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E3: Emotions, engagement, and educational digital games.

机译:E3:情感,参与度和教育性数字游戏。

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摘要

The use of educational digital games as a method of instruction for science, technology, engineering, and mathematics has increased in the past decade. While these games provide successfully implemented interactive and fun interfaces, they are not designed to respond or remedy students' negative affect towards the game dynamics or their educational content. Therefore, this exploratory study investigated the frequent patterns of student emotional and behavioral response to educational digital games.;To unveil the sequential occurrence of these affective states, students were assigned to play the game for nine class sessions. During these sessions, their affective and behavioral response was recorded to uncover possible underlying patterns of affect (particularly confusion, frustration, and boredom) and behavior (disengagement). In addition, these affect and behavior frequency pattern data were combined with students' gameplay data in order to identify patterns of emotions that led to a better performance in the game.;The results provide information on possible affect and behavior patterns that could be used in further research on affect and behavior detection in such open-ended digital game environments. Particularly, the findings show that students experience a considerable amount of confusion, frustration, and boredom. Another finding highlights the need for remediation via embedded help, as the students referred to peer help often during their gameplay. However, possibly because of the low quality of the received help, students seemed to become frustrated or disengaged with the environment. Finally, the findings suggest the importance of the decay rate of confusion; students' gameplay performance was associated with the length of time students remained confused or frustrated. Overall, these findings show that there are interesting patterns related to students who experience relatively negative emotions during their gameplay.
机译:在过去的十年中,使用教育性数字游戏作为科学,技术,工程和数学的教学方法的情况有所增加。尽管这些游戏提供了成功实现的互动和有趣的界面,但它们并非旨在回应或补救学生对游戏动态性或教育内容的负面影响。因此,本探索性研究调查了学生对教育性数字游戏的频繁情绪和行为反应模式。为了揭示这些情感状态的顺序发生,学生被分配玩游戏九节课。在这些会议中,记录他们的情感和行为反应,以发现可能的潜在情感模式(尤其是困惑,沮丧和无聊)和行为(脱离接触)。此外,将这些情感和行为频率模式数据与学生的游戏玩法数据相结合,以识别导致游戏性能更好的情感模式。结果提供了可用于游戏的可能情感和行为模式的信息。在这种开放式数字游戏环境中对情感和行为检测的进一步研究。尤其是,调查结果表明,学生会感到相当多的困惑,沮丧和无聊。另一个发现强调通过嵌入式帮助进行补救的必要性,因为学生在游戏过程中经常提到同伴帮助。但是,可能由于所获得帮助的质量低下,学生似乎对环境感到沮丧或脱离。最后,研究结果表明了混乱衰减率的重要性。学生的游戏玩法表现与学生困惑或沮丧的时间长短有关。总体而言,这些发现表明,有一些有趣的模式与学生在游戏过程中经历相对消极的情绪有关。

著录项

  • 作者

    Aghababyan, Ani.;

  • 作者单位

    Utah State University.;

  • 授予单位 Utah State University.;
  • 学科 Education Educational Psychology.;Psychology Cognitive.;Education Technology of.
  • 学位 Ph.D.
  • 年度 2014
  • 页码 163 p.
  • 总页数 163
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:53:23

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