Cyril Brom

ORCID: 0000-0001-5945-0514
Publications
Citations
Views
---
Saved
---
About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Artificial Intelligence in Games
  • Multi-Agent Systems and Negotiation
  • Digital Games and Media
  • Human Motion and Animation
  • Child Development and Digital Technology
  • Reinforcement Learning in Robotics
  • Social Robot Interaction and HRI
  • Impact of Technology on Adolescents
  • Visual and Cognitive Learning Processes
  • AI-based Problem Solving and Planning
  • Teaching and Learning Programming
  • Gender and Technology in Education
  • Evacuation and Crowd Dynamics
  • Innovative Teaching and Learning Methods
  • Digital literacy in education
  • Mobile Learning in Education
  • Creativity in Education and Neuroscience
  • Online and Blended Learning
  • Artificial Intelligence in Healthcare and Education
  • Human Pose and Action Recognition
  • Online Learning and Analytics
  • Semantic Web and Ontologies
  • Media Influence and Health
  • Motivation and Self-Concept in Sports

Charles University
2016-2025

Masaryk University
2020

Czech Academy of Sciences, Institute of Psychology
2020

Czech Academy of Sciences
2020

Karlovac University of Applied Sciences
2015

Schools have been closed in many countries due to the on-going COVID-19 pandemic, but education continues online. Little is known about how parents cope with educating their children this unprecedented situation. Here, we present results of a rapid survey examining experience Czech Grades 1-9 (Age ~ 6-15; N = 9,810) respect home during lockdown. This was distributed widely, only online and participated voluntarily. Mainly families an internet connection interested children's (i.e., majority...

10.3389/feduc.2020.00103 article EN cc-by Frontiers in Education 2020-07-09

Recent studies have identified ChatGPT as an epistemic authority; however, no research has yet examined how beliefs and metacognitive accuracy impact actual work with ChatGPT-generated content, which is often prone to factual inaccuracies. Therefore, the present experimental study aimed examine university students integrate correct incorrect information from expert-written articles when writing independently (N = 49) or assistance 49). Students working ChatGPT-4o integrated more both (d...

10.31234/osf.io/v537n_v1 preprint EN 2025-02-02

Background: The development of generative AI systems like ChatGPT has provoked debates about their effective use in educational settings.Aims: present study explores how university students prompt to solve complex non-routine problems, specifically examining which prompts are associated with higher or lower problem-solving performance.Sample: Seventy-seven (53 women; Mage = 22.4 years) participated the study.Methods: To identify various types employed by students, utilized qualitative...

10.31234/osf.io/68fh4_v2 preprint EN 2025-04-09

Recent studies have conceptualized ChatGPT as an epistemic authority; however, no research has yet examined how beliefs and metacognitive accuracy affect students' actual use of ChatGPT‐generated content, which often contains factual inaccuracies. Therefore, the present experimental study aimed to examine university students integrate correct incorrect information from expert‐written articles when writing independently ( N = 49) or with assistance 49). Students working ChatGPT‐4o integrated...

10.1111/bjet.13591 article EN British Journal of Educational Technology 2025-04-09

Background: The development of generative AI systems like ChatGPT has provoked debates about their effective use in educational settings.Aims: present study explores how university students prompt to solve complex non-routine problems, specifically examining which prompts are associated with higher or lower problem-solving performance.Sample: Seventy-seven (53 women; Mage = 22.4 years) participated the study.Methods: To identify various types employed by students, utilized qualitative...

10.31234/osf.io/68fh4_v1 preprint EN 2025-02-21

Cognitive deficit is considered to be a characteristic feature of schizophrenia disorder. A similar cognitive dysfunction was demonstrated in animal models schizophrenia. However, the poor comparability methods used assess cognition animals and humans could responsible for low predictive validity current models. In order spatial abilities compare our results with data obtained models, we designed virtual analog Morris water maze (MWM), Four Goals Navigation (vFGN) task.Twenty-nine patients...

10.3389/fnbeh.2014.00157 article EN cc-by Frontiers in Behavioral Neuroscience 2014-05-27

Despite the increased interest in gamification approaches, there is a lack of comparative studies that shed light on applicability these approaches educational contexts. In this explorative study, with an experimental design, university learners ( N = 98) studied complex process (i.e., how to brew beer) 2-hour-long computerized simulation. condition, simulation featured following game design elements: goals, freedom choice, points, virtual currency, and praise gamified simulation). These...

10.1177/0735633118797330 article EN Journal of Educational Computing Research 2018-10-05

Abstract Anthropomorphizing graphical elements in multimedia learning materials improves outcomes. The reasons for enhanced are unclear. We extended a seminal anthropomorphism study order to examine whether the effect of anthropomorphisms on outcomes, both immediate and delayed, is caused by anthropomorphized elements' effects attention distribution or elevated positive affective–motivational states. had partial 3 × 2 design (the materials' graphics: schematic vs. black‐and‐white colourful...

10.1111/jcal.12359 article EN Journal of Computer Assisted Learning 2019-05-07

Petri Nets can be used for a retrospective analysis of computer game story, representing plots in serious games as well monitoring the course recently demonstrated by several authors. It was not clear, however, whether and their unfolding that feature large worlds inhabited virtual humans. This paper demonstrates this is indeed possible, presenting scenarios from Karo, an ongoing project, which features both humans driven reactive planning story manager represented controlled Nets. However,...

10.1609/aiide.v4i1.18664 article EN Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2021-09-27

Abstract This study investigates a video game's effects on implicit and explicit attitudes towards depicted historical events in the short‐ long‐term sample of 148 young adults. We used, as an intervention tool, serious game Czechoslovakia 38–89: Borderlands that deals with expulsion Sudeten Germans from former after WWII. Results showed more negative pretest‐posttest attitude changes general level ( d = −0.34) specific −0.53) compared to control group. Over long‐term, group differences...

10.1111/jcal.12575 article EN Journal of Computer Assisted Learning 2021-08-04

Abstract Little is known about what design elements in digital learning games enhance learning; especially the case of child audiences. This study examines effects a game’s visual on perceived attractiveness and outcomes. We developed two designs for game: one with supposedly high esthetic value another low value. Participants (children between 9 11 years age, N = 53) were randomly divided into groups. Each group interacted their assigned version 20 minutes then evaluated its without knowing...

10.1111/bjet.12701 article EN British Journal of Educational Technology 2018-10-25

University students often employ generative artificial intelligence tools such as ChatGPT in resolution of ill-defined problem-solving tasks. However, the experimental evidence about effects on complex performance is still missing. In this preregistered experiment, impact a creative task was investigated 77 university solving with comparison to 68 without it. use significantly improved self-efficacy for (d = 0.65) and enhanced quality 0.69), elaboration 0.61), originality 0.55) solutions....

10.31234/osf.io/9z2tc preprint EN 2023-06-30
Coming Soon ...