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Assessing children's interpersonal emotion regulation with virtual agents: The serious game Emodiscovery

机译:用虚拟代理评估儿童的人际情感调节:严肃的游戏《情绪发现》

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Emotion regulation (ER) is key for children's development and it has recently been considered in many serious games and e-learning technologies. However, these tools have focused on children's efforts to change their own emotions (intrapersonal ER), overlooking how children may engage in modifying the emotions of others (interpersonal ER). To address this gap, we have developed a multiplatform online serious game, Emodiscovery, which evaluates whether children (8-11 year olds) tend to use different adaptive and maladaptive regulation strategies to change others' negative emotions with the use of 3D animated characters. The game is organized into levels, each representing a different scenario, where the child is asked to interact with the character three times choosing an appropriate regulation strategy to cheer him or her up from four possible options, being two adaptive and two maladaptive strategies. To test the effectiveness of the game, a sample of English children played three scenarios depicting a character feeling sadness, anger, and fear, respectively. Results showed that most children chose adaptive strategies to improve the character's emotion across the different emotion scenarios. Furthermore, emotion recognition was not positively related to children's choices of regulation strategies. The implications and applications of the games are discussed.
机译:情绪调节(ER)是儿童成长的关键,最近在许多严肃的游戏和电子学习技术中已将其考虑在内。但是,这些工具侧重于儿童改变自己的情绪的努力(人际ER),忽略了儿童如何参与改变他人的情绪(人际ER)。为了解决这一差距,我们开发了一款多平台在线严肃游戏Emodiscovery,该游戏评估3-11岁儿童(8-11岁)是否倾向于使用不同的适应性和适应不良的调节策略来改变他人的负面情绪。游戏分为多个级别,每个级别代表一个不同的场景,要求孩子与角色进行三次互动,从四个可能的选择中选择一种合适的调节策略来使他或她振作起来,这是两个自适应和两个适应不良的策略。为了测试游戏的有效性,一个抽样的英语儿童玩了三种情景,分别描绘了一个角色感到悲伤,愤怒和恐惧的情况。结果表明,大多数儿童选择了适应性策略来在不同的情感情景中改善角色的情感。此外,情绪识别与儿童对调节策略的选择没有正相关。讨论了游戏的含义和应用。

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