Dicheva"
},
{
"word": "Dichev"
},
{
"word": "Agre"
},
{
"word": "& Angelova"
},
{
"word": "2015; Huang & Soman"
},
{
"word": "2013).The trend of gamification has outpaced the development ofan adequate theoretical foundation"
},
{
"word": "and it has been noted thatgamification is often ineffective and sometimes even harm-ful (Toda"
},
{
"word": "Valle"
},
{
"word": "& Isotani"
},
{
"word": "2018). This raises the questionhow the incentive structures of digital learning environmentssuch as educational games and online courses should be de-signed to optimally incentivize good study choices"
},
{
"word": "by mak-"
},
{
"word": "Emotional Contagion; Mirroring; AffectMatching; Affective Computing; Social Interaction; Em-bodied Conversational Agents"
},
{
"word": "mouse-cursor movement; cognitive conflict;cognitive control; flanker and Simon effect"
},
{
"word": "creativity evaluation; analogy; simile; perspective-change; structure mapping theory"
},
{
"word": "category learning; recognition memory; signal\ndetection theory; Bayesian modeling"
},
{
"word": "artistic creation; creative process; art-makingprocess; process modification"
},
{
"word": "pragmatic development"
},
{
"word": "online experi-ment"
}
]
}