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Comparing Learners' Affect While Using An Intelligent Tutor And An Educational Game, Ryan Baker, Ma.Mercedes Rodrigo
Comparing Learners' Affect While Using An Intelligent Tutor And An Educational Game, Ryan Baker, Ma.Mercedes Rodrigo
Ryan S.J.d. Baker
We compare the affect associated with students learning from an intelligent tutoring system, Aplusix, and a game, Math Blaster 9-12, covering very similar mathematical content. Quantitative field observations of student affect were conducted in classrooms in private schools in the Philippines. Students experienced large amounts of positive affect in both environments. It has been hypothesized that educational games will lead to better affect than other forms of educational software, but it was found that students experienced more positive affect (specifically, engaged concentration) and less negative affect (specifically, boredom) in the intelligent tutor than in the game, though there was a …
Better To Be Frustrated Than Bored: The Incidence, Persistence, And Impact Of Learners' Cognitive-Affective States During Interactions With Three Different Computer-Based Learning Environments, Ryan Baker, Ma.Mercedes Rodrigo, Sidney D'Mello, Arthur Graesser
Better To Be Frustrated Than Bored: The Incidence, Persistence, And Impact Of Learners' Cognitive-Affective States During Interactions With Three Different Computer-Based Learning Environments, Ryan Baker, Ma.Mercedes Rodrigo, Sidney D'Mello, Arthur Graesser
Ryan S.J.d. Baker
We study the incidence (rate of occurrence), persistence (rate of reoccurrence immediately after occurrence), and impact (effect on behavior) of students’ cognitive-affective states during their use of three different computer-based learning environments. Students’ cognitive-affective states are studied using different populations (Philippines, USA), different methods (quantitative field observation, self-report), and different types of learning environments (dialogue tutor, problemsolving game, and problem-solving based Intelligent Tutoring System). By varying the studies along these multiple factors, we can have greater confidence that findings which generalize across studies are robust. The incidence, persistence, and impact of boredom, frustration, confusion, engaged concentration, delight, and surprise were …