4 research outputs found

    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

    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
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