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基于数字游戏的学习中的情感状态:主题演变和社会网络分析。

Affective states in digital game-based learning: Thematic evolution and social network analysis.

机构信息

Department of Mathematics and Information Technology, The Education University of Hong Kong, Hong Kong, Hong Kong SAR.

Department of English Language Education, The Education University of Hong Kong, Hong Kong, Hong Kong SAR.

出版信息

PLoS One. 2021 Jul 28;16(7):e0255184. doi: 10.1371/journal.pone.0255184. eCollection 2021.

Abstract

Research has indicated strong relationships between learners' affect and their learning. Emotions relate closely to students' well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning experiences and increasing student motivation. The field of emotions in DGBL has become an active research field with accumulated literature available, which calls for a comprehensive understanding of the up-to-date literature concerning emotions in virtual DGBL among students at all educational levels. Based on 393 research articles collected from the Web of Science, this study, for the first time, explores the current advances and topics in this field. Specifically, thematic evolution analysis is conducted to explore the evolution of topics that are categorized into four different groups (i.e., games, emotions, applications, and analytical technologies) in the corpus. Social network analysis explores the co-occurrences between topics to identify their relationships. Interesting results are obtained. For example, with the integration of diverse applications (e.g., mobiles) and analytical technologies (e.g., learning analytics and affective computing), increasing types of affective states, socio-emotional factors, and digital games are investigated. Additionally, implications for future research include 1) children's anxiety/attitude and engagement in collaborative gameplay, 2) individual personalities and characteristics for personalized support, 3) emotion dynamics, 4) multimodal data use, 5) game customization, 6) balance between learners' skill levels and game challenge as well as rewards and learning anxiety.

摘要

研究表明,学习者的情感与他们的学习之间存在很强的关系。情绪与学生的幸福感、学习质量、生产力和互动密切相关。基于数字游戏的学习(DGBL)已被广泛认为可以有效地增强学习体验和提高学生的积极性。情感在 DGBL 中的研究领域已经成为一个活跃的研究领域,有大量的文献积累,这就需要全面了解各级学生虚拟 DGBL 中有关情感的最新文献。本研究首次基于从 Web of Science 收集的 393 篇研究文章,探讨了该领域的当前进展和主题。具体来说,通过主题演化分析来探索主题的演变,这些主题被分为四个不同的组(即游戏、情感、应用和分析技术)。社会网络分析探讨了主题之间的共同出现,以确定它们的关系。得到了有趣的结果。例如,通过整合各种应用(如移动设备)和分析技术(如学习分析和情感计算),研究了越来越多的情感状态、社会情感因素和数字游戏。此外,对未来研究的启示包括 1)儿童的焦虑/态度和参与协作游戏,2)个性化支持的个体个性和特征,3)情感动态,4)多模态数据的使用,5)游戏定制,6)学习者技能水平与游戏挑战、奖励和学习焦虑之间的平衡。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/53a6/8318230/27b038b5ac13/pone.0255184.g001.jpg

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