Emociones con videojuegos: incrementando la motivación para el aprendizaje

Carina González, F. Blanco
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引用次数: 32

Abstract

Emotions can influence the learning in a positive or a negative way, especially in the motivation to learn. Have a student motivated or not to learn “something” is one of the autonomous learnig keys. For that reason, in this article we present the design and experimentation of a 3D videogame prototype integrated into a virtual classroom with university students with the aim of analyse how the emotions produced by videogames can influence positive or negatively on the motivation to learn. We have support our research on theories regarding to afective interfaces, computer support colaborative learning (CSCL) and videogames; meanwhile for the desing, development and evaluation methodology we have used the guide of Human Computer Interaction (HCI) area. In particular, we have followed the User Centered Design (UCD) principles. In the evaluation, we have analized the reasons of the motivation and its influence to the positive actitude on the subject. The results of evaluation shows that not only the motivation can be used positively in the learning, but frustation also, for example, can be used to produce a major persistence in the achivemment of learning goals. On the other hand, we found some problems in the perception of ludic things as a learning activity in high levels of teaching, such as univercity students.
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电子游戏中的情绪:增加学习动机
情绪可以以积极或消极的方式影响学习,特别是在学习动机方面。让学生有动力去学习或不去学习“一些东西”是自主学习的关键之一。因此,在本文中,我们将呈现一款3D电子游戏原型的设计和实验,并将其整合到大学生的虚拟教室中,目的是分析电子游戏所产生的情感如何对学习动机产生积极或消极的影响。我们在情感界面、计算机支持协作学习(CSCL)和电子游戏方面的理论研究得到了支持;同时,在设计、开发和评价方法上,我们采用了人机交互(HCI)领域的指导思想。特别是,我们遵循了以用户为中心的设计(UCD)原则。在评价中,我们分析了动机产生的原因及其对主体积极行为的影响。评估结果表明,动机不仅可以在学习中发挥积极作用,挫折也可以在实现学习目标的过程中产生主要的坚持。另一方面,我们发现在高水平的教学中,例如大学生,在将可笑的事物作为学习活动的感知方面存在一些问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
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发文量
69
审稿时长
8 weeks
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