2018
DOI: 10.1111/jcal.12245
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Effects of anxiety levels on learning performance and gaming performance in digital game‐based learning

Abstract: Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game-based learning. To this end, this study developed a game-based English learning system and investigated how different levels of anxiety affected learners' learning performance and gaming performance. A quasi-experiment was conducted in an elementary school. The results showed that high-anxiety learners per… Show more

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Cited by 78 publications
(48 citation statements)
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References 56 publications
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“…Overall, the study suggested that three types of interaction and academic emotions could effectively catalyze learning persistence and engagement in online learning environments. Those statistics results were consistent with previous research [15,41].…”
Section: Discussionsupporting
confidence: 94%
See 2 more Smart Citations
“…Overall, the study suggested that three types of interaction and academic emotions could effectively catalyze learning persistence and engagement in online learning environments. Those statistics results were consistent with previous research [15,41].…”
Section: Discussionsupporting
confidence: 94%
“…On the contrary, anxiety and boredom negatively predicted students' learning persistence. These findings are consistent with those of Putwain [13] and Yang [15]. As stated before, students' academic emotions should be considered to be critical in predicting their learning persistence.…”
Section: Relationships Among Students' Interaction Academic Emotionssupporting
confidence: 89%
See 1 more Smart Citation
“…Já Caballero e Niguidula (2018) apresentam uma simulação de treinamento conduzida por casos empregando a tecnologia de realidade virtual para treinar usuários imersos no ambiente virtual gamificado. Outro exemplo pode ser encontrado no trabalho de Trahanias e Papagiannakis (2018), que apresenta uma forma disruptiva de realizar treinamentos cirúrgicos em realidade virtual (VR) psicomotora com emprego de técnicas de gamificação.…”
Section: Cinted-ufrgs Novas Tecnologias Na Educaçãounclassified
“…Além disso, o simulador foi experimentado por crianças em idade escolar, com resultados positivos em seus testes iniciais, o que permitiu atestar a eficiência do simulador na promoção do aprendizado observacional e do aprendizado social (Liu, 2017). Assim, é possível afirmar que o potencial educativo da solução de simulação apresentada corrobora a visão de Jensen e Konradsen (2018), que afirmam que tal tecnologia é rica em possibilidades de estimular uma série de condições fundamentais para a absorção de informações, tais como a atenção, o envolvimento do aluno com a atividade proposta pela imersão, além de estimular diversas habilidades cognitivas. Além disso, convém ressaltar a importância da mecânica de gamificação adotada neste experimento que, dada a sua natureza simples, produziu efeitos interessantes junto aos alunos.…”
Section: Conclusõesunclassified