教育性严肃游戏中学习者情绪的积极与消极维度的一般分类

Belkacem Mostefai, Amar Balla, Phillipe Trigano
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引用次数: 0

摘要

在益智严肃游戏(SGs)中,在玩家-游戏互动过程中,一个预先要求的步骤是将学习者的情绪状态分为积极和消极两个维度。消极情绪是指抑制游戏并对游戏和学习结果产生负面影响的不良情绪。积极情绪是指能够改善游戏并对游戏和学习结果产生积极影响的理想情绪。因此,为了保持学习者的投入,基于情绪的适应应该量身定制,以最大化积极情绪,减少消极情绪。在教育和电子游戏文献中,都有许多关于情绪状态的积极和消极方面的研究。然而,大多数关于语言学习的研究并没有考虑到学习者情绪的积极和消极方面的分类。在此基础上,本文对教育英语学习者情绪进行了一般性的分类。我们首先分析教育情境下学习者(学生)情绪的积极和消极维度。然后,我们在电子游戏情境中考察学习者(玩家)的情绪状态。最后,我们考察了两种情境下的情绪,以确定学习者在教育情境下的积极和消极情绪状态。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A generic classification of learner's emotion in educational serious games into positive vs. negative dimension
In the educational Serious Games (SGs) context, a pre-requested step to enable emotion-based adaptation during the player-game interaction is the classification of the learner's emotional states into positive vs. negative dimension. Negative emotions mean undesirable emotions that restrain play and have a negative effect on the playing and the learning outcomes. Positive emotions mean desirable emotions that improve play and have a positive effect on the playing and learning outcomes. Therefore, in order to keep the learner engaged, the emotion-based adaptation should be tailored to maximize positive emotions and reduce negative ones. In both education and video game literature, there are many studies about the positive and negative aspects of the emotional states. However, most of the studies on SGs do not take into account the classification of the learner's emotions into a positive and a negative aspect. In order to provide that, this paper contributes a generic classification of learner's emotions in educational SGs. We start by analyzing positive and negative dimension of the learner's (student's) emotions under the educational context. Then, we inspect the learner's (player's) emotional states in the video games context. Finally, we examine emotion in both contexts in order to identify positive and negative emotional states at the learner in the educational SGs context.
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