2020
DOI: 10.1007/978-3-030-52240-7_38
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Confrustion and Gaming While Learning with Erroneous Examples in a Decimals Game

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Cited by 8 publications
(6 citation statements)
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“…Based on the results of studies finding similar patterns for frustration and confusion, other work has treated confusion and frustration as a single combined emotion [16], [17], [18]). This work has used the term confrustion to refer to the merger of these two affective states, and has used human labels of confrustion (confusion and/or frustration) from interaction log data, as well as automated detectors built using these human labels.…”
Section: Confusion and Frustration As One Unitary Emotionmentioning
confidence: 99%
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“…Based on the results of studies finding similar patterns for frustration and confusion, other work has treated confusion and frustration as a single combined emotion [16], [17], [18]). This work has used the term confrustion to refer to the merger of these two affective states, and has used human labels of confrustion (confusion and/or frustration) from interaction log data, as well as automated detectors built using these human labels.…”
Section: Confusion and Frustration As One Unitary Emotionmentioning
confidence: 99%
“…Additional analyses revealed that across both groups, learners tended to demonstrate less confrustion later than earlier in the learning session, but this varied across the course of the intervention. A follow-up study by the same group found that confrustion was associated with a lower frequency of gaming the system behavior (a type of behavioral disengagement) [17]. Another follow-up study by the group compared confrustion and learning between two experimental conditions: a digital math learning game and an intelligent tutor [18].…”
Section: Confusion and Frustration As One Unitary Emotionmentioning
confidence: 99%
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“…In recent years, both traditional games and computer games have been more and more used for education (Becker 2010;Mogessie et al 2020), making use of their natural immersive problem solving tasks. Also called serious games, they address both the cognitive and the affective dimensions of learning (O'Neil, Wainess, and Baker 2005;Virvou, Katsionis, and Manos 2005) and should facilitate learning for students of different cognitive needs and interests.…”
Section: Learning Through Gamingmentioning
confidence: 99%
“…Researchers have investigated game-based learning environments for a variety of educational domains, including anti-bullying (Aylett et al 2005), science learning (Ketelhut et al 2007;Rowe et al 2011), interactive health-education (Marsella 2003), graphics design (Cutumisu 2018), mathematics (Mogessie et al 2020), and computational thinking (Min et al 2017;Zhao and Shute 2019). Efforts are now underway to leverage game-based learning to connect AI concepts, such as search, reasoning, and machine learning to high school math (Wang and Johnson 2019).…”
Section: Game-based Learningmentioning
confidence: 99%