探索数字游戏中学习情感与认知行为之间的关系

Li Chen, Zehui Zhan, Han Chen, Linlin Zheng
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引用次数: 0

摘要

以往的研究主要从宏观角度探讨数字游戏对学生的学习影响,主要忽视了学习者在游戏过程中的情感和认知等细微维度。为了丰富数字游戏背景下学习者情感和认知的研究,本文以自主开发的棋类游戏 "四子连环棋 "为研究载体,开展了一项实证研究。我们以半自动化的方式识别了学习者在这个基于游戏的教育情境中的情感和认知行为,并探讨了两者之间的关系。研究表明,高水平学习者在整个游戏过程中都能保持高度的洞察情绪,善于构建战略阵型以控制更重要的棋盘区域,并倾向于将强大的棋子保留到最后以确保获胜优势。相反,低水平学习者则主要表现出中性情绪,尤其是在无关行为中,并且难以保持战略全局,而是专注于较小的、眼前的利益,这阻碍了更深层次战略的应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Exploring the relationship between learning emotion and cognitive behaviors in a digital game

Exploring the relationship between learning emotion and cognitive behaviors in a digital game

Previous studies have primarily explored the learning effects of digital games on students from a macro perspective, mainly ignoring the fine-grained dimensions of learners' emotions and cognition during gameplay. To enrich the study of learners' emotions and cognitions in the context of digital games, this paper conducts an empirical study using the self-developed board game “Connect Four Chess” as a research vehicle. We semi-automatically identify learners' emotional and cognitive behaviors within this game-based educational context and explore the relationship between the two. The study demonstrates that high-level learners maintained a high level of insightful emotion throughout the game, excelled at constructing strategic formations to control more significant chessboard areas, and preferred to reserve powerful pieces until the end to secure a winning advantage. Conversely, low-level learners exhibit a predominant level of neutral emotion, especially during unrelated behaviors, and struggle to maintain a strategic overview, focusing instead on smaller, immediate gains, which hamper the application of deeper strategies.

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