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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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Autores principales: Chen, Xieling, Zou, Di, Kohnke, Lucas, Xie, Haoran, Cheng, Gary
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8318230/
https://www.ncbi.nlm.nih.gov/pubmed/34320029
http://dx.doi.org/10.1371/journal.pone.0255184
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author Chen, Xieling
Zou, Di
Kohnke, Lucas
Xie, Haoran
Cheng, Gary
author_facet Chen, Xieling
Zou, Di
Kohnke, Lucas
Xie, Haoran
Cheng, Gary
author_sort Chen, Xieling
collection PubMed
description 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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spelling pubmed-83182302021-07-31 Affective states in digital game-based learning: Thematic evolution and social network analysis Chen, Xieling Zou, Di Kohnke, Lucas Xie, Haoran Cheng, Gary PLoS One Research Article 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. Public Library of Science 2021-07-28 /pmc/articles/PMC8318230/ /pubmed/34320029 http://dx.doi.org/10.1371/journal.pone.0255184 Text en © 2021 Chen et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
Chen, Xieling
Zou, Di
Kohnke, Lucas
Xie, Haoran
Cheng, Gary
Affective states in digital game-based learning: Thematic evolution and social network analysis
title Affective states in digital game-based learning: Thematic evolution and social network analysis
title_full Affective states in digital game-based learning: Thematic evolution and social network analysis
title_fullStr Affective states in digital game-based learning: Thematic evolution and social network analysis
title_full_unstemmed Affective states in digital game-based learning: Thematic evolution and social network analysis
title_short Affective states in digital game-based learning: Thematic evolution and social network analysis
title_sort affective states in digital game-based learning: thematic evolution and social network analysis
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8318230/
https://www.ncbi.nlm.nih.gov/pubmed/34320029
http://dx.doi.org/10.1371/journal.pone.0255184
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