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Exploring the Relationships between Design, Students' Affective States, and Disengaged Behaviors within an ITS

机译:探索设计,学生情感状态与其中的脱离行为之间的关系

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Recent research has shown that differences in software design and content are associated with differences in how much students game the system and go off-task. In particular the design features of a tutor have found to predict substantial amounts of variance in gaming and off-task behavior. However, it is not yet understood how this influence takes place. In this paper we investigate the relationship between a student's affective state, their tendency to engage in disengaged behavior, and the design aspects of the learning environments, towards understanding the role that affect plays in this process. To investigate this question, we integrate an existing taxonomy of the features of tutor lessons [3] with automated detectors of affect [8]. We find that confusion and frustration are significantly associated with lesson features which were found to be associated with disengaged behavior in past research. At the same time, we find that the affective state of engaged concentration is significantly associated with features associated with lower frequencies of disengaged behavior. This analysis suggests that simple re-designs of tutors along these lines may lead to both better affect and less disengaged behavior.
机译:最近的研究表明,软件设计和内容的差异与学生游戏系统的差异有关,并脱离任务。特别地,我们已经发现导师的设计特征来预测游戏和脱机行为的大量方差。但是,尚未明白这种影响如何发生这种影响。在本文中,我们调查了学生情感状态之间的关系,他们从事脱离行为的倾向,以及学习环境的设计方面,以了解在这个过程中影响戏剧的作用。为了调查这个问题,我们将导师课程特征的现有分类与影响的自动化探测器整合[3]。我们发现,混乱和挫折与发现与过去研究中的脱离行为相关的课程特征显着相关。同时,我们发现接合浓度的情感状态与与脱离行为较低的特征有显着相关。该分析表明,沿着这些线路的简单重新设计可能导致更好的影响和更少的脱离行为。

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