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Predicting Student Reasoning for Self-Reported Affect in Game-Based Learning Environments

  • Jordan Esiason
  • , Alex Goslen
  • , Andres Felipe Zambrano
  • , Nidhi Nasiar
  • , Stephen Hutt
  • , Jonathan Rowe
  • , Jaclyn Ocumpaugh
  • , Jessica Vandenberg

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution

Abstract

Student affect is widely recognized as a major influence on learning gains and engagement, which has led to the development of many automated affect detectors. However, in order to respond effectively to student affect, we must know how students interpret it. This study proposes a novel automated detector that models when students attribute their epistemic emotion to task difficulty. The goal is to use detectors like this one to better understand how to respond to students' affective states (in this case, boredom, confusion, frustration and nervousness). We then discuss the implications of this novel detector for real-time support in game-based learning environments.

Original languageEnglish (US)
Title of host publicationSIGCSE TS 2025 - Proceedings of the 56th ACM Technical Symposium on Computer Science Education
PublisherAssociation for Computing Machinery, Inc
Pages1453-1454
Number of pages2
ISBN (Electronic)9798400705328
DOIs
StatePublished - Feb 18 2025
Externally publishedYes
Event56th Annual SIGCSE Technical Symposium on Computer Science Education, SIGCSE TS 2025 - Pittsburgh, United States
Duration: Feb 26 2025 → Mar 1 2025

Publication series

NameSIGCSE TS 2025 - Proceedings of the 56th ACM Technical Symposium on Computer Science Education
Volume2

Conference

Conference56th Annual SIGCSE Technical Symposium on Computer Science Education, SIGCSE TS 2025
Country/TerritoryUnited States
CityPittsburgh
Period2/26/25 → 3/1/25

Bibliographical note

Publisher Copyright:
© 2025 Copyright held by the owner/author(s).

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Keywords

  • affect
  • game-based learning environments
  • machine learning

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