Better to be frustrated than bored: The incidence, persistence, and impact of learners’ cognitive–affective states during interactions with three different computer-based learning environments

We study the incidence (rate of occurrence), persistence (rate of reoccurrence immediately after occurrence), and impact (effect on behavior) of students’ cognitive–affective states during their use of three different computer-based learning environments. Students’ cognitive–affective states are stu...

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Main Authors: Baker, Ryan S, D'Mello, Sidney K, Rodrigo, Ma. Mercedes T
Format: text
Published: Archīum Ateneo 2010
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Online Access:https://archium.ateneo.edu/discs-faculty-pubs/92
https://www.sciencedirect.com/science/article/abs/pii/S1071581909001797
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Institution: Ateneo De Manila University
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spelling ph-ateneo-arc.discs-faculty-pubs-10912020-06-23T06:30:08Z Better to be frustrated than bored: The incidence, persistence, and impact of learners’ cognitive–affective states during interactions with three different computer-based learning environments Baker, Ryan S D'Mello, Sidney K Rodrigo, Ma. Mercedes T We study the incidence (rate of occurrence), persistence (rate of reoccurrence immediately after occurrence), and impact (effect on behavior) of students’ cognitive–affective states during their use of three different computer-based learning environments. Students’ cognitive–affective states are studied using different populations (Philippines, USA), different methods (quantitative field observation, self-report), and different types of learning environments (dialogue tutor, problem-solving game, and problem-solving-based Intelligent Tutoring System). By varying the studies along these multiple factors, we can have greater confidence that findings which generalize across studies are robust. The incidence, persistence, and impact of boredom, frustration, confusion, engaged concentration, delight, and surprise were compared. We found that boredom was very persistent across learning environments and was associated with poorer learning and problem behaviors, such as gaming the system. Despite prior hypothesis to the contrary, frustration was less persistent, less associated with poorer learning, and did not appear to be an antecedent to gaming the system. Confusion and engaged concentration were the most common states within all three learning environments. Experiences of delight and surprise were rare. These findings suggest that significant effort should be put into detecting and responding to boredom and confusion, with a particular emphasis on developing pedagogical interventions to disrupt the “vicious cycles” which occur when a student becomes bored and remains bored for long periods of time. 2010-01-01T08:00:00Z text https://archium.ateneo.edu/discs-faculty-pubs/92 https://www.sciencedirect.com/science/article/abs/pii/S1071581909001797 Department of Information Systems & Computer Science Faculty Publications Archīum Ateneo Affect Cognitive–affective states Affective computing Affective persistence Intelligent tutoring systems Educational games Computer Sciences
institution Ateneo De Manila University
building Ateneo De Manila University Library
country Philippines
collection archium.Ateneo Institutional Repository
topic Affect
Cognitive–affective states
Affective computing
Affective persistence
Intelligent tutoring systems
Educational games
Computer Sciences
spellingShingle Affect
Cognitive–affective states
Affective computing
Affective persistence
Intelligent tutoring systems
Educational games
Computer Sciences
Baker, Ryan S
D'Mello, Sidney K
Rodrigo, Ma. Mercedes T
Better to be frustrated than bored: The incidence, persistence, and impact of learners’ cognitive–affective states during interactions with three different computer-based learning environments
description We study the incidence (rate of occurrence), persistence (rate of reoccurrence immediately after occurrence), and impact (effect on behavior) of students’ cognitive–affective states during their use of three different computer-based learning environments. Students’ cognitive–affective states are studied using different populations (Philippines, USA), different methods (quantitative field observation, self-report), and different types of learning environments (dialogue tutor, problem-solving game, and problem-solving-based Intelligent Tutoring System). By varying the studies along these multiple factors, we can have greater confidence that findings which generalize across studies are robust. The incidence, persistence, and impact of boredom, frustration, confusion, engaged concentration, delight, and surprise were compared. We found that boredom was very persistent across learning environments and was associated with poorer learning and problem behaviors, such as gaming the system. Despite prior hypothesis to the contrary, frustration was less persistent, less associated with poorer learning, and did not appear to be an antecedent to gaming the system. Confusion and engaged concentration were the most common states within all three learning environments. Experiences of delight and surprise were rare. These findings suggest that significant effort should be put into detecting and responding to boredom and confusion, with a particular emphasis on developing pedagogical interventions to disrupt the “vicious cycles” which occur when a student becomes bored and remains bored for long periods of time.
format text
author Baker, Ryan S
D'Mello, Sidney K
Rodrigo, Ma. Mercedes T
author_facet Baker, Ryan S
D'Mello, Sidney K
Rodrigo, Ma. Mercedes T
author_sort Baker, Ryan S
title Better to be frustrated than bored: The incidence, persistence, and impact of learners’ cognitive–affective states during interactions with three different computer-based learning environments
title_short Better to be frustrated than bored: The incidence, persistence, and impact of learners’ cognitive–affective states during interactions with three different computer-based learning environments
title_full Better to be frustrated than bored: The incidence, persistence, and impact of learners’ cognitive–affective states during interactions with three different computer-based learning environments
title_fullStr Better to be frustrated than bored: The incidence, persistence, and impact of learners’ cognitive–affective states during interactions with three different computer-based learning environments
title_full_unstemmed Better to be frustrated than bored: The incidence, persistence, and impact of learners’ cognitive–affective states during interactions with three different computer-based learning environments
title_sort better to be frustrated than bored: the incidence, persistence, and impact of learners’ cognitive–affective states during interactions with three different computer-based learning environments
publisher Archīum Ateneo
publishDate 2010
url https://archium.ateneo.edu/discs-faculty-pubs/92
https://www.sciencedirect.com/science/article/abs/pii/S1071581909001797
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