2012
DOI: 10.1155/2012/624538
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Assessment of Learners’ Motivation during Interactions with Serious Games: A Study of Some Motivational Strategies in Food-Force

Abstract: This study investigated motivational strategies and the assessment of learners' motivation during serious gameplay. Identifying and intelligently assessing the effects that these strategies may have on learners are particularly relevant for educational computer-based systems. We proposed, therefore, the use of physiological sensors, namely, heart rate, skin conductance, and electroencephalogram (EEG), as well as a theoretical model of motivation (Keller's ARCS model) to evaluate six motivational strategies sel… Show more

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Cited by 26 publications
(14 citation statements)
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References 31 publications
(41 reference statements)
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“…For example, Chang et al [27] have embedded motivational strategies in a Mobile Inquiry-Based Language learning setting (M-IBL) corresponding to elements of ARCS model, showing the experiment group with the motivational strategies have a higher level of learning motivation. Derbali and Frasson [21] have attempted to assess the effect of motivational strategies embedded in a serious gameplay such as alarm trigger, informative feedback, displaying score to address the factors in ARCS model, and also their study proposed a prediction model using self-reported data and physiological sensor data, which demonstrated the possibility to use dynamic measurements to assess learners' motivation, and we can also see the possibility to automate personalized output to motivate learners according to their motivational states in real time with a prerequisite of a motivation model to be used to assess learners' real-time motivational states. However, the theory and model that their studies have used to apply motivational strategies were not constructed in e-learning context, thus failing to include crucial factors.…”
Section: Motivational Modeling In E-learning Systems and Technology Amentioning
confidence: 98%
See 1 more Smart Citation
“…For example, Chang et al [27] have embedded motivational strategies in a Mobile Inquiry-Based Language learning setting (M-IBL) corresponding to elements of ARCS model, showing the experiment group with the motivational strategies have a higher level of learning motivation. Derbali and Frasson [21] have attempted to assess the effect of motivational strategies embedded in a serious gameplay such as alarm trigger, informative feedback, displaying score to address the factors in ARCS model, and also their study proposed a prediction model using self-reported data and physiological sensor data, which demonstrated the possibility to use dynamic measurements to assess learners' motivation, and we can also see the possibility to automate personalized output to motivate learners according to their motivational states in real time with a prerequisite of a motivation model to be used to assess learners' real-time motivational states. However, the theory and model that their studies have used to apply motivational strategies were not constructed in e-learning context, thus failing to include crucial factors.…”
Section: Motivational Modeling In E-learning Systems and Technology Amentioning
confidence: 98%
“…Compared to traditional classroom learning, students learning in e-learning systems usually feel less restrictions from tutors or peers, and students can take greater control for their learning experiences and outcome, which meanwhile makes it necessary and imperative to design and apply strategies in e-learning systems addressing users' motivational needs [21]. Hundreds of motivational strategies have been defined to be adopted by teachers in the language classroom to maintain and increase motivation [22].…”
Section: Motivational Modeling In E-learning Systems and Technology Amentioning
confidence: 99%
“…The combination of entertainment and educational activities engages learners and encourages them to achieve learning goals, consequently impacting on their academic performance in a positive manner [2]. Serious games have been able to captivate and engage students for a specific purpose such as developing new knowledge or acquiring specific skill sets.…”
Section: Related Workmentioning
confidence: 99%
“…Além disso, jogos sérios começaram a emergir como abordagens complementares ou alternativas para atividades de aprendizagem tradicionais. A combinação de entretenimento e atividades educativas envolve os alunos, incentivando-os a atingir as metas de aprendizagem, consequentemente impactando em seu desempenho acadêmico de uma maneira positiva [Derbali and Frasson 2012]. Jogos sérios têm sido capazes de cativar e envolver os alunos para propósitos específicos tais como o desenvolvimento de novos conhecimentos ou a aquisição de conjuntos de habilidades específicas.…”
Section: Trabalhos Relacionadosunclassified