考察学习者在基于数字游戏的词汇学习中的认知过程和学习情绪:来自眼动跟踪技术和面部情绪识别的证据

IF 3.5 Q1 EDUCATION & EDUCATIONAL RESEARCH
Chun-Chia Wang, Hsuan-Chu Chen, Jason C. Hung
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引用次数: 0

摘要

目的本研究探讨了认知过程、情感及其对大学生基于数字游戏的词汇学习(DGVL)的影响。由于该领域的研究较少,尤其是与创新技术相结合的研究,本研究旨在利用先进的监测工具了解这些因素的影响。研究结果表明,在 DGVL 学习过程中,不同的固定顺序和视觉注意力变化与不同的能力水平相关,这表明视觉参与和语言能力之间存在直接关联。此外,参与者的情绪过渡也很常见,主要是从参与("流动")到挑战("挫折"),这反映了学习的情绪动态。此外,所有参与者都始终关注英语词汇定义,这表明他们有针对性地理解和准备考试。这些发现凸显了学习环境中情绪与认知过程之间错综复杂的动态关系。它强调了这些因素的复杂性及其对学习者视觉和情感参与的共同影响,为语言学习中的教育策略和技术应用提供了有价值的启示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Examining learners’ cognitive processes and learning emotions in digital game-based vocabulary learning: evidence from eye-tracking technology and facial emotion recognition
Purpose This research explored the intersection of cognitive processes, emotions and their impacts on digital game-based vocabulary learning (DGVL) among university students. Recognizing the scant research in this area, especially with integrating innovative technologies, this study aims to understand the influence of these elements using advanced monitoring tools. Design/methodology/approach This inquiry was carried out as an observational study involving 44 university students segmented into three English language proficiency levels: high, intermediate and low based on their English course scores. The methodological tools included a portable eye tracker to observe visual behaviors and deep learning technology to identify and analyze the participants’ emotional responses and engagement with the DGVL during the learning process. Findings The results showed that distinct fixation sequences and variations in visual attention during DGVL were correlated with different levels of competency, suggesting a direct correlation between visual engagement and language competence. In addition, emotional transitions, predominantly from engagement (“flow”) to challenge (“frustration”), were common among participants, reflecting the emotional dynamics of learning. Furthermore, all participants consistently focused on the English vocabulary definitions, indicative of their targeted approach to understanding and test preparation. These findings highlighted the intricate dynamics between emotions and cognitive processes in learning environments. Originality/value Contribution of this study shows the interplay of cognitive engagement and emotional experiences in the context of DGVL. It underscored the complex nature of these factors and their collective influence on learners’ visual and emotional engagement, offering valuable implications for educational strategies and technological applications in language learning.
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来源期刊
Interactive Technology and Smart Education
Interactive Technology and Smart Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
12.00
自引率
2.30%
发文量
30
期刊介绍: Interactive Technology and Smart Education (ITSE) is a multi-disciplinary, peer-reviewed journal, which provides a distinct forum to specially promote innovation and participative research approaches. The following terms are defined, as used in the context of this journal: -Interactive Technology refers to all forms of digital technology, as described above, emphasizing innovation and human-/user-centred approaches. -Smart Education "SMART" is used as an acronym that refers to interactive technology that offers a more flexible and tailored approach to meet diverse individual requirements by being “Sensitive, Manageable, Adaptable, Responsive and Timely” to educators’ pedagogical strategies and learners’ educational and social needs’. -Articles are invited that explore innovative use of educational technologies that advance interactive technology in general and its applications in education in particular. The journal aims to bridge gaps in the field by promoting design research, action research, and continuous evaluation as an integral part of the development cycle of usable solutions/systems.
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