Affect and usage choices in simulation problem solving environments

We investigate the relationship between a student’s affect and how he or she chooses to use a simulation problem-solving environment, using quantitative field observations. Within the environment studied, many students were observed gaming the system (cf. Baker et al, 2004), while few students engag...

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Bibliographic Details
Main Authors: Rodrigo, Ma. Mercedes T, Baker, Ryan S, Lagud, Maria C V, Lim, Sheryl Ann L, Macapanpan, Alexis F, Pascua, Sheila A M S, Santillano, Jerry Q, Sevilla, Leima R S, Sugay, Jessica, Tep, Sinath, Viehland, Norma J B
Format: text
Published: Archīum Ateneo 2007
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Online Access:https://archium.ateneo.edu/discs-faculty-pubs/100
https://books.google.com.ph/books?hl=en&lr=&id=lAjvAgAAQBAJ&oi=fnd&pg=PA145&dq=info:aGv5srj5LlkJ:scholar.google.com&ots=jj8r47QSX9&sig=eELAlBWQlFAdblaEGJXuKWVsuL4&redir_esc=y#v=onepage&q&f=false
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Institution: Ateneo De Manila University
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Summary:We investigate the relationship between a student’s affect and how he or she chooses to use a simulation problem-solving environment, using quantitative field observations. Within the environment studied, many students were observed gaming the system (cf. Baker et al, 2004), while few students engaged in off-task behavior. We analyze which affective states co-occur with gaming the system, and which affective states precede gaming behavior. Boredom and confusion appear both to precede gaming behavior and to cooccur with gaming behavior; delight and flow are negatively associated with gaming behavior.