Evaluating Collaborative Learning Processes
CRIWG '02 Proceedings of the 8th International Workshop on Groupware: Design, Implementation and Use
Informing the Detection of the Students' Motivational State: An Empirical Study
ITS '02 Proceedings of the 6th International Conference on Intelligent Tutoring Systems
Coupling pair programming and writing: learning about students' perceptions and processes
Proceedings of the 35th SIGCSE technical symposium on Computer science education
Data Mining: Concepts and Techniques
Data Mining: Concepts and Techniques
Digital Game-Based Learning
An Empirical Study of Bringing Audience into the Movie
SG '08 Proceedings of the 9th international symposium on Smart Graphics
Game2Learn: improving the motivation of CS1 students
GDCSE '08 Proceedings of the 3rd international conference on Game development in computer science education
Serious Games for Language Learning: How Much Game, How Much AI?
Proceedings of the 2005 conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology
Repairing Disengagement With Non-Invasive Interventions
Proceedings of the 2007 conference on Artificial Intelligence in Education: Building Technology Rich Learning Contexts That Work
Log file analysis for disengagement detection in e-Learning environments
User Modeling and User-Adapted Interaction
Proceedings of the 2009 conference on Artificial Intelligence in Education: Building Learning Systems that Care: From Knowledge Representation to Affective Modelling
Inducing positive emotional state in Intelligent Tutoring Systems
Proceedings of the 2009 conference on Artificial Intelligence in Education: Building Learning Systems that Care: From Knowledge Representation to Affective Modelling
Proceedings of the 2009 conference on Artificial Intelligence in Education: Building Learning Systems that Care: From Knowledge Representation to Affective Modelling
Display characteristics affect users' emotional arousal in 3D games
ERCIM'06 Proceedings of the 9th conference on User interfaces for all
ICALT '10 Proceedings of the 2010 10th IEEE International Conference on Advanced Learning Technologies
Physiological evaluation of attention getting strategies during serious game play
AIED'11 Proceedings of the 15th international conference on Artificial intelligence in education
Intervention strategies to increase self-efficacy and self-regulation in adaptive on-line learning
AH'06 Proceedings of the 4th international conference on Adaptive Hypermedia and Adaptive Web-Based Systems
Adapting to when students game an intelligent tutoring system
ITS'06 Proceedings of the 8th international conference on Intelligent Tutoring Systems
Motivating the learner: an empirical evaluation
ITS'06 Proceedings of the 8th international conference on Intelligent Tutoring Systems
Effects of guided and unguided style learning on user attention in a virtual environment
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
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This study investigatedmotivational strategies and the assessment of learners'motivation during serious gameplay. Identifying and intelligently assessing the effects that these strategiesmay have on learners are particularly relevant for educational computer-based systems. We proposed, therefore, the use of physiological sensors, namely, heart rate, skin conductance, and electroencephalogram (EEG), as well as a theoretical model of motivation (Keller's ARCS model) to evaluate six motivational strategies selected from a serious game called Food-Force. Results from nonparametric tests and logistic regressions supported the hypothesis that physiological patterns and their evolution are suitable tools to directly and reliably assess the effects of selected strategies on learners' motivation. They showed that specific EEG "attention ratio" was a significant predictor of learners' motivation and could relevantly evaluate motivational strategies, especially those associated with the Attention and Confidence categories of the ARCS model of motivation. Serious games and intelligent systems can greatly benefit from using these results to enhance and adapt their interventions.