6 research outputs found

    The Affective and Learning Profiles of Students Using an Intelligent Tutoring System for Algebra

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    We investigate whether high-performing students’ experience of affect (boredom, confusion, delight, flow, frustration, neutrality and surprise) is different from that of low-performing students while using Aplusix, an ITS for Algebra. We found that students with the highest number of correct answers experienced flow the most while students with the lowest number of correct answers experienced confusion and boredom the most. Students who attempted the most difficult problems experienced flow the most while students who tried the lowest levels experienced more boredom and confusion. Students who took the longest time in solving the algebra problems experienced confusion the most while students who took the shortest time experienced confusion the least. Students who used the most number of steps to solve a problem experienced confusion and boredom the most. Students who used the least number of steps experienced more flow

    Modeling the affective states of students using an intelligent tutoring system for algebra

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    The medium-term goal of this project is to implement an emotionally intelligent learning companion that will provide algebra students with encouragement and support. To this end, this study sought to improve upon existing models of affect of students using Aplusix, an intelligent tutor for algebra. Continuing earlier work, this model was a refined analysis of student interaction logs with the ITS using linear regression. Unfortunately, the models produced had low correlations with the data

    Comparing Learners’ Affect While Using an Intelligent Tutoring System and a Simulation Problem Solving Game

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    We compare the affect associated with an intelligent tutoring environment, Aplusix, and a simulations problem solving game, The Incredible Machine, to determine whether students experience significantly better affect in an educational game than in an ITS. We find that affect was, on the whole, better in Aplusix than it was in The Incredible Machine. Students experienced significantly less boredom and frustration and more flow while using Aplusix. This implies that, while aspects unique to games (e.g. fantasy and competition) may make games more fun, the interactivity and challenge common to both games and ITSs may play a larger role in making both types of systems affectively positive learning environment

    Affect and usage choices in simulation problem solving environments

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    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 gaming behavior. Boredom and confusion appear both to precede gaming behavior and to cooccur with gaming behavior; delight and flow are negatively associated with gaming behavior
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