The invisible computer
Informing the Detection of the Students' Motivational State: An Empirical Study
ITS '02 Proceedings of the 6th International Conference on Intelligent Tutoring Systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Off-task behavior in the cognitive tutor classroom: when students "game the system"
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fearnot!: an experiment in emergent narrative
Lecture Notes in Computer Science
How Computer Games Help Children Learn
How Computer Games Help Children Learn
Digital Game-Based Learning
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Toward an Affect-Sensitive AutoTutor
IEEE Intelligent Systems
Multi-party, Multi-issue, Multi-strategy Negotiation for Multi-modal Virtual Agents
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Engagement tracing: using response times to model student disengagement
Proceedings of the 2005 conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology
THESPIAN: An Architecture for Interactive Pedagogical Drama
Proceedings of the 2005 conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology
Serious Use of a Serious Game for Language Learning
Proceedings of the 2007 conference on Artificial Intelligence in Education: Building Technology Rich Learning Contexts That Work
A dynamic mixture model to detect student motivation and proficiency
AAAI'06 Proceedings of the 21st national conference on Artificial intelligence - Volume 1
Off-Task Behavior in Narrative-Centered Learning Environments
Proceedings of the 2009 conference on Artificial Intelligence in Education: Building Learning Systems that Care: From Knowledge Representation to Affective Modelling
Detection and analysis of off-task gaming behavior in intelligent tutoring systems
ITS'06 Proceedings of the 8th international conference on Intelligent Tutoring Systems
Investigating director agents' decision making in interactive narrative: a Wizard-of-Oz study
Proceedings of the Intelligent Narrative Technologies III Workshop
Modeling narrative-centered tutorial decision making in guided discovery learning
AIED'11 Proceedings of the 15th international conference on Artificial intelligence in education
Early prediction of cognitive tool use in narrative-centered learning environments
AIED'11 Proceedings of the 15th international conference on Artificial intelligence in education
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part I
Motivating participation in social computing applications: a user modeling perspective
User Modeling and User-Adapted Interaction
Real-Time narrative-centered tutorial planning for story-based learning
ITS'12 Proceedings of the 11th international conference on Intelligent Tutoring Systems
Addressing teachers' concerns about the Prog&Play serious game with context adaptation
International Journal of Learning Technology
Hi-index | 0.00 |
A key promise of narrative-centered learning environments is the ability to make learning engaging However, there is concern that learning and engagement may be at odds in these game-based learning environments and traditional learning systems This view suggests that, on the one hand, students interacting with a game-based learning environment may be engaged but unlikely to learn, while on the other hand, traditional learning technologies may promote deep learning but provide limited engagement This paper presents findings from a study with human participants that challenges the view that engagement and learning need be opposed A study was conducted with 153 middle school students interacting with a narrative-centered learning environment Rather than finding an oppositional relationship between learning and engagement, the study found a strong positive relationship between learning outcomes and increased engagement Furthermore, the relationship between learning outcomes and engagement held even when controlling for students' background knowledge and game-playing experience.