Demystifying the Relations of Motivation and Emotions in Game-Based Learning: Insights from Co-Occurrence Network Analysis

Kristian Kiili, Juho Siuko, Elizabeth B. Cloude, M. Dindar
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Abstract

Accumulating evidence indicates that game-based learning is emotionally engaging. However, little is known about the nature of emotions in game-based learning. We extended previous game-based learning research by examining epistemic emotions and their relations to motivational constructs. One-hundred-thirty-one (n=131) 15–18-year-old students played the Antidote COVID-19 game for 25 minutes. Data were collected on their epistemic emotions, flow experience, situational interest, and satisfaction that were measured after the game-playing session. Learners reported significantly higher intensity levels of positive epistemic emotions (excitement, surprise, and curiosity) than negative ones (boredom, anxiety, frustration, and confusion). The co-occurrence network analyses provided new insights into the relationships between motivational and emotional states, where high-intensity flow experience, situational interest, and satisfaction co-occurred the most often with positive epistemic emotions. Results also revealed that a high-intensity flow can be experienced without high levels of situational interest in the topic. That is, gameplay can engage learners even though the learning topic does not interest them. This highlights the importance of intrinsically integrating the learning content with core game mechanics, ensuring the processing of the learning content. The study demonstrated that epistemic emotions, flow experience, satisfaction, and situational interest reveal different qualities of game-based learning. The results suggest that at least flow, situational interest, and epistemic emotions should be measured to understand different dimensions of engagement in game-based learning. Overall, the study advances prior research by clarifying relationships between epistemic emotions and motivational constructs.
解密游戏式学习中的动机与情感关系:共现网络分析的启示
越来越多的证据表明,基于游戏的学习能够调动学生的情绪。然而,人们对游戏式学习中情感的本质却知之甚少。我们扩展了以往的游戏式学习研究,考察了认识情绪及其与动机建构之间的关系。131名15-18岁的学生(n=131)玩了25分钟的 "解毒剂COVID-19 "游戏。游戏结束后,对学生的认识情绪、流动体验、情境兴趣和满意度进行了测量,并收集了相关数据。学习者报告的积极认识情绪(兴奋、惊喜和好奇)的强度水平明显高于消极情绪(无聊、焦虑、沮丧和困惑)。共现网络分析为动机和情绪状态之间的关系提供了新的见解,其中高强度的流动体验、情境兴趣和满足感与积极的认识情绪共现的频率最高。研究结果还显示,如果没有对主题的高度情景兴趣,也能体验到高强度的流动。也就是说,即使学习者对学习主题不感兴趣,游戏也能吸引他们。这凸显了将学习内容与核心游戏机制内在结合的重要性,确保了学习内容的处理。研究表明,认识情感、流动体验、满意度和情境兴趣揭示了游戏式学习的不同特质。研究结果表明,至少应测量流动体验、情境兴趣和认识情绪,以了解参与游戏式学习的不同层面。总之,本研究通过阐明认识情绪与动机建构之间的关系,推进了先前的研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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