Informing the Detection of the Students' Motivational State: An Empirical Study
ITS '02 Proceedings of the 6th International Conference on Intelligent Tutoring Systems
Off-task behavior in the cognitive tutor classroom: when students "game the system"
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Affective interactions: the computer in the affective loop
Proceedings of the 10th international conference on Intelligent user interfaces
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I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Affect and Usage Choices in Simulation Problem-Solving Environments
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Adapting to when students game an intelligent tutoring system
ITS'06 Proceedings of the 8th international conference on Intelligent Tutoring Systems
ITS '08 Proceedings of the 9th international conference on Intelligent Tutoring Systems
Affective Transitions in Narrative-Centered Learning Environments
ITS '08 Proceedings of the 9th international conference on Intelligent Tutoring Systems
Proceedings of the 11th International Conference on Information Integration and Web-based Applications & Services
Towards Systems That Care: A Conceptual Framework based on Motivation, Metacognition and Affect
International Journal of Artificial Intelligence in Education
The effect of simulation games on the learning of computational problem solving
Computers & Education
AIED'11 Proceedings of the 15th international conference on Artificial intelligence in education
Developing empirically based student personality profiles for affective feedback models
ITS'10 Proceedings of the 10th international conference on Intelligent Tutoring Systems - Volume Part I
Tractable POMDP representations for intelligent tutoring systems
ACM Transactions on Intelligent Systems and Technology (TIST) - Special section on agent communication, trust in multiagent systems, intelligent tutoring and coaching systems
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We analyze the antecedents of affective states in a simulation problem-solving environment, The Incredible Machine: Even More Contraptions, through quantitative field observations of high school students in the Philippines using that system. We investigate the transitions between affective states over time, finding that several affective states, including flow, boredom, and frustration, but not surprise, tend to persist over for relatively long periods of time. We also investigate how students' usage choices influence their later affect, finding that gaming the system leads to reduced confusion but increased boredom.