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When Anger Strikes: Using AI Modelling to Understand How Negative Emotions Impact Performance in Digital Math Games
Ana Zdravkovic Barber1, Steve Engels2, Earl Woodruff1
1Department of Applied Psychology and Human Development (APHD), The Ontario Institute for Studies in Education (OISE), The University of Toronto, Toronto (UofT), Toronto, ON M5S 1V6, Canada.
Student anger negatively impacts digital math game performance. Emotional regulation support is crucial for effective digital math learning experiences.
Area of Science:
- Educational Technology
- Cognitive Psychology
- Learning Sciences
Background:
- Digital game-based learning environments (DGBLEs) are common in education.
- Little is known about how student emotions affect digital gameplay performance.
Purpose of the Study:
- Examine the influence of emotions and arousal on performance in DGBLEs.
- Investigate differences in performance and emotional impact between math and non-math games.
Main Methods:
- Thirty-two 5th-grade students played math and non-math digital games.
- Real-time heart rate and affective data were collected.
- An interpretable machine learning approach (XGBoost) analyzed the data.
Main Results:
- Students performed better on non-math games than math games.
- Real-time anger correlated with lower performance, especially in math games.
- Other emotions and physiological measures did not significantly predict performance.
Conclusions:
- Discrete emotions, particularly anger, significantly impact math game performance.
- Emotional regulation is vital for optimizing digital math learning.
- Findings underscore the importance of affective dynamics in DGBLEs.
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