COMPARING LEARNERS ’ AFFECT WHILE USING AN INTELLIGENT TUTOR AND AN EDUCATIONAL GAME

We compare the affect associated with students learning from an intelligent tutoring system, Aplusix, and a game, Math Blaster 9-12, covering very similar mathematical content. Quantitative field observations of student affect were conducted in classrooms in private schools in the Philippines. Students experienced large amounts of positive affect in both environments. It has been hypothesized that educational games will lead to better affect than other forms of educational software, but it was found that students experienced more positive affect (specifically, engaged concentration) and less negative affect (specifically, boredom) in the intelligent tutor than in the game, though there was a trend towards more delight within the game. These results suggest that intelligent tutors may be more affectively successful than had previously been realized. An alternate possible implication is that games’ motivational benefits are not solely in terms of moment-tomoment affective experience. At the same time, the differential affective benefits of the two genres of educational software suggests that some blend of the two types of learning environments may be more engaging than any existing educational software.

[1]  Rana El Kaliouby,et al.  Viewing Student Affect and Learning through Classroom Observation and Physical Sensors , 2008, Intelligent Tutoring Systems.

[2]  Tina R. Ziemek Two-D or not Two-D: gender implications of visual cognition in electronic games , 2006, I3D '06.

[3]  Paula J. Durlach,et al.  BiLAT: A Game-Based Environment for Practicing Negotiation in a Cultural Context , 2009, Int. J. Artif. Intell. Educ..

[4]  Eric A. Jenkins,et al.  How Children Discover New Strategies , 1989 .

[5]  Neil T. Heffernan,et al.  Mily's World: A Coordinate Geometry Learning Environment with Game-Like Properties , 2010, Intelligent Tutoring Systems.

[6]  Arnon Hershkovitz,et al.  The Impact of Off-task and Gaming Behaviors on Learning: Immediate or Aggregate? , 2009, AIED.

[7]  Morten Misfeldt,et al.  Player Transformation of Educational Multiplayer Games , 2004 .

[8]  Arthur C. Graesser,et al.  Content Matters: An Investigation of Feedback Categories within an ITS , 2007, AIED.

[9]  Elliot Soloway,et al.  More than just fun and games: assessing the value of educational video games in the classroom , 2004, CHI EA '04.

[10]  Arthur C. Graesser,et al.  Operation ARIES!: A Computerized Game for Teaching Scientific Inquiry , 2009, AIED.

[11]  Lucinda Kerawalla,et al.  From promises to practices: the fate of educational software in the home , 2005 .

[12]  Arthur C. Graesser,et al.  Better to be frustrated than bored: The incidence, persistence, and impact of learners' cognitive-affective states during interactions with three different computer-based learning environments , 2010, Int. J. Hum. Comput. Stud..

[13]  Y. Kafai The Educational Potential of Electronic Games: From Games-to-Teach to Games-to-Learn , 2001 .

[14]  Ira P. Goldstein,et al.  The genetic graph: a representation for the evolution of procedural knowledge , 1979 .

[15]  Scotty D. Craig,et al.  Integrating Affect Sensors in an Intelligent Tutoring System , 2004 .

[16]  H. O'Neil,et al.  Classification of learning outcomes: evidence from the computer games literature , 2005 .

[17]  Kurt Squire,et al.  Video games in education , 2003, Int. J. Intell. Games Simul..

[18]  John R. Anderson,et al.  Cognitive Tutors: Lessons Learned , 1995 .

[19]  Stephen M. Alessi,et al.  Multimedia for Learning: Methods and Development , 2000 .

[20]  J. Brown New Learning Environments for the 21st Century: Exploring the Edge , 2006 .

[21]  Jean-François Nicaud,et al.  Mixing Microworld and Cas Features in Building Computer Systems that Help Students Learn Algebra , 2004, Int. J. Comput. Math. Learn..

[22]  Etienne Wenger,et al.  Artificial Intelligence and Tutoring Systems: Computational and Cognitive Approaches to the Communication of Knowledge , 1987 .

[23]  Christine Brown,et al.  Unpacking the potential of educational gaming: A new tool for gaming research , 2007 .

[24]  Ryan Shaun Joazeiro de Baker,et al.  Comparing Learners' Affect While Using an Intelligent Tutoring System and a Simulation Problem Solving Game , 2008, Intelligent Tutoring Systems.

[25]  E. Vesterinen,et al.  Affective Computing , 2009, Encyclopedia of Biometrics.

[26]  Ronan G. Reilly,et al.  Programming: factors that influence success , 2005, SIGCSE '05.

[27]  John Seely Brown,et al.  An Investigation of Computer Coaching for Informal Learning Activities. , 1978 .

[28]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[29]  R. Sawyer The Cambridge Handbook of the Learning Sciences: Introduction , 2014 .

[30]  J. Russell Core affect and the psychological construction of emotion. , 2003, Psychological review.

[31]  Alexander Repenning,et al.  Playing a Game: The Ecology of Designing, Building and Testing Games as Educational Activities , 2005 .

[32]  James C. Lester,et al.  Affective Transitions in Narrative-Centered Learning Environments , 2008, J. Educ. Technol. Soc..

[33]  S. Gest,et al.  Reading Tutoring for Students at Academic and Behavioral Risk: Effects on Time-on-Task in the Classroom , 2005 .

[34]  M. Habgood The effective integration of digital games and learning content , 2007 .

[35]  Neil T. Heffernan,et al.  Detection and Analysis of Off-Task Gaming Behavior in Intelligent Tutoring Systems , 2006, Intelligent Tutoring Systems.

[36]  Reinhard Pekrun,et al.  Boredom in achievement settings: Exploring control–value antecedents and performance outcomes of a neglected emotion. , 2010 .

[37]  Clint A. Bowers,et al.  Using Virtual Reality with and without Gaming Attributes for Academic Achievement , 2006 .

[38]  J. Schofield Computers and classroom culture , 1995 .

[39]  H. Lahaderne Attitudinal and intellectual correlates of attention: a study of four sixth-grade classrooms. , 1968, Journal of educational psychology.

[40]  John L. Sherry Flow and Media Enjoyment , 2004 .

[41]  K. Ann Renninger,et al.  Situational interest and its impact on reading and expository writing. , 1992 .

[42]  John Kirriemuir,et al.  Literature Review in Games and Learning , 2004 .

[43]  Jonathan P. Rowe,et al.  Story-Based Learning: The Impact of Narrative on Learning Experiences and Outcomes , 2008, Intelligent Tutoring Systems.

[44]  Ryan Shaun Joazeiro de Baker,et al.  Affect and Usage Choices in Simulation Problem-Solving Environments , 2007, AIED.

[45]  Alexander E. Voiskounsky,et al.  Playing Online Games: Flow Experience , 2004, PsychNology J..

[46]  Leicha A. Bragg Students’ conflicting attitudes towards games as a vehicle for learning mathematics: A methodological dilemma , 2007 .

[47]  M. Lepper,et al.  Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. , 1996 .

[48]  D. Wood Self-theories: Their Role in Motivation, Personality and Development. By Carol S. Dweck. Psychology Press, Hove, 1999. pp. 195. £29.95 (hb). , 2000 .

[49]  Rosemary Luckin,et al.  The Effects of Motivational Modeling on Affect in an Intelligent Tutoring System , 2008 .

[50]  Ryan Shaun Joazeiro de Baker,et al.  Coarse-grained detection of student frustration in an introductory programming course , 2009, ICER '09.

[51]  Robert E. Slavin,et al.  Measuring Time-On-Task: Issues of Timing, Sampling and Definition. , 1980 .

[52]  Alfred Bork,et al.  Multimedia in Learning , 2001 .

[53]  Jacob Cohen A Coefficient of Agreement for Nominal Scales , 1960 .

[54]  C. Kasari,et al.  Task- Related Interactions Among Teachers and Exceptional, At-Risk, and Typical Learners in Inclusive Classrooms , 1999 .

[55]  J. Lloyd,et al.  Measurement and Evaluation of Task-Related Learning Behaviors: Attention to Task and Metacognition. , 1986 .

[56]  Vincent Aleven,et al.  Limitations of Student Control: Do Students Know When They Need Help? , 2000, Intelligent Tutoring Systems.

[57]  Marianne D. Nelson The effects of computer math games to increase student accurracy and fluency in basic multiplication facts , 2009 .

[58]  J. R. Landis,et al.  The measurement of observer agreement for categorical data. , 1977, Biometrics.

[59]  Andreas Krapp,et al.  Structural and Dynamic Aspects of Interest Development: Theoretical Considerations from an Ontogenetic Perspective. , 2002 .

[60]  Renee Hobbs,et al.  Conditions of Learning in Novice Programmers , 1986 .

[61]  Ryan Shaun Joazeiro de Baker,et al.  Off-task behavior in the cognitive tutor classroom: when students "game the system" , 2004, CHI.

[62]  K. E. Kelly,et al.  Preliminary Report on the Relation of Students' on-Task Behavior with Completion of School Work , 1999 .

[63]  Scotty D. Craig,et al.  Affect and learning: An exploratory look into the role of affect in learning with AutoTutor , 2004 .

[64]  J. Gee,et al.  Video Games and the Future of Learning , 2005 .

[65]  Kenneth R. Koedinger,et al.  Goals and learning in microworlds , 1999, Cogn. Sci..

[66]  K. Squire From Content to Context: Videogames as Designed Experience , 2006 .