作者: Ryan SJ d Baker , Ma Mercedes T Rodrigo , Ulises E Xolocotzin , None
DOI: 10.1007/978-3-540-74889-2_58
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摘要: We analyze the antecedents of affective states in a simulation problem-solving environment, The Incredible Machine: Even More Contraptions, through quantitative field observations high school students Philippines using that system. investigate transitions between over time, finding several states, including flow, boredom, and frustration, but not surprise, tend to persist for relatively long periods time. also how students' usage choices influence their later affect, gaming system leads reduced confusion increased boredom.