Affective states in digital game-based learning: Thematic evolution and social network analysis
Research has indicated strong relationships between learners’ affect and their learning. Emotions relate closely to students’ well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning experiences a...
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Published in | PloS one Vol. 16; no. 7; p. e0255184 |
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Main Authors | , , , , |
Format | Journal Article |
Language | English |
Published |
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Public Library of Science
28.07.2021
Public Library of Science (PLoS) |
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Abstract | Research has indicated strong relationships between learners’ affect and their learning. Emotions relate closely to students’ well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning experiences and increasing student motivation. The field of emotions in DGBL has become an active research field with accumulated literature available, which calls for a comprehensive understanding of the up-to-date literature concerning emotions in virtual DGBL among students at all educational levels. Based on 393 research articles collected from the Web of Science, this study, for the first time, explores the current advances and topics in this field. Specifically, thematic evolution analysis is conducted to explore the evolution of topics that are categorized into four different groups (i.e., games, emotions, applications, and analytical technologies) in the corpus. Social network analysis explores the co-occurrences between topics to identify their relationships. Interesting results are obtained. For example, with the integration of diverse applications (e.g., mobiles) and analytical technologies (e.g., learning analytics and affective computing), increasing types of affective states, socio-emotional factors, and digital games are investigated. Additionally, implications for future research include 1) children’s anxiety/attitude and engagement in collaborative gameplay, 2) individual personalities and characteristics for personalized support, 3) emotion dynamics, 4) multimodal data use, 5) game customization, 6) balance between learners’ skill levels and game challenge as well as rewards and learning anxiety. |
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AbstractList | Research has indicated strong relationships between learners' affect and their learning. Emotions relate closely to students' well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning experiences and increasing student motivation. The field of emotions in DGBL has become an active research field with accumulated literature available, which calls for a comprehensive understanding of the up-to-date literature concerning emotions in virtual DGBL among students at all educational levels. Based on 393 research articles collected from the Web of Science, this study, for the first time, explores the current advances and topics in this field. Specifically, thematic evolution analysis is conducted to explore the evolution of topics that are categorized into four different groups (i.e., games, emotions, applications, and analytical technologies) in the corpus. Social network analysis explores the co-occurrences between topics to identify their relationships. Interesting results are obtained. For example, with the integration of diverse applications (e.g., mobiles) and analytical technologies (e.g., learning analytics and affective computing), increasing types of affective states, socio-emotional factors, and digital games are investigated. Additionally, implications for future research include 1) children's anxiety/attitude and engagement in collaborative gameplay, 2) individual personalities and characteristics for personalized support, 3) emotion dynamics, 4) multimodal data use, 5) game customization, 6) balance between learners' skill levels and game challenge as well as rewards and learning anxiety. Research has indicated strong relationships between learners' affect and their learning. Emotions relate closely to students' well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning experiences and increasing student motivation. The field of emotions in DGBL has become an active research field with accumulated literature available, which calls for a comprehensive understanding of the up-to-date literature concerning emotions in virtual DGBL among students at all educational levels. Based on 393 research articles collected from the Web of Science, this study, for the first time, explores the current advances and topics in this field. Specifically, thematic evolution analysis is conducted to explore the evolution of topics that are categorized into four different groups (i.e., games, emotions, applications, and analytical technologies) in the corpus. Social network analysis explores the co-occurrences between topics to identify their relationships. Interesting results are obtained. For example, with the integration of diverse applications (e.g., mobiles) and analytical technologies (e.g., learning analytics and affective computing), increasing types of affective states, socio-emotional factors, and digital games are investigated. Additionally, implications for future research include 1) children's anxiety/attitude and engagement in collaborative gameplay, 2) individual personalities and characteristics for personalized support, 3) emotion dynamics, 4) multimodal data use, 5) game customization, 6) balance between learners' skill levels and game challenge as well as rewards and learning anxiety.Research has indicated strong relationships between learners' affect and their learning. Emotions relate closely to students' well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning experiences and increasing student motivation. The field of emotions in DGBL has become an active research field with accumulated literature available, which calls for a comprehensive understanding of the up-to-date literature concerning emotions in virtual DGBL among students at all educational levels. Based on 393 research articles collected from the Web of Science, this study, for the first time, explores the current advances and topics in this field. Specifically, thematic evolution analysis is conducted to explore the evolution of topics that are categorized into four different groups (i.e., games, emotions, applications, and analytical technologies) in the corpus. Social network analysis explores the co-occurrences between topics to identify their relationships. Interesting results are obtained. For example, with the integration of diverse applications (e.g., mobiles) and analytical technologies (e.g., learning analytics and affective computing), increasing types of affective states, socio-emotional factors, and digital games are investigated. Additionally, implications for future research include 1) children's anxiety/attitude and engagement in collaborative gameplay, 2) individual personalities and characteristics for personalized support, 3) emotion dynamics, 4) multimodal data use, 5) game customization, 6) balance between learners' skill levels and game challenge as well as rewards and learning anxiety. |
Audience | Academic |
Author | Kohnke, Lucas Zou, Di Chen, Xieling Cheng, Gary Xie, Haoran |
AuthorAffiliation | KTH Royal Institute of Technology, SWEDEN 2 Department of English Language Education, The Education University of Hong Kong, Hong Kong, Hong Kong SAR 3 Department of Computing and Decision Sciences, Lingnan University, Hong Kong, Hong Kong SAR 1 Department of Mathematics and Information Technology, The Education University of Hong Kong, Hong Kong, Hong Kong SAR |
AuthorAffiliation_xml | – name: KTH Royal Institute of Technology, SWEDEN – name: 1 Department of Mathematics and Information Technology, The Education University of Hong Kong, Hong Kong, Hong Kong SAR – name: 2 Department of English Language Education, The Education University of Hong Kong, Hong Kong, Hong Kong SAR – name: 3 Department of Computing and Decision Sciences, Lingnan University, Hong Kong, Hong Kong SAR |
Author_xml | – sequence: 1 givenname: Xieling surname: Chen fullname: Chen, Xieling – sequence: 2 givenname: Di orcidid: 0000-0001-8435-9739 surname: Zou fullname: Zou, Di – sequence: 3 givenname: Lucas orcidid: 0000-0001-6717-5719 surname: Kohnke fullname: Kohnke, Lucas – sequence: 4 givenname: Haoran surname: Xie fullname: Xie, Haoran – sequence: 5 givenname: Gary surname: Cheng fullname: Cheng, Gary |
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Copyright | COPYRIGHT 2021 Public Library of Science 2021 Chen et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. 2021 Chen et al 2021 Chen et al |
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Notes | ObjectType-Article-1 SourceType-Scholarly Journals-1 ObjectType-Feature-2 content type line 14 content type line 23 Competing Interests: Di Zou and Haoran Xie are currently the academic editors of PLOS ONE. This does not alter our adherence to PLOS ONE policies on sharing data and materials. |
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Snippet | Research has indicated strong relationships between learners’ affect and their learning. Emotions relate closely to students’ well-being, learning quality,... Research has indicated strong relationships between learners' affect and their learning. Emotions relate closely to students' well-being, learning quality,... |
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StartPage | e0255184 |
SubjectTerms | Affect (Psychology) Affective computing Anxiety Bibliometrics Biology and Life Sciences Citation indexes Cognitive ability Computer & video games Computer and Information Sciences Education Educational aspects Emotional behavior Emotional factors Emotions Evaluation Evolution Game theory Games Information technology Learning Learning strategies Mathematical analysis Motivation Network analysis Social discrimination learning Social network analysis Social networks Social organization Social Sciences Students Well being |
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Title | Affective states in digital game-based learning: Thematic evolution and social network analysis |
URI | https://www.proquest.com/docview/2555946154 https://www.proquest.com/docview/2556387206 https://pubmed.ncbi.nlm.nih.gov/PMC8318230 https://doaj.org/article/0073bd6734f5406da17662bffa1640d7 http://dx.doi.org/10.1371/journal.pone.0255184 |
Volume | 16 |
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