Exergaming-induced pleasure and dominance엑서게이밍으로 유도된 행복감과 지배감 : 게임플레이 이후의 학습 활동에 대한 경로 모델링

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Given the importance of engagement on learning, researchers have focused on methods for increasing engagement. One of well-known method for increase engagement is promoting positive emotion. In this light, we suspect that this method also effective in learning context. To examine this, we are interested in employing exergaming in consideration of its emotional and cognitive benefits. However, despite the potential merits of exergaming on the learning process, studies that examine its post-play effect on learning tasks are rare. In this paper, we examine whether exergaming prior to learning affect emotion, engagement with lecture, and learning. We present a between subjects experimental study with 40 students who watched an online lecture on biology. Our data showed that exergaming could induce pleasure and dominance, subsequently acting as a medium for engagement, which is valuable in learning. The results also showed that participants who had higher dominance exhibited greater levels of pleasure.
Advisors
Yi, Mun Yongresearcher이문용researcher
Description
한국과학기술원 :지식서비스공학대학원,
Publisher
한국과학기술원
Issue Date
2016
Identifier
325007
Language
eng
Description

학위논문(석사) - 한국과학기술원 : 지식서비스공학대학원, 2016.8 ,[iii, 47 p. :]

Keywords

exergame; emotion; pleasure; engagement; learning; 엑서게임; 감정; 행복감; 몰입; 학습

URI
http://hdl.handle.net/10203/221976
Link
http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=663504&flag=dissertation
Appears in Collection
IE-Theses_Master(석사논문)
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