Affective states in digital game-based learning: Thematic evolution and social network analysis.

Research has indicated strong relationships between learners' affect and their learning. Emotions relate closely to students' well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning exp...

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Main Authors: Xieling Chen, Di Zou, Lucas Kohnke, Haoran Xie, Gary Cheng
Format: Article
Language:English
Published: Public Library of Science (PLoS) 2021-01-01
Series:PLoS ONE
Online Access:https://doi.org/10.1371/journal.pone.0255184
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spelling doaj-0073bd6734f5406da17662bffa1640d72021-08-03T04:31:31ZengPublic Library of Science (PLoS)PLoS ONE1932-62032021-01-01167e025518410.1371/journal.pone.0255184Affective states in digital game-based learning: Thematic evolution and social network analysis.Xieling ChenDi ZouLucas KohnkeHaoran XieGary ChengResearch has indicated strong relationships between learners' affect and their learning. Emotions relate closely to students' well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning experiences and increasing student motivation. The field of emotions in DGBL has become an active research field with accumulated literature available, which calls for a comprehensive understanding of the up-to-date literature concerning emotions in virtual DGBL among students at all educational levels. Based on 393 research articles collected from the Web of Science, this study, for the first time, explores the current advances and topics in this field. Specifically, thematic evolution analysis is conducted to explore the evolution of topics that are categorized into four different groups (i.e., games, emotions, applications, and analytical technologies) in the corpus. Social network analysis explores the co-occurrences between topics to identify their relationships. Interesting results are obtained. For example, with the integration of diverse applications (e.g., mobiles) and analytical technologies (e.g., learning analytics and affective computing), increasing types of affective states, socio-emotional factors, and digital games are investigated. Additionally, implications for future research include 1) children's anxiety/attitude and engagement in collaborative gameplay, 2) individual personalities and characteristics for personalized support, 3) emotion dynamics, 4) multimodal data use, 5) game customization, 6) balance between learners' skill levels and game challenge as well as rewards and learning anxiety.https://doi.org/10.1371/journal.pone.0255184
collection DOAJ
language English
format Article
sources DOAJ
author Xieling Chen
Di Zou
Lucas Kohnke
Haoran Xie
Gary Cheng
spellingShingle Xieling Chen
Di Zou
Lucas Kohnke
Haoran Xie
Gary Cheng
Affective states in digital game-based learning: Thematic evolution and social network analysis.
PLoS ONE
author_facet Xieling Chen
Di Zou
Lucas Kohnke
Haoran Xie
Gary Cheng
author_sort Xieling Chen
title Affective states in digital game-based learning: Thematic evolution and social network analysis.
title_short Affective states in digital game-based learning: Thematic evolution and social network analysis.
title_full Affective states in digital game-based learning: Thematic evolution and social network analysis.
title_fullStr Affective states in digital game-based learning: Thematic evolution and social network analysis.
title_full_unstemmed Affective states in digital game-based learning: Thematic evolution and social network analysis.
title_sort affective states in digital game-based learning: thematic evolution and social network analysis.
publisher Public Library of Science (PLoS)
series PLoS ONE
issn 1932-6203
publishDate 2021-01-01
description Research has indicated strong relationships between learners' affect and their learning. Emotions relate closely to students' well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning experiences and increasing student motivation. The field of emotions in DGBL has become an active research field with accumulated literature available, which calls for a comprehensive understanding of the up-to-date literature concerning emotions in virtual DGBL among students at all educational levels. Based on 393 research articles collected from the Web of Science, this study, for the first time, explores the current advances and topics in this field. Specifically, thematic evolution analysis is conducted to explore the evolution of topics that are categorized into four different groups (i.e., games, emotions, applications, and analytical technologies) in the corpus. Social network analysis explores the co-occurrences between topics to identify their relationships. Interesting results are obtained. For example, with the integration of diverse applications (e.g., mobiles) and analytical technologies (e.g., learning analytics and affective computing), increasing types of affective states, socio-emotional factors, and digital games are investigated. Additionally, implications for future research include 1) children's anxiety/attitude and engagement in collaborative gameplay, 2) individual personalities and characteristics for personalized support, 3) emotion dynamics, 4) multimodal data use, 5) game customization, 6) balance between learners' skill levels and game challenge as well as rewards and learning anxiety.
url https://doi.org/10.1371/journal.pone.0255184
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