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Affective states in digital game-based learning: Thematic evolution and social network analysis

机译:基于数字游戏的情感状态 - 基于数字游戏学习:主题演进与社会网络分析

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Research has indicated strong relationships between learners’ affect and their learning. Emotions relate closely to students’ well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning experiences and increasing student motivation. The field of emotions in DGBL has become an active research field with accumulated literature available, which calls for a comprehensive understanding of the up-to-date literature concerning emotions in virtual DGBL among students at all educational levels. Based on 393 research articles collected from the Web of Science, this study, for the first time, explores the current advances and topics in this field. Specifically, thematic evolution analysis is conducted to explore the evolution of topics that are categorized into four different groups (i.e., games, emotions, applications, and analytical technologies) in the corpus. Social network analysis explores the co-occurrences between topics to identify their relationships. Interesting results are obtained. For example, with the integration of diverse applications (e.g., mobiles) and analytical technologies (e.g., learning analytics and affective computing), increasing types of affective states, socio-emotional factors, and digital games are investigated. Additionally, implications for future research include 1) children’s anxiety/attitude and engagement in collaborative gameplay, 2) individual personalities and characteristics for personalized support, 3) emotion dynamics, 4) multimodal data use, 5) game customization, 6) balance between learners’ skill levels and game challenge as well as rewards and learning anxiety.
机译:研究表明了学习者影响与学习之间的强烈关系。情绪与学生的福祉,学习质量,生产力和互动相关联。基于数字游戏的学习(DGBL)被广泛认识到有效地增强学习经验和增加学生动机。 DGBL中的情感领域已成为一个积极的研究领域,累积文学可用,呼吁全面了解所有教育水平的学生中虚拟DGBL中的最新文献。基于从科学WEB收集的393个研究文章,这项研究首次探讨了该领域的当前进步和主题。具体而言,进行主题演进分析以探讨语料库中分为四个不同组(即,游戏,情感,应用和分析技术)的主题的演变。社交网络分析探讨了识别其关系的主题之间的共同发生。获得有趣的结果。例如,随着各种应用(例如,移动电话)和分析技术(例如,学习分析和情感计算)的集成,调查了越来越多的情感状态,社会情绪因素和数字游戏。此外,对未来研究的影响包括1)儿童的焦虑/态度和协作游戏,2)个性化支持,3)情感动态,4)多模式数据使用,5)游戏定制,6)比较在学习者之间的平衡'技能水平和游戏挑战以及奖励和学习焦虑。

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