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Recognizing students emotions in game-based learning environment
International Journal of Information Technology Pub Date : 2024-04-06 , DOI: 10.1007/s41870-024-01802-4
Abir Hamrouni , Fatima Bendella

Serious Games as video games whose main goal is education rather than entertainment must adapt to the cognitive and emotional aptitudes of the learner-player to optimize his interaction experience and adapt intervention strategies to keep the learner-player engaged and motivated during the game session. In this context, great importance is given to emotions since they influence cognitive skills such as perception and decision-making of learner-players. This study presents an emotion self-reporting tool based on the “Experience Sampling Method” approach. This tool is designed not only to collect and analyze the emotions of learner-players but also to better understand the correlation between learning and entertainment. We present the results of this study and their implications for the design of adaptive game-based learning.



中文翻译:

在基于游戏的学习环境中识别学生的情绪

严肃游戏作为视频游戏,其主要目标是教育而不是娱乐,必须适应学习者玩家的认知和情感能力,以优化他的交互体验并调整干预策略,以保持学习者玩家在游戏过程中的参与和积极性。在这种情况下,情绪非常重要,因为它们影响认知技能,例如学习者玩家的感知和决策。本研究提出了一种基于“体验采样法”方法的情绪自我报告工具。该工具的设计不仅是为了收集和分析学习者玩家的情绪,也是为了更好地理解学习和娱乐之间的相关性。我们介绍了这项研究的结果及其对基于游戏的自适应学习设计的影响。

更新日期:2024-04-06
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