Beyond cold technology: A systematic review and meta-analysis on emotions in technology-based learning environments

K Loderer, R Pekrun, JC Lester - Learning and instruction, 2020 - Elsevier
Understanding emotions in technology-based learning environments (TBLEs) has become a
paramount goal across different research communities, but to date, these have operated in …

The chicken or the egg? The direction of the relationship between mathematics anxiety and mathematics performance

E Carey, F Hill, A Devine, D Szücs - Frontiers in psychology, 2016 - frontiersin.org
This review considers the two possible causal directions between mathematics anxiety (MA)
and poor mathematics performance. Either poor maths performance may elicit MA (referred …

[LLIBRE][B] Artificial intelligence and games

GN Yannakakis, J Togelius - 2018 - Springer
Georgios N. Yannakakis Julian Togelius Page 1 Artificial Intelligence and Games Georgios N.
Yannakakis Julian Togelius Page 2 Artificial Intelligence and Games Page 3 Georgios N …

Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning

J Hamari, DJ Shernoff, E Rowe, B Coller… - Computers in human …, 2016 - Elsevier
In this paper, we investigate the impact of flow (operationalized as heightened challenge
and skill), engagement, and immersion on learning in game-based learning environments …

The agency effect: The impact of student agency on learning, emotions, and problem-solving behaviors in a game-based learning environment

M Taub, R Sawyer, A Smith, J Rowe, R Azevedo… - Computers & …, 2020 - Elsevier
Game-based learning environments are designed to foster high levels of student
engagement and motivation during learning of complex topics. Game-based learning …

The influence of academic emotions on learning effects: a systematic review

J Tan, J Mao, Y Jiang, M Gao - International journal of environmental …, 2021 - mdpi.com
Academic emotions can have different influences on learning effects, but these have not
been systematically studied. In this paper, we objectively evaluate the influence of various …

Hedonic consumption experience in videogaming: A multidimensional perspective

LD Hollebeek, AZ Abbasi, CD Schultz, DH Ting… - Journal of Retailing and …, 2022 - Elsevier
Prior research primarily considers consumers' hedonic gaming experience, defined as an
individual's level of pleasure, emotional gratification, and enjoyment from playing a …

[HTML][HTML] Gamification in management education: A systematic literature review

RJR Silva, RG Rodrigues, CTP Leal - BAR-Brazilian Administration …, 2019 - SciELO Brasil
Quality of teaching is increasingly important for the success of educational institutions. In this
context, gamification is a tool often used to improve the teaching-learning process by …

A multi-componential analysis of emotions during complex learning with an intelligent multi-agent system

JM Harley, F Bouchet, MS Hussain, R Azevedo… - Computers in Human …, 2015 - Elsevier
This paper presents the evaluation of the synchronization of three emotional measurement
methods (automatic facial expression recognition, self-report, electrodermal activity) and …

[HTML][HTML] When the brain comes into play: Neurofunctional correlates of emotions and reward in game-based learning

S Greipl, E Klein, A Lindstedt, K Kiili, K Moeller… - Computers in Human …, 2021 - Elsevier
Accumulating evidence identifies emotions as drivers of effective learning. In parallel, game-
based learning was found to emotionally engage learners, allegedly harnessing the …