Abstract: The goal of this study was to examine college students’ (n = 61) contextualized emotions during in-game actions while playing CRYSTAL ISLAND, a game-based learning environment where students are tasked with solving the mystery of what illness impacted all island inhabitants. We examined emotions during in-game actions: during book reading, after scanning food items for the transmission source, and after submitting a final diagnosis. We dichotomized each activity’s feedback into a positive or negative outcome: a relevant or irrelevant book for solving the mystery, testing food items that generate a positive or negative result, or submitting a correct or incorrect final diagnosis. Results revealed that expressing joy while reading a relevant book and expressing confusion after a positive scan significantly positively predicted overall game score, which we used as a proxy for problem-solving performance. Implications include understanding different levels of emotions students express during learning with all advanced learning technologies.
Related Posts
-
The Science of Resilience: Measuring the Ability to Bounce Back
Academia
-
Measuring Pain: Advancing The Understanding Of Pain Measurement Through Multimodal Assessment
Ergonomics
-
Feeling at Home: How to Design a Space Where the Brain can Relax
Ergonomics
-
Unconscious, Non-Conscious, or Subconscious: When To Use Which Term According To Science
Academia