An Investigation of Affect Within Ibigkas!: An Educational Game for English

We investigated the affective states (both individual and shared emotions) of students using a collaborative and educational game for English called Ibigkas! Our goal was two-fold: (1) To determine the incidence and persistence of affective states exhibited by the students when working individually...

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Main Authors: Banawan, Michelle P, Lumapas, Raul Vincent W, Ocumpaugh, Jaclyn L, Rodrigo, Ma. Mercedes T.
Format: text
Published: Archīum Ateneo 2019
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Online Access:https://archium.ateneo.edu/discs-faculty-pubs/325
http://ilt.nutn.edu.tw/icce2019/04_Proceedings.html
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Institution: Ateneo De Manila University
id ph-ateneo-arc.discs-faculty-pubs-1318
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spelling ph-ateneo-arc.discs-faculty-pubs-13182022-05-02T00:46:29Z An Investigation of Affect Within Ibigkas!: An Educational Game for English Banawan, Michelle P Lumapas, Raul Vincent W Ocumpaugh, Jaclyn L Rodrigo, Ma. Mercedes T. We investigated the affective states (both individual and shared emotions) of students using a collaborative and educational game for English called Ibigkas! Our goal was two-fold: (1) To determine the incidence and persistence of affective states exhibited by the students when working individually and in groups, and (2) to adapt the Baker Rodrigo Ocumpaugh Monitoring Protocol for collaborative learning situations. Our findings for this study are as follows: (1) in single-player mode, students exhibited greater engaged concentration, pride, and frustration and less excitement, delight, and confusion compared to the multiplayer mode; (2) that individual emotions can be distinct from group emotions; (3) that negative emotions like frustration and blame/guilt were only felt at the individual level and were not observed as shared by all the members of the group; (4) affective states tended to persist more within an individualized game setting compared to the collaborative game setting where there was a greater number of opportunities to experience a wider range of emotions, hence the low chance of persistence; (5) students within an individualized setting spent more time solving the game rounds, had fewer incorrect answers, even as they experienced more frustration, and finally, (6) students within a collaborative setting had fewer errors when they had a higher incidence of excitement and had more errors when they appeared to be concentrating due to the presence of the “gaming the system” behavior. 2019-01-01T08:00:00Z text https://archium.ateneo.edu/discs-faculty-pubs/325 http://ilt.nutn.edu.tw/icce2019/04_Proceedings.html Department of Information Systems & Computer Science Faculty Publications Archīum Ateneo Ibigkas! BROMP student affect English language learning Bilingual, Multilingual, and Multicultural Education Computer Sciences Databases and Information Systems
institution Ateneo De Manila University
building Ateneo De Manila University Library
continent Asia
country Philippines
Philippines
content_provider Ateneo De Manila University Library
collection archium.Ateneo Institutional Repository
topic Ibigkas!
BROMP
student affect
English language learning
Bilingual, Multilingual, and Multicultural Education
Computer Sciences
Databases and Information Systems
spellingShingle Ibigkas!
BROMP
student affect
English language learning
Bilingual, Multilingual, and Multicultural Education
Computer Sciences
Databases and Information Systems
Banawan, Michelle P
Lumapas, Raul Vincent W
Ocumpaugh, Jaclyn L
Rodrigo, Ma. Mercedes T.
An Investigation of Affect Within Ibigkas!: An Educational Game for English
description We investigated the affective states (both individual and shared emotions) of students using a collaborative and educational game for English called Ibigkas! Our goal was two-fold: (1) To determine the incidence and persistence of affective states exhibited by the students when working individually and in groups, and (2) to adapt the Baker Rodrigo Ocumpaugh Monitoring Protocol for collaborative learning situations. Our findings for this study are as follows: (1) in single-player mode, students exhibited greater engaged concentration, pride, and frustration and less excitement, delight, and confusion compared to the multiplayer mode; (2) that individual emotions can be distinct from group emotions; (3) that negative emotions like frustration and blame/guilt were only felt at the individual level and were not observed as shared by all the members of the group; (4) affective states tended to persist more within an individualized game setting compared to the collaborative game setting where there was a greater number of opportunities to experience a wider range of emotions, hence the low chance of persistence; (5) students within an individualized setting spent more time solving the game rounds, had fewer incorrect answers, even as they experienced more frustration, and finally, (6) students within a collaborative setting had fewer errors when they had a higher incidence of excitement and had more errors when they appeared to be concentrating due to the presence of the “gaming the system” behavior.
format text
author Banawan, Michelle P
Lumapas, Raul Vincent W
Ocumpaugh, Jaclyn L
Rodrigo, Ma. Mercedes T.
author_facet Banawan, Michelle P
Lumapas, Raul Vincent W
Ocumpaugh, Jaclyn L
Rodrigo, Ma. Mercedes T.
author_sort Banawan, Michelle P
title An Investigation of Affect Within Ibigkas!: An Educational Game for English
title_short An Investigation of Affect Within Ibigkas!: An Educational Game for English
title_full An Investigation of Affect Within Ibigkas!: An Educational Game for English
title_fullStr An Investigation of Affect Within Ibigkas!: An Educational Game for English
title_full_unstemmed An Investigation of Affect Within Ibigkas!: An Educational Game for English
title_sort investigation of affect within ibigkas!: an educational game for english
publisher Archīum Ateneo
publishDate 2019
url https://archium.ateneo.edu/discs-faculty-pubs/325
http://ilt.nutn.edu.tw/icce2019/04_Proceedings.html
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