Affect and Usage Choices in Simulation Problem-Solving Environments

被引:0
作者
Rodrigo, Ma. Mercedes T. [1 ]
Baker, Ryan S. J. D. [2 ]
Lagud, Maria C. V. [3 ]
Lim, Sheryl A. L. [1 ,3 ]
Macapanpan, Alexis F.
Pascua, Sheila A. M. S.
Santillano, Jerry Q. [1 ]
Sevilla, Leima R. S. [3 ]
Sugay, Jessica O. [1 ]
Tep, Sinath [1 ]
Viehland, Norma J. B. [3 ]
机构
[1] Ateneo Manila Univ, Dept Informat Syst & Comp Sci, Manila, Philippines
[2] Univ Nottingham, Learning Sci Res Inst, Nottingham NG7 2RD, England
[3] Atteneo Manila Univ, Dept Educ, Quezon City, Philippines
来源
ARTIFICIAL INTELLIGENCE IN EDUCATION: BUILDING TECHNOLOGY RICH LEARNING CONTEXTS THAT WORK | 2007年 / 158卷
关键词
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中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
We investigate the relationship between a student's affect and how he or she chooses to use a simulation problem-solving environment, using quantitative field observations. Within the environment studied, many students were observed gaming the system (cf. Baker et al, 2004), while few students engaged in off-task behavior. We analyze which affective states co-occur with gaming the system, and which affective states precede gaining behavior. Boredom and confusion appear both to precede gaming behavior and to co-occur with gaining behavior; delight and flow are negatively associated with gaming behavior.
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页码:145 / +
页数:2
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