Abstract
Game-based learning environments can foster student engagement in learning, offering an important venue for exploring epistemic emotions. Data from this study were collected as part of a larger effort to develop an in-game self-reporting tool for epistemic emotion that could be applied in a wide range of venues, including computer science systems. This study examines how students retrospectively discuss such emotions and experiences, and the degree to which their concerns about the reporting tool align with their learning needs. These themes have implications for understanding both the development and interpretation of in-game self-reporting tools.
| Original language | English (US) |
|---|---|
| Title of host publication | SIGCSE Virtual 2024 - Proceedings of the 2024 ACM Virtual Global Computing Education Conference V. 2 |
| Publisher | Association for Computing Machinery, Inc |
| Pages | 316-317 |
| Number of pages | 2 |
| ISBN (Electronic) | 9798400706042 |
| DOIs | |
| State | Published - Dec 5 2024 |
| Externally published | Yes |
| Event | 1st ACM Virtual Global Computing Education Conference V. 2, SIGCSE Virtual 2024 - Virtual, Online, United States Duration: Dec 5 2024 → Dec 8 2024 |
Publication series
| Name | SIGCSE Virtual 2024 - Proceedings of the 2024 ACM Virtual Global Computing Education Conference V. 2 |
|---|
Conference
| Conference | 1st ACM Virtual Global Computing Education Conference V. 2, SIGCSE Virtual 2024 |
|---|---|
| Country/Territory | United States |
| City | Virtual, Online |
| Period | 12/5/24 → 12/8/24 |
Bibliographical note
Publisher Copyright:© 2024 Copyright held by the owner/author(s).
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
Keywords
- Affect
- Game-based learning
- Science learning
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