基于情感计算的小学游戏自适应学习教材开发

Tzu-Wei Tsai, H. Lo, Kai-Shao Chen
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引用次数: 22

摘要

电子学习已经成为教育领域的主流。现在,许多孩子使用基于游戏的学习材料进行学习。然而,材料的难度和挫败感往往会降低学习者的乐趣和兴趣。学习者的面部表情直观地反映了他们的学习状况。因此,本研究的目的是开发基于游戏的适应性学习的情感界面,以增强儿童的学习动机。益智游戏的各种难度等级和学习内容都是根据学习者的面部情绪来设计的,这种情绪是由Ekam的FACS识别和分类的。选取三组小学生分别参与评价实验。一组为适应性游戏组,一组为适应性学习内容组,另一组为不进行适应性学习的对照组。最后,被试使用情感可用性量表对系统进行评价。结果表明,基于游戏的学习系统可以提高学习者的学习动机和满意度。结论:基于面部情感计算开发的情感界面可以应用于自适应学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An affective computing approach to develop the game-based adaptive learning material for the elementary students
E-learning has been the mainstream in the field of education. Nowadays, many children use the game-based learning materials for leaning. However, the difficulty and frustration of the materials usually decrease learners' pleasure and interests. Learners' facial emotions intuitionally respond to their learning condition. Accordingly, the aim of the study is developing the affective interface of the game-based adaptive learning to enhance children's learning motivation. The various difficulty levels of a puzzle game and learning contents are designed to adapt in accordance to the learner's facial emotion which is recognized and classified by Ekam's FACS. Three groups of the elementary school students are recruited to separately participate in the evaluation experiments. One group is for the adaptive game, another for the adaptive learning content, and the other one is the control group for no adaptive learning. Afterword the subjects use the affective usability scale to evaluate the system. The results reveal the game-based learning system could enhance learners' learning motivation and satisfaction. Conclude that the affective interface developed by facial affective computing is proposed to apply on the adaptive learning.
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