The learning adversary - An experimental investigation of adaptive pedagogical agents as opponents in educational videogames

心理学 对手 认知科学 认知心理学 数学教育 计算机科学 计算机安全
作者
Steve Nebel,Maik Beege,Sascha Schneider,Günter Daniel Rey
出处
期刊:Learning and Individual Differences [Elsevier BV]
卷期号:110: 102425-102425 被引量:5
标识
DOI:10.1016/j.lindif.2024.102425
摘要

Researchers struggle to apply insights from psychology to learning with video games as individual differences while playing them vastly differ. In addition, some elements are uncommon within learning material, such as having a pedagogical agent as an opponent. To meet this gap, this article presents a pre-study (n = 150) and experiments (n = 98; n = 85) investigating the type of opponent (high versus low emotionally activating) and the perceived game difficulty (high versus low). Results indicate significant effects on perceived competence and attribution. In addition, the impact of emotional activation interacted with the individual gameplay experiences. However, effects regarding emotional activation could not be fully replicated, indicating an influence of the game-based scenario. In addition, it could be demonstrated that learning was not impaired, even though individual player behavior and performance during the learning phase differed significantly. Results are discussed regarding the optimal design of individualized learning material. The experimental series revealed that even the perception of difficulty – not the difficulty of the material itself – results in individual differences in player behavior, perceived competence, and attribution. It could be demonstrated that such individual game experiences can influence learning-related actions, such as playing more slowly and carefully, attributing more internally, and feeling more competent without actual differences within the content of the learning material. The importance of resulting perceived competence is further highlighted, as it could be demonstrated that it is an essential mediator for the emergence of positive emotional responses (i.e., feeling happy) after playing an educational video game. Overall, the results indicate the strong potential of adaptive digital Game-Based Learning scenarios, adjusting the gameplay experience toward an individualized and optimized path.
最长约 10秒,即可获得该文献文件

科研通智能强力驱动
Strongly Powered by AbleSci AI
科研通是完全免费的文献互助平台,具备全网最快的应助速度,最高的求助完成率。 对每一个文献求助,科研通都将尽心尽力,给求助人一个满意的交代。
实时播报
ZXF发布了新的文献求助10
刚刚
啥子浮生学科研完成签到,获得积分10
1秒前
CipherSage的应助被Did采纳,获得10
2秒前
诚心的雁发布了新的文献求助10
2秒前
wanzhao完成签到 ,获得积分10
3秒前
3秒前
匆匆发布了新的文献求助10
4秒前
核桃发布了新的文献求助10
4秒前
dusk8u完成签到,获得积分10
4秒前
Plant发布了新的文献求助10
4秒前
天天快乐的应助被DiJia采纳,获得10
4秒前
xixi发布了新的文献求助10
5秒前
威武的海燕完成签到 ,获得积分10
5秒前
5秒前
高天赐1发布了新的文献求助10
5秒前
CipherSage的应助被奥美拉唑采纳,获得10
5秒前
6秒前
7秒前
7秒前
CipherSage的应助被科研通管家采纳,获得10
7秒前
大个的应助被科研通管家采纳,获得10
7秒前
脑洞疼的应助被科研通管家采纳,获得10
7秒前
汉堡包的应助被科研通管家采纳,获得10
7秒前
molihuakai的应助被科研通管家采纳,获得10
7秒前
7秒前
7秒前
7秒前
852的应助被科研通管家采纳,获得10
8秒前
Lucas的应助被科研通管家采纳,获得10
8秒前
huangwei完成签到 ,获得积分10
8秒前
orixero的应助被科研通管家采纳,获得10
8秒前
秋风的应助被科研通管家采纳,获得10
8秒前
田様的应助被科研通管家采纳,获得10
8秒前
元谷雪的应助被科研通管家采纳,获得10
8秒前
林夕完成签到,获得积分10
8秒前
8秒前
桐桐的应助被科研通管家采纳,获得10
9秒前
檀兮尔完成签到,获得积分10
9秒前
9秒前
小蘑菇的应助被科研通管家采纳,获得10
9秒前
高分求助中
(应助此贴封号)【重要!!请各用户(尤其是新用户)详细阅读】【科研通的精品贴汇总】 10000
Aspects of Post-SPE Phonology 2000
CODESSA 2000
Performance standards for antimicrobial disk and dilution susceptibility tests for bacteria isolated from animals 888
Rosenblum, Global Change Biology 800
Berberine regulates the TLR4 signaling pathway to suppress hypoxia-induced proliferation and migration of pulmonary arterial smooth muscle cells 530
Organizational Behavior 510
热门求助领域 (近24小时)
化学 材料科学 医学 生物 计算机科学 工程类 纳米技术 有机化学 化学工程 内科学 物理 生物化学 复合材料 催化作用 细胞生物学 人工智能 心理学 无机化学 基因 遗传学
热门帖子
关注 科研通微信公众号,转发送积分 7856240
求助须知:如何正确求助?哪些是违规求助? 9374670
关于积分的说明 20695247
捐赠科研通 7454499
什么是DOI,文献DOI怎么找? 3345781
关于科研通互助平台的介绍 2488147
邀请新用户注册赠送积分活动 2369604