以人为本的方法在三维叙事游戏中探索学习者的学习情绪

Zhenhua Xu, Earl Woodruff
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引用次数: 5

摘要

情绪是我们认知功能的一个组成部分。过去的研究已经证明情绪与学习成绩之间存在确凿的联系[7,26,27]。本文采用以人为本的方法对学生(N = 65)的面部行为、情绪、学习者特征和学习进行了研究。一个自动面部表情识别系统被用来检测中学生和大学生在3D叙事视频游戏中学习科学任务时的实时面部动作。结果表明,三种特定的面部动作(即外眉、紧唇和压唇)与学生自我调节学习策略和学习成绩之间存在显著的统计学关系。当学生遇到障碍不知道如何前进时,外眉抬高(AU2)具有很强的预测能力。当学生从事一项需要深度信息处理和短期记忆激活的任务时,抿紧嘴唇和压紧嘴唇(AU23和AU24)都可以预测。研究结果还表明,学生自我调节学习策略的使用与中性状态之间存在相关关系。希望本研究能够提供经验证据,帮助我们更深入地理解面部行为与复杂学习之间的关系,特别是在教育游戏中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Person-centered approach to explore learner's emotionality in learning within a 3D narrative game
Emotions form an integral part of our cognitive function. Past research has demonstrated conclusive associations between emotions and learning achievement [7, 26, 27]. This paper used a person-centered approach to explore students' (N = 65) facial behavior, emotions, learner traits and learning. An automatic facial expression recognition system was used to detect both middle school and university students' real-time facial movements while they learned scientific tasks in a 3D narrative video game. The results indicated a strong statistical relationship between three specific facial movements (i.e., outer brow raising, lip tightening and lip pressing), student self-regulatory learning strategy and learning performance. Outer brow raising (AU2) had strong predictive power when a student is confronted with obstacles and does not know how to proceed. Both lip tightening and pressing (AU23 and AU24) were predictive when a student engaged in a task that requires a deep level of incoming information processing and short memory activation. The findings also suggested a correlational relationship between student self-regulatory learning strategy use and neutral state. It is hoped that this study will provide empirical evidence for helping us develop a deeper understanding of the relationship between facial behavior and complex learning especially in educational games.
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