教育游戏设计中的情感代理:《数学岛英雄

Mirela Gutica, S. Petrina
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引用次数: 3

摘要

评估学习中的主观游戏体验和参与程度对于设计能够响应学习者认知和情绪状态的高级学习技术(ALTs)非常重要。本文探讨了学生对教育类游戏《数学岛英雄》的态度,以及他们对动画猴子这一情感代理的反应。15名六年级和七年级学生(男生7名,女生8名)参加了本次准实验研究(前测、干预、后测、问卷后和访谈)。本研究详细分析了学生对《数学岛英雄》及其潜在数学内容的主观反应、他们在游戏过程中获得的学习成果和引发的情感,以及对游戏及其情感代理的评估所产生的设计问题。这项研究的结果告诉我们,如何设计alt和教育游戏,才能有效地提供情感参与、享受和学习。
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Emotional Agents in Educational Game Design: Heroes of Math Island
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners’ cognitive and emotional states. This article addresses students’ attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an animated monkey. Fifteen students (seven boys and eight girls) from grades six and seven participated in this quasi-experimental study (pretest, intervention, post-test, followed by post-questionnaire and interview). This research presents a detailed analysis of students’ subjective reactions with respect to Heroes of Math Island and to the underlying mathematics content, their learning gains and emotions triggered during gameplay, and design issues resulting from the evaluation of the game and of its emotional agent. The findings from this study inform how ALTs and educational games can be designed in order to be effective and provide emotional engagement, enjoyment, and learning.
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