DocumentCode
63960
Title
Affect and Engagement in Game-BasedLearning Environments
Author
Sabourin, Jennifer L. ; Lester, James C.
Author_Institution
Dept. of Comput. Sci., North Carolina State Univ., Raleigh, NC, USA
Volume
5
Issue
1
fYear
2014
fDate
Jan.-March 2014
Firstpage
45
Lastpage
56
Abstract
The link between affect and student learning has been the subject of increasing attention in recent years. Affective states such as flow and curiosity tend to have positive correlations with learning while negative states such as boredom and frustration have the opposite effect. Student engagement and motivation have also been shown to be critical in improving learning gains with computer-based learning environments. Consequently, it is a design goal of many computer-based learning environments to encourage positive affect and engagement while students are learning. Game-based learning environments offer significant potential for increasing student engagement and motivation. However, it is unclear how affect and engagement interact with learning in game-based learning environments. This work presents an in-depth analysis of how these phenomena occur in the game-based learning environment, Crystal Island. The findings demonstrate that game-based learning environments can simultaneously support learning and promote positive affect and engagement.
Keywords
computer aided instruction; computer games; affective states; boredom; computer-based learning environments; curiosity; flow; frustration; game-based learning environments; negative states; student engagement; student learning; student motivation; Artificial intelligence; Communities; Correlation; Crystals; Diseases; Educational institutions; Games; Games and infotainment; human factors;
fLanguage
English
Journal_Title
Affective Computing, IEEE Transactions on
Publisher
ieee
ISSN
1949-3045
Type
jour
DOI
10.1109/T-AFFC.2013.27
Filename
6645369
Link To Document